
Robert Henry |

Robert Henry |

Thanks, the flag sight was great to play with. If I had the graphics I would change the 'bones' crossing in the back to the silhouette of his estoc and harpoon-hand, will work on the retcon for the next post or two.
Still need to decide who's manning the ballista's and watching the ship. How many crew on each ballista?

Robert Henry |

What do to with the ship and crew indeed. So this becomes the puzzle, what to take and what to leave, How many crew does the ship have and how many does it need to sail it? Are there any passengers worth kidnapping? Does Elek have any idea what the value of the ship would be to sell if he were to Squib it?
Assuming the cost for Squibbing would be about the same, that would be all the plunder. But probably worth it in the long run. Let me make an influence roll to see how many crewmembers we get in comparison to how many crewmembers there are and how many we need to sail the boat, then I will decide.
Does the boat have any 'ships boats' we could put people adrift in?

Your Benevolent Dictator |

This ship requires 20 crew at minimum to sail. There are no ransom-worthy passengers, but if you feel like joining the slave trade, you'll get 1 point of plunder for the crew. I'm guessing that's not an option for Elek, though.
As long as it's relatively undamaged, you can typically sell a ship for 5 points of plunder. The best options for ports are Bloodcove and Senghor due to their size.
No 'ships boats,' unfortunately.

Robert Henry |

wow, so some kind of damage resistance or something. The problem with sphere's is theirs a lot I don't know. Both her abilities and my own.
With his fly skill at +12, if he decides to fly and attack with the cannon. I assume a move action to fly and an attack action to fire the cannon. Assuming he'd stay flying nearby to stay within the 35 ft what would he need to roll for the flying?

Your Benevolent Dictator |

That's part of why I'm doing this - for exposure. XD She's using several things from the Duelist sphere. Eventually, you'll run into enemies with abilities from multiple spheres. The system has many synergistic talents that enable interesting videogame-esque combos.
For what you're wanting to do, it's a DC 10 to "move less than half speed and remain flying." Your maneuverability will add a modifier. If [clumsy], I believe it's a -8 to the check, so as long as you roll a 6+, you'll be fine. You'll also want an Acrobatics check to avoid an AoO.

Robert Henry |

That's what I'm thinking, also planning on picking up "Severe Weather" for that exact reason. The question just becomes how soon, I'll probably pick up "Lengthened Weather" first.
edit: Also hoping to find out if the Captain is a Thrune, or if it's just one of those "I am Negan" things. If she is she'd make a nice prisoner...

Robert Henry |

Wow, so did the ship have any plunder?
So in theory he could dump the crew and captain in Goatshead. Would he be able to sell the ship there? How far would Bloodcove and Senghor be from there?
Guess I should decide if I'm doing one ship or a fleet, thinking just one ship but it is tempting.
So were watching the grandkids (one and a half and four), so not posting quite as quick as usual, but will get at least one more in today.

Robert Henry |

So is Bloodcove large enough too purchase silk sails.
Was it 1 plunder for crew and resupply? and then 1 plunder roughly equals 1,000 gp?
How do we go about selling the Caravel? How do we go about ransoming the captain. not sure I'm going to yet, but I like the option :)
Still need to figure out who to give the chain shirt an longsword to, do you thing Breaker would use them?

Your Benevolent Dictator |

You can purchase silk sails from Bloodcove.
Crew shares and resupply is 1 plunder, and plunder is approximately 1,000gp. It's dependent on the size of the port, though. Bloodcove will be more profitable than Goatshead but less profitable than Senghor.
Selling the Dowager Queen will take about a week, and you can ransom the captain at any time.
Buying/selling/equipping crew are mostly abstracted to save time. Crew Upgrades are something you can purchase, and giving everyone higher-quality gear is one of the options. Since you've been doing this person by person, it'll end up being a very cheap upgrade whenever you're ready to pull the trigger on it. XD

Your Benevolent Dictator |

Yes, it's one plunder per day, just like Influence and crew recruitment attempts. XD
For selling ships and/or ransoming prisoners, you just need to let me know you want to do it, and I'll let you know how much you earn. Pretty much everything's abstracted to save time.
Here's the list of crew upgrades.
Got Your Back: lessens crew casualties (2,500gp)
Masterwork Arms: increases crew attack/defense (10,000gp)
Vicious Fighters: crew deals extra damage against enemy crews (10,000gp)
Well Paid: increases crew morale/health (10,000gp)
The special gear you've been giving out can be used to reduce the price of the crew upgrades. For example, the MW armor/weapon you just gave Breaker could knock 225gp off the cost of the Masterwork Arms upgrade.

Robert Henry |

Cool, so the magical, mw equipment he passes out gets resale value for the MW arms. So I will calculate all of that. At some point I had told Bonnie to pass out the MW weapons to the 'new' Rahadoumi does that count as well, or does it have to go to 'named' characters?
I intend to let the chelaxian captain go when we leave Bloodcove.
So he needs 10 pts infamy to be recognized as a legitimate 'free captain' can he keep gaining infamy, or is it not as important as some other things. (I know he can only get three here in Blooodcove, but thought I should ask.)

Robert Henry |

Do I get to count the "Shackles of Compliance" (resale value 1,930 gp.) which I gave to Artful as part of The special gear given out?
Also, once I purchase the "Masterwork Arms" can I keep applying the gifts to other upgrades, or are we done?
Also when start recruiting crew can I focus on race or skill, I'd like to pick up at least two sailors with 'night vision' one of which can handle the helm the other the crows nest. Once I'm at 60 sailors we will work in three shifts. I figure when we attack, well Wake whom ever is asleep to man the ship and then the rest of us attack. So 40 fight, 20 stay on deck.
edit: this is just a reminder to myself that I need to sell the Whale skull covered in scrimshaw that functions as spell scrolls - alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch.
Since were using the ABP do we calculate magical weapon prices normally? so the animal bane dagger would be 8,302 gp./2 = 4,151?

Robert Henry |

So Mathematically speaking: Prices calculation
Tidewater Cutlass: 1,855 gp
Boarding Pike of Repelling: 2.308 gp.
Vindictive Harpoon 5,305 gp
animal-bane dagger: 4,151 gp.
"Shackles of Compliance:" 1,930 gp.
MW Handaxe (with notches to indicate kills): 153 gp.
MW Handaxe: 153 gp.
MW Dagger x2: 302 gp.
MW Silver Dagger - Bonnie: 161 gp.
MW Cold Iron Sickle: 156 gp.
MW longsword: 157.5 gp.
MW chain shirt: 125 gp.
Total 16,756.5 gp

Your Benevolent Dictator |

Anything you pass out to the crew counts - including the shackles of compliance (reduces a boon's cost by 1,640gp). Any gifts you give the crew will apply to a crew upgrade of your choice.
Ten points of Infamy will unlock the first tier of Disrepute options. You can gain up to 100 Infamy over the course of the campaign. To be recognized as a Free Captain, you'll need to obtain what's essentially a letter of marque from the Hurricane King. You'll need a fair bit more than 10 Infamy to secure an audience.
You can actually earn up to 5 Infamy per port.
If you'd like some of your crew to have darkvision, that's perfectly acceptable. The crew is just an abstraction, after all, so it can consist of pretty much whoever you want.
An animal bane dagger would be 2gp dagger + 300 MW + 2,000gp bane enhancement = 2,302gp. Selling price = 1,151gp. Due to ABP, +X enhancements don't exist, so they don't factor into the calculation.
On a related note, due to ABP, magic weapons/armor (except for your bound equipment) max out at +5 worth of bonuses.

Robert Henry |

Thank you for the explanation on the infamy points, any idea how many to get an audience with the Hurricane King? Is that something I can roll knowledge on, or will that information happen as we advance?
Once we get maximum infamy points I'll start rolling for crew. Like I said, will be looking for a couple of races with night vision, It looks like there are a fair amount of dwarves in the city so may hire a few.
so just running through the process outload to make sure I've got the right idea.
I totally forgot about the ABP, So I totally buggered up my math and will redo it. The list I gave you was at resale value not the cost for normally calculated items. So the PFSRD says
To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item’s cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp.
Are we following that? It looks like when you calculated the animal bane dagger you didn't subtract the value of the first bonus, instead you made the first bonus the 'bane' so by the PFSRD ABP cost would be 6,302 gp. and a resale value of 3,151 gp. by our calculations the original cost would be 2,302 gp. and resale cost of 1,151 gp.
I don't care either way, because it will come out in the wash, I'll make less selling items, but spend less buying them. but I may need some help recalculating as the other three items are 'specific' items.
The 'tidewater cutlass original cost is 3,395 gp. by the PFSRD ABP rules it would be 1,395. gp. the extra enhancement is not as valuable as + 1, but do I make it 2,315 gp the same cost as an enhancement?
The vindictive harpoon would original cost 10,305 gp. By the PFSRF ABP rules it would be 8,305 gp. Vindictive is + 1, but the benefit of functioning under water and taking no penalties aren't listed so we give them a + 1 as well; totaling + 2. Which would make it's purchase cost 8,305 gp. uh exactly the same....
Ok, last item, Boarding pike of repelling original cost 4,308 gp. PFSRD ABP rules, cost is 2,308 gp. If I calculate it using the ability to extend as a + 1 bonus then it's cost would be 2,308 gp. which is also the same.
So recalculating assuming a magical item as a minimum of a + 1 bonus, and the first bonus costs 2,000 gp. like you stated. Calculating original cost and resale cost.
Animal -bane Dagger: 2,302 gp./ 1,151 gp.
Shackles of Coompliance: 3,280 gp/ 1,640 gp.
Tidewater cutlass: 2,315 gp/ 1,157.5 gp.
Vindictive Harpoon: 8,305 gp/ 4,152.5 gp.
Boarding pike of Repelling: 2,308 gp./ 1,154 gp.
MW Handaxe (with notches to indicate kills): 306 gp./ 153 gp.
MW Handaxe: 306 gp/ 153 gp.
MW Dagger x2: 604 gp. (302 each)/ 302 gp.
MW Silver Dagger - Bonnie: 322 gp./ 161 gp.
MW Cold Iron Sickle: 312 gp./ 156 gp.
MW longsword: 315 p./ 157.5 gp.
MW chain shirt: 250 gp./ 125 gp.
20925 gp./10,462,5 gp.
Does that math work for you?

Your Benevolent Dictator |

The Hurricane King audience is actually the first bit of Book Three. XD The current section is the campaign is essentially a giant sandbox where you're working on increasing your Infamy enough that the Free Captains won't see you as "nameless easy prey." In addition to capturing ships and selling plunder, there are a few side treks that can be used to rapidly boost your reputation. Tidewater Rock is one of those. XD
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I'm not actually sure how Paizo's ABP works regarding pricing. I've just been removing the +X enhancement (if any) and recalculating manually. Here's my breakdown:
Tidewater Cutlass: subtract 2,000gp due to the +1 enhancement. New price 1,395gp/697gp, 5sp (I'd mistyped in my previous post)
Boarding Pike of Repelling: subtract 2,000gp due to the +1 enhancement. New price 2,308gp/1,154gp
Vindictive Harpoon: +1 returning is a +2 equivalent bonus, so the additional properties are worth 2,305gp. Then dd 2,000gp to bring back the returning property. New price 4,305gp/2,152gp, 5sp (I'd completely messed up in my previous post because I tried to do it all in my head)
Animal-Bane Dagger: subtracting the +1 enhancement makes this a +1 equivalent weapon. New price 2,302gp/1,151gp

Robert Henry |

So with the recalculated 'specific' items:
Animal -bane Dagger: 2,302 gp./ 1,151 gp.
Shackles of Compliance: 3,280 gp/ 1,640 gp.
Tidewater Cutlass 1,395gp/697gp, 5sp
Boarding Pike of Repelling: 2,308gp/1,154gp
Vindictive Harpoon: 4,305gp/2,152 gp 5 sp.
MW Handaxe (with notches to indicate kills): 306 gp./ 153 gp.
MW Handaxe: 306 gp/ 153 gp.
MW Dagger x2: 604 gp. (302 each)/ 302 gp.
MW Silver Dagger - Bonnie: 322 gp./ 161 gp.
MW Cold Iron Sickle: 312 gp./ 156 gp.
MW longsword: 315 p./ 157.5 gp.
MW chain shirt: 250 gp./ 125 gp.
16,005 gp./ 8,002 gp. 5 sp.

Robert Henry |

in Full discloser Day 4:[dice=Selling Plunder]1d20+17
While selling the last of your plunder,
You gain 850gp and two dwarven recruits.
As the crew started to arrive to return to the ship he told them they would be in port three more days. Knowing most of them had spent their last copper, he started passing out the last of the plunder so they would have a little gold in their pocket.
since were in town three days more than he originally told the crew, I hope it's ok to pass out the "plunder" and count it as "spending plunder" it seems like a theatrical way to do it, and it gives the crew money for the next three days to keep them happy.
day four infamy, going to 'spend' the last plunder to add + 2 to
to the infamy roll
[dice=influence (infamy)]1d20+17+2 lol, well so much for a little help!
I didn't sell the last of the plunder, I used it to give to the crew so they would have money to spend. But I'll be happy to take the two dwarves :)

Robert Henry |

Ok so attempted to blow the small parts of the thing away, if that doesn't work will either full retreat or fly, can he 5ft step and fly away with out putting himself in an AOO?
Edit
I checked discussion, looks like the short answer is no.
If the thing gets close enough to hit him, will need the acrobatics roll to avoid the AOO, May have to full retreat before using the standard for 'Mantel'
It's getting late enough the brain has turned foggy...

Robert Henry |

Sorry about the confusion on the post last night. Trying to decide whether to run away or fight, and if fight, whether to do it from the ground or blast it from the air.
How big is the thing, what does elek know about it, since the image says 'garbage golem' I'm assuming its a construct, which would be an arcane roll (yeah I had to check to make sure it was arcane) You want to guess how often my characters are making 'arcane knowledge rolls? This may not be the first one but it's close.
knowledge( arcane): 1d20 + 9 ⇒ (14) + 9 = 23