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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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: --

What she said.

The ship you were on (Saph and Paddy) came to Rickety's to change names/identities after the arguement turned mutiny, because the new captain wanted to start his reputation afresh. There wasn't enough bad-blood between the 'winning' side and the people who wanted to go after the hidden treasure to want to deal with selling them into slavery, but there was enough to leave them in port to look for a new ship to sign on with. Paddy is part of that 'losing' group (and would have been some kind of officer on the other ship). Saph had only recently come aboard and sort of got lost in the shuffle (much like the two Tian folks at the commons).

The rest of the officers/crew were attacked by a Chelaxian vessel out hunting pirates. They won/survived but both ships were badly damaged and they lost their former captain and first mate. They had to pick which ship to save and which to cannibalize for at sea repairs, and they came to Rickety's to finish up the repairs and refit the ship so that, as Hedy said, it won't be recognized as that former vessel any more.

edit: sorry, and LOL to the ninja


The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

I'm just throwing this up here for reference. At some point we'll need to decide on our pirate payout plan :)

Naga Queen Loot - Total Value: ~16,430 gp

  • +1 abberation bane cutlass (~8,300gp)
  • +1 abberation defiant studded leather (~4,300gp)
  • handy haversack containing (2,000gp)
  • two potions of cure moderate wounds (300gp each)
  • potion of waterbreathing (750gp)
  • a pair of crude golden idols and a smattering of semi-precious stones (total value 300g)
  • 180 gold in coins and gems (180gp)

  • 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

    We should keep the water breathing potion for one of you that can't breathe underwater. Otherwise...

    Anyone have a loot strategy they like the most.

    Sell all for equal shares. Allow retaining an item with the reduction of their share, even if it puts them in the hole with the group for a bit. So if all your life your dwarf/angle/changeling/skinwalker/human wanted a +1 abberation defiant studded leather, it is all he/she has dreamed about for decades, and your share isn't high enough, you could take it as long as no one strongly objected, reducing everyone's share this go around but knowing you will get a reduction in share next round.

    That seems the most common strategy. Also potentials are...

    A seventh share for group purchases (ship upgrades, wands of making us better, new captain's coat, so on).
    We all work out the best way to spend all the funds each time. (politics and barter)

    Randomly assigning loot to each person (The wheel of loot)

    Hedy decides ALL ( the best captain coat money could buy so her corpse can look great when all of you stab her)

    Um... other (ridiculous) options I can suggest to avoid work...

    arm wrestling for shares.
    Give it all to the sea and whatever floats back up is ours.
    Sell nothing, bury it all in large pits scattered all over the Shackles for our eventual retirement (nothing says You Made It, when you are cutting your retirement sausage with a +1 abberation bane cutlass).

    Any others?


    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 vote wrestling!

    (Whistles innocently.)

    Nah… I like what you said in that big paragraph. Retaining an item is a thing we should do when the item is useful. I’m fine with the sell price being used to calculate the share instead of the buy price.

    Example: heavy load belt costs 2000g to buy, but one we find and sell is 1000g, so we treat the item as 1000g from the share—a.k.a., the amount we’d get if nobody kept it and we sold it.

    I likely won’t keep a lot of found items since I play a bareknuckle, armorless character who already made use of 5 item slots. So if you all prefer the sale price determining the value of found items, that’s fine with me.


    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 agree (not on the wrestling part, the other one) :).

    1000 would be the norm for removing from the share. Not the 2000.


    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:

    Equal shares sounds very piratey. 7th share is interesting. We'd be down some coin, but we'll need ship upgrades/repair, supplies, a wand of remove scurvy, and all that stuff. A bribe here or there probably. Waterbreathing might be enough if we want to scavenge shipwrecks underwater, but diving bells are a thing.


    The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none

    I think a 7th "Captain's" share to go towards boat and party equipment is a good idea.

    @Master of S&S: I'm not at all familiar with pirate ship/crew rules; do we need to actually pay our NPC crewmembers out of treasure, or is that handled by Profession checks or something?


    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

    7th share could even be a larger share... maybe not significantly, but like we get equal shares rounded down for easy math, and leave the difference to the seventh share.

    So instead of 2347 and change, 16430g could be:
    • 2300 each PC
    • 2630 seventh share, and a few bucks of that to the crew’s wages.


    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: --

    The rules put forth in the AP that this game spun off of have the crew receiving 1 point of plunder as their share every time you sell loot, and stuff the officers recover when they’re off on little adventures (like the magic items and little bit of wealth you just found) stay with the officers (although if/when you find plunder on an adventure the same deduction would apply). That’s apparently enough to keep them content. That said, if you try to wait too long in between selling/paying them to maximize your own profits that’s going to effect crew morale/attitudes (negatively), and if you chose to pay them extra on big scores that would too (positively).

    Also, the prices Murillo listed for the magic items were to purchase, not to sell, so keep that in mind when calculating shares.


    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,
    I’ll gladly play my character’s heart into this discussion, but we already got what the party wanted out of this (naga’s $$$), so… if you wanted to move us on, a “we’ll think about it” from the lizards would do the trick. Even IC, Saph doesn’t expect voting to happen while the party’s still there.


    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

    Any opinion on colors. The ship is the Night Talon and we're leaving the ship itself as nondescript as possible in case we need to disguise ourselves. But the sails can be changed out if we're in a pinch.

    Two simple choices are bleached as white as possible for the talon part or pitched as black as possible for the night part.


    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:

    Just double checking here, but you mean the flag, not the sails, correct?

    Why not fly the Chelish flag, and use it as our disguise. Then when we want to declare our intentions, we send up our true flag.


    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: --

    No, she means the sails. The paint also need to be settled on. You could do standard beige sails or pick something more dramatic to stand out. You could paint the ship black to seem more fearsome, or something like a vibrant red or blue if you wanted to look more like a wealthy merchant vessel...


    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:

    We're not fearsome Blackbeard murderhobos, but we're weird and eclectic too. We should go with something merchant-y, like orange. I once read of pirates making a cloth that looked like a ship without cannons. They draped the cloth over their ship, and from a ways away, you though they were just a harmless merchant ship. Then they'd rip the cloth away to show all their cannons, and raise the jolly roger.


    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 think we missed a great chance to call our ship the Murderhobo. That would have been awesome. Deathgoat also has a great ring to it, heard that somewhere recently.

    I was thinking basic brown with highlights on the ship itself, silver, black, orange all good choices.


    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- you should have set up a steward to rule the lizardfolk in your absence, Hedy, so that you could retain you title as queen... then you could have named it the HMS Muderhobo. Actually, the ships not painted yet, so you can still change the name if you wanted to...


    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:

    We're not Murderhobos though... we're friendlies!
    But hey, if we're trying to strike fear into our enemies, that's a decent choice. A hobo was kind of like a bum looking for any work he could get his hands on, and traveled from town to town in hopes of work.


    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
    Padrym "Paddy" the Dwarf wrote:
    We're not Murderhobos though... we're friendlies!

    Then why not call our ship the FRIENDSHIP! FRIENDSHIP?!


    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

    They actually changed that at one point or another. Aasimar and Tieflings age normally. But with so many variances in both bloodlines, it is easy to imagine some age differently.


    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

    The aging is marginally slower: adult at 20. That might be angelkin, but not necessarily all aasimar.

    It’s just enough to seem the same as human, until childhood peers start maturing, which I like for the backstory I came up with. (It’s only partially told in the profile.)


    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: --

    As a houserule, I allow aasimar/tieflings to age as humans or by the chart that came out at one point and then apparently got overturned. I don't care which, but I do want it to be consistent for that person, please. Actually... you could age them on pretty much any chart you want for all I care, I just want it to be consistent.

    Oh, your brother aged like an orc but you age like an elf? Dang, son, being half timeless, immortal being be crazy, yo!


    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, are there any official languages you’re using for Celestial and Sylvan? I like Greek for Celestial. Admittedly, the first PF game I played featured Olympian gods, so Greek really worked there. (If you prefer I don’t use Greek for Celestial, I won’t do that again.)

    Also, what site do you use for the Draconic? The one I know of just has boring letters. I like seeing characters that I really can’t read, so the pronunciation ends up being imagined.

    I normally translate Tien into Trad. Chinese text, and then go nuts trying to make the translation accurate, even though my Cantonese is limited to ordering simple meals and gist-translating conversations between my wife and mother-in-law.


    male

    I use google translate. They have a pretty wide array of languages, including a fair number with completely different alphabets. I have a google doc kicking around somewhere with the substitutes I typically use... I'll find it and link it in campaign tab when I have time. It uses similar cultures for the regional languages (like Persian for Qadira and Swedish for the Ulfens), and non-human languages were mostly chosen for more aesthetic reasons.


    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
    Hedwig Bogg II wrote:

    We are in the inn at the moment, Rickety is rehauling our ship.

    If it works like it did in the other game at least.

    Fixed my post before the editing window slammed shut.

    So are Hedy, Jordanna, Vadoma and Murillo actually from a different game on this board? And Esther too?


    1 person marked this as a favorite.
    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, Jordanna, and Vadoma’s players are in another pirate game that I am also a player in. Murillo is part of a completely different game I’m running who was interested in being a pirate too. Then we picked up you and Paddy to round things out because Hedy knew you both from other games.

    Esther is part of the campaign backstory, an ‘NPC’ who died right before the game started.


    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

    https://paizo.com/campaigns/v5748p75ivl7z/discussion&page=2#92

    GM post on our current crew.


    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: --

    Thanks Hedy!

    Also, maybe I’m the only one, but the idea of “Peter Five-toes” still makes me laugh every time.


    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 didn't even think about it... but that's so stupid I love 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: --

    Alright... the timeline's starting to get a little muddy, so I'm going to clean it up a bit here...

    Day 1: brought ship into dock, met stranded pirates, recruited Kamshi

    Day 2: evaluated stranded pirates, recruited Paddy and Saph, headed up river, killed naga, celebrated with lizard folk

    Day 3: walked back to Rickety's, celebrated; Murillo smoothed things over with Stoneskull (made friendly again), Hedy made progress with Kamshi, Jordanna got some

    Day 4: Murillo made another crew member helpful (but hasn't identified whom yet), Hedy finished making Kamshi helpful (and will get to cook a little once I post it), Paddy introduced Henrikson to the captain who doesn't have an action left today (but Saph could talk to/recruit him if she wants); Jordanna could influence/recruit/or earn some money if she feels like leaving Tugg's place at all.

    Since I'm supposed to be botting Doma, I'll check her diplomacy and whatnot and find stuff for her to do. You have 4 days left and basically get to pick one 'action' each for each of them: work for coin, influence one crew member, recruit one specific individual (or the rest of the stranded pirates), or recruit a group of random NPCs from the village. I'll periodically post new day headers so we can keep things straight more easily the rest of the time we're here. And, feel free to keep RPing after you've used your action for the day, just try to remember you're out of actions.


    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

    If she can only do one or the other, Hedy will concentrate on new crew and making crew friendly instead of earning coin. She can still stick her head into the kitchen to learn a trick or two, but she won't waste a day on it.


    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

    Ah… given Hedy’s reply above, I’ll let Paddy and Hedy deal with Henrikson while Saph looks for a girl who’s into wrestling, working out or whatever. Doesn’t matter if it’s a warrior or rigger.

    I take it my Diplo roll of 29 is enough for Helpful in one check?


    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

    On day 4 Hedy spent her action on making Kamshi helpful. She was introduced to Henrikson but can't influence him yet. Paddy or Saph could, but there are plenty of days.

    If you look The Roster, in the GM's tag line you'll see the crew, and unfortunately, we need to recruit more to take advantage of your awesome roll as they are all friendly or helpful already.


    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

    With DC0, would Paddy’s roll of 9 get him to friendly?

    If so, I’d rather win over a new person, as posted. Once we have enough crewmen, I’m happy to use my Diplo bonus to push friendlies to Helpful. It seems like a better use of the skill if those of us with bonuses try to win people over in one go.

    (What do we need to beat the by to go straight to helpful? Is it 15… or 10?)

    _____
    After looking:

    RIP Scurvy Legs. You and disease-immune Saph could’ve been friends.

    In a sentimental moment that can never be, Saph might have said to her, “I can’t get scurvy, but I get you.” (Cue tiny violin.)


    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: --

    The DC 0 check is to recruit the rest of your former shipmates. The DCs to influence are based on their current attitude (and basically the same as normal diplomacy DCs). IIRC, you have to beat the DC by 10 to move a whole catergory in one go. I was under the impression, from his intro, that Henrikson was a local Paddy met well stranded here (so the recruiting DC would be 20 unless someone has done something to raise or lower it).

    And sorry, Saph, if I forgot to address your roll, I think I was waiting to see if there was a specific individual (like Henrikson) you want to apply it to, or if you want to get all the stranded pirates or use the option to recruit 1d4+2 random sailors from town? Edit: after reading your post again, I think you're waiting on me to point out a woman who might like to wrestle... the only ones you see who seem to have high potential there are already crew members (namely, Stoneskull and Kamshi, and Jordanna).

    Here are the recruiting rules again, for anyone who would like to look at them.


    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 thought you were waiting to see if I’d get Hendrikson, so I just posted before reading this. And, with a DC20, glad I did! I didn’t think his DC would be that high.


    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:

    Do you think I could get paid to help identify those mystery beers? I have both appraise and lore (alcohol).

    I could work on the sails with craft (cloth)

    Or perhaps I could do some hunting with survival?


    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: --

    They seem pretty content to leave the beer casks a mystery, but you could certainly do sail work (rolling profession checks as normal to earn gold). Normally you can’t use survival to earn money like that, but given the shortage of non-fish meat options here I would allow it (using your survival check, without any bonus from track, as if it were a profession check).


    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

    Couple of questions sir. Sorry if you've answered them before.

    How many stranded pirates were there?
    What is the base cost of the ship we have at the moment? Many of the ship improvements are a percentage of that.
    Can we sell the naga's treasure here or do we need to hold on to it for now? I assume there is nothing to buy here other than ship improvements though.


    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

    After reading recruit rules, I read the rest of the page and…

    GM wrote:
    if anyone has any ideas for their characters, in general, about things they'd like to RP or goals/interests that I could use to help foster things for you to do (or use for hooks), please let me know.

    …will take you up on ^this. (PM to GM, eventually)


    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: --

    There were seven and a half stranded pirates... Paddy was one of them (and Saph was the half- she was stranded with them but had only been part of the crew for a couple months); Kamshi was also one of them, so you added 5 new recruits, who have been added to the roster now.

    The base price of a "sailing ship" (which is the designation for this class of vessel) is 10,000g.

    There are some minor magic items available in the one store in the village. You could 'sell' the naga's treasure here if you're willing to take some of the payment in ship upgrades and/or items from the shop. The most coin/gems they could come up with is probably 3-4 grand (which is significantly more than normal for a village this size).

    Also, your sack of gold from Rickety is down to 946 gold after finishing a very valuable bottle of brandy and a large number of more reasonable drinks amongst the officers over the last two days.


    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

    Did you apply my Day 4 Diplo roll of 29 to Henrikson? I noticed he’s “indifferent+“... or was DC20 the recruit DC, but I’d need 30+ to both recruit and shift attitude?

    ...oh. It’s a two-check thing like with Mouse, and the “+” means one success, right?


    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: --

    The default starting attitude of new recruits is indifferent. And then it takes the normal full day influence checks (made separately) to improve that. Sometimes particular circumstances, or especially good rolls, will alter that... between your roll and everyone being excited about you guys fixing the water I brought Henrikson on one step better than normal (the plus means he’s halfway to friendly already). When Hedy brought crew on already friendly she literally beat their recruitment DC by 33 (like rolling a 53 on a normal check).

    Edit: yup- takes 2 success (or one big one) to move a full category.


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    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

    OKay, ship upgrades. Our split on the items/gems/so on from the naga queen divided by 7 would give us each 2347.14gp. Which you can note but can't spend unless you are buying a ridiculous amount of booze, minor magic items from the Rickety store, or putting it into the ship.

    Only reason to bring it up is the seventh share I believe should go into the ship since we are already having it being worked on.

    https://www.d20pfsrd.com/gamemastering/other-rules/ship-combat/vessels/

    is the upgrade list if anyone wants to suggest any. My two favorite are silk sails and rapid-deploy sails. We already have Broad Rudder.


    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: --

    Uh, I might be wrong because I’m just going on memory here, but I think your figure might be based on the purchase price of the magic items, not their sale price?


    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:

    Would a cannon count as a ship improvement? Cuz boy we could use some guns. Otherwise, I like rapid deploy sails first, then silk sails.

    Traditionally, pirate ships were usually very fast and nimble rather than hardy, and focused on intimidation and trickery to their advantage. They were also packed with crew to make boarding more in their favour. They raided mostly unarmed merchant vessels without escort. Their reputation played a big role. If you surrender now, we'll take all your stuff, but you'll be left alive. If you try to resist in any way, we'll drown your ship in your own blood.

    The most valuable item to be stolen is the ship itself. Blowing tons of holes into it isn't the greatest plan, but it's definitely the most fun.


    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: --

    Canons are cutting edge military tech in Golarion and each one costs 6,000g (or 60% of the cost of your whole ship). The Icy Death was armed with light ballista and the Cheliaxian vessel with heavy ballista, but most of both were ruined in the battle. The Night Talon currently has one light ballista on the foredeck and one heavy ballista in the sterncastle. You have enough room for 2 in each of those locations if you want to pick up one more of each (or you could sell the light one and get up to 2 heavies on the foredeck too).


    The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5 | Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4 | Active effects: none
    Master of the Seas and Storms wrote:
    Uh, I might be wrong because I’m just going on memory here, but I think your figure might be based on the purchase price of the magic items, not their sale price?

    Yeah, that's my bad. I did in fact list them at purchase price.


    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

    Hedy and Paddy know me from a game in which I play a kitsune. She has a lot in common with Mouse’s brother—preferring the human form over the fox-person form. In fact, she is NEVER a furry person. She either changes to an actual fox or stays in human guise.

    I don’t know why I made her that way, so I found it interesting to hear an NPC describe a relative that thinks the same way.


    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: --

    The roster has been updated with Hedy's five new recruits: Rowdy Ronnie Pfifer, 'Cucumber' Cragsson, Hiro Sakata, Suki Minomoto, and Maolo. Hiro and Suki are the two Tian people that you met the first night; originally Suki was going to be a bard that was only available as an officer, but since she never actually did any magical/bardy stuff I figured she could still be part of the crew. Ronnie (who's a girl), Cucumber, and Maolo are all from the settlement (or have been here for a while, at least).


    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

    Okay, if we half the selling of loot (and no worries Murillo, you did all the hard work, so thank you) minus halfing the jewels and art, we get 1186.42 each and as well as 1186.42 for the group share.

    You can note it but don't spend it on anything other then things at the Ricktey store or in ship upgrades.

    Hedy will put some of her share with the seventh share.

    1000 for quick change sails.
    800 for another heavy ballista

    Next question, how are the normal crew armed?

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