Seas of Blood: Skull & Shackles

Game Master Darth Maximus

XP Tracker: 18000

Party Loot Sheet

Maps: Sunset Challenger | Roll20 | Google | Tidewater Rock


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Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

Got it. No more rolls until after next update.

With regard to the recovered ability point, I'll get back a point of Con (which will put me at 11).


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Since Tamesis is letting him rest in the super cool hammock wouldn’t he get two points of ability damage back?

pfsrd on rest and ability damage emphasis added wrote:


Ability Damage: Eight hours of normal rest restores 1 point to each ability score that has been damaged. Twenty-four (24) hours of complete rest restores 2 points to each ability score that has been damaged.


d20pfsrd wrote:
Additionally, a hospitality’s hammock is so comfortable that those who sleep in it for a full 8 hours regain hit points as if they had an entire day of bed rest.

The RAW doesn't mention ability damage. That said, I'm not opposed to allowing it. Presumably, he'll heal another point of Con?


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

That would be great, since I’ll get back the +1 modifier.


Baolus thought Sven was normal? The guy’s hammer radiated cold and he had a swim speed. Ah well...I guess next to a tiefling, Gillman and undine that doesn’t stand out.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

BTW, go ahead and assume Buhayra is doing those heal checks every day until you are healed...so far I have done 2 (even though you didn't need the second one with your high roll, finally). Updating my sheet to reflect the use of resources.


Male N human (bonuwat) uc rogue (makeshift scrapper) 5 | HP: 43/43 | AC: 22 (14 Tch, 19 Fl) | CMB: +6*, CMD: 20* | F: +4, R: +8, W: +4 | Init: +3 | Perc: +10, SM +9 | Speed 30ft | Active conditions: none.
Sven Olaffson wrote:
Baolus thought Sven was normal? The guy’s hammer radiated cold and he had a swim speed. Ah well...I guess next to a tiefling, Gillman and undine that doesn’t stand out.

Well, in his defense, he was just seeing a 'magical hammer' and a dude that is crazy good at swimming!


Sorry I didnt get the update done last night. My SO got home a little earlier than I expected.

I'll get posting now.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Does the spell casting in the community stat block mean there is access to that Spell Level or Caster Level?

I ask because 3rd spell level (5th caster level) would mean we can find someone to cast remove disease and possibly find someone to take a custom commission to enchant magic arms and armor if they have availability (and the requisite feat).


Buhayra Sarraf wrote:
GM, how do you feel about crit fails on skill checks?...I know there is nothing in the RAW about it, but some DMs like a 1 on a skill to be an autofail always and others don't. I am fine either way. Kehl, the GM will let you know if you are getting +4 from me on this upcoming fort save.

Nat1/Nat20 automatic fail/success has never been a part of the skill system, not for 3.5 or Pathfinder. If you roll a 1 and your modifier still allow you to hit the DC, you succeed. And if you roll a 20 but still can't hit the DC, then you fail.

There are going to be things that you are so good at that you simply can not fail a simple task. And things that you simply can not do, no matter how luck you get. Skills is probably the only time the d20 system gets that right.

Buhayra Sarraf wrote:

Does the spell casting in the community stat block mean there is access to that Spell Level or Caster Level?

I ask because 3rd spell level (5th caster level) would mean we can find someone to cast remove disease and possibly find someone to take a custom commission to enchant magic arms and armor if they have availability (and the requisite feat).

It's spell level. If you look at Notable NPCs, there's a 5th level druid in town.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I saw that, just didn't know if what I am gathering is the mayor would be involved in temple healings or commerce.

Thanks for the clarification. ;)


I have no idea what you're asking, but at least we have a consensus?

I added a section to Campaign Info, under NPCs, about hiring new crewmembers and paying your crew.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I'll be clearer and more specific, and it might come down to handling it in character, in which case I am fine.

If there is a magic item I am hoping to find in town that is not on the list (specifically a +1 Chain shirt) would it be possible to get one made seeing as we are in town for the required number of days for its enchantment?

To break down the question into the parts:
Is there an armor maker in town that is selling a masterwork chain shirt? I ask about selling because the time to craft masterwork armor is crazy long...4 weeks if the crafter can roll 8 20+ results in a row on Craft Checks.
Is there a level 5 caster in town with the Craft Magical Arms and Armor feat that can enchant said MW shirt?
Do they have the available time to be willing to take on such a commission (2 days)?


Ah, ok.

d20pfsrd wrote:

Base Value and Purchase Limit

This section lists the community’s base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement’s purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement’s purchase limit, they’ll either need to settle for a lower price, travel to A larger city, or (with the GM‘s permission) search for a specific buyer in the city with deeper pockets. A settlement’s type sets its purchase limit.

So there's a 75% chance that a mwk chain shirt is available, since it comes in below the 600gp limit. A +1 chain shirt would be more expensive, though, and as such would not be available, unless it's on the list of magic items available.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Probably a good time to liquidate the loot list and divvy up.

GMs, for things like gems and the miscellaneous stuff that's worth X gold, are those sold at half price? Or is the value given what we can get for them?


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Okay, so you can't ask an npc to custom craft then if what they are crafting is above the base value for the community?


Tamesis: The value is what you can get for it. So that 400gp wedding dress gets you 400, not 200.

Any gear, though, is still sold at half price.

Buhayra: That is correct.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Ok, cool.

Also, probably best not to risk the diplomacy check...


Too late! You got Sven into story telling mode.

And damn...if he wasn’t already VMC Oracle then he should have been VMC Bard. :p


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Okay...so my mind is already planning for the stay on the island...

Selling
I have highlighted in yellow the stuff on the party loot sheet that I figure we should sell. It would be great if everyone else would take a look and make changes. Also, not sure how much raw coin we can extract from this community and how much of this we will have to take an exchange of goods for instead (like scattered gems for armor or pearls for weapons or something)

In addition we can consider selling plunder to pay the crew and boost our reserves or use the plunder for our infamy check. Either way I think we should go ahead and sell 1 plunder and pay the crew with it, to avoid "This Adventure Path assumes that the PCs follow these guidelines to keep their crew happy and well paid. It is left to the GM to decide how a crew reacts if the PCs do not pay them plunder on a regular basis."

Crew
GM, I did have a question for you about the crew. 8 new Rahadoumi sailors were added to the crew when we took the Promise (page 10), and none died during our take over thanks to the stealthiness. I don't see these guys on the NPC list...are they getting off at Squibbs or staying with us?

Either way we will need more crew. Buhayra would probably most prefer that to happen the Diplomatic way, but since she is no help on Bluff (trick), Diplomacy (convince), or Intimidation (pressgang) she probably doesn't get a say. The circlet of persuasion will come in handy here regardless of which direction the recruiter decides to go.

Infamy
We probably need to start making a name for ourselves. This is again an area where Buhayra can't really help. Looking over stats it looks like Kehl, Sven, and Tamesis are best suited for going out drinking and story telling. The DC on that check is crazy hard (DC 23 bluff, intimidate, or perform) so I think we might want to find and pick up that circlet of persuasion before we work on that. Which of you boys wants to wear a pretty crown? Tamesis doesn't get a benefit since she smartypantses her way through social events.:D

Finally, task list
Sell Stuff -
Recruit New Crew -
Gain Infamy -
Resupply the Ship -
Shopping - Probably all of us

Anybody particularly interested or think they would be particularly good in doing any of this?

Sorry for the wall of text.


That was a good roll. Shame. ;-P


Buhayra Sarraf wrote:
In addition we can consider selling plunder to pay the crew and boost our reserves or use the plunder for our infamy check. Either way I think we should go ahead and sell 1 plunder and pay the crew with it, to avoid "This Adventure Path assumes that the PCs follow these guidelines to keep their crew happy and well paid. It is left to the GM to decide how a crew reacts if the PCs do not pay them plunder on a regular basis."

You don't need to do that this time.

This. Time.

For this particular voyage, circumstances are such that the crew isn't expecting any pay.

Buhayra Sarraf wrote:
GM, I did have a question for you about the crew. 8 new Rahadoumi sailors were added to the crew when we took the Promise (page 10), and none died during our take over thanks to the stealthiness. I don't see these guys on the NPC list...are they getting off at Squibbs or staying with us?

I can add a crew number section. It is assumed that your crew number doesn't change substantially unless you make the effort to change it. If some of the Rahadoumi get off, it is assumed some folks from Rickety's join up to replace them.

Buhayra Sarraf wrote:
We probably need to start making a name for ourselves. This is again an area where Buhayra can't really help. Looking over stats it looks like Kehl and Sven are best suited for going out drinking and story telling. The DC on that check is crazy hard (DC 23 bluff, intimidate, or perform) so I think we might want to find and pick up that circlet of persuasion before we work on that. Which of you boys wants to wear a pretty crown? :D

You are going to start with Infamy and Disrepute of either 3 or 4. I'm still waiting for Choon to get back to me on Discord so we can discuss it. HINT HINT


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Looks like we can each try to recruit separately, right? Like Tammy and Kel can go intimidate, and each bring in 1d4+2 recruits, in the same day. Right?

So, I guess we can use the talisman to pay for the squibbing?

Aside from that, the Ring of Swimming would be good to keep for Baolus or Madiya (though I'd check if it stacks with her cummerbund). And if I'm understanding correctly, we can't sell the harpoon or the perilous gloves here, because they're worth too much.

I also see no reason to keep around the oil of taggit or shackles of compliance. But that's just my opinion.


Tamesis Kieran wrote:
Looks like we can each try to recruit separately, right? Like Tammy and Kel can go intimidate, and each bring in 1d4+2 recruits, in the same day. Right?

This is correct.


So long as I can afford some new armor I’ll be happy. :)

Looking forward to having AC23. It’ll make being on the front lines much more tolerable


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

based on the community stats it seems like we might have trouble finding your dream armor here...might be able to find a lamellar stone coat though, get you a little bit of a bonus.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Once we get the squibbing done, we can sail to a larger port to get you your dream armor, if you wanna save your coin for a little longer...


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I might do the same...I want to get a mithral chain shirt to have enchanted, but that is going to be out of the range of this port, so I was planning on settling for MW.

The danger of course is if we get attacked or swept up into plot before we make it to the next port.


Now would I do that to you? >:-D

Well, yes, I would. But the better question is, would the AP writer do that to you?


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]
Tamesis Kieran wrote:
Aside from that, the Ring of Swimming would be good to keep for Baolus or Madiya (though I'd check if it stacks with her cummerbund).

They don't, unfortunately. The cummerbund is 1 less bonus but has a better secondary effect.

Also, @GMs: I realized that I haven't really been keeping track of ammo. With the amount of loot that we'll be getting plus the fact that we have a ship to store lots of stuff on, can we assume that we basically have enough mundane arrows and bolts and whatnot to go around? (Obviously more expensive stuff like siege projectiles would still need to be counted.)


The Man. The Myth. The Mask!
Quote:
I'm still waiting for Choon to get back to me on Discord so we can discuss it. HINT HINT

Sorry! Busyness! Excuses! Flogging! I'll check it asap!


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

I think I will shop and see what is available and then make my decision. 125 gc (half the cost of masterwork chain shirt) isn't too much to lose as insurance against mean AP writers.

I kept the shackles and oil of taggit in our keep pile in case we want to use similar strategies as the previous captain when it comes to HR management issues. From that stand point, should we be keeping the masterwork manacles as well, in case we need to chain people up?

Also, do we need the map of the shackles (on the scrimshawed walrus tooth)? Are we good on Navigation tools Kehlysch? That 400 gp is an expensive map it seems like, but want to make sure before I sell it.


If you roll for the item's availability and succeed, just pay the full amount and take the item. Unless it's something WAY out there, you can assume it doesn't need to be made from scratch.


Also, you will start Book 2 with 4 Infamy and Disrepute. 2 for successfully mutinying and 2 for Tamesis and Madiya having the Buccaneer's Blood trait.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Okay guys...

If we sell everything currently highlighted on the party inventory sheets it comes out to 9,808 gp and 5 silver. (Note: That is not selling the gloves or the harpoon, as pointed out, this community cannot afford to buy them from us) Adding in and cashing out the current party funds too brings the total to 10,531 gold and 35 silver. If need be we could sell plunder for 600 - 1200 more depending on how the rolls go and whether or not we pay the crew...but honestly I feel like plunder would be better spent on boosting Infamy rolls.

Is there anything on the island that we should buy from party funds before we divy that gold to each individual for their own shopping needs?

My feeling is the party as a whole should buy the Wand of CLW: 29 charges (435gp) and the Circlet of Persuasion (4500 gp) I know that circlet is a big invest, but I think the +3 chr skill check bonus could help us with powering up our Infamy and if we need to recruit additional crew.

Thoughts?


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

The wand is a great investment. I'm not so certain on the Circlet. Here's my take:

Mechanically, Tamesis has the best shot at making the check with her +12 Intimidate, without the circlet. With the circlet, Kel has the best shot, with a total of +14 Intimidate.

In character, though, the most likely one to be doing the story telling, and boosting our Infamy, is Sven. And his rolls are (comparatively) terribad. Even with the circlet, his best roll would be +11 Perform.

My question is: Could we use Tamesis' Intimidate with an assist (+2) from Sven's storytelling? That would give us a total of +14, same as with Kel and the circlet, while still maintaining the fluff of Sven being our skald, and for free?

If we can do that, I see no point in investing in the circlet. It might help in recruitment, but I don't know if the cost is worth it, at that point.

Edit: On paying the crew: If GM says we don't have to pay them this time around, then let's not. Save it for other uses. And from reading it again, it doesn't look like we have to deduct every time we make port, only when we sell plunder for gold. So, if we don't sell, it's not a big deal, anyways.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

If GM approves Sven's Perform assisting your intimidate then I would agree...I was thinking the circlet was primarily for infamy with recruiting being an added bonus. I don't think recruiting by itself is good enough to warrant the expense.


I'm inclined to allow it. Mechanically speaking, it's just Tamesis rolling with an assist, but fluffed as Sven doing the talking? Yeah, I'm ok with that.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Then unless anyone else has input on "the party" buying something, we will just buy the clw wand and split the rest...the each party member gets 1682 gold, 7 silver, and 3 copper to spend on their shopping trips, in addition to any personal wealth you currently have obviously.

Happy shopping everybody!


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Not sure if it's worth it for me to transcribe those spells from the skull into my spellbook. The only ones I can take are: Alter Self, Black tentacles, Blur, daylight, enalrge person, slow, and vampiric touch. And of those, only Blur is really going to be moderately useful (to me).

But because I'm a Kensai, my spells per day are super limited, so I dunno if it's worth it to take spells I'll probably never even use.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

You don't have to decide right now if you don't want to...but the net value of the scrolls is 4125, so if you decide you don't want it we would be able to sell it here for 2,062 gp if we wanted.

I could see alter self being useful in social situations where it would be helpful to look less red, and it isn't a spell that others can cast on you.

Also, Slow is an amazing Debuff, especially since we have so many ranged combatants in our party.


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

I’d say mount the skull near the wheel and we can cast from it during a fight.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Slow is amazing. I don't know if it will be worth it. My spell slots are super limited. I gotta be super careful with my choices. And mostly I'm gonna focus on either high damage targeted spells or long-acting buffs.

But you're right, we can hold off for now.

Edit: Assuming Sven can hit a DC 10 perform check, our Infamy and Disrepute just jumped by 3. Rawk.


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

That is pretty epic...good job Tamesis.

We have a cap of 5 at this port until we get above 10 infamy, so on another night you should go out and scare the poop out of some more sailors.


HP: 33/33 | AC: 21; T: 21; FF: 10; CMD: 23 | Fort: +5; Ref: +5; Will: +4 | Init: +4; Perc: +7 | Effects: None
Daily Abilities:
Arcane Pool 7/7
Prepared Spells:
Lv.2 Cat's Grace 1/1 | Molten Orb 1/1 Lv.1 Snowball 4/4 | True Strike 1/1 | Lv.0 Prestidigitation | Detect Magic | Jolt
Tiefllng Eldritch Archer Kensai Magus

Awwwww. I was looking forward to a Sven story! :(

Oh well, maybe next time.


Sven Olaffson wrote:
Assuming Sven can’t find armor?

You can roll for anything that costs less than 600gp.

I feel you, Tamesis. Sven's stories are some of my favorite moments so far.


Male Human Druid (Desert) 3 l AC 10 T 12 FF 10 l HP 27/27 l F +5 R +2 W +7 l Init +2 l Perc +11

What are my chances of finding scrolls (2nd level and below) for sale?


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Kehl, anything under 600 has the same 75% chance. That gives you the same odds for any scroll spell levels 0-3.


F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

tl;dr, for GMs: see the bold questions.

soooooooo I may have been looking up the stats and such for light ballista because completely unimportant reasons. However, there doesn't seem to be a listed weight anywhere. Given that, in the CRB, a ballista (identical statistically to UC's light ballista) is described as a "Huge heavy crossbow", I thought that could help, but apparently there also aren't any actual rules regarding the scaling of weapons out of the small-large range (strangely enough, there are such rules for armor). The best I could find are some suggestions laid out here - anywhere from x4 to x8 (or 32 lbs to 64 lbs) - so basically: if I happened to want to lug around a light ballista (again, because completely unimportant reasons) how much would it weigh? It's probably not going to be happening yet, but it's good to plan ahead, just in case.

Also, if we're going by the UC version, it says it's Large, so presumably it would take up a 10-ft square (as opposed to CRB's version, which says 5-ft square), right?

In other news, I also took a look at the loot sheet. I don't think there's anyone else that can use the +1 crossbow bolts and wand of Bless, so I'll probably take those for now. As far as purchases, I haven't ironed out the details but I'll pick up a slightly better armor to fulfill the unintentional switch-hitting potential, top off ammo (see my previous post - maybe something like spending 100gp or so and never worrying about the ship lacking mundane ammo ever again?) and maybe a Traveler's Any-Tool, but most things I'd want are over 600gp, so I'll save my money for now.


The Man. The Myth. The Mask!

How much would it weigh? I'm inclined to say x8 (64 lbs.) because that's how the Enlarge and Reduce spells work.

As for ammo, I tend to assume you're carrying a fair bit for the defense of the ship, so I'm good with assuming you have enough for your assorted ammo needs. I'll leave that one up to Darth though as he may want you to spend so much every so often.

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