Large ship
Squares 1 (10 ft. by 20 ft.)
DEFENSE
AC 9; Hardness 5
hp 120 (sails 40)
Base Save +2
OFFENSE
Maximum Speed 120 ft. (wind); Acceleration 60 ft.
CMB +1; CMD 11
Ramming Damage 2d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor) (when using wind or current)
Means of Propulsion 10 squares of sails (one mast)
Crew 2 minimum to sail
Decks 2
Cargo/Passengers 2 tons/up to 12 passengers (depending on size)
Cookie:
Cookie: Human Expert 3, NG medium humanoid, CR 1
Defense: AC 11 (+1 Dex); HPs 15 (3D8); FOR 1 REF 2 WIL 5
Offense: Speed 30'; Init +1; Dagger +2 (1d4)
Ability Scores: Str +0 Dex +1 Con 0 Int +1 Wis +2 Cha 0
Skills: Acrobatics +7, Climb +8, Know: Geography +7, Know: Local +7, Prof: Sailor +11,
Perception +8, Survival +8, Swim +8
Feats: Skill focus: Prof Sailor; athletic Language: Marolingian Common (Greek)
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
She is specifically from Rügen, a sizeable island northeast of germany in the baltic sea, it used to be a trading emporium in the bronze age, for the so called "Amber route".
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Somehow I get the impression that this group is either filled with history nerds or at least people who put some effort into thinking about the setting and places and looked up specific areas present around 300 BCE.
The Rogue and the Skald have to be on separate teams, probably with Gheorix headed to the Ballista Tower (for Perform shenanigans) and Alejandro to the Rookery. Pytheas will want to go with Alejandro so that he can retrieve his animal companion. That leaves Agripos, Perblentious, and Sigrid to figure out who they're going with. I think that Gheorix's team should be able to benefit from his inspired rage (if he has any rounds left), so Agripos and Sigrid are strong choices there. Perblentious might be able to take some good potshots while Alejandro drives, which could be good. Any other thoughts?
How many people can fit on the boats? From the picture it looks like 3, although Perb is small so we might be ok with 4. Does anyone else have Sailor? We can maybe do instructions or something for the third boat. Or sabotage it.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
I went with Rügen because I wanted her to be less stereotypical Barbarian Savage warpriest, and more fun to be around, commercially minded, savy, very open to unusual solutions.
My dice in that combat were screaming for blood though.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Was considering it, went for fighter 1 cleric because the group had no full divine caster.
Fighter 1 because I like being able to do things without spell slots, and essentially 3 feats (heavy armor, martial weapon, fighter bonus feat) for 1 dip is imho a fine trade.
I'm going to be away this coming week, and may have difficulty posting.
Going to keep flying towards orin've. If/when we pick him up, or he gets struck down and becomes more powerful than K'G can imagine, going to fly up and out of reach of ground troops.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Just acknowledging that I'm continuing to follow along and hoping that our tower-assault team is doing well while the rescue teams continue their flights.
After seeing the antenna, Gheorix knows how to turn the device on itself. There is a large cable dropping from the center of the antenna into a hole in the ground. It is assumed that must lead to the command bridge. If he can reach the bridge, regardless of route, he believes he can turn the weapon on itself given a little time.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
So Pytheas will join the antenna party if there is no real use for him on the Seahawk. I don't want to just sit twiddling my thumbs while action happens elsewhere. But if he (and Perblentious and Alejandro) can be useful on the Seahawk, then I don't mind continuing a split party.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Peeking through our inventories, all six of us have some rope, so we can tie them all together. That's 300 feet in total, though it's anticipated that knotting the rope at regular intervals and tying them all together will cause some amount of shortening.
The rope of climbing shortens from 60 ft to 50 ft when knotted. If we go by that ratio, then we should have 250 ft of knotted rope. Whether that's enough to get the bottom or not, or whether we want to try to borrow a few more lengths of rope from Captain Christoff, we can start to do what we know.
GM, will that work as a plan, or do you want one of us to roll something like dungeoneering or engineering to have a reasonable sense of how far down we'd have to go?
Yes to shields. Note that the brown robed dudes are playing with the strings on the large tube in the center or working at the alchemist tables. They do not seem to be much of a threat, more of a moving obstacle.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Idea:
--Gheorix has obscuring mists
--Preble has Ghost sounds and Dancing lights
--Pytheas has create water
We can make a pretty convincing "Poisonous Fog that is full off Willow wisps" out of that.
For this:
--Gheorix needs to be relatively early, because obscuring mist is range personal
--Probably with Sigrid and Agripos, seems like we are the other frontliners
--Preble is in the back, faking Willowisps with dancing lighs and ghost sounds, he doesnt need to be close for that
--Pytheas can randomly cast create water while shouting "POISON BLAST YOUR GENITALS WILL WITHER" into the fog.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
I think that Gheorix is accounting for ACP in his Climb check. He lists his Climb as +1. He has a Strength of 16 (+3), an ACP of -6 from his steel lamellar and light wooden shield, Climb as a class skill (+3), and presumably 1 rank. 3 - 6 + 1 + 3 = 1
So as long as the DC was 5, he should have succeeded.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Ironperenti wrote:
Miss chance is not going to move. It is 1-20 from here on out.
I just always assume that low is bad for the roller and that we want high, otherwise it's easy to game by rolling and then declaring which option we want. Thank you for establishing a clear precedent.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
I am kind of used to it being high, because we used to roll miss chance as the defender, that was just a table thing though. Totally fine with it being low.
Especially since it would be pretty meh to do so in play by post.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
My plan next turn is to 5 foot step back again, and bit of luck Gheorixes next perform roll.
Gheorix is sadly not within my caravan bond, so I do need to touch him.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
@Everyone, praise the GM, full hp according to somewhere down in recruitment thread!
@Gheorix
Glad you asked!
--Savage intuition rage power lets you start performing as basically a free action at start of combat. Its probably the most overlooked rage power in the game for skalds. Of course, GM dependendent.
--Spirit Totem lesser given everyone an extra attack basically your CHA and BAB mod, its bad for a Barb, but super great for a Skald.
--Angelic blood can be useful for punching through "/good" DR, but its probably not a priority in this campaign.
--Once you actually pick up Damage resistance, extra damage resistance is always a good option, but you cant pick that yet.
--Superstition opens up into a pretty fun rage power chain. It can be a double edged sword, however, you only need to roll saving throws vs spells from allies, spells from youself, or channel energy are still accepted.
While normally good, Animal fury and fiend totem lesser are eh. Agripos oes brawlers flurry and cant really add natural attacks to that easily, Sigrid and Pytheas dont really have the STR to attack effectively with secondary naturals.
A Skald can hand out stance based rage powers such as guarded stance, but in practice it is often awkward, as it can be hard to track if any player individually activated a stance power or not, especially in PbP, so I would recommend not using these.
As for Sigrid, she grabbed selective channel because of course, level up in cleric, is very very happy about getting full HP on account of genorous DM and gabbed some skill ranks in various stuff. She will never be a skill monkey, but hej.
Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None ResourcesBit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4
Agripos wrote:
Tentative Level 3--adding a Paladin level. Agripos spends some time learning about the locals and how to sail these flying boats!
Paladin 2/Brawler 1
+13 HP
+1 Fort/Will
Divine Grace
Lay on Hands
Feat: Power Attack
Skills: Intimidate, K. Local, Profession (sailor) x2
Oh wow, I just noticed Brawler flurry says nothing about extra natural attacks being verboten, nice. Do you plan to go mostly paladin, triple dip pally rest brawler or something else?
The original concept for Agripos was a hoplite warrior; therefore, the original plan was just a 1-level dip in Brawler, the rest Paladin, and to use a polearm and shield with Shield Brace. The Brawler dip was actually my solution to how to qualify for Shield Brace before Level 3. Funny enough, I ended up relying on Brawler to punch people in the face because we didn't have weapons. And I didn't get to use the Shield Brace feat because I lost my 2-handed polearm.
So, if unarmed combat ends up making more sense, I'm perfectly willing to go deeper into Brawler. Also, I really want to see the Oathkeeper class. I don't know what Monk/Swashbuckler entails, but Agripos has unarmed strike and a decent Charisma. And I just like the storyline possibilities.
Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None
Very cool class! If Pytheas perishes or retires, there's a strong chance that my backup character will be an Oathbound. But since Hermes is chaotic good, trying to become lawful good would cause Pytheas to lose all of his class features, would not progress his animal companion, etc.
Intriguing! Does an Oathbound get flurry of blows with a dueling sword? There's an implication of such in the part about losing flurry of blows when wearing armor, but not sure if that's a typo from borrowing from the monk class.
I admit that it's probably too late for Agripos to do this regardless--already burned two feats on shields which isn't compatible with Oathbound. Still curious about the class, though.