Boldwin Stonearm |
Yay!
Just fishing for some advice, but should I take Improved Unarmed Strike, or just hold onto the brass knuckles? Either way I'm punching things, but I can't make up my mind on how to proceed.
Victoriana Whitecap |
And here's Victoriana, a slightly less friendly oracle with a similar curse but different aspirations (and, as far as I can tell, completely different skills and spells).
@Boldwin: Improved Unarmed is a great feat, even if you plan on using Brass Knuckles (which are not a bad choice). It's a prerequisite for both Improved Grapple, and the mighty style feats, which can add cool flavor to anyone fighting with their fists.
@Aku: Really? You've got better grammar than half the GMs I've seen on PbP, and that's saying nothing about the players.
Victoriana Whitecap |
We're bringing the firepower. HO HO I AM HILARIOUS
Literally, as I can start smithing everyone guns as soon as we're in charge.
@Aku: Speaking of which, the pistols you describe in the campaign info as common and martial--are they still 1k gp (500 to craft), or a bit cheaper, since they're everywhere and slightly worse than the standard pistol?
Nthanda |
Yes, that was part of my pun. ;)
@ Aku: I might be switching out Toughness for Skill Focus: Knowledge Nature, if you're permitting tweaks from our submitted stuff. I want to play up her connection to the primal ocean forces, etc.
GM Aku |
@Victoriana
Oops!
Range is wrong! It was meant to be 20ft. I’ll update.
It was meant to be the same as the pistol in the PRD.
The price is the same. 1k gold for each gun.
They were meant to be used only once in combat for those that doesn’t have the feat.
Anyway, with a 1k gold price, they are more ‘symbols’ than actual weapons.
@Nthanda
Sure, you can make up changes. And if you want a familiar, rest assured we’ll work one into the history for you.
Victoriana Whitecap |
Not sure if our characters know this now, or why/if we just arrived on the ship, but the things Velyriana will be most interested in finding out (and which she might spend some of her ship actions on) are:
-Are we actually being paid (either in wages or loot shares), or is this a glorified galley-slaves thing?
-What are the other PCs planning, and should she trust them/they trust her?
-What kind of guns does this ship actually have, and can she touch them?
-If a caster with at-will Mending can get out of bilge duty (at least every once and a while) by repairing the ship and sails instead?
-Is anyone around here willing to lend her some reading material, or a notebook?
...and as Nthanda is another oracle with the same curse, maybe they'll spot that about each other and realize quickly that they should have each other's backs.
Victoriana Whitecap |
Also, ooh, familiars! I was originally thinking of going for a monkey familiar (with the "Valet" template, it can hold tools and help with crafting and repairs, which would be super cute), although it's a bit of a stretch to get there, and Victoriana might just settle for a hired apprentice or something once we get our own ship.
Nthanda |
Familiars are fun, but with a two-feat feat tax for oracle, it is a bit painful. Le sigh~
I'm guessing a lot of your initial questions are going to be answered by how we're intro'ed into the game, Victoriana (if my suspicions regarding that are correct, anyway). But I think Nthanda and Victoriana have probably been around each other for a while now-- so yeah, I'm fine with them already starting from a position of back-having. ...that sounds odd.
Victoriana Whitecap |
No worries! Answer what you like, and the rest, I'll try (and potentially fail) to investigate in-game.
And while we're making puns, at least back-having means we're not sailors of the spineless sort.
Victoriana Whitecap |
Oh, no prophecies here. Victoriana's pretty much a pragmatic atheist, who's enough of a gnome to never really wonder if there's a religious reason for her powers—if she worships anything, it's gunpowder, rope, and history books. And I get the feeling that religion, for Nthanda, consists mostly of lying down on a raft and listening to the waves.
Victoriana Whitecap |
Oh my, a keelhauling! Yeah, not quite an execution, they just drag you under the ship for a while. Alas, we haven't reached the Wormwood yet, or I could give the guy an Air Bubble spell that might make it a lot easier to survive.
Boldwin Stonearm |
It's less the drowning and more the crap on the bottom of the ship that cuts you up that I'm worried about. Alas, I am confident Sh'torek will live. Somehow. :P
Level 2 changes will be up posthaste - being a wee bit indecisive on my feat.
Javell DeLeon |
It's less the drowning and more the crap on the bottom of the ship that cuts you up that I'm worried about.
Yeah, me too. :P
Alas, I am confident Sh'torek will live. Somehow. :P
lol! Well, at least this way, the rest of you will learn a valuable lesson in all this: Don't get keelhauled! :)
Victoriana Whitecap |
Ah, interesting! So the trick then is to wriggle out of the ropes enough to dodge barnacles/cast a healing spell.
...Will keep this in mind if it becomes necessary.
GM Aku |
I’ve heard really bad things from the naval battle rules from paizo.
That being said, I’m considering getting this 3rd party rules that is said to be way better than paizo.
What do you guys think?
Lieutenant Ambrose Jeggare |
Nthanda, Victoriana, welcome to the crew!
Aku, I've heard very good things about Fire As She Bears and I'm very interested in trying it out.
Javell, IIRC you get to pick between a fast or slow keelhauling. Slow hurts less but increases your risk of drowning (not a problem for you), whereas fast causes you to take more damage. If you get an option, go for slow.
I totally forgot that gunpowder is commonly available in Aku's version of the campaign. That would have made the pyrotechnics tiefling spell-like ability WAY more useful >:D
Victoriana Whitecap |
I'm fine with any sort of naval rules. (I've usually used the ship combat rules from 3.5's Stormwracked, or even 3.0's Spelljammer, which was intended for spaceships but works well for airships and seaships too).
Victoriana Whitecap |
Oh, so this is a ways down the road, but I've been looking into ways to eventually crew a ship with magic (e.g. Unseen Servants or Skeleton Crew), but one of the coolest seems to be that it's possible to directly animate a ship itself. In five levels, at least, it would be possible to animate the sails and rigging so that they take care of themselves and can attack boarders, which would be a surprise.
Not sure if other characters would find this unnatural and creepy, but Victoriana will probably propose it when she gets the ability and be fine with the rest of the crew saying no.
Javell DeLeon |
Amazingly enough, Dhugal, that is the perfect roll for HP's for you!(At least, at this level anyway).
Here are HP mechanic:
HP: Max for 1st level, half for even levels thereafter, full for odd. So a 1st level Wiz would be 6 + Con mod, 2nd level 3 + Con mod, 3rd 6 + Con mod, lather, rinse, repeat.
(I copied this from the recent recruit thread. And I made it big because it just seems so small to me when quoted. Of course, my sight is not the greatest so that could very well be it.) :P
Anyway... well done! :)
Aku Warashi |
Okay, Dughal, I need you help understanding your skill distribution:
First, you don’t have trapfiding, that was replaced by the acrobat archetype.
From level you, you had 8 skill points, favored class bonus went into hp.
From level1:
Acrobatics +6 (1 rank)
Appraise +0
Bluff +0
Climb +7 (1 rank)
Craft (Untrained) +0
Diplomacy +0
Disable Device +7 (1 rank)
Disguise +0
Escape Artist +6 (1 rank)
Fly +2
Heal +0
Intimidate +6 (1 rank)
Perception +4 (1 rank)
Perform (Untrained) +0
Profession (Sailor) +4(1rank)
Ride +2
Sense Motive +0
Stealth +6 (1 rank)
Survival +0
Swim +3
Considering you are not using any armor, the values should have been:
Acrobatics +7 (+2 without armor archetype bonus)
Appraise +0
Bluff +0
Climb +8 (+2 without armor archetype bonus)
Craft (Untrained) +0
Diplomacy +0
Disable Device +7
Disguise +0
Escape Artist +7
Fly +3 (+2 without armor archetype bonus)
Heal +0
Intimidate +6
Perception +4
Perform (Untrained) +0
Profession (Sailor) +4
Ride +3
Sense Motive +0
Stealth +7 (+2 without armor archetype bonus)
Survival +0
Swim +4
You were considering, for a lot of skills, less than you should have.
==//==
Now your changes for level 2:
Once again, your Fav class bonus went to hp, leaving you with 8 skill points:
Acrobatics +10 (1 rank)
Bluff +4 (1 rank)
Climb +8
Disable Device +5 (Went from 7 to 5?)
Disguise +4 (1 rank)
Escape Artist +7
Fly +5
Intimidate +7 (1 rank)
Perception +5 (1 rank)
Profession (sailor) +4
Sense Motive +4
Stealth +8 (1 rank)
Swim +8 (1 rank)
From these changes, I was unable to see why your acrobats changed from +7 to +10
And I don’t know why Disable device went from +7 to +5.
Also, I was unable to see how you get Fly +5.
I could only see 7 skills, where you spent a skill point this level.
Can you clarify it for me?
Boldwin Stonearm |
Ended up going with Improved Bull Rush. Archetype supports it and it's always fun to shove enemies around.
At any rate, Ambrose tried, but I'm not confident in that roll. I guess we're just setting our bets on Sh'torek surviving it.
GM Aku |
At any rate, Ambrose tried, but I'm not confident in that roll. I guess we're just setting our bets on Sh'torek surviving it.
Oh, I see it!
Well, I'll update the response about this.
I apologize for the message above.
I think that Ambrose edited his post, because I remember it was something about going into Peppery Longfarting to see if there was anything that could be used to help Sh’torek. I was not aware of the diplomacy roll.
EDIT: or i'm just plain dumb! :D
Victoriana Whitecap |
If I may offer an out-of-character suggestion (which you can feel free to point out problems with or ignore):
1. Keelhauling, at least historically, sometimes allowed you to choose fast or slow. A slow keelhauling would involve a lot less injury from the barnacles and rough edges of the ship's bottom, but more of a risk of drowning; but for a water-breather, it might make things earlier.
2. Ambrose, if you've still got your spells, you're not out of tricks yet! I'm not exactly sure how it would work in this situation but an Unseen Servant might be able to hug Sh'torek, protecting him from some of the barnacles, or a few of them could cling to the rope in various places, pushing it away from the surface of the ship just an inch or two to reduce some of the worst collisions. (Although a US couldn't swim, it might be able to get dragged underwater by the rope; this is a pretty unusual use of the spell so I'm not sure if it would work, but with the size of the ship the bottom of the hull should still be within spell range).
Victoriana Whitecap |
Unfortunately as a divine-casting gnome, I only get Prestidigitation 1/day, so I'll have to make it count. Velyriana's going to be sad that she lost her worktools, because otherwise, first pirates she sees, she'd jump overboard with an Air Bubble spell and try to cut a hole in their hull with a hand drill rather than be taken prisoner again.
Victoriana Whitecap |
Are you aware that, this game consist of you joining a pirate ship, and making your name and fame (in this case, infamy) as pirates? :D
As a player: Absolutely.
As a character: Still going to put up a fight! She's not going to surrender until she realizes how clearly overpowered they are by the pirates.
EDIT: ...and if, in the fight, I accidentally take out one of the pirates who's been giving the PCs a hard time, that's not so bad either.
Black Dhugal |
I rebuilt the character in hero lab, so I may not have applied the first level skill points exactly as I did at first level, but I think I did. Anyway, it correctly adds up to 16 ranks, and hero lab automates the skill point calculations.
Note that the 1st level build assumes leather armor and factors in the appropriate armor check penalties - the second level build does not (because our gear was taken away). Also note that the acrobat archetype provides a +2 on fly and acrobatics checks without armor.