Firebottomstik |
On Saturday I'm going to install the Goblin Companion data into Hero Lab and I'll get Firebottom's level 2 stat-block on the profile.
Regarding the spellbook he took from the professor at the magic school, what other spells does he find in the book? I know that expeditious retreat is in there but what else does he find.
PoisonToast |
I have finished all the player macros for map-tools. I am now moving on to the dm ones.
I found that the macro system is far more robust as I originally thought, which is a good thing. It has allowed me to make macros that update themselves as you level and keep the token info updated (which I have also changed to meet the needs of the macros and pathfinder. the macros are a bit more complicated and may look like a lot of gibberish to those who have never played with visual basic or html. So if anyone is not comfortable with programming I will make macros for any that want. After I do altering them should be easier and will make more sense. I need your updated character sheets with stat blocks. I have all the books so you need not explain any spells or abilities, but I will need all feats, traits and spells that you use or want to be a macro. I have plenty of time to do this at work, so I will be paid for my time ;)
Also Zack, as far as the DM tools I am making, you should be able to use these macros for monster tokens and if you have any requests for any specific kinds of macros you want let me know and I will see what I can make for you.
PoisonToast |
Zack,
Ship stats out of the Ultimate Combat book (Ultimate Combat Vehicles). It is the closet thing that resembles the description of the ship. This is the size and build of common sailing, sea fairing vessels. And most boats cost around 10,000 gp in the book.
Sailing Ship
Colossal water vehicle
Squares 60 (20 ft. by 75 ft.); Cost 10,000 gp
Defense
AC 2; Hardness 5
hp 900 (449)
Base Save +0
Offense
Maximum Speed 180 ft. (current) or 60 ft. (muscle);
Acceleration 30 ft. (current) or 15 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8d8
Description
This massive sailing ship is used for ocean travel. It can
carry 150 tons of cargo on top of a full crew and passenger
complement. A sailing ship can carry 150 tons of cargo or 200
passengers.
Propulsion current (air; two masts, 30 squares of sails, hp 150)
or current (water)
Driving Check Profession (sailor) or Knowledge (nature) +10 to
the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel,
typically located in the aft of the ship
Crew 20
Decks 2
Weapons Up to 20 Large direct-fire siege engines in banks of
10 positioned on the port and starboard sides of the ship,
or up to 6 Huge direct-fire siege engines in banks of 3 on
the port and starboard sides of the ship. The siege engines
may only fire out the sides of the ship they are positioned
on. They cannot be swiveled to fire toward the forward or aft
sides of the ship.
Most boats require a crew:
Vehicle Crews: Some vehicles require a crew. A vehicle
with a full crew complement is as easy to control as any
other vehicle. A vehicle without a full crew complement,
but with at least half its crew, increases all driving
check DCs by 10. A vehicle needs at least half its crew
complement in order to be driven at all. Crew members
can take no action while the vehicle is in motion except to
aid in that vehicle’s movement. A crew member does not
threaten an area.
Also the driving check for ships is profession sailing or knowledge nature, we have both so we should be fine.
If we plan on altering the ship we can take a look at the map and use its length on the grid to see how large the ship is and also to adjust stats accordingly.
Vehicle Squares Vehicle Size
2–6 squares Large vehicle
7–12 squares Huge vehicle
13–20 squares Gargantuan vehicle
21+ Colossal vehicle
I have made vehicles like this before, if you need any help beyond this please let me know. I would be happy to assist.
PoisonToast |
All right. I am having a way hard time trying to decide. I feel we have enough magic. I really like Sterk as a character but I also feel the group as a whole, including myself, could benefit with me dusting off my masterwork thieves tools.
I want to hear what you all think as I respect your opinions. I will have fun no matter what character I play. We get one change before level 3 so should I bust out my Rogue I was going to play before I came up with Sterk, or do I keep playing my Magus?
Please Don't Kill Me |
All right. I am having a way hard time trying to decide. I feel we have enough magic. I really like Sterk as a character but I also feel the group as a whole, including myself, could benefit with me dusting off my masterwork thieves tools.
I want to hear what you all think as I respect your opinions. I will have fun no matter what character I play. We get one change before level 3 so should I bust out my Rogue I was going to play before I came up with Sterk, or do I keep playing my Magus?
A rouge is always useful, but so is a front line fighter. We need both but we only get a choice of one. I have no opinion one way or the other (I think you should choose what you want to play most) because no matter what we will be deficient in one area or another and as I see it right now I would have to say that we are most deficient in healing and stealth. However, if you switch we will be lacking in healing and melee combat, so you have to decide what is more important stealth or melee. Like I said I have no opinion one way or another.
kytanos |
All I have really done is end up rolling an 8 on my hit dice, and I changed profession: scribe to knowledge: nobility. As for party balance, I don't think zach is vicious enough to slam us for what we don't have. However I could be a front line fighter if my luck holds out, the character currently has 18 hp and an armor rating of 16. I don't know too much about the system, but I think that's a good thing.
MJinthePitt |
All right. I am having a way hard time trying to decide. I feel we have enough magic. I really like Sterk as a character but I also feel the group as a whole, including myself, could benefit with me dusting off my masterwork thieves tools.
I want to hear what you all think as I respect your opinions. I will have fun no matter what character I play. We get one change before level 3 so should I bust out my Rogue I was going to play before I came up with Sterk, or do I keep playing my Magus?
Big fan of Sterk. He's a great character and I like having him in the party.
I'd be happy to put some skill points into Disable Device and such. With Firebottom's bonus in Stealth already, he's probably quieter than most Rogues of low level. Plus, the way I've been playing him if he gets a little rogue'ish in his skills that would make sense.
Please Don't Kill Me |
I'd be happy to put some skill points into Disable Device and such. With Firebottom's bonus in Stealth already, he's probably quieter than most Rogues of low level. Plus, the way I've been playing him if he gets a little rogue'ish in his skills that would make sense.
I didn't even think about Firebottom being able to sneak around, and on top of that if we latter find out that we don't have some thing that we need in the party we can always get through it with magic... Like sneaking on to the docks with a hat of disguise and 3 potions of invisibility. So we will always be able to figure something out regardless of what is thrown at us!
MJinthePitt |
Quote:I'd be happy to put some skill points into Disable Device and such. With Firebottom's bonus in Stealth already, he's probably quieter than most Rogues of low level. Plus, the way I've been playing him if he gets a little rogue'ish in his skills that would make sense.I didn't even think about Firebottom being able to sneak around, and on top of that if we latter find out that we don't have some thing that we need in the party we can always get through it with magic... Like sneaking on to the docks with a hat of disguise and 3 potions of invisibility. So we will always be able to figure something out regardless of what is thrown at us!
Yeah, I'll have a +14 Stealth at 2nd level plus I can take both Disable Device and Sleight of Hand as Alchemist class skills. Let me play around with it a bit.
MJinthePitt |
From the Gameplay thread ...
Firebotomstick wrote:If the party decides to give Firebottom 50 gp, he's going to buy Thieve's Tools for Disable Device and other supplies for alchemist fire and other craft items. If he gets the 100 gp then it will be for Masterwork Thieve's Tools (skill +2). The 200 he originally asked for was for a full-on Alchemist lab kit (skill +2).That sounds fine to me, hell I would be willing to give you a bit extra too if you start making some that we can sell, but I really don't care because who can say no to the Goblin that says Pee Ess instead of PS?
I wanted to go along the lines of Firebottom having no problems with speaking/reading Common but when it comes to actually writing Common be tends to do it phonetically or the way he speaks. (And magical writings are a whole other situation, no problems there.)
He'd definitely be up for making items the party could sell but having a supply of Alchemist Fire that the party can always use while adventuring will be great too. And once he figures out how to make fireworks, we'll really have something going.
Whatever he ends up getting in terms of gold will be great. I'll make do.
MJinthePitt |
Updates to Firebottom. I took two skill points of Disable Device and Sleight of Hand since we needed some Rogue'ish aspects to the party. Plus I added in Knowledge (Local).
Skills Acrobatics -1, Appraise +8, Climb -3, Craft (Alchemy) +9, Disable Device +4, Escape Artist -1, Fly +1, Intimidate +0, Knowledge (Arcana) +8, Knowledge (Local) +5, Knowledge (Nature) +8, Perception +5, Ride +3, Sleight of Hand +4, Spellcraft +8, Stealth +12, Survival +4, Swim -1, Use Magic Device +3 Modifiers Alchemy +2
Explosive bomb: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
I'll be coming into the session on Thursday with two Alchemist Fire flasks, but this is something Firebottom will be able to craft on a regular basis.
Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Bregen |
I have decided to stay with Sterk. It wasn't a hard decision. I'm really enjoying the character and the only way I'm changing is if he dies, which hopefully wont happen. I'm looking at you Zack. ;)
Don't worry, if he kills anyone it will probably be me... because I got pizza while he was at work. So you guys owe me one because I took the target off of our collective heads and placed it solely on mine, but God it was good pizza.
Please Don't Kill Me |
Okay, so I just want to clarify how much we have left in the Community Loot Chest:
I believe Berathram spent 50gp on ship license and registration, first aid stock, construction supplies and tools for repairs, new containers for fresh water and food, and a nautical map.
I also believe that we gave Firebottom 300gp for his Alchemy supplies.
Am I missing anything? And if that is everything then we have 650gp remaining in the community chest correct or did I not add something to the chest?
MJinthePitt |
Okay, so I just want to clarify how much we have left in the Community Loot Chest:
I believe Berathram spent 50gp on ship license and registration, first aid stock, construction supplies and tools for repairs, new containers for fresh water and food, and a nautical map.
I also believe that we gave Firebottom 300gp for his Alchemy supplies.
Am I missing anything? And if that is everything then we have 650gp remaining in the community chest correct or did I not add something to the chest?
These items were added to the "wish list" but no pricing was given.
- Sextant
- Compass
- Star Chart
Please Don't Kill Me |
Please Don't Kill Me wrote:Okay, so I just want to clarify how much we have left in the Community Loot Chest:
I believe Berathram spent 50gp on ship license and registration, first aid stock, construction supplies and tools for repairs, new containers for fresh water and food, and a nautical map.
I also believe that we gave Firebottom 300gp for his Alchemy supplies.
Am I missing anything? And if that is everything then we have 650gp remaining in the community chest correct or did I not add something to the chest?
These items were added to the "wish list" but no pricing was given.
- Sextant
- Compass
- Star Chart
Okay, so there is not Star Chart but there is an Astrolabe for 100gp (+2 Profession Sailor to navigate the seas), the Compass is 10gp (+2 Survival to prevent becoming lost), and the Sextant is 500gp (+4 Survival to navigate above ground). I think we can forego the Sextant but the other two things I think we should get. Also I think we should also get Courtesy Flags 2gp before we sail to a different country.
What do you guys think?
MJinthePitt |
MJinthePitt wrote:Please Don't Kill Me wrote:Okay, so I just want to clarify how much we have left in the Community Loot Chest:
I believe Berathram spent 50gp on ship license and registration, first aid stock, construction supplies and tools for repairs, new containers for fresh water and food, and a nautical map.
I also believe that we gave Firebottom 300gp for his Alchemy supplies.
Am I missing anything? And if that is everything then we have 650gp remaining in the community chest correct or did I not add something to the chest?
These items were added to the "wish list" but no pricing was given.
- Sextant
- Compass
- Star ChartOkay, so there is not Star Chart but there is an Astrolabe for 100gp (+2 Profession Sailor to navigate the seas), the Compass is 10gp (+2 Survival to prevent becoming lost), and the Sextant is 500gp (+4 Survival to navigate above ground). I think we can forego the Sextant but the other two things I think we should get. Also I think we should also get Courtesy Flags 2gp before we sail to a different country.
What do you guys think?
Sounds good to me. Doesn't seem like we'd need the sextant anytime soon anyway. Maybe we'll be able to hire ourselves a former pirate or something to help us set sail when the time comes.
Please Don't Kill Me |
Sounds good to me. Doesn't seem like we'd need the sextant anytime soon anyway. Maybe we'll be able to hire ourselves a former pirate or something to help us set sail when the time comes.
I figured we will have to hire a few crew members to work the ship but we should definitely try to find ourselves a friendly old pirate that is willing to help is our adventures by sailing us around the world.
MJinthePitt |
Firebottom you get Awesome points for that, they can be used to make the DM agree to your crazy shenanigans
Zach, I can't take credit for the goblin song, I found that on the message boards but I do intend to start writing some of my own now that I've seen the idea! Firebottom's songs of adventure. We can sell them along with his snake oil potions.
PoisonToast |
I'm down with getting at least the astrolabe. I was just listing things that are helpful for real life navigation.
Just so you guys are aware, The crew requirement for our boat is 20, we need 10 people minimum to sail the ship at all(DC +10 if we are running at half crew for all piloting checks). While moving, the crew can only pilot the ship, nothing else.
It will not be possible to sail this ship with our current amount per the rules unless Zack is willing to improvise. So we will have to find a crew.
Its a big boat. To give you guys and idea; we have 2 decks; we can carry 150 tons of cargo or 200 passengers; We can have up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to 6 Huge direct-fire siege engines in banks of 3 on the port and starboard sides of the ship.
Please Don't Kill Me |
Okay so Zach told me a day or two ago that we got a Cutter (Variant of a Sailing Ship) rather than a basic sailing ship. However, there was only a small description of it and only a size adjustment. So I looked at some other ships and the few stats that where give for the Cutter and came up with some stats, showed them to Zach and he approved them. He asked me to post them online. So the stats for our boat are as follows:
This massive sailing ship is used for ocean travel. It can carry 100 tons of cargo on top of a full crew and passenger complement. A sailing ship can carry 100 tons of cargo or 96 passengers.
Colossal water vehicle
Squares 40 (20 ft. by 40 ft.); Cost 10,000gp
Defense:
AC 2; Hardness 5
hp 600 (299)
Base Save +0
Offense:
Maximum Speed 240 ft. (current) or 80 ft. (muscle); Acceleration 40 ft. (current) or 20 ft. (muscle)
CMB +8; CMD 18
Ramming Damage 8d8
Description:
Propulsion current (air; one mast, 15 squares of sails, hp 150) or current (water)
Driving Check Profession (sailor) or Knowledge (nature) +10 to the DC
Forward Facing the ship’s forward
Driving Device steering wheel
Driving Space the nine squares around the steering wheel, typically located in the aft of the ship
Crew 8
Decks 2
Weapons Up to 10 Large direct-fire siege engines in banks of 5 positioned on the port and starboard sides of the ship, or up to 4 Huge direct-fire siege engines in banks of 2 on the port and starboard sides of the ship. The siege engines
may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.
Changes:
Weapons Capacity and Passenger Capacity where reduced by roughly 50%. Speed, Acceleration, hp, Length, Size and Cargo Capacity where all decreased by roughly 33%. Reduced the number of masts by 1 and decreased the squares of sails proportionately.
Like I said, for Stats that where not given I looked at similar ships and made judgment calls (usually increasing or reducing the amounts in proportion to the ship sized decrease). The size adjustment and the Crew/Passenger Adjustment was given along with the number of sails and decks. How does that look to everyone?
PoisonToast |
Those stats are like what I had. as Zack would say, "Get out of my head!"
I'm good either way, having that crew requirement we could pilot the boat ourselves, or get 8 crew members so we can fight while the ship is moving.
I am down with changing the name. The current same doesn't suit us. I don't care if we make it up or rip it off, but I say we put it to a vote the next session.
Here are some famous (and not so) ship names:
Serenity
Weatherlight
Swordfish
Black Lagoon
Queen Anne's Revenge
Sea Sprite
Black Falcon
Please Don't Kill Me |
Those stats are like what I had. as Zack would say, "Get out of my head!"
Actually those are the exact stats you had with except for the changes I made (I copied and pasted your stats into word and made the adjustments Zach wanted), he just wanted us to have a much smaller ship than a sailing ship. And I agree, the lower crew limit is fine with me, I say we hire some crew (Preferably 10, 8 to sail the ship and 2 to work our single Balista) and when possible outfit our ship with some more weapons. That shouldn't take long if we factor in loot and the potential profits of any goods we make for sale (1 more level and minor magic items here we come!)
AllRedTie |
Black Lagoon and Black Falcon sound a bit too pirate-y for the kind of image we'll want to give off. Especially if we need to recruit people to help manage it, we may attract the wrong crowd. The Swordfish was only a one-man ship - if it's a Cowboy Bebop reference. Maybe the Serenity (or the Serenity Guzzler).
My own recommendation is the Requiem Vortex. Why? If I have to explain what's awesome about the name Requiem Vortex, we'll never be friends. Reference to an air destroyer of the same name from the Hungry City Chronicles novel series.
Please Don't Kill Me |
Okay, so I just want to post this before we start tonight:
An update of Gold expenditures.
We have 650gp after the following purchases:
Okay, so I just want to clarify how much we have left in the Community Loot Chest:
I believe Berathram spent 50gp on ship license and registration, first aid stock, construction supplies and tools for repairs, new containers for fresh water and food, and a nautical map.
I also believe that we gave Firebottom 300gp for his Alchemy supplies.
Am I missing anything? And if that is everything then we have 650gp remaining in the community chest correct or did I not add something to the chest?
- Then the following purchases where made:
- I purchased a compass (10gp) and an astrolabe (100gp) to assist with sailing (MJ and I talked about this on the discussion board)
- I took 1gp for my tool set
- Berathram gave 5gp to the store clerk
I believe that is everything (if I am missing anything please let me know) and if I am correct our chest now has 534gp.
Please Don't Kill Me |
Okay, so bellow is what I believe our current purchases and loot totals to be:
We have 650gp after the following purchases:Okay, so those are the expenditures that we have made.Please Don't Kill Me wrote:Okay, so I just want to clarify how much we have left in the Community Loot Chest:
I believe Berathram spent 50gp on ship license and registration, first aid stock, construction supplies and tools for repairs, new containers for fresh water and food, and a nautical map.
I also believe that we gave Firebottom 300gp for his Alchemy supplies.
Am I missing anything? And if that is everything then we have 650gp remaining in the community chest correct or did I not add something to the chest?
Then the following purchases where made:
- I purchased a compass (10gp) and an astrolabe (100gp) to assist with sailing (MJ and I talked about this on the discussion board)
- I took 1gp for my tool set
- Berathram gave 5gp to the store clerk
I believe that is everything (if I am missing anything please let me know) and if I am correct our chest now has 534gp.
- I believe our loot is as follows:
- We received 1gp apiece for the bounty, so 3gp total (I kept mine and spent it, I'm not sure what everyone else did with theirs but I will include it in the loot total for now).
- We still have 1 potion of invisibility.
- We received 1000gp from the chest (after purchases we are down to 534gp).
- We received 1 musket and 2 pistols from the ship.
- We got the ship.
- 1 wand of disrupt construct (46 charges)
- Promise of a small construct.
- We found 2 of Oleg's Journals and took all of his notes.
- We have 100gp from Oleg's chest (We found 500gp but we purchased 10 potions of CLW).
- We have 9 potions of CLW (I used 1 to revive Firebottom).