We are playing the Skull & Shackles adventure path, my GM has allowed me to use the leadership feat, I can generate the NPCs but I have to pass them to him to approve.
The concept I want is for the Cohort to be an expert in siege engines, and to control those of the ship while the followers will be a part of his siege team and another part engineers to help us maintain and repair the ships.
With the followers I have not had many problems in generating them, they are:
Engineer, Sailor:
XP 135 CR1/3
Human Expert 1
N Medium humanoid (human)
Init +2; Senses Perception +6
Defense AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +4
Offense Speed 30 ft.
Melee Light mace +0 (1d6) or dagger +0 (1d4/19-20)
Ranged Light crossbow +2 (1d8/19-20) or dagger +2 (1d4/19-20)
Tactics During Combat The expert seeks cover and attacks with his crossbow
avoiding melee combat as long as possible.
In melee he fights defensively with his mace.
Statistics Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Prodigy (Craft Ships or Carpentry, Craft Siege Engine or Sails),
Skill Focus (Craft Ships or Carpentry)
Skills Acrobatics +6, Appraise +2, Climb +4, Craft (Ships or Carpentry) +11,
Craft (Siege Engine or Sails) +8, Disable Device +6,
Knowledge (Engineering) +6, Knowledge (Local) +6, Perception +6,
Profession (Sailor) +6, Swim +4.
Languages Common, Gnome, Polyglot
Combat Gear Oil of mending (2), Potion of cure light wounds;
Other Gear Artisan’s outfit, leather armor, light mace, dagger,
light crossbow with 20 bolts, masterwork artisan´s tools, 51 gp
Siege Engineer, Pirate :
XP 200 CR1/2
Human Fighter 1
CN Medium humanoid (human)
Init +3; Senses Perception +2
Defense AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +2
Offense Speed 30 ft.
Melee Boarding axe +1 (1d6/x3) or dagger +1 (1d4/19-20)
Ranged Light crossbow +4 (1d8/19-20) or dagger +4 (1d4/19-20)
Or light ballista +4 (3d8/19-20) (range 120 ft., crew 1, aim 0, load 2)
Tactics During Combat If not operating the siege engine against enemy ships or foes,
the pirate take cover and attacks with his crossbow
until foes close with him in melee.
Statistics Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Athletic, exotic weapon proficiency (light ballista), toughness
Skills Climb +0, Knowledge (Engineering) +5, Perception +2,
Profession (Sailor) +6, Profession (Siege Engineer) +6, Swim +4.
Languages Common, Polyglot
Combat Gear Potion of cure light wounds (2); Other Gear Pirate’s outfit,
chain shirt, boarding axe, dagger, light crossbow with 20 bolts, 15 gp
But I have had problems with the cohort, I cannot get the flavor I want. I thought to make him a gnome gunslinger, with the archetype siege gunner, but do not convincing me, maybe it's because I do not know that class very much.
Does anyone have any recommendation or suggestion?
PS Sorry for the spelling or the grammar I have a hard time writing in English
We are playing the Skull & Shackles adventure path, my GM has allowed me to use the leadership feat, I can generate the NPCs but I have to pass them to him to approve.
The concept I want is for the Cohort to be an expert in siege engines, and to control those of the ship while the followers will be a part of his siege team and another part engineers to help us maintain and repair the ships.
With the followers I have not had many problems in generating them, they are:
Engineer, Sailor:
XP 135 CR1/3
Human Expert 1
N Medium humanoid (human)
Init +2; Senses Perception +6
Defense AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +4
Offense Speed 30 ft.
Melee Light mace +0 (1d6) or dagger +0 (1d4/19-20)
Ranged Light crossbow +2 (1d8/19-20) or dagger +2 (1d4/19-20)
Tactics During Combat The expert seeks cover and attacks with his crossbow
avoiding melee combat as long as possible.
In melee he fights defensively with his mace.
Statistics Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Prodigy (Craft Ships or Carpentry, Craft Siege Engine or Sails),
Skill Focus (Craft Ships or Carpentry)
Skills Acrobatics +6, Appraise +2, Climb +4, Craft (Ships or Carpentry) +11,
Craft (Siege Engine or Sails) +8, Disable Device +6,
Knowledge (Engineering) +6, Knowledge (Local) +6, Perception +6,
Profession (Sailor) +6, Swim +4.
Languages Common, Gnome, Polyglot
Combat Gear Oil of mending (2), Potion of cure light wounds;
Other Gear Artisan’s outfit, leather armor, light mace, dagger,
light crossbow with 20 bolts, masterwork artisan´s tools, 51 gp
Siege Engineer, Pirate :
XP 200 CR1/2
Human Fighter 1
CN Medium humanoid (human)
Init +3; Senses Perception +2
Defense AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (1d10+6)
Fort +4, Ref +3, Will +2
Offense Speed 30 ft.
Melee Boarding axe +1 (1d6/x3) or dagger +1 (1d4/19-20)
Ranged Light crossbow +4 (1d8/19-20) or dagger +4 (1d4/19-20)
Or light ballista +4 (3d8/19-20) (range 120 ft., crew 1, aim 0, load 2)
Tactics During Combat If not operating the siege engine against enemy ships or foes,
the pirate take cover and attacks with his crossbow
until foes close with him in melee.
Statistics Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Athletic, exotic weapon proficiency (light ballista), toughness
Skills Climb +0, Knowledge (Engineering) +5, Perception +2,
Profession (Sailor) +6, Profession (Siege Engineer) +6, Swim +4.
Languages Common, Polyglot
Combat Gear Potion of cure light wounds (2); Other Gear Pirate’s outfit,
chain shirt, boarding axe, dagger, light crossbow with 20 bolts, 15 gp
But I have had problems with the cohort, I cannot get the flavor I want. I thought to make him a gnome gunslinger, with the archetype siege gunner, but do not convincing me, maybe it's because I do not know that class very much.
Does anyone have any recommendation or suggestion?
PS Sorry for the spelling or the grammar I have a hard time writing in English
“A Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.”
“You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.”
A character with Profession Soldier, for example, can answer questions about fortifications (knowledge engineering), strategic use of terrains (knowledge geography), wars (knowledge history), battle customs (knowledge local), military heraldry (knowledge nobility) etc., etc.
But Knowledge is an Intelligence skill and their answer are product of understanding, learning and reason. Meanwhile Profession is a Wisdom skill and their answer are product of common sense, personal experience and intuition.
So a character with the relevant knowledge skill will have a better, deeper and more complete understanding of the specific subject in contrast the character with the profession will have broader but more intuitive, generic and superficial understanding.
The Disguise skill can be used to alter your appearance to that of another creature type. But what is the penalty?
Disguise Check Modifier
Minor details only +5
Disguised as different gender –2
Disguised as different race –2
Disguised as different age category –2
Disguised as different size -10
Another race would be another subtype (human into an elf or a dwarf)
So for another creature type the penalty should be -10 or -20?
Or maybe:
Another creature type with a humanoid shape -5
Another creature type with a roughly humanoid shape -10
Another creature type with a nonhumanoid shape -20
Another creature type with aberrant or amorphous shape -30