Brvheart's Skull&Shackles

Game Master brvheart

Become a pirate and plunder the Shackles and maybe one day challenge the Pirate King himself for leadership!


The Shackles


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Male Human Rogue6/Clr1 Current Map

She makes Ratsberger helpful for 40 xp each


Female Half Eldar Elf Arcanist (Black Blade Adept) 8; Atk +6; Percpn +14; AC 22 MA CL8/21 W/O, T15, FF22; hp 63; Init +4; Fort +8 Ref +7, Will +9
Vikla Ragnardottir wrote:

The issue with the action is that nearly everyone is already helpfull right? Oh wait, Rats is only friendly so

[dice=bluff tell jokes]d20+8
Vikla tells Ratsberger some jokes, putting him squarely in the heroes camp.

Funny useful stuff I can do:

--At level 3 I can make use of the Masterwork transformation
spell. While this does not save any money, I can use it to f.e. make peoples current armor masterwork etc. without there needing to be a shop.

--Aboleths lung is also available, just be aware that it means no air breathing, and is not dispellable, so its pretty risky in several ways.

--Does anyone have a piece of the wormwood on them? Unfortunately I forgot to grab one, track ship is level 2 cleric as well.

I would like my sword made masterwork, I guess armor too.

I have pieces of the wormwood two light ballistas packed away, does that count?


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Ciri Princess of Cintra wrote:
Vikla Ragnardottir wrote:

The issue with the action is that nearly everyone is already helpfull right? Oh wait, Rats is only friendly so

[dice=bluff tell jokes]d20+8
Vikla tells Ratsberger some jokes, putting him squarely in the heroes camp.

Funny useful stuff I can do:

--At level 3 I can make use of the Masterwork transformation
spell. While this does not save any money, I can use it to f.e. make peoples current armor masterwork etc. without there needing to be a shop.

--Aboleths lung is also available, just be aware that it means no air breathing, and is not dispellable, so its pretty risky in several ways.

--Does anyone have a piece of the wormwood on them? Unfortunately I forgot to grab one, track ship is level 2 cleric as well.

I would like my sword made masterwork, I guess armor too.

I have pieces of the wormwood two light ballistas packed away, does that count?

sorry posted under wrong alias, gotta keep it straight :)


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

I actually read most of the witcher novels.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Need to do the books, seems the series is leaving a lot out from what I have been read in the forums, because if I like a character enough, I relate to them, I like to thoroughly research them before emulating them. In this case,

I read all of Ciri's actions for every encounter, but still need to read the books in context. She is however my primary character in our dark tower campaign here, time is when lost in the dessert after getting free of the king there but also she had already been to Camelot to learn magic there.

Here she facing a evil God, Setti


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

what I like about witcher is that its grey on grey for the most part.

Even major plot antagonists like Emhyr Var Emrys feel pretty alive and not stale.

It has some pretty interesting if Dark politics.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

manny reminds me of the chef on "one piece" demanding they leave or else.
Sanji plays a vital role in One Piece as the Straw Hat Pirates' skilled chef and martial artist. With his exceptional culinary talents, he ensures the crew's ...https://www.oneesports.gg/anime/straw-hat-pirates-crew-member-join/

Who's your favorite and do we want a name for ourselves?
Monkey D. Luffy
Roronoa Zoro
Nami
Usopp
Vinsmoke Sanji
Tony Tony Chopper
Nico Robin
Franky
Brook
Jinbe


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Vikla Ragnardottir wrote:

what I like about witcher is that its grey on grey for the most part.

Even major plot antagonists like Emhyr Var Emrys feel pretty alive and not stale.

It has some pretty interesting if Dark politics.

true, alignments for the most part mutable and a matter of convenience


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Vikla is either Nami or Robin.

But there may be competition for that spot.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Captain’s Locker
Aura strong conjuration; CL 13th; Slot none; Price 30,000 gp; Weight 150 lbs.

DESCRIPTION

This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size and is decorated with chains and brass skulls. The chest has no lock, but any standard lock can be easily attached to its hasp.

The interior of a captain’s locker functions similarly to a type IV bag of holding, and can hold up to 2,500 pounds or a volume of 250 cubic feet. The chest’s weight remains the same, regardless of what it is holding. A captain’s locker does not rot or take any other damage from immersion in water and is watertight, even if opened underwater.

When a captain’s locker is placed within the hold of a ship or some other enclosed cargo-carrying vehicle (such as a freight wagon with a cargo box), the chest warps the dimensions of the cargo hold so that the area’s cargo capacity increases by 50% without changing the weight of the vehicle. The cargo area remains attached to the vehicle, however, so outside conditions that affect the vehicle can also affect the cargo hold.

Can we please get 1 or 2.

https://articles.opengamingnetwork.com/2018/11/the-magic-shoppe-pirate-item s/

And some of these

Dread Pirate’s Hat

Not every pirate who sails the seas is as bloodthirsty as the legends claim. Some find that the threat of violence rather than violence itself is a very good motivator.

This black felt bicorne hat has a gold trim along its edges. The hat also prominently features a white skull and crossbones across its front.

Pathfinder:
Aura moderate illusion Price 17,750 gp; Slot head; CL 9th; Weight —;

BENEFITS

This hat subtly alters the wear’s appearance to make them seem more fearsome. They appear taller, with sharper features and have a number of scars crisscrossing their face. They gain a +5 competence bonus on Intimidate skill checks. In addition, their voice now carries over great distances. This reduces the perception check need to understand them by 10.

If the wearer possesses the dazzling display feat, they can demoralize all foes within 60 feet rather than 30.

Three times per day the wearer can doff the hat as a standard action in order to inspire their crew. All allies within 30 feet that can see the hat being doffed are overcome with pride and gain a +5 competence bonus on Profession (sailor) for the next hour.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells cause fear, gallant inspiration; Cost 8,875 gp

Captain’s Favor

A valuable asset on long haul voyages. Ship captains who suspect that a mutiny might be brewing will invite potential mutineers for a private drink to dissuade them from these activities.

This cloudy blue bottle has a silver stopper in the shape of a rose. A dark red liquid can be faintly seen sloshing around inside.

Pathfinder:
Aura faint enchantment Price 9,300 gp; Slot none; CL 6th; Weight 2 lbs

BENEFITS

Twice per day the owner of a captain’s favor can remove the stopper from the bottle and find it filled with a sweet raspberry cordial. Each bottle holds enough cordial for four regular sized cups. When the cordial is poured out, anyone who drinks it must succeed on a DC 16 Will save or find themselves thinking very highly of the pourer as if under the effects of a charm person spell. This charm effect last 1d4+1 hours. If the cordial is not drunk within five minutes of being poured it loses its magical properties but still remains a delicious drink.

If a cup’s worth of cordial is drunk directly from the bottle the drinker is filled with an excess of confidence. They gain a +3 enhancement bonus on Charisma-based skill checks that lasts for 10 minutes. A drinker can gain the effects of only one sip from the bottle at a time. Multiple drinks do not stack.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells charm person, create food and water; Cost 4,650 gp

https://paizo.com/threads/rzs2ujcr?What-could-a-magic-boat-do-or-what-are-c ool

Some more ideas for the ship

Some ideas for the smuggle hold:
-invisible or at least camouflaged with the ship.
-it carries more on the inside than what would normally be allowed.

As for the ship as a whole:
-the ship can go underwater with the added capability of having an air bubble or area of effect of water breathing on the ship.
-a scope that van look at farther than normal. Perhaps a few miles out.
-a globe of the surrounding area showing weather patterns and possibly other islands, land masses.
-the ship can go faster if everyone does a profession sailor check. Even with no wind.
Maybe the sails have an obscuring mist ability that cover the ship?

The ship stabilizes and increased caster level for anyone casting spell on board.

magically replenishing food and fresh water. When a magic word is spoken it's sails fill with a magical wind and is propelled forward. It has a compass that spins and points toward treasure when we are near. Once per day it can can be shrouded in an invisibility sphere for a few minutes upon speaking the magical command word. The last and I my opinion the coolest thing about it is that at night under moonlight everyone on board appears as a literal skeleton crew to anybody that is not currently on the ship.

Maybe the Ship is enchanted for better handling in rougher waters. Bonus on the profession sailor or The Cots on board provide a more resting night sleep and give anyone who sleeps 8 hours in them a bonus on Sailing checks.

A magical barrel that is full of Fresh drinking water and it never runs dry.

A magical ram on the boat that allows the ship to act as 1 size bigger for Ramming purposes.

Sails that have a magical effect to cast Heroism on the entire crew for 10 minutes upon the spoken command phrase. (Enough time for a battle or running from a battle).


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

So with the obvious danger that fires pose on ships I think most would be protected against fire somehow.

Things like permanent energy resist (fire), or maybe something like waterproof, but of course opposite - fireproof.

Maybe Bigger version of snuff. Maybe a water spout or rain cloud. summoning the water elemental permanent. Ways to preemptively mitigate some of the damage of everything from simple fire arrows to bigger things like a fireball, so that huge warships aren't regularly taken down by any 5th level wizard that picked up fireball. They'll still take damage, but not go up in flames. Craft construct the ship into a form of animated object that protects her crew and captain. The ship is alive.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Spells and items used on board a ship with varying effects due to it being a moving object

how would using immovable rods work for climbing?

If you ddoor to another part of the ship while it's moving?


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Books about shipboard magic:

Stronghold Builders Guide for wondrous architecture.

Stormwrack has ship related magic.

Fire as she bear's


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Positions:
Captain, (Swordsman), 1st mate, Navigator, Sniper/Siege Engineer, Cook, Cooks mate, Ships Doctor/Surgeon, Coreman, Archaeologist, Shipwright, Musician/Midshipman/Morale Officer, Swordsman, Helmsman


Male Human Rogue6/Clr1 Current Map

I finally posted up the Skull&Shackles Players Guide. The Naval Rules will be necessary at some point.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Do we want a Carrack or a Sloop of War?

3 mast - Mizzenmast, mainmast, and foremost.

3 main decks, quarterdeck, Aft castle/with captains quarters, poop deck, Bridge/pilothouse, forecastle, Sickbay, Galley Kitchen, Mess hall, Head, Gunroom, Anchor Room, Fore and aft canons, gun deck, Smugglers Hold, Main Hold, Bowsprit, Capstan, Bilge.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

I mean, assuming we succesfully mutiny, our first ship is going to be the mans promise.

My knowledge of naval terms is well, 19/20th century, I do get what a destroyer etc. is, but in older terms?

Corvettes/Frigates are smol and fast, Carracks/ships of the line/X of war and big and not fast but powerful, galleys are for inland seas and riverine raiding, one of the biggest sea battles at Lepanto was kind of galley heavy, as was the battle of gangut in the great northern war.


Male Human Rogue6/Clr1 Current Map

The Skull&Shackles Players Guide breaks down ships rather generically for the AP:
Galley
Junk
Long Ship
Sailing Ship
Warship
There are also smaller craft such as Keelboats, rafts, the ships boat,etc.

I would suggest familiarizing onesself with this section as most of the ships will fall into one or the other.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

HMS Pearl (1708):

HMS Pearl was a 42-gun fifth-rate of the Royal Navy. Her crew was involved in the hunt and death of Blackbeard in 1718.

She was commissioned in July 1708 under the command of Captain Henry Lawson, who commanded her at first in the Bristol Channel in 1709, moving to the Channel Islands in 1710, and then into the English Channel in 1711. She went on to cruise off the coast of Portugal, where she captured two French privateers, the Bizarre on 8 September 1711, and the Victorieuse on 18 September 1711.

Anti-piracy operations
edit
By 1718 the Pearl was stationed in Virginia, under Captain Gordon, and with Robert Maynard as her first lieutenant. That year, Governor Alexander Spotswood issued an order for the capture of the pirate Blackbeard. Blackbeard, who had supposedly retired, was living in the neighbouring Province of North Carolina, and Spotswood felt that he was an immediate threat to Virginia commerce should he resume his pirating career. Using information gathered from a captured member of Blackbeard's crew, Spotswood dispatched 33 crewmen from the Pearl and 24 crewmen from HMS Lyme and commandeered two merchant sloops, which they used to sail down the coast to North Carolina. With Maynard in command, the group finally located Blackbeard's ship, the Adventure, and attacked, resulting in his subsequent death and post-mortem decapitation by Maynard.[2]

The Pearl remained in American waters until 1719, returning to Britain to be paid off in December 1719.[1] She was broken up at Deptford Dockyard between December 1722 and January 1723.[1] The succeeding HMS Pearl, launched in 1726, was ordered as a rebuild of the 42-gun ship.[1]

Class and type
42-gun fifth-rate
Length 117 ft (35.7 m) (gundeck); 96 ft 9.5 in (29.5 m) (keel)
Beam 33 ft (10 m)
Depth of hold 13 ft 7.25 in (4.1466 m)
Sail plan Full-rigged ship
Complement 190
Armament Lower gundeck: 18 × 9-pounder guns; Upper gundeck: 20 × 6-pounder guns; Quarterdeck: 4 × 6-pounder guns

HMS Lyme (1695):

HMS Lyme was a 32-gun fifth rate built by Mr. Flint of Plymouth in 1694/95. She spent her career on counter piracy patrols and trade protection duties in Home Waters, the Mediterranean and in North America and the West Indies. She was rebuilt to the 1719 Establishment as a sixth rate in 1720/21. Her breaking was completed in January 1739.

Some time around January 1701 she was under the command of Captain William Power followed by Captain Edmund Letchmere in 1702. She took the privateers La Marie de Caillot on 9 July 1702 and La Marie on 22 August 1703. Captain Letchmere was mortally wounded on 15 January 1704 while in action against a 46-gun privateer off Deadman Head. She suffered 36 killed and wounded and so damaged she could not pursue the French ship when they broke off.[8] On 19 January 1704 she was under Captain George Doleman until he was killed on 23 March 1705 then Commander Robert Coleman (promoted Captain in September 1705) for service in the Mediterranean and Sir Cloudesley Shovell's Fleet in 1706.[2]

In December 1708 She was under Captain James Gunman for service in the Baltic. She sailed escorting a convoy to Newfoundland in 1710. She followed this with a stint in the Mediterranean in 1711. She was in action off Vado Bay on 23 March 1711, suffering six wounded.[9] She went to Barbados in 1713. On her return to Home Waters she underwent a middling repair costing £1,624.4.1.25d (accounting for inflation £249,800) at Deptford from July to November 1714. She was reduced to a 24-gun sixth rate by AO 23 February 1717. Her alteration was completed at Deptford for £925.5.1.25d (accounting for inflation £149,800) in March 1717. She was recommissioned under Captain Ellis Brand for service at Virginia until 1719 when she returned to Home Waters. She was dismantled at Deptford in February 1720 with the intent of rebuilding.[2]

She was ordered on 4 November 1718 to be rebuilt at Deptford Dockyard under the guidance of Master Shipwright Richard Stacey. Her breaking was completed at Deptford, under AO 19 December 1738, in January 1739.[10]

History
Royal Navy
Name HMS Lyme
Ordered 16 February 1694
Commissioned April 1695
Fate Broken at Deptford in January 1739

General characteristics as built
Class and type 32-gun fifth rate
Length 109 ft 0 in (33.22 m) gundeck; 88 ft 0 in (26.82 m) keel for tonnage; Beam 28 ft 8 in (8.74 m); Depth of hold 10 ft 6 in (3.20 m)
Sail plan Full-rigged ship
Complement 145/110
Armament: as built 32 guns; 4/4 x demi-culverins (LD); 22/20 x 6-pdr guns (UD); 6/4 x 4-pdr guns (QD)
General characteristics 1719 Establishment
Class and type 20-gun sixth rate
Length 106 ft 0 in (32.31 m) gundeck; 87 ft 9 in (26.75 m) keel for tonnage; Beam; 28 ft 4 in (8.64 m); Depth of hold; 9 ft 2 in (2.79 m)
Sail plan Full-rigged ship
Armament: 1719 Establishment 20 guns; 20 x 6-pdr guns (UD)
She was the fourth vessel to bear the name Lyme since it was used for a 52-gun ship built at Portsmouth in 1654, renamed Montagu in May 1660 rebuilt Chatham 1675, rebuilt Woolwich 1698, rebuilt Portsmouth 1716 and broken in September 1749.[1]

HMS Pearl (1726):

HMS Pearl was a 40-gun fifth rate of the Royal Navy. It was used during the War of Jenkins' Ear, and was one of the ships dispatched under Commodore George Anson for his raids on Spanish possessions in the Pacific.

Pearl was ordered from Deptford Dockyard around 1722, to be built to the designs of the 1719 Establishment. She was a titular rebuild of an earlier HMS Pearl launched in 1708. The new ship was laid down in January 1723 under the supervision of Master Shipwright Richard Stacey, and was launched on 17 October 1726, having cost £6,376.1.7d to build.[1] She was commissioned in 1727 under the command of Captain Sir Hugh Middleton.[1]

Captain Samuel Pitman was appointed to command Pearl in Sir Hugh's stead in November 1727, and he took her out to the Leeward Islands. Pitman died while in command on 5 October 1728, and in 1729 Captain John Trotter took over, with Pearl still in the Leeward Islands. In 1731 she came under the command of Captain FitzRoy Henry Lee, who sailed to Guinea later that year, before returning to Britain in 1732.[1]

Recommissioning under her former commander, Captain Trotter. Pearl went back to the Leeward Islands, returning to Britain once more and undergoing a more substantial repair at Sheerness from October 1737 to May 1738, Trotter having left the ship in 1736.[1]

Pearl was back in commission by the middle of 1738, this time under Captain Edward Legge. With the War of Jenkins' Ear having broken out, she departed England on 23 July 1739 with Admiral Edward Vernon's squadron, bound for Lisbon.[1] In June 1740 she came under the command of Captain Matthew Michell, this time assigned to the squadron under Commodore George Anson, with orders to raid Spanish possessions in the Pacific.[1] The expedition was hampered by numerous setbacks, and Pearl underwent several changes of commander as men died of scurvy and disease. Captain Dandy Kidd had taken over command by December 1740, but he died on 23 January 1741, and was replaced by Captain George Murray.[1] Pearl lost contact with the main force of the expedition on 10 April 1741, and returned to Britain. She was at Barbados in July 1742, before being ordered back to Britain.[1]

The Admiralty issued an order on 22 April 1743 for her to be broken up and a new ship built, but this was later countermanded by an order dated 16 June 1744, and Pearl was sold on 28 June 1744 for the sum of £266.[1]


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Ill write in some extra background about why Vikla gets super fanatical vs undead later I think.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Sounds like my character named aurora

Aurora Shadowbane
Female Human (Ulfen Viking Dame) 79816xp Cleric of Jaren Falkynjagger 8/Warpriest (CoTF) 1 ; HP 83, Init +2, AC: 24 /T: 13 /F: 22; Fort:+11/ Ref:+5/ Will:+13; Per: +13; BAB: +6, CMB: +10, CMD: 23 (297 posts


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

there is alway the big question of how much backstory a level 2 character has hmmm.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

You were a person before a professional

Aurora:
Aurora Shadowbane is a tall dark figure, 5' 9" in height, Dark Hair and Haunted Blue Eyes, Her eyes tell a story for those who look deep enough of a person has lost much and seen much. In those eyes you see a heart of good and a soul of rage for she is seeking justice or vengeance for her families death. On her armor is emblazon the heraldry of a hawk and she wears a winged helm of Netherlander design. She wears a holy symbol of a circular medallion, with hawk-wings, writing on the edges and a red ruby that resembles a drop of blood in the center.
She speaks with a Dwarvish accent in common and many of her mannerism would appear to be Dwarvish as well, but she is most definitely human. She has a noble but savage bearing and carries accouterments normally associate with a ranger of the wild, but she appears more like a paladin in dress. She is a dark figure, imposing and demanding of respect.

She introduces herself as Mistress Aurora and seems engaging. She sizes you up to try and figure you out, she seems a bit distrusting at first, but then she sees you are a good soul and opens up to you. Lets have a round over here barkeep.

You get yourself a round and then she starts to tell you tale, a tale of how she came to be;

"My prophecy was foretold in the ancient books at bards colleges around the world, I am called the Bringer of Death by Some, Deaths Mistress by others for I was born to be tied to the netherworld and am said to heal the wounds of the Veil by destroying that which keeps the wounds open, evil.

All I know is I and those i care about have been hunted by those who would harm me. I was born with a hawk shaped birthmark, and when the priest in attendance from Freya's temple saw this, immediately told my parents of the prophecy about me.

My parents were good parishioners in the kingdom, Merchants in charge of overseeing trade in the docks for the king, they would set the contracts and collect the fees. When they were told that I would be sought by evil, they new they had to take measures in there own hands and brokered a deal with a Dwarven temple near the frontier in the mountains to open a small trading post and moved me and my older sister there to hide me as emissaries for the king to the Dwarven Kingdoms.

Many years passed and we were happy living among the Mountain Dwarves, I learned most of what I knew from them, how to track, how to hunt, how to fight. They took a interest in me so to make sure I was raised good and true, my parents saw to my needs and we grew wealthy and prospered. I was able to best most of the Dwarf children in contest and grew strong, my sister was a gentle soul who found peace in the wild with all of her furry friends.

Then the fateful day came that changed my world, our home and embassy was attacked by a group of evil vampire wizards and magus; they were led by a Lich Wizard who sought to destroy us to prevent the prophecy from coming true because he knew one day I would be his end.

He did worse than that, he killed my father and converted my sister to be his bride before my eyes, tied my mother up and tortured her for days and me too, having his undead enclave drink little bits from us for days. Then when he felt he had control over my sister, he had her finish off our mother as her first kill, then and there is when I found my faith and prayed for the strength to defeat these creatures and gain my freedom.

I heard a whisper in my mind pray to me, the old ones, return our followers to us and heal the world, I will grant you the power you seek, I am Toth and you shall follow my servant Falkenjagger, you are reborn.

At that time my birthmark burned and glowed on my skin and out of it came a burst of light and smited my sister and the lesser Vampires; what came next is a bit hazy as I found myself free, I was only 10, my sister was in dust and I was in a frenzy using any weapon I could find to destroy those who survived the wrath of my god, my hand was guided by the divine, for it was not me that day, I was but the tool used to deliver the justice and righteous rest to these souls. When I was done, the only one who remained was the Lich Wizard and he fled.

I was told in my mind to let him go, he would be mine one day when I was ready and to study and tell my story to those who would listen. I was adopted by the Dwarves and raised as there own, became a forest warden and joined the guard when I got older, when I finished my service I signed onto a ship to see the world, when we docked the other day, I found myself in a bar, next I knew I was here.

One day I will find that Creature responsible for my families death and will slay him; until that time, evil will not sleep, because I will hunt them and kill them.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Aurora
Special Attacks blessings 7/day (Good: holy strike, Travel: agile feet, War: war mind), channel positive energy 7/day (DC 17, 5d6), destructive smite (+4, 7/day), sacred weapon

Domain Spell-Like Abilities
. . At will—dimensional hop (80 feet/day)
. . 7/day—battle rage (+4)

Feats Believer's Boon[ACG], Channeling Force[ACG], Extra Channel, Furious Focus (B)[APG], Improved Unarmed Strike (B), Power Attack, Selective Channeling, Toughness, Vital Strike (B), Weapon Focus (greatsword)(B)

Traits elven theurge, plunder davy jones’ locker, treasure mapper

SQ agile feet (7/day), fire as she bears, heart of the wilderness, insanity points (0; effective Wis 16/16), overprotective, rage, touch the spirit world (8 rounds)


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

I can use pretidigitation to see these carapace pieces together when manny finishes cleaning them.

Stitch: You magically sew seams in textiles or leather. You can create new stitching or repair old work. Unlike the mending cantrip, you cannot heal rips, holes, or tears (though you can patch or sew them together). If you have thread on hand, the stitches you make remain after the effect ends, but they are no stronger or weaker than normal stitching. You also can sew without thread, but then the seams last only an hour.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

I am meanwhile imagining the sheer level of carnage capricia would do... if she had my dice.


Female Human Swashbuckler (Rondelero) 4 | hp 39 39/39 NL (0) | AC (gear) 19, t 15, ff 14 | CMD 19 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +8 | Panache 3/3 | Conditions: none
Inthe Gameplay Thread, Manny wrote:
Manny needs to eat his Wheaties

Yeah, "Ratties" aren't a healthy part of a balanced breakfast.


Male Human Rogue6/Clr1 Current Map

Vilka, what is the aura for?


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Nutts got crabs!


Male Human Rogue6/Clr1 Current Map

Nuts, I told you not to mess around with those ghouls!


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

Praise the Sea Banshee and her blessings for sending us Vikla and her sharp blade.

Otherwise we would die to a dinner gone bad.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

We will survive if we work together.

The Bone material is the one to use.

: "Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor." – wrote:

As indicated the crafting rules are a good place to start.

To give you some context on how this materials would function, take a look at the page on Special Materials. There are official rules for a few types of related materials along with some 3rd-party materials for exactly your question.

Taking a quick look at the various crabs, they have 2 sizes.

Obviously, your DM is going to have to make something up (isn't that the fun part of roleplaying?), but that provides some guidelines / context.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Maybee I should get Slashing Grace so I can get dex-to-damage for my daggers.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Definitely


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

I turned on an Aura while using the pike to measure its reach accurately, I am currently using a rapier, so disregard it :)

OOC: Currently in carnival season in Cologne, I am alternating between being drunk and being hungover.


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:
Maybee I should get Slashing Grace so I can get dex-to-damage for my daggers.

Needs a few feats and very limited:

Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.
But I can see it if you are only going to use one weapon.


Male Human Rogue6/Clr1 Current Map
Vikla Ragnardottir wrote:

I turned on an Aura while using the pike to measure its reach accurately, I am currently using a rapier, so disregard it :)

OOC: Currently in carnival season in Cologne, I am alternating between being drunk and being hungover.

We have Mardi Gras here in New Orleans. Never actually been during the Gras myself. Try and keep a few brain cells!


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Unchained rouges get it for free at level 3 and can use it with two weapon fighting.


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

We don't do unchained classes, though.

Or do we? In that case I might revise Nuts. If permitted.

Nevermind. Something something, alignment restrictions.


M Goblin Rogue4HP 28/28,Init+4,F3R8W3Per9AC17T15FF13

Manny will be pretty much using his daggers and lobbing alchemist fire


Male Human Rogue6/Clr1 Current Map
Vikla Ragnardottir wrote:

Unchained rouges get it for free at level 3 and can use it with two weapon fighting.

I don't do Unchained.


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

On that tipic, you do you, but...

It really does fix rogue and barbarian issues. Monk not so much. And I am yet to play a summoner, so not sure on that one.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Unchained is a small buff for monks, a sizeable one for rouges, a sidegrade for barbs (I ran the numbers a lot, you lose some offensive powers, but no longer die when dropped unconcious) and a well deserved nerf to summoners.

My issue with chained rouges is that so many classes do their job better.

Chained summoner can die in a fire :).


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
brvheart wrote:
Vikla Ragnardottir wrote:

I turned on an Aura while using the pike to measure its reach accurately, I am currently using a rapier, so disregard it :)

OOC: Currently in carnival season in Cologne, I am alternating between being drunk and being hungover.

We have Mardi Gras here in New Orleans. Never actually been during the Gras myself. Try and keep a few brain cells!

what do you mean New Orleans, they have the best, but San Antonio has Mardi Gras here also, just more local, until we get to April with Fiesta which is huge party.

https://www.thesanantonioriverwalk.com/events/mardi-gras-river-parade/

Starts today

Come join us on the San Antonio River Walk for beads, bling and FUN!
Watch as the River Walk transforms into a floating Mardi Gras celebration! Live entertainment will be on stage at the Arneson River Theatre. Krewes of costumed revelers celebrate Mardi Gras in San Antonio style. Bring the entire family for loads of fun!

Food trucks, artisan vendors, live music and entertainment! Follow our social media channels for more information leading up to event day!


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Vikla Ragnardottir wrote:

Unchained is a small buff for monks, a sizeable one for rouges, a sidegrade for barbs (I ran the numbers a lot, you lose some offensive powers, but no longer die when dropped unconcious) and a well deserved nerf to summoners.

My issue with chained rouges is that so many classes do their job better.

Chained summoner can die in a fire :).

unfortunately, even though parts of the book are useful, our experience is it gets overblown and out of balance because if you open the source, then people start mixing and matching, this is good for some, but others it breaks. Some alternate rules from the source could be used in combination, but the source was banned due to one of our local players pushing our DMs limits and breaking/ending our campaign.


Male CG Halfling Martial Artist 4 | Init +4 | Perc: +11, SM: +2 | HP 25 | AC 19; T 19; FF 13 | CMB 4 | CMD +20 | Fort +6; Ref +9; Will +7 | Speed: 30 ft | Stunning Fist DC 15 Fort (4/day) |

How'd they do that, if you don't mind me asking.

I mean 3.5 / Pathfinder is a minmaxer's dream. There are tools to counter it, Kind of.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Coma Kaizi Crabs:
The coconut crab can take a coconut from the ground and cut it to a husk nut, take it with its claw, climb up a tree 10 m (33 ft) high and drop the husk nut, to access the coconut flesh inside.[50] They often descend from the trees by falling, and can survive a fall of at least 4.5 m (15 ft) unhurt.[51] Coconut crabs cut holes into coconuts with their strong claws and eat the contents, although it can take several days before the coconut is opened.[45]

Thomas Hale Streets discussed the behaviour in 1877, doubting that the animal would climb trees to get at the coconuts.[43] As late as the 1970s there were doubts about the crab's ability to open coconuts.[52] In the 1980s, Holger Rumpf was able to confirm Streets' report, observing and studying how they open coconuts in the wild.[45] The animal has developed a special technique to do so; if the coconut is still covered with husk, it will use its claws to rip off strips, always starting from the side with the three germination pores, the group of three small circles found on the outside of the coconut. Once the pores are visible, the coconut crab bangs its pincers on one of them until it breaks. Afterwards, it turns around and uses the smaller pincers on its other legs to pull out the white flesh of the coconut. Using their strong claws, larger individuals can even break the hard coconut into smaller pieces for easier consumption.[53]

I can't remember exactly what he created, but if there was a way power game, J.K. Knew how to do it. Even when told guidelines to keep it sane.


Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:

How'd they do that, if you don't mind me asking.

I mean 3.5 / Pathfinder is a minmaxer's dream. There are tools to counter it, Kind of.

I prefer to keep things at least somewhat balanced, but he was a comsumate power gamer (his words, not mine) and was not repentant about it and it started to not be fun for the other players when one player is so overpowered in comparason. While I don't advocate for taking all 14s I do prefer if 10 were a minimum on stats. This group is and will be a lot of fun, but has a serious problem with a lack of anyone with any strength. And the cleric has but 4 channels. I can make some adjustments to compensate, but I fear this may get to be an issue long run.


Female Resources Channel 4/4 Human Cleric HP: 36/36; Nonlethal 0; AC:16/15/11 ; Fort: 6 Ref:2 will:8 ; Init +1 ; CMD:15 ; Perception +4;

Hmm, like, I do see Pathfinder optimization as a puzzle box, and like solving it, but I like to minmax for quirky things, like, finding a way to make bladed scarfs not terrible, making a build based on trashtalking, that sort of thing.
Minmaxing to murder everything CR appropriate is boring. I also like minmaxing to gigabuff the party, which like, spreads the fun rather then monopolizing it on me.

If the design specs are:
--Can heal/channel
--Hits reasonably hard
--Has high strength
--Fights dramatically in melee because it gets hit a lot too (much more fun this way imho)

quick draft:

I would likely go for a spirit guide life oracle, oracle mostly because it makes both casting and channeling go off CHA (oracles are kind of better at channeling then clerics tbh), rather then splitting it between CHA and WIS, and because oracles get 4 skill points rather then 2, so int is less important, and I can take favored class stuff for other things then skill points.

Even better, Spirit guides have access to some low level wizard spells, via wandering shaman hex lore, so I can put mage armor on nuts which well help him a lot, and is a great use of a level 1 spell slot.

Rough draft:
Vikla Ragnardottir take 2:
Aasimar (Angelkin) oracle of life
STR=15+2(racial)=17; Dex 12; Con=13; Int=10; Wis=8; Cha=16+2=18
Feats (at level 3): Combat reflexes; Power attack
Resources: 5/5 channels (DC 15, rather then 12 hich vikla is having)
Dip into steelblood for a bloodrage when going full viking and good proficiencies, but likely at a latter level because getting Oracle to 4 first is a must :).
She will also not be limited to rapiers, and can basically use any weapon at level 5, so the "we found a great thing, but nobody uses it" thing doesnt exist.

Later feats are exta channel/quick channel/selective channel whathaveyou, you would have a viking lady that hits fools and heals the party, while being pretty fun to hang around with.


Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17

Time and ancestral mysteries are also useful. You can also do dual cursed.

Swashbuckling inspired blade is a good dip for charismatic characters.

Inspired Blade

An inspired blade is both a force of personality and a sage of swordplay dedicated to the perfection of combat with the rapier. They use the science and geometry with swordplay to beautiful and deadly effect.

Inspired Panache (Ex)
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

🔊

Inspired Finesse (Ex)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

This ability replaces swashbuckler finesse.

If your human, that's 3 bonus feats at 3rd level total of 5.

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