Arrrrrrr, walk the plank, scallywag and all that. This be pirates and so do ye be.
Impositions:
Disgraceful Impositions:
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. Costs 2 Disrepute.
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. Costs 5 Disrepute.
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. Costs 5 Disrepute.
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. Costs 10 Disrepute.
Despicable Impositions:
5: Lashings!: Your ship's speed 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.
Gremory, you all right with being one of Rosie Cusswell's understudies? Seems like a good way to fit you on (behind the scenes, she's been pulling random people to man your cannon crews and gun lines, not that it ever comes up since you usually go straight to boarding).
I'm ready whenever you guys are. Gremory isn't really the understudy type, but if that's what works best for you then I'm all for it. Unless Rosie is a big deal? I know pretty much nothing about this adventure path as is.
Edit: Should I post first, or will there be a bit of ceremony about it?
Rosie Cusswell is one of the original Wormwood press-gangees, and one of the PCs' first allies, who helped them mutiny and take over their first ship. On this ship in particular, she is in charge of everything gun related, the few gun users they have on board making up a "firing squad" and the cannon lines.
As a gunman, you would be under her direct command during combat situations aboard the ship (which won't generally be an issue. Nobody likes the ship combat rules, so we generally skip straight to boarding, maybe after a few volley exchanges if extreme range is in play).
What are Gremory's current thoughts on Cheliax? The PCs are currently directly opposed to that nation and their plans to take over the Shackles (much of the last book was spent uncovering and disposing of a Chelaxian spy ring). I'm assuming she no longer has any loyalty to her former country?
The nationality itself isn't an issue (Arron, the Ghast crew member is Chelaxian by birth), just allegiance.
Her loyalty to Cheliax ends as soon as she can take control of her own families house. More of a dominance thing on her end. Her plans are... bigger than one house, but she doesn't really take issue with fighting Cheliax. Not with more directly useful people on her side.
Edit: It's late. If that didn't make sense: She wants some things from the country, she'll take them with force gladly.
Your Diplomacy and all your Knowledge skills look one too high. I think Diplomacy should be 18 (9 ranks, 3 class skill, +2 race, +4 Wis), and Knowledges 12 (9 ranks, 3 class skill).
Assuming you put max ranks in Stealth, it should be 1 higher.
Gremory Ainsworth wrote:
Her loyalty to Cheliax ends as soon as she can take control of her own families house. More of a dominance thing on her end. Her plans are... bigger than one house, but she doesn't really take issue with fighting Cheliax. Not with more directly useful people on her side.
Edit: It's late. If that didn't make sense: She wants some things from the country, she'll take them with force gladly.
This is more a matter of "What are her thoughts on Cheliax ruling the Shackles?". If she's fine working to prevent the expansion of the empire's power, we're good.
You're right about Diplomacy, I had a +1 trait bonus I traded out and forgot to remove, but the knowledges should be good. I listed them with the boost from Improved Monster Lore. So it should add up to: +4 ranks, +2 level, +3 class skills, +4 wis. I only have four ranks in each, so the bonus'll be an 11 if I'm book-nerding about something besides our enemies.
Edit: Oh yeah, she doesn't care about that. And I actually have no idea how many ranks in Stealth I used. I know I didn't max it out. I believe that's the skill I sacrificed a point in to speak another language.
So after some math it look like I have: 9 each in Bluff, diplomacy, perception and sense motive 4 in three knowledges, and 1 in linguistics, And I would need 5 in stealth for my current score.
Which makes a total of 54. Out of what I believe to be 49 (5 levels with 5 ranks each, and 4 levels with 6 ranks each), since I only have a FCB for gunslinger levels . Dunno how I managed that. I'll see what I can do tomorrow. Anyone have any of those first four taken care of?
Alrighty then. I pulled 2 points out of Sense Motive (I hope a +18 is enough), and 1 from Diplomacy for a bit of stealth expertise. Although I don't imagine we'll need it very often, what with the Orc calling the shots. Feel free to double check, but I should be all set to go. Can start posting tomorrow.
Male Orc Bloodrager (Primalist) 9 | Dead, essentially.
So I know it's a little late to bring this up, but...
Uncanny Dodge wrote:
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Doesn't this mean that Harrigan wouldn't have been able to sneak attack me from being flat-footed?
I mean I'm sure he would've wrecked me regardless, but I might've gotten a few hits in at least.
Encounters with cyclopes and harpies (and unholy unions of both)? In my experience, yeah.
More seriously, the party tends to go back and forth between rocking encounters and faceplanting them. I generally tweak ALL encounters to be more difficult in some way.
This party is ill equipped to handle certain kind of challenges, however. This was one of them.
To be fair to you guys, I heavily tweaked these harpies. They were originally supposed to be just "Giant Fiendish Harpies" that have a really cool backstory...that nothing in their stats reflects. Basically, they're Cyclopes mutated by Lamashtu. Which results in...fiendish harpies, apparently.
So I made them more of a cyclops/harpy fusion (including adding Flash of Insight).
That may have been a bit much, but this acts as a good introduction to the mechanic because, well, you'll need to get used to it.
I also changed their tactics because their backstory and motivation says "Needs mates" and their tactics say "KILL MAIM KILL FLEE IF KILLED HARDER".
Do you mean an introduction to Pathfinder itself, or this game specifically? Cause Flash of insight (while a fantastic mad cackle-inducing toy for GM's) just seems kind of auto-hit like.
Edit: Wait, isn't that like, our exact tactics too?
Ah, yeah I figured. There are rules for retraining into a class, are there any for doing so into an archetype? I doubt I have the time now, but eventually?
Same rules, basically. You just have to retrain certain class features instead of whole levels.
I've been waiving the gold costs but enforcing teh time constraints so far, so figure up how long it would take and you can do it whenever you're willing to take downtime.
Unfortunately you're on a schedule in this book, unlike the previous 3 where there was no rush.
"You can use the retraining rules to acquire an archetype for your class or abandon an archetype you have.
To gain an archetype that replaces standard class abilities you already have, you must spend 5 days for every alternate class feature you would add, subtract, or replace by taking that archetype. At the end of the training period, you lose the standard class features and replace them with the archetype's alternate class features (if any)."
So, 20 days. If we're counting "must have correct gun", 25 days.
Edit: And I'd free up Rapid reload as a feat, which would be nice.
Always fun being the new guy not in on the joke. I've decided I will simply decide on my own what the joke is. Lady Agasta is a noblewoman who has fallen in love with one of the ugly people in the party. So Jrahk.
Even better. Agasta is a noblewoman who "fell in love" (read: thought he'd make a nice boy toy) with the pretty elf Wizard and forced him into a political marriage early in the campaign.