Ironperenti's Skull and Shackles

Game Master Ironperenti

Character Treasure Tracker

S&S on roll20

Disrepute 3 Infamy 3

Crew Perilous Pearl 28 of 20 (Guillaume, Orslaw, Beket) Goblin's Prize 28 of 20 (Bessie, Bleepos, Nasifi)


Character Treasure Tracker:

Build rules:

25 pt buy (8 min after racial modifiers)
2 traits (from different categories, one from the AP), allowed drawback for a third trait
Only Paizo official material (no third party)
No templates or level adjusted races
No extraplanetary races
Emerging guns
Background Skills
VMC is okay
HP: max at first level, half plus 1 after 1st
Starting level 2 (everything will be adjusted accordingly)
300 gold to start (you won't have this gear with your character initially, but will get eventually - read player's guide)
Unchained classes may choose unchained
No stamina rules
No feat taxes rules, feat trees stand as they are
Good or neutral alignments
Character classes are open but if someone is unable to bend they may find themselves flogged and walking the plank
Please notice this AP is about being a pirate; especially with the infamy rules coming up later, it might be tough to be too much of a do-gooder

Crew of the Peril:

Officers
Guillaume - Captain
Nasifi - Gunner's Mate
Bessie - Ship's surgeon
Orslaw - Man at arms
Bleepos -
Ambrose Kroop - Human Male Cook

Crew
Owlbear Hartshorn - Human Male; Warrior 3.
Jack Scrimshaw - Human Male, Expert 3; always smiling, wears a red bandana over his brown hair, younger than most on the ship (18 or 19), wears a standard shirt and breeches and an old once fine green jacket with lace at the sleeves.
Rosie Cusswell - Halfling Female, Fighter 2; light brown hair, wears a read cape with a brown and white vest style shirt and green trousers, black leather boots, she carries a well made hand axe on her belt. Heavily muscled for a halfling and she lives up to her name when she opens her mouth.
Crimson Cogward - Human Male, Warrior 1 / Expert 2; shifty eyed with a surly attitude but does what he is told
Fipps Chumlett - Human Male, Warrior 2 / Expert 1; heavyset man with a hardy laugh and an eye for mead
Sandara Quinn - Human Female; Cleric 3
Ratline Rattsberger - Halfling Male; friendly;
Conchabar Shortstone - Gnome Male Expert 3 with focus on perform (budding bard)
New guy 1-29 - Warrior 2 Expert 1 (S 12 D 14 C 12 I 10 W 12 C 10; HP 23)

The Ship:

Sailing Ship
Colossal ship
Squares 3 (30 ft. by 105 ft.)
Cost 10,000 gp


DEFENSE
:
AC 2 (AC 3 w/Bleepos at helm); sails AC 6 (AC 7 w/Bleepos at helm)
Hardness 5
hp 1,620 HPS (sails 360 HPS)

Base Save +6 (+10 w/Bessie on board)


OFFENSE:

Maximum Speed 90 ft. (wind) Acceleration 30 ft.
CMB +8 (+9 w/ Orslaw aboard); CMD 18 (19 w/ Orslaw on board)

Ramming Damage 8d8


STATISTICS

Propulsion wind or current
Sailing Check Profession (sailor)

Control Device steering wheel

Means of Propulsion 90 squares of sails (three masts)
Crew 20

Decks 3

Cargo/Passengers 150 tons/120 passengers

Maps and Exploration:

Top Deck
Main Deck
Middle Deck
Lower Deck
Bilges

Maps are also on roll20 S&S on role20

A1. Foredeck: EXPLORED
A2. Poop Deck: explored
A3. Main Deck: explored
A4a. Armory: UNEXPLORED
A4b. Magician's Laboratory: UNEXPLORED
A5. Captain's Cabin: UNEXPLORED
A5a. Cabin Girl's Quarters: UNEXPLORED
A5b. Storage Compartment: UNEXPLORED
A6. Middle Hold: EXPLORED
A7. Quartermaster and Cook's Cabin: UNEXPLORED
A8. Galley: partially explored
A9. Quartermaster's Store: explored
A10. Lower Hold and Crew Berths: explored
A11. Bilges: explored

Man's Promise (added map to roll 20)
B1. Main Deck
B2. Fore Deck
B3 Aft Deck
B4 Stern Castle
B5 Ship's Boats
B6 Officer's Quarters
B7 Captain's Quarters
B8 Middle Deck & Armory
B9 Crew Quarters
B10 Galley
B11 Cook's Cabin
B12 Main Hold
B13 Secure Storage

Plunder:

The acquisition of wealth and the spread of grim reputations motivate pirates to deeds of daring and depravity.

Plunder means more than five wicker baskets, a barrel of pickled herring, three short swords, and a noble’s outfit; it’s a generalization of a much larger assortment of valuable but generally useless goods. Rather, a cargo ship carrying construction timber, dyed linens, crates of sugar, animal furs, and various other goods might equate to 4 points of plunder. 1 point of plunder is about 1000 gold pieces in value.

Exchanging 1 point of plunder for gold requires a PC to spend 1 full day at port and make an applicable skill check. PCs seeking to win a higher price for their plunder can make one of the following skill checks and apply the results to the table below: Bluff, Diplomacy, Intimidate, or any applicable Profession skill, like Profession (merchant).

There is a table with the base sale percentage, the DC to raise the percentage, and the max sale percentage. Larger ports start with a higher base percentage and have a higher maximum percentage. Trying to sell 3 points of plunder (wool) to a fishing hamlet may get you only 600 gold total. Selling the same 3 points of plunder to Magnimar might pull 4200 gold.

Spending Plunder: In addition to its value in gold pieces, plunder is vital to increasing a pirate crew’s Infamy.

Buying Plunder: Although gold typically proves more valuable and versatile than plunder, some parties might wish to exchange their traditional wealth for plunder. In any community, a party can buy 1 point of plunder for 1,000 gp.

Infamy:

Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. As a crew becomes more and more infamous, its legend stretches across the seas, allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its flag.

Infamy tracks how many points of Infamy the crew has gained over its career—think of this as the sum of all the outlandish stories and rumors about the PCs being told throughout the Shackles. Infamy rarely, if ever, decreases, and reaching certain Infamy thresholds provides useful benefits and allows others to be purchased using points of Disrepute. Infamy is limited by actual skill, however, and a group’s Infamy score can never be more than 4 × the PCs’ average party level.

Disrepute is a spendable resource—a group’s actual ability to cash in on its reputation. This currency is used to purchase impositions, deeds others might not want to do for the group, but that they perform either to curry the group’s favor or to avoid its disfavor. This score will likely f luctuate over the course of a pirate crew’s career
and can go as high as the group’s Infamy (but never higher), and at times might even drop to zero. This isn’t something to worry about, though, as a low Disrepute score has no bearing on a crew’s overall reputation—on the contrary, it merely means they’re making use of the benefits their status has won them.

To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.

No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. This resets at each new Infamy level.

Disgraceful (10+ Infamy)
Characters may purchase disgraceful impositions.
The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.

Despicable (20+ Infamy)
Characters may purchase despicable impositions.
Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.

Notorious (30+ Infamy)
Characters may purchase notorious impositions.
Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.

Loathsome (40+ Infamy)
Characters may purchase loathsome impositions.
Despicable impositions can be purchased for half price (rounded down).
PCs gain a +5 bonus on skill checks made to sell plunder.

Vile (55+ Infamy)
Characters may purchase vile impositions.
Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free.
The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.

Adding Crew:

You may attempt to acquire more crew at any port or settlement, or upon the successful capture of another ship, by making a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check. Each such check takes 1 full day, and a successful check results in 1d4+2 new crew members for the PCs’ ship.

Settlement sizes:

Population......|...Settlement...|...Base...|...Base...|.....DC to.....|..Max Sale %
..................................Size.............Value......Sale %.....Increase
Fewer than 21........Thorp...............50........10%.........10+5/5%..........20% (DC 20)
21-60....................Hamlet.............200.......20%........10+5/5%... .......30% (DC 20)
61-200..................Village..............500.......30%........10+5/5%.. ........40% (DC 20)
201-2000..........Small Town........1,000.......40%........10+5/5%..........60% (DC 30)
2001-5000........Large Town.......2,000.......60%........10+5/5%..........80% (DC 30)
5K - 10K.............Small City........4,000........80%........10+10/5%........90% (DC 30)
10K - 25K...........Large City........8,000........90%........10+10/10%.....120% (DC 40)
25K+..................Metropolis......16,000.......100%........10+10/10%... ..140% (DC 50)