Yohoho and a bottle of Rep! (subSPUF Skull and Shackles)

Game Master Rynjin

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.



Basically what the title says. We're in book 4, the Island of Empty Eyes now. Just started, haven't even arrived on the island yet.

I'm thinking for simplicity, you would have joined the crew as some random schmoe in Pot Peril, and now's your time to shine as the Pallor has been attacked by a bigass squid who just dragged eight of your crewmates overboard.

Current party composition:

Captain Jrahk "Razortusk" Lacertus. Orc Bloodrager. Two-handed melee beast, Intimidate build. Standard fare.

First Mate/Navigator Ixrul Morcrom. Elf Wizard. Buffer/Conjurer.

Ace. Human Magus. Standard Dervish Shocking Grasp type with a few extra tricks.

CharOp Guidelines:

-Level 9
-25 Point Buy
-3 Traits (one can be a Skull and Shackles Campaign Trait, but it is not necessary)
-Average HP, round up (d6=4, d8=5, etc.)
-Full WBL

All Paizo books allowed sans the Technology Guide, though run everything from splatbooks (i.e. not the Ultimate X, Advanced Y line) by me first, as some select items will probably be too ridiculous to allow (No, Sacred Geometry is not allowed).

Dreamscarred Press' Ultimate Psionics and Path of War are allowed, though only the PoW stuff on the SRD, and the Mystic unless you can provide me with a copy of the Harbinger PDF or any of the other PoW Expanded material (the playtest stuff is available on a case-by-case basis).

Houserules and such:

-A "Handwrap(s) of Mighty Fists" exists. It costs as a weapon, and applies its enhancement to Unarmed Strikes only. It takes the "weapon slot".

-Alignment restrictions are flexible. Consider them completely removed for Monks, Druids, and Barbarians.

-You can sell BACK purchased items for full price (looted items are still sold for half). If you want a +1 Flaming sword after you've already spent 8k on a +1 Frost one, I see no reason to charge you an extra 4000 gp.

-Some spells will be vetted. Problem spells are not outright banned, but let's avoid Snowcone Wish Machines, yes?

-Work with me if you want normal Monk archetypes on an Unchained Monk. Most can be converted with some tweaking.

-Don't bother tracking Encumbrance if you have a positive Str modifier. You may be audited if it's below 10.

-I assume you can find normal ammunition in any quantity you need.

There's probably more minor ones I'm not thinking of, rulings and such that haven't come up much, but those should be the most relevant for character creation purposes.

Don't feel the need to pigeonhole yourself into filling a specific role or anything, just play what you'll find fun. However, I DO expect a certain level of optimization. Nobody in this group is a character building expert by any means, but I do soup up many encounters for increased challenge and fun. Repeated character death is no fun for you or me. Try to find a happy medium between "Min-max the unstoppable warrior" and "Master of underwater basket-weaving".

Speaking of...I tend not to pull punches. Several characters have died (though all but one have been brought back).

Anyone interested, speak up! I'm happy to help working on your character theme or mechanics. Newbies welcome as well as experienced players.


Dot. Super interested, but need a moment.

Edit: What would you say to a Gunslinger/5 Inquisitor/4? Assuming standard gun availability.

Or a Cleric of Gorum? Preferably a Lizardfolk, if allowed.


Ah, yes. Early firearms are readily available. I meant to say that.

Lizardfolk is perfectly fine (though I need a short explanation of why he traveled from swamp to sea. Same as any character.).


This sounds interesting

I'd most likely be looking at a Kraken Caller (Dirty Tactics Toolbook) Druid of as of yet undetermined race, though Undine looks nice. Also not sure on animal companion yet (such a shame that all cephalopod companions suck due to no air breathing).


Is the Kraken Caller on the SRD or Archives yet?

If not, I'll need a copy/paste of the book text.


Rynjin wrote:

Ah, yes. Early firearms are readily available. I meant to say that.

Lizardfolk is perfectly fine (though I need a short explanation of why he traveled from swamp to sea. Same as any character.).

Well, I have an alias set up for both characters (this being the cleric.) from gestalt games that fell through, would be easy to adjust them.

Obviously, I'd be plenty wiling to remove the giant template too. Can I use the Bred for War trait on him instead?

The short version for Azruk here is that he literally doesn't fit into a normal swamp life, food being hard enough to come by to begin with. As a cleric, he has found ways around that. But, at this point he's gotten used to travelling. The high seas are as welcoming as anywhere else.


Sure. Yes, any templates will need to be lost. I don't like them even in high power games.


It is on both, though on PFSRD you'll need to go to the druid archetype tab as it's not listed in the table at the bottom of the druid page.

As far as race goes, I'm also looking at Vanara as there just is something about sentient apes on pirate ships.


Well, you wouldn't be the first weird race on the ship. The Human Magus is a Kitsune now, the captain is an Orc, and two of their crewmates are a Hobgoblin (former captain of their current ship) and a Ghast.

Kraken Caller looks good.


As for the Gunslinger, I've been waiting to use her in a pirate game for quite a while. I'll adjust the two of them for this game. You want me to choose one to throw in? She's a Tiefling, so we can continue the weird species thing.

Edit: Azruks preferred method of casting Searing Light is via mouth beam.


This sounds fun. A couple of questions, if I may?

Would you allow the third-party bloodline Giant-blooded by Kobold Press? It essentially gives access to some unarmed strike tricks, including a Monk's improved damage.

Secondly, do you allow folks to use Spheres of Power instead of Vancian casting? I've found I rather prefer it, but it's not the end of the world.

My general idea is a Goliath Druid who fights unarmed and can heal or smoosh in equal measure.


Giant-Blooded: We can try it out, yeah. It doesn't seem egregiously powerful, at least as far as a 1/2 BaB character is concerned.

Spheres of Power I've heard great things about...but have no experience with. I'd need to give it a looong read, and I'm not sure I'll have time for that in the next couple of days. Call it a no, at least for now.

@ Smashomancer: Go with whatever sounds fun.


Rynjin wrote:

Giant-Blooded: We can try it out, yeah. It doesn't seem egregiously powerful, at least as far as a 1/2 BaB character is concerned.

Spheres of Power I've heard great things about...but have no experience with. I'd need to give it a looong read, and I'm not sure I'll have time for that in the next couple of days. Call it a no, at least for now.

@ Smashomancer: Go with whatever sounds fun.

Yeah, it's pretty good. It basically turns Magic into feats, and magical ability into a BAB style process rather than caster level. It means Spellcasters are more flexible (A Wizard can pick up the Life Sphere as easily as Cleric) and usually have some powers they can use all day long but generally less powerful.

If you haven't read it, I whole heartedly re-iterate the tales you've heard. I'm finding it much more enjoyable than regular casting. And it only takes a half hour or so to get the gist of how it works. Reading all the spheres, however, takes some time...so I'll stick with Vancian unless you say otherwise.

To clarify, I don't intend to take sorcerer - I'm planning to take a Goliath Druid and use Eldritch Heritage to grab the Giant bloodline. I simply don't feel like using a weapon, so putting a couple of feats into getting scaling unarmed strikes seems like fun.


Urk needs to be leveled, unchained and adjusted for 25 point buy. He was in a S&S that died an early death.


Looking at the team, I think I'll set up Gremory here. A talker/range combat type could help, and the conversion will be easier. Plus, next level brings bane, so If we want damage, there you go. Will be ready soon, with probably altered backstory.


Oh I should also say the group very much leans towards the "Pirates are greedy evil f*&!s" side of the alignment spectrum, so keep that in mind.

The only reason they draw the line at slavery is because transporting live cargo is too much of a hassle and draws too much heat.

Feel free to read the Gameplay thread if you want a recap of all that's happened.

It looks like you're missing quite a few Feats on Gremory, Smashomancer. By the way, as a "talker", have you considered taking the Preacher archetype?


Ah, I have yet to finish with her. Is the Preacher any more efficient than the Conversion Inquisition? Also, she's LE. She would be among her people.


Preacher is more of a combat based thing. You can basically call out advice or jibes to friends or enemies a certain number of times a day, granting or forcing re-rolls or aiding an ally's AC. All it replaces is Solo Tactics (and you can drop the Teamwork Feats for extra uses).

Good archetype for those who don't have any particular plan for teamwork Feats, or just don't like them (like me).

Infiltrator is the one that has much the same effect as the Conversion Inquisition, but the loss of Stern Gaze and Monster Lore hurts IMO, though Misdirection is really good, objectively.

Sense Motive is my favorite skill, and I love the Improved Monster Lore Feat, so it's not my favorite. =)


I'll have to give Preacher a pass, on the grounds that Friendly Fire Maneuvers would have a lot more use for me. Improved Lore, looks very nice though.

Ooh, I just looked at Infiltrator. That is good. But I'm also a fan of Detect B*#%*!*&, so that's a hard decision to make.

What kind of deadline are we looking at?

Edit: Just noticed FFM is from the Ranged Tactics Toolbox. Do you allow it?


You're good.

Discern Lies is basically worthless (lots of ways around it). High Sense Motive is generally better. But you lose Stern Gaze too, so worst of both worlds.

Im thinking...Friday or Saturday should be enough time.


Think I'll go without the Archetype for simplicity, and so there's a chance I finish this tonight. Man revolvers are expensive. Being dapper is hard.

Edit: What are your thoughts on choosing between Weapon Finesse for my back-up weapon (Rapier, probably Agile), or Deadly Aim for the primary? I'm not sure how well the touch AC schtick will hold up since the only other extensive experience I have getting to use them was Spelljammer. And, well, thats spelljammer.


Just need to do skills and gear for Urk.


Alright, just need to finish up skills.


Hmmmm... Evil huh?

I DO need to splash out a bit more... seems like you needed the skilled type to round out the party...

Hmmm... you know, I have always wondered if I could play a Throwing Build... just not sure where to start beyond the Blinkback Belt...


Is Leadership allowed?

If it is I might just split my idea up in two and relegate the Vanara to cohort status.


*Tips hat as introduction*

Here's a 6th lvl Gun mage for people's perusal.

The plan was for the character to take a clock-work familiar at the right level and shape the thing into a 'magic gun' at about 8th lvl, maybe 9th.

Quick character hook:

The story of Sunset


Since we are level 9, there has been some time in which we could have had crafting feats.
In that vein: is precrafting allowed? (A few k extra gold to spend on full price, anything we could have crafted, not allowed period...)


Should be good to go.


Things are progressing nicely on my end as well. Only wish I had the extra skill points leftover for intimidate or survival, just need to finish the spell list after work today, and choose between Weapon Finesse for versatility, or Deadly Aim for harder murdering. Probably adjust the traits too.


Leveled up to nine.

If the re-shaped familiar is okay then the character has one 50 shot 2D4 'pistol' (30' range) and one 14 shot 9D6 pistol (25' range). :)

*Interestingly.. the 50 shot pistol might till be able to talk back...?

Not counting bullets.. which will add another 6 powder driven +3 bullets and maybe a +4 shot.

Reworking gear is going to be... slow...

*Looks back through thread for how much shine people have to play with...*


How long will recruitment be open for this one?


Wade needs some heavy rebuilding and refluffing, but I'm definitely interested


Seems like what the crew needs is a devilishly handsome and charismatic young bard like Fletch :) He's an archer bard so secondary ranged damage, spellcasting and buffing.

He needs total rebuilding for level 9 and his backstory will be changed but I'll take my time over that tomorrow.

Are we looking at standard level 9 WBL when it comes to gear?


Noticed a few things that need work on my profile. Hope to get that fixed today.

Liberty's Edge

I had a crazy idea for a witch/master of storms for this AP....


JonGarrett wrote:
How long will recruitment be open for this one?

Apparently he chose characters without posting here. Would have been nice to know I was wasting my time.

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