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  1. - Top - End - #1
    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default PF - Skull & Shackles - Jumping Shark CRs

    Jumping Shark CRs
    Random % rolls to jump up shark CR for Skull & Shackles AP aka the Aquatic Lethal Encounter Generator.
    The lists below were made with the idea in mind that the players can always escape on their ship rather than fight to the death so beware and use with caution.
    Please be aware that the lists below also contain a hefty amount of PFSRD 3rd party content.

    EDIT
    To better explain, the Skull&Shackles AP has ship to ship battles during which the waters beneath are assumed to have sharks attracted by all the bloodshed. That seemed really boring to me to have just sharks so I made this.
    Tried to avoid adding things like Kraken or Lusca which, to me, are less creatures attracted by blood in the water and more creatures resposible for putting blood in the water.
    I might add an aquatic Bulette as a base 'shark' at some point since one of my players requested it.



    To generate aquatic predators randomly, first roll 1d8 for how many templated sharks or other aquatic predators there are, and then roll a 1d100 minus the number of sharks already rolled for a given group on the Sharks & Aquatic Predators list. For example for a roll of seven sharks the subsequent d% rolls would be 1d100-0, 1d100-1, 1d100-2, 1d100-3, 1d100-4, 1d100-5, and 1d100-6. This process is repeated for each d% roll made for each shark of a given group when rolling on the Templates and Subtypes list as well.
    Use the Templates and Subtypes list to modify the creature generated. Repeat for each of the sharks generated by the initial 1d8 roll.

    Sharks & Aquatic Predators
    01 remove the highest CR shark
    02-11 Jigsaw Shark CR1, 2HD, med
    12-22 Bull Shark CR2, 2HD, med
    23-33 Shark CR2, 4HD, lrg
    34-44 Hammerhead Shark CR3, 4HD, lrg
    45-55 Landwalker Shark CR3, 4HD, lrg
    56-65 Helicoprion CR6, 8HD, lrg
    66-69 Great White Shark CR4, 5HD, huge
    70-73 Orca CR5, 9HD, huge
    74-77 Turtle-Shark CR6, 6HD, huge
    78-81 Aqueous Bulette CR8, 8HD, huge
    82-85 Oil Shark CR7, 10HD, huge
    86-87 Angustiden CR7, 10HD, gargant
    88-89 Crimson Whale CR 8, 10HD, gargant
    90-91 Zeuglodon CR9, 11HD, gargant
    92-93 Dire Shark CR9, 15HD, gargant
    94-95 Sea Serpent CR12, 15HD, gargant
    96-97 Basilosaurus CR12, 17HD, gargant
    98 Deep Sea Serpent CR19, 23HD, gargant
    99 Aspidochelone CR17, 22HD, colossal
    100 roll twice again (this will add a creature to the encounter)

    Templates and Subtypes
    01 no template
    02-10 Miniature CR-1/2, -1/4 HD, -4 sizes
    11-18 Young CR-1, -1 size
    19-26 Degenerate CR-1
    27-30 Advanced CR+1
    31-34 Airborne CR+1
    35-38 Fungal CR+1
    39-42 Giant CR+1, +1 size
    43-46 Plagued Beast CR+1
    47-50 Primordial Creature +1
    51-54 Swarm or Troop Subtype CR +1 (Roll 1d10 to choose variant Troop type: 01-05 no variant, 06 Elite CR+2, 07 Phalanx CR+2, 08 Rabble CR-2, 09 Savage CR+1, 10 Skirmishers CR+1)(EDIT Creating Troops)
    55-58 Alchemically Invisible CR+2
    59-62 Half-Dragon CR+2 (Roll 1d6 to choose breath weapon element: 01 acid, 02 fire, 03 electric, 04 fire, 05 acid, 06 cold)
    63-66 Two-Headed CR+2
    67-70 Ooze Creature CR+3
    71-75 Skeleton CR1 2HD, CR2 4HD to 5HD, CR3 6HD, CR4 8HD to 9HD, CR5 10HD to 11HD, CR7 15HD, CR9 22HD to 23HD
    76-80 Zombie CR1/2 2HD, CR1 4HD, CR2 5HD to 6HD, CR4 8HD, CR5 9HD to 10HD, CR5 11HD, CR6 15HD, CR8 22HD to 23HD
    81-86 Awakened CR+1, +2HD
    87-91 Lycanthrope (Ranger lvl 1, CR 1) CR highest+1
    92 Animal Lord (Ranger lvl 10) CR highest+2, +10 ranger HD
    93-95 Monstrous Lycanthrope CR highest+1 (roll another templated predator)
    96-98 Amalgam CR highest+3, highest HD (roll another templated predator)
    99 Gigantean CR+1 per 4 added HD, med x6HD, lrg&huge x4 HD, gargant x2HD, +4 sizes
    100 roll twice again
    Last edited by unseenmage; 2017-12-02 at 02:27 AM.

  2. - Top - End - #2
    Troll in the Playground
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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    To generate magic weapons randomly, first roll 1d6 for how many templated sharks there are, and then roll on the Sharks & Aquatic Predators list. Use the Templates and Subtypes list to modify the creature generated. Repeat for each of the sharks generated by the initial 1d6 roll.
    So it means that for generating magic weapons you make lots of sharks?
    I guess that you are supposed to club people with sharks.

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    Firbolg in the Playground
     
    unseenmage's Avatar

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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    Quote Originally Posted by noob View Post
    So it means that for generating magic weapons you make lots of sharks?
    I guess that you are supposed to club people with sharks.
    Thanks, was super late when I edited that copypasta.

    Apologies.

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    Troll in the Playground
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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    Quote Originally Posted by unseenmage View Post
    Thanks, was super late when I edited that copypasta.

    Apologies.
    You do not have to apologize.
    It did put in my head the cool image of someone beating people with a shark.

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    Ogre in the Playground
     
    PaladinGuy

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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    This feels like it's jumping the shark a bit.
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    Firbolg in the Playground
     
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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    Have rejiggered the lists so that the higher you roll the more monstrous the size and CR you can hit.
    Also restricted the biggest and baddest creatures and templates to only a single percentage chance to be rolled.

    Added Aqueous Bulette by player request. Am still debating adding Vampiric template.

    Also added a bit about reducing each d% roll by the number of sharks generated. This should draw back the overall CRs of larger groups of sharks some. This change will also make rolling the highest most powerful sharks and templates that much more difficult when rolling a group of sharks.

    Took all of my resolve not to populate these lists with Construct shenaniganery. (I do so love me some Construct shenaniganery... )

    Some weirdnesses...
    When you roll Monstrous Lycanthrope it currently generates a SharkA were-SharkB that infects victims with SharkB lycanthropy.
    Animal Lord adds 10 levels of Ranger. It just kinda does.
    Lycanthrope assumes at least 1 level of Ranger for simplicities sake.
    The Swarm and Troop subtypes aren't templates but I'm using them as such.

    An intentional weirdness is that one could theoretically roll quite the template stacked monstrous monster. During testing my wife managed to roll an Amalgam of a SharkA with a Monstrous Lycanthrope SharkB that inflicted SharkC lycanthropy which in turn was also Amalgamed to SharkD... It was complicated. Delightful, but veeeery very complicated.
    These lists were modeled after the old 3.0 random magic weapon enhancements charts where a low level party could obtain nigh epic loot if treasure was rolled randomly and somebody got lucky more than a few times.

    For the record, I do definitely intend to use these lists in an IRL game (starting next week actually!) but it is with two caveats, 1) it's mostly tongue in cheek and 2) with the understanding that, barring extreme circumstances, the PCs can always just sail away from the encounter. (Though now I think about it a couple of these creatures/templates generate something big enough to see even an entire pirate ship as food... oh well; Should be !FUN!)
    Last edited by unseenmage; 2017-12-02 at 02:31 AM.

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    Ettin in the Playground
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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    How about adding flying scavengers to the list, from the humble sea gull to the tribe of vulture-riding goblin alchemists?

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    Firbolg in the Playground
     
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    Default Re: PF - Skull & Shackles - Jumping Shark CRs

    So have been using these charts for the S&S AP game I'm running. We've seen one island turtle and roughly one sentient critter per encounter, strangely.

    As an added bonus the wife and 2 yr old daughter of the guy who hosts our games love rolling on the shark chart and watching us squirm because they roll high more often than not.


    Quote Originally Posted by Florian View Post
    How about adding flying scavengers to the list, from the humble sea gull to the tribe of vulture-riding goblin alchemists?
    Well crud, I thought I'd responded to this. The game this is for was on a 2 week hiatus so I guess my brain just turned all related info off too. My bad.


    No super interested in adding the aerial threats at present. Might later though, all depends on how bored my players get seeing sharks.

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