| Foxy Quickpaw |
Everyone can tell what they want and then we see if there are things that more than one character wants. But I'd say that we spend some of the coins to give it to our friends in the crew. If someone feels very generous we could even buy some goodwill with the ones who helped Plugg.
But taking the tidewater cutlass and the amulet takes the two most useful items out of the stack.
And I suggest you read up on the ship modifications chapter. Because getting a ship overhauled and west coast customed cost quite a lot and we might need to throw in some of this stuff to pay for that once we are at that point in the adventure.
@Estelle
As for the campaign trait. You never used it. Simply exchange it.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
Boatswain: The boatswain, or bosun (pronounced
“bosun” either way), is responsible for the upper deck of the
vessel and above. This makes the boatswain accountable
for all rope, rigging, anchors, and sails. At the start of the
day, the boatswain and those under her weigh anchor, raise
the sails and report on the general condition of the ship’s
deck to the captain. As she oversees many of the ship’s
basic daily labors, the boatswain is often responsible for
keeping discipline and dispensing punishment.
Cabin Boy/Girl: Servant to the captain and other officers,
this low-ranking and typically young crew member assists
other sailors in their duties and runs various errands
across the ship, requiring him or her to gain a measure of
understanding of almost all the ship’s roles.
Captain: The ultimate authority on any ship, his word
is law to all on board. The captain chooses where to sail,
what to plunder, and who fills the other stations aboard
the vessel, among many other command decisions.
Leadership often proves perilous, however, as a captain is,
above all, meant to secure success for his ship and crew.
Failing to do so increases the threat of mutiny.
Carpenter/Surgeon: No matter what enchantments or
alchemical unguents augment a pirate ship, its heart and
bones are still wood. This simple fact makes the carpenter
one of the most important positions aboard any vessel.
Carpenters are chief ly responsible for maintaining the
ship below the deck, finding and plugging leaks, repairing
damage, and replacing masts and yards. As the crew
member most skilled with the saw, the carpenter typically
serves as a ship’s surgeon as well—bones cut just as easily
as timbers.
Cook: While the quartermaster normally allocates the
rations, the cook and his apprentices make and distribute
meals to the crew. Although some better-outfitted vessels
employ skilled cooks to attend to the captain and the
officers, many cooks are drawn from crew members who
have suffered crippling injuries, allowing them to still
serve even after such trauma.
Master-at-Arms: Concerned with the security of the
ship, the fitness of the crew, and the dispensing of justice,
the master-at-arms typically is one of the most feared and
dreaded of a ship’s officers.
Master Gunner: The master gunner is in charge of all
shipboard artillery, ensuring moisture and rust don’t ruin
the weapons and that the crew knows how to use them. On
board ships with firearms, the master gunner maintains
the vessel’s cannons, firearms, and powder supplies; on
ships without such weapons, she maintains the ballistas,
catapults, and so on.
Quartermaster: The quartermaster oversees the supplies
and items stored aboard the ship. She maintains the
supplies of food and weaponry, oversees the disbursement
of food to the cook, and doles out the rum ration to the crew.
Rigger: Riggers work the rigging and unfurl the sails.
In battle, next to that of a boarding party, the riggers’ job
is one of the most dangerous, as they pull enemy vessels
near enough to board.
Swab: Any sailor who mops the decks. Also used as slang
for any low-ranking or unskilled crew member.
| Foxy Quickpaw |
You just select what you like. I didn't study the ship combat rules but for everyday tasks it's just a little self importance and being able to shoo people around.
So everyone can choose some area of work and the title and some people of the crew you get to order around to do the work. So I don't have to roll work which leads to five messengers and no one in the bilge :P
| Lito de'Anora |
Other players. Been in too many games where one player being in charge has broken the game.
As for you, your the GM a GMPC is different.
| Besmara __ |
It has the benefit that your new captain actually knows where to sail (which is not Port Peril). But mostly I tried because it is Besmara's character and to prevent some round table council on the ship which would make us the running gag of every other pirate crew :P
But some player being an ass about it would be easily removed from the Captain position. Wouldn't he/she?
| Estelle Numbduster |
Estelle cannot use the cutlass, not a weapon a brawler can use. Back in the pile it goes
| Estelle Numbduster |
I tossed the Cutlass back in. So there is quite a few good things in there. Anyone good with Excel they can make a Google Docs one so we can all edit?
Edit: Did Estelle get master work armor from Grok before they left?
| Noonan2 |
Noonan likes gold and will be buying his own stuff mostly.(Is gold auto split between everyone? Gems and jewelry auto sold?)
Level 3 Barbarian
Extreme Endurance:At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
HP +10
Bab +1
Will/Ref +1
Feat:Power attack
+2 Rage Rounds
+1 all skills
| Estelle Numbduster |
are we rolling HP?
if so i just went average for the last 2 levels.
HP common baby high numbers: 2d10 ⇒ (8, 9) = 17
HP 11 total
Maneuver Training (Trip) +1
BAB +1
Will +1
Craft Ship +2 (9)
Profession Sailor +1
Sense motive +1
all other skills +1
Feat: Skill Focus Craft Ship
| Trytton |
When she says roll all the hp she means all at once. Or take average.
I am pretty good at excel. I can create a doc if people want.
The way I have split gold in previous games with Foxy is that every split everyone gets something but those with less wealth on items get more gold. Basically I weight the distribution towards people with lower wealth.
I also add an extra "player" which is basically gold kept aside for healing and such.
WHAT I am thinking here is split all gold in half. Half for ship upgrades, repairs, and crew bonuses. also perhaps the healing out of here. Basically communal costs. The other half gets split between us.
| Besmara __ |
Well, quartermaster is one of the jobs with some actual work behind it. There is a crew that has to be fed and kept happy with loot. Someone has ta do the numbers on that. And as you suggested to do book keeping I'd like to see how that plays out if we don't handwave it. If you are interested.
| Foxy Quickpaw |
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There is something else you need to know about. Which is Infamy, Disrepute and Plunder.
Plunder is easy. That's just a measuring unit for stuff looted from ships or villages. Could be gear, weapons, food, or gold. 1 Plunder is stuff worth 1000gp. But you can't sell it at that price. There is a table that tells the percentage you get for that depending on the size of town where you want to sell it. Plus an optional diplomacy roll to get a higher price. But it takes a day per unit of plunder to find someone. This kinda sucks, but we'll see how that works out.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
The Infamy score tells ow well known and feared you are as pirates. It is not enough to do piraty deeds but you also have to travel around and tell the tale of it. Perform Oratory to increase that score. And depending on that score you gain access to things from this endless table. Which I don't know if it is worth the hassle.
Title & Infamy
Required Benefit
Disgraceful Characters may purchase disgraceful
(10+ Infamy) impositions.
The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.
Despicable Characters may purchase despicable
(20+ Infamy) impositions.
Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.
Notorious Characters may purchase notorious
(30+ Infamy) impositions.
Disgraceful impositions can be purchased for half price (rounded down).
The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.
Loathsome Characters may purchase loathsome
(40+ Infamy) impositions.
Despicable impositions can be purchased for half price (rounded down). PCs gain a +5 bonus on skill checks made to sell plunder.
Vile Characters may purchase vile
(55+ Infamy) impositions.
Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free. The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.
| Foxy Quickpaw |
| 1 person marked this as a favorite. |
Infamy Cost Imposition Benefit
Disgraceful Impositions
2 Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items.
5 Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level.
5 Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day.
10 Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week.
Despicable Impositions
5 Lashings!: The speed of the PCs’ ship doubles for 1 day.
5 Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
10 Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
10 Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.
Notorious Impositions
5 You’ll Take It!: The PCs can spend up to 5 points of plunder in 1 day at 50% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
5 Honor the Code!: The PCs and their crew gain a +4 bonus on all Charisma-based skill checks made against other pirates for the next 24 hours.
10 Master the Winds!: As a standard action, a PC on board her ship can cast call lightning storm, control winds, mirage arcana, or telekinesis with a caster level equal to her character level.
15 Chum the Waters!: For every Infamy threshold they possess, the PCs summon 1d4 sharks into the waters surrounding their ship. These sharks are not under the PCs’ control and viciously attack any creature in the water.
Loathsome Impositions
5 Evade!: Teleport your ship 100 feet in any direction. This imposition can be used once per day.
10 You’ll Take It and Like It!: The PCs can spend up to 5 points of plunder in 1 day at 100% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
10 Master the Waves!: As a standard action, a PC on board her ship can cast control weather, discern location, hero’s feast, or waves of exhaustion with a caster level equal to her character level.
20 The Widow’s Scar!: Choose one enemy to curse. You and your crew gain a +2 bonus on attack and damage rolls against that NPC for 1 week. The enemy is aware of the curse and who cursed her, and can end the effect with a remove curse spell.
Vile Impositions
10 More Lashings!: The speed of the PCs’ ship quadruples for 1 day.
15 The Hungry Sea!: A PC aboard her ship may cast elemental swarm, storm of vengeance, or whirlwind as an 17th-level caster.
20 Dive! Dive! Dive!: The PCs’ ship submerges and can travel underwater at its normal speed for up to 1 hour. During this time, the vessel is encompassed by a bubble of breathable air and takes no ill effects from the water—even most sea creatures keep their distance. The ship leaves no visible wake upon the waters above, but might be visible in particularly clear water.
25 Summon the Serpent!: One sea serpent comes to the aid of the PCs’ ship. This sea monster is under the control of the PCs and serves for 10 minutes before disappearing back into the deep.
| Estelle Numbduster |
Very true, so how do you want us to keep track of all the Infamy and such?
| Besmara __ |
| 1 person marked this as a favorite. |
Gonna call ma ship The Flying Dutchman and go for the dive, appearing out of nowhere directly besides The Dominator (a chelaxian war ship) and sinking it with a barrage of cannon fire in two rounds.
Btw. Master Gunner, I need a concept for arming that lame merchant up to the teeth ;)
Trytton set up the sheet which is linked at the top of the page.
| Estelle Numbduster |
Do we have a master gunner? Seems like a feat intensive way to build your character. Unless there is lots of naval combat.
| Besmara __ |
I took a look at the ship modifications and have some suggestions:
Mandatory:
Squib (change the look of the ship that it isn't recognized as the Man's Promise anymore) - 2000 gold
Must have:
Silken Sails (with a Kraken motif spread over the sails - ship speed +10%) - 3000gold
10 light ballistas and 20 concealed weapon ports - 5000+1200gold
Broad Rudder (+1 on sail checks) - 500gold
Really cool
Magical treatment of the ship (double HP and hardness) - 13500 gold
10 cannons and 20 concealed weapon ports - 60000+1200gold
Magical treatment of sails - 45000gold
| Foxy Quickpaw |
So it is like fame and prestige from Shattered Star?
Actually fame and prestige is detailed in the Pathfinder Society Field Guide. As well as in the Ultimate Campaign.
Prestige and FameIt even has an Infamy chapter, but that is not exactly what is meant here.
| Foxy Quickpaw |
Community Base Sale % DC to Increase Maximum Sale %
Size (GP for Plunder) Sale (Max DC & GP for Plunder)
Thorp 10% (100 gp) 10 + 5 per 5% 20% (DC 20; 200 gp)
Hamlet 20% (200 gp) 10 + 5 per 5% 30% (DC 20; 300 gp)
Village 30% (300 gp) 10 + 5 per 5% 40% (DC 20; 400 gp)
Small town 40% (400 gp) 10 + 5 per 5% 60% (DC 30; 600 gp)
Large town 60% (600 gp) 10 + 5 per 5% 80% (DC 30; 800 gp)
Small city 80% (800 gp) 10 + 10 per 5% 90% (DC 30; 900 gp)
Large city 90% (900 gp) 10 + 10 per 10% 120% (DC 40; 1,200 gp)
Metropolis 100% (1,000 gp) 10 + 10 per 10% 140% (DC 50; 1,400 gp)
That is the table for selling plunder. I would be totally fine with abusing this to create plunder out of useless stuff we have (stuff worth 1000 gold = 1 plunder) and then selling it off at full price if we find a large enough city or even let Lito haggle about the price to get more out of it.
But I guess it would take some time until we come to a town where that actually helps. Because it would at least have to be a large town. If not the sell at 50% rule is better.