
Robert Henry |

Yeah, on a second look, that shouldn't have happened.
well, the good news, is he would have still moved and feinted, the attack would have been,
attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
instead of
attack: 1d20 + 6 - 1 + 2 ⇒ (14) + 6 - 1 + 2 = 21
and with the successful feint I assume the 19 would have hit.
Sorry about the charge, didn't think about it being a full rd. I will try and keep that in mind...

Robert Henry |

OK, I think I have the changes listed, I will edit Elek's page in the morning:
Added @ 4th lvl
ABP:
Ability boost x3, + 2 Dex, Cha, Wis,
background feat: Alertness
Deflection +1
Armorist:
+ 14 hp
+ 1 Fort, Will
+ 1 BAB
Arsenal trick: Combat Talent: feint strike
Caster level @ 2
blended training talent: Wind Lord
Rogue:
+ 1 Ref
Skill ranks @ 12 + 4: +1 Influence, Knowledge (arcane), (engineering), (martial), Lore (Ancestors), Profession (sailor), Slight of hand, Sense motive, Spellcraft and Use Magic Device, + 3 Fly + 3 knowledge (Civilization)
Debilitating injury:
instinct: Improved Uncanny Dodge
rogue talent: combat feat: point blank shot
skill specialty: information broker
combat talent: read foe

Robert Henry |

Ok, Elek is posted at 4th lvl, please take a look at him, I feel a little over my head.
So took Read Foe it says
You have learned to read the subtle cues of your enemy, and to see through enemy feints. You gain 5 ranks in the Sense Motive skill,...
Do we add sense motive to PSD or is that just fluff?

Your Benevolent Dictator |

It's just fluff, unfortunately. That talent just gives you a bunch of free ranks in a handy skill.
Everything looks good, by the way. Wind Lord is particularly fun. You can now generate/control winds up to 50mph over a few rounds. In a desert, you can create a duststorm, and if it's raining, you can create a light storm. Finally, you can improve your Fly speed and maneuverability to 40ft (poor).

Robert Henry |

Regarding the various items you're giving to the crew (like most of the weapons you listed), keep a list of them. Once we get to port, you'll unlock another way to spend your wealth: ship and crew upgrades. XD
I've got everything listed on his sheet, I'll copy and past the particulars from your post and then sort them later.
Curious to see if the wind ability can help move the ship faster in combat.
Not sure of any immediate questions or concerns for the crew, but will get a post up.

Robert Henry |

I was looking at 5th level and further, and wanted to double check some potential destruction spheres to make sure they were compatible with the arm cannon. What can't be used are (blast shape) talents and Gather Energy. But Elek can use Blast Type Talents with the arm cannon, right?
I Know I couldn't use blast type talents simultaneously with crafted blast or focused blast. But can I use the different types of talents on the same arm cannon, just on separate attacks. Or does he need to have a second cannon?
Since the Blaster can have more than one, I figured I should ask.
Would Fire Blast or Searing Blast work against swarms?

Your Benevolent Dictator |

The wind can definitely be used in combat with creative use of the Wind Lord talent - especially if you pick up the Focused Weather talent.
I'm pretty sure there's a feat or two that can help with that, but I'll need to dig through the original document to find it. Generally, though, PSD works the same way as CMD: most boosts are situational or against specific maneuvers.
You're correct: Elek can use (blast type) talents with the arm cannon. If you have multiple blast types, they can be used with the same cannon. I don't believe it even costs an action to 'switch modes,' so once you reach BAB +6 and can fire multiple times each round, you can change your damage type on the fly.
None of the blasts work against swarms unless the swarm is vulnerable to single-target damage. If I recall correctly, that means spider swarms are immune, but rat swarms take half damage. If you have a (blast shape) that functions as an AoO, then any blast will work against swarms, however. While (blast shape) talents can't be used with your cannon (unless you take the Variable Barrel Geometry arsenal trick), that doesn't prevent you from casting a Destructive Blast as a regular sphere ability.

Robert Henry |

ooohhhhhhhh I didn't even think about using the wind, good call! Earlier I was looking at the destruction sphere's because starting at 5th level I will have access to one via 'blaster' then one more every five levels, so will potentially end up with four more destruction spheres.
I've started listing the ones I like on a spread sheet

Robert Henry |

ok, I think I made a mental error. Elek kept Scourges whip, I was thinking he was proficient with it. Pirates are proficient with 'cat -o'-nine tails' which is a martial weapon. the Whip is an exotic weapon. I'm assuming the two are not interchangeable.
I was looking at rogue talents wondering if I wanted to invest in 'disarming' but to use the whip I think I would need to pick up an exotic weapon.
Are any of the crew trained to use the whip? May as well give it away if Elek can't use it.

Your Benevolent Dictator |

Yes, you can feint and attack with the same weapon.
Your armorist bonded object is limited to a cannon, weapon, shield, armor, or staff. Is this in relation to the Warleader:Heraldry talent?
Probably better to get rid of the whip. It's not a particularly good weapon unless you specialize fairly heavily in its use.

Robert Henry |

Yeah, I was looking at the warleader sphere, don't need a 'flag hand' next weapon on the harpoon hand can be an estoc.
But there are other talents I like better than the flag.
But will definitely have a flag made to sail on the ship. Still thinking about it, probably skull and crossbones crossed estoc and harpoon head. Question is the color. do you go the traditional black with white, as in 'raise the black flag' or do you go with a field of red and the skull and crossed weapons black. Mock the chelaxian flag a little, could even split the colors one triangle red, one black.... probably not. But will keep working on the flag idea,
I was looking at a sphere that used sleight of hand instead of CMB for trip, that's all, but happy to pass it off.
So can any of the crew use the whip?

Robert Henry |

he gives you his estimate. "Looks pretty straightforward. Take about a week to squib 'er. It'll cost ya two grand plus any extras you're wanting. Smuggling compartments, armor plating, you get the picture."
so what was Plugg planning on paying with? Be right back, I'm going to run a total of stuff.

Your Benevolent Dictator |

This might be useful. XD
Flag Designer Website
The Scoundrel sphere gives free ranks in Sleight of Hand, but for trip maneuvers, you'll be looking at the Open Hand sphere. I'm not sure if there's a skill substitution talent off the top of my head, though.
Any of the crew can use the whip, but not well enough to be effective in combat. Without investment, whips deal nonlethal damage that's negated by armor.
EDIT: I don't think I mentioned, but plunder can typically be sold for 1,000gp per point.

Robert Henry |

EDIT: I don't think I mentioned, but plunder can typically be sold for 1,000gp per point.
Did not know that, and Elek has another 2073 in the items from the island, not counting any of the weapons, with the 568 gold.
Trade goods:
Silver Shoe Buckle x3 (worth 5gp each)
Gold Wedding Band (worth 50gp)
Silver Hatpin (worth 5gp)
Courtier's Outfit x8 (worth 30gp each)
Pepper (5 pounds, worth 10gp in total)
Silver Tankard (worth 30gp)
Silver Locket (worth 45gp)
Scrimshaw blade of great workmanship depicting an octopus (worth 125gp)
Shark jawbone carved with images of an octopus eating whales (worth 250gp)
Tooth of some enormous sea beast (worth 450gp)
The silver ingots weighing down Sandara and Bonnie are worth a total of 160gp.
Leather snuff box with a diamond stud (worth 100gp)
Silver Wedding Ring (worth 25gp)
Will get a post up. Need to pull up the AP and look at the build possibilities.

Your Benevolent Dictator |

Robert Henry |

Before Elek spends too much money I need to figure out the cost of resupplying food and water for the ship, are there any guidelines anywhere?
At this time I think these three would be practical: broader rudder 500 gp., Rapid deploy sails 1,000 gp. and silk sails 1,500 gp. are all available? Well see how much money is left after supplies.
So does the 'mans promise' have oars, an oar speed is listed but it doesn't look like the ship has oars.
Also, during the conversation about magic with Giffer, started thinking about hiring a wizard, is that a possibility? Or should I consider the leadership feat and or sphere?
It looks like the best of the improvements to ships are magical, and no reason not to start planning on building a ship. Also need to decide if I want Elek to just be a captain, or have a small fleet. I guess it depends on how much Elek wants to be a pain in the side of the Cheliaxian navy.

Your Benevolent Dictator |

Of those three, Rickety can do "Rapid Deploy Sails" and "Broader Rudder." For "Silk Sails," you'll need to either provide your own materials or go to a larger port. Rickety's essentially in the middle of nowhere, after all.
I can't find a definitive answer regarding the Man's Promise and oars, so I'm going to rule that it does since it's listed in the entry the ship is based on.
Hiring a wizard is possible, but you'll have to find one. If I recall correctly, only around 10% of people have any magical capability at all, and I assume you'll be wanting someone who can do more than cast a couple cantrips. XD If you can give me an idea of what you're looking for in a ship's mage, I can make arrangements....
Supplies are abstracted for the most part. Once you're done at Rickety's, every time you enter a port, you'll need to spend 1 point of plunder to pay your crew and restock.
Regarding future plans, a large portion of the rest of the campaign is an open world sandbox, so pretty much anything you want is on the table. The official end goal is to become the next Hurricane King. Annoying Cheliax will also come in to play. You've got to get revenge on Captain Salisfer, after all. XD

Robert Henry |

Well the good news is we will always have wind :)
I had just assumed the ship didn't have oars. But will think on it. Obviously the ship is faster with oars, but with more crew less room for plunder. Not a big deal right now anyway, twenty seven of us, so can't use the oars anyway.
So while were here, he can work on infamy, right?
Also, would their be crew here to hire? And lastly if were boarding a ship. How many crew must stay on our ship to keep it right? That will let me decide how many I can attack with.

Robert Henry |

so trying to figure out the ship and whether it has oars. So the PFSRD list the same ship, but it has
Propulsion current (air; two masts, 30 squares of sails, hp 150) or current (water)
and doesn't list oars, so very confusing.
Ok, moving on, in my head the Banshee's Revenge won't have oars....
As for a wizard, I don't know. someone who's a cross between being able to blast stuff to smithereens and someone who can make the magical additions to the ship. Would probably be two different people. One who sails with them and one who runs a ship building business.
I think for simplicity sake I'll stick with one ship, not a fleet. But will probably take ships and sell them. Might switch ships if we get a better one. I think speed and survivability will serve better than size. Just spit balling here. Right now gotta get the ship fixed and start earning infamy.

Your Benevolent Dictator |

It's definitely confusing. How about you decide whether or not you want it to have oars, and we'll go from there. It doesn't make a difference to me either way. XD
EDIT: Looks like we're posting at the same time. XD
You'll be able to get magical ship improvements done at large ports like Bloodcove and Port Peril. Those large ports will also get you better values when selling plunder.
I can definitely have a battlemage come across your path in the future. There are plenty of interesting people (and places) in the Shackles, after all....

Robert Henry |

yeah, no oars, love the idea of the speed, hate the look. While were talking about speed, I need to learn if Elek's ability to control the wind will help with the speed of the boat, and if it will effect 'top speed' in combat.
A battle mage will be a nice edition, Sadly I'm a big fan of the stereotypical party roles.
Is their any mechanically benefits I can use to keep the crew happy or to recruit new crew.
What is your opinion of the leadership sphere and would it be beneficial for this game? It seemed sort of redundant since we had a crew already. Where the warleader sphere seemed like it had some real perks.

Your Benevolent Dictator |

Here's how the Weather sphere can affect your speed.
Maximum Speed: This is the fastest that a ship can move. When a ship has more than one means of propulsion, it may also have more than one maximum speed. If a ship has sails, it can move at double its maximum wind propulsion speed when it moves in the direction of the wind.
You can also use it to negatively affect enemy vessels by reversing the direction of the wind. XD
Nothing wrong with traditional party roles. Especially since your build is predominantly martial-focused. Having access to arcane magic is definitely useful. In the meantime, Conchobhar can provide some crew buffs via bardic performance.
Recruiting new crew is explained in the Campaign Info tab. As for keeping them happy ... just make sure they're paid regularly and get some shore leave whenever you're in port. XD
Like all of the spheres (with the exception of the technology-focused ones), Leadership can be beneficial. I don't think it's strictly necessary for this game, though. You have a crew to assist with everything ship-related, and I'll generally let you bring 1-2 specific crewmates with you for the dungeon-crawling bits to give you a little safety net. Leadership would give you a fully-customizable cohort, but you probably have enough bookkeeping to deal with as it is. XD

Robert Henry |

The Campaign info page says:
Spending Plunder
Add +2 to a check to earn Infamy (-1 plunder; stacking)
Reroll a failed check to earn Infamy (-3 plunder)
Could you explain that? Does that mean I can spend plunder and add to my infamy roll, or spend 3 plunder and re-roll?
Also, you said "plunder can typically be sold for 1,000gp per point." also that I need to pay the crew. The last attack Elek earned 325 gp. around twenty crew, 6500 in gold = 6.5 plunder to the crew, we turned in 2 more here, no idea how much Harrigan kept, so no way to use this as a guide to pay the crew. Is there a recommended percentage of how much of the plunder to pay the crew?
Items sold
Silver Shoe Buckle x3 (worth 5gp each) = 15 gp.
Gold Wedding Band (worth 50gp)
Silver Hatpin (worth 5gp)
Courtier's Outfit x8 (worth 30gp each) = 240 gp.
Pepper (5 pounds, worth 10gp in total)
Silver Tankard (worth 30gp)
Silver Locket (worth 45gp)
Scrimshaw blade of great workmanship depicting an octopus (worth 125gp)
Shark jawbone carved with images of an octopus eating whales (worth 250gp)
Tooth of some enormous sea beast (worth 450gp)
The silver ingots weighing down Sandara and Bonnie are worth a total of 160gp.
Leather snuff box with a diamond stud (worth 100gp)
Silver Wedding Ring (worth 25gp)
--------------------
1,505 gp. if your good with that , I'll remove the items from my list, subtract the 1,500 gp. as what he owes Rickety and the 5 gp. to Elek's wealth.

Robert Henry |

Read through the page on Reputation and fame I think I'm more confused than when I started. Are reputation and infamy the same or just related?

Your Benevolent Dictator |

Reputation and Infamy are completely different systems. Reputation is a thing for the Vigilante class from Ultimate Intrigue and/or an optional subsystem from Ultimate Campaign. Infamy/Disrepute is exclusive to the Skull & Shackles adventure path, so I don't think you'll find it on the reference sites. I'll add the information to Campaign Info as it becomes relevant. At the moment, all that matters is knowing that you want your Infamy to be high, and that Disrepute is a spendable resource that unlocks at 10 Infamy. XD
When you make a check to increase your Infamy, every point of plunder you spend adds a +2 bonus to the roll. You can also spend 3 plunder to reroll. From a flavor perspective, you're spending money to make people like you. Buying a round of drinks at the tavern, paying a town crier to spread word of your deeds, that sort of thing.
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Every time you pull into a port, you'll subtract 1 point of plunder to resupply and pay the crew. The adventure recommends this instead of trying to recreate the complexity of share amounts for historical pirate crews.
If you have any plunder left after this, you can make an Influence or Profession (merchant) check to try selling it. The amount varies based on the size of the port but is generally approximately 1,000gp per point. You can also convert material wealth to plunder at the same rate.
Quick Example: You dock at Port Peril with a hold full of valuable trade goods looted from several ships. It's marked as 12 plunder. As soon as you dock, you subtract 1 to represent paying the crew and resupplying. This leaves you with 11 plunder. If you want to sell all of it, it'll take 11 days, and you'll earn approximately 11,000gp. You can spend that gold however you want: upgrading your ship, improving your crew, buying yourself magic items, etc.
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I'm fine with all those sales. Looks like you're 5gp richer. XD

Robert Henry |

Still looking at stuff:
Synchronous Accuracy: Whenever you miss an attack with your main hand weapon, you may expend your martial focus as an immediate action to make an additional attack with your off-hand weapon. This effect lasts until the start of your next turn, allowing you to make an off-hand attack whenever you miss with an attack made with your main hand weapon.
Is that including any attack? So if I feint and then attack if the attack misses can he attack with the second hand, does the feint still count?

Your Benevolent Dictator |

Synchronous Accuracy applies to any attack with your main hand weapon. However, since the off-hand attack requires an Immediate action, it can only practically be used once per round.
If you have the Expert Feint talent, a successful result counts for all attacks made that round. Otherwise, it's just the attack immediately after the feint.