[5e] Spell & Crossbones


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Starting with some basic questions, which may help narrow the field of concepts:
1. Would the 'Archery' fighting style apply to cannons and similar heavy weapons? How about the Sharpshooter feat? If no in either case, could a similar style or feat, specific to heavy weapons, be created? (for a gunner-type)
2. Could one use an Expertise slot for surgeons tools? Or would Expertise in Medicine apply to surgery rolls? (surgeon, obviously)
3. For the Pirate class in the pdf, would multiclass requirements be DEX and CHA, or just DEX? (ex-zombie half-orc wants to know)

I've got a few more that I'll probably put up when I start pitching concepts, but I figured I would get these out for now.
 

Starting with some basic questions, which may help narrow the field of concepts:
1. Would the 'Archery' fighting style apply to cannons and similar heavy weapons? How about the Sharpshooter feat? If no in either case, could a similar style or feat, specific to heavy weapons, be created? (for a gunner-type)
Our approach has been that you can re-interpret 'Archery' and 'Sharpshooter' as applying to firearms, bows, or both...whatever best fits your character concept. Whether it applies to cannons, I'm leaving up to you and your character concept.

2. Could one use an Expertise slot for surgeons tools? Or would Expertise in Medicine apply to surgery rolls? (surgeon, obviously)
Yes, you could use Expertise for surgeon's tools.

And Medicine cannot be used to perform surgery - you must have proficiency in surgeon's tools to perform surgery.

3. For the Pirate class in the pdf, would multiclass requirements be DEX and CHA, or just DEX? (ex-zombie half-orc wants to know)
The Pirate class is already something of a mash-up intended to accommodate "lightly armored warrior of the seas" concepts that don't fit into the normal multi-classing rules.

If you wanted to multi-class with it, I think you should avoid multi-classing into fighter or rogue, because I don't know what the interaction would be. Other classes would, of course, be fine.

Dexterity 13 and Charisma 13 as multi-class requirements seem right.

I've got a few more that I'll probably put up when I start pitching concepts, but I figured I would get these out for now.
Sounds good.
 
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First pass on concepts

So I have chewed through the setting pdf (and I'm working through the IC), and I've winnowed the list of concepts down to three. (I have also drwan some inspiration from 7th Sea, and the Rogues Gallery CDs; I still wish I could find my copy of GURPS Swashbucklers to help with some more of the background stuff- google-fu is a poor substitute). I'm going to present the concepts below, with basic details visible and questions or 'secret' stuff s-blocked. If you see something that looks good for the crew (or, conversely, if you see something you don't think is a good fit), then sing out, matey! This applies to both players and GM- though fellow players might wish to steer clear of the hidden reefs of secret stuff...

In no particular order:
1. Faolan 'the Firebrand': half-elven pirate and would-be master swordswoman; young enough, but still an experienced all-around sailor. She would love to be a captain some day, but she knows that day is years away- but there's no sense waiting to learn the trade; if only she could learn to keep her whip-lash tongue in check (or get people to forget that incident with the torch and the barrel of gunpowder...). She draws her nickname from her flame-red hair and her incandescent temper, both a legacy of Irish ancestors. [sblock= Faolan] Half-elf Pirate 3 (Swashbuckler)/Bard 1; background= sailor (pirate); bond= undecided; Fortunes- Fencing school (good), Fighting words (ill), Notoriety (mixed). She is the most 'basic' of the three concept ideas, a young pirate looking to make her fortune. [/sblock]

2. 'Half-dead John': Half-orc sailor, marine, diver, and general heavy. Grew up in a mixed race tribe somewhere in the islands- until nearly the entire tribe was enslaved as zombie labor by a budding bokor. The years in between are a red-hazed blur- and John has no idea how he broke the control and rejoined the world of the living. Since then he has made his way as a sailor and a marine, aboard a variety of ships- he has found that less 'reputable' crews tend to leave him be, and has thus 'fallen' into piracy. Of late he has had visions and 'dreams' leading him to an interest in laying to rest the spirits of those who 'died untimely'. He has had no desire to return to his one-time home; he knows that nothing good is left there. Of more pressing import is the mysterious bokor whose control he broke nearly three years ago- and who might be looking for his errant servant... [sblock= Half-Dead John] Half-orc Ranger 3 (Swashbuckler)/Barbarian 1/Fighter 0; background= sailor (pirate); bond= undecided (but probably something related to more completely returning to full 'life', or laying to rest a particular person of import); Fortunes- Ex-zombie (mixed), Affliction (Maimed throat; Ill), Trinkets (Good), possibly also Loa patron balanced with Haunted (likely Ghede Nibo, patron of those who were murdered or died untimely; John is occasionally called to avenge or otherwise put to rest the unquiet dead). More complicated but still could fit, both the setting and the crew. [/sblock]

3. Serafina di Savino, the Widow Bellacosta, the Contessa: human (?) surgeon (of exceptional skill), scholar, and arcanist. An Italian woman with a mysterious past, she claims to have been 'called to the sea' after her husband's disappearance years ago. Intelligent, cultured, and charismatic, she has learned her way around a ship better than one might expect, as if she has a natural gift; her abilities are 'almost' enough to let you ignore the darker rumors about her- and what is a 'vampire' anyway? [sblock= Serafina] Human Bard 3 (lore)/Sorceror 1 (ship mage); Background- Noble (gentlewoman adventuress); Bond- something related to her missing husband or his arcane books (aboard the Gloriosa); Fortunes: ?; by far the most complicated of the three, and the darkest (secrets below) [sblock= Serafina's secrets, pry at your own risk] Serafina is not exactly alive. She is something akin to a vampire spawn, 'turned' by her husband (a truly dark arcanist/egyptologist) many years ago; she is seeking him for vengeance, or his books to maintain her (starting to fade) Immortality- it has taken her years to build her abilities and follow the trail this far. In terms of Fortunes, she has both Immortality and Old Salt (her affliction is 'I don't drink... wine' (grog-headed, and physical illness from too much normal food), as well as discomfort in sunlight; the extra background is Sage- she is an herbalist, and alchemist, and a poisoner) (possibly also Wastrel, Haunted, and Vice- drinking blood, though certainly not in excess). Obviously, she would require further negotiation/work but would be worth it, I think. [/sblock][/sblock]
 

Hey folks,

I spoke with Quickleaf via PM about joining in the fun here, and he asked me to share with you all to get any feedback. I'm still reading through the story so far (I just got to the point where Nia introduced herself) and as I go, I'm hopeful that I'll find a niche to fit a character into.

I did have an initial concept that jumped out at me as I was looking over the setting materials. There seems to be a strong voodoo theme throughout the magic system. Would the group be open to a homebrewed Binder class that refluffed vestiges into Loas? Specifically, I was looking at Nifft's Binder recently on the board. My thought was to play a Houngan that rode Loas and depending on which Loa(s) were bound/riding would impact his personality. For example, if a Loa was related to the sea, his mood would reflect the current weather on the ocean around him, or if the Loa was related to fire, it makes him short tempered. I'm not picturing a fractured personality, just mercurial in moods depending on what was bound.

I know that the setting has most clerics serving Loas so this might not gel with that concept. My thought was that a binder would bind lesser Loas that are not powerful enough to empower clerics, but are powerful when bound. There lesser nature would also allow the binder to be able to exert his own personality rather than just being ridden. In relationship to others who serve the more powerful Loas (such as Nia), he would probably be looked down upon (which would hopefully offer some good IC roleplaying opportunities).

I'm not bound to the idea (a little humor there), but I wanted to run it past the group just the same. I'm not set on anything at the moment. In terms of a ship role, I'm open to designing the character to plug whatever hole is needed.

In regards to the Binder class, if you think that's a cool concept to fit in and the class looks good, let me know. If you do accept it and there are balance issues, I'm fine with tweaking it as needed, but I recognize that may not be a hassle you guys want to deal with.

If you aren't open to that, but are open to another player, I would like to try to build a character that will work. I've never done PbP before, but I do DM a 5E group and really would like a chance to play. Hopefully we can work something out. Thanks!
 

[MENTION=48394]pathfinderq1[/MENTION] Those are some great character concepts!

I think that one that stands out for me is Half-Dead John. That character meets all three things I look for in new PCs:
  1. A fleshed out concept suitable to the Caribbean.
  2. Fills a niche needed by the party, mechanically in terms of class.
  3. Fills a particular ship duty needed by the party.

Faolan 'the Firebrand' meets 1 (themed concept), but I'm not clear on 2 (ship duty) & 3 (class niche).

Serafina di Savino meets 3 (ship duty), and I think 2 (class niche), but seems a stretch for 1 (themed concept). Then again we have Etienne as a North American fur trader, so who knows?

That said, I always think you should go with the character that calls to you the most, and any "balance" issues should be secondary.
 
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[MENTION=20005]Matthan[/MENTION]
I had a chance to read over Nifft's Binder class a little today. There's a lot of moving parts here. Generally it looks balanced, but there are a few broken abilities I'm noticing already (e.g. Bloodcasting). Rather than me reviewing them all, why don't you tell me which of the following you're interested in selecting and I'll review those specifically?

Arcane Archetype?
Pact Tradition?
Which 3 Vestiges?
 

The class is complex. I believe it's designed to be flexible. I don't think the complexity will slow down play in a PbP though.

I am torn though. I've been looking over the current party members, and I don't think they need flexible. It looks like they need a muscle/front line type and/or healing. I don't know how well this class can fill that role, but here's my stab at it.

Knight of the Sacred Seal - archetype
Primal - pact tradition

With the vestiges, I'm looking for melee, heal, and utility in that order.

Vestige - Buer (heal)
Vestige - Focalor (melee/utility)
Vestige - Orthos (melee)
Primal (picked up at lvl. 3 bonus) - Aym (melee)

That's my best stab at a melee build. The sneak attack one would be an option if there was another melee character.

The balance bits that I'm not sure about:
Buer: Fast Recovery;
Focalor: Underwater Breathing might be to much for this setting;
Orthos: Whirlwind Breath looks like a cross between Burning Hands and Thunderwave. It's less damage than either, but has a larger reach. I think that's balanced, but I'm pointing it out. Displacement might be fine, but depending on the concern, I could see some tweaks.
Aym: Beard and Crown of Fire the reason to take this one and it may be to much. What leans me towards being willing to test it is the damage doesn't scale (unless you unlock the Ultimate power).

I'm going to keep looking over it and reading the campaign. My hope is to present some character concepts on Monday. Thanks for working with me.
 

[MENTION=20005]Matthan[/MENTION]
Ok, sounds good. I'll give those bits a look thru.

A quick question about flavor/story...

Tome of Magic said:
A knight of the sacred seal is never alone because she has formed a true partnership with a single vestige. Her oath requires her to champion and protect her patron vestige, take its seal as her symbol, and to advance its goals in the world.

How are you reconciling that with having multiple vestiges you deal with? Some kind of secret society or what?

EDIT: A possible entrance point for your character might be thru [MENTION=4936]Shayuri[/MENTION]'s PC Nia who may be on the look out for other voodoo practitioners who know about the djab (dark spirit) Yellow Jack (aka Xekik), specifically about the djab's "favored offering/sacrifice"...which relates to the ship it haunts, her captain, and crew, and what happened there.

Looking over those 4 vestiges - Buer, Focalor, Orthos, Aym - I've red-penned those features that I feel uncertain about at first glance, and probably will need to be studied closer, toned down, or replaced.

Buer
Inherent:
- You gain vestigial knowledge on Intelligence (Nature), Wisdom (Medicine), and Wisdom (Survival) checks, including checks to track a creature.
- Spell: Healing Word
- Fast Recovery: If you have less than half of your maximum hit points when you roll initiative, increase your hit points to half of your maximum.
Advanced:
* Binder level 3: Spell: Hunter's Mark.
* Binder level 5: You and all allies within 30 ft. have advantage on saves against poison and disease. When you bind Buer during a short rest, you or any of your allies who are below half maximum hit points are healed to half maximum hit points. This healing occurs before you or your ally spend any hit dice.
* Binder level 7: Spell: Aura of Purity
* Binder level 9: Spell: Mass Cure Wounds
Ultimate:
+ Fast Healing: At the start of your turn, if you have at least 1 hit point, you are healed for 5 hit points.

Focalor
Inherent:
- You can breathe underwater.
- You gain proficiency on Dexterity saving throws.
- Spell: Thunderwave
- Cantrip: Ray of Frost
Advanced:
* Binder level 3: Aura of Sadness: Adjacent enemies can't use the Disengage action.
* Binder level 5: Spell: Call Lightning
* Binder level 7: Spell: Control Water
* Binder level 9: Aura of Sadness: Adjacent enemies also suffer disadvantage on attacks and skill checks.
Ultimate:
+ Aura of Sadness: Adjacent enemies also suffer disadvantage on all saving throws.

Orthos
Inherent:
- Cantrip: Message
- Displacement: Your image is displaced, and attack rolls against you have Disadvantage until you are hit by an attack, which ends your displacement. You can use an action to regain displacement.
- Whirlwind Breath: You can expend a spell slot to exhale a 30 foot cone of cutting wind. Each creature in the cone suffers 2d6/slot level magical slashing damage, or half on a successful Dexterity save. Additionally, each creature must make a Strength saving throw, or be pushed back 10 feet per spell slot level.
Advanced:
* Binder level 3: Spell: Gust of Wind
* Binder level 5: Spell: Wind Wall
* Binder level 7: Spell: Greater Invisibility
* Binder level 9: You can regain displacement as a bonus action. Your Whirlwind Breath cone is 60 feet long.
Ultimate:
+ You gain Blindsight out to 30 feet, you automatically regain displacement at the start of your turn without using an action, and your Whirlwind Breath deals 2d10/spell slot level magical slashing damage.

Aym, the Avaricious Azer [Elemental, Fire]
Inherent:
- You gain proficiency on Strength saving throws.
- You gain vestigial knowledge on Strength (Athletics) checks.
- Beard and Crown of Fire: As a bonus action, you can ring your face with flame. These flames don't harm you or your equipment. The flames provide illumination like a torch, and make stealth impossible. Any foe who strikes you in melee suffers 5 (1d10) fire damage as your beard lashes out in retaliation. EDIT: love the flavor, but it's OP
- Spell: Burning Hands
Advanced:
* Binder level 3: Spells: Flame Blade, Flaming Sphere
* Binder level 5: You gain resistance to fire damage.
* Binder level 7: While your Beard and Crown of Fire is active, all of your melee attacks deal +1d4 fire damage.
* Binder level 9: Spells: Conjure Elemental, Flame Strike
Ultimate:
+ You gain immunity to fire damage. While your Beard and Crown of Fire is active, foes who strike you in melee suffer 15 (3d10) fire damage.
 
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I don't know. I've never really read anything about the Binder before looking at the thread. I knew it had a precedent in 3.5, but I've never read the book. When I was reading the pdf for the campaign, I saw the voodoo threads, thought of riding Loas, and thought of that class as a cool way to express that. I'll go a step farther and say I don't know how to reflect that passage in the class as written. My thought was that the lesser Loas were willing to work with me to increase their power in some way and move up the hierarchy. Flavor wise, I can do that with a single vestige/loa, but I don't think the class as a whole works if you do that. The designer assumes multiple loas to balance the class. I don't know how to fix that.

All that said, I very much do not want to step onto Steeleye's niche as the voodoo priestess. I'd rather come up with a new concept than that.
 

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