| Kiana Sunbane |
Ok, so straightening out the crew, here's what we have so far. I've plugged in a couple of NPCs. We may need to split Carpenter/Surgeon into two jobs (or rather remove carpenter and let the Boatswain take care of it and let the Cleric be Healer, and Healer's mate). The problem is, without a list of skills for each of the other NPCs, it's hard to know where to place them. Gunners and Able Bodied Seamen can be interchangeable (in that when they aren't being gunners, they can work the ship in general) and vice versa.
Officers
Ship's Captain : Warren (PC)
Quarter Master : Sabinae (PC)
Sailing Master : Rissdan (PC)
Boatswain : Minasa Delamare (NPC)
Carpenter & Surgeon : Marie-Anne Munson (NPC)
Master Gunner : Zyphry (PC)
Man At Arms : Heregrihm (PC)
Officer's Mates
First : Kiana (PC)
Boatswain's Mate : (Vacant)
Gunner's Mate : Mido Valsadina
Quarter Mate : (Vacant)
Sailing Mate : (Vacant)
Surgeon's Mate : Nathanae Osorio
Riggers
Able Bodied Seamen
Saladin Brumn (NE male half-orc Fighter 2/Barbarian 1)
Gunnery Crew
Tavana Brumn (CN female half-orc Sorcerer 3)
Alavis Brumn (N male half-orc Ranger 2)
Kareem Peachey: N male human Alchemist 2
Deirdre Belst: CN female half-orc Alchemist 1
Hipolito Kern: CN male human Gunslinger 1
Cabin Boy
Powder Monkey
Cook
Leopoldo Levine: CN male gnome Expert 3
Navin Wadsworth: N male human Expert 2
Mel McCanniligan: CG male halfling Rogue 2
Samual Forrester: NG male human Fighter 2
Kristofer Roper: N male human Sorcerer 2
Davis Tenney: NG male human Witch 3
Dunnell Hassell: NG male half-elf Bard 2
Brady Marx: CG male human Rogue 4
Ravi Barrow: NE male human Wizard 2
Jehold Shephard: N male human Druid 1
Refugio Dodson: CN male human Fighter 1
Silas of Tieng: N male half-elf Monk 3
Gearldina Kestun: NG female human Inquisitor 3
Georgianne Whitman: CN female human Rogue 2
Arlettys Greenwoode: N female elf Ranger 2
Jezena Pike: LN female human Fighter 2
Latrina Thybode: CG halfling Bard 4
Kaitlyn Boynton: CG young female human Commoner 1
Karri Dasilva: N female human Magus 2
Grace Blodgett: CG female human Barbarian 2
| Zephry Kreel |
I don't think the alchemists should be near the guns personally. We simply should not need them for the powder, and since their main weapon is fire I think having them near the powder and guns a bad idea. I am sure there are plenty of alchemical items they could be making, etc. With two gunslingers each capable of crafting 1000gps worth of powder or ammunition a day without rolling we basically need some people to fetch and carry and a people with decent aim for each cannon.
I am not sure why a Sorcerer should be a gunner either, seems a few of her spells are likely to be ranged and she would be wasted.
| Kiana Sunbane |
I don't think the alchemists should be near the guns personally. We simply should not need them for the powder, and since their main weapon is fire I think having them near the powder and guns a bad idea. I am sure there are plenty of alchemical items they could be making, etc. With two gunslingers each capable of crafting 1000gps worth of powder or ammunition a day without rolling we basically need some people to fetch and carry and a people with decent aim for each cannon.
I had put the Alchemists in the gunnery crew because :
1) Zephyr could keep an eye on them (closest we have to someone with knowledge of alchemy)
2) Alchemical Cannon Rounds
3) I don't want them near the kitchen
4) I don't want them anywhere below the water line (boom!)
| Zephry Kreel |
Hmmm, I think near the black powdered stores has a greater risk personally. I say we give them to Heregrihm as alchemists are great for going nuclear in combat and those bombs could mess up an enemy ship.
And I don't really think alchemical cannon rounds are a thing, unless they have the Grenedier archetype which can couple alchemical items with weapons. You can create poison bullets, but its a bit of a waste of time given prices and rules.
Depends on their builds to if they are Mr Hyde or Mad Bombers, etc.
| Kiana Sunbane |
Hmmm, I think near the black powdered stores has a greater risk personally. I say we give them to Heregrihm as alchemists are great for going nuclear in combat and those bombs could mess up an enemy ship.
And I don't really think alchemical cannon rounds are a thing, unless they have the Grenedier archetype which can couple alchemical items with weapons. You can create poison bullets, but its a bit of a waste of time given prices and rules.
Depends on their builds to if they are Mr Hyde or Mad Bombers, etc.
I didn't say they should have their alchemy labs in the powder room. :)
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.
Dragon's Breath Cartridge: This cartridge contains alchemical compounds that, when fired, produce a cone of fire instead of the normal attack of a one-handed or two-handed firearm with the scatter weapon quality. The nonmagical flame deals 2d6 points of fire damage to all targets within the cone of the scatter firearm (DC 15 Reflex save for half). These cartridges cannot be used in firearms that don't have the scatter weapon quality. Because this ammunition forces a saving throw instead of making an attack roll, the misfire rules are slightly different. If you roll a 1 with either of the damage dice, the firearm misfires.
Entangling Shot Cartridge: This mix of black powder and an alchemically treated resin strong enough to survive the shot can only be loaded into a blunderbuss, a dragon pistol, or another scatter weapon. It deals half damage to those hit by a cone attack made with this weapon, but any creature hit by the shot must succeed at a DC 15 Reflex saving throw or become entangled for 2d4 rounds. An entangling shot cartridge increases the firearm's misfire value by 2.
Flare Cartridge: When a flare cartridge hits its target, it deals only half the normal damage, but the creature struck is blinded for 1 round (Fortitude DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fortitude DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm's misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm's misfire value by 1. Flares can be used only to attack single creatures; they do not work as a shot for a scatter weapon's cone attack.
Paper Cartridge: This simple mix of black powder and either pellets or a bullet increases the misfire value by 1.
Salt Shot Cartridge: This mix of black powder and rock salt can only be loaded into a blunderbuss, a dragon pistol, or other scatter weapon. It deals nonlethal instead of lethal damage, and increases the misfire value by 1. You can use it only with a scatter weapon's cone attack.
Alchemical Cartridges can speed up reload times, do special tricks (flare for example which could be nice to fire onto a beach at night for the blind people). Dragon's breath at close range to set the enemy ship's rigging ablaze. Or entangling rounds to foul their sails or their rudder...
| Rissdan Kai |
Just cause your on the gunnery crew does not mean you need to know how to use guns. Sorcerer's act like living siege weapons, which is why they fall under it. Unless they specialize in wind and sea magic in which case they fall under the sailing crew. Alchemist despite their reputation are not going to blow up the powder just by being near it, their bombs are self contained, even their fire. So no fuses or open flame of any kind, they go off on impact not based on time or anything plus become inert if not used. Unlike guns the worse that happens when they roll is their aim is off. Which is why you have powder runners cause keeping it near the siege weapon would make one misfire a potential explosion.
Cabin Girl (Traditionally the youngest onboard)
Kaitlyn Boynton: CG young female human Commoner 1
Yeah without skill's I can't pick a mate sense that effects stuff more then class. Do we go off NPC Codex or another book?
| Kiana Sunbane |
Well, now to be honest, if one of the alchemists was a goblin, I'd have banished it to the crow's nest. But given none of them were...
:)
| Kiana Sunbane |
I plugged a couple of more people in based on comments above. I also added an 'Armsman's Mate' for Ghrim. I picked the highest level fighter, as that seems like the most logical choice for him.
Officers
Ship's Captain : Warren (PC)
Quarter Master : Sabinae (PC)
Sailing Master : Rissdan (PC)
Boatswain : Minasa Delamare (NPC)
Healer : Marie-Anne Munson (NPC)
Master Gunner : Zyphry (PC)
Master At Arms : Heregrihm (PC)
Officer's Mates
First : Kiana (PC)
Boatswain's Mate : (Vacant)
Gunner's Mate : Mido Valsadina
Quarter Mate : (Vacant)
Sailing Mate : (Vacant)
Healer's Mate : Nathanae Osorio
Armsman's Mate : Samual Forrester
Riggers
Able Bodied Seamen
Saladin Brumn (NE male half-orc Fighter 2/Barbarian 1)
Gunnery Crew
Tavana Brumn (CN female half-orc Sorcerer 3)
Alavis Brumn (N male half-orc Ranger 2)
Kareem Peachey: N male human Alchemist 2
Deirdre Belst: CN female half-orc Alchemist 1
Hipolito Kern: CN male human Gunslinger 1
Cabin Girl
Kaitlyn Boynton: CG young female human Commoner 1
Powder Monkey
Cook
Leopoldo Levine: CN male gnome Expert 3
Navin Wadsworth: N male human Expert 2
Mel McCanniligan: CG male halfling Rogue 2
Kristofer Roper: N male human Sorcerer 2
Davis Tenney: NG male human Witch 3
Dunnell Hassell: NG male half-elf Bard 2
Brady Marx: CG male human Rogue 4
Ravi Barrow: NE male human Wizard 2
Jehold Shephard: N male human Druid 1
Refugio Dodson: CN male human Fighter 1
Silas of Tieng: N male half-elf Monk 3
Gearldina Kestun: NG female human Inquisitor 3
Georgianne Whitman: CN female human Rogue 2
Arlettys Greenwoode: N female elf Ranger 2
Jezena Pike: LN female human Fighter 2
Latrina Thybode: CG halfling Bard 4
Karri Dasilva: N female human Magus 2
Grace Blodgett: CG female human Barbarian 2
| Kiana Sunbane |
Can we get the NPCs 3 highest skills listed with them? I know it's a pain, but it would make it a LOT easier to put the square pegs in the round holes.
| Kiana Sunbane |
Cabins
Captain : Warren
Sailing : Rissdan
Cabin 1 : Kiana
Cabin 2 : Sabinae
Cabin 3 : Minasa
Cabin 4 : Marie-Anne
Cabin 5 : Zyphr
Cabin 6 : Hereghrim
We'll stick the boys at the end of the row, across from each other. Given they probably snore, we'll put them as far as possible from Kiana. :)
| Kiana Sunbane |
That's Zephry, Wings;)
Kiana notes, with some alacrity, that people who can't call someone else by their name, have very little recourse when their name is mangled.
Hmm, Zypr sounds good too...
| Heregrihm Skoningslos |
Hey gang, got meetings all day today and evening plans. I'll try and post tomorrow.
As for crew, Heregrihm would be glad to work with the following:
Brady Marx: CG male human Rogue 4
Refugio Dodson: CN male human Fighter 1
Gearldina Kestun: NG female human Inquisitor 3
Jezena Pike: LN female human Fighter 2
Grace Blodgett: CG female human Barbarian 2
| Kiana Sunbane |
Hey gang, got meetings all day today and evening plans. I'll try and post tomorrow.
As for crew, Heregrihm would be glad to work with the following:
Brady Marx: CG male human Rogue 4
Refugio Dodson: CN male human Fighter 1
Gearldina Kestun: NG female human Inquisitor 3
Jezena Pike: LN female human Fighter 2
Grace Blodgett: CG female human Barbarian 2
You didn't like Samual Forrester: NG male human Fighter 2? I can move anyone you want into your Mate's slot. Maybe Grace would be better, given she's a barbarian too?
| Zephry Kreel |
I'd say take a bard to, one for gunnery one for boarding crews. Dibs on Latrina. I would also like to take Kaitlyn as Powder Monkey purely because Zephry would worry about her, he'll probably give up his cabin to some of the more vulnerable women and set up a hammock on the gun deck.
| Kiana Sunbane |
| Kiana Sunbane |
Keeping the corsairs together has pros and cons.
I was going to broach that subject with them.
One reason Kiana suggests making Minasa the boatswain is she's good, she has the skills, and it gives her a voice at the officer's table. Much less likely to revolt if she's got a vote in what's going on.
And I also broke them up by putting the three subordinate ones with the gunner crew, the barbarian fighter under Ghrim, and Minasa basically under everyone's eye all the time.
| Kiana Sunbane |
Are you punishing me by removing a letter each time, LOL.
Yes. :)
| Kiana Sunbane |
Some (possibly all) of these may change once we get the skill lists for the NPCs. For now, the below is the suggested setup.
Officers
Ship's Captain : Warren (PC)
Quarter Master : Sabinae (PC)
Sailing Master : Rissdan (PC)
Boatswain : Minasa Delamare (NPC)
Healer : Marie-Anne Munson (NPC)
Master Gunner : Zyphry (PC)
Master At Arms : Heregrihm (PC)
Officer's Mates
First : Kiana (PC)
Boatswain's Mate : (Vacant)
Gunner's Mate : Mido Valsadina
Quarter Mate : (Vacant)
Sailing Mate : (Vacant)
Healer's Mate : Nathanae Osorio
Armsman's Mate : Samual Forrester
Riggers
Able Bodied Seamen
Saladin Brumn (NE male half-orc Fighter 2/Barbarian 1)
Gunnery Crew
Latrina Thybode: CG halfling Bard 4
Tavana Brumn (CN female half-orc Sorcerer 3)
Alavis Brumn (N male half-orc Ranger 2)
Kareem Peachey: N male human Alchemist 2
Deirdre Belst: CN female half-orc Alchemist 1
Hipolito Kern: CN male human Gunslinger 1
Cabin Girl
Kaitlyn Boynton: CG young female human Commoner 1
Powder Monkeys
Kaitlyn Boynton: CG young female human Commoner 1
Cook
Leopoldo Levine: CN male gnome Expert 3
Navin Wadsworth: N male human Expert 2
Mel McCanniligan: CG male halfling Rogue 2
Kristofer Roper: N male human Sorcerer 2
Davis Tenney: NG male human Witch 3
Dunnell Hassell: NG male half-elf Bard 2
Brady Marx: CG male human Rogue 4
Ravi Barrow: NE male human Wizard 2
Jehold Shephard: N male human Druid 1
Refugio Dodson: CN male human Fighter 1
Silas of Tieng: N male half-elf Monk 3
Gearldina Kestun: NG female human Inquisitor 3
Georgianne Whitman: CN female human Rogue 2
Arlettys Greenwoode: N female elf Ranger 2
Jezena Pike: LN female human Fighter 2
Karri Dasilva: N female human Magus 2
Grace Blodgett: CG female human Barbarian 2
| Zephry Kreel |
Hmmm, on a wholly metagame note I would feel better with a couple more good guys in the gun crew, but I've got a fair few already.
Hungry Waters, how many cannon does The Queen have? I believe I need a two or three man team for each, ideally three.
| Heregrihm Skoningslos |
Hey, what about Heregrihm's Brute Squad? I mean - ahem - what about his Armsmen / Marines?
Can I play with...?
Brady Marx: CG male human Rogue 4
Refugio Dodson: CN male human Fighter 1
Gearldina Kestun: NG female human Inquisitor 3
Jezena Pike: LN female human Fighter 2
Grace Blodgett: CG female human Barbarian 2
heh heh, brute squad quotes...
- "Oy, whatya doin' there, eh? Want I should stomp ya?"
- "Whaddya mean, get the Brute Squad? He is the Brute Squad?"
- "Ok, which one goes o'er the side first?"
- "Outta cannon balls? I gotta Halfling here..."
Taking a small break at work, thought I'd peek Heregrihm's hairy head into the story.
| Heregrihm Skoningslos |
Ah, an excellent suggestion. "Barkeep? I'll take the Level 2 Bard...no, not that one, the one on the second shelf. Yeah, that one."
Brady Marx: CG male human Rogue 4
Refugio Dodson: CN male human Fighter 1
Gearldina Kestun: NG female human Inquisitor 3
Jezena Pike: LN female human Fighter 2
Grace Blodgett: CG female human Barbarian 2
Dunnell Hassell: NG male half-elf Bard 2
| Kiana Sunbane |
Grihm would basically have a group consisting of Able Bodied Crewmen and Gunnery Crew. When we are boarding, we won't need gunnery crew as much (if we're boarding a ship and firing into it at the same time, we're in a LOT of trouble).
So I can start a list of Boarders, but it should be a mix of those two (say, half and half).
The rest of the ABC would be kept for defense of the ship during a boarding. We wouldn't be doing a lot of sailing.
Basically, we can't really afford to have a big section of the crew who's only job is to assault someone else. Everyone in the crew is going to need to do 2 or 3 jobs, as needed. Gunnery crew does normal sailing routines, ABC does normal sailing and boarding/defense, landing parties, etc.
| Rissdan Kai |
I know I'm a bit late to the party so to speak. But a bit of priorities if it's not to much trouble. Ship comes before the gunners and gunners before the boarding squad. We have a limited amount of people so while ideally we would like to be well rounded the amount of people may not make that possible with the current number of crew.
Shifts have to be taken into account as well. We have 30 crew in all (NPCs). Taking out those we currently plan to make officers and sub officers we have 25 left. Once the remaining open sub officer positions are filled we are left with 22. Sense we need at least 20 crew for the queen to be sailed. We have 2 to pick up any slack, which is not really true sense the cook will not be crewing (let me know if I missed someone else). This does not take into account PCs or NPCs officers or sub officers actively working the ship. As their duties are more specialized or only lightly involved with the entire ship I figured. Some could be counted on crew duty but rather deal with minimums to be safe.
Can't speak for anyone else but Rissdan unless needed for something else will tend to stay on the wheel with his mate close by in case he needs to leave the wheel for anything or to take over. Will need to consider which crewman would best fit that role, so bare with my lateness. x3
If we will be sailing through the night, we will need to make shifts so some officers and enough crew are awake at night and day. If we are dropping anchor at night then we will need to set up a night watch. Ether the same people every night or a rotation with at least one officer or sub officer on duty. Keeping in mind we always need 20 active crew for when we sail.
Hope I have not messed anything up, just some things that should be considered I think.
Edit- Kiana beat me to it, I change nothing none the less. xP
| Zephry Kreel |
I think the entire crew are going to be in combat when the ship is in conflict, its a bit pointless saying everyone is an armsman. I'm thinking of them as the combat elite a dedicated strike force. I'm presuming we won't always be fighting ship to ship, these could be our raiders, our combat specialists.
I kinda worry about how we are going to find IC justification for actual adventuring, it would be a bit weird to send the majority of the command structure. But its doable I suppose Kirk always went on missions, I guess we just leave Minasa in charge? Thinking about it wouldn't we pretty much have to leave either the Captain or the 1st Mate aboard?
| Zephry Kreel |
Good points Rissdan, we could certainly do with expanding the crew. I am sure I recall an Unseen Servant variant spell that provided a number of crew members, not sure it was in Pathfinder though.
I suppose our next action has to be to investigate the mysterious locked hold?
| Kiana Sunbane |
Well, I'd rather get the crew straightened out before we get into the locked hold. I'd hate for people to not know their stations if undead come boiling out. :)
I think Rissdan and I are on the same page. Basically, we need to assign people to jobs both day and special teams. It's kind of like a football team, you have people who are on offense, and people who are on defense. But you also have your kicking team which is a special team and has people from both sides on it. Same with a kickoff return team, fieldgoal team, etc.
So we have Crewmen. Anyone not part of a special team is ABC. Anyone part of a special team is both ABC and that Team. So Gunners are ABC until we have a battle, then they are Gunners. Boarding Team is ABC until they need to board.
A few people will have fixed jobs (Cook, Cabin Girl, officers). Ideally we'd have 3 shifts. Right now, we only have enough people for 2 shifts. So long hard hours until we recruit some more people. We need about 15 more people for 3 shifts.
| Hungry Waters |
Hmmm, on a wholly metagame note I would feel better with a couple more good guys in the gun crew, but I've got a fair few already.
Hungry Waters, how many cannon does The Queen have? I believe I need a two or three man team for each, ideally three.
74 cannons, 36 per side with two cannons on deck to be aimed fore or aft. Remember, this baby can crew quite a few more people than onboard already. It's two men to a cannon
| Rissdan Kai |
@DM
Would you object to altering a NPC crewmember, Davis Tenney: NG male human Witch 3, my would be Sailing Mate. For RP purposes.
@Zephry
It is Unseen Crew, a 5th level spell that is well beyond anyone on board to cast. Yes it is pathfinder by the way as well as this next one. A 4th level spell called Skeleton Crew that uses skeletons to crew the ship, out of our reach too. ;)
As for IC justification, pirate crews are not lead by the weak or meek. You only hold your rank by proving your deserving of it on a regular basis. Anyways the higher ups are expected to handle everything so anything that needs doing is ours first and foremost.
| Warren Redmont |
Kiana points out how the Navy really does it.
Everyone has a normal duty station and a 'Battle Station'. Upon the call to arms, those who have duties like cook and wards can become firefighters, damage control, etc.
So I think we assign duties appropriately for normal sailing with an emergency station for all crewmen. It is important to make sure a reserve rests (at least 25% of the crew) during the call to arms. It will make sense to have two watches--a day watch and a night watch. The sailing day was easily 12 hours, so two shifts should be enough.
For security, lookouts, and discipline Hereghrim should have a small group permanently assigned that become crew chiefs of 'emergency fighters' when the call to arms is sounded. I would say about 5% of the crew. They are in charge of training, weapons distribution, and enforcing any rations.
| Zephry Kreel |
Mmmm, yes okay that makes sense. So for the gunnery you would have say Zephry and his mate dedicated, repairing cannons sifting powder, etc., and the rest would come as needed with additional time for drills?
| Warren Redmont |
The navy normally has a gunners mate primarily assigned to each major weapon -- 50 cal, AA gun, 3 inch gun, etc. This person trains on and maintains the equipment in non-battle conditions. The others who would be a loader and powder monkey would be other crew assigned for the battle. So if we can, we have Zephry have a permanent staff equal to the number of cannons (or, if short, bank of cannons) on board. Giving each gunner his own cannon will build some espirit de corps as he is maintaining the cannon he needs to fire in battle. And, when a poorly maintained cannon explodes, it was typically lethal to the crew.
| Kiana Sunbane |
Yep! We REALLY need more crew then, if the ship is that big. That means it's one of the big Man-o-War galleons.
Here's a wiki on one that was a little smaller than ours. Notice it had 145 crew and 300 soldiers! We have 35 crew. We're working on a skeleton crew!
We could triple our crew and not have a full compliment!
| Kiana Sunbane |
Hmm, ok, if we want to fully crew the ship in combat.
Gunners : 74 * 2 = 148 Gunners
Ship Crew : 20
Boarders/Defenders : 40?
Officers : 14
So, about 225 crew. We could get by with 150 by reducing gunnery crew to enough to fire a single broadside only (we'd want to avoid fights with multiple ships!).
And we currently have.... 35... wow..
| Heregrihm Skoningslos |
Ahh, the magic ship solution. :)
At any rate, things look like they're shaping up really well so far. I'm totally happy with having just a handful of dedicated armsmen, good for policing the decks and for being the leads in a boarding/defensive situation.
Nice work everyone! We're on the right track it seems. At least until the lich pops out of the hold...
| Zephry Kreel |
@Zephry
It is Unseen Crew, a 5th level spell that is well beyond anyone on board to cast. Yes it is pathfinder by the way as well as this next one. A 4th level spell called Skeleton Crew that uses skeletons to crew the ship, out of our reach too. ;)
As for IC justification, pirate crews are not lead by the weak or meek. You only hold your rank by proving your deserving of it on a regular basis. Anyways the higher ups are expected to handle everything so anything that needs doing is ours first and foremost.
Sorry missed this somehow, nice catch, and yes far beyond us sadly, but maybe that is how the ship has sailed previously unseen magical crew? They are invisible afterall.
| Kiana Sunbane |
I don't think I want to trust spells to keep the ship going, especially in combat. One well placed anti-magic field spell could shut down the ship. Or dispell magic, obviously.
| Hungry Waters |
Update: I had finished writing all the class skills and then it bugged and I lost it... which it normally only does when it takes too long...sigh...
Unless everyone is against this, feel free to assume chosen class skills for each NPC. Use their level + 5 for the modifiers. I'll get the actual NPC statblocks up eventually but it's taking much more time than I'd imagined.
Gameplay wise, the ship serves more as a location than as a mechanic.
Also, as for player actions, the ship's hold remains to be explored as does the sandbar... any takers?
| Kiana Sunbane |
It's not somuch the class skills, it's the profession, knowledge and crafting skills.
Would you object to us assigning profession/knowledge/craft skills to the NPCs and putting them in buckets? Then we can get on with exploring the ship and the sandbar?
| Kiana Sunbane |
I have hero lab. If I make the statblock I can export it and make NPCs that way. Plus I save them in a text file before I post anything. I hate losing my stuff.
I was thinking much the same thing, only with PCGen.
We could split up the work, so nobody has to do them all...