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AAARH! Yo Ho, Yo Ho, A Pirate's Life for Me! IC Thread

Game Master michaelane


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Discussion thread now live...

Player's Guide is free on Paizo. 20 point buy. 2 traits, one must be campaign. I am very fond of the 101 Pirate and Privateer Traits from Rite Publishing. If you have other crunch questions, let me know. If there are other 3rd party options you've been wanting to try (like perhaps a white necromancer), I'll probably allow it. Not looking for the Mos Eisley cantina, but this is a pirate ship. I also enjoy design, so if anyone has interest in collaborating on a custom archetype or prestige class, I'd be open to that.

I would like to have strong backgrounds. That shouldn't be an issue for anyone in this campaign. I would encourage you to even consider a couple lines about an NPC or two, friend or rival. You might find I work them into the campaign. I've done quite a bit of that with my Council of Thieves PbP and it is working well.

So far we have:
Gerald - White Dragon Disciple
Mark - Elven net and trident wielder


Howdy howdy Mr Pirate King,

Many many thanks to ye for running an S&S and allowing me to be a part of it. After skimming tome #1 I've been quite excited and I am honored to have your good self as the guide / torture master ;)

For concept, I'm looking at a Elven Trident and Net wielder, and if amenable I'd like to repurpose the 'Nirmathi Irregular' Ranger archetype in Inner Sea Magic. I'd take Ocean as the focused terrain and human as the focused enemy. The only actual ability that needs repurposing is the 'Forest Ghost' - which I'd suggest tying to being on a ship.

Would that be amenable to ye?

Rough background is a defector from Alendruan Harbor on Kepre Dua (see Isles of the Shackles), who became stranded in Port Peril. Will have a better picture up later on for our benevolent overlord's perusal.


Getting my dot. It might be later in the weekend by the time I get everythign together, DM. Looking forward to the adventure!!

Shadow Lodge

Hello hello. Working on a background now, am looking at making a Druid (Aquatic), will be thinking on my background this weekend.


Take a gander at the Oceans sub-domain Balodek, I'll net em then you can blast em over the side of the ship ;)


Mark Sweetman wrote:

if amenable I'd like to repurpose the 'Nirmathi Irregular' Ranger archetype in Inner Sea Magic. I'd take Ocean as the focused terrain and human as the focused enemy. The only actual ability that needs repurposing is the 'Forest Ghost' - which I'd suggest tying to being on a ship.

Would that be amenable to ye?

Yes, that will work great. Let's see - Sea Dog, Sea Legs, Rope Monkey, Born Marine, Besmara's Kiss, Pirate Blood.'

I like the background...I wonder if they have the wasps or the Whisper in mind for you :)

And updating our list
Gerald - White Dragon Disciple
Mark - Elven Net and Trident Ranger(Nirmathi Irregular till we get a better name)
Balodek - Druid (Aquatic)

Andoran

I submitted another ranger (going for TWF kukri), this one straight, to GM Wulfson's S&S game, but there are over thirty applicants with another week yet to go before his deadline. If you think two rangers in the group is still reasonable, let me know and I'll post him here.

ETA: He's a Sargavan human of Chelaxian descent, who fled home after his parents told him about their plans for him.


DM, there are so many awesome bloodlines, so I think I might shift to Stormborn or Starsoul bloodline. I've never had a chance to use either of these, and this games seems to cry out for one of them.

It might just be easier to put me down as a sorcerer, while I decide what to do this weekend!


I don't see a problem with it. Those should be two pretty different fighting styles and the backgrounds will be very different so I doubt they'll overlap much. Any chance you're thinking of the Skirmisher or Spell-Less Ranger or keeping spells? That's the one area we might have some overlap with a Druid and potentially two Rangers.

Gerald - Sorcerer (Stormborn or Starsoul or White Dragon Disciple)
Mark - Elven Net and Trident Ranger (Nirmathi Irregular till we get a better name)
Balodek - Druid (Aquatic)
John - Human (Chelaxian) Ranger (TWF)

Andoran

The boards just ate my first post. Sure, skirmisher sounds good--there are some tricks there that fit well with shipboard life. So here's Ursion Crispin.

Background: Ursion is the youngest scion of a once-wealthy Sargavan merchant family. The family was brought to destitution by the tax to the Free Captains; because of omens surrounding his birth he was raised and trained as a ranger and sailor with the intent that he would eventually command their (now nonexistent) trading fleet, but he publicly broke with his parents and siblings three years ago. He's been out on his own ever since, working wherever he could find a berth. His preference for shipboard position is lookout (particularly in bad weather), although he's becoming a fair navigator, and has distinguished himself in several boarding actions. His last berth was on a vessel of uncertain provenance that needed some major repairs, which is how he comes to be in Port Peril, hoarding his dwindling supply of coin while waiting for the repairs to be complete. The rumor of another berth drew him to the Formidably Maid; the recruiter wasn't around, so Ursion bought a grog to nurse while he waited. Thus it was that his next berth found him....

Deep Background:
Sargava, three years ago:

The city of Eleder stifled under a blanket of oppressive heat. Even two hours past sunset, the evening's cool sea breeze barely touched the beach before dying away in the tropical humidity. Baron Utilinus signed and sealed the last of the documents in front of him, handing them to one of the omnipresent servants for the next stage in their journey through the Sargavan bureaucracy. There came a gentle knock at the door. "Come!" the Baron ordered, and the door opened to reveal yet another servant with a couple he recognized immediately.

"Count and Counte--er, Master and Mistress Crispin, Excellency. And their son." His task done, the servant bowed and left the room, closing the door behind him.

The Baron had never seen the young Ursion before, but his ancestry was clearly stamped in his features--Chelaxian black hair and pale skin, with only a slight tan and what was probably windburn coloring his face. The plain sailor's clothing seemed tailored for him, looking far more appropriate than his parents' faded and oft-mended formal garb. He looks like both his parents. It remains to be seen if he inherited any of his father's subtlety or his mother's drive, though. The Baron smiled in greeting. "A pleasure, as always. And Ursion--also a pleasure. We've never met, though I've heard much of you. And I daresay you've heard much of me. By the questioning look on your face, I'd wager you don't know why you've been brought here. I'll let the Count and Countess explain." The bewildered look on Ursion's face told the Baron his surmise was right--Morvius and Pontia had never told the boy they were nobles. Not that I blame them...without estates and holdings, the title's an empty one.

The count spoke hesitantly. "My son, you've been brought up to be a sea captain, unlike any of your older siblings. You were born with Besmara's Blessing, or so the priests told us, and it seemed natural that you'd command one of our trading ships, and later our fleet." He laughed bitterly. "Our fleet. Ha! By the time you're trained, we won't have so much as a rowboat--the Free Captains have seen to that, bleeding us dry. We have another part for you to play, though. It's a wild gamble, a complete toss of the dice, and even if it fails there's a good chance you'll be able to at least poke a stick in the eye of those devil-bought bastards of House Thrune."

Countess Pontia continued, her voice far more forceful than her husband's. "Ursion, you must leave us and go to sea on your own. Your task is to accept what Besmara's Blessing truly means--you must become a pirate and win a name for yourself preying on the same sort of vessels you once hoped to command. Preferably those flying Chelaxian flags, of course. Then, and only then, will you be able to reach for a higher prize.

"My son, you must become a Free Captain yourself. Then you can restore our fortunes--all our fortunes, and make Sargava great again. Your father and I have given you the tools you'll need, but it's your choice and yours alone. Will you accept this?"

While his parents spoke, the young Ursion grew more and more incredulous, eyes wide in something like horror. As his mother finished, he stood mute, looking back and forth at the others in the room. Finally he found his voice. "Mother...father...Count and Countess...." His tone grew sarcastic at the last. "You want me to, to give up all I have and run off? You think I can actually become a Free Captain? You're mad, all of you. And I won't have any part of your idiotic plan!" He fled the room, slamming the door behind him.

In the silence that followed, the Baron breathed deeply, tapping his chin with one finger. "Well, that went better than I would have expected. Do you think he'll do it?" Morvius and Pontia looked at each other, then back at the Baron, both smiling. "Of course he will."

Tears streamed down Ursion's cheeks as he frantically packed his few belongings. There's a ship in port...there's always at least one. They'll take a skilled hand with no questions asked. What were they thinking? Me, a Free Captain? But far down in the back of his mind, the thought echoed, with a slightly different inflection: Me! A Free Captain!

Shadow Lodge

I was trying to decide between Ocean and Storm domain, they both have some fun spells and an interesting story I can craft around them.


The corsair fighter archetype or Freebooter Ranger archetype from Pirates of the inner sea caught my attention, but probably not do freebooter as the ranger side is covered.

I am keeping an eye on this and seeing what may be a need as well.

Andoran

This won't come up right away, but will you allow a Dervish Dancer-like feat for kukris that would let Ursion use his DEX bonus for damage?


Nice background John. Yes, we should be able to work something out on feats. I suggest we allow it on 1 of the 2 weapons to keep it similar to Dervish Dancer.

Gerald - Sorcerer (Stormborn or Starsoul or White Dragon Disciple)
Mark - Elven Net and Trident Ranger (Nirmathi Irregular till we get a better name)
Balodek - Druid (Aquatic) Ocean or Storm
John - Human (Chelaxian) Ranger (TWF)
David - Corsair Fighter or Freebooter Ranger


I'd be open to someone playing the Corsair from the Freeport Companion. I've been playing one in another campaign and its been fun. (Even if she hasn't been able to hit a damn thing in the current fight.)

Might be a good alternate for either John or David.

Corsair:

“The treasure’s nice and all, but it’s the thrill that keeps me coming back to kick in the teeth of my enemies.”
—Bloody Lucille, Corsair

Pirate, buccaneer, adventurer—the corsair is all these things and more. The consummate adventurer, the corsair laughs in the face of danger, throws caution to the wind, and somehow escapes harm even in the most desperate of situations. Whether riding the waves on the deck of a swift schooner or swinging from a chandelier in a great hall, the corsair lives for the thrill of danger.

The corsair is, at heart, a combatant. Unlike other martial characters, she eschews heavier armors in favor of speed and mobility. To compensate for her lighter armor, she uses every trick she can to overcome her opponents. At first, she comes to rely on unfair fighting techniques to slip past defenses and land crippling wounds. As she grows in power, she becomes more comfortable in unstable environments, fighting with finesse anywhere, from the rigging of a ship to the rolling deck of a galleon in a storm-tossed sea.

Creating a Corsair
The corsair is a fast, agile combatant, capable of delivering devastating damage under the right circumstances. Maneuverability is the corsair’s strength, slipping past the enemies’ front lines to wreak havoc from behind, similar to how a rogue functions in combat. In addition, most corsairs are charismatic, having strong personalities that aid them in positions of leadership.

Abilities
A high Dexterity is the corsair’s most important ability, as she is restricted to light armor, and many of her class skills rely on this ability. Charisma is also important, for both skills and her reckless abandon class feature. As a combatant, though, no corsair should overlook her Strength and Constitution to see her through to the end of a fight.

Races
Half-elves and humans are the most common corsairs as they find it easy to sever their ties to family and homeland. Halflings also make for great corsairs, being naturally athletic and prone to a nomadic existence. Likewise, elves have a natural gift of agility allowing them to navigate the ships and develop skills at swordplay that put their human and half-elven counterparts to shame. Dwarves and half-orcs generally lack the personality or wit to make good corsairs. Among the planetouched, both aasimars and tieflings do well in this class. Aasimars excel because they are naturally charismatic, while tieflings have the advantage of quick minds and incredible reflexes.

Alignment
Though corsairs may be of any alignment, chaotic corsairs are by far the most common. It takes a free spirit to leave everything behind and embrace a life of adventure. In ethical terms, corsairs are drawn neither toward good or evil, as this class attracts the best and worst of people.

Starting Gold 4d6 × 10 gp (140 gp)
Starting Age As rogue

Class Skills: Acrobatics, Appraise, Bluff, Climb, Diplomacy, Escape Artist, Intimidate, Knowledge (geography), Perception, Profession (sailor), Sense Motive, and Swim

Skill Ranks per Level: 4 + Int modifier

Saving Throws Strong Reflex and Will, Weak Fortitude

BAB Progression: Full BAB

Hit Die d10

Class Features
All of the following are class features of the corsair class.

Weapon and Armor Proficiency
Corsairs are proficient with all simple and martial weapons, light armor, and the buckler.

Bonus Feat
At 1st level, a corsair selects a bonus feat from the following list. She must meet all the prerequisites for that feat. At 5th level, and every five levels thereafter, she selects another bonus feat from the list for that level or any earlier levels at which she gains a bonus feat.

1st-Level Bonus Feat: Acrobatic, Agile Maneuvers, or Athletic.
5th-Level Bonus Feat: Combat Expertise, Improved Unarmed Strike, or Weapon Finesse.
10th-Level Bonus Feat: Improved Feint, Spring Attack, or Two-Weapon Fighting.
15th-Level Bonus Feat: Greater Two-Weapon Fighting, Improved Disarm, or Whirlwind Attack.
20th-Level Bonus Feat: Any fighter bonus feat.

Dirty Fighting
If a corsair can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Her attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when she flanks her target. This extra damage is 1d4 at 1st level, and it increases by +1d4 at 5th level and again every five levels thereafter. Should she score a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks can count as dirty fighting only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a corsair can use dirty fighting to deal nonlethal damage instead of lethal damage. Unlike the rogue’s sneak attack, a corsair can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll.

A corsair must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. She cannot use dirty fighting while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.

Corsair's Luck (Ex)
A corsair has an uncanny ability to escape danger unscathed. Starting at 2nd level, she can use corsair’s luck to add one-half her class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. She need not declare the use of this ability prior to the roll, however, she must declare use before the GM announces the success or failure of the roll.

Sea Legs (Ex)
At 3rd level, a corsair gains Sea Legs as a bonus feat. She need not meet the prerequisites to gain this feat.

Sea Legs
Your time at sea has taught you how to keep your feet in foul weather and dangerous seas.

Prerequisite: Acrobatics 1 rank.

Benefit: You are never considered flat-footed when using Acrobatics to move across narrow surfaces or uneven ground. In addition, whenever you succeed on an Acrobatics check to move across a precarious surface, you may move at full speed. Finally, if you take damage from an attacker during such movement and your Acrobatics check exceeds the DC by 5, you gain a +1 circumstance bonus on your attack rolls against the target that attacked you until the end of your next turn.

Normal: You are considered flat-footed while using Acrobatics to move on marrow surfaces and uneven ground without falling. A successful Acrobatics check lets you move half-speed over a precarious surface.

Canny Defense (Ex)
Starting at 4th level, a corsair can add her Charisma bonus (if any) as a dodge bonus to her Armor Class. She retains this bonus even if caught flat-footed. She loses this bonus, however, if she wears medium or heavy armor or carries a heavy load.

Rope Monkey (Ex)
At 6th level, a corsair gains Rope Monkey as a bonus feat. She need not meet the prerequisites to gain this feat.

Rope Money
As an experienced seaman, you can climb rigging and ropes with the speed and agility of a monkey.

Prerequisite: Climb 1 rank.

Benefit: You always retain your Dexterity bonus (if any) to Armor Class when climbing. Opponents gain no special benefit for attacking you while you are climbing, even if they have higher ground. Finally, if you take damage from an attacker while climbing and your Climb check exceeds the DC by 5, you gain a +1 circumstance bonus on your attack rolls against the target that attacked you until the end of your next turn.

Normal: While climbing, a character loses his Dexterity bonus (if any) to Armor Class. Opponents gain a +1 circumstance bonus on attack rolls against characters against whom they have the higher ground.

Uncanny Dodge (Ex)
Also at 6th level, she can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, a corsair still loses her Dexterity bonus to AC if immobilized.
If the corsair already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Improvised Weapon Fighting (Ex)
A corsair can use just about anything as a weapon. Beginning at 8th level, she takes only a –2 penalty on attack rolls when fighting with an improvised weapon or a weapon with which she is not proficient. In addition, when fighting with a weapon inappropriately sized for her, the corsair takes only a –1 cumulative penalty per size difference.

Fast on your Feet (Ex)
At 9th level, the corsair can maneuver more easily. In place of taking a 5-foot step, she can immediately exchange positions with an adjacent ally.

Improved Uncanny Dodge (Ex)
Upon attaining 11th level, the corsair can no longer be flanked, denying opponents from dealing sneak attack damage (or similar extra damage effects) to her when flanking, unless the attacker has at least four more levels than she does. If the corsair already has improved uncanny dodge from a second class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank her.

Defensive Roll (Ex)
Starting at 14th level, the corsair can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the corsair can attempt to roll with the damage. To use this ability, the corsair must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. If the corsair has evasion from another class, it does not apply to the defensive roll since this effect would not normally allow a character to make a Reflex save for half damage.
15

----Note Skull and Shackles Ends Around 15th Level----

Greater Improvised Weapon Fighting (Ex)
The corsair can use just about anything as a weapon. At 16th level, she never takes a penalty to attack rolls made with an improvised weapon, nor does she take a penalty when fighting with a weapon one size larger than her. The corsair does, however, take a –1 penalty to attack rolls when using weapons more than one size larger or smaller, such as a Medium corsair fighting with a Tiny greatsword or Huge dagger. Finally, when fighting with a weapon with which she is not proficient, the corsair takes only a –1 penalty to attack rolls.

Uncanny Tumbler (Ex)
At 18th level, a corsair gains a +5 bonus on Acrobatics checks. When making an Acrobatics check to tumble, the corsair’s movement is not penalized, so each square of movement she tumbles through costs only 1 square of movement. In addition, as an immediate action, she can substitute an Acrobatics check for a Reflex save and if she succeeds, she may move up to one-half her speed. She must wait 5 rounds between each substitution use of this ability.

Uncanny Balance (Ex)
At 19th level, the corsair may always take 10 on an Acrobatics checks to balance even if rushed or threatened. When making such Acrobatics checks, roll twice and take the better result. She never loses her Dexterity bonus to AC while being attacked when balancing, and she takes no penalty for accelerated movement while balancing. Finally, when opposing a combat maneuver to trip or bull rush, she may substitute an Acrobatics check for her Strength or Dexterity check. She must wait 5 rounds between each substitution use of this ability.


Pirate King, sorry to lurk/stalk but I followed a suspicious trail of bread crumbs here. I am not a total unknown to most of this group as I'm Gylfir in Mark's Square Sails...but back on message.

Looks like a good group of five you've got here. If by chance you were looking for a rogue to flush the group out and break up all those Rangers :-), I have a Dwarven shipwright apprentice that barely survived (i.e. shipwrecked) a failed new hull design that attempted the Eye.

He was originally built as an acrobat in a short lived RofR, but might tweak him to pirate for this build. Will provide a full build if there is interest, otherwise enjoy your game and sorry for the interruption.


AC 12; HP 17/17; F+2, R+2, W+3 Init.+2, Perc+0

Here is Gerald's sorcerer. I am missing one feat, and might swap out a spell or two, if that's ok. Any changes you need, DM, let me know.

and, heck yes, I took the Peg Leg trait!


Male Dwarf Trapsmith Rogue

If you are still open for players I am interested in trying that Corsair


Meowzebub - all right, you're in and with that, recruiting is closed.

Love - I'm ok adding you too. I have experience running seven, although it gets a little tricky. Let's see what John and David decide to do though. I'm a little worried about getting too many melee combatants. Might try to push one of you toward a ranged or divine role.

Atajay - Everything looks great. Haven't double-checked the numbers yet, but overall it looks like an interesting character and you did a great job on the background with a couple of nice hooks.

Here is our list as it currently stands
Gerald/Atajay - Male Human Sorcerer (Stormborn)
Mark - Elven Net and Trident Ranger (Nirmathi Irregular till we get a better name)
Balodek - Druid (Aquatic) Ocean or Storm
John - Human (Chelaxian) Ranger (TWF)
David - Corsair Fighter or Freebooter Ranger
Meowzebub - Dwarven Rogue
Love - Corsair?


Great! Thanks.

Got a date night with the misses tonight, but then on to fixing this guy up.

Andoran

I'm going to be on the road this evening and tomorrow, with little likelihood for an update before tomorrow night. All times as for GMT - 5. BTW, I'd like to put in a plug for Meowzebub, for one of the more, um, inspired inquisitors of Besmara I've ever seen.


Male Human (Chelaxian) Inquisitor of Besmara 5

the Groom tips his hat at those kindly words, and a small stream of salt water drips to the floor. ;-)


How would wrapping up by Sunday for a Monday start work for everyone?


That will be plenty of time for me.


Male Dwarf Trapsmith Rogue

Well I am also leaning towards a sea-elf/half elf archer. Is that a better idea?


Ernst "Love" Lowfield wrote:
Well I am also leaning towards a sea-elf/half elf archer. Is that a better idea?

Beautiful. Wasps or Whisper...Wasps or Whisper...oh, one of each...perfect :)

Here is our list as it currently stands
Gerald/Atajay - Male Human Sorcerer (Stormborn) - Done
Mark - Elven Net and Trident Ranger (Nirmathi Irregular till we get a better name)
Balodek - Druid (Aquatic) Ocean or Storm
John - Human (Chelaxian) Ranger (TWF)
David - Corsair Fighter or Freebooter Ranger
Meowzebub - Dwarven Rogue
Love - Sea elf/half-elf archer


Hopefully should be able to wrangle up enough details today to allow for most things to be confirmed for a Sunday review.

One other thought I had was for a net / whip wielder, but was having trouble fitting it in without blowing feats on proficiency.

Any chance you could see your benevolence to allowing a trait that would give whip proficiency to my Ranger? - something fluffed around being raised in the worship of Calistra as a temple whipping boy or the like?

With a whip he'd be more of a battlefield controller - with a focus on combat maneuvers and such.

Andoran

I can get mine together Sunday. (Cell reception is ok here, and my wife is driving right now.)


Great, sounds like things are coming together.

Mark - I'm fine with us creating a trait to do that. In fact, you could use either type of trait, an alternate racial trait would do too. Like swapping the traditional "weapon familiarity."


Lane, how are you feeling with the mix, while I am good with picking the corsair, I can come up with something divine if needed.


I think you guys would be slightly better served with something divine, even if an inquisitor or oracle or shaman (KQ 21) or white necromancer (KQ 19). But, it shouldn't be a disaster with the corsair. I can post anything you don't have if you want to look at it.


Still working on the bulk - but on the trait question. Here is the racial trait I'd like to re-purpose:

Spirit of the Waters:
Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial traits.

Proposed re-jig:

Elf of Kepre Dua:
Raised in the twin worship of the sea and Calistra both, elves of Kepre Dua spend their days at sea and their nights indulging in worship of their fickle mistress. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming. They treat nets and whips as martial weapons. This racial trait replaces elven magic and weapon familiarity racial traits.

I'd propose that we rename the repurposed Nirmathi Irregular archetype to Rigging Runner... it's not much better, but it's a start ;)

I'd also propose renaming the Forest Ghost ability to Salt in the Blood.

Should hopefully have the full bifta up tomorrow.


Lastly as a point of lamentation... Rangers don't get Acrobatics as a class skill, and there are no traits that really give it out either in Paizo stuff.

Does one of the 101 Pirate and Privateer Traits from Rite Publishing provide for Acrobatics as a class skill?


I'm good with Spirit of the Waters to Elf of Kepre Dua.
Also good with the new names.

The only Paizo trait that gives Acrobatics as a class skill is "Rice Runner" from the Dragon Empires Primer. It follows the traditional +1 and adds as a class skill. 101 Pirate and Privateer Traits have a +2 Acrobatics called Child of the Sea that also gives a bonus in heavy seas. I'll give you two choices.

As written in 101 Pirate and Privateer Traits:
Child of the Sea The sea is your home, whether you grew up on the coast or have spent more time aboard ship than on dry land. You ignore any penalties to fighting aboard ship due to heavy seas or swaying decks. You gain a +2 trait bonus to all Acrobatics checks.

Or
Child of the Sea The sea is your home, whether you grew up on the coast or have spent more time aboard ship than on dry land. You gain a +1 trait bonus on Acrobatics checks and Acrobatics becomes a class skill.


There are a lot of them in the 101 Traits that have some great flavor. Check this one out...

Plundering Davy Jones's Locker You have a flair for dragging folk back from beyond the brink of death. Once per day you can restore life to a dead humanoid creature so long as it has died as a result of hit point loss, drowning, or suffocation and has not been dead for more than 1 round. If you reach the target in time, you must spend a full-round action (that provokes attacks of opportunity) and succeed on a DC 25 Heal check. If you succeed, the target is immediately restored to an amount of negative hit points equal to one less than its Constitution score, and is now stable.


That's an awesome trait, DM. Very cool...

I got my Pirates of the Inner Sea companion in yesterday. It's got a few cool things in it. Has a decent prestige class that is kind of rogue-y in nature...could be a nice one for one of our rangers eventually. I forget the name off the top of my head of course.


Its called "Inner Sea Pirate" 10 level prestige class. Has some unique pirate tricks he canc hoose from and sneak attack. Could go well with the corsair as well, either the paizo or freeport one.

I'm looking at a divine class now if love is interested in the corsair


May I present the crunch of my Elvish Ranger for initial once over. I still need to build up the skills and add conditional mods in - but major 1st level choices are there.

Fluff is still on the boil as I've not had a chance to commit thought coherently to paper. He will be a Calistran worshipper, though more the vengeance aspect than the hedonist. There should be a few branches where juicy plot hook peaches could be hung ;)

Alignment is CN, but he will be a definite team player within our merry band. I've assumed that we'll be stripped of gear when shanghaied, but if we can keep a single small item it would be a yellow silk bandanna.


I'm about to head out for our weekly PFS so I'll check him over when I get back.

Yes, everyone will be stripped of gear (but still buy it) and you may pick one easily concealed item to keep hidden (the bandanna is fine).

Andoran

WRT traits, the DM for nother nautical campaign I'm playing in here on the boards added one he called Able Seaman. It gave +1 on either Acrobatics, Climb, Profession (Sailor), Survival, or Swim checks; and made the chosen skill a class skill. I'm not sure if he came up with that on his own, or pulled it from one of the Freeport books; he talked about it here. Does that sound reasonable?


Human Druid (Aquatic) 1

Profile updated.

Background:

Born the bastard son of a cabin slave and a pirate queen, Uriah's life has been one of disappointment for his mother and pride for his father. Raised on ship Uriah never took to manning the sails or handling the business of being a sailor, preferring to spend more time watching dolphins and sharks move beside the boat, as well as watch the storms roll in from the Eye.

During one particularly bad blow, the hatches battened down and most men praying for salvation, Uriah was able to guide his mother through by telling her where north was at all times. Knowing what this power meant, the ship limped it's way to port where Uriah could be sent to the temple of Besmara for training as a cleric, a source of pride for his mother at last.

Knowing the life that awaited him, Uriah's father Mordecai arraigned for him to be waylaid on the way to the temple and shown a different path to power. Making his way to a secret circle in Port Peril, Uriah began his training as a druid, a long road that has finally culminated in his freedom to travel.

Stopping to take stock of his road ahead, Uriah's last memory from the dock in Port Peril is the world going black after a sharp pain in his head.


All right, back after guiding our intrepid adventurers through a threat to the God's Market in Absalom.

Mark - what you have so far is good and the background sounds like a lot of fun
John - I'm fine with Able Seaman. That follows a standard trait structure.
Uriah - looks good, first adventure does not feature a good chance to work in mom and dad, but I'll be sure to figure out a way to do it down the road

Here is our list as it currently stands
Gerald/Atajay - Male Human Sorcerer (Stormborn) - Done
Mark/Raveneau Delahaye - Elven Net and Trident Ranger (Rigging Runner) - Partial
Balodek/Uriah Hays - Druid (Aquatic) Ocean or Storm -Done
John - Human (Chelaxian) Ranger (TWF)
David - Tengu Jinx Eater (Custom Divine Class)
Meowzebub - Dwarven Rogue
Love - Sea elf/half-elf archer


***INACTIVE*** Male Human Ranger/1 (skirmisher archetype)

I believe Ursion is done. When assigning languages, I assumed that Sargavans speak both Common and Polyglot, and that thereafter he could learn Aquan. Let me know if I should change that.


AC 12; HP 17/17; F+2, R+2, W+3 Init.+2, Perc+0

DM, how much starting cash did we get to spend on equipment, even if we don't have the equipment on us at the start?


Ursion - Tough call on languages. Let's explore how far your character has broken with his family and what he has done since then. Normally, I would rule that a colonial from Sargava would not learn Polyglot, only natives. I see Sargava as having a real division between the colonials and natives and that generally the colonials really look down on the native population (and wouldn't learn their language). Only someone that has crossed over between the societies would know both (which might suggest using a language slot to learn Polyglot). But, if you see crossover like that as really critical to your character, its not going to break the game to allow it since Mwangi automatically get both Common and Polyglot.

Atajay - Starting cash is average for your class (in your case 70 gp). You will have opportunities to get your things back, so definitely buy them. It will probably be easiest for me if everyone breaks their gear section into the item you've concealed and the items that have been taken from you (everything else). Eventually, you're going to have a locker too, so if you want to think ahead, you can create a section for that too.


***INACTIVE*** Male Human Ranger/1 (skirmisher archetype)

Good points re languages. I'll take Polyglot in his language slot, then, indicating the sort of people he's been knocking around with for the past few years.


Male Halfling Rogue (Pirate, Scout) 1

I ended up going with a halfling rogue, as it didn't feel right recycling the previous character...maybe he will get another chance at RotR.

Typing up the official backstory now, but for short, he was an assistant boatswain slave on a Chelaxian ship built to withstand the Eye...but it didn't. As a help to the boatswain, Gimlet excelled on getting his hands on all sorts of equipment. This is reflected in his Well-Prepared Feat and the Eye for Plunder Trait. He initially will be a reluctant combatant, but hopefully will live up to his Pirate and Scout archetypes by 2nd level.

His one item will be his thieves tools. But with his Eye for Plunder trait, not sure if the "50gp in trade items" are actual trade items (like spices or pineapple extract) for later resale? or 50gp in assorted gear that he ends up getting his hands on?

I have an avatar picked out, but can't selcect it, or any right now. WIll have to try with another computer.


Gimlet - I like the direction you're going with him and I bet there will be a wave of new RotR APs starting when the hardcover comes out. I'll be looking to hop into one of those when they come up too.

Thieves' tools are fine as the item (and a very helpful one at that). For spellcasters I would recommend your spell component pouch.

I'll give you two choices on Eye for Plunder. I'm fine if you want to convert it into 50 gp extra gold. We can also say that in the first day on ship, you manage to scrounge 50 gp of goods that you can use for gambling, bribery, etc.


AC 12; HP 17/17; F+2, R+2, W+3 Init.+2, Perc+0

DM, since I have the Eschew Materials feat, I decided to stow a sling in the hollow part of my peg leg, if that's cool.


Some extra info on your elfen companion. He will be a racist prick to start with... though I expect that will mellow over time as he realises that not everything he learned on Kepre Dua was true.

For gear I would personally prefer to not pick at all and just live off the scroungings he can manage afloat.

Been reading up on bits and pieces for flavor and have already decided his level 4 companion (assuming he survives that long) will be a Great Skua :) I'll likely polish up the background some over time - but it's mostly there.

Background:
Raveneau Delahaye was born afloat in the Shackles and has not left the isles in his life. His parents were seafaring elves who plied their trade in service to the Free Captains of the Isles. Skilled at their work they were rarely unable to secure positions… but never kept to a single captain for longer than a few voyages. Roughly ninety years ago, when he was still a youngling of thirty, they answered a clarion call.

Queen Kaala had settled the isle of Kepre Dua as a haven for the elves of the shackles. His parents were among the first disciples to arrive and swear fealty to the newly crowned Queen and became staunch supporters in her inner circle. Life on Kepre Dua was idyllic for the young Raveneau. His days filled with time in the water, both atop and below, while his nights were equally sated with training in the myriad ways of his divine mistress. His adolescence was spent training with the loose military that the elves kept in defense of the isle. They fought with net, whip and blade from above deck and below. Especially well drummed into the recruits was the best ways in which to combat the lesser humans that served as the main threat to their life of purity on the Isle.

It was a scant five years prior when his parents were given the rare honor of accompanying the Queen of the Veil as she paid homage at the holy site of the Obelisk. Raveneau begged to be able to attend, but was denied and watched as two parents left…. and only one returned. His father stumbled back to their home in Alendruan Harbor the next day lacking his left eye and arm, barely alive. As he attended to his convalescing father he was told only that his mother was dead – and nothing of how it occurred or how his father was injured. Looking into the eyes of his father he saw something missing as though he returned a man of lesser mind as well as body that day.

This tragic event snapped something within Raveneau and his mind swung from an idyllic enjoyment of all that was on offer to a wholehearted embrace of the lesser known aspects of his wasp goddess. Dark thoughts of vengeance and hate filled his thoughts. As his father seemed even more devout in his support of Queen Kaala, Raveneau applied himself body, mind and soul to his training at war and awaited an opportunity.

His opening came when a pirate clipper out of Port Peril docked at Alendruan Harbor after faring poorly in a storm. Despite warnings to the contrary… one of the half-elves on the crew stepped foot on land and was judged to be worthy of receiving Calistra’s Whisper. As the ill-fated half-elf was subjected to the hedonistic pleasures of the palace, Raveneau stole aboard the pirate’s vessel and bargained passage off the isle. It was thus he was born anew, sailing away in the dead of night as the half-elf was sacrificed in the Queen’s chambers.

The voyage to Port Peril was uneventful, and upon arriving Raveneau was cajoled into joining the crew for a drink at the Formidably Maid. It was there, nestling an ale and thoughts heavy on his forward path that he failed to detect the strange aftertaste of the brew…

Appearance:
Raveneau has a countenance that is typical of most elves of Golarion. The attractiveness of his fine features is countered by the scowling disdain that sits ever-present upon his face. His long hair is often tamed by a silken bandanna tied tight to his skull. His frame is slight, though hung with strong sinews and possessive of a wiry strength to complement his dexterous movements. His skin remains relatively fair despite many hours spent in the sun, and his skin is free of adornment excepting a tattoo upon his chest. The tattoo is of a yellow circle with three daggers radiating outwards from it, easily identifiable as the sign of Calistra, the Savored Sting.

Plot Hooks:
  • Father (Galrend) survives upon Kepre Dua, and Raveneau fully plans to return for him one day.
  • Kaala may not like the fact that he has defected… and may seek his death or to reclaim him.
  • Beyond his soon to be crew, he will be seeking to surround himself with likeminded elves to support his eventual claim upon Kepre Dua.

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