Skull and Shackles

Game Master Tyler Gibson

This is a standard running of the Paizo produced Adventure Path, Skull and Shackles.


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This is where anyone can feel free to discuss away about the game.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Hihi, thanks for choosing me, excited to be here. :)

I still have an annoying amount of Crunch to go through, mostly related to my bird animal companion and my armour / equipment, so I'll get those things sorted out tonight.

Something weird I discovered. I'm going to be taking Dervish Dance at 3 to use a Scimitar with Dexterity, and it has Weapon Finesse as a Prereq, which makes sense. But apparently the Scimitar is not a naturally finesseable weapon? So I've given myself a Cutlass for now. tldr: I'm going to be searching out a Scimitar when I hit 3.

LET'S SHANK SOME PEOPLE.


Male Human Alchemist 1

I propose shanking the people who deserve to be shank, to be honest.

Also, thank you for adding me. Though part does feel like we might be short some divine healing and arcane might.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Everyone deserves to be shanked. >:D

Also, I agree. Alchemist, Gunslinger, Ranger, and Barbarian means that we're going to wreck face, but I expect us being a bit humped on both Skills and Heals. Arcane Might I'm definitely not as concerned about, but I also love games that aren't really magic heavy.


I like to build my guy with some charisma and normally take Cosmopolitan (Feat) for the two extra class skills and the bonus languages.


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Glad to hear I made the cut! I look forward to playing in this campaign =) If anyone notices anything amiss with my crunch, let me know!


I can get creative with ways to help you guys heal, if needed.


Male Human Alchemist 1

Not necessarily needed. Between the infusions, the Heal Skill, and my ability to create potions and use magic devices, I should be good to go there.

Also, can the Drawbacks from the Ultimate Campaign be used?


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]
Saronian wrote:
I like to build my guy with some charisma and normally take Cosmopolitan (Feat) for the two extra class skills and the bonus languages.

Huh, I never noticed that feat before, but it's pretty awesome.

Speaking of Bonus Languages, I get 3, and have no idea what to take, both in terms of what might be useful, and would make sense for me to have. Any suggestions?


Male Human Alchemist 1

As of right now:

Common (Basic Language)
Varisian (Bonus)
Cheliaxian (Bonus)
Poly Glot (Bonus)
Dwarven (Cosmopolitan)
Elven (Cosmopolitan)

I also took Fast Learner, which gets a character both the +1 Skil Point and +1 Hit Poiny for their favored class.

Getting 9 Skill points/Level is nice (4 from Class+3 from Intelligence+1 from Human+1 from Favored Class).

Cosmpolitan: A fun little feat for getting skills that you would either need to burn a Class level or a few traits on.

Liberty's Edge

Drawbacks are fair game, yes. But just 1 per character, I'm not sure if UCamp addresses that. I haven't fully read into it yet. I'm also going to start using this alias now, think of it as Batman putting on the suit :D

Either way, this should be fun, and I look forward to getting started soon.


Mallory Lewis wrote:
Saronian wrote:
I like to build my guy with some charisma and normally take Cosmopolitan (Feat) for the two extra class skills and the bonus languages.

Huh, I never noticed that feat before, but it's pretty awesome.

Speaking of Bonus Languages, I get 3, and have no idea what to take, both in terms of what might be useful, and would make sense for me to have. Any suggestions?

I like the back story, but I sort of question the high Intelligence/low wisdom since Rangers can cast Divine Spells using their Wisdom score. Was that intentional?


GM Sly wrote:

Drawbacks are fair game, yes. But just 1 per character, I'm not sure if UCamp addresses that. I haven't fully read into it yet. I'm also going to start using this alias now, think of it as Batman putting on the suit :D

Either way, this should be fun, and I look forward to getting started soon.

It is 1 drawback for 1 extra Trait (outside the usual allocation and the Additonal Traits Feat).

Also, need to roll for wealth.

Wealth: 3d6 ⇒ (4, 5, 5) = 14

Woot, 14, times 10 means 140. That 35 extra gold will be useful.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]
Saronian wrote:
I like the back story, but I sort of question the high Intelligence/low wisdom since Rangers can cast Divine Spells using their Wisdom score. Was that intentional?

Yeah, I thought it fit better with the background to have more skills and no casting, and I kind of assumed that I wouldn't need any spellcasting because we'd have dedicated casters. Which is obviously not the case. OOPS.

Liberty's Edge

@Saronian/Ezekial, please use the correct alias. It gets confusing.

@Mallory, You have a little while to change it before I go in and verify everything.

@EVERYONE, please roll for gold here, much like Saronian/Ezekial just did.

Liberty's Edge

@Ezekial, you also need to get the crunch up on your alias' profile, please.


Male Human Alchemist 1
Mallory Lewis wrote:
Saronian wrote:
I like the back story, but I sort of question the high Intelligence/low wisdom since Rangers can cast Divine Spells using their Wisdom score. Was that intentional?
Yeah, I thought it fit better with the background to have more skills and no casting, and I kind of assumed that I wouldn't need any spellcasting because we'd have dedicated casters. Which is obviously not the case. OOPS.

Just asking.

My perspective on Mallory:

Looking at the character sheet, it looks like you can drop either the Dex or Inteligence by 1 (from 16 to 15) and use the extra bps to bring the Wisdom up.

Drop one to 14 will get you +5, boosting the wisdom score to 13 (enough to cast 1st level spells and use 1st level magic devices). In fact, Putting it at 14 can help you out more, even if you never put another poiint in again.

Honestly, Wisdom is a very key and powerful attribute since so much relies on it (Will, Perception, Profession: Sailor, Spells, Survival).

If you also drop either Weapon Finesse or Point Blank Shot, you can take Fast Learner (requires human and 13 Intelligence). That will net you a +1 Skill Ppoint/+1Hit point per level of Ranger (since Ranger will be your favored class).

What do you think?


Male Human Alchemist 1
Tyler Gibson wrote:
@Ezekial, you also need to get the crunch up on your alias' profile, please.

Working on the basic CS on Myth Weavers first, then copy the information over.

I'll do my best to use the Ezekial Alias.

Also, I would like your oppinion on the Drawbacks.

Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.

-or-

Provincial: You have only one way of looking at things: the right way. You take a —2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

I would like to use Ezekial's Oath as a Doctor to convey the idea. I don't necessarily care for the Provincial as it seems to be a bit strict. Headstrong also allows me to try and help the crew as well.

What do you think?

Liberty's Edge

I think that Headstrong would work better from a flavor standpoint. Your choice though.

Liberty's Edge

By contradicts, I would assume that nothing contradicts the neutral, and evil actions would contradict the good, correct?


Male Human Alchemist 1
GM Sly wrote:
By contradicts, I would assume that nothing contradicts the neutral, and evil actions would contradict the good, correct?

Realy depends. If someone was denying medical aid to a group of defenseless kobolds/orcs/goblins because it is against the decree, Ezekial would provide it since it is within his oath.

Likewise, simply executing someone unless they are an iredeemable threat to him, his friends and family, or to the civillians would get him to try and stop it. Even then, he would try to make an execution clean, not have be dragged on.

Does that make sense?

Liberty's Edge

It does.


Male Human Alchemist 1

Ok, gotten the CS settled.

http://www.myth-weavers.com/sheetview.php?sheetid=611646

Note: The weight is the combined gear for both stuff I'll be taking with me and what would be left at a secure location or transportation.

The gear that would be left behind would be most of the cooking gear and various camp stuff.

What do you think?


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]
Ezekial: TG's S&S wrote:

My perspective on Mallory:
Looking at the character sheet, it looks like you can drop either the Dex or Inteligence by 1 (from 16 to 15) and use the extra bps to bring the Wisdom up.

Drop one to 14 will get you +5, boosting the wisdom score to 13 (enough to cast 1st level spells and use 1st level magic devices). In fact, Putting it at 14 can help you out more, even if you never put another poiint in again.

Honestly, Wisdom is a very key and powerful attribute since so much relies on it (Will, Perception, Profession: Sailor, Spells, Survival).

If you also drop either Weapon Finesse or Point Blank Shot, you can take Fast Learner (requires human and 13 Intelligence). That will net you a +1 Skill Ppoint/+1Hit point per level of Ranger (since Ranger will be your favored class).

What do you think?

My Response:
Well, hrm. Yes I do see the advantage in having the extra Wisdom. Here is what I am thinking:

If I drop my Dex to 16 (from 18), and from my Cha to 10 (from 12), then I'll have enough to get Wisdom to 14.

It also seems like since we have a Gunslinger and an Alchemist, that I'll likely be doing more close-range fighting with the barbarian, so while I'll keep my bow, it also seems likely that I won't be doing much close-combat shooting, so dropping Point-Blank Shot for something else might be more beneficial.

I had been intending to use Point-Blank Shot to get to Precise Shot, but it also seems likely that I wouldn't be shooting into Melee (Perhaps using my first round of combat to fire off a couple of arrows before jumping into the fray myself), so I think I am safe there, too.

Then I can take Fast Learner to get the extra Hit Points / Skill Points, which will be neat, and I'll still be pretty likely to hit with a weapon. I'll be able to cast some spells, and I should still be a pretty effective switch-hitter.

Hrm, I don't love the idea of dropping Cha since I have a few Cha skills, so I might do like, drop Int to 14 and get Cha up to 14. Which will give me a Stat spread of STR 10, DEX 16, and everything else 14. Which is definitely pretty decent.

I'll think on it a bit, but definitely feel free to give me more feedback, I appreciate it.


"Grrr, guhn-haeleck" Grunt stares blankly at everyone.


Male Human Alchemist 1

Yeah, alchemists are more range than melee. Doesn't mean I can't get into it later on.

I figure that the next feat I'll take is either the Additional Traits (Reactionary being one Trait) or Improved Initiative. There's also a feat that I want to get ahold of that let's me decide who gets hit by the splash damage from my bombs and other alchemical items.

Speaking of Initiative, how will combat be done?


Male Human Alchemist 1
"Grunt" wrote:
"Grrr, guhn-haeleck" Grunt stares blankly at everyone.

*blink**blink*

Umm, right.

Looking at Grunt's Character Sheet:

Right. Let's see.

Grunt knows, or should know, Common and Orc. There is no Intelligence "Penalty" where it comes to languages.

Attributes seem to be off. It seems they were rolled, not bought using the 25 point buy.

Hey Grunt, what are you going for?


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]
Ezekial: TG's S&S wrote:
There is no Intelligence "Penalty" where it comes to languages.

There is, it just doesn't kick in unless you have intelligence lower than 3, which is pretty damn difficult to manage.

Also: Updated Mallory's sheet with the changes that Ezekial and I discussed.

Liberty's Edge

I will be reviewing everyone's sheets tomorrow. Anything can be changed except class/race/campaign trait. But I'm setting a deadline of 10:00 AM Central Time tomorrow to have character sheets finalized.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Oh, b!%*+!!s, I forgot Wealth.

Wealth: 5d6 ⇒ (5, 1, 5, 5, 3) = 19.

More importantly, I forgot how much Carrying Capacity sucks.


Ezekial: TG's S&S wrote:

Right. Let's see.

Grunt knows, or should know, Common and Orc. There is no Intelligence "Penalty" where it comes to languages.

Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.

Attributes seem to be off. It seems they were rolled, not bought using the 25 point buy.

Starting stats: 15 (7) 14 (5) 15 (7) 10 10 14 (5) = 24 pt buy, and I don't really want to up the two mental stats since that is how he plays. I was going to make them lower but then he would probably get too powerful in melee.

Hey Grunt, what are you going for?


3d6 ⇒ (3, 3, 2) = 8

=


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Mallory love Grunt.


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Damn. I just went with average wealth. Let's see what we end up with...

Wealth: 5d6 ⇒ (3, 1, 1, 6, 3) = 14 x 10 = 140gp

... well, looks like I have to get rid of three bullets. That leaves her with two. Thankfully, she has a rapier for backup. (Side note, how soon can I expect to have access to what I need to make my own ammo?)

Liberty's Edge

Hmm. Keep the threeextra bullets on the other note it will be easier to obtain materials to make bullets rather than to obtain bullets themselves. Make sense? I have to be cryptic :D


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Yeah, I figured that would be the case. If anything's going to be my downfall, it will be keeping track of my ammo. Don't hesitate to call me out on it if I'm not doing it right!


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Works out cheaper, too. Making bullets and powder at 10% of the price will really help. Last gunslinger I played started at sixth level with 40,000 gp, so this is the first time I'll have to really track my shots. I'm looking forward to it!


Male Human Alchemist 1

Must have timed out. I was done with getting the gear on the alias when it decided to forget everything I had.

Liberty's Edge

Okay, I'm about to start checking character sheets. Update on their status coming soon.

Liberty's Edge

The only thing I see anywhere is that Grunt does not have his gold on his sheet. Other than that, be looking out for a post on the actual play thread.

Liberty's Edge

By the way, PP, fame, and hero points will all be used.


Prestige Points, Fame, and Hero points? How are they used?

Liberty's Edge

They allow you to do more things. Everyone starts with 2 fame, 0 PP, and 0 Hero Points. From there, I'll tell you when you gain PP and Hero Points, but not fame. Fame changes more, and I'll tell you when you hit benchmarks. The links are:

Hero - http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html#_hero-poi nts-for-gms

Fame/PP - http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/reputat ionAndFame.html#_disrepute-and-infamy


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Are we using the optional "daring act" method of regaining grit? I'm fine whether we are or not; I just want to know. =)


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]
GM Sly wrote:
Everyone starts with 2 fame, 0 PP

I actually start with +1 Infamy and +1 Disrepute because of my campaign trait - I believe this affects my starting fame, but I am not sure how?

Liberty's Edge

@Aramis, yes. I'll alert you when it happens.

@Mallory, I'll look into it soon. I know your fame score goes -100 to 100 and when you're in the negatives, you're "infamous"


GM Sly wrote:

@Aramis, yes. I'll alert you when it happens.

@Mallory, I'll look into it soon. I know your fame score goes -100 to 100 and when you're in the negatives, you're "infamous"

The way the rules were stating it, Infamy is gained through "evil" acts. I'm not sure my character would be supporting the group that much if the only way to gain "Fame" is to become the villains.

Is that an accurate view of things or am I looking too much into it?

Liberty's Edge

You don't necessarily have to do terrible acts, but you are trying to become a pirate, after all. How many pirates are good? That's the part that worries me about good characters here. I expect you to find a way to maintain your alignment, yet still become a strong pirate.


Human Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

Good alignment is definitely tough for this kind of situation, but I see a few ways to play with it:

Good could mean trying to be more of a Robin Hood type pirate, where you don't want to rob merchant ships but you're all about taking down official ships. Or it might simply be "not murdering people you don't have to". It's worth noting that none of the rest of us are straight up evil, so you definitely shouldn't be in direct conflict with anyone, but I still think a little bit of good will go a long way, especially given that it's a pirate campaign.

It could be less important to you than your law/chaos alignment, where you're "good" if the situation arises, but you don't necessarily search it out. That would be, you know, helping people in need, especially strangers, but not searching out people who need help in a vain attempt to rescue them. It would be that being "good" is a part of who you are, but it doesn't define you.

Hell you could even try to avoid combat on the ship, preferring to steer, work the sails, or various other things because you're more of a pacifist. It could also be your view that you want to destroy other pirates, because they harm individuals, and you're kind of on a self-sacrifice mission for a greater good.

If you wanted examples of good(-aligned) people in a piracy setting: Wash from Firefly or Will Turner from the Pirates of the Caribbean films both fit. It's also worth noting that both of them were motivated by love more than anything, WINK WINK.


Female Human (Chelaxian) Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Aramis is most likely drunk already at this point. The campaign she was originally created for was an off-the-cuff, overpowered, stupidly fun campaign wher the entire party was drunk pirates. The GM used the Critical Hit and Critical Fumble decks, and at any point, you could make one of your attacks an automatic crit, at the expense of imposing a crit fail on yourself at the start of your next turn. It was stupid and awesome.

So, I'm going to keep playing Aramis as a heavy drinker in her off-hours, because that's how I spent two months playing her. GM, if you want to give her intoxication penalties, be my guest. It might encourage her to keep sober more often. ;-)

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