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Nepherti wrote:
Now how to lure a group of PC's there without simply making them one of the units that were sent in...

Ten years ago, a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Glithe underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire... The A-Team.


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I imagine a CHA of 7-9 being a lot like Stannis Baratheon. Nobody likes him because he's very emotionless and doesn't seem to care about people so much as the ideals society is built around like honor and justice.


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My DM has given me the go-ahead to play a minor army captain, giving me control of six of scaling Hobgoblin warriors with the ability to call in more as we come across them. They'll always be half my level and I can equip them as I please. How can I make my band of goblin brothers the most feared martial sight in the land? It's a crazy 40 point buy and he's open to any class/feat combos provided I stick with my theme.


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Emmeline Kestler wrote:

Considering that the character is an underfed young woman whose chores included reading books and measuring powder in tiny pretty flasks while gentlemanly Dwarves did all the wrench-work, I think I'll be charging in the opposite direction after I've made my shot.

I do like neat red coats though.

Well you only get a neat red coat if you charge. The red is even free!

Now get out there and make me proud!


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Hi there, Pathfinder players. With the release of UC and Firearms rules I've finally gotten the opportunity to DM a game set in the 1700's. With that comes naval combat! With cannons! And lots of ships! So I ask for your critique on the system I devised for running naval combat in the Age of Sail.

Naval Combat
Naval combat in this campaign is a little different. Given that there is a great deal of potential for naval combat in this game I’ve come up with some new rules to keep everyone involved while the ships are blasting away at one another with cannon and shot. The important thing to note is during naval engagement 1 square becomes 20 feet.

A ship’s HP is directly related to the number of cannons it has on board. The lower the HP of the ship the less cannons it has to defend itself. The AC of a ship is the amount of damage it absorbs from Broadsides. Chain shot and Grape Shot do not target the ship and are not reduced by this. All actions have their DCs increased by 5 when taking fire.

Driving
Driving a ship is done through a profession (Sailor) skill check with a DC of 15+modififers. These actions can be assisted by an ally using Knowledge (Sailing) or Knowledge (Nature) so long as the assisting ally is 30 feet or less away from the driver. A ship moves its acceleration in the direction it is facing at the beginning of the round.

Accelerate(Standard Action): The ship accelerates 1 square up to a maximum of the ship’s speed. Success by more than 10 increases the ship’s speed by 2 squares instead of one. For example a Third Rate is moving at 1/round. It has a maximum speed of 3/round. Using the acceleration action the ship’s speed is increased by 1 more square for a total of 2/round.

Decelerate(Standard action): The reverse of Accelerate. Same rules apply.

Turn to Port/Starboard(Standard Action): turn the ship 45 degrees. The ship continues to move half of the distance it normally would (minimum of 1 square). Success by more than 10 increases the distance traveled by 1 square.

Hard to port/starboard!(Full Round Action): The driver makes a frantic attempt to maneuver his ship quickly. This is a DC 15+modifiers. The ship makes an immediate 45 degree turn then moves half its distance.

Close to Board!(Full round action): The ship moves into range to board the enemy ship. This is a special action used only when the ship are within a single movement of each other.

Driving Modifiers

Damaged Mast: Speed is halved until the mast is repaired and the ship cannot accelerate.

Destroyed Mast: The ship decelerates until it stops and can no longer move.

Damaged Rudder: The ship can only turn with a full round action. Hard to Port/Starboard is disabled until the Rudder is repaired. Turn to Port/Starboard has its DC increased by 10.

Destroyed Rudder: The ship cannot turn until the rudder is repaired.

Rough Seas: The seas are exceptionally rough. All driving and shooting DCs are increased by 5.

Stormy Seas: Stormy weather makes maneuvering almost impossible. All driving and shooting DCs are increased by 10.
Morale broken!: The crew’s morale is as shattered as the ship. All DCs are increased by 5. 

Shooting
Shooting actions are done with a DC 15+modifiers Profession (Siege Engineer) check and require the Siege Engineer feat. This can be assisted by an ally with Knowledge (War) so long as he/she is within 30 feet of the Master Gunner. A single Gunner can only fire either port or starboard cannons at a time. A ship can have up to 3 gunners at a time.

Broadside(Standard Action): The ship unleashes a full volley of cannonfire into the enemy. The attack deals 8d6 points of damage. Success by more than 10 is considered a critical strike consult the chart.

Chain-shot(Standard Action): The crews load chain shot into the cannons with intention of damaging the mast of the ship. Critical strikes destroy the mast of the target ship.

Grape Shot(Standard Action): The crew loads the cannons full of grape shot. Anywhere from 10 to 108 cannons can become lethal shotguns using this ability! Grape shot does no damage to the target ship. Instead it kills a number of enemy crew equal to the damage dealt. A critical strike with this ability kills twice as many crew. Roll 6d6. The number shown is the number of crew killed by the volley.

Explosive Shot(Full Round Action): Dangerous to both enemy and to ally alike Explosive Shot is the best way to take out the enemy ship, or your own. The DC for this is 20+modifiers. If this check is failed the explosive shot has a 50% chance to misfire, exploding and dealing 6d6 points of damage to the ship and the crew ignoring armor. If the check succeeds roll 6d6 for damage to the enemy ship. This ignores the ship’s armor and deals damage to the crew. This effect can crit if it succeeds by more than 10. Add +1 to the result rolled on the table.

Shooting Modifiers

Fire! Fire! Fire!: The ship is on fire! The DC for all shooting actions is increased by 5. There is a 10% chance that the fire will reach your powder stores sending your ship up in a great ball of fire! This chance increases by 5% for every turn the ship is on fire. The ship also takes 10 points of direct damage for every turn the fire is not put out.

Less than 50% cannons: Your ship has lost more than half of its cannons. All damage dealt is reduced by half until the cannons are replaced.

Damaged Powder Stores: A lucky shot has damaged the powder stores! Due to the extra care and difficulty the crew has to take to get powder shooting DCs are increased by 5.

Crew Stunned: The crew has been stunned by a remarkable volley of fire. You cannot fire until the end of your next turn.

Crew Killed: If more than 50% of your crew has been killed the DCs to fire your cannons are increased by 10.

Marine
Marines lead the boarding actions against enemy ships. Marine actions are a DC 10+modifiers Knowledge (War) or Profession (Sailor) check. The Marine can be assisted by an ally within 30 feet using Knowledge (War) or Profession (Sailor).

Board(Full round action): Half the crew and the Marine immediately board the enemy ship using grappling hooks and wooden planks. A melee starts on the ship. Normal combat rules apply. This ability can only be used after the Driver has used the Close to Board ability.

Snipe(Standard Action): The Marine orders the crew on the deck and in the mast to snipe enemy crew. Roll 3d6 to see how many crew members have been killed. A success of 10 or more means an officer has been sniped. This ability can only be used within 5 squares of an enemy ship.

Prepare to be Boarded!(Move action): The Marine prepares the crew to accept the boarding party with weapons drawn. The crew gets a surprise round on the boarding party. This action requires a DC 15+modifiers.

Surprise Attack(Full round action): The Marine and 30 crew members load up onto small dingys and row towards the enemy ship at a speed of 2 squares per turn. Upon arriving at the enemy ship the boarding party can toss grenades onto the enemy ship, killing enemy crew members. The DC to throw grenades is 10. On a successful check roll 6d6 for damage done to the enemy crew. Use of this ability means that the Marine cannot make other actions until he returns to the mother ship. The Marine can benefit from the Board action if another Marine uses it.

Leadership
Someone has to lead this ship. It might as well be you! Leadership checks are a DC 10+modifiers Diplomacy or Intimidate check.

Inspire(Standard Action): You inspire the crew to feats of greatness! Choose a Driver, Gunner, or Marine to give this bonus to. The target gets to add +5 to his roll on his next skill check.

Motivate(Standard Action): Your oratory and skill motivates your crew. They ignore the Crew Stunned effect this turn.

Rally(Move action): You rally your men and give them hope! This ability counters the Crew Demoralized effect.

Do You Want to Live Forever!?(Standard Action): The Captain inspires his crew to frenzied levels. All abilities receive +10 to their rolls and Marine actions deal double damage. This requires a DC 20 Leadership check.

Ship Critical Chart
When getting a critical hit with a Broadside or Explosive Shot action roll a d10 to determine the effect.

1-3: Crew Stunned – The crew is stunned by the volley of fire and cannot shoot again next turn.

4-5: Component Damaged – Roll a D6. On a 1-2 the mast is damaged 3-4 the rudder is damaged 5-6 the Powder Stores are damaged. If the result rolled has been rolled once already and that part has not been repaired it is instead destroyed.

6-7: Component Destroyed – Roll a D6. On a 1-3 the mast is destroyed

4-6 the rudder is destroyed. If the component rolled has been destroyed already the ship is now on Fire.

8: Fire! Fire! Fire! – The ship is on fire! There is a 10% chance that the fire will reach your powder stores sending your ship up in a great ball of fire! This chance increases by 5% for every turn the ship is on fire. The ship also takes 10 points of direct damage for every turn the fire is not put out. If this result is rolled twice the ship is now Sinking in addition to being on fire.

9: Sinking – The ship has begun to sink! There is a 20% chance per turn that the ship will sink; its crew clinging to flotsam or being sent to Davy Jones’ Locker along with the ship. The ship can only move at half speed and cannot fire weapons. If this result is rolled twice the ship immediately sinks.

10: Explosion! – The ship is blown apart by the devastating forces of its powder stores being ignited. All of the crew is killed and the ship is utterly destroyed.