Elsewhere in the Shackles (Inactive)

Game Master Giant Halfling

In the proverbial shadow of the Siren's rise to renown, another lesser known vessel prowls the Shackles with a no less colorful crew...
Plunder Rules
Infamy Rules


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Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Are we using Cost of Living? Because Paddy could definitely spend some bucks bucking in the brothel. Drinking, partying, getting into drugs. The good life.

In character, Paddy wouldn't really want to leave until he runs out of gold or gets in trouble.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Hedy- is that everything? I didn’t actually do the math but that sounds a little light... what did you include to get that total?

Paddy- as long as you’re investing in upgrading or getting new weapons/armor and other magic items, that could be pretty accurate... you’re getting around 6,000g so if you’re literally planning to stay in port until you spend it all on women and drink you should make another character to play in the meanwhile because that would take months.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Paddy would die of debauchery

I'll do proper shopping, and we can just say that he nearly drank himself to death by the time the ship is ready to sail.

Should we be looking around for quests, bounties, and other things?


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

When we first started I gave the party 3 options for how to approach the game (which were linked with how we handled who’d captain); the decision was for the players to be in charge of where we go and what we do. So, if you want to head for the shipping lanes and just look for some merchants to take down, you can do that with no poking around. If you want to look for leads for something else feel free. You might be able to find tips about expected shipments, or people who would pay (in gold or favors) to have stuff done for them. If you want to be recognized as a free ship of the Shackles then it wouldn’t hurt to have a free captain or two in your corner.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
GM wrote:
@Saph, if you have leftover gold from before go ahead and spend it!

That additional >2000g is from defeating the Naga Queen. So I’m asking if I can just buy an item with that, or if I need to RP shopping and/or seeing if the desired item upgrade exists in Port Peril.

I’ll leave all of my original items (value: 10,500g) as-is.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

booty = 18200
8000 gp
rapier
bracers
belt
masterwork weapons

Is the anything else I'm missing? Also thank you for the list. I had started looking back to gather them, but thought you might already have one, so thank you!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@everyone (especially Saph)- if you have time and want to RP some shopping, feel free; otherwise, unless its like a unique or meaningful item, I'm fine with doing all of the shopping off camera. Just post what you want to buy here in discussion (with prices if you have them) and I'll confirm that it's available.

@everyone (especially Hedy)- I forgot I let you sell everything from the naga at Rickety's. I think you've still shorted yourselves slightly though. It looks like you rounded down the coin and jewelry, and maybe didn't count the weapon base prices? The thing is, I hate bookkeeping, so I'm definitely in favor of doing a little rounding (by which I mean throwing a couple dozen gold or so into a slush fund each time we do loot to cover things like mooring fees and meals). If everyone's comfortable with that, lets call it an even 5740g to each officer and nobody needs to worry about paying the mooring fee out of pocket or tracking expenses for basic room and board (although, if you're planning on living extravagantly Paddy let us know how much you're investing in that pursuit, and feel free to make an RP post or two describing some of your indulgences but remember to keep it PG-13).


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Thank you sir. I'll try and do better at bookkeeping in the future.


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HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol- No! That's the opposite of my point... let's all agree to use sloppy bookkeeping, but to consistently do so by rounding down; then we can just handwave the minutia of basic living expenses and the expenses of port taxes and whatnot.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I am definitely in favor of not tracking expenses.

For shopping, I’m okay either on-camera or off-… but before I go and blow my money earned in-game, do we have item-crafting characters aboard? Anything Saph gets will be a wondrous item. (No weapons/armor.)


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Female Skinwalker (Werebat) Witch/5 |HP 35/35 |AC 10 |F +3 R +1 W +3 |Hexes Combat Hypnosis Water Lung Distraction Misfortune

If you can wait a bit my new character can craft and that will be a good way to bring her in.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

CRAFTING!!!! That is lovely super lovely and nothing but the lovely. :)


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Oh! Awesome! Yes, I’m happy to RP that, Doma.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

If you're interested, GM, 5th edition d&d has some pretty good rules for downtime carousing. It gives some risk and reward for goofing off, instead of just spending money somewhere when I could just buy gear instead. Here's a one-page pdf if you're interested.

The way it would work is I'd pay 25gp for a week of debauchery. At the end of the week, either me or GM rolls 1d100+6(my level). It allows for some fun stories, possible NPC allies/rivals, and possible love interests.


Have my new character, haven't got her back story or profile completely filled out but did not want to hold up game play so will bring her in now and finish the rest of the technical things later tonight.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Cool!

Looking forward to meeting her! I guess Saph is on bodyguard duty in a tavern now, so maybe I’ll just post getting a drink now that we don’t have to count every copper.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Paddy- if you want to do something like that we could, I suppose, but personally I'd rather do it through RP. We wouldn't have to play out whole night of rowdiness (unless everyone else wants to), but you could do one lengthy post describing a night of carousing (or your plans for a night of carousing) and I could respond with some other high- (or low-)lights of the night and the names of one or more potential allies/enemies/love interests that you could develop from the night?

Aerin- sounds/looks good. Also, I don't want to tell you your business but at sixth level (when you only know 1 third level spell) it might be better to pick something less situational. Water breathing is awesome on those relatively rare occasions when you need to be underwater, but you'll have way more opportunities to use something like lightning bolt, hydraulic torrent, haste, or even fly. That's just a friendly tip, if water breathing is what you want then stick with it.

*Everyone*
So, we have a fan... I'm not sure if I've mentioned it here before or not but there's someone who's been reading along through our gameplay thread pretty much since the beginning (and enjoying it). I was thinking that maybe with Jordanna gone we could/should invite him to join us, but I don't want to do that without running it by you all. Are you guys open to recruiting a new (PC) officer? If not, what were you thinking on the officer situation?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I did notice the favorite post thing coming from someone not playing. Yes, if someone is interested, I’m open to inviting our #1 (of 1?) fan!


All for bringing in a fan, someone taking the place of our missing PC is a great idea.

I wasn't thinking about how situational that spell is, since I haven't used it and you are allowing it, I will make the change.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Also happy to have someone else join. :)


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Finished with Hedy. Hero lab generally keeps you from taking archetypes that overlap, so she is an alchemist(gun chemist) 5/swashbuckler(inspired blade, noble fencer, veiled blade) 1 :)

spent a little of her money to make her pistol magic as well as her buckler.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I like the new Paddy!


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Lol, what’s the matter Hedy, you couldn’t find another archetype that would stack?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I could try! One moment...


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Do you have any original abilities left to trade away, lol?


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Oh god lol. I like archetypes, but I can't handle more than 2 at a time. Boggles my brain and makes leveling up more of a hassle. I don't use Herolab because I homebrew so much, so I do everything by hand.


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

I'll get a post in for rowdiness and shopping in the morning. Sleepy Paddy is sleepy

Do you plan to do a "and then we went into another dimension" kind of post?


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

She probably will never go up another level in swashbuckler, so not too much to muddle the brain with.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I was not planning to do a switching dimensions post, no. Everyone can just post from the new version of their character as soon as they’re ready.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

I actually prefer the seamless change. After all, if we switch timelines, we wouldn’t really experience it. We just remember all the things we did, and only our specific abilities are different.

Saph’s changes are more about adding skills (act/intimidate) to support how I play her, and removing feats (choke/slam) that sound good on paper, but are too situational to be worth a CMB penalty.

@GM, You said underwater breathing isn’t worth it. Do you think Ki Metabolism is okay? It doesn’t eat my resource, which I like. As long as I have 1 ki, I can hold breath for 10 hours. I also only need two hours of sleep. Does that mean I can meditate (for 2 hours) to replenish my ki mid-day? EDIT - I assume this is how the Ring of Sustenance works for sorcerers. I might be wrong about that, though.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

I don't think he's saying water breathing isn't worth it, just as the only level three spell one knows, it will have limited use.


That's how I read it too, I plan on picking it up when I have access to more third level spells. We spend a lot of time around the water it seems logical to assume that at some point we will be under it.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

I don’t think I ever said underwater breathing wasn’t worth it? I just pointed out that for a sorcerer who can cast 4 third level spells a day but only knows 1 third level spell to cast the spell water breathing might be too situational to be the best option. Having an option to be able to stay underwater for hours could potentially be great as long as your not giving up too much to get it (which it doesn’t sound like you would be). As for resting midday to regain ki- I’d have to double check to be sure but I think you can only do that once a day? No, sorcerers only replenish spell slots once a day, the ring just lets them sleep less before that one time.


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Yeah, then 1/day makes sense. I’ll keep it anyway. The alternative is to walk on water, but I’ll wait a couple levels.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

@Paddy- I can start coming up with random stuff for your drinking (mis)adventures if you want, but more information would be super helpful. How fast are you planning to burn through your coin? Is that all going to be devoted to yourself or are you going to spread it around buying drinks and stuff for others too? Where are you looking to fall on the quality/quantity scale? Any specific things you're looking for (or would like to avoid) in your food, drink, and companionship?


Important modifiers:
Cmd 19 (grapple/overrun) 25 (bullrush) 27 (trip) l Hardy Dwarf trait +2 for spells/SLA/poison.
Dwarf Bard (sea singer) 6| HP 51/51 | AC 11 T 11 FF 10 | Ft +5* Rf +6* Wi +7* | Init +1 | Perc +11* l CMD 17* l Perform 15/15 l LM 1/1 l WT 2/2 l 1st 5/5 l 2nd 3/3 l Active Effects:

Hmmmmm

Paddy's greedy, so he definitely wants good bang for his buck. He'd buy rounds if everyone took a turn, or he lost a bet, but otherwise he'd keep his coin close to his chest.

He'd be happy to gamble, though the stakes would be relatively low, gold pieces rather than platinum.

He doesn't spend a single day sober. Mornings are to nurse his hangover, and he's drinking again by noon.

Paddy likes women with booty and bountiful chests. Race isn't important to him, unless they're something more monstrous. He'd prefer to find someone to his liking, but he'll pay for a companion if he needs to.

He makes friends, goes bar hopping, urinates in places he shouldn't, f!*@s in the corner of the rowdy tavern, and basically anything else that drunk Paddy would consider a good idea.


HP 136/136 | AC 26 (t18, ff20) | CMD 24 | Fort +15, Ref +15, Will +15 | perception (lowlight-vision) +19, sense motive +6 | initiative +6 | spell pool: 18 | internal buffer: 1 | current burn: 2 (16 non-lethal damage) | active effects: --

Busy weekend but I’ll try to post something for Paddy tonight. Also, I know we have a majority already but I was really hoping to hear from everybody about adding another player... I think Murillo and Vadoma/Aerin haven’t chimed in yet?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16
Aerin Shinikoth wrote:
All for bringing in a fan, someone taking the place of our missing PC is a great idea.

Aerin weighed in on approving Redblade8. (Did I guess the fan?)


The Sapphire Bullet wrote:
Aerin Shinikoth wrote:
All for bringing in a fan, someone taking the place of our missing PC is a great idea.
Aerin weighed in on approving Redblade8. (Did I guess the fan?)

You did! :D

Hello, and thank you all for your consideration. GM has been pretty great helping me nail down a concept to play with you fine scalawags. :)


Hello Redblade8 and welcome to our game, I look forward to playing with you.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Nice to meet you sir!!!


Thanks, and you as well! I'll post with the alias I'll be using as soon as I've got his stats in it. (BTW, after I post him up, one thing still outstanding for him is gear; if anyone's has suggestions beyond my bare bones layout, I'll be all ears.)


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

This is the fellow in question. The intent is reach fighter when the situation calls for it, flexing out to cutlass/boarding axe otherwise. (I'd have taken Shield Brace and a full-on shield if the intent was to be a full-time reach doorstop, but that didn't seem piratey enough.)

As I implied earlier, I consider gearing up characters higher than about level 2 to be akin to some kind of divine punishment, so if anyone's got suggestions I'm all ears!


Male Monkey Familiar 6 | HP 25/25 | AC 17 T 14 FF 15 l Ft +2 Rf +7 Wi +6 | Init +2 | Perc +10 l CMD 14 l Current Effects:

If you're interested in an Ulfen pirate, you might be interesting in the Viking fighter archetype. Definitely suits my first impression of your character. I run a Nordic campaign irl, and I can't deny vikings were definitely pirates, and they did travel extremely long ranges. They just happened to be roughly 5-700 years early, and we're playing medieval pirates but with a renaissance feel.

I've made a small oath to myself for this character, not to purchase any of the main magic items (apart from enhancing weapons and armour). So I'm looking at all the piratey gear instead.
Depending on your favourite God(s), you might have some special options available.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Viking gets pluses for flavor, but trades away some key elements that, these days, I have a tough time justifying (ever since Bravery got options that let you use it to up Will saves versus more than just fear, for instance, I need a lot back on that trade to make it worth it, IMO). I'm okay just going with Vanilla Fighter/Pirate Rogue for now. Besides, as you'll find out later, he wasn't actually raised Ulfen...

I definitely respect the decision to forego those magic items, props to you for making that call.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

A Viking on the Talon! Very nice. What trait did you take?

I also like the pledge Paddy. Renouncing attribute bonus ones would be painful for me. Plus Hedy's saves are poop.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Apart from gear, picking trait(s) is just about my only to-do left to do. Can anyone give me any guidance on how many, and any other strictures around the picks?

Also, I built Aersten using a few assumptions in HL: 20 point buy, I did use background skills, I did not use Fractional BAB/Saves. Did I guess right on all that?


Female Angelkin Monk | ♥️:32/40 | AC:16~16t~14ff | CMD:23~25.trip~27.grapple | Saves:5F~7R/evasion~1W, +2.vs.fear/fall/prone/stun, +4.vs.paralysis/sleep | Resist(5):Acid~Cold~Electricity | Init:+2 | Perc:–1, darkvision | Speed:50’ | Ki:5/6| SF:4/6, DC16

Welcome, Aersten! (Hah... if both he and Aerin meet Saph at the tavern and she brings both aboard at once, the captain will think I was searching recruits in alphabetical order and was satisfied before I barely got through the A’s.)

I believe your assumptions are correct.


Male Ulfen Fighter 4/Rogue (Pirate) 2 | HP 54/54 (0 NL) | AC 22 (T 13, FF 20) | CMD 22 (23 grpl, 24 bull rush) | F +7 R +7 W +2(+1) | Init +2 | Darkvision (10ft), LLV, Perception +9, Sense Motive +5 | Active conditions: None

Oh, that's great news. Thanks for confirming, Saph.

I'll go over traits tonight, pick something that seems appropriate to him, as well as keep at gearing him up.


Female Undine Alchemist 5 / Swashbuckler 1 | HP: 28/28 | AC: 21(29)(+4 mutatgen), T:14, FF:17 | CMD: 17(18 vs grapple) | CMB: +3| Fort: +4 | Ref: +11: Will: +5 | Init: +4(+6 mutagen) | Perception: 14darkvision alchemical ordnance 8/8 (3d6+3) | mutagen 1/1 | panache 2/2 | conditions: endure elements, ant haul, brakskin, shield, jump, mutagin, protection from arrows

Character creation sir here you go!

Pick whoever you want to run into for being recruited. Murillo and Hedy are also on the lookout.

On my last copy and paste into the profile deleted my top section which had the ship purchases. Rudder, I think a heavy and light ballista and quick change sails were what we got.

We plan to be here 2 week, to sell everything. Heady will drop 500 into an 'entertainment' for the non-officers for leave activities.

Need to know how much repairs will cost us. Also how many more crew to bring forth.

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