And, is there something like quick reload (the feat for crossbows) for the guns? Making it a move action? I want to make a "pistol fighter"
I'll allow Rapid Reload to apply to the guns, you can take the feat for guns individually like you do for the crossbows. And yes, any guns will be move action, reloading a pistol as a free action is a bit too fast.
Well I'll offer up my own limited understanding of the dice roller. To use the dice roller you need to submit your post and then look at the bottom right hand corner where you should see the dice roller tag, hit this and it takes you through to the roller itself. Once there there is a help link at the bottom of the page, but it should be fairly self explanatory from there in anycase. You should see all the available dice, type in the number of that dice you want rolled in the box next to the given die, e.g. 4 next to the d6. Then scroll down to the options where you can add a positive or negative modifier to your roll, or choose to drop the lowest die, etc.
Finally you can either save your roll, or roll it. Save rolls if you want to roll a number together such as for a full attack, etc., although you could easily just roll and hit the dice tag in the corner of your post aain for each roll you need.
That's about right, but some of the features are buggy. Be careful with the save funtion, I think it works, but the preview doesn't. So you can't see what rolls you have in the queue, which is why I tend to roll them 1 at a time. Also, the favorite roll funtion doesn't seem to work either.
Question: 4d6 drop lowest roll, reroll 1's or..... just keep what we get?
Yes, it's drop lowest, and you keep whatever 1s come up (I'm not
that generous...

).
If Gobbos etc are supposed to be so rare, having two on a ship just seems... well, it takes the cool factor away from the Goblin, doesn't it?
Goblins aren't really that rare in my campaign, and I don't see a big problem with the pirate crews being pretty diverse.
So in essence, we won't be identifying anything until level 6 spells are available?
Hmm, that's a good point. This rule will probably get tweaked. I feel that full identification with a 1st level spell is too powerful for the level, but you make a good point with wizards not being able to do much in the way of iding until at least level 11 (and longer for sorcs). I think maybe something like bonus + weakest addtional power for weapons/armor, and see how most basic power works for other items. Maybe alert the caster that there are other abilities.
Someone pointed out to me that Stormwrack has parrot familiars, so I'll go with that. Changed above. Monkey was adapted from Pathfinder.
Flavor for the pirates is kind of a mix of the classic pirate and Arabian corsairs.
So here's our party setup so far:
Code:
[u]Player PC[/u]
Aldern Foxglove Halfling Psion
Only the Strong Halfling Druid
Lughart Goblin Wizard
Fangor the Fierce Kobold Sorcerer
Herobizkit Dwarf Ranger
jackslate45 Human ? or Orc Barbarian
I'll take two more PCs, then close recruitment. Fighters or clerics would probably be the best choice.
Since few people are playing any humans, I'm not going to worry about a lot of deep background. Most of the non-humans in this campaign are pretty typical for D&D. Also, since you're all part of the same pirate crew, you'll be starting on a pirate ship. So you don't have to worry about how you all met, and there's not going to be any cliched tavern scenes either.
The Broken Sea
Thousands of years ago, the Great Cataclysm struck, separating the continents of Eldra and Maldara. Where the two continents had been joined, there was now the Broken Sea, a narrow sea choked with many islands. Elves and dwarves were the first to rebuild their civilizations in Maldara, while human civilizations arose in Eldra.
Many centuries later, after the fall of elven civilization, a loose confederation of slaves who escaped bondage in Eldra migrated to Maldara. Some settled on the islands of the Broken Sea and became the Sea Tribes. While some became honest fisherfolk, sailors, and traders, others took the freedom of the seas to prey upon their former masters. Numerous pirates set up bases in the Broken Sea and preyed upon Balas and the Celestial Kingdom in Eldra. When the Zazir Empire arose in Maldara, some preyed upon them as well. Only the magocracy of Nivia remained relatively untouched, being well defended by the powerful wizards who ruled there. After the fall of the Zazir Empire, the theocracy of Darthus arose, and its paladins and clerics of Rendon declared a holy scourge upon the pirates, whom they counted among the wicked. The city of Alixus, home to many free spirits and rogues, eventually rebelled against Darthus, and the City of Thieves is the only true ally the pirates have on either continent.