Kobold Stew said:
So, I know we have started playing, but with permission, I'd like to swap some things around on Barrington's sheet.
No worries! This goes for everyone: I am very understanding of "easing into character" as well as getting familiar with the new 5th edition rules. Until you guys level up, feel free to tinker with the mechanics of the character (through please do run them by me first). The only thing I want to avoid are major revisions to a character's story.
Also, you should know that I originally had A LOT more Fortunes, but ended up cutting them out because my ideas weren't yet fully formed. This week, however, expect each of the Fortune lists to grow with 8 new mixed fortunes, 8 new good fortunes, and 8 new ill fortunes. I expect as we adventure for your Fortunes to change with the story or your own ideas (as a rule/guideline your characters can have at most 2 + level / 2 (round down) Fortunes). Once I post those up, if you want to tweak your Fortunes that's cool.
And if anyone has ideas for a new fortune they'd like to see, give 'em to me!
1. Rituals. I know we talked about it, but I think no one has taken a ritual book. (Please correct me if I'm wrong). If that's so, then I'd like Barrington to do so. I think it's useful long-term for the group, and helps secure a niche for him and adds richness to his character. In a few levels, it gives the party access to water walking and water breathing as well. Ah, but how does this relate to being Enlightened, I hear you ask! Easy.
Jim lives in a world of magic, but believes in reason. There is much he needs to explain that science has not quantified or measured. The 18th C is a period of attempts at systemization (the "Age of Wonders") and he has more wonders that need explaining. His Ritual book constitutes his original scientific research into understanding the universe. The 18th C. firmly believed in Aether, the medium by which gravity and electricity was conveyed. Part of what Jim is doing is explaining the workings of Aether and other ineffable substances as best he can. He may be right -- that's really irrelevant. He believes he is right, and that reason will explain what those around him see as the workings of magicians, loas, or petty divinities.
I think it's a great concept! I won't lie, I think Inspiring Leader is an awesome feat for leading a crew into battle (and should always be accompanied by a rousing speech), and that the wizard Old Zef and bard Hugo Van Haan can cover a lot of ritual casting.
If you like it though, go for it!

It is both flavorful and useful. You could have a lot of fun coming up with scientific or pseudo-scientific reasons for what Alarm, Tenser's Disk, or Gentle Repose are -- I already get some fun ideas! And looking at the rituals you chose, I see that you're covering spells no one else has.
The main change to play would be:
* the time 1000-1200 in his cabin would be dedicated to scientific researches (and forgery, when needed).
* rituals cast would be expressed in terms of his understandings of aether.
* time spent transcribing spells found (on scrolls, or from wizards) would involve "translating" the supernatural mumbo-jumbo into reasonable and sensible Latin (such rituals would then be an exception to the doubt from his status as being enlightened).
Sounds good to me!
2. Role on Ship. So by removing Inspiring Leader, that reduces the rivalry for the captaincy and eliminates some redundancy. He has not worked with Queenie before, but can take any of a number of positions as desired. He has insight and so can serve as Quartermaster. He can be a Gunner, or Master. There is no doubt he is ambitious and wants recognition, but this removes the obvious conflict with Queenie at the start (and gives it opportunity to grow over time as they have experiences with one another; I think he does *want* to be captain.
Sounds good! A Quartermaster or Sailing Master who can fill in as Gunner when needed fits.
3. Fortunes:
a. "At Sea": I never qualified where he learned to navigate with the fortune. Can it be under Ben Hornigold? (He would have served with Blackbeard/Teach, then, possibly when Barrington was known under a different name).
Huh, I though you said he served on the Egret and Jayne McChul's Darkness Comes? Or am I misremembering? Though I do like the idea of him serving under Hornigold, and it's fine if you change it to that.
b. "Magic Trinkets"/"Haunted": I think I am interested in adding this pair, if only because magic items are rare. I recognize the value of gauntlets of swimming when at sea, but I think that making the hat-that-keeps-returning to him a headband of intellect means (a) there is an irony in his best scientific researches being driven by a non-scientific (magical) force, and (b) it gives him bonuses to skills he's not proficient in, making him more useful overall but perhaps not unbalancing. (Other stats at 19 would obviously be better for him, but Int has the flavour, and is traditionally granted with headwear.) Jim might not even be fully aware how much cleverer he is when he's wearing his hat. I'm completely fine if this is not okay, given Enlightened. I also know that in 3 weeks there's going to be a full list of uncommon magic items, but this feels right.
Sure, that's a nice touch. I get the Magic Trinkets part. But explain the "Haunted" part to me?
4. Maneuvers. Just to be clear:
a. the disarming attack allows you to disarm an opponent. It is my belief that if this happens in melee, I could pick up the object (or at least kick it away) before the opponent gets to act (and pick it up for free).
Picking up an object or kicking it away is probably a "free action" in most cases (though not if you've already used your free action to draw a weapon or such, or under extreme situations like hanging from rigging or fighting on a yardarm). Disarming is also a good use of an opportunity attack.
b. the pushing attack allows you to push an opponent up to 15 feet. I would hope that this could conceivably knock boarders into the sea, and that once they've afield a save and been pushed, they could be knocked into the water.
I'm inclined to agree.
I think that's it. Thoughts?
Looks good, mate! If you like it, I say go for it!