Maia Blackwing |
Mine worked fine too. When Bukis mentioned that his didn’t work I went and tried to open it to see if maybe it was his computer, but I couldn’t open his spoiler either.
Bukis Adsiz |
What is the numerical bonus I would add to my Profession Sailor skill? I'm trying to figure out if it would be worth it to try and attach it to the wheel now or wait until after we pass the lightning storm.
GM Nikolaus 'the Grimm' |
The spell takes effect at level 3. So a +3 bonus. There was a conditional +5 for that check alone.
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We've finished what I currently have for part 1 so I'd like to solicit some feedback, either here or on Discord about what you guys think so far.
My things from playing it through this time.
- The whole thing needs some more structure, I'm thinking of having 'rounds' to organise where people can go and what they can do a bit more.
- It feels too short, so I'll add in some scripted events in between the free rounds. Should give a chance for a bit more XP/combat/etc. Feel free to give me ideas.
- Divide up each area into Primary and Secondary tasks? Again for structure and meaning there's a wider range of skills etc being used.
Let me know what you think about these and/or any other improvements I can make so far, then we can level up and start part 2.
Maia Blackwing |
So, I'm excited to level, but I do agree that it felt awfully quick. (Also, I need to head to bed soon, but I will try to level Maia tomorrow.) I also agree the a little more structure for the bit where the ship's going down would probably be helpful.
One thing that might be worth considering could be introducing immediate dangers early in that sequence of events? If, for example, the first thing we came upon when we left the hold was a sailor or two that had died in battle that would: provide the opportunity to grab a couple weapons and maybe a little armor; alert us to the presence of potential combat (making us far less likely to split up); and set the stage for a couple of combat encounters that would add some more challenge (and length) and an opportunity for combat oriented characters to shine. They could be even be super easy encounters but it could still break up the skill checks and keep the group together.
Also, it sounded (in discord, with John, iirc) like maybe you really wanted to start with the storm and have the absolute minimum amount of prison cell stuff beforehand, but I agree with what I think he was trying to say- I would have welcomed some more of that. Obviously, I'm not suggesting something like the beginning of Skulls and Shackles where you're spending days or weeks just doing chores and making occasional checks, but a couple days might not have been bad? It would allow a little more getting to know each other (especially valuable for groups that don't already know each other like ours), and, like he said, allow some more opportunities for some different skill checks. Plus if there's one or two NPCs the PCs connect with during those first couple days, it'll have that much more impact when they end up dead in the storm.
Cordelia Jerrell |
I will be on vacation from Saturday 10/10 until Monday 10/19. During this time, I won't have much chance to post. GM, please bot me if necessary.
Maia Blackwing |
I'm done leveling. Nothing surprising to report except that my sense motive went from +0 to +11 (thanks to versatile performance). I wasn't sure if leveling would heal my hp damage or Dex damage, so for now I left it all.
Lillebeth Lishoni-Bogg |
Lilly will heal your wounds but needs to get to level three before she can do anything about your ability damage. Will level today, sir.
Lillebeth Lishoni-Bogg |
Lilly is leveled. She picked up craft carpentry, justifying it by saying her lessons have finally kicked in. Grabbed a level in spellcraft to help with identifying.
Solicitor |
Hi there! Reb dotting in.
I've yet to flesh out my unfortunate sailor's build, bUt I hope to be to do so later today. I got a somewhat funky idea if mind, one so enticing to Nikolaus that he invited me right in, and some of the mechanical aspects of it have yet to 'click' for me. I'm not the pickiest player, so this should be remedied in no time. Okay, maybe with regards to the mechanics and feel of my characters I am, eh ahem, somewhat picky.
Solicitor |
Estian of Cyremium, an Andoran 'cavalier' (read: no-good sword-for-hire) who is a veritable magnet for all things awful and bad. Odds are all of your characters are stuck on that blasted ship just because of him.
Some people have 'it'. Whatever the opposite of 'it' might be, Estian has 'that'. Until things take a change for the better, he will be a moaning son of a dwarf.
NAME Estian of Cyremium
CLASS Cavalier (Esquire)(Ronin/Knight Errant)
RACE Human (Andoran)
ALIGNMENT CN (naive goody-two shoes with a broken moral compass)
STR 16
DEX 14
CON 14
INT 10
WIS 10
CHA 14
FEATS
H Iron Will
1 Power Attack
B Precise Strike (+1D6 precision damage if you flank)
SKILLS
1 Perception
2 Diplomacy
3 Survival
4 Swim
H Intimidate
BG Profession Sailor
BG Profession Soldier
TRAITS
1 Poor, Unfortunate Soul (+1 to Perception and Profession Sailor, Once a day, gain a +2 bonus to an untrained skill check.)
2 Indomitable Faith (+1 trait bonus to will saves)
SPECIAL
RONIN
-Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.
-Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).
-Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
It all went to the Nine Hells the moment that blasted halfling disappeared. Sure, it wasn’t exactly the halfling’s fault that Estian started drinking more than his stomach could handle, but had the dapper lad been about, there would not have been a reason to do so in the first place! Oh, his noble squire, gone, without a trace. Had it been the two months of unpaid salary? No, there was a job coming, a good one, one that would leave them both rich!
But without the halfling’s luck, Estian was left with nothing but misfortune. The next job wasn’t a good one. In fact, the ship’s captain died only a couple of weeks after they had set sail for Sargavo, and this forced the crew to stop and re-evualate in one of the ports around the Eye of Abendego. Mediosomething? Ilizmawhatever? Surely, the people here are just as honorable as the people back home and so, without a worry on his mind, Estian signed up for another venture.
And that venture gave him yet another reason to despair. Where is his lucky halfling?! Whatever comes next, Estian has vowed this: no more alcohol.
Haphazard and whimsical, Estian is a vessel for optimism, albeit one full of holes. Ever looking upwards, if only because that’s all you can do when stuck deep down in a hole, Estian believes that one day his bad luck streak will come to an end.
Other than clinging to false hope, Estian is an amiable fellow who loves to talk about the splendor and virtues of Andoran society when he isn’t busy stumbling into yet another ill-conceived venture.
He wasn’t always like this and perhaps one day, he can return to his more cheerful and full-o-self-esteem old self.
Handsome in a ‘well, as Prince Charming won’t be riding into my bedroom anytime soon, you will do’ kinda way, with a heartwarming boy-next-door smile and unruly mop of hair, Estian never had a problem getting the ladies’ attention. Keeping it, well, breaking promises and having a perpetually empty coin pouch makes keeping their attention a hazardous affair.
Muscled, agile, and able to sprint without breaking down, most of Estian’s goodlooks are down to being fit and in his prime. His nose is perhaps a little too sharp and his eyes are a rather dull blue, but his eternal optimism can be infectious.
Lillebeth Lishoni-Bogg |
Hello sir, nice to have you here, the more to be experimented on by our glorious GM :)
Estian |
Hehe, hi! Hopefully, Guybrush Threepwood's New Yorker cousin from a well-off family (although his parents were rarely if ever home) will be a fun addition to the game :D
I'll import his stats to his profile either later today or tomorrow. Today's been a bit funky with delayed (and ultimately) postponed appointments, so I didn't get around to doing it just yet.
Maia Blackwing |
Sorry for the delay, it's been a rough week. Maia is leveled back up to second (and is exactly the same as last time she hit second, except I have a sword this time, which will only be useful for providing flanks, lol).
Do you want to make a post to kick off the next section or should we just resume posting whenever we're ready?
Estian |
My apologies for my absence, but I am bespectacled once more. I'll try to update Estian today, but I also got a big family dinner to shop for and prep, so it might have to wait until tomorrow morning. I hope you're all having a wonderful week and weekend!
Estian |
LEVEL ONE TO TWO
BAB +1
HP +9
Fort +1
Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
Skill 1 | +6 Perception (2)
Skill 2 | +7 Diplomacy (2)
Skill 3 | +7 Climb (1)
Skill 4 | +8 Swim (2)
Skill 5 | +7 Intimidate (2)
Skill 6 | +6 Profession Sailor (2)
Skill 7 | +5 Profession Soldier (2)
Maia Blackwing |
I'm not sure I posted it here because we were moving slow at the time but I was pretty sick last week. I'm feeling much better now. I need to sleep currently but tomorrow I'll read what I missed and get a new post up. Thanks for your patience.
Maia Blackwing |
On the topic of shopping...
Currently I have: everything I need for spellcasting (from my trait), everything I need for performing (nothing, because I'm a singer), a chainshirt (my starting item), and a shortsword (claimed during the initial chaos)
Estian has: a cutlass (from the chaos), leather armor (that I made a sailor give up), and the +1 sawtooth sabre (from the hermit's hut); I'm assuming there was a starting item too but I can't remember what it was?
Bukis has: his scythe (starting item), and leather armor (also requisitioned from a sailor)
Lilly has: everything she needs to cast spells or channel (starting items), and I think maybe that's it?
I apologize if I missed anything there, please let us know so we can adjust priorities. Based on this though, my suggestion would be to buy a morningstar, a buckler, a suit of studded leather, a leather lamellar, two reinforced tunics, and 2 points of salvage (which totals exactly 500g). The lamellar would help Bukis' AC, and Estian could take the studded leather and buckler. Then we could hand down one of the leather armors to Lilly to help her out and give her the morningstar so she can threaten/flank and defend herself if need be. That would leave one leather armor and the 2 reinforced tunics to be left on the ship (along with the cutlasses we had gathered) to be used by whoever is on watch (and/or whatever officers we trust). Thoughts?
Bukis Adsiz |
Sounds good to me. Honestly I am lousy at the shopping part but I like the list you came up with and how you divvied up the extra arms and armor.
Maia Blackwing |
Sorry for the delay! It took me until today to get logged back in (I tried clearing my cookies/cache earlier but I think it only cleared recent stuff and I had to go in and clear everything to get it to work).
I have to bounce through all my games and let everyone know I'm back, but I should have a post up in gameplay later today.
Lillebeth Lishoni-Bogg |
Lillebeth the humble cleric evolves into Lillebeth the Super Summoner!
cleric level 3
feat evolved summons
now can cast level 2 spells! more summoning!
fcb in skills
diplomacy, heal, religion, perception, sense motive
background: linguistics(draconic!!!), sailing
Do we go ahead and add the level 2 spells or wait until we rest next?
Maia Blackwing |
Most of my level should be a piece of cake but I can't remember what (if anything) I was planning on doing with my feats, so that might hold me up a little bit...
Maia Blackwing |
Sorry, the move has been keeping me very busy. I'll try to get my leveling done today. It looks like we haven't heard anything from Bukis or Estian since the fight ended... do we have any idea where they are on leveling at all?
Maia Blackwing |
I should be done leveling now. I settled on spell focus [enchantment] for my feat, and I learned mending and charm person, and gained inspire competence. I do still have a language to pick, but that shouldn’t slow us down. Out of curiosity, do we know if sahuagin are humanoids (iirc I had a pretty decent knowledge check against them at one point)?
Maia Blackwing |
Lol- that's an important (and disappointing) distinction, because charm person works on humanoids but not monstrous humanoids...
Estian |
LEVEL TWO TO THREE
BAB +1
HP +9
REF & WIL +1
FEAT: Power Attack
Skill 1 | +7 Perception (3)
Skill 2 | +8 Diplomacy (3)
Skill 3 | +6 Bluff (1)
Skill 4 | +9 Swim (3)
Skill 5 | +8 Intimidate (3)
Skill 6 | +7 Profession Sailor (3)
Skill 7 | +4 Handle Animal (1)
AIDE-DE-CAMP: the esquire acquires the services of a loyal aide-de-camp. This NPC functions similarly to a cohort, though the aide-de-camp must advance in a class that grants proficiency with all martial weapons and cannot multiclass until the esquire reaches 7th level (though the aide-de-camp can select an archetype). If the aide-de-camp is a cavalier, he must follow the same order as the esquire. The aide-de-camp gains Swift Aid as a bonus feat, and provides a +2 (rather than +1) bonus when using this feat to aid the esquire. As a move action, the aide-de-camp can retrieve a stored item or an item on the ground and hand it to the esquire. The esquire does not have to take an action to receive the item, though he must be conscious and have a free hand. This action does not provoke attacks of opportunity for the aide-de-camp or esquire. If the aide-de-camp dies performing an act that directly supports the edicts of the esquire’s order (GM’s discretion), the esquire does not take a penalty to his Leadership score. If an aide-de-camp dies, or is released from the esquire’s service, the esquire may gain a new aide-de-camp by scouting for potential candidates in a city or large town. This requires 1 day per 5 levels of the aide-de-camp to be recruited. This ability replaces mount.
TEAMWORK: At 3rd level, as long as an esquire and his aide-de-camp are adjacent, the aide-de-camp is treated as having any teamwork feats the esquire has. They also share any teamwork feats that function when two or more allies threaten the same target, as long as they both threaten the same target. This ability replaces cavalier’s charge.
Maia Blackwing |
I will be moving on Wednesday (June 30th) and just learned that because of the holiday weekend (in the US) I won't be able to get internet at the new place until July 6th. I'll do my best to keep up with posts from my phone but it might be (even) slower than usual.