Seadogs and Scallywags

Game Master Grymp

Man's Promise * Rickety Hake * Tidewater Rock

Plunder: 4
Rules

Gresham's Treasure Spreadsheet

No combat!:

BEAT TO QUARTERS, COMBAT BE AFOOT!

Round 7

Spleen: Attacked and grappled
Wreckers: One is grappled by spleen. Another disappeared.
Sandara: UP!!
Chaenath: UP!!
Doc: UP!!
G'Lub: UP!!
Vakarla:


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When the others get back they'll need a day or so to level up.

Anyone have questions for me in the interim?


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Would I be able to purchase armor soon? I'm wearing chainmail. CHAINMAIL!!

I would also like some blunt arrows and potentially a Composite Longbow (+1) which would cost exactly 200 gold. Along with a breast plate (200gp) I'd be at 400 gold spent, minus what I'd get for selling my equipment (112.5gp) I'd be at a total net gold of 303gp 5sp on my person including my gold left over from my last spending.

Then I'd get potions and scrolls. But that's just me.


Desert islands are notoriously sparse with such things!

We'll see what the future brings, but there's equipment to be had.


Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0
Inquisitor Ethron wrote:

Hey Malevor! I've got a couple questions for you!

1. Does your character have something against religion? Mine's just if you're sober you're sinning. And locking people up and working against their will, but that's another thing.

2. Being a Rakasha-born tiefling, do you have any of their traits? Do you look like a tiger? Do you have backward facing hands? etc.

3. Favorite kind of drink? I could probably convince a local bar to get you that!

Just been going through the discussion as gameplay had stopped, I'm sick at home and my phone decide that I clicked on the discussion tab. Found that I missed some questions.

1. Malevor isn't against all religions, but is extremely wary of religious people and hates Sarenrae with unbridled passion. This is due to the fact that followers of the goddess of forgiveness (Cult of the Dawnflower) hunted and attacked him everywhere he went for a long time, he can only imagine what other, less forgiving religions are like.

2. This is actually the first Rakasha spawn tiefling I've made without an animal head. Instead of hair he has snakes, they are usually dormant but when intimidation is required he can wake them. He also has a long red tail the ends in a triangle that he keeps constantly hidden.

3. Malevor holds his alcohol well, despite that he doesn't often drink because it dulls the senses, however if pressured Mead or Wine is his preferred drink.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

I'm back. Ready to proceed.

Lev 4 Chaenath:
+1 INT

+1 BAB (lol)

+1 Will save

New Hex: Misfortune

2 new spells: Blindness/Deafness, Web

For knowledge skills I bumped up dungeoneering, local, nature, and planes. Maybe we should coordinate on this in the future?

Having a bit of trouble deciding on extra language. What would be useful in the campaign?


The Player's Guide doesn't provide as useful of a list as they often do for that, but there is a campaign trait that gives you either Polyglot or Cyclops.

Does that help?

The usual of the human languages could be good.

If you're a summoner type, then learning the languages of things you intend to summon can help, especially the elemental languages.


Hopefully, Doc is back this weekend.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Already took that for Cyclops. Is it okay if I take Aquan? Seems to fit Chaenath.


Aquan seems perfect in a nautical campaign.

Lots of swimmy stuff speaks it.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Doc is otherwise leveled up, just need to pick a 2nd level spell. I'll return home on Sunday, so things should get back to normal then.


Welcome back!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

So the level-up in brief:
+8 HP
+8 skill points
+1 Ref/Fort
+1 INT
+Discovery: Precise bombs (no more collateral damage, yay!)
+2nd level spell: Vomit Swarm (Vomiting sounded suitable for Rogar...)


Woot!


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Cool. Chaenath was planning on springing a vomit swarm of her own on Plugg and toadies while everyone else sneaks up somehow. What does everyone else think?


Muahahaha, not the fight you were looking for eh? Or at least not where you were expecting it.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Woot, boss fight! Much better this way. Who cares about the location - any time, any place. Bring.It.On.

And yes, my little half-orc teenager is borderline sociopath - her backstory was heading CN/E, but her new life and friends were pushing her towards CN/G. Safe to say that having her best friend's leg hacked off because she didn't get there in time has set her back a bit.


Holiday weekend here in the states, and I'm adding to it by taking Friday off as well, so in all likelihood, I'll be offline until late Monday, or early Tuesday.


Male Rakasha-spawn tiefling Swashbuckler 4 HP 40/40 AC 19 Touch 14 FF 15 Fort +3 Ref +8 Will +0

Malevor is going to constantly be cursed by the dark whispers that haunt all of his kin, sometimes just to quiet them or because for whatever reason, he listens to them. He usually means well but he commits enough evil to be kept from the good alignments. This may involve a character arc that drives him insane; torn between good and evil or I might just quell the whispers if his actions threaten group dynamic. Him killing Plugg is a good way to show an example of his "evil" actions.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

I like it; although I think our DM stated a preference for more 'light-hearted' piratey types, so hopefully we can find a medium that works for everyone.

Alessandra will continue to be torn between her upbringing/instincts (N -> E) and her friends (N -> G), therefore staying in the N column: G (loyal, steadfast, trustworthy) to her friends and E (ruthless, treacherous, vindictive) to her enemies.


Indeed! It is my intent to provide a S&S experience which very closely follows the AP, but with a bit more of a Neutral-Good flare. You'll see where we're headed maybe midway or so through the next book.

I'll get a good post up tomorrow morning to get the story going ahead.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Cool. I'm all for feeling heroic.


Ok, phew, I think that's all of the loot, so we're all caught up on that front.

How would you guys like to handle things aboardship upon your return?


I just updated my Initiative and Perception macro lists in the campaign page, please make sure I got your numbers right. I had some of them way off.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Looks good here. Though for Chaenath you really should just put in Goes last


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Initiative & Perception look OK to me, boss!

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

My initiative and perc are reversed :) init should be +2 and perc +9

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

Loot is sheet up here

I tried to put in everything since we got to the island, but feel free to add if I missed anything. I haven't put all the values yet, so if you have spare time feel free to add them ;)

I took Besmara's Tricorne for Rogar, and could take the magical bolt unless Chanath has use for them. Some of the items were probably already claimed by someone, please note that on the spreadsheet. There was a set of scrolls; Rogar could first try to copy the spells and then Chaenath can store them into her familiar?


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

You can't copy scrolls. If you're trying to store them in any fashion besides a scroll case or just letting them sit there, they get destroyed.

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

I meant copying into spellbook i.e. scribing. But I guess the scroll is destroyed in the process. And witches cannot learn from alchemists' formula books, and alchemists do not get anything out from witches' familiars..

So, is there any spells you'd like, Chaenath?:
a whale skull weighing 25 pounds whose scrimshaw carvings function as arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch

I need to check which are on alchemists list anyway.


Rogar "Doc" Ironsail wrote:
My initiative and perc are reversed :) init should be +2 and perc +9

Changes made!


For taking over the ship and "handling" Plugg and Scourge, you guys have gained 2 points of "disrepute" and "infamy."

I'll post more on what disrepute, infamy, and plunder are all about.

In short on plunder, 1 point of plunder is worth roughly 1,000 gp.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Just wanted to point out that my buccaneer's blood trait gives +1 to disrepute and infamy, whatever they are...

EDIT: Ah, my bad on the boarding pike; thought it was a polearm...

Still not sure what to do with the returning harpoon, though.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Gah, not being able to check google docs is incredibly annoying. I think Chaenath would make the most use out of the bracers of armor +1 though.

For spells these are the ones on the witch spell list

alter self
black tentacles
enlarge person,
hypnotism
touch of idiocy
vampiric touch

Alchemist list?
Alter Self
Blur
enlarge person

So it makes sense to me that Rogar will take Alter Self, Blur, and Enlarge Person. Chaenath will take black tentacles, hypnotism, touch of idiocy, and vampiric touch.

And we'll leave the rest of the skull with the person with the highest UMD.

Of course we need gold to do the copying as well :).


Alessandra wrote:
Just wanted to point out that my buccaneer's blood trait gives +1 to disrepute and infamy, whatever they are...

2's changed to 3's


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Great, now let's get that plunder up... to infinity, and beyond!

:)

The Exchange

Male N Dwarf Alchemist (Chirurgeon) 7 | HP: 59/59 tmp 14 | AC: 2129 (14 16 Tch, 19 25 FF) | CMB: +5, CMD: 19 | F: +9/13/15, R: +8/12, W: +5/9 | Init: +2 | Perc: +14, SM: +4, Darkvision 60' | Speed 20ft | Bombs: 11/11 | Active conditions: mutagen, shield, see invisibility

@Chaenath: sounds like a fair division of the spells

Can we write the spells just by spending the gold, or do we have to be at some port where we could buy the materials (or whatever the gold goes into)?

Also, now that we are in the ship and not in chains, can Rogar start crafting potions & other alchemical items?


You'll need supplies for all of that, right? I do believe Rickety's might be able to provide some such things.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

Actually doesn't seem like Chaenath will need any supplies.

Quote:
Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

New to spellcasters myself so I don't think Chaenath needs to spend any gold.


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

So tell us, O wise and all-powerful DM, what do our disrepute and infamy scores mean? Beyond making us disreputable and infamous, I mean...

Dark Archive

Male Cricket (Currently Retraining levels)

I'll be gone this weekend. I should be back Sunday evening.


Those sailing under the fearsome flag of a pirate vessel live by different guidelines than those protected by the laws of the Inner Sea’s nations. A pirate’s life, for the most part, depends upon a foundation of respect and reputation, a scallywag’s propensity for daring raids or f laming ruin having aftershocks extending far beyond the decks of his own ship. In the Skull & Shackles Adventure Path, characters find themselves thrust into the cutthroat lives of pirates. Their success, and potentially their survival, will depend on reputations garnered from their decisions, outrages, and panache. The following presents details and subsystems allowing GMs to track their PCs’ increasing reputation, which has ramifications throughout the Adventure Path, as well as several other systems and side games to help simulate the day-to-day responsibilities and dangers of being Shackles pirates.

Plunder & Infamy
The acquisition of wealth and the spread of grim reputations motivate pirates to deeds of daring and depravity. The following two subsystems present GMs with ways to gauge and track their PCs’ success at achieving what all pirates desire most. Although the PCs’ situation in “The Wormwood Mutiny” prevents them from gaining much in the way of plunder or infamy in this adventure, their fortunes rise considerably in future adventures.

Plunder
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. Typically, there are trade goods, foodstuffs, spices, and valuables of a more mundane sort. Such takes can fetch significant prices, but for scallywags more interested in looting than the specifics of what they loot, this system provides a way for parties to track their plunder without getting bogged down by lists of commonplace cargo and their values down to the copper piece. Aside from streamlining the collection of riches, this system also allows characters to increase their infamy, paying off crew members and spreading their wealth with more appealing dispensations of loot than what was aboard the last merchant ship they robbed.

Winning Plunder: What gains a group plunder is largely decided by the GM or is noted at the relevant points throughout the Skull & Shackles Adventure Path. Typically, at any point the PCs claim a ship’s cargo, conquer an enemy’s hideout, or find a significant treasure, there’s the potential for a portion (sometimes a significant portion) of that wealth to translate into plunder. Plunder means more than five wicker baskets, a barrel of pickled herring, three short swords, and a noble’s outfit; it’s a generalization of a much larger assortment of valuable but generally useless goods (and serves to help avoid bookkeeping on lists of random goods). Rather, a cargo ship carrying construction timber, dyed linens, crates of sugar, animal furs, and various other goods might equate to 4 points of plunder. Just as when awarding more standard forms of treasure, a GM doling out plunder should consider the challenge of winning the plunder and the actual value of the plunder if the PCs cash it in (see below). As a rule of thumb, GMs seeking to give the characters a minor reward might give them 1 point of plunder, while a major reward would be 5 points of plunder.

Plunder is not meant to serve as a replacement for more standard forms of treasure. GMs should still award characters gold and magic items to keep them prepared to face new challenges, whereas plunder serves as a useful shorthand for what varied mundane treasures are discovered and can be sold for values in gold. Characters can also buy plunder if they wish, though those who do so risk becoming known as merchants rather than pirates.

Value of Plunder: Plunder is valuable for two reasons: It can be sold for gold pieces, and it helps you increase your Infamy (Infamy is further detailed below). In general, 1 point of plunder is worth approximately 1,000 gp, whether it be for a crate full of valuable ores or a whole cargo hold full of foodstuffs. Regardless of what the plunder represents, getting the best price for such goods is more the domain of merchants than pirates, and just because cargo might be worth a set amount doesn’t necessarily mean the PCs can get that much for it. Exchanging 1 point of plunder for gold requires a PC to spend 1 full day at port and make an applicable skill check. Regardless of how much plunder the PCs have, one PC must spend a full day trading to exchange 1 point of plunder for gold. The PC trading also must be the same PC to make the skill check to inf luence the trade. The larger the port and the higher the skill check, the better price the PCs can get for their plunder. At smaller ports there’s little chance of getting more than half value for plunder, unless a PC can employ a skill to make a better deal. At larger ports, the chances of finding a buyer willing to pay a reasonable price for cargo increases, and PCs can still employ skill checks to make even more lucrative bargains. PCs seeking to win a higher price for their plunder can make one of the following skill checks and apply the results to the table below: Bluff, Diplomacy, Intimidate, or any applicable Profession skill, like Profession (merchant). A poor result on a skill check can reduce the value of plunder. If the PCs are not satisfied with the price they are offered for their plunder, they need not take it, but a day’s worth of effort is still expended. They can try for a better result the next day.

The table below explains how much PCs can expect to get for their plunder in communities of various sizes, the skill check DC required to increase this amount by a set percentage, and the maximum amount buyers in a community can be convinced to buy plunder for.

Each column is explained in brief here.:

Community Size: The size of a community is determined by its population, noted in every community stat block and further detailed in the Pathfinder RPG GameMastery Guide.

Base Sale %: Every community is willing to buy plunder from the PCs, but not necessarily at its full value. This column lists the percentage at which a community is willing to buy 1 point of plunder (along with that percentage’s expression in gold pieces).

DC to Increase Sale: This is the skill check DC required to increase the sale percentage a community offers for plunder. Every community can be convinced to offer more for plunder (to a maximum sale percentage listed in the final column of the table below), but this requires the PCs to make a skill check. The DC of this skill check is 10 + an amount determined by how much the PCs are trying to increase the sale percentage. For example, if a PC is unwilling to accept a mere 20% of the value of his group’s plunder when attempting to sell it in a hamlet, he can attempt to increase this percentage by 5% by making a DC 15 skill check. If he wants to attempt to increase the percentage to 30% (the maximum amount the hamlet can possibly pay), he must make a DC 20 skill check. Failure results in no increase, and this skill check can only be made once per day. In larger communities, the DC to increase these percentages rises, but the percentage also increases, as does the maximum percentage buyers can be talked up to.

Maximum Sale %: This is the highest percentage at which a community can be talked into buying 1 point of plunder. Merchants in a community will never buy plunder for a higher price than this. Additionally, this column lists the skill check DC required to haggle buyers up to this percentage, and how much the percentage is worth in gold pieces.

Spending Plunder: In addition to its value in gold pieces, plunder is vital to increasing a pirate crew’s Infamy. See the Infamy subsystem for more details.

Buying Plunder: Although gold typically proves more valuable and versatile than plunder, some parties might wish to exchange their traditional wealth for plunder. In any community, a party can buy 1 point of plunder for 1,000 gp. What form of goods this plunder takes is determined by the GM.

The Table:

Community Size / Base Sale % (GP for Plunder) / DC to Increase Sale / Maximum Sale % (Max DC & GP for Plunder)
Thorp / 10% / (100 gp) / 10 + 5 per 5% / 20% (DC 20; 200 gp)
Hamlet / 20% / (200 gp) / 10 + 5 per 5% / 30% (DC 20; 300 gp)
Village / 30% / (300 gp) / 10 + 5 per 5% / 40% (DC 20; 400 gp)
Small town / 40% / (400 gp) / 10 + 5 per 5% / 60% (DC 30; 600 gp)
Large town / 60% / (600 gp) / 10 + 5 per 5% / 80% (DC 30; 800 gp)
Small city / 80% / (800 gp) / 10 + 10 per 5% / 90% (DC 30; 900 gp)
Large city / 90% / (900 gp) / 10 + 10 per 10% / 120% (DC 40; 1,200 gp)
Metropolis / 100% / (1,000 gp) / 10 + 10 per 10% / 140% (DC 50; 1,400 gp)


Infamy and Disrepute
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 notorious scallywags on the seas. That’s where Infamy comes in. Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. At the most basic level, infamous pirates have the potential to press-gang unfortunates into their crews, get repairs to their ships in nearly any port, and win discounts from merchants they’d prefer not to rob. As a crew becomes more and more infamous, however, its legend stretches across the seas, allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its f lag. This system allows characters to track how their legend is growing over the course of the campaign, along with providing them tangible rewards for building appropriately piratical reputations.

Infamy and Disrepute Scores: In a method similar to the tracking system for Fame and Prestige Points detailed in Pathfinder Campaign Setting: Pathfinder Society Field Guide, a party has two related scores, Infamy and Disrepute. Infamy tracks how many points of Infamy the crew has gained over its career—think of this as the sum of all the outlandish stories and rumors about the PCs being told throughout the Shackles. Infamy rarely, if ever, decreases, and reaching certain Infamy thresholds provides useful benefits and allows others to be purchased using points of Disrepute. Infamy is limited by actual skill, however, and a group’s Infamy score can never be more than 4 × the PCs’ average party level.

Disrepute is a spendable resource—a group’s actual ability to cash in on its reputation. This currency is used to purchase impositions, deeds others might not want to do for the group, but that they perform either to curry the group’s favor or to avoid its disfavor. This score will likely fluctuate over the course of a pirate crew’s career and can go as high as the group’s Infamy (but never higher), and at times might even drop to zero. This isn’t something to worry about, though, as a low Disrepute score has no bearing on a crew’s overall reputation—on the contrary, it merely means they’re making use of the benefits their status has won them. However, it does represent that even the PCs’ legend can only take them so far, and if a group’s Disrepute drops lower than the Disrepute price of a benefit, the crew must spend time building its Disrepute back up before it can purchase that benefit.

Winning Infamy and Disrepute: A few things are required to gain Infamy: an audience, a deed to tell about, and a flair for storytelling. Proof of the group’s deed in the form of plunder doesn’t hurt either.

To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted.

Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM.

Infamy and Disrepute per Port: No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. However, this amount resets every time a group reaches a new Infamy threshold. Thus, once a group gains 5 points of Infamy and Disrepute in Quent, it can gain no further points of Infamy from that port until it reaches the next Infamy threshold, though the crew can travel to another port and gain more Infamy by boasting to a new audience.

Plunder and Infamy: Plunder can modify a PC’s attempt to gain Infamy in two ways. Before making an Infamy check for the day, the party can choose to spend plunder to influence the result—any tale is more believable when it comes from someone throwing around her wealth and buying drinks for the listeners. Every point of plunder expended adds a +2 bonus to the character’s skill check to earn Infamy. The party can choose to spend as much plunder as it wants to influence this check—even the most leaden-tongued pirate might win fabulous renown by spending enough booty.

Additionally, if a PC fails an Infamy check, the party can choose to spend 3 points of plunder to immediately reroll the check. The party may only make one reroll attempt per day, and spend the plunder even if the second attempt fails—some people just aren’t impressed no matter how much loot you throw at them.

Spending Disrepute: A group’s Disrepute can be spent to buy beneficial effects called impositions, though some impositions might only be available in certain places— such as at port—or might have additional costs—like forcing a prisoner to walk the plank. Spending Disrepute to purchase an imposition requires 1 full day unless otherwise noted. When Disrepute is spent, the group’s Disrepute score decreases by the price of the imposition, but its Infamy (and, thus, the group’s Infamy threshold) remains the same. The prices of impositions and the Infamy threshold required to make those impositions available are detailed below.

Infamy Threshold
The following benefits are available to groups that achieve the listed amount of Infamy.

Disgraceful (10+ Infamy):
Characters may purchase disgraceful impositions. The PCs may choose one favored port. They gain a +2 bonus on all Infamy checks made at that port.

Despicable (20+ Infamy):
Characters may purchase despicable impositions. Once per week, the PCs can sacrifice a prisoner or crew member to immediately gain 1d3 points of Disrepute. This sacrifice is always fatal, and returning the victim to life results in the loss of 1d6 points of Disrepute.

Notorious (30+ Infamy):
Characters may purchase notorious impositions. Disgraceful impositions can be purchased for half price (rounded down). The PCs may choose a second favored port. They gain a +2 bonus on all Infamy checks made at this new favored port and a +4 bonus on Infamy checks made at their first favored port.

Loathsome (40+ Infamy):
Characters may purchase loathsome impositions. Despicable impositions can be purchased for half price (rounded down). PCs gain a +5 bonus on skill checks made to sell plunder.

Vile (55+ Infamy):
Characters may purchase vile impositions. Notorious impositions can be purchased for half price (rounded down). Disgraceful impositions are free. The PCs may choose a third favored port. They gain a +2 bonus on all Infamy checks made at the new favored port, a +4 bonus on Infamy checks made at their second favored port, and a +6 bonus on Infamy checks made at their first favored port.

Impositions
The following benefits can be purchased by groups that spend the listed amount of Disrepute and have achieved the requisite amount of Infamy. Over the course of the Skull & Shackles Adventure Path, characters might find other ways to spend their Disrepute. GMs are also encouraged to create their own impositions using the following as guidelines.

Disgraceful Impositions:

2 Yes, Sir!: For the next hour, the PCs’ crew completes any mundane tasks they’re assigned in half the expected time. This typically relates to Craft and Profession (sailor) checks made to prepare, maintain, or repair the ship, and cannot be applied to combat or more complex deeds like crafting magic items.
5 Captain’s Orders!: As a standard action, a PC on board her ship can cast fog cloud, heroism, make whole, quench, or whispering wind with a caster level equal to her character level.
5 Walk the Plank!: The PCs may sacrifice one crew member or prisoner to grant themselves and their crew one of two bonuses: either a +2 bonus on all skill checks or a +2 bonus on attack rolls. These bonuses only apply while on board the PCs’ ship and last until either the next day or when the captain leaves the ship. If a sacrificed character is returned to life, the PCs and their crew members take a –2 penalty on both skill checks and attack rolls for 1 day.
10 Get Up, You Dogs!: Every PC and allied character on the deck of the PCs’ ship is affected as per the spell cure light wounds, as if cast by a cleric of the PCs’ average party level. This imposition can only be used once per week.

Despicable Impositions:

5 Lashings!: The speed of the PCs’ ship doubles for 1 day.
5 Shiver Me Timbers!: While on board their ship, the PCs and their entire crew can reroll initiative or roll initiative in what would otherwise be a surprise round. The benefit of this imposition can be used immediately, but only once per week.
10 Besmara’s Blessings!: As a standard action, a PC on board her ship can cast animate rope, control water, remove curse, remove disease, or water breathing with a caster level equal to her character level.
10 Dead Men Tell No Tales!: While on board their ship, the PCs can use this imposition to automatically confirm a threatened critical hit.

Notorious Impositions:

5 You’ll Take It!: The PCs can spend up to 5 points of plunder in 1 day at 50% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
5 Honor the Code!: The PCs and their crew gain a +4 bonus on all Charisma-based skill checks made against other pirates for the next 24 hours.
10 Master the Winds!: As a standard action, a PC on board her ship can cast call lightning storm, control winds, mirage arcana, or telekinesis with a caster level equal to her character level.
15 Chum the Waters!: For every Infamy threshold they possess, the PCs summon 1d4 sharks into the waters surrounding their ship. These sharks are not under the PCs’ control and viciously attack any creature in the water.

Loathsome Impositions:

5 Evade!: Teleport your ship 100 feet in any direction. This imposition can be used once per day.
10 You’ll Take It and Like It!: The PCs can spend up to 5 points of plunder in 1 day at 100% of its value (regardless of a community’s maximum sale %). This amount cannot be adjusted by skill checks.
10 Master the Waves!: As a standard action, a PC on board her ship can cast control weather, discern location, hero’s feast, or waves of exhaustion with a caster level equal to her character level.
20 The Widow’s Scar!: Choose one enemy to curse. You and your crew gain a +2 bonus on attack and damage rolls against that NPC for 1 week. The enemy is aware of the curse and who cursed her, and can end the effect with a remove curse spell.

Vile Impositions:

10 More Lashings!: The speed of the PCs’ ship quadruples for 1 day.
15 The Hungry Sea!: A PC aboard her ship may cast elemental swarm, storm of vengeance, or whirlwind as an 17th-level caster.
20 Dive! Dive! Dive!: The PCs’ ship submerges and can travel underwater at its normal speed for up to 1 hour. During this time, the vessel is encompassed by a bubble of breathable air and takes no ill effects from the water—even most sea creatures keep their distance. The ship leaves no visible wake upon the waters above, but might be visible in particularly clear water.
25 Summon the Serpent!: One sea serpent comes to the aid of the PCs’ ship. This sea monster is under the control of the PCs and serves for 10 minutes before disappearing back into the deep.


I blame Alessandra for even asking the question, but there you go!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

OK, I just took critical damage from the wall-of-text... Good thing we're not using the SAN mechanics!


My hand cramped while transcribing and formatting it.


Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)

And Alessandra claims another victim.

Dark Archive

Male Cricket (Currently Retraining levels)

I'm back!


Woot!

Tomorrow morning I'll kick us off on your new adventure!


Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft

Arrrr!


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Onward and upward! To glory or a glorious death! I'd prefer rum though.


Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5

Damn we are a loyal bunch, aren't we? Someone makes a comment about one of us and the rest jump at a chance to defend.

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