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Deep Water and Shoals - A Swashbuckling Campaign

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dead_radish said:
Bah. ;)

I was hoping perhaps some sort of navigation that relied on being smart, as opposed to being world-wise. Navigating by theory, rather than by inborn knowledge....

Apparently my character won't be much use on the boat, unless I redo his stats. So this will be interesting to see what happens.

There are tons of other jobs to be done on a ship. Mercenary guards, harpooners, and various craftsmen included:

Craft (smithing)
Craft (weaponsmith)
Craft (woodworking)
Craft (sailmaking)
Craft (shipwright)

Ships that go out on long trips, like whaling ships, need to be self sufficient, as they may be at sea for months, and important repairs may need to be made in remote, uncivilized, waters as they follow whale migration patterns or trade for goods with (i.e. rip off) savages.
 

Xael said:


You should get 2 feats (from 1st and 3rd level), but I can only see 1 (Improved initiative).

I also don't understand the "Spells" part; at the level 1 spells it says that you can cast 3 spells (2 from levels and 1 from wis 17) and 1 domains spell. But then you have like 5 spells written there, plus 2 domain spells. :confused:

Bonus spells due to high wisdom which makes 3+1domain spells not 5 oops (was doing that without looking at the book) so will ammend)
and as to Domain I've always played that this means 1 from each domain - is that wrong is it 1 bonus spell from only 1 domain?.

and am still thinking about the feat...

DM Bob on the Feat issue
I am considering taking Scribe Scroll but was wondering if in keeping with the 'voodoo Bocor' theme these scrolls could instead be fetishes? ie small tokens (notted thread, feathers, carved shells) which he wears around his body and which he can call upon for their 'Mana'. Otherwise working exactly like scrolls do...
 
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I was hoping perhaps some sort of navigation that relied on being smart, as opposed to being world-wise. Navigating by theory, rather than by inborn knowledge....

Profession Pilot and Profession Navigator, both key skills for a sailor, are both INT-based. Your character will be a very good navigator and helmsman with high intelligence, you know.

Tonguez: Your novel idea for scrolls is quite excellent. Definately adds to the flavor.

Sorry everyone, but I don't think I'll be able to post more setting details today. Tomorrow, probably.
 

What saFire said.

Radish, I suggest you take ranks in either Navigator or Pilot, if you have a high intelligence, otherwise I'm afraid you may be at a disadvantage on a boat.

Oh, btw, Xael, instead of the monk deflecting bullets, think of the monk dodging them, Matrix-style :D
 

quote:

Originally posted by Uriel_fire_of_Heaven
HP 23 (4@1st 3,2 +12 Con)




Umm... Isn't 4+3+2+12=21

Yep, mistake after long hours working at a Nightclub... It is 21 in the 'real' draft- to follow shortly. Thanks for the 'check', btw. I did
it to someone else in another game and I sort of felt wierd (as if I was accusing him of cheating).
Now I feel better: Even the great Ron isn't Perfect!!!.

Oh Mister DM: Nicodemus comes from a Dwarf Clan on an Island somewhere a bit removed/remote.
Toss me a name for island/country etc... or should I just make names up (?) so that I can post the little bugger in final draft form.
Thanks-Ron
 

Are we starting @ min EXP for our level?
The reason I ask is in regards to Scrolls/Potions.
I was wondering how many/much exp worth I am allowed to start with.
Thanks.
 

Added Jonah's history in the Rogue's Gallery and changed some skills.
 
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Uriel: Starting at minimum XP for the level. However, if you want your character to start with potions/scrolls, just "buy," subtracting the money for them from your character's starting gold. You'll be earning XP soon enough, then you can make your own scrolls.

Also, with regards to place names/etc. for your character history, you can just make up some stuff, and I'll add it to the map-in- progress for The World.
 

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