Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

DMJ's Skull & Shackles

Game Master Jonasty1031

Adventure and danger on the high seas! Can you claim your own Pirate destiny in the Shackles?

Current Map


51 to 96 of 96 << first < prev | 1 | 2 | next > last >>

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Tales Subscriber

DMJonasty:

I have Cecic's first pass stats if you want to look at them.
They aren't quite finished and corrected from my HeroLab,
which hasn't got all the correct traits available, but is pretty
close to the correct character stats.


Here is my background. I will do the mechanical writeup when I get home from work.

Gilrak, Dwarf Inquisitor:

Conversion Inquisition

Gilrak remembers growing up in The Shackles, and one day his mother suddenly deciding it was time to go. Rumor has it that his father, whom he had never met, was a powerful man but he had upset the wrong people. Gilrak and his mother ended up in Cheliax, and while the darker tendencies of the nation did not influence him, the lawfulness of it did. He was often a strong supporter of doing what was right and/or fair, even as a child. He sometimes came home from school beaten up from trying to defend other kids.

As he grew older the memories of those ships in The Shackles never left him. The sea was in his blood and it was calling to him. He enlisted in the Navy, and had been a proud soldier. His desire to do the right thing caused him to be noticed by Asmodeus, who gifted him with more abilities so that he may advance in life. Gilrak was never a strong promoter of Admodeus, but he respected his ideas of law and order. Due to his ability to not let friendship get in the way of doing the right thing he was allowed to assist the quatermaster, and even do his job if needed. These new gifts by Asmodeus also allowed him to be more social than he was before. This led to him noticing a mutiny being planned. After it was put down, Gilrak was given a medal. After speaking with higher level official he was given a new job. Due to his ability to recognize the mutiny, and his desire to find corruption he was assigned to be an undercover investigator in addition to his regular duties. This also led to his assignment to a new ship.

This new ship, know as Morning Glory was to be his place of duty for the next 8 years. Unlike on his previous assignment the ship was not so orderly. People were constantly breaking rules, and anyone who spoke up would get less pay, less food, or another subtle reminder to stay quiet. Upon arriving in port he would list the disciplinary problems, but nothing was ever done. He was beginning to doubt the importance of his new job. Gilrak even considered leaving the navy, but he never got a chance. The lack of discipline led to them being overtaken by pirates. They killed most of the crew, but the others including him, were pressed into pirate service.

Gilrak noticed that for all of the bad things said about pirates they were a lot more orderly than his last crew. He was assigned to help navigate the boat, and do other menial tasks, and he was treated well as were the others as long as the jobs were done well. He eventually grew accustomed to it. There was no bureaucracy and red tape, well not as much as the military anyway. It also dawned on him that nobody ever came to rescue him. This was basically the last straw, and at that point his faith in his nation was gone. He felt like the pirates were better at observing the laws of Asmodeus even if they did not worship him. Over time Gilrak became a member of the crew instead of a prisoner of the crew, and he was considered to be in higher standing than some of the original members. His ability to find crew members that were not loyal to the cause had a large part in this. It seemed someone was not happy about that, and one night while Gilrak was out drinking he was distracted by a pretty lady, and knocked out from behind.

Possible roles: Quatermaster or Sailing Master

Personality:He has somewhat of a gruff personality, and people think they should not be able to ignore him, but he is able to influence them anyway. He is a fair person, and he prefers for things to be done a certain way.

I have him as LN right now, but I don't know if that will change or not. That is why I have Asmodeus as my deity.

He should be able to be a face if not “the face” for the party. Being an inquisitor he will be decent in combat also.

edit:I found another pirate ship position site.

Grand Lodge

For consideration ...

Elwyn Cintras - a half elven swashbuckling pirate rogue.

The first and only son of a wealthy trading merchent Elven father and Human mother. He grew up in and around the docks, following his father around and being generally doted on. He was well educated and attended a fine school where fencing was his favorite activity. All was well until his father's untimely death in an accident when he was a young boy. Though his father's partner, a human named Aergon, was ruled out as having any negligence. Elwyn's suspicion remains - did he see something that day or was he just imagining it?

That partner always fancied his mother and was there for her during her time of need. Soon she was pregnant and they wed. Ultimately they would have two sons. Over time Aergon cared less and less about hiding his prejudice for elves and half-elves. Eventually tolerance turned to indifference then to abuse. Eventually he was being abused routinely anytime his mother was not around. The torture was reinforced by his half brothers once they were old enough to land a punch.

Then his mother got sick. Once she had passed there was no place for Elwyn. He had no share in the company and Aergon threw him out. He's been getting by working the docks, in any way he can, while not entirely slight it is not the work he was made for. He's quicker than the others and this has saved his hide a coupe of times in just the short time he has been on his own. He wants something more, he wants his birthright back, he wants to find out what happened to his father ...


mechanics:

GILRAK CR 1/2
Male Dwarf Inquisitor 1
LN Medium Humanoid (Dwarf)
Init +10; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 10 (1d8+2); Judgement of Profane Healing 1
Fort +4, Ref +1, Will +5
Defensive Abilities Defensive Training, Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Resist Judgement of Profane Purity +1, Judgement of Profane Resistance 2 (-Choose-)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +3 (1d3+3/20/x2)
Special Attacks Judgement of Profane Destruction +1, Judgement of Profane Justice +1, Judgement of Profane Piercing +1, Judgement of Profane Smiting (Magic)
Inquisitor Spells Known (CL 1, +3 melee touch, +1 ranged touch):
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative
Traits Buccaneer's Blood, Reactionary
Skills Bluff +10, Diplomacy +10, Intimidate +8, Perception +7, Profession (Sailor) +8, Sense Motive +7, Survival +7, Swim +7
Languages Common, Dwarven, Goblin
SQ Forbidden Lore (Ex), Greed, Hardy +2, Hatred, Inquisitor Domain: Conversion Inquisition, Judgement (1/day) (Su), Misdirection: -Choose- (Sp), Necessary Lies (Su), Slow and Steady, Stability, Stonecunning +2

--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Inquisitor Domain: Conversion Inquisition Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2: -Choose- (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Misdirection: -Choose- (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I have not chosen any spells yet.

I also have not chosen any equipment.


Regarding the XP and leveling questions, we'll cross that bridge when we get to it. We're not going to have giant disparities in character levels but there might be benefits to roleplaying well and writing solid posts.


Here is my stats, as promised. I switched from Half-Elf to Human after writing my background.

Character Stats:
'Young' Tully
Male human buccaneer 1
CG Medium humanoid (human)
Init +3; Senses Perception -1
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 shield)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2
OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6+1/18-20) or sap +3 (1d6+1) or whip +3 (1d3+1)
Ranged shortbow +3 (1d6/x3)
Special Attacks hilt bash
Bard Spells Known (CL 1st)
1st – saving finale, sleep (DC 14)
0 – know direction, light, message, prestidigitation
STATISTICS
Str 12, Dex 16, Con 10, Int 13, Wis 8, Cha 17
Base Atk +0; CMB +1; CMD 14
Feats Dodge, Weapon Finesse
Skills Acrobatics +7, Climb +5, Diplomacy +8, Knowledge (Engineering) +5, Knowledge (Local) +5, Perform (Sing) +8, Spellcraft +5, Use Magic Device +7
Languages Common, Polyglot
SQ Bardic performance (7 rounds/day), countersong, distraction, fascinate, inspire courage +1
Traits Barroom Talespinner, Indomitable Faith
Gear buckler, rapier, sap, shortbow w/20 arrows, studded leather armor, whip (weight 36 lbs.)
Additional Gear backpack, bed roll, belt pouch, flint and steel, grappling hook w/hemp rope (50 ft.), lamp w/4 pints oil, soap, waterskin, 8 gp, 9 sp (weight 31.5 lbs.)


Submission for imimrtl, I hope you like it and please let me know if you have any questions or concerns.

The subjugation of my race has lasted millenia. Our will has been stolen by our progenitors. Freedom is the right of all sentient beings. We will be free again...

Dalsoon began life beneath the waves, a member of a small village of Gillmen. He led a content existence, apprenticing under the village Yargspinnor, the keeper of the oral traditions of the tribe. An adept student, he was ready to take over for the Yargspinnor when his world changed.

He had heard stories of Gillmen losing themselves in the Shemdar but he had only thought they another oral myth of the Yargspinnor to teach a moral of some sort. Dalsoon was radically disabused of his thoughts when he saw the Yargspinnor plunge his trident into the chest of the son of the Chieftain. The resulting chaos destroyed his village. The Chieftain flew into a rage and slaughtered all of those who had been friendly with the Yargspinnor. Dalsoon managed to escape with new knowledge of the Shemdar having seen the glazed look in his master's eyes and the loss of will. He did not know why the Aboleth had deemed it necessary to kill the Chieftains son but Dalsoon vowed to find out. Leaving the ocean floor behind he traveled to the lands above in order to seek answers with the scholars of the surface world. Reaching the surface he found a society very different to his own. Embracing the change and adapting, he integrated in order to gain the experience necessary to find the answers he sought.

Finding his way to the Shackles, he made a small name for himself singing the songs of the waves to the men who passed through. Walking into the Formidably Maid, that all changed...

Archer Bard Sea Singer Gillman

Ship position: Quartermaster, traditionally an elected person who represented the interests of the crew with the captain.

Campaign Trait: Barroom Talespinner

Crunch sans spells and equipment:
DALSOON SHORIEN CR 1
Male Gillman Bard (Sea Singer) 1
NN Medium Humanoid (Aquatic)
Init +2; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1
Weakness Water Dependent
--------------------
OFFENSE
--------------------
Spd 30 ft., Swimming (30 feet)
Melee Unarmed Strike +2 (1d3+2/20/x2)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1
Bard (Sea Singer) Spells Known (CL 1, +2 melee touch, +2 ranged touch):
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Bard Weapon Proficiencies, Point Blank Shot
Skills Acrobatics +6, Bluff +7, Diplomacy +7, Intimidate +7, Knowledge (Arcana) +6, Knowledge (Nature) +7, Perform (Sing) +7, Spellcraft +6, Stealth +6, Swim +10
Languages Aboleth, Azlanti, Common, Draconic
SQ Amphibious (Ex), Bardic Performance: Sea Shanty (Su), Enchantment Resistance (Ex), Servitor, World Traveler +1 (1/day) (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Sea Shanty (Su) Allies can use your perform check result for saves vs. Exhaustion, fatigue, nausea, or sickening, or gain new saves.
Enchantment Resistance (Ex) +2 to saves vs non-aboleth enchantment effects, but -2 vs aboleth sources.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Servitor Servants of the aboleths, PCs may have to cede some self control to GM.
Swimming (30 feet) You have a Swim speed.
Water Dependent (Ex) If can't fully submerge in water for 1 day, die 4d6 hours later.
World Traveler +1 (1/day) (Ex) You add half your bard level to Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks.


And here is my submission.


Small change to the backstory. Nobody in the "Formidably Maid" or in Port Peril knows anything about the village that Ko'ulu is from. The storm that swept him in carried him a very long way. I am going to say that his village is on a small island near the northern edge of the Sodden Lands.


Updated profile with character sheet.


Is anyone else thinking crow's nest for the Tengu? Sorry... someone had to say it (hopefully I didn't miss it).


Updated recruitment list as of this morning. Reminder that recruitment closes tonight and choices will be made then.

On a side note I just want to say, damn you all, for submitting so many solid entries. It's going to make selections that much harder for me. Of course the flip side to that is this should be a much more interesting and entertaining game.

Arcane
Cadj Nassen: Human, Wizard (Evocation)
Khuzdac "Sooty" Firebreath: Dwarf, Alchemist (Grenadier)
Linard Toivan: Tiefling, Wizard (Siege Mage)
Sholos: Half-Elf, Sorcerer (Aquatic Bloodline)(Seaborn)
Calvin The Surgeon: Human, Witch

Divine
Cecic: Halfling, Cleric
Jirobo the Storm Crow: Tengu, Druid (Storm Druid)
Diana Seamyst: Human, Oracle (Waves)
“No-Eyes” Bellamy: Human, Oracle (Time)(Stargazer)

Combat
Ko'ulu: Human, Fighter
Sauldor Aqua: Orc, Barbarian(Sea Reaver)
Strom Burlog: Human, Barbarian (Sea Reaver)
Marek ibn Sabbah: Human, Summoner
Callum Carnvegas: Ranger (Freebooter)

Skills
Randall McNally: Human, Bard (Sea Singer)
Octavia 'Tavi' Delphina: Halfling, Rogue (Knife Fighter)
Sylvanus Backus: Human, Bard (Archeologist)
Xanxan: Gnome, Rogue
Kira Moonsong: Elf, Rogue
“Young” Tully: Human, Bard (Buccaneer)
Elwyn Cintras: Half-Elf, Rogue (Swashbuckler)
Dalsoon Shorien: Gillman, Bard (Sea Singer)


I feel your pain. My recommendation? Just pick everyone and divide us into 5 games. It worked for me.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Tales Subscriber

Cecic stats:

Roughly the stats I see Cecic having, may need some tarting up, includes a couple of traits, but these can be changed as required, but it gives an idea of Cecic as he will appear. Probably change spells a bit too.

CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Childlike
Traits Magical Knack: Cleric, River Rat (marsh or river)
Skills Bluff +6, Escape Artist +1, Perception +5, Profession (Sailor) +7, Ride +1, Stealth +5, Swim +2
Languages Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.
--------------------


GM Idyll wrote:
I feel your pain. My recommendation? Just pick everyone and divide us into 5 games. It worked for me.

Lol, I was already worried about starting a second game to run, much less 3 or 4.


I do not envy you the decision, but am interested in your selection process as I may try to run my first PBP soon. I still need to learn how to use some "maptool" type apps first. Any recommendations?

You have defined 4 roles but will pick 5 players. I wonder where you will double up? And of course there is always overlap. Oracles and druids have 5 or 6 skill points while bards can heal, and all three classes, if built for it, can fight. And I have seen strength build rogues do well against fighters in melee. And with Infernal healing, even arcane classes can heal some.

Good luck all. Hope to see you in the game. :)


Diana Seamyst wrote:
I do not envy you the decision, but am interested in your selection process as I may try to run my first PBP soon.

**Puts on Captain Obvious uniform and strikes a heroic pose.** Well, if you started one soon, and happened to do Skull and Shackles... got a bit of a list of willing and excited participants who sadly won't all be making it into Jonasty's game. Just saying. **Removes uniform and stores it in closet for safekeeping**


Diana Seamyst wrote:

I do not envy you the decision, but am interested in your selection process as I may try to run my first PBP soon. I still need to learn how to use some "maptool" type apps first. Any recommendations?

I recommend Maptool - it's pretty easy to pick up and learn and there are some great image packs out there, if you can Google well. I combine that with Dropbox to make sharing quick and easy.


I meant to ask Idyll, is Maptool the mapping system you're using in your Kaer Maga game? Cause they look good and are very clear. I've been meaning to ask cause right now I just use google docs and spreadsheets.

D. Seamyst, as I mentioned I use google docs and basic spreadsheets which are enough to accomodate most encounters. If Idyll confirms my Maptool question, then I second his recommendation cause his maps look great!

Regarding your question on the selection criteria, you're right there is a lot of overlap especially depending on the specific builds. This is why, for me, the backstory is such a HUGE piece of the submission when I recruit. Using the current list above as an example, I have 4 Bards and 4 Rogues to choose from. Even assuming I decide to pull the extra from that group, that still leaves 2 out of 8 people to pick. But if a submitter puts forth an interesting character that catches my eye and seems to have a solid character concept and story in mind, that will help sway my vote. Cause frankly, even with variations, a bard is a bard, a rogue is a rogue. But how do you play it, how do you put forth your character, this will often give an indication of the player. On a normal basis this game (Pathfinder) is about more than just rolling dice to kill stuff and this is even more applicable in the PBP format, where you're counting on everyone to help tell the story. A game thread that is nothing but OOC dice rolls would be extremely boring.

A pretty long-winded explanation to say that, for the 5th (or maybe sixth ;-)) slot, it is less about party composition and more about do I think your character is interesting and will add to the story.


Well we look forward to hearing the final selections on the marrow. Here's hoping.


Yup, a LOT of good concepts and submissions. I do not envy the Game Master on this one.


Thank you! I do use Maptools - but I've just pulled in the PDF from the module and removed or hid the key icons (room numbers, secret doors, etc.). There are some weird issues in some rooms (as you'll see) as the squares in the PDF don't line up perfectly with the grid, but it's usually pretty serviceable. I've also used Maptool to create custom maps for some adventures - namely those that take place in real life - but I'm never overly pleased with those.

Other times, I'll use Illustrator and a Map Pack (here's an example). Those end up looking nicer, but are a lot more work.

The PDFs in Skulls and Shackles should work well with Maptools or Illustrator, though, I think.


Thanks for the explanation Jonasty. I will be looking at Maptools later today, time allowing. I have played a lot of PFS but have not played the APs yet. I would like to get into one a decent ways before buying and reading it in order to run it. I just enjoy playing something I have not read more than something I have.

So when I do run it will likely be something home brewed, but with official PF rules. I have never seen a good reason to change the official rules with my interpretations. I really like the Greyhawk setting and would love to use PF rules with some classics like Against the Giants. How is that for ambitious. :)


DM Jonasty wrote:

Updated recruitment list as of this morning. Reminder that recruitment closes tonight and choices will be made then.

On a side note I just want to say, damn you all, for submitting so many solid entries. It's going to make selections that much harder for me. Of course the flip side to that is this should be a much more interesting and entertaining game.

Arcane
Cadj Nassen: Human, Wizard (Evocation)
Khuzdac "Sooty" Firebreath: Dwarf, Alchemist (Grenadier)
Linard Toivan: Tiefling, Wizard (Siege Mage)
Sholos: Half-Elf, Sorcerer (Aquatic Bloodline)(Seaborn)
Calvin The Surgeon: Human, Witch

Divine
Cecic: Halfling, Cleric
Jirobo the Storm Crow: Tengu, Druid (Storm Druid)
Diana Seamyst: Human, Oracle (Waves)
“No-Eyes” Bellamy: Human, Oracle (Time)(Stargazer)

Combat
Ko'ulu: Human, Fighter
Sauldor Aqua: Orc, Barbarian(Sea Reaver)
Strom Burlog: Human, Barbarian (Sea Reaver)
Marek ibn Sabbah: Human, Summoner
Callum Carnvegas: Ranger (Freebooter)

Skills
Randall McNally: Human, Bard (Sea Singer)
Octavia 'Tavi' Delphina: Halfling, Rogue (Knife Fighter)
Sylvanus Backus: Human, Bard (Archeologist)
Xanxan: Gnome, Rogue
Kira Moonsong: Elf, Rogue
“Young” Tully: Human, Bard (Buccaneer)
Elwyn Cintras: Half-Elf, Rogue (Swashbuckler)
Dalsoon Shorien: Gillman, Bard (Sea Singer)

I don't see my name on the list or my character. The links are here.

background 5:15 pm

mechanics 6:42 pm

They are directly above and below this submission by Elwyn Cintras

Grand Lodge

Some additional backgound on Elwyn Cintras ... an obvious attempt at trying to beg my way into the game.

- He's angry, understandably so, and frustrated. He'd not sure where to place his anger and that might get him into trouble
- He's young, so despite his father's teachings during his early years, he's inclined to be brash and take risks. At this point he feels he has nothing left to lose
- He feels like hes owed something, but not that the world owes him
- Having been a victim, having been bullied, he has a soft spot for others being preyed upon or whos weaknesses or vulnerabilities are being exploited. But he doesn't view himself as a victim he sees himself fully capable of defending himself and securing what is his
- Its going to be a long time before he extends his full trust to anyone
- He's been finding himslef spending more time in taverns as of late and has developed a bit of a weakness for wine, women and song
- A part of him just wants to escape, get far away and never see this place again ... he just might be at the point in his life where he gets himself into something much bigger than he is


Swagger, so sorry. You're included on the word doc I was working off of but the copy/paste of it didn't work apparently. I remember your character though so no worries. If I need to post another applicant synopsis I will ensure he's on that one but don't think he was forgotten.


Elwyn Cintras wrote:
Some additional backgound on Elwyn Cintras ... an obvious attempt at trying to beg my way into the game.

No worries on the extra info, as I've said, it helps set the submissions apart. Especially with the number of rogues and bards I have applying, you certainly won't be hurting your chances by giving me more to work with.


Thanks Jonasty. The story is not changing. I just noticed the writing was stiff in some areas after reading it again.

back ground touched up to improve quality of writing:

Gilrak remembers growing up in The Shackles, and one day his mother suddenly deciding it was time to go. Rumor has it that his father, whom he had never met, was a powerful man but he had upset the wrong people. Gilrak and his mother ended up in Cheliax, and while the darker tendencies of the nation did not influence him, the lawfulness of it did. He was often a strong supporter of doing what was right and/or fair, even as a child. He sometimes came home from school beaten up from trying to defend other kids.

As he grew older the memories of those ships in The Shackles never left him. The sea was in his blood and it was calling to him. He enlisted in the Navy, and became a proud soldier. His desire to do the right thing caused him to be noticed by Asmodeus, who gifted him with more abilities so that he may advance in life. Gilrak was never a strong promoter of Admodeus, but he respected his ideas of law and order. Due to his ability to not let friendship get in the way of doing the right thing he was allowed to assist the quartermaster, and even do his job if needed. These new gifts by Asmodeus also allowed him to be more social than he was before. This led to him noticing a mutiny being planned. After it was put down, Gilrak was given a medal. While speaking with higher level officials they noticed his candor. That along with his excellent record led to a new job. Due to his ability to recognize the mutiny, and his desire to find corruption he was assigned to be an undercover investigator in addition to his regular duties. This also led to his assignment on a new ship.

This new ship, know as Morning Glory was to be his place of duty for the next 8 years. Unlike on his previous assignment the ship was not so orderly. People were constantly breaking rules, and anyone who spoke up would get less pay, less food, or another subtle reminder to stay quiet. Upon arriving in port he would list the disciplinary problems, but nothing was ever done. He was beginning to doubt the importance of his new job. Gilrak even considered leaving the navy, but he never got a chance. The lack of discipline led to them being overtaken by pirates. They killed most of the crew, but the others including him, were pressed into pirate service.

Gilrak noticed that for all of the bad things said about pirates they were a lot more orderly than his last crew. He was assigned to help navigate the boat, and do other menial tasks, and he was treated well as were the others as long as the jobs were done well. He eventually grew accustomed to it. There was no bureaucracy and red tape, well not as much as the military anyway. It also dawned on him that nobody from Cheliax ever came to rescue him. This was basically the last straw, and at that point his faith in his nation was gone. He felt like had been abandoned. He felt like the pirates were better at observing the laws of Asmodeus even if they did not worship him. Over time Gilrak became a member of the crew instead of a prisoner of the crew, and he was considered to be in higher standing than some of the original members. His ability to find crew members that were not loyal to the cause had a large part in this. It seemed someone was not happy about that, and one night while Gilrak was out drinking he was distracted by a pretty lady, and knocked out from behind.

Possible roles: Quatermaster or Sailing Master

Personality:He has somewhat of a gruff personality, and people think they should be able to ignore him(low charisma), but he is able to influence them anyway. He is a fair person, and he prefers for things to be done a certain way.

I have him as LN right now, but I don't know if that will change or not. That is why I have Asmodeus as my deity.

He should be able to be a face if not “the face” for the party. Being an inquisitor he will be decent in combat also.

Gilrak feels like his contributions to the navy were largely ignored because his request were denied and nobody ever came to help him escape. While he understands life is not fair he does not understand the treatment he received, and is unhappy about it.

As for the pirates that set him up he is less upset at them because he would not have really expected any better. He figures he is prisoner instead of dead because he was sold to someone, but he has no plans to remain anyone's prisoner, not for a second time anyway.

edit:I changed the personality section slightly in the spoiler. I had the word "not" there, when I did not intend for it to be there. Now it makes sense.


some additional info for Sylvanus:

because I didn't want to be left out

new info:

I apprached the character background with the idea that as a player I would only know that I am to begin the adventure in Port Peril at the Specified Tavern trying to avoid the knowedge of where the adventure would take the party.

with that in mind applying the said knowledge of becoming a Pirate Sylvanus is looking for "fame and Fortune" in the exploratory sense. the chance to find new rare treasures and explore previously undiscovered ruins.

Perhaps, as the adventure pans out, to posses an item that every pirate of the shackles would crave, the locations of various treasures of notorious pirates of legend. a Journal worth its weight in gold or more. then to use said item as a bargaining chip throughout the pirate community in the Shackles.


I have a pure archer that I've been working on also that I was going to put up but it won't be up until later tonight because I'm at work posting on my phone.


Flitterbrow submission for imimrtl.

Seeing the huge amount of Bards and Rogues I thought I would put in a different sort of archer than the gillman archer bard. Flitterbrow is a Tengu Zen Archer Monk. Born and raised on the Shackles, Flitterbrow began life like most Tengu, stealing and killing to survive. Called Flitterbrow due to a facial tick he had during his youth, he was leading down a road to death at the hands of a back alley thief or shoulderthumper when he happened to try and lift a purse from a traveler. Little did he know that this was not someone with whom he should have trifled and ended up beaten bloody by the man. After the beating, and after Flitterbrows weeping stopped, the man bound his wounds and took him back to a small flat he was renting on the edge of Port Peril. During that time, the man who called himself Luthien, a varisian wanderer, told Flitterbrow that he came to the isles on a calling from his meditations. He studied the art of the mind and body, and as he was getting on in years, felt the desire to pass on his teaching to another. He was in meditation when Flitterbrow attempted to steal from him and as such took it as a sign that he was to be his master. Flitterbrow thought the man crazy but wanted to learn how to defend himself like he did. Over the coming years he developed his mind into a weapon unto itself and transferred his new clarity of focus to learning the way of the bow. The bow working as an extension of his mind into the physical realm, one with the arrow and the target. As the years passed, the man grew sick and eventually died. On his deathbed, he bade Flitterbrow to continue on his path of self discovery and take each opportunity to grow no matter from where it came.

Ship Position: Lookout

Trait: Besmara's Blessing

Crunchy bits:
FLITTERBROW CR 1/2
Male Tengu Monk (Zen Archer) 1
LN Medium Humanoid (Tengu)
Init +4; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 17, touch 17, flat-footed 13. . (+4 Dex)
hp 8 (1d8)
Fort +2, Ref +6, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Bite (Tengu) +2 (1d3+3/20/x2) and
. . Unarmed Strike +2 (1d6+2/20/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 10, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 19
Feats Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Skills Acrobatics +8, Climb +6, Perception +9, Stealth +10, Swim +6
Languages Tengu, Tien, Common
SQ AC Bonus +3, Unarmed Strike (1d6)

--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (1/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.


I hope I am not too late to the party. This is Gan Laccaran and I wish to join a Skulls and Shackles game. My backstory and all other details are in my profile. Been trying to get this guy into a game for sometime.

Let me know if there is anything missing or that doesn't add up. Thanks


Hey Gan, you're not too late.

So OFFICALLY recruitment is now closed. I will be reviewing the submissions one last time but I've been reading them as they've come in so I will be announcing the selections later this evening.


Good luck everyone! Jonasty is an amazing dm and anyone that gets in will have an absolute blast.


Kissing ass will get you everywhere lol!


I can honestly say that the only thing better than playing in an GM Idyll game would be playing in a Jonasty game.

May the divines look favorably upon a mentally unstable witch.


I'm just hoping he wants to see how I'd handle a Summoner differently that he may handle his. Or he's a fan of Dio, from way back.

Wasn't sure if the Holy Diver prophecy was cheesey or apropos for a soul-searching young Summoner with a felin-esque eidolon on a hopefully introspective seafaring adventure.


just to add some liveliness here (well at least for me)

here is a picture of the "pirate" ship I will be sailing with in August:

my ship

I'll be doin some pluderin in Jamaica and gathering some of that spanish gold from Cozumel Mexico


@Edward, looks Amazing!

I mostly hope Strom get's picked so I can try and figure out how to play an evil character! So excited!!


Strom Burlog wrote:

@Edward, looks Amazing!

I mostly hope Strom get's picked so I can try and figure out how to play an evil character! So excited!!

Carefully...lol

...and may I say...THE SUSPENSE IS KILLING ME!!!!


imimrtl wrote:

Carefully...lol

...and may I say...THE SUSPENSE IS KILLING ME!!!!

You ain't alone on that one :)


Alright you guys really didn't make it easy but I've come up with my selections. With 6, it will make an interesting game and to be perfectly blunt, it will make it easier if someone has to drop from the game (a sad truth most of us have seen on the boards).

Ko'ulu
Jirobo the Storm Crow
“Young” Tully
Calvin The Surgeon
Callum Carnvegas
Xanxan

The six of you may check in on the OOC thread above where we'll discuss specifics and get ready to start the game.

I'm thankful for all the submissions you guys, they were really good. This truly was the most difficult recruitment I've had to do.

Should people bow out or not report in for a while, I will of course open the thread back up for recruitment and you will all be welcome to apply again. Good luck to you all and I hope you get into a S&S game soon.


DM Jonasty wrote:

Ko'ulu
Jirobo the Storm Crow
“Young” Tully
Calvin The Surgeon
Callum Carnvegas
Xanxan

Holy snot, I'm in...err. I mean, "Aye,Aye, Captain" *salutes*


I am jacks crushing disappointment ...oh well congratulations to everyone who got in you are in for a real treat with jonasty.


Forgot to add this. The six of you I chose. Please check in on the OOC thread using your character's profile by Sunday night or you will lose your place in the game. Your character sheet doesn't have to be finished completely or anything but I at least need to see that you're around and active.


Well bummer. I've heard good things about Jonasty and wanted to get a go at it. Well gotta keep trying.

51 to 96 of 96 << first < prev | 1 | 2 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Recruitment / DM Jonasty's Skull & Shackles Recruitment All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.