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![]() rigger tasks:
Rigger Tasks
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check. 2 Line Work: Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift. 3 Upper Rigging Work: Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check. 4 Rope Work: Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check. 5 Lookout: A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check. 6 Mainsail Duties: Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift. Swab Tasks:
Swab Tasks 1 Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift. 2 Rat Catcher: Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, and beetles for a good day’s work. 3 Swab the Decks: Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift. 4 Hauling Rope and Knot Work: Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift. 5 Runner: Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task. 6 Repairs: Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check. Cook´s Mate Tasks:
Cook’s Mate Tasks
1 or 2 Cooking: Assisting Ambrose Kroop in preparing the day’s meal. If Kroop is sober, no check is required. If Kroop is drunk, this requires a DC 10 Profession (cook) or Intelligence check. 3 Fishing: Catching tonight’s supper using the ship’s nets. A DC 10 Profession (fisherman) or Survival check provides enough fish. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23). 4 Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day (see the swab task Man the Bilges on page 23). 5 Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day. 6 Special Occasion: Captain Harrigan is celebrating something today, and wants one of the ship’s pigs butchered and cooked for dinner. The PC must make a DC 10 Profession (cook) or Survival check to slaughter the animal, then help Kroop to clean, cut, and prepare the carcass. If Kroop is sober, no additional check is required. If Kroop is drunk, this requires a DC 15 Profession (cook) or Intelligence check. Please determine your work at the start of each day yourself. In rare cases I may set a different work for each of you without rolling. Har! :-) ![]()
![]() A pirate´s day:
A pirate´s day
The Wormwood works on discipline and routine. Captain Harrigan’s philosophy is that a busy swab is a tiredswab, and tired swabs don’t pick fights with each other.
Antal is in for an interesting life. The ship’s cook, Ambrose Kroop, spends half of his time senselessly drunk. Otherwise, he is merely drunk, but not helplessly so. If Kroop is insensible, Mr. Plugg supervises the cook’s mate instead.
Ship Actions: Ship Actions
In addition to your normal jobs on the ship, you can also utilize your time during the day (and night) to explore the ship, scrounger for gear, interact with your shipmates, or attempt to influence NPCs.
Possible daytime actions Work Diligently: Gain a +4 bonus on any one check for a job’s daily task
Possible nighttime actions Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)
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![]() Well, well! Here is our final group of young and ambitious pirates: Antal
One question: Pirates curse sometimes. Does someone of you feel not okay with an in-character-pirate that curses VERY nasty, e.g. sexual, extremly violent or racistic curses? Do you think doing this in character is okay on the paizo-boards? Just asking because sometimes I like to do it for flavor, though never out of character of course. ![]()
We did 0-level adventures sometimes. I just told my players to create a teenager-character. I used no system. I just let them write a background and roleplay. If checks were not to avoid, I just let them flip a coin (success or no). And then, at the end of the first adventure (could be a prologue to the first adventure too) all other players build your character based on your character description and you roleplaying. It was really amazing, because in our group everyone has his favorite classes and that way, everyone got to try something new. ![]()
@OmegaZ: I am really curious, how this Section of Blast/Crowd Control would look like. Why don´t you put it together? A spell I often overlooked at spell selection is Possess Object. Just think of your group buying a Coach. Your Sorcerer lies in the back and casts the spell. Now your group has a wagon that moves on itself with considerable speed. If you invest all construction points in speed, your wagon can speed your overland movement to 60 ft. Sure, you may say, that at this caster level (at least 10) you already have teleport at your disposal. But teleport doesn´t allow you the other possible uses of the spell, e.g. : * You are afflicted with mummy rot. Just skip your mind over to your animated object and suspend the disease until you are at a temple.
I have a protean sorceress and she will take shrink item at the same moment when she gets possess object. So I can just keep lots of useful objects in my pockets. ![]()
I usually think of "spell chains" when thinking about spell selection. E.G. you probably don´t want to take resist energy AND protection from energy. I usually take one spell of each chain to cover most situations. If you like to take a look, I provide a list of these chains in the following "spoiler". Spoiler: Images Silent Image, Minor Image, Major Image, Persistent Image, Permanent Image, Programmed Image. Fog
"Stay away"-Chain
Invisibility-Chain
Teleport
Dispel
Resist
Walls
Protection
Languages
Charm/Domination
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