
Earthsong |

Earthsong doesn't have Prof (sailor) at this point, but she does have Heal. She happily assist the Sailing Master at need with her Knowledge (nature) and Kn (geography). So Captain, would it be a problem if I took over the Surgeon role?

Ardym Uhhi |

Hi everyone!
Super excited to be joining the crew. I'll be getting my header updated as soon as possible with my stats and whatnot.

Tobias "Toby" Wraithborn |

Yes! Welcome aboard!

Warren Redmont |

Warren will be summoner / healing / water mobility specialized as an oracle. He will try to never use his light crossbow or morningstar.
He will summon his water friends first and will spend all feats on the summon chain. Any chance partially charged wands are available, would love to have bless/shield of faith wands with a few charges?
Next best in value is when we have downtime do we have a scroll scriber? scribe scroll is pretty useful given our monetary situation. Cost of scribing own scrolls is about equal to wand charges but costs a feat.

Rosanne |

Sorry I'm so quiet. Hellishly busy ATM.
Rosanne has some Profession Sailor, but from what I see Lady Maurine would make a better First mate.
As Ardym has some Knowledge Geography maybe he can be the Sailing master?
We can cover some of the officers with our allies in the crew NPC's.
Rosanne can cover Quartermaster. I'll shift a skill point into Appraise to reflect her being able to keep the books.

Ardym Uhhi |

I have nothing against shifting some skill points around if need be, either.

Tobias "Toby" Wraithborn |

Tobias offered the position to Rosanne, because he's known her the longest, and she's a mean MF. But we'll see how Lady Maurine does.

Rosanne |

Tobias offered the position to Rosanne, because he's known her the longest, and she's a mean MF. But we'll see how Lady Maurine does.
Rosanne is grateful for the offer but is realistic enough to know she wouldn't be the best for the job. :)
She backs Toby as Captain as he's handled it well.

Earthsong |

Go for it Maurine. I'm sure as a bard you can talk yourself up at need!
I'll take on the surgeon role. I'll need to put ranks in Profession (sailor) down the road, but I did just come aboard and spent my last level traipsing around a tropical island.

Ardym Uhhi |

GM I have a token for Roll20

Lady Maurine Payne |

I’m posting this in all my games. We are expecting a major snow storm tomorrow. While I don’t expect to lose power or internet service it is always a possibility. If I don’t post tomorrow apologies in advance.

Ardym Uhhi |

Does the ship have a name on its hull at all? Or is it currently blank?

Voice in the Maelstrom |

Sorry Warren but I don't know how your last post is going to work. It seems you were in town previously, no where near the dry dock and then suddenly you're right there. The conversation with Tobias and Rickety wasn't meant to be discussed with anyone not crew around which I didn't state thinking it wouldn't come up.

Voice in the Maelstrom |

Something I forgot to update you guys about.
With the addition of the Helm of Besmara to the ship (new players might read back a bit in gameplay) you are now able to use mythic power and have all the usual tier 1 abilities. There will be certain options and feats that will be banned or nerfed so check first.
You get your mythic tier after 'attuning' to the ship as an officer (regular crew aren't mythic) for 1 week. If you're away from the ship longer than a week all abilities are unable to be used and you must attune again but a couple of days on shore leave is totally fine. Mythic power recharges only while on the ship at a rate of 1 per day after 8 hrs of rest.
Mythic power can be used by the ship as well, give a speed boost, increase defenses and more. Details to be worked out still.
Don't forget to drop offerings to Besmara from a portion of your captured treasure or she may take back what she has given.

Warren Redmont |

Proposed Mythic Progression
Hierophant with ...
Divine Surge = Inspired Spell
You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Path Ability = Mighty Summons (Su)
Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning.
Just throwing out a plan to see if it is OK

Ardym Uhhi |

I was looking at Guardian.
Guardian's Call:
Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
And
Path Ability:
Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.

Ardym Uhhi |

I cannot for the life of me find where it says what skill is related to which officer role.

Lady Maurine Payne |

With 5 PCs and 7-9 officer spots there is plenty to choose from Earthsong. There aren't many requirements either.
Captain and first mate make profession sailor rolls. Same with sailing master. It could help the surgeon to have ranks in heal, craft carpentry skill helps for fixing a damaged ship. Profession cook helps with cooking. That's about it I think though I may be missing something. Eventually you might all be captains if you capture many ships and are able to get enough crew to man them all.
Ardym, here is what I found about crew skills.

Warren Redmont |

Grabbing any spell off the entire spell list and casting it at two levels above CL, yes I see how it is banned.
Can I do recalled blessing, lets me roll twice for the divine spell results? Recalled Blessing (Su)
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result
And seems mythic spellcasting is required to get mythic spells, so will probably put that ahead of mighty summons
And I think Master of Arms is a martial position that may be of interest to Ardym. I am hoping to sell chaplain as a full time officer position.

Ardym Uhhi |

That's the post I was looking for. Dang. Thank you!

Earthsong |

Warren, if you go chaplain, I aim to go surgeon. Though I'm not prepped to fix the ship, just people, at this point. I'll wind up with ranks in Carpentry down the road I think.

Voice in the Maelstrom |

Sudden Block and Fast Healing are fine Ardym.
Recalled Blessing is fine too Warren.
Chaplain isn't a regular officer position. At least it isn't one of the essentials that needs filling. I would suggest choosing another role and then also being the chaplain if you want to.
So far we have:
Officers
name - role - responsibilities
Tobias - Captain - First in command
Rosanne - First Mate - second in command
? - Boatswain - deck crew and rigging
? - Sailing Master - piloting the ship
Earthsong - Surgeon/Carpenter - Ship/Crew Health
Ambrose Kroop(npc) - Cook - food and drink
? - Quartermaster - inventory and supplies
? - Master Gunner - weapons
? - Master-at-Arms - discipline
Sandara is happy to fit any officer role left over. Kroop can change roles if another PC prefers to cook.
Crew: 7/20

Rosanne |

Sorry for being quiet. Technical problems my end make posting very slow. I'll get my Mythic level sorted soon. As Rosanne is looking to go to Arcane Trickster it's a choice between the Mage and the rogue paths ATM.

Lady Maurine Payne |

Here is the mythic stuff I’m looking at. I think I get an order ability. Path ability, and a feat but I could be wrong.
Order Marshal
Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn’t count toward the ally’s actions on its turn.
Path
Tactical Genius (Su) (Mythic Adventures pg. 41): You gain a bonus teamwork feat. You must meet all prerequisites for the feat. Any ally within 30 feet of you counts as having that teamwork feat for the purposes of you gaining bonuses from the feat (the ally doesn't gain the bonus unless it actually has the feat). At the start of each day, you can spend 10 minutes and expend one use of mythic power to replace this teamwork feat with any other teamwork feat you qualify for. You can select this ability up to three times. Each time, you gain an additional bonus teamwork feat. If you have selected this ability more than once, at the start of each day you can replace any number of teamwork feats this ability grants you, spending time and uses of mythic power for each feat you replace.
Feat
Weapon Focus (Mythic)
You’re a master of one type of weapon.
Prerequisite(s): Weapon Focus.
Benefit: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus on attack rolls with your selected weapon equal to half your tier until the end of your turn.
Special: If you have taken non-mythic Weapon Focus multiple times, you must choose which of those feats this enhances. You can take this feat multiple times. The effects do not stack. Each time you take this feat, it applies to a different non-mythic Weapon Focus feat you have.

Ardym Uhhi |

I forgot about feats.
If Mythic Power attack isn't banned (which would be my guess that it is) that's obviously my first pick lol.
But after that I would take Toughness.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Voice in the Maelstrom |

So there is a reputation system that I will need to let you know about called Plunder and Infamy.
Plunder
There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort. Such takes can fetch significant prices, but for scallywags more interested in looting than the specifics of what they loot, this system provides a way for parties to track their plunder without getting bogged down by lists of commonplace cargo and their values down to the copper piece. Aside from streamlining the collection of riches, this system also allows characters to increase their infamy, paying off crew members and spreading their wealth with more appealing dispensations of loot than what was aboard the last merchant ship they robbed.
Plunder must be traded for actual gold at settlements and takes 1 day per 1 plunder. The size of the settlement will determine the amount of gold you can get per point of plunder. Skill checks (bluff, diplomacy, intimidate, profession) are available to increase the amount you can get.
Infamy and Disrepute
Some pirates only do what they do for the promise of wealth, being little more than brigands of the waves. Others do it for the reputation, fearsomeness, and power that comes with numbering among the most notorious scallywags on the seas. That’s where Infamy comes in. Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. At the most basic level, infamous pirates have the potential to pressgang unfortunates into their crews, get repairs to their ships in nearly any port, and win discounts from merchants they’d prefer not to rob. As a crew becomes more and more infamous, however, its legend stretches across the seas, allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its flag. This system allows characters to track how their legend is growing over the course of the campaign, along with providing them tangible rewards for building appropriately piratical reputations.
To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM.
Think of Infamy like total HP. Disrepute is like current HP. You can spend disrepute to gain favours or other benefits by buying impositions.
Current Disrepute/Infamy is 2/2 gained as a bonus from your successful mutiny.
Infamy Thresholds
Disgraceful (10+ Infamy) Characters may purchase disgraceful impositions. The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.
Despicable (20+ Infamy) Characters may purchase despicable impositions. Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of
1d6 points of Disrepute.
Notorious (30+ Infamy) Characters may purchase notorious impositions. Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.
Loathsome (40+ Infamy) Characters may purchase loathsome impositions. Despicable impositions can be purchased for half price (rounded down). PCs gain a +5 bonus on skill checks made to sell plunder.
Vile (55+ Infamy) Characters may purchase vile impositions. Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free. The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.
Impositions will be posted in the campaign tab. You do not gain access to them until your Infamy score reaches 10. I am considering allowing mythic power to also interact with this system but will need to take some time to figure out any adjustments needed.

Voice in the Maelstrom |

TLDR: You want to increase your infamy and disrepute.
Easiest way is while you are at port right now.
Bluff, Intimidate, or Perform DC 25 (You choose who rolls but I will allow all PCs to aid if they wish).
Once per day!
A maximum of 5 can be gained from any settlement (resets on gaining a new threshold).
You currently have no Plunder so cannot try to sell that (can sell other regular treasure at half price like normal).
To recruit regular crew make a DC 20 Bluff (to trick sailors on board), Diplomacy (to convince people to join the crew), or Intimidate (to press-gang new crew) check once per day and gain 1d4+2. The total amount possible will depend on the size of the settlement. We'll get to recruiting from defeated ship crew when it happens.