
| zergtitan | 
 
	
 
                
                
              
            
            The player guide gives advice on cleric, Druid, and inquisitioners. But doesn't give anything on oracles. What would be the best choices for curses and mysteries for the oracle. Mysteries wise, I think battle, waves, and wind would work.

|  Robert G. McCreary | 
 
	
 
                
                
              
            
            The player guide gives advice on cleric, Druid, and inquisitioners. But doesn't give anything on oracles. What would be the best choices for curses and mysteries for the oracle. Mysteries wise, I think battle, waves, and wind would work.
Those are all good choices. I think Heavens could be useful as well.

| Skizzerdrix | 
 
	
 
                
                
              
            
            Lori B wrote:Printing follow-up:
Uninstalling Reader X and installing Reader 9.5 solved the printing problem for this file. This is the first file that would not print in Reader X for me - so I still think there is something different about this pdf file.
Thanks for the advice Joana.
I also had an issue printing with Reader X. I tried re-installing Reader X, repairing the program, and updating my printer driver, but still could not print.
I did go back and print out several other pdf's I have downloaded from Paizo, but none of those had this problem.
After a little bit more experimentation, I did isolate the issue down to the first page (cover). The rest of the pages would print without problem. I managed to print to the cover by selecting the Print=>Advanced=>Print As Image option.
This worked for me, thanks!!!

| The Thing from Beyond the Edge | 
 
	
 
                
                
              
            
            I have a couple questions regarding the "eye for plunder" trait.
The player is able to scrounge together 50 gp worth of "mundane trade goods" during his first day onboard the Wormwood.
What constitutes "mundane trade goods"?
Does the character get to choose what he wants from whatever constitutes the list of "mundane trade goods"?

| The Thing from Beyond the Edge | 
 
	
 
                
                
              
            
            Mundane trade goods are non-magical (but valuable) items—spices, cloth, and lumber are good examples of trade goods.
Thanks for the attempt but that doesn't quite answer my question. Perhaps I was not specific enough.
Note: Not being smart alec but rather trying to clearly communicate...
1. "mundane" is nonmagical- already understood
2. "trade goods" MAY be things like bolts of silk, lumber, etc. - already understood
Quote from Eye for Plunder
"In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood."
The description sounds to me as if referring to equipment when referring to "mundane trade goods" because I just don't see having a pile of lumber as being very useful to a character but I can see finding various equipment amid the loot/debris/discarded items as being very useful. Or, is it simply that one can gather things like bolts of silk and then trade it to other press ganged crew members for gear/favors or save it to trade when coming into port?

| GM Lilith | 
 
	
 
                
                
              
            
            Lumber can be carved with the Craft skill (which can be used untrained) to make improved weapons. Silks can be traded and bartered with the crew (there are a couple in mind that might be prime targets for this sort of thing). Spices might be given to Kroop (or whomever is his assistant) for a distraction later. This is one of those traits that may not have a direct mechanical bonus, but is up to your GM to determine how best to handle the implementation of.

| GM Lilith | 
 
	
 
                
                
              
            
            :) So, it is specifically NOT equipment then?
Note: It seems like an alchemist will be completely useless without an alchemy crafting kit or as close as possible without actually being completely useless.
Really depends entirely on the GM, but yeah, that's how I'd play it. I'd also say an alchemist might be able to cobble together something in the galley if they're looking to create items (an increased DC to their Craft check for improvised equipment), but they'd have a better chance if they were the cook's mate.

|  Jank Metliprasutagastrine | 
 
	
 
                
                
              
            
            I had the printing problem, too, of "the document could not be printed", and "there were no pages to print". Solved it by going into Adobe Reader preferences, in the Security (Enhanced) category, and unchecking "Enable Protected Mode at startup".
IIRC, I had to close and reopen Adobe Reader after making the change.
 
	
 
     
     
    
 
       
	
 
	
  
	
  
	
  
	
 