25 point build
Background Skills
1 Campaign Trait
2 Traits
1 Drawback for +1 Trait
See Serpent's Skull Players Guide for Campaign Traits and other info.
Need background on PC and what Port you boarded the ship.
Disease::
Smuggler’s Shiv is rife with biting flies, mosquitoes, gnats, ants, and other pests—many of which carry disease. Each day at sundown, each PC has a 25% chance of being exposed to mindfire or red ache (Pathfinder RPG Core Rulebook 557). Sleeping in a shelter reduces the chance of exposure to any disease to 15%.
Heat::
“Souls for Smuggler’s Shiv” takes place during the height of summer, and despite frequent rainfall, the days can become very hot for 3 hours from 12:00 to 3:00 p.m. (see page 444 of the Pathfinder RPG Core Rulebook for rules on hot conditions). A character can avoid having to
make Fortitude saving throws against the heat’s effects by spending those hours in shade or shelter and not taking part in strenuous activity—but even one combat is enough to trigger a Fortitude save for hot conditions.
It's Really Hot:
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour)
Once a campsite is established.:
It provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects of a campsite, as detailed below. In order to fill one of these roles, the character must spend the entire day pursuing the role.
Defender:Sasha,Ishirou:
A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite increases this damage by 2d6.
Entertainer:Gelik, Ayers:
An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale (see below).
Guard:Ayers, Ishirou:
Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).
Hunter:Jask, Sasha:
Each hunter provides enough food and water for eight Medium creatures per day.
Medic:Gelik, Jask:
Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2.
Morale:
The NPC castaways react to their near-death experience in different ways, and if the PCs don’t bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities somewhat on the first day, clashes among the NPC castaways can manifest as soon as the first night on the island. Morale has five categories: hopeful, normal, shaken, frightened, and panicked. All five castaways start with a morale of shaken. Events during play can adjust each castaway’s morale in one direction or another—either positively (to normal and eventually hopeful) or negatively (to frightened and eventually panicked). Morale affects only NPC castaways.
Adjusting Morale::
Every morning, an NPC castaway must make a DC 15 Will save. If successful, the NPC’s morale increases to the next category toward hopeful. If the Will save fails, the NPC’s morale doesn’t change unless the roll failed by 5 or more, in which case her morale moves one step toward panicked. Note that once an NPC reaches hopeful morale, she no longer needs to make these Will saves, but special events can still adjust her morale downward (in which case she’ll need to start making her morning Will saves again).
Effects of Morale:
Each level of morale has different effects on the NPC castaways, as listed below.
Hopeful::
The NPC functions normally, and does not need
to make morning Will saves to adjust morale. Diplomacy
checks to adjust the NPC’s attitude gain a +2 bonus.
Normal::
The NPC functions normally.
Shaken::
The NPC is shaken. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened::
The NPC is shaken. Diplomacy checks to adjust the NPC’s attitude take a –2 penalty.
Panicked::
The NPC is shaken, and during any attack by
hostile forces, she immediately becomes panicked and
flees the area, heedless of the danger. Diplomacy checks
to adjust the NPC’s attitude take a –4 penalty.
Attitude
Hostile::
The NPC takes a foolish or aggressive action
that may cause problems for the rest of the castaways.
Unfriendly::
The NPC is standoffish and unfriendly and
refuses to help with campsite duties.
Indifferent::
The NPC is willing serve in one of two
campsite roles (see the NPC’s entry for specific roles).
Friendly:
The first time the PCs make an NPC friendly via Diplomacy, gifts, or favors (but not via Intimidate), award the party 100 XP. Making an NPC friendly leads her to reveal her castaway quest.
Helpful::
Completing an NPC’s quest is the only way to make her helpful, but once she reaches this attitude she remains so for the remainder of the adventure. For making an NPC helpful, award the party 200 XP. A helpful NPC will accompany PCs on explorations or other missions on the island if asked. In addition, a helpful NPC offers the PCs a one-time boon that grants a permanent bonus on a type of saving throw, attack roll, or the like—these are untyped bonuses.
Current NPC Attitude and Morale and Job of the day
Aerys:
She is Friendly. Morale Normal | Guard
Gelik:
He his Helpful. Morale Normal | entertianer
Ishirou:
He is Friendly. Morale Normal | Defender
Jask:
He is Helpful. Morale Normal | Medic
Sasha:
She is Helpful. Morale Hopeful | Hunter
You may make Checks (Diplomacy or Intimidate) Once per day to influence NPC attitudes.