Tag: sailing master's mate

Results

  • 20 Calistril, 4713

    While serving on the Misty Mourner out of Port Peril, the crew was rudely awakened by the 'All Hands on Deck'. The ship had been overtaken by the Chelaxian man o' war Dominator, captained by Commander Kyan Kain. Though the Chelish sailors found no …

  • 23 Calistril, 4713

    After three days floating on a makeshift raft the survivors of the Misty Mourner are finally picked up by a ship, the Wormwood, captained by infamous pirate Barnabas Harrigan. Part of their rude introduction to their new ship involved watching a tengu …

  • 28 Calistril to 2 Pharast, 4713

    After five days of brutal, back-breaking labor under the constant threat of Master Scourge's lash, the Wormwood fails to outrun a huge storm. The crew fights through three days of whipping wind and rain before the storm blows itself out.

  • 9 Pharast, 4713

    The party was chosen to board a sinking ship, the Emperor of the Waves, where they encountered a demon worshipping orc druid and all manner of vermin. The party fled when the already broken Emperor was attacked and sunk by a sickened kraken.

  • 15 Pharast, 4713

    The Mourners eventually settled into their new situation over the course of weeks, making friends and enemies in the Wormwood's crew. The Wormwood attacked and captured the Rahadoumi ship the Man's Promise, with the party holding off twice their number of …

  • 18 Pharast, 4713

    Instead of following along in Captain Harrigan's prize ship, First Mate Plugg promoted himself to Captain Plugg and set course for Rickety's Squibs along the Slithering Coast to slap a new name and fresh lines on his new boat. After a storm damaged the …

  • 21 Pharast, 4713

    The Mourners sailed their new ship into Rickety's Squibs, where they paid to disguise and rename the ship with the unlamented Mister Plugg's loot. Told it would take several days to finish, they debarked and got their first fresh, home cooked meal in …

  • Home Page

    Arrrrr! It's time to hoist the jolly roger and terrorize the Inner Sea! Stranded by the Chelaxian Navy, "rescued" by the the nefarious Captain Barnabus Harrigan and the dreaded crew of of the Wormwood, the party has survived deadly open ocean storms, …

  • Main Page

    h4. A Pirate's Life: [[Shipboard Roles]] [[Laws of the High Seas]] [[Entertainment at Sea]] [[Rum Ration]] [[Pirate Slang]] h4. Setting: [[The Shackles]] * [[Port Peril]] [[The Eye of Abendego]] [[Ships Encountered]] * [[The Wormwood …

  • Aquatic terrain

    Aquatic terrain is the least hospitable to most PCs, because they can't breathe there. Aquatic terrain doesn't offer the variety that land terrain does. The ocean floor holds many marvels, including undersea analogues of any of the terrain elements …

  • Firearms

    [[Firearm Descriptions]] [[Cannon Descriptions]] Firearms in this game fall somewhere in between Emerging Guns and Commonplace Guns. They are uncommon but not rare. An Exotic Weapon Proficiency is still required to properly use and care for firearms, …

  • Massive Damage and Scars

    If you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. Whenever a character takes damage …

  • Ship Actions

    In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounge for gear, interact with their shipmates, or attempt to influence NPCs. With the PCs potentially scattered across the …

  • Suffocation

    A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period …

  • Swimming and Drowning

    *Swimming* Any character can wade in relatively calm water that isn't over his head, no check required. Similarly, swimming in calm water only requires Swim skill checks with a DC of 10. Trained swimmers can just take 10. Remember, however, that armor or …

  • The Shackles

    Treacherous Pirate Isles *Alignment*: CN *Capital*: Port Peril (43,270) *Notable Settlements*: Drenchport (9,690), Hell Harbor (9,230), Neruma (5,230), Ollo (7,340), Quent (12,560), Slipcove (1,400) *Ruler*: Captain Kerdak Bonefist, the Hurricane King …

  • Eye of Abendego

    The Eye of Abendego (pronounced ah-BEN-deh-go) is a vicious, permanent hurricane located in the southern Arcadian Ocean off the western coast of the continent of Garund (west of the Sodden Lands and north of the Shackles). h4. History The Eye …

  • The Eye of Abendego

    The Eye of Abendego (pronounced ah-BEN-deh-go) is a vicious, permanent hurricane located in the southern Arcadian Ocean off the western coast of the continent of Garund (west of the Sodden Lands and north of the Shackles). h4. History The Eye …

  • Port Peril

    Port Peril is the largest port in the Shackles and its de facto capital. It is situated on the mainland, rather than on one of the outlying islands, on the edge of the Terwa Uplands and overlooking Jeopardy Bay. The city is protected by walls, and the …

  • Shipboard Roles

    h4. *Captain* (Alain Doyle): The ultimate authority on any ship, his word is law to all on board. The captain chooses where to sail, what to plunder, and who fills the other stations aboard the vessel, among many other command decisions. Leadership …

  • Entertainment at Sea

    With time on their hands and precious few places to go, Shackles pirates have come up with an astonishing array of pastimes. Even punishments can break up the day, though they're a lot more enjoyable when you're not the one getting punished. * …

  • Pirate Slang

    Pirates and sailors use many technical terms and also develop their own shorthand at sea. Many of the terms below have become common on ships and in port cities, particularly in dock districts. *Adrift*: Floating loose at sea. Can also mean someone who …

  • Languages

    h4. Human Languages *Common (Taldane)* is a trade language which takes its alphabet from ancient Jistka and its numerals from Kelish. Most of the terms and grammar are based on ancient Azlanti, although Taldane also borrows from Varisian. It is thought …

  • Besmara, goddess of pirates

    Besmara (bes-MAR-uh) is the goddess of pirates and sea monsters. She is brash, lusty, confrontational, and greedy, but follows a code of honor and is loyal to her crew and allies as long as it serves her interests. She cares little for senseless murder or …

  • Rum Ration

    Aboard many ships, half a pint of rum is distributed to each crew member at dusk. The rum is staggeringly strong, and is often watered down to make grog. The rum ration is doled out more to keep the crew sated and docile than for recreation. The penalty …

  • Laws of the High Seas

    Ships cannot function without order and structure. Every captain has her own preferred rules and enforces those edicts in different ways. While the rules may vary from ship to ship, pirates as a group have developed general codes of conduct. When pirates …

  • Swashbuckling and Insult Sword-Fighting

    As a Pirate, buckling swash is what you do best, and as a Pirate of the Inner Sea you know that a sharp tongue is as important as a sharp blade. So we will be implementing the following rules: If you declare an insult against an intelligent opponent …

  • Hero Points

    There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious …

  • Seasickness

    Characters unaccustomed to life on board ships run the risk of getting seasick. Such characters must succeed at a DC 5 Fortitude save or become nauseated for the rest of the day. On the following day, the character is entitled to a new save. On a …

  • Firearm Descriptions

    h4.

    Early Firearms, One-Handed

    Firearm Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight(1) Type( …

  • Cannon Descriptions

    Most cannon are cast bronze, smooth bore, muzzleloading weapons, although some are breech-loading and older ones are constructed of iron bars welded and bound together. Because they are expensive and rare, many cannons are ornately carved and decorated, …

  • Ships Encountered

    The Dominator, a Chelaxian man o' war. Captain Kyan Kain. Part of the Chelaxian Navy's anti-pirate patrol system on the busy trade route around the Shackles. The Emperor of the Waves, a 2-masted merchant fluyt found abandoned and floundering in the …

  • Crew Attitudes Toward PCs

    Name Rank/Position Initial Attitude Current Attitude Notes
    "Fishguts Kroop":http://www.obsidianportal.com/campaigns/avast/characters/ambrose-fishguts-kroop Cook
  • New Alternative Class Features

    All PCs in this campaign receive Swim as a class skill. In addition, the following water-based alternative class features may be chosen in place of other class features. [[Barbarian]] [[Bard]] [[Cleric]] [[Druid]] [[Fighter]] [[Paladin]] [[ …

  • Barbarian

    Pelagic barbarians hail from primitive shore-side communities or feral islands cut off from the mainland where their cultures revolve around whaling, pearl diving, or spear fishing. Such characters may carry the blood of merfolk or maereans or may …

  • Bard

    Bards who wish to be effective underwater must learn a special set of abilities. While water does carry sound better than air, characters who cannot breathe underwater cannot effectively sing and must add 5 to the DC of all bardic performance checks …

  • Cleric

    For centuries, mortals have stood in awe of the gods of the sea, the domain of elemental power where the wind meets the ever-changing waves. Some creation myths give credit to the sea gods for raising the land from beneath the waves that creatures …

  • Fish Domain

    *Granted Powers*: You are friend to sea life and adapt easily to underwater habitats. _Ichthyic Bond_ (Sp)—At 1st level, you gain an arcane bond with an aquatic familiar (see page 68) as if you were a wizard equal to your cleric level. _Speak …

  • Ocean Domain

    *Granted Powers*: You invoke the powers of salt and sea—the fountain of life—in all its chaotic glory. _Anarchic Touch_ (Ex)—At 1st level, you can imbue a creature with the primordial chaos of the ocean as a touch attack. The target is sickened …

  • Sea Monster Domain

    *Granted Powers*: The primordial firmament, the ocean, birthed the world’s first terrors. You invoke the mother-womb of creation to summon beasts and control the leviathans living in the sightless depths. _Kin of Monsters_ (Ex)—Starting at 1st …

  • Fighter

    Fighters take to water more naturally than most. With their high Strength and Constitution scores, they are strong swimmers and capable divers, able to hold their breath longer than most other characters and navigate high tides and water hazards …

  • Paladin

    Like fighters, paladins’ greatest strength can turn into their largest hindrance below the waves. A heavily armored paladin swinging a holy broadsword is easy prey for deadly sharks and eels if not properly prepared for underwater adventure. Some …

  • Ranger

    Like druids, rangers who choose aquatic environments as their favored terrain make exceptional guides among sunken ruins and lost cities. Such characters are able to quickly recognize the inherent dangers of the sea, such as poisonous coral and …

  • Rogue

    Rogues, with their vast reservoir of skills, are likely the most versatile of explorers and guides for undersea ruins, and they often command high wages from archaeological and exploratory teams who need skilled linguists to interpret dead languages …

  • Sorcerer

    Sorcerers carry their power in their veins, and those raised along the shore or near the sea naturally have a tendency to carry some trace of the ocean’s salty brine in their blood. The powerful ebb and flow of the tides crash through their bodies. …

  • Aboleth Bloodline

    The star-spawned aberrations are constantly experimenting with fleshwarping other creatures. You, or an ancestor, were the subject of such a process before escaping the malignant clutches of the aboleth. Or perhaps the foul taint of a nearby aboleth …

  • Ocean Bloodline

    Your blood runs with the primordial, chaotic power of the sea. You might possess an ocean-deity ancestor or somehow channel the power of tide and wave itself. *Class Skill*: Escape Artist *Bonus Spells*: endure elements (3rd), water walk (5th), …

  • Vril Bloodline

    You carry the heritage of Azlant, passed down from survivors of the Starfall. Your parents nurtured these innate abilities with head binding to optimize the shape of your skull. You can control the powerful life force known to your ancestors as …

  • Wizard

    The promise of forgotten arcane secrets and undiscovered magics draws wizards to explore old ruins and lost cities, the remains of civilizations thought to have tapped into primordial forms of magic. The inquisitive and power-hungry seek control …

  • Glyph School

    Glyph wielders use the magic contained in esoteric symbols to manipulate reality, harm foes, and enhance allies. Glyph-crafters believe it was the first school of magic—protean and basic— scribed in the language of creation. _A Thousand Tiles_ ( …

  • Water School

    Hydromancers use water’s powers of creation and destruction to bolster allies and crush foes. This school is generally unknown except in areas near the ocean, inland seas, or massive lakes, where its power is the strongest. _Sodden_ (Su)—Your …

  • New Feats

    *Aboleth Spawn* _Your ancestry is polluted with the taint of the aboleth._ Prerequisite: Must be taken a 1st level Benefit: You can use acid splash as a spell-like ability a number of times per day equal to 3 + your Charisma modifier (minimum 1). …

  • New Divine Spells

    h4. *New Cleric Domains* New cleric domains include the [[Deep Domain]], [[Fish Domain]], [[Ocean Domain]], and [[Sea Monster Domain]]. h4. *New Divine Spells* New spells are described on the [[New Spell Descriptions]] page. *Cleric Spells* …

  • New Spell Descriptions

    *Advanced Scurvy* School necromancy [disease, evil]; Level cleric 1, druid 1 (Besmara) Casting Time 1 standard action Components V, S Range: touch Target: living creature touched Duration: instantaneous Saving Throw: Fortitude negates; Spell …

  • New Arcane Spells

    New spells are described on the [[New Spell Descriptions]] page. *Bard Spells* 0-Level Bard Spells Sea Legs: You ignore violent motion while casting spells. 1st-Level Bard Spells Bewilder: Target becomes shaken and must delay. Flash/Bang: …

  • Druid

    Perhaps no other character class coexists with the primordial seas as well as the druid. This character class is a capable survivor and, through their natural bond ability, can tie themselves close to the world’s oceans either through expertise in …

  • Deep Domain

    *Granted Powers*: You control the freezing powers of the deep ocean and command creatures of water. _Freezing Grasp_ (Su)—At 1st level, you can make a freezing touch attack as a standard action that deals 1d4 Strength damage +1 for every 2 cleric …

  • The Wormwood

    The Wormwood is a three-masted sailing ship, 100 feet long from stem to stern, and 30 feet wide amidships. Statistics for a sailing ship (as well as other common ship types) are detailed in the Skull & Shackles Player’s Guide. The ship needs a minimum …

  • Called Shots

    The Pathfinder Roleplaying Game deals with hits and damage in a rather abstract way, treating almost all hits the same except for the amount and type of damage dealt. With these optional called shot rules, PCs, monsters, and villains alike can aim their …

  • Called Shot Feats

    h4. *Improved Called Shot* You are skilled at landing blows right where you want to. *Prerequisites*: Int 13, Combat Expertise. *Benefit*: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard …

  • Kolter Clockworks and Firearms in the Shackles

    The main reason for the proliferation of gunpowder weapons in the Shackles is a gnome named Kolter, and his famous factory outside Port Peril. For reasons he won't discuss, Kolter was forced to leave Alkenstar and like many renegades before him, settled …

  • New Magic Weapon Properties

    *Adroit* _This weapon is constructed from lightweight materials and features_ _ingenious arches and honeycomb patterns in its construction._ An adroit weapon allows you to add your Dexterity modifier in place of your Strength modifier on attack rolls. …

  • New Magic Items

    h4. *Wondrous Items* *Abacus of Rapid Calculation* _This counting device is a rectangular wooden frame that holds a_ _series of parallel brass wires, each of which is strung with beads_ _carved from semiprecious gemstones._ Aura moderate …

  • New Adventuring Gear

    *Item* *Cost* *Weight*
    Aiming Stock 4 gp 4 lb
    Cockleshell Suit 800 gp 40 lb
    Rummer …

  • Skills and Seafaring

    There are two key skills for travel on board ships: Profession (Sailor) and Knowledge (Geography). Profession (Sailor) covers all aspects of shiphandling— maneuvering close to the wind, steering through a storm, passing through hazardous waters such as …

  • New Races

    [[Ironborn]] [[Kalashtar]] [[Shifter]] [[Tamlin]] In addition, the psionic races on the PFSRD from Dreamscarred Press's "Psionics Unleashed":http://www.d20pfsrd.com/psionics-unleashed/races are allowed. Psionic racial lands: Blues: Wherever …

  • Kalashtar

    The kalashtar are a compound race: incorporeal entities from the Dimension of Dreams, merged with human bodies and spirits to form a distinct species. They are a relatively young race, having originated from the experiments of ancient Osirion's legendary …

  • Shifter

    Shifters, sometimes called “the weretouched,” are descended from humans and natural lycanthropes. Shifters cannot fully change shape but can take on animalistic features—a state they call shifting. Shifters have evolved into a unique race that …

  • Ironborn

    The Ironborn are living constructs, claiming to be from mysterious Numeria. They seem to be an evolution of the intelligent but apparently non-sentient gearmen. They are by far the youngest sentient race on Golarion, the first of them appearing less than …

  • Tamlin

    Tamlins are subtle shapeshifters capable of disguising their appearance. They are the result of the strange energies of the First World leaking into Golarion. When the portals to the First World re-opened and the Elves and Gnomes returned to Golarion, …

  • Changeling

    It has been pointed out to me that there are already "changelings in the Pathfinder RPG":http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/changeling so I changed the Eberron race's name to Tamlin, after the famous shape-shifting fairy tale. …

  • The Man's Promise

    The Man’s Promise is a three-masted sailing ship, 105 feet long and 30 feet wide (see the Skull & Shackles Player’s Guide). A minimum crew of 20 is required to sail her. Unless otherwise indicated, interior walls on the ship are of wood, 2 inches thick ( …

  • Officer Roles in Ship to Ship Combat

    A ship's officers have different duties in battle. They include: *CAPTAIN* Alternatively the Bosun, First Mate, or Sailmaster. This role is for someone on the deck of the ship shouting orders to the crew, relaying info from the lookout to the pilot …

  • Crew Upgrades

    In addition to the "structural upgrades":http://www.d20pfsrd.com/gamemastering/other-rules/ship-combat/vessels the party can purchase for their ship, the party can also invest in training to upgrade how their crew performs in combat. *Got Your Back* …

  • Boarding Actions

    A crew has three stats: Attack, Defense & Morale. *Attack* is equal to the captain's Profession (sailor) skill. *Defense* is equal to the captain's Profession (sailor) skill + 10. The following modifiers apply to both Attack and Defense: Every …

  • Plunder

    *Current Plunder*: 0 There’s a difference between plunder and the gold pieces in a pirate’s pocket. While gold doubloons and fabulous jewelry can be plunder, pirates are rarely lucky enough to encounter a ship with a hold full of such treasures. …

  • Infamy

    *Current Disrepute:* 0 *Current Infamy:* 0 Some pirates only do what they do for the promise of wealth, being little more than brigands of the waves. Others do it for the reputation, fearsomeness, and power that comes with numbering among the most …

  • Feat Scaling

    Feats that provide a static bonus to named skills, saves, or abilities increase in efficacy as the PC increases in level. ++2 feats increase by +2 for every 5 levels a PC possesses (++2 at levels 1-5, +4 at levels 6-10, +6 at levels 11-15, +8 at levels …

  • Shivvie Ma’Leil

    Shivvie was born in transit to Sargava and spent her life aboard a Sargavan trade vessel that chose the dangerous path of moving through the Shackles shipping lanes. Her mother died when she was still very young in a rigging accident, leaving the halfling …

  • I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.