Where do you want to head to next?
You can stay more then 1 day in a port trying to gain Infamy.
You can sell or use plunder.
You could just sail around the sea looking for ships or villages to attack.
....
Traveling thru the islands, Cog comes up and alarts you that the fresh water is very low.
A few hours later you find a good river on one of the islands for water. Coming back down the river that afternoon Fishgut cries out at the sight.
The cove is completely dominated by a huge warship named, appropriately enough, Dominator. Atop the rigging of the massive four-masted ship fly the colors of the Empire of Cheliax. It is clear that the heavily armed vessel, with a full company of armored marines mustered on deck, is a pirate hunter.
Fishgut: " I was afraid of this happening. This far up only the best hunters sail. A Chelish pirate hunter is more then any single ship free captain wants to face. They have turned pirate hunting into an art.
This far up all free captains stay as far from them as they can.
If there was more then one a larger free captain would send a fleet to deal with it; one is just not worth it."
Fishgut looks back at he hunter's ship. "It is getting dark and the river is wide. Maybe we can drift past without them seeing us... but as soon as we drop sails they would see us. They have a lot more sail then us."
DC 15 Craft ships or Knowledge engineering check or a DC 20
Perception or Intelligence:
the Dominator has a steering wheel on its quarterdeck and must, therefore, have a pulley-activated tiller in the cabin below.
Cutting the tiller’s pulley ropes would disable the ship, and allow you to get away.
There is a cabin window that could be used to get in and be less likely to alerting the lookouts.
F Elf Kin/Rog 15 | HP 216/216 | AC 35, F 30*, R27*, W25, +2 vs trap, +2 vs control | Resist fire 15 | Per 23, Stealth 29 | spd 50/fly 60
perception:1d20 + 11 ⇒ (14) + 11 = 25
"Then we need to make sure they can't follow us." She looks over the ship from a distance. "I'm thinking that a little sabotage is in order. They can't follow us if they can't steer the ship."
"We agree cap'. For that we need to get to that ship though. We can easily swim there, but we're less good with the ropes and unnoticed sabotaging. You can counts us in though."
Grauchi looks around, unsure about each person's swimming abilities. "We can shape-shift into a dolphin, pulling those who can't swim very well along?"
Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11
Perception:1d20 + 8 ⇒ (13) + 8 = 21
"Hmm. How far away from shore would you guys say that ship is? Hear me out-I can make myself some extracts of invisibility and reduce person. I chug those, and try and climb into that window over there. Disable the steering, glide back out into the sea and swim off. No way they can find me, I'm damn near invisible even without my extracts. What do you guys think? The only problem I can think of is getting onto the ship itself-I'm a lousy climber, and when I make myself tiny, I'm even worse."
Extracts Huek will prepare for today:
2x Reduce Person
1x Shield
1x Touch of the Sea
2x Invisibility
Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11
Darn. I was gonna climb a tree and glide into the ship window, but I'd need to fall 400 feet vertically to be able to glide 100 feet into the ship. Doubt there's a tree that tall on the bank.
Huek, if you're Tiny and Invisible, Looseal can carry you to the ship very quietly, let you off wherever you want, and be gone with only the momentary landing of an ordinary sea bird to be noticed.
Skrelznit has a Feat that allows very good sniping, and his shortbow is actually his best weapon, so he is probably best hiding in the jungle. Also, that range is close enough for my best 2nd-level crowd control spells.
F Elf Kin/Rog 15 | HP 216/216 | AC 35, F 30*, R27*, W25, +2 vs trap, +2 vs control | Resist fire 15 | Per 23, Stealth 29 | spd 50/fly 60
With Huek's gliding, Looseal doesn't even need to land on the ship. A simple flyby will get the altitude for a short glide.
I'd be willing to go in as well, but I also have issues with climbing (it doesn't make much sense to put too many ranks in when I'm going to be flying in a few levels anyway).
I could go in in Huek's handy haversack, since I bring my own air supply.
If not, I've got the range to snipe from the shore. Gringe's Produce flame and Taalik's bow also have the range.
I believe Grauchi still has a partially-charged wand of Summon Nature's Ally II. That will allow for useful distractions to slow down pursuit.
Memo to myself - buy a drill for ship sabotage. Touch the puppet head.
Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11
This plan is getting more and more ridiculous by the second. I love it. I'm in. How would you get away from the ship? How's your swimming? Or do we want to try and get out the same way we get in?
F Elf Kin/Rog 15 | HP 216/216 | AC 35, F 30*, R27*, W25, +2 vs trap, +2 vs control | Resist fire 15 | Per 23, Stealth 29 | spd 50/fly 60
I'm pretty good at swimming, and I don't need to come up for air. That will protect me from a lot of types of threats. If you promise to buy me dinner afterwards, I'll let you have some of my air too.
Since you are an alchemist, you should probably make some Air crystals We don't have time for this mission, but it might come in handy down the road.
Looseal's Delivery Service works both ways, if you like.
If time permits, Skrelznit sends Looseal on a bird's eye (literally!) reconnaissance mission, using their Improved Empathic Link to describe the enemy ship to the party.
Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11
Ooh, I'll definitely start making those crystals. Once we get some money (I only have 14 gp right now...) I really want to start pumping out all sorts of fun alchemical concoctions for us. I might not be able to make potions, but I can still try and support the party this way. Also, I'd be happy to get some air, thanks! I should think about taking Infusion as a discovery so that I could give you guys touch of the sea in the future...
Looseal can see three lookouts on the main deck, but Skrelznit and Looseal can tell the lookouts don't have darkvision.
Looseal can see, what looks like, the ropes that need to be cut inside some of the windows.
Map is up under the "battle map" link.
Skrelznit (and anyone else who wants to join him on shore) land in a dinghy and travel overland using the shortest distance possible into position, hidden in the jungle within view of the ship.
He uses his telepathic link with Looseal to guide her in getting Huek close enough to glide in, then prepares a spell for if and when the crew notices anything amiss.
Stealth:1d20 + 15 ⇒ (1) + 15 = 16Somebody *please* come along for Stealth Synergy!
Grauchi joins in, giving a few pointers to where Skrelznit should avoid making sound. Noticing that after these pointers, Skrelznit is more stealthy than him...
Having been occupied with repairs to the ship's hull and thus unaware of the planning that has been taking place, Taalik returns to the captain's quarters just as Looseal shares her findings with her master.
"If'n we be doin' dis ting, den we best drag dat beast down as much as possiible. I bein' 'appy to go aboard, trash de rudda's ropes wit masta Huek. If'n de capt'n prefer to go, I ken also swim unda da ship, I got dis charm, it becomes an ancha when used. I bind it to de keel. Den, even if'n dey fix de rudda, dey still be stuck at ancha, only dey don't know it. Course, we could save dat for anoda time. Also, flaming arrows set to de sails, well'n, dat be a funny site to see."
F Elf Kin/Rog 15 | HP 216/216 | AC 35, F 30*, R27*, W25, +2 vs trap, +2 vs control | Resist fire 15 | Per 23, Stealth 29 | spd 50/fly 60
"Let's save the anchor for another time. Be ready with those arrows though. Keep the fire hidden and we'll let you know if there's a problem."
FYI, How would a feather token work offensively? For 50 gold, I assume that it can be easily removed from the point it's anchored to. (or not so easy when it's underwater and they don't know where it is)
I think of the feather token as just a little harder then a good anchor to remove. It can be dispelled (fastest), lifted like a fouled anchor (a anchor that is stuck and needs to be freed), or cut (I guess Iron chain; so 5 hp, 10 hardness?).
I would afix it with a Stubborn Nail, and it's biggest impact would be no one would know of its presence, so it would cost them valuable time even after repairing their controls
You are able to get over to the boat without alerting the lookouts. Getting closer you can see that the elaborately decorated stern castle can be climbed like a latter.
Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11
Alright, shall we begin Huek and Sassarra's wild ride?
Huek sneaks along with the others until they're in range of the ship.
When he's ready, he chugs an extract of reduce person and invisibility and climbs onto Looseal. "Alright, here goes nothing..."
Once they get to the correct height, he takes a deep breath, flutters his wings a bit, and jumps.
DC 15 Fly check to Feather Fall:1d20 + 13 ⇒ (14) + 13 = 27 DC 15 Fly check to control glide:1d20 + 13 ⇒ (17) + 13 = 30
Once he gets to the window, assuming nobody else is in the room, he'll let the captain out of the bag. "Keep your voice down, ma'am. Not sure who else is here. Let's get to work, shall we?"
Kobold Alchemist (Grenadier) 4 | HP 33/38 | AC 19, Touch 14, FF 16 (23/16/18 with dex mutagen, 25 with mutagen/reduce person) | CMD 14 (16) | Fort +8, Ref +7(9), Will +2(1) | Init. +3(5) | Perception +8, Craft (Alchemy) +11
Huek makes his way over to the tiller rope and pulls out an arrow. He hisses quietly to Sassarra. "Boss-might've not thought this one through. You got anything better than an arrow to cut through this thing?"
F Elf Kin/Rog 15 | HP 216/216 | AC 35, F 30*, R27*, W25, +2 vs trap, +2 vs control | Resist fire 15 | Per 23, Stealth 29 | spd 50/fly 60
"Next time we get into town, daggers for everybody." She will step forward and begin cutting through the rope. She won't cut all the way through until all of them are weakened.
Just as Sassarra cuts most of the way thru the ropes, the party hears people outside the doors just before the doors opens and 3 marines come walking thru the doors. They jump at seeing the party.
I rolled Perc. No one failed so you have a surprise round on them as they come in.
Surprise Round:
While Grauchi and Sassarra try to block or slowdown the marines, the rest of the party readies for the marines attacks.
One of the Marines get hit with Sassarra's tanglefoot, but is able to not get stuck to the floor.
reflex save:1d20 + 4 ⇒ (16) + 4 = 20
Round 1:
Grauchi fire finishes burning thru the rope.
One of the marines yell to the one behind him to alert the ship before moving up to attack Sassarra.
Gringe responds to the man by throwing a hand full of fire; burning the marine. Marine takes 9 damage. Gringe triggered attack:1d20 + 3 ⇒ (18) + 3 = 21 Damage:1d6 + 4 ⇒ (5) + 4 = 9
The marine still slashes Sassarra with the marine's battleaxe. Sassarra takes 13 damage. Marines attack on Sassarra:1d20 + 11 ⇒ (18) + 11 = 29 Damage:1d8 + 5 ⇒ (8) + 5 = 13
I am running an all Kobold party in Skull & Shackles.
So I am looking for a few shipwrecked rat (Kobolds). They get to be pirates or die trying; likely both.
Right now we have an aerokineticist, Hunter, Druid, and a Gunslinger.
The druid player is/was in the hospital. So I don't know when he is coming back.
The Gunslinger has some type of family crisis. I have not heard from him in ~6 weeks. I will wait a little bit longer before counting him as "jumped ship".
If you submitted a PC to my last recruitment topic, go ahead to resubmit here. The guidelines have not changed.
The party is into book 2. They have starting sailing with their re-branded ship.
Character Creation Guidelines: Starting level: 4rd
Alignment: While Good is possible, as a pirate it could be hard and would have to have a really good reason to why they would want to be a pirate.
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 6,000 gp
Classes: Core, Base, Hybrid, unchained, occult.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels (1,3,5,...) that can only be used on teamwork feats. Kobolds are good at working together. (So right now two Teamwork feats)
You can pick/change the teamwork feats after you get accepted.
Skills: Using the background skills. So you have access to the two ranks of background skills per level. Bards, skulds, and the like have their perform skill cost 2 background ranks (or 1 normal rank).
The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.
You can do 25 point buy (min score of 8), or roll 4d5D1+3 (4d5, drop lowest, and add 3). Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.
If you take the stats in order (Str, Dex, Con, Int, Wis, Cha), you can also roll a 1d4, and a 1d2.
You can add the 1d4 to any score but can't push the score above 18. The same for the 1d2.
I will end recruitment Friday night as long as we have enough kobolds.
So... After kobold abilities are applied, 5/15/9/18/11/10 with a +4 and a +2 to be put somewhere.
Yes:
You can take the stats in order, and gain the bonus rolls (the d4 and d2). You can even put the bonus rolls in the same stat if you want; just can't go over 18 in that stat.
You can move the stats around, and NOT gain the bonus rolls.
Or you can fall back to the 25 point buy.
Also ~1/3 of your rolls were 1's. That is a lot of 1's.
It's fine, I'm pretty happy with them, all things considered.
I'll add the +2 to str (need at least 7 for carrying capacity, sadly) and the +4 to dexterity (total 17, 19 after racials), and increase my dex at level 4.
Think I'll leave the 2 and 4 floating for now, seems like I've got a pretty decent spread. Could really do anything that's not overly STR-based. Thinking maybe an alchemist? With the dex and int I could make a pretty decent bomb chucker.
Think I'm going to roll up a grenadier alchemist-going to stick the 4 into CON and the 2 into INT. With the ability score increase at 4, I'll be able to start the game with an 18 in CON and INT, and decent dex as well. Should be fun. Will have something up soon.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Well, here's the basic build going Blue, thought about going green might still.... I figure we'll need to figure out the teamwork feats together and I'm sure I need to get better normal gear and a ranged weapon besides my daggers. Completely willing to changeover to regular Kobolds if colors not allowed.
Krunk Kahn:
Male blue kobold rogue (unchained, knife master) 4 (Pathfinder Campaign Setting: Classic Monsters Revisited, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+3 armor, +5 Dex, +1 natural, +1 size)
hp 31 (4d8+8)
Fort +3, Ref +9, Will +5
Defensive Abilities blade sense +1, evasion, uncanny dodge
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +10 (1d3+6/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20)
Special Attacks sneak attack (unchained) +2d8/2d4
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 18, Cha 18
Base Atk +3; CMB +2; CMD 17
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits expert smuggler (erages), hidden hand, sneaky swimmer
Skills Acrobatics +12, Appraise +9, Bluff +12, Climb +5, Craft (Shipwright) +9, Diplomacy +12, Disable Device +10, Escape Artist +12, Intimidate +11, Knowledge (dungeoneering) +8, Knowledge (local) +9, Perception +13, Perform (sing) +8, Profession (fisherman) +8, Profession (sailor) +9, Sense Motive +11, Sleight of Hand +17 (+24 to conceal a light blade, +21 to conceal a weapon), Stealth +16 (+18 on checks in swamps and in underwater environments.), Survival +5, Swim +7, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (deft palm[UC], underhanded[UC])
Other Gear leaf armor[ISWG], +1 dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, dagger, cracked mulberry pentacle ioun stone, gloves of larceny[UE], adventurer's sash, belt pouch, pirate clothes, pirate clothes, fancy, tattoo[UE], thieves' tools, wrist sheath, spring loaded (2), 188 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (4/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Male Black Kobold Fighter 4 (Swarm Fighter)
NE Small Humanoid (Reptilian)
Init +2; SensesDarkvision 60ft Perception +8
------------------------------
DEFENSE
------------------------------
AC 21, touch 14, flat-footed 19 (+7 armor, +2 dex, 1 size, 1 nat. armor)
hp 36
Fort +4, Ref +3, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee +1 Greatsword +7(1d10+2 19-20/x2)
Ranged Underwater Light Crossbow +7(1d6 19=20/x2)
------------------------------
STATISTICS
------------------------------
Str 13, Dex 15, Con 10, Int 14, Wis 10, Cha 15
Base Atk +4; CMB 4; CMD 17
Traits Seeker, Suck in your Gut, Besmara's Blessing
Feats Draconic Aspect, Duck and Cover ,Draconic Breath, Aquatic Combat, Outflank, Precise Strike, Mobility
Skills (24 points; 4 class, 2 BG)
Climb +10
Intimidate +11
swim +14
Languages Common, Undercommon, Draconic
------------------------------
SPECIAL ABILITIES
------------------------------
Safety in Numbers: Bonus on saves equal to number of allies within 20ft.
Acid Resistance 5
This is a character I have loved since I first used her. I just need some minor adjustments... working on those now...
4d5 + 3 ⇒ (2, 3, 4, 2) + 3 = 14=12
4d5 + 3 ⇒ (4, 4, 4, 2) + 3 = 17=15
4d5 + 3 ⇒ (4, 4, 3, 5) + 3 = 19=16
4d5 + 3 ⇒ (1, 1, 3, 5) + 3 = 13=12
4d5 + 3 ⇒ (1, 4, 3, 2) + 3 = 13=12
4d5 + 3 ⇒ (5, 5, 3, 2) + 3 = 18=16
We shall see!
Wow... good kobold of pretty much any class...
Can anybody apply, or only those who missed out previously?
It is open to everyone. I just wanted to point out that if someone missed out in the old recruitment topic, they could just drop their submission without having to re-roll.
Reckless wrote:
Question: will you allow the variant Kobolds (Red, Green, Blue , White, etc.) from Classic Monsters Revisited?
No. But you do get the 3rd trait that is a Kobold race Trait. So color has an effect.
Rostam wrote:
Also can I treat a cutlass as a finessable weapon or simply call a short sword a cutlass?
If you want to call a Short sword a cutlass, it is fine. Just put in your sheet that the "cutlass" is a short sword and you use the short sword stats (piercing, not slashing;19-20 not 18-20).
Okay, crash course explanation of gringe! Bring was a
Destined to be her tribe shaman... that was until something destroyed her tribe and left her to drag herself through her already pretty mixed up mind. Now not only was she shaman, but she was the avatar to the spirit of a powerful ancient dragon. The dragon struggles with gringe's broken mind for control over her body. This is shown through her feats (she is getting the dragon aspect feats). BTW: the song on her profile page is a WIP, and is mostly for flavor, it is going to be a sonnet about the dragon who is possessing her.
Forgot to post this last night, here's my submission for a Kobold alchemist (grenadier archetype). Still have to finish up the inventory, but he's more or less complete. If you wanted the hero lab version, here you go:
Spoiler:
Huek Schmerlap
Male Alchemist (Grenadier) 4
NE Small Reptilian Humanoid
Init +3; Senses darkvision 60 ft.; light sensitivity; Perception +8
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 Armor, +3 Dex, +1 Size, +1 Natural)
hp 38 (4d8 + 16)
Fort +8, Ref +7, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Ranged Bomb +8/9 within 30 ft (2d6 + 4 damage, 6 splash)
Special Attacks
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 18, Int 18, Wis 12, Cha 13
Base Atk +3; CMB +1; CMD 14
Feats Throw Anything, Point-Blank Shot, Precise Shot (2 Teamwork feats TBA)
Traits Firebug (Kobold Trait), Touched by the Sea (Campaign Trait), Firebug (Normal Trait)
Skills Acrobatics +7, Craft (Alchemy) +11, Disable Device +9, Fly +10, Heal +6, Kn. Arcana +8, Kn. Nature +8, Perception +8, Sleight of Hand +7, Spellcraft +9, Stealth +7, Survival +5, Swim +7, UMD +5
Languages Common, Draconic, Gnome, Undercommon
SQMutagen, Martial Weapon Proficiency (TBA), Throw Anything, Swift Alchemy, Alchemical Weapon, Discoveries: Frost Bomb, Precise Bomb, Tanglefoot Bomb
Other Gear Handy Haversack, Mithral Shirt, Ring of Sustenance, Portable Alchemy Lab, Formula Alembic, 100gp
--------------------
Special Abilities
--------------------
Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Alchemical Weapon: At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck.
Swift Alchemy: At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Discoveries:
Precise Bomb: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Frost Bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Tanglefoot Bomb: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Any ideas or criticisms are more than welcome. Thanks for the consideration!
Can anybody apply, or only those who missed out previously?
It is open to everyone. I just wanted to point out that if someone missed out in the old recruitment topic, they could just drop their submission without having to re-roll.
That being the case, I need to get off my duff and submit something.
Well, there will be if I can put a submission together in time. Didn't realize the deadline was tomorrow. We'll see, but I don't know if I'll get one in or not.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Revised Krunk Kahn, The Knife in the Dark:
Male kobold rogue (unchained, knife master) 4 (Pathfinder RPG Bestiary 183, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
NE Small humanoid (reptilian)
Init +5; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 31 (4d8+8)
Fort +3, Ref +9, Will +4
Defensive Abilities blade sense +1, evasion, uncanny dodge
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +10 (1d3+6/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20) or
. . dagger +9 (1d3+5/19-20)
Ranged shortbow +9 (1d4/×3)
Special Attacks sneak attack (unchained) +2d8/2d4
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 14, Int 18, Wis 17, Cha 18
Base Atk +3; CMB +2; CMD 17
Feats Combat Expertise, Improved Feint, Weapon Finesse
Traits expert smuggler (erages), hidden hand, sneaky swimmer
Skills Acrobatics +14, Appraise +9, Bluff +12, Climb +7, Craft (Shipwright) +9, Diplomacy +14, Disable Device +10, Escape Artist +12, Intimidate +11, Knowledge (dungeoneering) +8, Knowledge (local) +9, Perception +10, Perform (sing) +10, Profession (fisherman) +7, Profession (sailor) +8, Sense Motive +10, Sleight of Hand +17 (+24 to conceal a light blade, +21 to conceal a weapon), Stealth +16 (+18 on checks in swamps and in underwater environments.), Survival +4, Swim +7, Use Magic Device +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Diplomacy, +2 Perform (sing)
Languages Common, Draconic, Dwarven, Gnome, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, prehensile tail, rogue talents (deft palm[UC], underhanded[UC])
Combat Gear acid (4), durable arrow (20), tar bomb; Other Gear leaf armor[ISWG], +1 dagger, dagger (4), dagger (3), dagger (2), shortbow, cracked mulberry pentacle ioun stone, gloves of larceny[UE], adventurer's sash, belt pouch, pirate clothes, pirate clothes, fancy, tattoo[UE], thieves' tools, trail rations (10), wrist sheath, spring loaded (2), 78 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deft Palm (Ex) Conceal a weapon while being observed.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Prehensile Tail Tail can draw small objects as a swift action, or a hidden weapon as a move action.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (4/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.
--------------------
Krunk Kahn, the Knife in the Dark, enforcer of Kobold's Justice aboard the ship.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
GM, just wondering-how many people are you looking to join the campaign? Just wanted to know how many slots in the party are actually open.
Oh, I forgot to say. I am looking for 3. In a week or two more I may connect one of the others if I end up dropping one of the people who have been missing for a while.
The weekend will be more busy for me then I was thinking.
I will post any comments about the submitted PC's later today.
Deadline will be moved to Sunday. But the real cut off will be when I look at them Monday.
I've learned in my time as a DM that a good way to get rolls from 8-18 is 2d6 +6, which has a minimum of 8 and a max of 18, you can also add 1d6 and drop the lowest for better results.
Well, it actually is Nice. I mean, I get either Dex or Wis up to 18 with that 1d2, and Cha to 15 using the 1d4 and we still have a pretty nice Madness and Ocean Cleric.
Admittedly not as f@!$ing nuts as the d6 one, but still. I even got some CON out of the deal.
So yeah, I'll soon be submitting a Cleric. I don't know jackshit about her build or backstory except one single little quote....
I have not done a lot of math check. Just looked over to see what I think of the idea and/or background posted, and see if anything pops out of me as missing/wrong.
Fang - A fighter. I am tried to run a Swarm Fighter before, but the groups I have played in asked me to not after they seen that stats. Normally the -4 str hurts. But with nice rolls it works.
Maybe add a little background. The Besmara's Blessing trait put you as being on or near the sea your whole life. The Suck in your Gut trait has you in tight spots or tunnels.
So maybe your tribe was on a island with tunnels by the sea, or lived most of your life on a ship squeezing into spots to repair the ship and moving thru mostly full cargo holds?
Gringe - Like you said before, you need to work on traits as you are missing the player guide one.
Also need to level to 4, and the stuff with that.
Huek Schmerlap - A kobold with fire and bombs... Run for the hills.
Still need to pick Extracts, and maybe a little background.
Maybe something about which of Huek's ancestors was a sailor, pirate, sea monster, or whatever gives Huek the Touched by the Sea trait.
Krunk Kahn - One of the traits needs to be from the players guide. And maybe a little background. Maybe how he got into smuggling, or something about that player guide trait you will pick.
SqueekSeasong - Missing Player guide trait, and maybe a little background. Stream nomad talks about building tunnels under rivers. So maybe your tribe tunnels was all under a body of water. So maybe something happened to lead you to leave. Like a tunnel cave in the flooded your home? Just throwing out ideas.
------------------------------------
While part of the player guide trait, the part about getting knocked out and finding your self on a ship, may not be true. The trait sill gives a little background you can build off of.
I am not looking for a big background. Just a few sentence on the kobold to flush out who they are.
Something like what they did, why are they on the sea, and what are their goals.
SqueekSeasong - Missing Player guide trait, and maybe a little background. Stream nomad talks about building tunnels under rivers. So maybe your tribe tunnels was all under a body of water. So maybe something happened to lead you to leave. Like a tunnel cave in the flooded your home? Just throwing out ideas.
That works just fine for me. I remember having a really funny post for the first submission but I can't find it. :/
I'll whip something up tomorrow morning. But yeah, I'm totally okay with my tribe being done with me because I was involved with an accident that flooded some of our tunnels!
I also forgot about the campaign trait. I'll pick one out.
Ahh, I knew I had forgotten something-I'll make sure I get the extracts done tomorrow afternoon. As for the background, I had an idea for a tribe of red-scaled kobolds (typically the ones most associated with fire, right?) living right by the sea-working name for them is the Steamscale tribe. Their pyrotechnic proclivities meant that the coast right by their village was constantly shrouded in steam. So while they're not living underground, they're also not *quite* living out in the open. Ships have long since learned to steer clear of the spooky area that's constantly shrouded in fog-which is generally just a good idea in games like these, am I right? Where Huek features in that tribal structure and why he left, I'm not sure just yet. I'm going to sleep on it and get a complete background written up tomorrow, I think.
Alright, I picked out my extracts. It's always tough choosing extracts known at non-1 levels, you kind of have to hope you pick ones that you're unlikely to find "in the wild". I might change my 2nd-level one known, it was between Invisibility/Blur.
As for my backstory, I kind of expanded on last night's idea about the Steamscales. They operated on a small island that was constantly shrouded in mist, which made it easier for them to operate during the day (even though they were mostly nocturnal). The kobolds would wait for ships to pass through the mist at night, at which point they would raid the ship, kill/enslave everyone onboard, then steal all the shiny stuff and send the ship to the bottom of the ocean, creating a hazard for future ships as an artificial reef. Eventually, they attacked the wrong ship (ideally, I'd say it should be Captain Harrigan's ship, but any ill-tempered pirate would do) and in the ensuing fight, the entire village was burned to the ground. Huek, the only survivor (as far as he knows) set out on a small dinghy alone, relying on his ring of sustenance for survival. I'm actually working on writing it down as kind of a short story type thing, might post it once it's done.
But anyways, I think that by both living right by the sea, and by spending a very significant amount of time alone on a tiny boat in the sea, Huek would qualify for being "touched by the sea". It also sets him up for a possible entrance-he could have washed up somewhere, or the boat just kind of happens to find him in the middle of nowhere.
This is Wanderer82's submission, Taalik Amun, a black-scaled kobold bloodrager. I kept the stats in order, and applied the 3 from the d4 to Constitution, an the 2 from the d2 to Charisma.
Stats:
Taalik Amun
Male Black-Scaled Kobold Bloodrager (draconic) 4
CN Small Humanoid (Reptilian)
Init +5; Senses Perception +8, darkvision
--------------------
Defense
--------------------
AC 21/19, touch 14/12, flat-footed 18/16 (+5 armor, +2 natural armor, +3 Dex, +1 small)
hp 40/48 (4d10+12)
Fort +7/9, Ref +4, Will +2/4;
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 16, Int 13, Wis 12, Cha 17
Base Atk +4; CMB +5/7; CMD 18/20
Feats Power Attack, Furious Focus, Eschew Materials, Precision Strike, Outflank
Traits Buccaneer's Blood, Silent Hunter, Sneaky Swimmer
Skills acrobatics +10, climb +7, craft (carpentry) +6, intimidate +11, know (arcana) +5, know (geography) +3, perception +8, profession (sailor) +6, spellcraft +5, survival +8, stealth +13/+15, swim +7
Languages Draconic, Common
SQ Uncanny Dodge, Blood Sanctuary
Spells (2)1st - shield, touch of the sea
Combat Gear+1 greatsword, cold iron heavy flail, boarding axe, mighty (+2) composite longbow w/ 40 arrows, +1 darkleaf leather lamellar, wand of infernal healing (20 charges), scroll: endure elements x2, scroll: mount x2, traveler's any-tool, feather token (anchor), feather token (fan), silversheen, ioun torch, compass, masterwork backpack, 50' silk rope, sundark goggles, flint & steel, bedroll, grappling iron, 190 gp, 9 sp
--------------------
Abilities:
TRAITS Silent Hunter +1 bonus on Stealth checks, Stealth always class skill
Sneaky Swimmer (kobold) additional rounds of hold breath equal to Con score. +2 Stealth in swamps or underwater.
Buccaneer's Blood+1 bonus on Intimidate and Profession (sailor) checks, and +1 bonus to Infamy and Disrepute
FEATS Power Attack (1) -2 attack, +4 damage (+6 if 2-handed).
Furious Focus (3) ignore penalty to attack roll with Power attack on first attack of each round.
Eschew Materials (b4) ignore material components valued at 1 gp or less.
Precision Strike (tmwk1) Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack.
Outflank (tmwk3) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
RACE ABILITIES/QUALITIES Darkvision see perfectly in the dark up to 60 feet
Small +1 att, +1 AC, -1 CMB, -1 CMD, 3/4 encumbrance, +4 stealth
Armor scaly skin grants +1 natural armor
Light Sensitivity live in, suffer from light sensitivity (-1 attack in bright sunlight, or daylight spell)
Wild Forest Kobold +2 racial bonus on Perception and Survival checks, and Stealth and Survival are always class skills for you.
CLASS ABILITIES/QUALITIES Bloodline: Draconic Bloodline Power: Claws grow claws (1d4 dmg), count as magic for purpose of damage reduction.
Bloodrage 13 rds/day. +4 Str, Con, +2 Will, -2 AC. When end, fatigued for 2x rounds spent.
Fast Movement +10 feet.
Uncanny Dodge cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible.
Blood Sanctuary +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting can cast bloodrager spells while raging.
Bloodline Power: Resistance resist acid 5, +1 natural armor.
--------------------
Profile:
Background The last egg of the brood finally shook and cracked, yielding forth a scrawny, lanky whelp of a hatchling. It’s mottled, pale gray scales lacked the signs of any great draconic bloodline. The matrons looked on in disgust as it tried to clamber out of the pack. A larger, red scaled hatchling swatted the whelp down and pounced on top of it, going in for its next meal. Surprisingly the whelp threw the red-scale off it and, snapping out with it’s own jaw, tore a large chunk out of its would-be assailant. This one had a strength to it after all.
The Stonefangs valued strength and greed, and so the whelp was raised among his kin. As he grew Taalik’s jaw continued to elongate, yet still its scales remained pale and gray. Taalik exhibited the passion for the hunt, but his weak body caused him to fall behind his kin. As other broodlings prided themselves for each small hunt and kill, Taalik often wandered the distant jungle, seeking the unknown, as though something called to him from beyond. While not shunned by his Tribe, Taalik had few friends, and was often ridiculed by the other broodlings.
Approaching his tenth year, Taalik was sent to face the broodling’s final challenge before full admission into the tribe - the journey to the Valley of the Undying. Legend told that the Valley was located deep within the Mwangi Jungle and was the place dragons went for ‘the long rest’. A true warrior was expected to return with a bone recovered from there, which would be added to the chief’s throne. While there, several of Taalik’s broodmates snuck up behind him and ganging up on him cast him from a cliff down into the boneyard below. One of the bones thrust up through his chest, and as he felt the blood flowing out of his body, he fell into the river below.
Yet something happened. The pain was excruciating, but with it came a strange energy that flowed into his body. In the moment a strange vision, or perhaps a call from within. The bone had belonged to an ancient black dragon that had lived for eons, as a hunter, a monster, a ruler, a god. Taalik experienced visions of glory and adventure, of amassing endless power and wealth. As he river continued to push him onward, his vision faded to darkness and he passed out of consciousness.
When he awoke, he felt different, though had little time to determine why. Several ragged humans stood over him, looking down curiously. As they began to speak, Taalik was shocked to realize he understood their words. They were debating his fate - food, death, or slavery. "You will not eat me!" he cried out. The humans, stunned, looked down at him. The tallest among them spoke, "Ha, guess it won't be a meal after all! It is settled, it will join us on the Rampant Drake and bring us fortune! Now, what is your name, young dragon?" Shocked by the human's reference to him as a dragon, Taalik looked down to the water at his feet and was shocked by his visage. His muscles had grown drastically larger, his horns stretched longer, and his mottled, gray scales darkened into an obsidian cast. Indeed, he did have the look of a young dragon.
The pirates took Taalik back to their ship which was docked in Bloodcove, where he began a new life as the mascot and good luck charm of the Rampant Drake. The next three years saw endless adventure, and Taalik begun to amass the hoard of treasure that now filled his dreams. So it was that while guiding the captain, he convinced him to drive forth through a particularly vicious storm. The Rampant Drake was torn apart by the raging typhoon, and Taalik washed up on a nearby shore...
Personality Bold, aggressive and daring, Taalik embodies the adventurer's spirit in his quest for glory. He is loyal to those he calls friend, but equally has no trouble cutting down any who stand in his way. His rebirth has given him a purpose, a drive for life and luxury, and he will fight furiously to achieve that which he believes he deserves. He has developed a taste for food and drink of man, and particularly rum.
Appearance Taalik stands well above his kin, with a powerful air that projects authority and fear. His jet black scales combined with his long, forward curved horns and strong, elongated snout adorned with dual bony ridges portray the image of a young black dragon. True to his form, a long crest runs from his forehead back to the nape of his neck. His gaze can be quite unnerving, as though an inner malice lies beneath. He wears stylized leather armor, gifted to him by his former captain (who had recovered it from the tomb of an ancient Mwangi prince), and carries a sword almost too large for his frame, likely wielded (with one hand) by an Ulfen warrior of the distant north.
Alright, i'll put down what i've worked on so far for Fang.
Background:
Fang was born to a clutch of several different colored kobolds, though his scales were obviously the most vibrant, setting him on the course of being the whelp in charge of the clutch. He quickly gained a name for himself from his large curved horns and mouth full of teeth....though the name that stuck was due to a snaggletooth on the front of his jawline. While his fellow whelps learned the art of digging tunnels and setting traps, Fang was being equipped as a valiant guard of his people, ready to cut down any intruders to their home.
This was not all of what his life was meant for, he felt, so he scurried from the tunnels of his home and sought to find the power he knew was his birthright. He stole away from his tribe with several of their relics and took sail for the shackles, working off a rumor of a great dragon to serve where his rightful position could be realized, though fate is a far more fickle mistress.
Caught in a storm, his small vessel was torn asunder, leaving this kobold to flail about in the heavy storm waters. He took a last breath of air as he started to sink under the waves, sure his dream would never be realized. But fate can be fickle in other ways too, yes?
I probably wont get a chance to get a submission up in time, so I am probably out. But I do have a suggestion that you might be interested in :)
Its about the teamwork feats, why not use this system instead of giving everyone a few bonus feats?
Basically you give everyone a Teamwork Pool, which has a few points in it (and maybe bonus points for levels or a high attribute). Then, anyone can spend a Teamwork Point to gain the benefits of a teamwork feat for one round, Or/And they can spend 2 of their own points to grant an ally a teamwork feat for a round.
If you actually have the feat then you dont need to spend a point for yourself and you only have to spend 1 point for an ally.
That way "working as a team" is a lot more fluid and able to adapt to circumstance, but is not Free and Unlimited (and probably forgotten/unusable in the moment). It would also negate the feeling of picking a bad or too situational feat (but you can still use it this way from time to time!!)
This also doesnt disadvantage someone who actually has a teamwork feat since they still get a lot of millage out of their pool.
Optional: You are allowed to spend an additional Teamwork Point to grant an ally a feat that they dont qualify for but you do. Only you gain the benefit. (This makes some feats like Combat Medic actually usable (worthless feat grumble grumble) and same for feats like Cover Fire where your melee ally is unlikely to have PBS)
Optional: Since these are a bunch of Kobolds and Pirates to boot! Consider allowing this to work with Betrayal feats :)
The memories of times past betrayed are not easily forgotten >:D
You just have to decide on how large of a Pool everyone gets. An "every round of every combat" thing, or a "save these for that moment that it counts" kind of decision.