
TechLee |
We're getting ready to start our S&S campaign after Carrion Crown ends, and we took a break from one of our weeks when everyone couldn't make it and ended up with the following party:
Goblin Alchemist (maybe the fire bomber)
Tiefling Magus
Half-Elf Barbarian (Sea Reaver)
Undine Cleric of Gozreh
Grippli Ranger (Freebooter)
I'm playing the Grippli Ranger and I'm trying to figure out what combat style I want to use. I had thought about using the Archery style, but using thrown weapons instead (working on that with my GM). We are a bit short on front-line combat folks, so I'd thought about going two-weapon fighting and going Net/something, since Grippli get Net as a racial proficiency.
Any other suggestions/ideas?

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We have a Grippli Ranger in our Skull and Shackles, He is going with Archery and being the master of the Ship's Seige weapon.
You also might want to wait for the Advanced Race Guide there are a few good options in there for Gripplis, Including a Favored Class option for rangers that involves Swimming.
Your group sounds almost as diverse as the one I am playing in.
Tengu Magus(Blade Bound)
Orc Barbarian
Grippli Ranger
Human Fighter
Vanaras Monk
Aasimar Cleric

Shade325 |

Hey LackofFocus,
Seems like you have some advanced knowledge of the Advanced Race Guide. Not wanting you to break NDA or anything such but maybe you could answer a questions for me (sorry for the hijack.)
One of my players is dead set on playing a Merfolk in this campaign and I'm really dreading it. A 5ft land speed is killer and the visual of a fish out of water breaks my idea of verisimilitude. Also being able to breath water and have a swim speed looks like it could be a game changer in the first two adventures released so far.
I hear there is info on Merfolk in the ARG. In a simple yes/no answer if you know, is there anything in there that might help be come to grips with a Merfolk PC?
Thanks,
Shade325

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Hey Shade,
Being Former pathfinder role playing game Subscriber, I just got my PDF copy. Yes there is merfolk info, there is a alternate racial trait that lowers swim speed and increases land. but does not allow them any real breathing benefit.
But in my S&S I did not Merfolk I thought they might be a game changer.
Lack of Focus

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I looked at Gillman also, but the penalties for going too long without immersion in water had me worried if we had to go inland for a few days. :(
Any fixes or ideas on that?
I've read up to the 3rd adventure now, and I can confidently tell you that the Gillman is a STRONG choice for this AP. So discuss with your GM if he's willing to allow it (I've added it to the players guide I built for my players).

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I have a drow character playing in my campaign.
I decided that because he was raised by elves who didn't really know any different, and that it was far enough away from the events in Second Darkness, he could play the Drow.
I ruled that the drow wouldn't know the normal drow proficiencies, and would have the elven proficiencies, but keeps his inherent spells.
He still has his inherent evil-ness, but he doesn't realise it yet.
He finds himself trying to "do good", but accidentally "doing evil".
For example, pushing a burning character off the side of the ship and into shark infested waters to put them out.

Timothy Hanson |
I looked at Gillman also, but the penalties for going too long without immersion in water had me worried if we had to go inland for a few days. :(
Any fixes or ideas on that?
Even inland would be relatively close to the water in pretty much ever case. Going to port still means you have to be relatively close to the docks I would assume. I think you are either on an island or near the coast for the most part, so if I was your GM I would not give you any trouble over it. It is not like you will end up in the middle of Varisia at some point or anything. I would assume you are always close enough to the ocean that it should never become an issue.

TechLee |
TechLee wrote:Even inland would be relatively close to the water in pretty much ever case. Going to port still means you have to be relatively close to the docks I would assume. I think you are either on an island or near the coast for the most part, so if I was your GM I would not give you any trouble over it. It is not like you will end up in the middle of Varisia at some point or anything. I would assume you are always close enough to the ocean that it should never become an issue.I looked at Gillman also, but the penalties for going too long without immersion in water had me worried if we had to go inland for a few days. :(
Any fixes or ideas on that?
Yeah, I'm more worried if there's an extended period we'll be away from the ship, a dungeon crawl that goes multi-day or something like that.

Belle Mythix |

Timothy Hanson wrote:Yeah, I'm more worried if there's an extended period we'll be away from the ship, a dungeon crawl that goes multi-day or something like that.TechLee wrote:Even inland would be relatively close to the water in pretty much ever case. Going to port still means you have to be relatively close to the docks I would assume. I think you are either on an island or near the coast for the most part, so if I was your GM I would not give you any trouble over it. It is not like you will end up in the middle of Varisia at some point or anything. I would assume you are always close enough to the ocean that it should never become an issue.I looked at Gillman also, but the penalties for going too long without immersion in water had me worried if we had to go inland for a few days. :(
Any fixes or ideas on that?
You should also worry about having to stay on a ship for long periods of time without being allowed to leave it.

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We are still just into the first couple of days on ship in Part 1. So far, I have managed to sneak a midnight swim on the first night (hanging on a mooring line off the stern of the ship), and on day two, I was assigned deck-swabbing duties, so I made a point of sloshing every bucket of water I could on myself (feigning clumsiness/lack of sea legs). I even have a desperation plan in place of sneaking down to the icky water in the bilges, if I get truly, TRULY desperate.

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We are still just into the first couple of days on ship in Part 1. So far, I have managed to sneak a midnight swim on the first night (hanging on a mooring line off the stern of the ship), and on day two, I was assigned deck-swabbing duties, so I made a point of sloshing every bucket of water I could on myself (feigning clumsiness/lack of sea legs). I even have a desperation plan in place of sneaking down to the icky water in the bilges, if I get truly, TRULY desperate.
That's the spirit!

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My group is:
Half-Elf Sea-witch
Strix Alchemist
Ifrit Sorcerer
Suli Barbarian
Catfolk Rogue
I was debating on allowing the Strix as flight may be a game changer, but after reading some of the adventure the flight helps out in some instances (boarding), but in others is virtually useless (fighting creatures underwater) as those creatures have total concealment.
We're getting ready to start our S&S campaign after Carrion Crown ends, and we took a break from one of our weeks when everyone couldn't make it and ended up with the following party:
Goblin Alchemist (maybe the fire bomber)
Tiefling Magus
Half-Elf Barbarian (Sea Reaver)
Undine Cleric of Gozreh
Grippli Ranger (Freebooter)I'm playing the Grippli Ranger and I'm trying to figure out what combat style I want to use. I had thought about using the Archery style, but using thrown weapons instead (working on that with my GM). We are a bit short on front-line combat folks, so I'd thought about going two-weapon fighting and going Net/something, since Grippli get Net as a racial proficiency.
Any other suggestions/ideas?

CloakedInSmoke |

I'm reading my GM's other SaS PbP and there is a merfolk PC named Sabinae in the group (with the 15 ft land speed and 30 ft swim speed alternate trait). The way my GM handled it was pretty ingenious, I think:
Not giving you any time to respond Mr. Plugg continues.
“Now, I don’t give a damn who you are or what you did in your past lives, what I need is a rigger and one of you lucky sods is going to fill that post. Up to the main mast with all of you, first one to the top gets the job, and it’s a better job than you’ll get else wise.”
”Best to get a move on.” Says Master Scourge from behind you as he unfurls his whip with anticipation.
"Not you" Plugg says to Sabinae. "Damn obvious you won't be of any use in the rigging. Besides don't really want you anywhere near the edge of the ship just yet. Wouldn't want to loose our prize mermaid on your first day aboard would we. I'm sure that would be bad luck.
Most of the crew appear to have never seen a real mermaid before and some of them haven't been able to take their eyes off you since you came up out of the hold. Some stair in wonder, other's with a sneer or a smile.
Mr. Plugg nods to two of the pirates who escorted you all on deck and and they pull up a round of chain shot. It's two cannonballs attached by a chain, usually used to take out the mast of an enemy ship. They go to wrap it around Sabinae's tail and one of them holds a lock.

Melissa Litwin |
Wow, lots of non-standard groups. Mine is too:
Half-elf sea witch
Tengu bird shaman druid
Catfolk fighter/bard
Kitsune sorcerer wordcaster
Ratfolk monk
Gnome synthesist summoner
We used a homebrew variant of the 20 point buy by declaring you could not buy stats down. So 20 points, spend as you like, but no 7 stats. The power level of the standard 20 point buy rules was a little too high with 6 PCs, but a 15 point buy was painful for the classes and builds with multiple stat requirements.

Toxic911 |

Ours is non-standard also:
Aasimar Cleric of Valani
Tengu Fighter (Weapon Master)
Sylph Rouge (Pirate)
Undine Druid (Undine Adept)
Tieflng Inquisitor
Catfolk Sorcerer
First session they did well. got as far as the storm on day 8. I am no liking the daily task and ship actions to much. I think I will do away with them for the next session and come up with another way of doing it.

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My party:
Half-Orc Juju Oracle; touched by the sea (Buttons)
Half Elf Buccaneer Bard; barroom tale spinner (Sally Dread-Morgan)
Tengu Corsair Fighter; Besmara's Blessing (Samrow Seaspirit)
Dwarf Witch; Archaeologist (Peter Backbeard)
Gillman Big Game Hunter; Peg Leg (Azaz Brinestalker)

vikingson |

I just have this vision of plugg and scourge finding a rat folk then slitting his throat and throwing him overboard saying " we have enough bilge rats on this boat we don't need any more."
It's why I'm discouraging rat folk as pc races this champaign.
Makes you wonder why they'd actually press ganged him in the first place.
And how the captain is going to react to it *headshake*

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Vanara Inquisitor of Besmara (current captain)
Full Orc Druid (shark shaman)
Samsaaran Wizard (focused on crafting)
Kitsune Sorc (only shows up 1/3 the time)
Catfolk Rogue
human freebooter ranger
Full Orc Samurai (I have NO idea how we picked him up)
Human (raised by changelings) sorcerer
Human life oracle.
We're a regular menagerie.

Lord Twitchiopolis |

Funny thing is, I opened up all races other than Drow and Dreguar to my PCs, and it looks like I'm going to have a core race party anyways. Haven't gotten started yet, but the tentative PCs are
Human Driver Rogue (18 prof sailor at lvl1!)
Human Storm Druid
Dwarven Gunslinger or Human Duelist or Unknown Barbarian
Half-elf Alchemist
Unknown
Unknown
Unknown Spell Slinger
There was a bid in for a strix, but the player decided on the driver instead. Goes to show that sometimes the more choices you have, the less variability you get.