Ahoy Me Matey! A Skull and Shackles campaign (Inactive)

Game Master Keith S.

A Skull and Shackles campaign. See the full campaign tab for a list of the crew map of Shackles

CURRENT MAP

siege engines and cannon link

Sea Hag Decks


1 to 50 of 64 << first < prev | 1 | 2 | next > last >>

Hello! I am looking for two players to join an existing Skull and Shackles campaign. This is to replace two players who dropped.

The current players are level 4, and are a cleric, a bard and a wizard.

The campaign started as Skull and Shackles per the AP, but has gone off the rails a bit after the Wormwood Mutiny. The players are sort of heading off in their own direction to find danger, loot, and and adventure in the Shackles. Which is fine with me.

Here are the nuts and bolts:

You will join as level 4, 20 point buy. 1,000 gold to spend on gear.

Core races (elf, half elf, human, half orc, dwarf, gnome, hafling). Almost any class (I would say "any class" but I am sure there will be an odd one or two that won't work well).

There is gunpowder in this campaign. Early firearms and cannon from the siege engine list . Other siege engines exist too, as magic can make a ballista or trebuchet quite potent.


Are any 3pp allowed, mainly just checking. If I join, I am thinking of some sort of gunner.


It seems you have quite a lack of martial ability going on, and I just happen to have a Swashbuckler who was in a previous Skull and Shackles game before it died! I'll get her up to specs and post her in a bit.

Is there any particular reason we are level 4 with only 1000 gold?


One point I neglected to mention is that I expect a post a day. I generally only post in the evenings (CST) due to issues accessing the website at work, but expect the players to be able to match that.

The 1,000 gold limit is because I think that the existing players have about that much spent on themselves. The rest of their cash they put into their ship. If it turns out I am way off the mark, we can adjust. We are currently on a Christmas break so it is a bit dead right now.

They do have a ship, by the way. Although they are lacking in cannon. Or siege engines. A ship without weapons in the Shackles is sort of like - prey! So that is an area they are working to improve upon.

Yes, they are lacking martial types.

The bard is a siege engineer / gunner already, but no issues with more than one from me.


I post 1/day at minimum, usually more if the game is moving.

Ah, understandable. I'm more than halfway done with the update, I'll be back soon with her completed.


Question: What is the rule for traits and drawbacks? And if there are traits, do you want one of them to be from the player's guide?


Any two traits; you can take one from the player's guide or not, your choice.


Is that implying a no to drawbacks than?


I am back with my character updated.

Revhi

In combat she's a DPS front-liner with decent AC and hit points. Out of combat she has various skills to boast, including being a good face, scouter, and sailor.

If drawbacks are not allowed, I will take away the attached drawback and the anatomist trait.

I always love feedback!


If you have no problems I was thinking of a Siege Gunner Gunslinger.


@ Carl: I would prefer no drawbacks.

@ Nohwear: works for me.

I am going to give it some time and see if there is any other interest, and then I will pick the two players somehow.

I will ask the opinons of some of the current players.


We do probably have more than 1000gp in gear, but it's decidedly non-optimized. There's been no real opportunity for crafting or buying/selling magic items.

I think picking out 1000gp of gear the characters want and then having the GM gift each with an appropriate semi-random item.

For instance, Darvan has a Ring of Swimming, which isn't something I would have bought for him if I was spending a budget to equip a cleric.


1 person marked this as a favorite.

@ Carl: I see you are using the advanced class guide for a swashbuckler; I initially assumed you were using the rogue archetype.

I am not such a big fan of the advanced class guide swashbuckler; it seems a bit overpowered (+11 to hit / 1d6+10 damage with a rapier seems excessive for 4th level).

In general, I am not a big fan of the advanced class guide.

I prefer to stick with the core book and the advanced players guide for character options.


How about a barbarian in search of coin, food and parrots?


Hey Keith,

I'd like to be considered for a spot. I'm brewing up a character...

Here's the concept so far:

- half-elf (human father from Aspis Consortium Agent, elf mother from Ekujae tribe);
- father hires mother as guide for a jungle trek (later fall in love during expedition);
- expedition was routed by demon-worshiping halflflings (father is killed but pregnant mother escapes and makes it back to jungle elves);
- PC is born and 'reluctantly' raised by elven tribe;
- as he comes of age, he knows that he isn't wanted and is more of a shame for his mother;
- mother tells him that his father was 'important agent' from trading company;
- not wanted by elven tribe, PC sets off to find his 'human family', ventures to close to coast and is caught by Katapesh slaving ship;
- PC spends a few years as a slave but is later rescued by 'good pirates', PC later joins pirate crew;
- mechanically, PC will have a 1st level as barbarian to reflect his tribal training and later take 3 levels of rogue (pirate days);
- PC will concentrate heavily on physical skills (acrobatics, climb, etc.); and
- personality-wise, PC will be free loving pirate, adverse to slavers, and will sometimes play at being a 'noble heir'.

Before I develop this further, is there anything in there that concerns you or needs changing?

What do you want to see to properly evaluate the submission?

My PCs tend NOT to be very optimized (no slouches either though); will this be a problem?

How long will recruitment be open?

How will you tie the PC with the current crew? Do we need some sort of hook or 'recent history'?

Thanks for the input.

Game on!


Ah, I'm sorry you feel that way. I wish you would have specified that in your OP, I was assuming that the few classes that wouldn't fit would be the usual ones like summoner, ninja, samurai, etc.

While it's certainly not a weak class, I would argue against it being overpowered. I could easily make a 4th level fighter with an equal to hit and damage of 2d6+18 with no magic items (even with new feats and abilities strength is still far superior at damage dealing than dex is, at all levels), while also being harder to kill with a higher AC and higher health pool.

However, I don't argue with somebody in their own recruitment thread. If you're not a fan of the ACG, I won't push it on you. I do have an old barbarian (sea reaver) from a very old game that died out. He has a rich personality and I was always a little sad I didn't get to play much with him. I'll get him tweaked and reapply with him instead.


@Noonan2: we have a monkey, we do not have any parrots


@ Fabian. Not being optimized (but not being slouches) sort of describes the current crew. So no worries. The background works for me.

@ Noonan. Barbarian is fine with me.


No parrots? Not even a dead one?


Darvan Waverider wrote:

@Noonan2: we have a monkey, we do not have any parrots

I assume it is named Jack.

Update: Parrots are only 50 gold. Money well spent.


The monkey's name is Crew.

It gets confusing when I yell out things like "Double rum rations for the crew!"


Keith S. wrote:
@ Fabian. Not being optimized (but not being slouches) sort of describes the current crew. So no worries. The background works for me.

Thanks for the prompt reply.

How about the other questions...

What do you want to see to properly evaluate the submission?

How long will recruitment be open?

How will you tie the PC with the current crew? Do we need some sort of hook or 'recent history'?

Thanks again.

Fabian


@Fabian:

We're currently in port on Bag Island digging up some clues

We've put the game on hiatus until the 27th because of holiday travel, so I'd guess recruitment is open at least until then.


@ Fabian - you should have some sort of backstory, but your PC can easily be part of the crew. After all, they are all Pirates of one sort or another, and a good chunk of them "joined" after their ship was taken - so the joined, or went down with their ship!

Or they can join in their current port of Slip Cove on Bag Island.

You should generally submit the character you intend to play with. I personally use Hero Lab and output the stat block in bb code to paste into my character, but you can do it other ways too.

Recruitment will be open for a bit - which is nebulous but is the truth. When I feel I have enough folks to choose from, and I have some time to study them all, and the Captain chimes in (that's Darvan Waverider, by the way) - then I will announce our selection.


Ok, I am back with my new submission, my half-orc barbarian (sea reaver) Logen Baccus.

In combat he's a front line DPS and meat tank. Out of combat he's a pretty decent sailor, spotter, survivalist, and knuckle-cracker for interrogations. He also is a good climber and an excellent swimmer, and isn't as affected by weather and water penalties as others. He also has a parrot.

Always love feedback!


Stats for Noonan, just give them a lookover. Pure Barbarian, no special tricks like Sea Reaver or Invulnerable Rager. He is totally going to steal
Logen's parrot.

Crunch:

Full Name : Noonan

Race: Human

Classes/Levels Barbarian 4(HP favored)

Gender M

Size M

Age 18

Special Abilities :

Alignment: CN

Deity Muscle Wizard

Location Shackles

Languages Common

Occupation : Puncher of bodyparts

Strength 16 (14+2 human) (+3)
Dexterity 14 (+2)
Constitution 15 (+2) (+1 fourth level)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 6'4"Weight: Truck Hair: Bald Eyes: Brown
Favored Class: Barbarian
EXP:
Hit Points: 15
Spd: 40
Init: +6
AC: 16 ( 4 armor shield)/Touch 12/FF 16)
BAB: +4
CMB:
CMD:
Saves: Fort +6 Ref +4 Will +3

Weapons:
Brass Knuckles +7 1d3+4
Raging Knuckles +9 1d3+6
MW Greatsword +8 2d6+4 19-20
Raging MW Greatsword +10 2d6+6
Power attack raging greatsword +8 2d6+12

Skills: Profession Sailor(4+3)7,Swim(4+3+3)10,Perception(4+2+3)9,climb(4+3+3)10,Handle Animal(4+3)7

Feats: Power attack(-2/+4),Improved Initiative,Cleave(attack 1 foe next to fitst target, -2 ac till next turn)
Traits: Dockside brawler (+1 damage with brass knuckles),Deft dodger(+1 reflex)
Special Abilities:Fast movement,rage (12 rounds),Uncanny dodge(cannot be caught flat footed)
Rage powers:Reckless abandon(-2 ac/+2 Bab),Strength Surge(+4 strength check, combat maneuver check or CMD)
Stats While raging 20 (+5)str, 19 (+4) Con, +3 Will save, -2 ac

Equipment
MW Greatsword (350)
Longbow (75)
20 arrows (2)
Chainshirt (100)
Barbarian Kit (9)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin
Pluck the parrot (50 gp)
4 potions CLW (200)
214 gp


Thanks for the answers. Expect a proper submission from me in the next day or two.

Game on!


As a note, the group currently has no way of dealing with traps.

(Other than sending the monkey in blindfolded .... which the bard seems to have a problem with.)


Well, I found some time...

Please consider Amaru for inclusion in your game.

Appearance:

The half-elf’s tanned skin has become leathery from too much sun and being outdoor for too long; scars crisscross his back. The rogue’s as fit as jungle elf but stockier, owing to his father’s blood. His face is fairly handsome unless he’s acting crazy or painted to scare ‘prey’ into submission (or both).

His shoulder-length, thick, black hair is sometimes tied back in a ponytail but is usually unruly at best. At times, he will wear a colorful bandana on his head while at other times he will sport a tricorne or even an admiral’s hat (complete with vest).

Amaru is never far from his blades, always with a wicked, curved short sword in his sash and at times with a bandolier with a few throwing blades. Usually with colorful, loose blouse and pants, he dons a well-oiled chain shirt when expecting trouble.

Background and Recent History:

Amaru never knew his human father but his mother lovingly talked about him when the half-elf was growing up. She would mention what a handsome man he was and how he commanded the respect of everyone in the expedition. Rodrigo Borja, his father, had hired Amaru’s mother, Jezeil, as a jungle guide. The trip left Bloodcove and interned deep into the Mwangi jungle in search of some fabled mines. Instead, they found demon-worshipping halflings that routed the expedition. Jezeil was carried away by two other Ekujae elves as the rest of the expedition battled for their lives. With a halfling hunting party hot on their trail for days, the three elves finally managed to shake them off as they neared their ancient homeland. An elven scout who had gone looking for other elven survivors later told Jezeil that everyone in the expedition had been killed. She never got a chance to tell Rodrigo that she was carrying his child.

Amaru was born into the Ekujae tribe and raised as another hunter although some in the tribe resented Jezeil’s affair with the human. All the while, Jezeil rejected other suitors and kept telling young Amaru about the world outside their jungle, about bodies of water where you couldn’t see the other shore, and about traveling on water carried by the wind. She also spoke fondly of Amaru’s father and the company he worked for.

After Amaru passed his ‘trials’ and was reluctantly accepted as a full-fledged adult, his mother grew sick and died. With not many ties to the tribe, young Amaru sneaked out into the jungle night and never looked back. He would find these sights that his mother talked about.

Unfortunately, as he ventured too close to the coast, he was captured by slavers and forced to row in a Katapesh galley for a couple of years. With his hatred of slavery firmly established in his mind, he was rescued when the galley was attacked by a pirate ship. Given little choice in the matter, he decided to join the crew and later learned to like living in the seas. His nimble frame and agility made him a natural to take to the riggings, something he still enjoys doing. His long fingers were also well suited for picking locks and disarming traps.

Amaru was lucky enough to have joined the crew of the Northern Gale, whose captain was more interested in going after slavers and unscrupulous merchants and where violence was dished out only as necessary to obtain their prize. That all changed when his captain died and the first mate, Orami, took over. The sadistic half-orc loved bloodshed and obtaining loot became a secondary pursuit. After setting port in Bag Island, part of his crew threatened with mutiny (or at least a decent fight) so the half-orc captain decided to let them go but promised that they wouldn’t be so lucky next time.

RECENT HISTORY

Amaru is currently on Bag Island trying to sign on to a crew that shares his view of the pirate life.

Personality:

For the most part, Amaru is a good-natured young man. Although no stranger to violence, he prefers to make it very clear to his prey that resistance would be futile, perhaps by killing a guard or two, and proceeds to rob them of their loot.
This easy-going attitude is put to the test when a slaver is the potential prey. At these times, it takes all his control not to revert back to his tribal upbringing and pummel the unfortunate slavers to death.

He likes to dress up and play at being someone else; among his favorite roles are: ‘son of Rodrigo the trader’, ‘aging Admiral Constantine’, and ‘wild elf’ (closer to the truth).
Amaru is happiest when the wind is whipping his long hair, up high on the riggings, and will automatically volunteer for such duties on a ship. It’s a pleasure to see the young man swinging and climbing on the ropes. With Tito not far away.

Amaru has befriended a capuchin monkey, Tito, who despite making a show of trying to send away, is very fond of. Tito causes mischief to no end at the most inopportune times.

NPCs/Hooks:

Rodrigo, Amaru’s father, and two others survived the halfling attack. He was told that there were no survivors and he knows nothing of his son Amaru. Rodrigo may be currently plying his trade with the Aspis Consortium somewhere in the Shackles or nearby.

Orami, half-orc captain of the Northern Gale, was none too happy to let go part of his crew and has sworn revenge on them (including Amaru).

I have also uploaded a character sheet with portrait here so you can check his stats/crunch. If selected, I'll, of course, make a proper alias.

Please let me know if you have any questions or need anything else at this time.

Game on!

Fabian


Darvan Waverider wrote:

As a note, the group currently has no way of dealing with traps.

(Other than sending the monkey in blindfolded .... which the bard seems to have a problem with.)

Wand of Summon Monster 1. Use it to summon a monkey to be a literal trap monkey. Make sure you learn his true name so you can summon the same one every single time. After 20+ excruciating various deaths on the mortal plane, he will eventually plot revenge and bring in all his monkey friends to attack the party.

And that is how you get the party killed by a swarm of revenge-bent monkeys for the cost of one wand.


I've been following this thread for a while, and I'd like to submit a human Zen archer. (Yet to think of a name. Current thoughts are Zam, Surly (he's got low charisma) or Nobody).


@ Gavmania; sounds like a good idea. I look forward to seeing him fleshed out with stats, a background, etc. Or at least a bit more of a written concept.


Hi, if you accept new players I would submit (somewhen after xmas) a female human brawler(Winding Path Renegade) searching for fun and rum after being thrown out of her monastery for various misconducts.

@Keith S.: is it a big problem, that my timezone is 7 hours behinde yours?


@ Yokaiboy. The timezone is not a problem as long as you can post once a day.

@ everyone - I plan to look submissions over Friday and post a decision Friday afternoon / evening as to who gets to join.

Thanks for the interest.


is class + feats + fluff enough (untill selected)?


Keila Free

Female Human Brawler(Winding Path Renegade) 4

fluff:

Keila was born as Keila Miller, third child of a merchant family. She was a wild and unruly child, which didn't get any better as she grew up.
Unable to cope with her disregard of rules her parents send her to a monstery to lern discipline.
Monastery live hat to many rules, but the fighting was neat. she was somewhat able to cope with all the rules till somewhen after her 18th birthday, not that she wasn't disciplined quite regularly before. After being caught drunk and/or in bed with other disciples(of both genders) mulitple times, she was finaly thrown out of the Monastery.
Finaly free of her Family and the Monastery she whent where her feet would cary her.
After many Adventures (and tavernbrawls) she hired on a ship traveling the Shackles. When the ship was borded by pirates the first thing she did was asking them: "You are Pirates, ain't ya? Can I join you?". The Crew (and their Monkey) were perplexed, normal people join the pirets when given the choice to join the crew or sink with their ship. Taking their confusion as an answer Keila joined the crew.

Look:

Age 19
shoulderlenght red hair
a small scar near the base of her nose
green eyes with a mischievous glint
and an even more mischievous grin

personality:

lives and breathes Chaotic Neutral
has enough clever (and common sense) to get out of the trouble she causes :)
good at thinking on her feet
'if you want something, do it'
doesn't care what others think of her
ignores social rules

Goal: to live the most fun live possible


@Yokaiboy - we have another player located offshore, so it probably won't make a big difference where you are.


Keith S. wrote:

@ everyone - I plan to look submissions over Friday and post a decision Friday afternoon / evening as to who gets to join.

Thanks for the interest.

I guess that won't give us much time to provide additional information if requested. But if there's anything you'd like to see changed, please let me know.

I look forward to your decision.

Game on!


Ok, his name is Zam. Zam was a Vudrani Prince who fell afoul of dynastic infighting and was forced to flee as far and as fast as possible. This meant taking ship, and living on ships has meant he can keep moving in an attempt to stay one step ahead of the assassins on his tail.
A few times the assassin's have almost got him, but he has escaped with a hideously scarred face (from acid thrown to blind him).
Zam has incredible eyesight, and is a dab hand with a bow (a skill passed on from his forefathers). His preferred position is in the crows nest or rigging from where he can snipe at enemy boarders, but if necessary he can mix it up in melee.
He will have a total of 10 Feats (precise shot, Perfect Strike, unarmed strike, Point Blank Shot, weapon focus: Longbow, Point Blank master, Toughness, Improved Initiative, deadly aim, and skill focus (perception)(thanks to focused study)), will be capable of up to 3 attacks per round with a damage of 1d8+6 per attack, can use perfect strike 4/day and I will get the wisdom in the flesh trait so that he has disable device based off wisdom.
I will write out the full character sheet then submit him to you


Best of luck everybody!


Keila is Unpredictable/Flexible in combat, her feats are Combat expertise, Dodge and Powerattack.
For the Traps she will have a few ranks in Disable Device (but she is fine with sending in the monkey first:)).

I hopefully will be able to submit her full crunch today or tomorrow.


Nobody needs to worry too much about optimizing. Make sure you've got a pirate that'll you'll enjoy playing.

The bard is picking up all of the siege engineer feats so she can act as the party cannon cocker.

The cleric is my take building a pathfinder version of aquaman.

We could use somebody who was really good at fixing boats.

Merry Christmas!


Merry Christmas! I would like to apply and dot as well before Friday, I'll be working on a character now!


Sorry, I posted under my alias for another potential game...heh! Still getting used to the forums. My account name is Bjornhona!


Merry Cristmas. I pray God blesses you on this day with friends and family

And also dot. plain half orc fighter. Will post crunch tonight. He wasnt press ganged for his smarts ;)


Here is Wreck, raised to help at the docs and being a bodyguard for those who would have him

Wreck:

Wreck
Half-orc (mystic) fighter 4
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 trait)
hp 43 (4d10+15)
Fort +8, Ref +3, Will +1 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +7 (1d4+9/19-20) or
. . mwk cold iron earth breaker +9 (2d6+15/×3)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 16, Int 7, Wis 8, Cha 9
Base Atk +4; CMB +7; CMD 21
Feats Bludgeoner[UC], Cleave, Endurance, Power Attack, Weapon Focus (earth breaker), Weapon Specialization (earth breaker)
Traits defender of the society, veteran of battle
Skills Acrobatics -3 (-7 to jump), Climb +5, Intimidate +7, Swim +5
Languages Common, Orc
SQ armor training 1, orc blood
Other Gear mwk banded mail, dagger, mwk cold iron earth breaker, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, masterwork tool, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, 147 gp
--------------------
Special Abilities
--------------------
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.

Next feat will be "Enforcer" making him very good at demoralizing threats during combat... if they survive his attacks


KEILA FREE

crunch:

Female human Brawler(Winding Path deciple) 4
LG Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 Armor, +1 dodge, +1 misc )
hp 28 (4d8+8)
Fort +6, Ref +7, Will +0
Defensive Abilities
OFFENSE
Speed 40 ft., Fast Movement
Melee
Special Attacks
STATISTICS
Str 14, Dex 17, Con 14, Int 10, Wis 8, Cha 12
Base Atk +3; CMB +6; CMD 20
Feats Dodge, Improved Unarmed Strike, Combat expertise
Skills Acrobatics +8 , Acrobatics (Jump) +12 , Climb +6 , Escape Artist +9 , Intimidate +5 , Knowledge (Dungeneering) +4 , Knowledge (Local) +4 , Perception +4 , Sense Motive +4 , Swim +7
Languages Common
SQ ac bonus, bonus feat, fast movement, maneuver training, skilled, weapon and armor proficiency

Combat Gear rations (trail/per day) (5), torch (10); Other Gear backpack, bedroll, flint and steel, mess kit, pot (iron), pouch (belt), rope (hemp/50 ft.), soap (per lb.), waterskin , 450,8gp

SPECIAL ABILITIES

Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.
Table: Small or Large Brawler Unarmed Damage
Level
Bonus Combat Feats
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.
Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.
Brawler's Flurry (Ex)
Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
Maneuver Training (Ex)
At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)

first= Trip

Knockout (Ex)
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.
School Focus (Ex)
At 2nd level, a winding path renegade continues the training she left behind, gaining the benefits of the mystery taught at her old monastery. As the winding path renegade progresses in her self-guided training, she gains deeper understanding of her chosen monastery's mystery, which grants her new powers.
Mystery of Unfolding Wind (Su) At 2nd level, the winding path renegade adds 10 to the range increment of ranged weapons she wields and gains Deflect Arrows as a bonus feat. At 8th level, she can harness the power of the wind to make enormous leaps. As a move action, she can leap without attempting an Acrobatics check, jumping any distance up to her move speed (upward movement counts as double, as when flying). She can leap in this way once per day per brawler level. At 14th level, when using the Deflect Arrows feat, the winding path renegade can send one projectile back at her attacker, with the same attack and damage roll the attacker rolled against her. Even if the deflected attack had more than one projectile (as with Manyshot), the winding path renegade sends only one projectile back at the attacker. The others are deflected as normal.
This ability replaces bonus feats gained at 2nd, 8th, and 14th levels.
Monk Moves (Ex)
At 4th level, a winding path renegade can use her martial flexibility ability to gain the benefits of certain monk abilities as well as combat feats. Each ability counts as one combat feat for this purpose, and the winding path renegade is treated as a monk of a level equal to her brawler level for determining the effects of these abilities. The winding path renegade gains access to these abilities at the levels listed on the Monk Moves table below. She does not gain a ki pool, and can't use powers that require ki. The winding path renegade must be wearing light or no armor to benefit from this ability.
This ability replaces AC bonus.
Table: Monk Moves
Monk Ability
Level Gained
Evasion
4th
Fast movement
4th
Slow fall
4th
High jump
5th
Improved evasion
9th


I'm gonna throw this guy out there.

Sh'torek

The unspoilered version is the gist of him. The spoilered version is a lower level version of him. Previous game died. Still haven't bought all the possible gear, but I can clean that up if chosen.


Darvan Waverider wrote:


We could use somebody who was really good at fixing boats.

Merry Christmas!

Well, I get plenty of skill points, so I should be able to get a reasonable score, but my Int is average so it won't be great. If I can boost it with profession (sailor) that would help.

Merry Christmas to you too.

p.s. I had to change my name to Zama as Zam was taken.


I was thinking about fixing boats, and it's really a number of different crafts (carpenter for the body, ropemaker for ropes, caulker? for the waterproofing, tailor or leatherworking for the sails, etc.), or can it all be lumped under Profession (shipwright) or (sailor)?
Can we have a ruling on this? Or is this something that's been covered in a supplement somewhere?

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Ahoy Me Matey! A Skull and Shackles campaign Recruitment All Messageboards

Want to post a reply? Sign in.