The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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Curse of the Crimson Throne Roll20

I don't personally care for PvP action, especially in Play-by-Post games. It tends to distract from the story itself and those not in that particular spotlight tend to get bored waiting for the antics to end. That being said, this is an evil-themed campaign and if everyone can be mature about it and have fun with it then I won't automatically put a stop to it.


Curse of the Crimson Throne Roll20

Quick Poll. Maybe it's just me, and it very well could be, but I've always thought movement was handled in 5 ft. increments. However, this is the 3rd time I've encountering fractions (2.5, 7.5, etc) of movement on the forums. Is this common, normal, and regular? Maybe it's a hold over of my 3.5 edition days...just wondering.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

Sorry, just did the math, 30/4. We were not in combat, and I thought the differentiation between move 20 and 30 might be something important. Happily willing to round down to the nearest multiple of 5.


Curse of the Crimson Throne Roll20

I'm good either way I just want everyone to be on the same page. If everyone wants to go with partials that's fine.


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
The Many-Faced GM wrote:
I'm good either way I just want everyone to be on the same page. If everyone wants to go with partials that's fine.

Yeah, climbinb and swimming causes that to happen. Personally, I'd prefer a 15' swim speed to a 10' swim speed, but the choice is yours.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Uh far as I know it's 5 foot movement... moving diagonally costs double every other move.

OH I see with the climbing, in this case since we aren't actually in combat pretty sure the fractions are cool... if we were in combat then i'm not so sure.


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Curse of the Crimson Throne Roll20

I have uploaded several pictures of the various pirates aboard the ship that you can clearly see up on deck. They are under the Hand Outs section in the Journal, which is the middle icon above the chat window on roll20.net. I have also moved everyone's token to the upper deck. I created a "monkey jack" token for Romello that Baltzar should be able to move, although you do not know where Baltzar is at the moment. All those with familiars are still within empathic link range.


Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)

Is he in a cage or anything that he might be able/need to pick his way out of?


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Well Rhemus, thats basically what I told you so you understood it right :)

As for fractions: I believe that only 5-foot increments are being used in pathfinder. As with so many other things, if you are not "reaching" the next 5 foot increment, by default, pathfinder rounds down.

Though in case of movement, it seems pathfinder breaks it's own rule of "rounding down" and instead rounds up, as evident with armor effects on different base speeds(2/3rds).

Totally a GM decision, but I would say it can be based on the check result. If you beat the DC by 4 or less, round down. If you beat the DC by 5 or more, round up.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm assuming they took my mask given that I wasn't wearing it. Did they take Aerel's mask too?


Male Monkey Familar (Pilferer) | Acrobatics +10, Climb +10, Disable Device +6, Escape Artist +2, Perception +1, Sleight of Hand +6 (+8 when stealing)

Oh I just noticed that I forgot to account in his stat block that I traded out the usual feat a monkey gets (Weapon Finesse) for Skill Focus: Sleight of Hand. I figure that feat is more appropriate since he won't be attacking anyone (not even delivering touch spells, as he's a pilferer, he steals instead) it's a semi-worthless feat and being a pilferer skill focus on stealing is better for him.

If this feat trade is not okay, let me know and I'll remove the Skill Focus bonus.

Also, the 1 skill point a monkey gets is in Disable Device (hence his Perception being lower than the standard monkey)


Mordant Spire Elf Magus (Bladebound, Spire Defender) 1 | HP 11/11 | AC 14 Touch 14 Flatfooted 10 | Saves F +4 R +3 W +2 | Init +5 | Low-light vision; Perc +2, Sense Motive +0
--Sandman-- wrote:
I'm assuming they took my mask given that I wasn't wearing it. Did they take Aerel's mask too?

I'm sure they did. He'll be coming to that realization any minute now.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Returning to the movement topic: I did not think about the fractions, just did the math. Not sure what was the decision on this. I think we have the following options:

1. In combat cannot use fractions and your round down always. Out of combat do the same.

2. In combat cannot use fractions and your round down always. Out of combat use fractions.

3. In combat cannot use fractions, so use "diagonal rule", ie 5ft then 10ft. Out of combat use fractions.

4. Skill check based if you round down or up.

DM would be nice to clarify once and we can all follow so there is no confusion as we go on. I am indifferent, but if have to vote pick: 3


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Curse of the Crimson Throne Roll20

Going forward, all movement, both in and out of combat will be measured in 5-foot increments.

I'm not going to redo any of the climbing checks as that just seems silly at this point. I don't see anyone beating Aerel to the top without a faster climb speed.

Yes, both Aerel and Sandman had their masks confiscated.

@Baltzar - the changes to Romello are fine and appropriate. He is unable to escape his current predicament as is.


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Curse of the Crimson Throne Roll20

Just to define something before it comes up.

Spell-like abilities will not generate Attacks of Opportunities. Since they do not have verbal, material, or somatic components, they are incredibly hard to detect.

The same applies to supernatural abilities.

For spells, you can always attempt a Stealth check to conceal your spellcasting, but I'm applying a -2 penalty on the check per component type. If the spell has verbal and somatic components, you'll take a -4 penalty to the stealth check if you're trying to conceal it. You cannot hide obvious effect spells like ray spells and most damage dealing spells.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
The Many-Faced GM wrote:


For spells, you can always attempt a Stealth check to conceal your spellcasting, but I'm applying a -2 penalty on the check per component type. If the spell has verbal and somatic components, you'll take a -4 penalty to the stealth check if you're trying to conceal it. You cannot hide obvious effect spells like ray spells and most damage dealing spells.

Whaaat? Is that a house rule or a use of Stealth I've been missing all these years? Either way, I like it!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

BrB, just put a point in Stealth. I'm not very good at it, but every little bit helps.

Actually it would be pretty cool if the whole party could stealth.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
--Sandman-- wrote:

BrB, just put a point in Stealth. I'm not very good at it, but every little bit helps.

Actually it would be pretty cool if the whole party could stealth.

Ha yeah plus with a pilferer familiar me having Stealth is kinda necessary if I want HIM to have a good Stealth, but then this means that it still has a use for me too. :D


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Hum. Not to nitpick, but that stealth part seems pretty strong.

AFAIK people even get to check spellcraft against silent still spells, which honestly always seemed stupid to me.

But taking it from there, considering either of these feats would remove a component completely(at the price of a spell level increase and feat tax), I'd suggest the base penalty per component type to be -4 or -5.
I will put points into stealth now that I know this, regardless. But there's several spells lacking either component making them even easier, and several feats basically allow you to do that for a heavy tax.

I don't want anybody to misunderstand, I think its an utterly cool ability, and one I will definitely invest in, but considering stealth is rather easy to push with a few tricks(e.g. that ring giving +10 competence, shadow armor where applicable, invisibility for those spells that don't break it) I feel a total of -4 for hiding 2 components seems a bit low.
Just bringing this up, if everybody else things that's perfectly reasonable, I'm definitely not opposed!


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Rhemus, please don't take this the wrong way.

It occurred to me that you're better suited to Rigging work and Swab work than Rillum is. If you become the cook's mate, he's going to get punished a lot.

Sandman's trying to weigh the options and set people up for the least amount of misery. Feel free to be mad at him in game, but please don't think i'm trying to undermine you out of game.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

No problem, I will not be upset at all if I do not get the job nor will take your comment in the wrong way. Just role-playing Rhemus' as a typical halfling, looking to get the easy job and access to the galley.

I am playing the cook angle because it is his profession (was part of his background and took the skill).

So if Sandman wants to "nudge" Rhemus to stop showboating his cooking skills please do, and I hope to catch the hint.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I'm not much good at the whole "secret messages" thing. Do your thing. We'll deal with the consequences.

Maybe you could propose a cook off, each of you getting a day of cooking duty before Plugg decides. That would give us a little time to talk about what would be best for everyone.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

Well already posted and hope Mr. Plugg is disgusted by Rhemus.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Where can I find information about the jobs? Checked the Players Guide again but must have missed it.


Curse of the Crimson Throne Roll20

The stealth while spelling is more of a house rule, though one born more from common sense than anything else. I agree about the spellcraft vs. still and silent spells, makes no sense. I'm good with the way the penalties are now, but if it becomes too abused at higher levels, I'll tweak it when we reach that bridge. While there are plenty of ways to raise stealth, this isn't gestalt or mythic and there are limited options. Burn a feat if you want to, everyone is already feat starved. The bard feat is nice, but we don't have any bards, but I get your point. Get a ring if you like, but you only get two ring slots. My point is everything is a choice. Not everyone has a great dex and it's not a class skill for half of you, so the modifiers won't get out of control anytime soon. Not to mention you're on a pirate ship with several people and cramped quarters. Instead of making a perception check for each potential witness, each potential witness will essentially aid another to one check, so +2 per each set of eyes basically. This is mainly intended to allow things like charm person to work in your favorite without alerting the target and things of that nature.

This is a pirate ship crewed by pirates. They are not nice people for the most part. You can expect bullies, cowards, and everything in between. This will be a PG game, maybe PG-13 at most, but expected bad behavior from bad men will come up. And remember Nivian's comment; these men will try to prey on those they think are weak. Aiding someone can easily paint that person as weak in their eyes. Not to mention, we're playing an evilish campaign here. Being friendly makes sense a lot of the time, but sticking up for someone may be pushing your alignment. These are just friendly reminders. At the end of the day you make your own decisions and face the consequences of those decisions. I will try to "referee" those decisions to the best of my ability as opposed to just stating "your character wouldn't do that."

Also, and quite possibly most important, Rillum is a skilled and crafty killer (heh, no pun intended), and a survivor.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

I think the most interesting evil characters are the ones who are perfectly able to form caring bonds with other people and still be monsters.

Spike from Buffy
Littlefinger from Game of Thrones
Magneto in X-men
Cal in Agents of Shield
Harley Quinn

Evil is kinda boring if it isn't relatable at least some of the time.

To me Evil doesn't necessarily have to mean selfish or perverse. Sometimes it just means being comfortable doing terrible things to succeed.

Over the course of this game I expect Sandman will resort to poisoning or torture and will probably brainwash and possess an awful lot of people. He'll probably raise some undead too.

That doesn't mean he can't still be an otherwise helpful and kind person most of the time.


Curse of the Crimson Throne Roll20

Oh I agree. Besides, even serial killers and mass murderers had to have at least one friend at some point in time.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Most of them were said to be very nice people.


Curse of the Crimson Throne Roll20

It's those quiet ones you have to look out for.


Curse of the Crimson Throne Roll20

Going to post these now so that everyone can become familiar with them before the activities actions begin a little later on today/tonight. These are also listed under my profile for reference.

Ship Activity Rules:

In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounge for gear, interact with their shipmates, or attempt to influence NPCs.

Each PC can normally take two ship actions each day, one during the day and one at night. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.

Daytime Ship Actions
Work Diligently Gain a +4 bonus on any one check for a job’s daily task [/b]
Influence Make normal checks for a job’s daily task and attempt to influence a single NPC.
Sneak Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no additional chance of detection).
Shop Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9)
Shirk Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered.

Nighttime Ship Actions
SleepGo to bed early and sleep through the night (automatically recover from fatigue)
Gamble Play or gamble on a game of chance or pirate entertainment
Entertain Make one Perform check to entertain the crew
Influence* Attempt to influence a single NPC
Sneak* Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered.
Steal* Attempt to open a locked door or locker. The PC must make a check to avoid being discovered


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

As for being nice to random people(you two had a history so not random people but a lot of the others are strangers). Not particulary fond of it...otherwise our job as pirates may be a bit complicated("oh, no, captain, I totally understand, you're a small business owner. Apologies for killing some of your crew during the boarding, but of course you can move on with your cargo unharmed, have a nice day"), but right now, we all need allies, so it may be reasonable to help each other out to show one is open to working together.

Still, Sandman, you did not mention where I can find info on the jobs?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew
Nivian Mazu wrote:
Sandman, you did not mention where I can find info on the jobs?

Jobs? Did I miss something?

Edit: yeah, missed that post. Hold on.


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HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Oh, I see what you're asking-

The spoiler the GM just posted has the jobs information.

I only knew about it because I played through the beginning of this adventure path in another game. Sadly it died. Been trying to get into a new one ever since because what little I was able to play was awesome.

Basically, Rigging work is lots of climb and acro checks and chances of falling a long ways.

Swab work is hard labor that involves profession checks and con checks to avoid fatigue.

Cook work is odd jobs and trying to keep Kroop sober long enough to feed the crew.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

thanks. so, because bilge does not have profession, he can't properly do swab work and should be cook instead.

Oh well, if thats all that is to jobs(1 rigger, 1 cook, swab) then I default to swab, it seems. No worries then, I upped my profession :D
Was just afraid I may also end up stuck in a job in which I, quote, "get punished a lot".


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

When it comes to things like hauling rope there's a big difference between a strength of 9 and strength of 5. Small size doesn't help either.

I have a contingency plan to help out anyone who's having a hard time completing their work, but I can only help one person on any given day. Having two swabs with low physical scores means someone's getting a date with Scourge at Bloody Hour.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

well, I may also end up with Scourge then. Only got 6 Strenght myself, so I hope hauling rope won't come up much.

If it comes to that: The first days she'd probably refuse any help, no matter what your contingency plan is, and rather try to work diligently per the activity table if things go bad. If that won't help either, well, we'll see where it takes us. Just wanted to let you know OOC that I appreciate an offer but IC will not likely accept it.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)
--Sandman-- wrote:


To me Evil doesn't necessarily have to mean selfish or perverse. Sometimes it just means being comfortable doing terrible things to succeed.

Oh yeah in a game I am running I have a hag who sure she's chaotic evil like most hags, but she never gave up on her daughters like most hags do. She has two, one of which is still a changeling, but is a sorceress with the Accursed bloodline, so she counts as a hag. Then she's trying to recruit her other daughter (who is going to be resistant as she's chaotic good, not to mention she was told her mother was dead) who again, is too old to become a hag but that doesn't matter. She's a witch, she can take the Coven hex.

(As you can tell I love changelings haha)


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Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1
Nivian Mazu wrote:

well, I may also end up with Scourge then. Only got 6 Strenght myself, so I hope hauling rope won't come up much.

If it comes to that: The first days she'd probably refuse any help, no matter what your contingency plan is, and rather try to work diligently per the activity table if things go bad. If that won't help either, well, we'll see where it takes us. Just wanted to let you know OOC that I appreciate an offer but IC will not likely accept it.

Well I did not realize the swab work was that intense. I am small sized but do have 10 strength, and Profession - sailor. So may be able to get by without visiting Scourge.

I do have to thank the GM for advising me to take one rank in Climb instead of Intimidation. That made the difference between success and failure for Rhemus.


Curse of the Crimson Throne Roll20

Don't worry too much about the daily jobs. Almost everyone is bound to fail the occasional one. I doubt anyone will perform perfectly, although it could happen. Remember they're only temporary, and more designed to show the varying tasks on a ship as well as the constant work required to man a ship. Listed in the activity spoiler I posted, you can simply put effort into the task for a +4 bonus. Most of the tasks offer more than one way to perform it, and the DC's are rarely above 10. Fatigued is fixed simply by sleeping so even failing that most times isn't terrible.


Female Changeling (Sea) Witch (Hedge, Sea) 4 | HP 18/18 | AC 14 (+2 Dex +2 Natural) Touch 12 Flatfooted 12 | Saves F +0 R +2 W +3 | Init +2 | Darkvision 60; Perc +1, Sense Motive +0 | Allies within 10 feet get +1 morale bonus vs. fear (as long as she is conscious)

Just a heads up, I seem to be able to move Aeral and Bilge's tokens on Roll20 and on a side note, my token didn't update with the new avatar (but chat did)


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Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I don't mind getting beaten on for a bit, I just think Rillum can do us the most good in the kitchen. It is the most likely place to have improvised tools for a good number of my class features, and if we do decide to poison anyone, he is going to be the best at it.

I do think that finding allies is a tactic that even the evil can get behind, and I appreciate the in-character reasons to work with the party - it will considerably reduce the likelihood of Rillum blowing the ship up at midnight watch. Really, poison and disease are the least of what these guys have brought onto their vessel.


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)
Rillum 'Bilge' Jimmings wrote:

...and if we do decide to poison anyone, he is going to be the best at it.

"Cook work is odd jobs and trying to keep Kroop sober long enough to feed the crew."

So, with a drunk cook and you in the kitchen, who do you think they'll suspect if someone dies from poison?
So I would not really take that as an argument, unless you are looking for a kielhauling...

The problem I see is this: you have no profession skill either way. So chances are you end up working diligently, or fatigued and having to go to sleep early.
I have never played this, but since there is only one cooks mate would it not make sense to send someone that can actually perform those checks without having to work diligently so they have a free action during the day, and likely another during the night?

As said, no idea, not going to speak up in gameplay but it would seem you are not exactly cut out for either job, so then the question is where it makes more sense to fail-


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I do not intend to poison everyone, unless a good opportunity shows itself. Rillum is smart enough to not lash out and get himself sent off the plank or shived. My desire for the kitchen is not for an easy bearth, it is because the kitchen is the closest thing to a lab I can think of on a pirate ship, barring getting my gear back. A heat source, metal tools, containers for mixing, it might not be much, but it is a place to start. I'll take a beating or two if I can get something accomplished. I don't see that happening someplace else.

Plus, who knows; maybe alchemy has culinary applications. I can try.


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Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

Wish I had cauldron+cook people. I'd show them pirates how to use a kitchen properly. Oh, why, I call it a scourge stew.

on a side note, do not take it personal, but I'll try and refuse to eat what your kitchen produces, if you get the job :)


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

No worries. Rillum is used to insults, both active and passive.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

If I don't get the kitchen, my next thought would be assistant to the ship's doctor, but I assume Sandman would have that one sewn up (ha!).


Female Undine Sea Witch 2 | HP 16/16| AC 17 Touch 13 Flatfooted 14 | Saves F 3 R 3 W 4 | Init 3 | Darkvision 60, Perc 7 , Swim Speed 30(Aquatic, Amphibious)

so there is more jobs than those he listed? Because, I'm the bestest navigator/helmswoman this side of Tian Xia :D

Though I suppose they won't let me be at the wheel after press ganging me and becoming aware I don't need a ship to survive on the ocean.


Ratfolk alchemist(plague bringer) | HP 20/20 | Bombs 6/6, Plague vial 1/1
Stats:
AC 16, Touch 14, FlatFoot 13, CMD 10 | Fort +8, Ref +6 and Wis +2 | Init +3 | Sense Motive +2, Perception +9, Low-light vision
Extracts Prepared:
1st - Adhesive Spittle, Bomber's Eye, Monkyfish

I've no idea. I'm just thinking of classic pirate jobs.


Male Halfling | HP 10/10 | AC 19 Touch 15 Flatfooted 15 | Saves F +4 R +5 W +5 | Init +5 | Perc +7, Sense Motive +7 | Inquisitor / 1

I suspect the navigator is a job they give to someone close to the Captain's confidence. This is based purely on watching Black Sails ;)

It is a key role that keeps the crew dependent on the Captain, who is usually one of the few who "knows where the ship is going".

Getting lost in the wide ocean is probably a terrifying situation for anyone.

Would be nice to understand what are the other jobs we are vying for. Based on what we know Rigger and Cook's Mate. Deck swab was Sandman's other option, but are there any others?


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2 | Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Those are officer jobs. We're a long way from those.

For us, rigger, swab and cooks mate are it.

We haven't been on the ship long enough to know, but as I remember there's about 25 other sailors. About 6 or 7 of them are officers. We'll probably get a list or something eventually.

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