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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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

Kama
Price: 2 gp; Weight: 2 lbs.
WEAPON

Critical: ×2; Dmg (L): 1d8; Dmg (M): 1d6; Dmg (S): 1d4; Dmg (T): 1d3; Price: 2 gp; Proficiency: Light Melee Weapons; Special: Monk, trip; Type: S;
DESCRIPTION

Similar to a sickle—and in some regions still used to reap grain—a kama is a short, curved blade attached to a simple handle, usually made of wood. It is sometimes also referred to as a kai, and is frequently used in pairs by martial artists.

So if your proficient with a kama, are you proficient with a sickle since this campaign is unlikely to encounter eastern versions?

Monk Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Druid Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape
Price: 6 gp; Weight: 2 lbs.
WEAPON

Sickle
Critical: ×2; Dmg (L): 1d8; Dmg (M): 1d6; Dmg (S): 1d4; Dmg (T): 1d3; Price: 6 gp; Proficiency: Light Melee Weapons; Special: Trip; Type: S;
DESCRIPTION

Originating as a farming tool used for reaping grain, this one-handed weapon has a blade with a strong curve that can easily catch an opponent's limb or armor. Its blade can be either smooth or serrated, and some fighting sickles are sharpened on both sides near the point, making it easier to hook into an opponent's flesh.


If you are asking me, no. It would be explicitly written in a way - either by stating that monks are specifically proficient in simple weapons or sickles.


Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:
If you are asking me, no. It would be explicitly written in a way - either by stating that monks are specifically proficient in simple weapons or sickles.

Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.


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

Laroisael Lavish Life:

Please add any on the list you missed. Lots of jewelry.

2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp. because a bard should look good.
A finely tailored courtier’s outfits, worth 30 gp
Wand Cure Light 8 charges (5) left
MW Greatcoat with five large silver buttons (Button is a anchor feather
token). (Cleaned and mended)
the leather hip flask
potion cure moderate
Masterwork silver dagger
wand of summon nature’s ally II (11 charges)
36 sp, and 47 gp each

See above


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

Infernus, so if we take the ship, we found the wreck of the Infernus and we sail around there to finish scrapping her out, including her name and registry to repair this ship, we had to salvage a lot of the deck to exact repairs on the ship, we should be able to complete repair with the lumber we salvage and whatever else is left of her.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Added all that to the gear


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

Thanks


I'm not sure who is an enemy on the map. Can we get some sort of colour coding? Like enemies get red status dots, etc? Thank you!


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

The ones colored are allies

The ones uncolored are enemies


Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:

I'm not sure who is an enemy on the map. Can we get some sort of colour coding? Like enemies get red status dots, etc? Thank you!

I am using red dots for those that surrender so I will use blue dots for the enemy.


Emerald Delta Waters wrote:
Vikla Ragnardottir wrote:

STOP THAT YOU TWAT ROSIE NEARLY F*!&ING SWEARS AS WELL AS I DO!

[dice=stab vs Slippery Syl]d20+2+4-1
[dice=damage]d6+3

Qlippoths beneath bugger my lovelife! Vikla swears as she may well miss her opponent.

Who are you calling a twat???

** spoiler omitted **

For some reason, I find the fact that you posted all of those except the last one hilarious.


Vikla Ragnardottir wrote:

Slippery Sil, English is my third language (after German and Russian), is that not just the female form of twit?

To be fair, it can mean multiple things, depending on context.

For example, it can be:

- an idiot
- an act of hitting someone
- genitalia


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

Hit Points Level 3 Archaeologist: 1d8 ⇒ 8 max, nice!

+8 hp
+1 BAB
+1 Fort
+1 hp for favored class bonus
+1 Dex for level 4 stat increase to Dex 16
gain trap sense +1


HP dice + CON: 1d8 + 1 ⇒ (2) + 1 = 3
Level 4 stat increase Dex to 19
+1 BAB
+1 to Fort, Ref, Will
+1 AC from AC Bonus
Unarmed strike damage dice increases to 1d6
Slow Fall 20 ft
Martial Arts Master (Ex)
Exploit Weakness (Ex)
FCB +1 Skill point

Skill ranks: Acrobatics +1, Climb +2, Perception +1, Profession (Sailor) +1, Swim +1

New features:
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Martial Arts Master (Ex): At 4th level, a martial artist may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality. This ability replaces slow fall.

Exploit Weakness (Ex): At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness.

A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his monk level until the start of his next turn.

This ability replaces ki pool.


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

whack:
Wikipedia- It is an English-language vulgarism.

In British English, and Irish English it is a common insult referring to an obnoxious or stupid person regardless of gender; in American English, it is rarer and usually used to insult a woman. In Britain and Ireland, the usual pronunciation rhymes with "hat", while Americans most often use the older pronunciation that rhymes with "squat". This is reflected in the former variant spelling of "twot".[5]

The literal sense is first attested in 1656, the epithet in the 1930s.[5] The word's etymology is uncertain. The American Heritage Dictionary suggests a conjectural Old English word "thwāt", meaning "a cut". The twentieth-century British slang verb twat, meaning 'to hit, whack', is probably an unrelated homonym of onomatopoeic origin.

I guess we were doing a lot of whacking and cutting by the old English definition. :)

4th +2 +1 +1 +4 4 2
4th 6 3 1

Roll 4 on d6 for hit die.
+1 BAB
+1 Will
+1 0 lvl and 1 2nd level spell 2 a day


Male Human Rogue6/Clr1 Current Map
Laroisael wrote:

[dice=Hit Points Level 3 Archaeologist]1d8 max, nice!

+8 hp
+1 BAB
+1 Fort
+1 hp for favored class bonus
+1 Dex for level 4 stat increase to Dex 16
gain trap sense +1

I find you at only 28 hp. As you took fighter at level 3 you don't get favored class bonus for that level. But you have one skill point left, I put it in Spellcraft as you need more than one peson with the skill.

Laroisael Chrixmar
Female elf (Forlorn) bard (archaeologist) 3/fighter 1 (Pathfinder RPG Ultimate Combat 32)
LG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 28 (4 HD; 3d8+1d10+3)
Fort +4, Ref +6, Will +4; +2 vs. enchantments
Defensive Abilities trap sense +1, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +4 (1d6+1/19-20) or
(S) silversheen dagger +3 (1d3+1/19-20)
Ranged composite shortbow +7 (1d6/×3)
Special Attacks archaeologist's luck 6 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +5)
1st (4/day)—cure light wounds, ear-piercing scream[UM] (DC 13), sleep (DC 13), summon monster I
0 (at will)—dancing lights, detect magic, ghost sound (DC 12), know direction, mage hand, resistance
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 15, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 17
Feats Lingering Performance[APG], Point-Blank Shot, Skill Focus (Diplomacy)
Traits ancient explorer, forlorn
Skills Acrobatics +10, Climb +5, Diplomacy +9, Disable Device +6, Knowledge (arcana) +7, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +7, Linguistics +7, Perception +11, Profession (sailor) +7, Spellcraft +6 (+8 to identify magic item properties), Stealth +9, Survival +1 (+3 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Cyclops, Draconic, Elven, Goblin, Polyglot, Varisian
SQ bardic knowledge +1, clever explorer +1, elven magic
Other Gear leather armor, composite shortbow, short sword, silversheen dagger, bracers of archery, lesser, 2 silver hatpins set with tiny obsidians (worth 10 gp), backpack, belt pouch, compass[APG], courtier's outfit, flint and steel, leather flask w/ depiction of a crocodile, silver locket depicting a beautiful, buxom young blonde woman (worth 45 gp), 40 gp, 99 sp, 98 cp
--------------------
Special Abilities
--------------------
Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
I've been with these humans for so long...I sometimes forget that I am an elf.
Laroisael doesn't remember much of her childhood; she knew she never met her elven parents, and has pretty much been adopted by several human families for her entire life. Indeed, she's spent many of her teenage years traveling, studying up on various human histories, before becoming enthralled by the mysteries of ancient civilizations. She has spent the last decade in the Shackles studying up on Ghol-Gan, the lost empire of the cyclops.

Laroisael is an odd one for an elf-like many who have had most of their interactions with younger races with lesser lifespans, she is a Forlorn elf, yet despite the pains of her losses she has learned to cope with them rather well-no one knows why, but some believe that fate itself is not letting sadness bring her down. While still having patience like most elves, Laroisael has one of the many strange quirks of a human-she tends to live her life to the fullest, despite that she could live for hundreds of years.

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Male Human Rogue6/Clr1 Current Map
Nutѕ wrote:

[dice=HP dice + CON]1d8 + 1

Level 4 stat increase Dex to 19
+1 BAB
+1 to Fort, Ref, Will
+1 AC from AC Bonus
Unarmed strike damage dice increases to 1d6
Slow Fall 20 ft
Martial Arts Master (Ex)
Exploit Weakness (Ex)
FCB +1 Skill point

Skill ranks: Acrobatics +1, Climb +2, Perception +1, Profession (Sailor) +1, Swim +1

** spoiler omitted **...

I am doing a min of half for hd so 4+1=5 24 hp


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

hit die reroll ( rolled first time in RLL: 1d6 + 2 ⇒ (6) + 2 = 8


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Lvl 4 Rogue(Underground Chemist)

HP 4+2=6
Dexterity +1
+1 Bab
+1 Ref save
+1 On lots of skills
Uncanny Dodge:Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Precise Splash Weapons
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.

This ability replaces the rogue talent gained at 4th level.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)
brvheart wrote:

I find you at only 28 hp. As you took fighter at level 3 you don't get favored class bonus for that level. But you have one skill point left, I put it in Spellcraft as you need more than one peson with the skill.

Laroisael Chrixmar
Female elf (Forlorn) bard (archaeologist) 3/fighter 1 (Pathfinder RPG Ultimate Combat 32)
LG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 28 (4 HD; 3d8+1d10+3)
Fort +4, Ref +6, Will +4; +2 vs. enchantments
Defensive Abilities trap sense +1, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee short sword +4 (1d6+1/19-20) or
(S) silversheen dagger +3 (1d3+1/19-20)
Ranged composite shortbow +7 (1d6/×3)
Special Attacks archaeologist's luck 6 rounds/day (+1)
Bard (Archaeologist) Spells Known (CL 3rd; concentration +5)
1st (4/day)—cure light wounds, ear-piercing scream[UM] (DC 13), sleep (DC 13), summon monster I
0 (at will)—dancing lights, detect magic, ghost sound (DC 12), know direction, mage hand, resistance
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 15, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 17
Feats Lingering Performance[APG], Point-Blank Shot, Skill Focus (Diplomacy)
Traits ancient explorer, forlorn
Skills Acrobatics +10, Climb +5, Diplomacy +9, Disable Device +6, Knowledge (arcana) +7, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +7, Linguistics +7, Perception +11, Profession (sailor) +7, Spellcraft +6 (+8 to identify magic item properties), Stealth +9, Survival +1 (+3 to avoid becoming lost), Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common,...

ooh I forgot you get no favored class bonus if you multiclass outside of half elves. I’ll update that tomorrow


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;

Previous:
HP=25/25
AC=16/15/11
Fort=4 Reflex=2 Will=7
CMD=14 Perception=+4 Speed=20 feet
Exp:2600

Offense
Rapier +6 d6+1 Crit 18 X2
+1 Boarding pike +4 d8+2 Crit 20 X3

Notable skills:
Favored class skillpoint at level 1,2,3
Skilled is in effect

Bluff +8 (1 skill rank +3 class skill +4 wisdom)
Heal +8 (1 skill rank +3 class skill +4 wisdom)
Profession Sailor +10 (3 skill rank +3 class skill +4 wisdom)
Sense motive +8 (1 skill rank +3 class skill +4 wisdom)
Swim=+1 (3 skill rank +1 strength -3 ACP at least I am not untrained)
Linguistics +4 (1 skill rank 3 class skill) (picking up Abyssal)
Kn. Religion +4 (1 skill rank 3 class skill)
Diplomacy+5 (1 skill rank 3 class skill 1 charisma)

Cleric 4 changes:
hp: 1d8 ⇒ 8 Yay
Favored class skill points
Ability score increase +1 con 13->14
Fort save base +3 ->+4
will save base +3 ->+4
BAB +2 ->+3

New
HP=37/37 (25 hit points before, +8 from high hp roll +4 from con 13->14)
AC=16/15/11
Fort=6 Reflex=2 Will=8
CMD=15 Perception=+4 Speed=20 feet
Exp:2600

Offense
Rapier +7 d6+1 Crit 18 X2
+1 Boarding pike +5 d8+2 Crit 20 X3

Notable skills:
Favored class skillpoint at level 1,2,3,4
Skilled is in effect

Bluff +8 (1 skill rank +3 class skill +4 wisdom)
Heal +9 (2 skill rank +3 class skill +4 wisdom)
Profession Sailor +10 (4 skill rank +3 class skill +4 wisdom)
Sense motive +8 (1 skill rank +3 class skill +4 wisdom)
Swim=+1 (3 skill rank +1 strength -3 ACP at least I am not untrained)
Linguistics +4 (1 skill rank 3 class skill) (picking up Abyssal)
Kn. Religion +4 (1 skill rank 3 class skill)
Diplomacy+5 (1 skill rank 3 class skill 1 charisma)
Kn. Arcana +4 (1 skill rank 3 class skill)
Spellcraft +4 (1 class skill 3 skill ranks)


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

alright sheet is updated. also since I put another rank in Linguistics, I'm picking up Polyglot as a language


brvheart wrote:
Nutѕ wrote:

[dice=HP dice + CON]1d8 + 1

Level 4 stat increase Dex to 19
+1 BAB
+1 to Fort, Ref, Will
+1 AC from AC Bonus
Unarmed strike damage dice increases to 1d6
Slow Fall 20 ft
Martial Arts Master (Ex)
Exploit Weakness (Ex)
FCB +1 Skill point

Skill ranks: Acrobatics +1, Climb +2, Perception +1, Profession (Sailor) +1, Swim +1

** spoiler omitted **...

I am doing a min of half for hd so 4+1=5 24 hp

Are you sure? I feel like that kind of defeats the purpose of rolling. Unless you reroll 1's, etc.


Male Human Rogue6/Clr1 Current Map

I do reroll 1s. Just I think this AP needs better hp than normal.


Male Human Rogue6/Clr1 Current Map
Vikla Ragnardottir wrote:

Previous:

HP=25/25
AC=16/15/11
Fort=4 Reflex=2 Will=7
CMD=14 Perception=+4 Speed=20 feet
Exp:2600

Offense
Rapier +6 d6+1 Crit 18 X2
+1 Boarding pike +4 d8+2 Crit 20 X3

Notable skills:
Favored class skillpoint at level 1,2,3
Skilled is in effect

Bluff +8 (1 skill rank +3 class skill +4 wisdom)
Heal +8 (1 skill rank +3 class skill +4 wisdom)
Profession Sailor +10 (3 skill rank +3 class skill +4 wisdom)
Sense motive +8 (1 skill rank +3 class skill +4 wisdom)
Swim=+1 (3 skill rank +1 strength -3 ACP at least I am not untrained)
Linguistics +4 (1 skill rank 3 class skill) (picking up Abyssal)
Kn. Religion +4 (1 skill rank 3 class skill)
Diplomacy+5 (1 skill rank 3 class skill 1 charisma)

Cleric 4 changes:
[dice=hp]d8 Yay
Favored class skill points
Ability score increase +1 con 13->14
Fort save base +3 ->+4
will save base +3 ->+4
BAB +2 ->+3

New
HP=37/37 (25 hit points before, +8 from high hp roll +4 from con 13->14)
AC=16/15/11
Fort=6 Reflex=2 Will=8
CMD=15 Perception=+4 Speed=20 feet
Exp:2600

Offense
Rapier +7 d6+1 Crit 18 X2
+1 Boarding pike +5 d8+2 Crit 20 X3

Notable skills:
Favored class skillpoint at level 1,2,3,4
Skilled is in effect

Bluff +8 (1 skill rank +3 class skill +4 wisdom)
Heal +9 (2 skill rank +3 class skill +4 wisdom)
Profession Sailor +10 (4 skill rank +3 class skill +4 wisdom)
Sense motive +8 (1 skill rank +3 class skill +4 wisdom)
Swim=+1 (3 skill rank +1 strength -3 ACP at least I am not untrained)
Linguistics +4 (1 skill rank 3 class skill) (picking up Abyssal)
Kn. Religion +4 (1 skill rank 3 class skill)
Diplomacy+5 (1 skill rank 3 class skill 1 charisma)
Kn. Arcana +4 (1 skill rank 3 class skill)
Spellcraft +4 (1 class skill 3 skill ranks)

I count 36 hp. You can't count your FC as both HP and skill points. You do get one more 1st level spell and a feat yet.


Male Human Rogue6/Clr1 Current Map

Officer Roles
Master and Commander (Captain), 1st–6th Lieutenant
(Mate), Boatswain (Mate), Chaplain (Chaplain), Doctor
(Surgeon), Engineer (Mate), Fire Chief (Mate), Gunnery
Sergeant (Mate), Jailer (Mate), Marine Captain (Mate),
Master-at-Arms (Mate), Midshipman (Mate), Nurse
(Surgeon or Mate), Sailing Master/Navigator (Master),
Ship’s Corporal (Mate), Surgeon’s Mate (Mate)

Enlisted Roles
Able Seaman, Armorer, Armorer’s Mate, Barber,
Boatswain’s Mate, Botanist, Botanist’s Assistant, Butcher,
Cabin Boy, Carpenter, Carpenter’s Mate, Clerk, Cook,
Cooper, Coxswain, Fireman, Foreman, Gunner, Gunner’s
Mate, Gunsmith, Helmsman, Landsmen, Logbook Keeper,
Lookout, Master’s Mate, Medic, Nurse, Oarsman, Powder
Monkey, Purser, Quartermaster, Quartermaster’s Mate,
Rigger, Ropemaker, Sailmaker, Seaman, Steward, Stoker,
Swabby, Tailor

One can obviously take on more than one role on a ship.


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

Pirate Ranks on Ship

Captain
the Master, Master's Mate
Carpenter, shipwright
Boatswain
Gunner
Quartermaster
The Doctor,
Mate

Captain
People usually think that most pirate Captains commanded by an iron fist, but in most cases, it was not true. The pirate Captains were selected because they were respected, not feared. When selecting a Captain, the crew looked for someone capable of commanding and navigating a ship. Also, the Captain needed courage and skill in sword and pistol fighting.

Captain had absolute control only in a battle. In everyday life, Captains did not have much more rights than any other crewmember. Even sail courses were determined by voting.

In the Navy, captains and officers had military ranks. There was always a big gap between a common sailor and an officer. However, on a ship full of murderers, bandits, and thieves, most decisions were determined by voting! The Pirates were Democrats! They had their pirate ranks! On a pirate's ship, there was no such thing as a member of the privileged class. Everybody had the same rights, and their roles and duties were appointed according to their abilities and knowledge.

First Mate
First Mate had ranked just below the Captain. He would take control of the ship if the Captain could no longer perform his duties. However, pirate ships usually did not have First Mates; Quartermasters performed their duties.

Quartermaster
After Captain, the most authority on a pirate ship had Quartermaster. As a Captain's right hand, he was in charge when Captain was not around. He had the authority and could punish men for not obeying commands.
Quartermaster was also in charge of food and water supplies.

Sailing Master
Sailing Masters were officers in charge of navigation and piloting. It was a tough job because charts in those days were usually inaccurate or nonexistent. Education was required, and on non-pirate ships, it was a well-paid job.

Many sailing masters were forced to join the pirates.

Gunner
Gunners were leaders of small man groups who operated on the artillery. They watched for the safety of their man and usually aimed the cannons themselves.

Becoming a good Gunner on a military ship would take years of practice. It was even harder on pirate ships because pirates rarely wanted to destroy other ships but rather disable them. For one canon to operate efficiently, four to six men were required to aim, fire, reset, swab, and load. Also, coordination with other gunners was required. It was everything but an easy job.

To prevent commotion and random fire, usually, the most experienced gunner was elected as a Master Gunner. He was the one who gave orders when the Captain was not around.

However, with all precautions, accidents still were an everyday thing. Canons could quickly overheat; they had excessive recoiling, and people were working with powder (in the dark or candlelight).

Powder Monkey
Powder Monkey is a British naval term for young men who assisted gun crews. These boys, usually no older than 12-13 years, were forced to perform the most dangerous work on a ship. They were treated harshly, rarely paid, and expendable. Powder Monkeys had little hope of promotion and were often deserting.

Boatswain
Boatswains were junior officers. They were people who supervised all activities on a ship. Depending on the size of the ship and crew, they could have one or several duties. Duties ranged from anchoring to naval provisions. They reported to the Quartermaster or the Captain.

Surgeons
The pirate ships usually did not have surgeons aboard. Those that had them probably pressed surgeons into service. The crew expected surgeons to help them with diseases and wounds. Without proper medicines, every wound could become a source of infection, so amputations were often necessary to save a patient's life.

If the ship had no surgeon, the carpenter would usually take his place in amputation cases. He was the first choice because he had the necessary tools and knowledge in "cutting." In rare cases, the cook would take the place of a surgeon. However, cooks usually were not butchers; they were just crewmembers whose assignment was food preparation.

Cooks
Pirate ships did not have professional cooks. Usually, just ordinary crewmember was in charge of food making.


Male Human Rogue6/Clr1 Current Map

There is a ship record ship under NPCs above. You might want to keep it uppdated.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

I can ride on Owlbear's shoulders, then we would be Master and Blaster!


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

Pirate Ranks on Ship (narrowed down because that list was too long)

Officer Roles
Captain
1ST Mate, Master's Mate
Carpenter, shipwright
Boatswain
Gunnery
Quartermaster
Doctor (Surgeon)
Chaplain (Chaplain)
Engineer (Mate),
Fire Chief (Mate),
Marine Captain (Mate)
Master-at-Arms (Mate)
Midshipman (Mate)
Sailing Master/Navigator (Master)

Enlisted Roles
Able Seaman
Armorer, Armorer’s Mate,
Barber Surgeon, (instead of nurse, surgeons mate or medic)
Cabin Boy or girl
Carpenter’s Mate
Cook
Fireman
Gunner’s Mate
Helmsman
Logbook Keeper
Master’s Mate
Quartermaster’s Mate
Rigger
Steward
Swabby


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:
I can ride on Owlbear's shoulders, then we would be Master and Blaster!

Hehehe, just make sure you get rid of the rest of Hartshorn's tar and feathers first. Manny could be Fire Chief in his crab armor.


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

Found this old thread

https://paizo.com/threads/rzs2q09f?Squibbing-and-Pirate-Etiquette

brvheart wrote:

With my players it is more about whether they are selling or keeping the ship. They sold the Truewind in Bloodcove and the Kurstav in Senghor (avoiding the issue). They have just captured the Famished Mane and are squibbing it as a second ship. The captain was more than happy to rescue fellow pirates flying the Shackles flag, but anyone else is considered fair game to her sailing in "their" sea. However, she stranded the crew of the Mane so their fame will spread rather quickly once they are rescued.

The Dowager Queen has thus far eluded them and they have not gotten to the Dominator yet. I am not running all the events in true order as I am trying to limit ship to ship combat to one or two a session. Been using the Sahuagin events to break things up a bit.

brvheart wrote:
Most of the gold my players have gotten has gone into ship improvements or feeding the crew. The captain is like, we can't afford to sit, it is too expensive at 30+ GP/day! She won't raid defenseless villages however being of good alignment and sticks to armed vessels.


Male Human Rogue6/Clr1 Current Map

Nut could also serve as Mastery Gunnery Mate in charge of the two light balistas as well as the armory once you have weapons to fill it.


Male Human Rogue6/Clr1 Current Map

Everyone needs to step up and volunteer for their roles on the ship (need a new name as well). Of vital importance is who is going to be Logbook Keeper? You can use the ship record sheet for help with that, but someone needs to do it.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Cook and potential fire chief. Although Goblins do love them some fire.


Female Elf Bard [Archaeologist] 3/Fighter 1 | HP 20/28 | AC 15 | touch 13 | flat 12 | Fort +4 | Ref +6 | Will +4 | Init +3 | Perception +11 | Archaeologist's Luck (+1, 3/6)

again Laroisael has no problem being the navigator


Male Human Rogue6/Clr1 Current Map
MannyGoblin wrote:
Cook and potential fire chief. Although Goblins do love them some fire.

lol, that is mostly putting out fires but occasianally setting them on other ships!


Male Human Rogue6/Clr1 Current Map

Nuts?


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 currently tracking down my hp rolls, as this seems to be the actual issue:
Max hp at level 1
Half hp rolled at level 2 here

Max hp rolled at level 3 here

Max hp rolled at level 4 here here

HP at level 1: 8+1=9
HP at level 2: 12+2=14
HP at level 3: 20+3=23
HP at level 4: 28+8=36 +1 CON ASI

So, tldr, my level up to probably 3 was wrong and I had 2 hp too many.

Spell wise: Do we have gold to burn which I could use to start masterwork transforming peoples weapons and armor?

Also, masterwork transformation targets: one weapon, suit of armor, shield, tool, or skill kit touched.
It could plausibly be used to like, improve sails, tools that are part of the ship, but I do not know to what degree and with what results.

Vikla makes her masterwork services available at the base price so its 300gp per weapon, 150 per armor or shield and 50 per tool.


Male Human Rogue6/Clr1 Current Map
Vikla Ragnardottir wrote:

I am currently tracking down my hp rolls, as this seems to be the actual issue:

Max hp at level 1
Half hp rolled at level 2 here

Max hp rolled at level 3 here

Max hp rolled at level 4 here here

HP at level 1: 8+1=9
HP at level 2: 12+2=14
HP at level 3: 20+3=23
HP at level 4: 28+8=36 +1 CON ASI

So, tldr, my level up to probably 3 was wrong and I had 2 hp too many.

Spell wise: Do we have gold to burn which I could use to start masterwork transforming peoples weapons and armor?

Also, masterwork transformation targets: one weapon, suit of armor, shield, tool, or skill kit touched.
It could plausibly be used to like, improve sails, tools that are part of the ship, but I do not know to what degree and with what results.

Vikla makes her masterwork services available at the base price so its 300gp per weapon, 150 per armor or shield and 50 per tool.

MSW maybe, remember everyone received over 200 GP for their share of taking the Man's Promise. As for this ship, Plugg did have a +1 Cutlass and a MSW Cat O Nine Tails. Beyond that, the 2 points of punder will be needed for squibbing the ship.

I know WBL for level 4 is 6500 GP but it will quite a while before anyone sees that. Not even Plugg had that type of wealth. A note, a ship is worth 10,000 GP so there is that value to spread around. The more ships you take, the more money you make!


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
Emerald Delta Waters wrote:

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.

Positions:

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

Names:Pearl, Intrepid, Defiant, Enterprise, Seahorse, Gorgon, Lightning Queen.


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

Leviathan, Kraken, Mermaid's Song or Plundering Paradise, Siren's Song, The Cyclops, Calipso, Serendipity. Imagination. Liberty Lady.
Wanderlust.
North Gale.
Zephyr.
Sapphire.
Amazonite.


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Unleash the Kraken!


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

Sea Breeze.
Vagabond.
Bitter scourge
The Odyssey
Pegasus Flight
Knight Mares Revenge
Pale Rider
Night Hag
Liberty
Escape
Blue Moon
Spirit
Destiny
Relentive


Male Human Rogue6/Clr1 Current Map

Previous suggestions:

The Dead Marauder
Thunderbird Fury
The Phoenix (1647)
Pegasus
The Sea Witch
Merlins Curse
Huge Red Flag
Small Leak
Wolf in Ship's Clothing
Bad idea
Cunning plan
Furious Abyss
Sea Stalker


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

SEA WITCH
SEA STAR
THUNDERBIRD
THUNDER STRIKE
THUNDERBOLT
STORM CLOUD
Black Prince
RED WITCH
SEA TIGER
SEA LION
MAGE SWORD
ANDROMEDA
SEA WOLF
Constellation
Enterprise
Pegasus
Besmara's Revenge
Independence
Jupiter
VALHALLA
Poseidon
NEPTUNE
Thor's Covenant
Medusa' Curse
BLACK WRAITH
Gorgon Charge
STARFISH
Olympia
ATLANTIS
BLACK widow
CHARLOTTE WEB
Navigator
Blue Horizon
Expedition
Voyager
Argonaut
AQUANAUT
SEA QUEEN
Blazing Star
Lightning Dancer
Blue Sky
Blue Marlin
Swordfish


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:

I am currently tracking down my hp rolls,

So, tldr, my level up to probably 3 was wrong and I had 2 hp too many.

Spell wise: Do we have gold to burn which I could use to start masterwork transforming peoples weapons and armor?

Also, masterwork transformation targets: one weapon, suit of armor, shield, tool, or skill kit touched.
It could plausibly be used to like, improve sails, tools that are part of the ship, but I do not know to what degree and with what results.

Vikla makes her masterwork services available at the base price so its 300gp per weapon, 150 per armor or shield and 50 per tool.

I think I might be able to afford my sword being transformed


Male Human Rogue6/Clr1 Current Map

Your crew has mutinied over a week ago and are now free with a ship and have a chance to become Free Captains of the Shackles. At this point, you need to decide whether you as players wish to continue on a pirates and maybe even become the Pirate King or Queen yourselves. Because at this point it's a Pirate's Life for me if you continue! I think it will be fun. What say ye?


M Goblin Rogue5HP 34/34,Init+4,F3R8W3Per9AC17T15FF13

Yarrr


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

Ahoy ye hearties, scallywags, scurvy dogs, & biscuit eaters; Avast ye, Savvy mates. It's a Pirates life for me!!

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