[Pathfinder] A Trip Down Memory Lane

[X] The Face. It's not like your Eidolon is going to be doing much talking, despite having your languages.
[X] The Librarian. Rack up those Knowledge skills, not to mention Spellcraft!
[X] The Melee Striker. Demolish your foes.
 
[X] The Face. It's not like your Eidolon is going to be doing much talking, despite having your languages.
[X] The Librarian. Rack up those Knowledge skills, not to mention Spellcraft!
[X] The Melee Striker. Demolish your foes.
 



[X] The Ranged Striker. Pew-pew at your enemies with a crossbow from afar.
[X] The Librarian. Rack up those Knowledge skills, not to mention Spellcraft!

[X] The Scout. Perception is your friend.
 
[X] The Face. It's not like your Eidolon is going to be doing much talking, despite having your languages.
[X] The Librarian. Rack up those Knowledge skills, not to mention Spellcraft!
[X] The Defender. Protect your Summoner!
 
It's counting plan votes as something separate for some reason, but Librarian and Face are winning quite handily for the Summoner, whereas the Eidolon looks like it's going to be melee DPS. Going to be an interesting spread of skill points...
Adhoc vote count started by Siberys on Sep 26, 2019 at 11:17 AM, finished with 10 posts and 8 votes.
 
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[X] Plan: Friendly Whiskers, Scary Skitters
[X] The Face. It's not like your Eidolon is going to be doing much talking, despite having your languages.
[X] The Utility Caster. For all your non-combat utility needs.
[X] The Melee Striker. Demolish your foes.

The idea is in general that of a character that isn't necessarily optimized for combat, with their Eidolon making up for that weakness, but making them an excellent out of combat character, and frankly Utility Casters are my favorite.
 
The thing is that the summoner spell list doesn't really have a utility spell list so to speak. Its spells are almost entirely buff spells with the remainder being super niche spells that have to do with summoning, with a slow progression up to max 6th-level spells.

As such, we don't really need super high charisma because our best spells don't care about saves (such as early access Haste at charlevel 4). A 14 or even a 13 would be totally fine because we can easily qualify for our spellcasting with inherent or cheap item stat-ups.

@Epic Bygones
 
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2: Sheets and Ships
Voting is closed. The winners are the Face and Librarian roles for the Summoner and the Melee Striker role for the Eidolon. Here are the sheets.

Basic Information

Name: Iroyra
Race: Ratfolk
Size: Small
Gender: Female
Age: 23
Alignment: Neutral
Deity: None
Languages: Abyssal, Aklo, Common, Draconic

Ability Scores

Strength (STR): 10
Dexterity (DEX): 15
Constitution (CON): 12
Intelligence (INT): 15
Wisdom (WIS): 10
Charisma (CHA): 16

Class & HP

Class: Summoner
Favored Class: Summoner
Hit Dice: 1d8
Hit Points: 9
Base Attack Bonus: 0

Attacks & Defense

Armor Class: 16
Touch AC: 13
Flat-Footed AC: 14
Fortitude: +1
Reflex: +2
Will: +2
Initiative: +2
Speed: 20
Melee Attack Modifier: +1
Ranged Attack Modifier: +3
CMB: -1
CMD: 11

Skills

Acrobatics: 1
Appraise: 2
Bluff: 3
Climb: -1
Craft (untrained): 2
Diplomacy: 7
Disable Device (untrained): 0
Disguise: 3
Escape Artist: 1
Fly: 3
Handle Animal (untrained): 0
Heal: 0
Intimidate: 3
Knowledge (planes): 6
Linguistics: 6
Perception: 2
Perform (untrained): 3
Profession (untrained): 0
Ride: 1
Sense Motive: 0
Sleight of Hand (untrained): 0
Spellcraft: 6
Stealth: 5
Survival: 0
Swim: -1
Use Magic Device: 9

Traits & Flaws

- Destined Diplomat: Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.
- Twinned Presence: Your eidolon - and your connection to it - makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Feats

1st Level:

- Spell Focus (Conjuration): Any spells you cast of your chosen school of magic are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Equipment - Arms & Armor

Weapon(s): Light Crossbow (1d6, 19-20/x2)
Armor: Studded Leather Armor
Shield (optional):

Equipment - Magic Items

None.

Spells Known

0th Level:

- Detect Magic
- Light
- Message
- Read Magic

1st Level:

- Mount
- Summon Minor Monster

SPECIAL QUALITIES

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eidolon (Ex)
You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Life Link (Su)
A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.

Rodent Empathy
Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Summon Monster (Sp)
You can cast Summon Monster 1 as a spell-like ability 6 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.

Swarming
Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker (Ex)
Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

Basic Information

Name: Abrogal, He-Who-Skitters
Race: Eidolon
Size: Medium
Alignment: Neutral
Languages: Abyssal, Aklo, Common, Draconic

Ability Scores

Strength (STR): 14
Dexterity (DEX): 14
Constitution (CON): 13
Intelligence (INT): 7
Wisdom (WIS): 10
Charisma (CHA): 11

Class & HP

Class: Eidolon
Favored Class: Eidolon
Hit Dice: 1d10
Hit Points: 11
Base Attack Bonus: +1

Attacks & Defense

Armor Class: 14
Touch AC: 12
Flat-Footed AC: 12
Fortitude: +3
Reflex: +4
Will: 0
Initiative: +2
Speed: 40
Melee Attack Modifier: +3
Ranged Attack Modifier: +3
CMB: +3
CMD: 15

Skills

Acrobatics: 2
Appraise: -2
Bluff: 0
Climb: 2
Craft (untrained): -2
Diplomacy: 0
Disable Device (untrained): 0
Disguise: 0
Escape Artist: 2
Fly: 2
Handle Animal (untrained): 0
Heal: 0
Intimidate: 4
Perception: 4
Perform (untrained): 0
Profession (untrained): 0
Ride: 2
Sense Motive: 4
Sleight of Hand (untrained): 0
Stealth: 6
Survival: 0
Swim: 2

Feats

1st Level:

- Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Attacks

- Bite: 1d6+3, 20/x2
- Claw (x2): 1d4+2, 20/x2

Evolutions

- Limbs (Legs) x2 (free)
- Bite (free)
- Bite (1.5x STR mod to damage) (1 pt.)
- Clawed Feet (1 pt.)
- Scent (1 pt.)

SPECIAL QUALITIES

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Link (Ex)
A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Scent (Ex)
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex)
The summoner may cast a spell with a target of "You" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

You are free to change any of the choices made when making either sheet (especially if there's been an oversight on my part), prior to the first roll of the game. I have attempted to match the concepts voted on as closely as possible (for level 1, at least).

---

Okay, so nothing interesting seems to have happened during your silent contemplation of the horizon. You would have thought by now that a dragon would randomly show up, torch the entire vessel, and cause general pandemonium. You're not entirely sure why this particular thought crossed your mind - did dragons normally interrupt the ordinary? On top of that, you think you might have gotten a splinter too. Ouch.

Sighing in exasperation, you resolve to find something to do to pass the time. It's occurred to you that since waking up, all you've really done is... stand around and admire the view and perhaps occasionally think up a compliment for the boat. The crew nor any of the other passengers have made conversation with you - it's as if they all know not to bother you. Perhaps you should rectify that.

Alternatively, there is the matter of investigating more into your memories. Maybe there's actually something in your quarters that might jog something in your memory. Or, you can try to contact this blasphemous guardian you've apparently summoned - surely, that thing is still connected to you? You don't remember much about it, only that it exists. Is it friendly? There's only one way to find out.

Asides from that, there's a few other mundane things you can do... you can always just wait and see if a dragon really does show up. Or just sleep it off, and hope something interesting will pop up in your dreams.

[] Socialize. Surely there's somebody to talk to?
- [] A member of the crew. The crew are the ones who would have picked you up - maybe one of them knows which port you came from or where you're heading to.
- [] A fellow passenger. There's got to be some kind of interesting character aboard. They might know where you're heading and likely have their own stories to tell.
[] Investigate. It's time to figure out what's going on here.
- [] Your quarters. Perhaps you have some personal effects lying around. Something to jog your memory, maybe even a journal.
- [] The ship. You may as well get an idea of what the ship is like. Knowing the layout could be important and you might find something hidden.
- [] Look for rats. Rodents are your friends. Maybe you can get them to do something.
[] Summon. That blasphemous guardian sure sounds interesting.
- [] In your quarters. Nothing like privacy... although your quarters are fairly cramped. Will it fit in there?
- [] The hold. Well, it's spacious and not many people are likely to go there... but someone could still stumble upon you. Is it worth the risk?
- [] The deck. Well, you could certainly try and do it right here. That might cause a bit of a stir, but what's life without a little fun?
[] Wait. Let fate take its course.
- [] Stay on deck. Hey, maybe something exciting could happen. A dragon would certainly spice things up.
- [] Go back to your quarters. Remembering stuff is exhausting, and sleep is comfortable. Maybe something will happen in your dreams.
 
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I'd suggest Cornered Fury over Swarming for Iroyra. Did we take a Rank in Fly... no thats size modifier. Should we have those -1s even when we're proficient leather armor, and have a neutral strength score, in Climb and Swim? I'd suggest to drop light for another Cantrip since we have darkvision, though I'm not against it since if we pick up anyone without Darkvision in our party its nice to have. I'm also fine with the 1st level spells but I wouldn't be against any change there if someone is more adamant on their thoughts.

I think we should start neutral and have our choices determine our alignment more so than picking one now, so thats nice.
I'd not be against more Knowledge skills, but I don't have a strong preference on what to change out. I'm a sucker for a rank of Profession/Craft though, just because of how much just one point of those skills character build... but we're an Amnesiac so that is a somewhat muted point.

[X] Socialize. Surely there's somebody to talk to?
- [X] A fellow passenger. There's got to be some kind of interesting character aboard. They might know where you're heading and likely have their own stories to tell.
 
[x] Investigate. It's time to figure out what's going on here.
- [x] Your quarters. Perhaps you have some personal effects lying around. Something to jog your memory, maybe even a journal.
 
I second switching Swarming for Cornered Fury. We shouldn't be in melee and we can't count on joining up with other Ratfolk.

For those who don't know:
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Cornered Fury
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

[x] Investigate. It's time to figure out what's going on here.
- [x] Your quarters. Perhaps you have some personal effects lying around. Something to jog your memory, maybe even a journal.
 
We're on a vessel and we have no clue where we're going, how long the trip is going to last and what "stops" will be made on the way, and that's something that we can discover for sure by talking to someone.

As for how we got here in the first place, I doubt we appeared on this vessel out of thin air with none being the wiser, so we either boarded somewhere or we got here through less ordinary means, and on both cases someone will likely be able to tell us about it. Did we already pay for our trip? How, how much, to whom? Were we alone or with someone else?

Are we on this ship because that's what we wanted or is it connected to our punishment? And did our punishment/loss of memories happen while we were on this ship? Could whatever specific crime we committed have happened while we were on the ship, as well? Could anyone tell us?

The crew nor any of the other passengers have made conversation with you - it's as if they all know not to bother you.

Maybe that's what this passage hints at?

There could be answers in our quarters, sure, but we'll likely go there (will have to go there to sleep) at some point, anyway. So my vote is to Socialize, for now. I would consider the possible rodents on board, but it doesn't sound like we can speak with them, so I'm less interested, and between crew and passengers, I think the former is more likely to be informative and the latter more useful in the long-term. I'd rather go for information, right now, so:

[X] Socialize. Surely there's somebody to talk to?
- [X] A member of the crew. The crew are the ones who would have picked you up - maybe one of them knows which port you came from or where you're heading to.

I'll leave the character sheet fine-tuning to the experts.
 
[X] Socialize. Surely there's somebody to talk to?
- [X] A fellow passenger. There's got to be some kind of interesting character aboard. They might know where you're heading and likely have their own stories to tell.
 
I think we should drop our strength down to an 8 in the interest of raising our dexterity up to 16 as that extra +1 is way more valuable than avoiding the melee -1.
We should also probably put the level 1 Favored Class Bonus into health to bring us up to 10 hp max instead of skillpoints as levels 1-3 can be pretty lethal. On that note, I kinda want to drop STR down to 7 in order to get CON up to 13, but it's too risky to have anything lower than an 8 w/o a supporting party IMO.

My brain tells me we should probably

[X] Investigate. It's time to figure out what's going on here.
- [] Your quarters. Perhaps you have some personal effects lying around. Something to jog your memory, maybe even a journal.

but my heart says we should
- [X] Look for rats. Rodents are your friends. Maybe you can get them to do something.
 
I think we should drop our strength down to an 8 in the interest of raising our dexterity up to 16 as that extra +1 is way more valuable than avoiding the melee -1.
We should also probably put the level 1 Favored Class Bonus into health to bring us up to 10 hp max instead of skillpoints as levels 1-3 can be pretty lethal. On that note, I kinda want to drop STR down to 7 in order to get CON up to 13, but it's too risky to have anything lower than an 8 w/o a supporting party IMO.

I didn't know we could do that. Personally, I'm all for it, and if there's a way to drop STR to 6, even, and bump INT to 16, instead of CON to 13, I'd do that as well. Death to odd numbers! D:

Also, I like a terrible stat in my array.

This is what I'd do with a D&D 5e character, at least, but like I said, I'm not experienced enough with Pathfinder to know if it's doable (not sure how we have 16 in CHA, for example) or even desirable.
 
You can dump down to 7 on any stat in Pathfinder, or 5 in a racial penalty stat (like we have in Str). The problem with that is a 6 Str means you're barely capable of carrying a light armor, a single weapon, and maybe a potion/ration or two -and- you're SoL anytime you have to swim or climb. Additionally, there are a lot more ways to take stat damage in Pathfinder than 5e (even at low level*), and if any stat hits 0 you die.
Don't get me wrong, it can be fun to dump; I just think it's too risky to do solo. Maybe if we started play with a cleric friend who can cast lesser restoration on us :)

*certain illnesses, poisons, spells, and shadows are all available sources of str damage w/in the first 3 levels or so
 
[X] Investigate. It's time to figure out what's going on here.
- [X] Look for rats. Rodents are your friends. Maybe you can get them to do something.
 
It's been longer than I normally leave a vote open, and it looks like most players have left their feedback, so I'm going to go ahead and close the vote. I've made some changes to our Summoner's character sheet, based on overall feedback (can't believe I neglected Cornered Fury). Swarming has been swapped out, and STR and DEX scores have been adjusted to 8 and 16 respectively, with all the changes that entails. I'm hesitant to swap the Favored Class Bonus, mostly because that cuts down on the already-low amount of trained skills, but if that's what the players want, I can do so. Likewise, I'm wary of lowering the STR value even further, as like @Taijutsu_ said, even at the low levels, things can kill you quite handily with ability damage.

@ComiTurtle: All armor heavier than regular leather incurs an Armor Check Penalty, regardless of proficiency (in studded leather's case, -1). That's why Climb and Swim had negative values, despite having a neutral STR score.

Looks as though we're going to Ratland. Small note before the next vote: Iroyra is not trained in Handle Animal, but I think it'd be rather silly for the Rodent Empathy racial to not work simply because of that. Therefore, when making the roll, I'll be including the bonus from that trait in addition to the CHA bonus. If you want to swap skill ranks around, you still have time to do so, but it's not absolutely necessary for this vote (core rules state that Handle Animal can still be used untrained, you're just much more limited in what you can do).

---

[X] Investigate. It's time to figure out what's going on here.
- [X] Look for rats. Rodents are your friends. Maybe you can get them to do something.


You've decided that there are better things to do than stand around on a boat, waiting for something to happen to you. Time for you to make something happen. Your first thoughts leap to the rats undoubtedly crawling about in the deeper recesses of the ship. How do you know rats do that? Instinct? No, you definitely learned this somewhere. It was a fact taught to you by...

Ow ow ow. The pain flares up again, driving a wedge into your skull. Okay, time to stop thinking, start doing.

You head below the deck of the ship, and you pass several other passengers on your way to the hold. Some of them give you quizzical looks, as if they haven't seen anyone like you before. That strikes you as odd: ratfolk aren't too uncommon, are they? Truth be told, you don't know: you're the only person like yourself that you've encountered on this ship, and you don't exactly fancy risking more splitting headaches trying to puzzle that out.

They seem well-dressed too, with lots of shiny baubles. Nobles, you reason. What are you doing on a ship with nobles?

Regardless of this increasing set of puzzling circumstances, you arrive at the entrance to the hold and start looking for rats. It's a very spacious area, and it would have to be, given how much cargo the vessel seems to be carrying. Boxes, crates, and bags are scattered throughout the area, the belongings of however many individuals have charted passage on this ship. You surmise that some of this is also likely to be cargo. What is the cargo? You're not sure. You can always set about pilfering later if you so choose.

You find the rats soon enough - or rather, they find you. They seem to be drawn to your presence, although you can't explain to yourself why. Family resemblance? No, that obviously wasn't it, and you chide yourself for making such jokes. There was something else. Something...

It takes you a few moments to realize you've dropped to all fours, so great was the pain. Whatever took your memory really does not want you thinking about this. By now, a small horde of rats have gathered around you. They seem curious more than anything and seem to be wondering why a much larger cousin is intruding upon their space.

You came here with the purpose of getting rats to do something on your behalf - time to think of what to actually get them to do.

Of course, there is the small problem of a communications barrier, but when has that ever stopped you? You don't actually know the answer to that, you realize: this is your first time trying.

[] Fetch. You can try to get the rat horde to acquire something specific. Failing that, they might turn up something random.
- [] Notes. You're on this ship for a reason. Maybe there's a paper or book that explains all of this for you.
- [] Keys. You suspect that not all of the parts of the ship are open to you, having passed by a few locked rooms. That could be useful for future exploration.
- [] Baubles. Rats will go for the shiniest thing they see, which, in most cases, is going to be the baubles you noticed on the nobility. Thievery isn't exactly the most moral of choices, but you are rather light on coin...
[] Search. There's got to be something interesting in this cargo hold.
- [] The boxes and crates. These look like pretty tough rats - they might be able to outright chew through the wood.
- [] The bags. Bags are easier, but you suspect they're much less likely to have worthwhile things. Still, provided the rats don't eat whatever's inside, it could still be valuable.
[] Track. You don't really have much to go off of at the moment, but you might be able to get the rats to shadow someone's movement, provided they have a scent to work off of.
- [] The captain. Who better than the person in command of this vessel? You'll need to fetch something of theirs, however...
- [] The quartermaster. Probably the most likely to succeed, as they will have handled most of what's in the hold. Of course, so have plenty of other owners...
- [] Yourself. It's a long shot, but... maybe someone aboard was responsible for hauling you onto this vessel - and scents don't exactly go away quickly on a ship. Still, it's probably been intermixed with other scents by now - not to mention the rats might just congregate on you...
 
[X] Fetch. You can try to get the rat horde to acquire something specific. Failing that, they might turn up something random.
- [X] Notes. You're on this ship for a reason. Maybe there's a paper or book that explains all of this for you.
 
[X] Fetch. You can try to get the rat horde to acquire something specific. Failing that, they might turn up something random.
- [X] Notes. You're on this ship for a reason. Maybe there's a paper or book that explains all of this for you.
 
Honestly, yeah, I want answers, and Notes sound like the obvious way to get them, but rats won't be able to tell the difference between ones we want, ones we have any interest in, and ones that are entirely useless.

Keys, on the other hand, while not necessarily giving us access to the answers we're looking for, will (basically for sure) be helpful. If any room, chest or drawer has been locked, it means there's likely something valuable inside, whether that's information, wealth, or proximity. And on the flip side, we might have need to lock something or hide ourselves.

[X] Fetch. You can try to get the rat horde to acquire something specific. Failing that, they might turn up something random.
- [X] Keys. You suspect that not all of the parts of the ship are open to you, having passed by a few locked rooms. That could be useful for future exploration.
 
@ComiTurtle: All armor heavier than regular leather incurs an Armor Check Penalty, regardless of proficiency (in studded leather's case, -1). That's why Climb and Swim had negative values, despite having a neutral STR score.

So that is me just inherently equating Leather to Light Armor in general which is inaccurate, my mistake.

I say keep the skill points where they are because the most movable one would be Linguistics, but I like Linguistics too much to part with a rank in it, and having more languages is fun.

[X] Fetch. You can try to get the rat horde to acquire something specific. Failing that, they might turn up something random.
- [X] Keys. You suspect that not all of the parts of the ship are open to you, having passed by a few locked rooms. That could be useful for future exploration.
 
Voting will remain open for a while longer, since there haven't been many votes this round. Let's see what the rats end up doing!
 
Got caught up in work

[X] Fetch. You can try to get the rat horde to acquire something specific. Failing that, they might turn up something random.
- [X] Keys. You suspect that not all of the parts of the ship are open to you, having passed by a few locked rooms. That could be useful for future exploration.

This sounds like something our rat friends are likely able to do well
 
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