Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

Homebrew Website
Spheres wiki
Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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Yes, that's correct. Moving into melee range will provoke an AoO, but as long as the feint succeeds, moving back won't. Remember that you can use Acrobatics to attempt to avoid movement-based AoOs. XD
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You have Unlikely Feint, so Verbal Feint is still very usable as long as your opponent can hear you (it doesn't need to understand what you're saying). The main thing this does is allow you to feint with the cannon - which opens up another possibility....

Move: Verbal Feint (with the cannon)
Swift: Feint Strike (cannon, no fatal thrust)
Standard: Spend focus to Barrage (four attacks at a -6 penalty; first has fatal thrust)

This gives you five attacks per round (all targeting Touch AC), and doesn't involve AoOs at all. Of course, this only works if you can get the creature directly below you.


True, but I don't know how to get the creature directly below me.


Your Benevolent Dictator wrote:


Move: Verbal Feint (with the cannon)
Swift: Feint Strike (cannon, no fatal thrust)
Standard: Spend focus to Barrage (four attacks at a -6 penalty; first has fatal thrust)

Curious, if he doesn't get the creature below him, and he has to come out of the shaft, won't that always put him close enough for an AOO?

how high is the ceiling?


True. It's just an option if that scenario happens. This boss encounter counters your main combat style pretty well, it turns out. Makes things quite tricky....

EDIT: The ceiling in that room is 20ft high


20 ft high, so the thing is 5 ft from the ceiling, so he will always be in reach whether a ranged or melee attack. The good news is he can fly up the shaft and heal... I hope. Just realized that grapple may be a thing :(

Thought about just summoning angelic hounds and dropping them on it...


Quick Question: What's your fly speed in a strong wind? Since you're exhausted, I need to see how far up the shaft you can get. If your current fly speed is less than 70ft, it'll be able to attack you.


His fly speed in severe wind is 70 ft. I think strong is 55 ft. which would be half that, so yeah, less than 70 ft.


Your Benevolent Dictator wrote:


Move: Verbal Feint (with the cannon)
Swift: Feint Strike (cannon, no fatal thrust)
Standard: Spend focus to Barrage (four attacks at a -6 penalty; first has fatal thrust)

This gives you five attacks per round (all targeting Touch AC), and doesn't involve AoOs at all. Of course, this only works if you can get the creature directly below you.

Starting to sound like a good idea. When I saw your post in game I looked at the damage first, and though 'oh crap' then looked at the attacks and breathed a sigh of relief.

Edit:So it's one fatal thrust per attack action, or every attack in an attack action?


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An attack action is one attack. Various spheres and talents can add rider effects (like the off-hand attack from Dual-Wielding), but the actual action is only a single attack. As such, you can only fatal thrust at most twice per round. Once as an attack action, and once as an AoO.


hmmm, obviously Aiger's Kiss (minor artifact) is a weapon of a lifetime, so it would be silly not to use it. I had said that his second Finesse training weapon would be a rapier (though I failed to put it on his sheet apparently) what would be the cost to 'retrain' that for the shortsword?


According to the retraining rules, it'll require being taught by a higher-level character of the same class. Since locating a 14th-level Armorist will be almost impossible in the Shackles, you can instead teach yourself by doubling the required time. In other words, it'll cost you 650gp and 10 days of continuous work. You'll also need some sort of training facility, so I'd recommend setting up a 'sparring room' back at your fortress.


Cool, I will keep that in mind. I doubt if he gets an open 10 days, but he could just fly himself and his sparring partner to the training room un in Sumitha :)


It's been too long since we've calculated the value of odd items. The shadowed studded leather armor's price pre-ABP is 4,925‬ gp. That means with the ABP it is 1,925 gp or a sale value of 962.5 gp correct?


MW Studded Leather = 175gp
shadow property = 3,750gp
Total: 3,925gp (sells for 1,962gp 5sp)


why can't I ever get that right?


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Formula for Reference
1) Start with the base item (Example: longsword = 15gp)
2) Make it MW (15gp +300gp = 315gp)
3) Add the cost of any special properties (vorpal is +5, so 50,000gp)
Total: vorpal longsword costs 50,315gp
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Converting an item to the system adds an extra step:
1) Start with the base item (celestial shield)
2) Remove any +X enhancements (it's now a blinding heavy steel shield with some unique abilities)
3) Subtract that from the original price (it went from a +3 equivalent item to a +1 equivalent item, so -8,000gp)
4) Get the new price (5,170gp)

This also means the unique abilities (feather fall, overland flight, and reduced ACP and spell failure) are worth a total of 4,000gp
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Your confusion probably comes from the fact that my ABP system is slightly different from Paizo's but uses basically the same terminology.


So items from the black tower:
2,000gp Whalebone and Coral Statuary (worth 2,000gp)
5,000gp Assorted pearls and gold and silver ingots (worth 5,000gp)
3,000gp Crystalline Vial filled with a blood sample from an Azlanti king (worth 3,000gp)
9,500gp Golden Tiara (worth 9,500gp)
1,962gp 5sp. shadow studded leather armor
5,000 gp ring of improved climbing 5,000 gp. Resale value
5,000 gp ring of improved swimming 5,000 gp. Resale value
750 gp. Fist-sized Serpentine Quartz (worth 750gp)
32,202.5 gp. 6,440.5 gp.


Not sure what the other number represents, but the 32k looks correct.


Your Benevolent Dictator wrote:
Not sure what the other number represents, but the 32k looks correct.

LOL, I copy and pasted you posts then just did the math on the left to make them easier to calculate.


So sad, was hoping to add more to the fleet. I've not been keeping track of who all signed up, I know I need to contact a couple of folks, like the ex chelish admiral. Is anyone other than Elek's own fleet at the Island yet?


Since the campaign as-written assumes you don't have a fleet of your own, I've decreased the available time you had to recruit allies. Harrigan's attack isn't challenging if you significantly outnumber him, after all. XD

Barracuda's fleet will arrive right before Harrigan.


Your Benevolent Dictator wrote:
Since the campaign as-written assumes you don't have a fleet of your own, I've decreased the available time you had to recruit allies. Harrigan's attack isn't challenging if you significantly outnumber him, after all. XD

Yeah, that was the idea, I get nervous when it might be a fair fight :)

So how many in the squadron of warships captained by one Brok "Madshanks" Cordain? May I assume they are going to arrive just before harrigan as well?


Fleet Combat
We need to set up a couple things before we proceed, as fleet combat works a bit differently than how we've been doing naval battles thus far.

Instead of focusing on individual ships, performing boarding actions, etc, we'll be viewing things from a "wide-angle lens." The good news is the mechanics are quite simple. XD

There are two components to a fleet: squadrons and an admiral. The admiral and his flagship doesn't actively participate in the combat. Instead, he sails around the entire battlefield providing various boons to the squadrons under his command. Think of the admiral like a Bard. I'm assuming this role will fall to Elek and the Revenge, but you're free to assign someone else if you'd prefer.

Assuming Elek's running the show, he'll have four squadrons under his command: Barracuda's squadron, Madshanks's squadron, and two squadrons worth of Elek's ships (not counting the Revenge.
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I need three things from you at this time:

1) Assign an admiral and flagship
2) Split your ships into two squadrons of 2-4 ships each
3) Place the squadrons on the map in a battle formation. HERE are a bunch of images you can use if you don't already have any. The arrow on the map shows where Harrigan's fleet is coming from.


Yes, Elek will be admrial and the Banshee's Revenge' will be the flag ship, you said to split the ships into two squadrons of 2-4 ships, he has eleven ship. So only two squadrons of 5-6 or can he go three of 3-4?

Robert Henry wrote:

Banshee's Revenge: light ballista x 4, ram, + heavy ballista x 4, springal, arrow x1

Cyclops' eye: firedrakes x 2, standard catapults x 2, light ballista x 4
Devil's Bane: heavy ballista x 4 +light ballista x 4,

Rat's Demise: light catapult x 2, +light ballista x 4, light catapult x 1
Black Corsair: light catapult x 1 +light ballista x 4, light catapult x 2
Grand Storm: heavy ballista x 2 +light ballista x 4,

Black Serpent: light ballista x 2 +light ballista x 2
Wayfinder: +light ballista x 4,
Mermaid's Revenge: +light ballista x 4,
Erinyes: +light ballista x 4,
Gylou's Cage: +light ballista x 4,
Devilish Dutchess: +light ballista x 4,

edit: Just for fun, did we ever decide what kind of ships the 'Grand Storm', the 'Jester's Grin', the 'Wayfinder' and the 'Devilish Duchess' were? I thought you had said they were all caravels, but I can't find it to verify.


Due to your current Infamy, you can have four squadrons of four ships each. Since you're wanting both Barracuda and Madshanks, two of the squadron slots are already filled.

EDIT: I honestly don't remember the specifics of those four ships. Some of them are from previous AP books, and others are from a random ship generator. For fleet purposes, the only things that matter are the ship size (sailing ship vs galley), armaments, and upgrades.


That's cool, as far as the types of ships, I'll just list them as caravels since it seems to be the most common.

Since Barracuda and Madshanks have three ships in their fleets can I add a fourth to each fleet? That would decrease my eleven ships to nine, so only one would have to sit out the fight?

Sorry this is taking longer, with it being the weekend I'm not at the computer most of the day.


That wouldn't work because Barracuda's and Madshanks's squadrons are their own separate entities. They're free, but you have to take them "as-is."


Your Benevolent Dictator wrote:
That wouldn't work because Barracuda's and Madshanks's squadrons are their own separate entities. They're free, but you have to take them "as-is."

So sad, if I'd known, I'd have planned differently. Maybe next time :)

Flag ship and Admiral
Banshee's Revenge: Captain Elek Kardforgató: A Caravel light ballista x 4, ram, + heavy ballista x 4, springal, arrow x1

There all Sailing ships :)
Squadron #1
Cyclops' eye: Captain Ulfric Ironbeard, a Catamaran: firedrakes x 2, standard catapults x 2, light ballista x 4
Devil's Bane: Captain "Artful" Rogers, a frigate: heavy ballista x 4 +light ballista x 4,
Black Serpent: Captain Slippery Syl Lonegan, a Frigate: light ballista x 2 +light ballista x 2
Wayfinder: Captain Rogar Ironbeard, a Xebec: +light ballista x 4,

Squadron #2
Grand Storm: Captain Ratline Rattsberger, a Schooner: heavy ballista x 2 +light ballista x 4,
Rat's Demise: Captain "Crimson" Cogward, a Schooner, light catapult x 2, +light ballista x 4, light catapult x 1
Black Corsair: Captain Bonnie Blades, a Caravel: light catapult x 1 +light ballista x 4, light catapult x 2
Devilish Dutchess: Alise Grogblud, a Caravel: +light ballista x 4,

Ships left in the cove to protect the fort:
Mermaid's Revenge: Tilly Brackett, a Caravel; +light ballista x 4,
Erinyes: Captain Rosie Cusswell, a Caravel: +light ballista x 4,
Gylou's Cage: "Jaundice" Jape, a Caravel: +light ballista x 4,

I have to go to the grocery store, so I will get two groups of four ships posted after supper.


That's why I spent so much time telling you that the campaign isn't set up for PCs to have more than one ship. XD Normally at this point, the party has one fully-upgraded flagship + 3-4 allied squadrons.
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Squadron 1
HP 12; Morale 4
AC 20
Attack +13; Damage 1d6+4
Morale Check +2

Squadron 2
HP 12; Morale 4
AC 20
Attack +11; Damage 1d6+4
Morale Check +3

Barracuda
HP 9; Morale 3
AC 25
Attack +15; Damage 1d6+3
Morale Check +0

Madshanks
HP 20; Morale 3
AC 25
Attack +15; Damage 1d6+5
Morale Check +2

Elek's Boons
Defensive Tactics: Each round, one squadron gains +2 to AC
Swift Repairs: Each round, one squadron heals 1d6 hp
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Combat
Each round, initiative is determined via opposed Profession (sailor) rolls. Elek gains a +4 bonus since his fleet's focused on speed. Winning initiative grants a +1 to attack rolls for the round.

Each squadron attacks one enemy squadron each round. It's supposed to a back-and-forth thing, so I'll make the necessary adjustments in my "Round Summary" writeup. If a nat20 is rolled, instead of critting, the attacker decides how to allocate the damage (normally the defender chooses). If an attack misses, it still deals 1d4-1 damage - unless it's a nat1, in which case it misses entirely.

At the end of each round, each squadron attempts a DC 10 morale check. On a failure, it takes 1d4 morale damage. If a squadron reaches 0 morale, it flees the battlefield. Morale (and the morale check bonus) changes each round, so I'll list its current state in my "Round Summary" writeup.
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Ultimately, fleet combat's pretty straightforward, and I'll handle the majority of the number-crunching. This way, you can focus on tactics. XD

Any questions?


I think I understand, I'll read it again in the morning. Focus on tactics? Any recommendations? Other than poke them with the pointy end?


Entirely up to you. XD


Sorry couldn't resist the quote from 'game of thrones.' The only plan so far is to put the other two squads in front of mine to take the brunt. They are clearly more prepared than I. Should I place the other two squads or do you want to?


You're the admiral, so you'll be controlling all four squadrons. XD


ok, what do we need to do to start?


Sorry, busy doing father's day' stuff, like relaxing and eating... anyway, I don't see a movement number, can my two fleets in the rear flank and attack the third fleet in the back?

Your Benevolent Dictator wrote:
Fleet CombatThe admiral and his flagship doesn't actively participate in the combat. Instead, he sails around the entire battlefield providing various boons to the squadrons under his command. Think of the admiral like a Bard. I'm assuming this role will fall to Elek and the Revenge, but you're free to assign someone else if you'd prefer.

Also, is there a list of boons Elek may provide his fleet?

I may not actually get a post up till the morning, but I am working on sorting things out.


Terminology: You and Harrigan only have one fleet apiece. You're referring to the various squadrons. XD

Fleet combat is very "theatre of the mind," so movement is abstracted and there are no flanking bonuses. Any squadron can attack any other squadron.

Elek's boons are listed in my previous post with the squadron statistics.


Your Benevolent Dictator wrote:

Terminology: You and Harrigan only have one fleet apiece. You're referring to the various squadrons. XD

Fleet combat is very "theatre of the mind," so movement is abstracted and there are no flanking bonuses. Any squadron can attack any other squadron.

Elek's boons are listed in my previous post with the squadron statistics.

Squadrons, got it. And I read the boons, but apparently I didn't read the header. Can you tell my mind was elsewhere yesterday?


Apologies for the lack of posts today: it's been quite busy. I'll get something up tomorrow.


That's cool, busy happens. Thanks for the heads up. When I saw your post in discussion I assumed my post was confusing and needed clarification, at least it's not that :)

I hope...


Your Benevolent Dictator wrote:
You search the Wormwood thoroughly but don't find the captain.

So did Elek just capture the 'Wormwood'? Thinking he may give it to 'Barracuda' if the fellow is still alive. Did we lose or capture any other ships?


Your Benevolent Dictator wrote:
None of the other ships are salvagable. Each one only had 1hp remaining before your final barrage, so they were utterly annihilated.

That works, hopefully Barracuda isn' too disappointed with his ship and sword.

I need to check the 'to do' list and see if there was anything other than pulling together a fleet. Trying to decide If I want to stop and spend plunder, or if I want to go directly after Harrigan.


Entirely up to you. XD If it helps, I can tell you that none of the other Free Captains or council members will help you take on Harrigan. The Shackles is generally a "handle your own business" sort of place. XD


that Makes perfect sense, and since Harrigan is grounded it sounds like Elek will just have to go there and kill him. I kind of wonder what will come of his Island once he's dead :)

Still will eventually talk to Jolis Raffles and give him a cut of the loot, Just wanting to stay on good terms with the halfling. He'll do that before or after he deals with Harrington, depending on whether kipper needs dropped off or not.


Your Benevolent Dictator wrote:
Just a reminder that your wind will begin fading away unless you spend a spell point.
Elek Kardforgató wrote:
...Lengthening the severe weather. I believe Wind storm' is the strongest he can go.

So, I'd posted this after he gave the command, So he's spent three spell points, one for the wind storm, one to lengthen the weather the third for the mantle to fly.

I figure he will kill everyone on the towers including those manning the balista then he will proceed down the last tower.

I'll get a post up in a few minutes


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You've actually only spent two spell points. XD
Control Weather for 6hrs -1 SP
Borne Aloft mantle for 6hrs -1 SP

Lengthened Weather doesn't cost a spell point; it increases the duration whenever you spend spell points to let the weather remain without concentration. XD


Just an FYI, positioning matters for this combat. I've resized your icon and zoomed in the map to make it easier. XD


Sorry had a meeting that went from 6:30 to 8:30. Now I'm curious as to what he can do as a readied attack. I figured the 'quick shot' was vanilla enough that I just used it. But can he take and attack action as a 'Readied' action, or just a move action? IE a feint and feint attack.


Readied actions work just like in vanilla Pathfinder: you specify a single action and a single trigger. You can ready an attack action or a special attack action as usual, but may or may not get any of the rider effects.

Examples:
1) Ready a move action to feint when someone moves into melee range. If it triggers, you can't make a feint strike (swift action or AoO) but could spend focus to move up to your speed (no action)

2) Ready a special attack action to barrage the first person to cast a spell. If it triggers, you can choose to spend focus to make four attacks (instead of the normal two) because that doesn't cost an action.


cool, I'll keep that in mind. I assume the readied action I posted is ok then.


I need to do a little running around, be back in about an hour.

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