Adventure and plunder alike wait to be claimed on Golarion's seas! I'm beginning a Skull & Shackles PbP, and need to recruit a crew of five characters willing to take on the challenges of a pirate's life. One spot is already spoken for, leaving four openings on this pirate crew.
Character Fluff All characters will have made the journey to Port Peril, capital city of the Shackles, seeking fame, fortune, adventure, their destiny, or some combination of these factors. All make their way to a tavern, the Formidably Maid, where they are ultimately press-ganged into service by the crew of the Wormwood.
All characters should either desire to be pirates, or at least not be adverse to the lifestyle when they find it thrust upon them. You will need to describe your character's origins, how they arrived at the Formidably Maid, and why you seek a new life on the high seas. Take some time to develop and describe your character's appearance and personality; think about the various characters that stand out in pirate-themed literature and film, and try to create a concept that could stand beside these characters and be just as memorable.
Character Crunch The Core Rule Book and the Advanced Player's Guide (APG) are the standard resources you can use for the purpose of character creation. Also feel free to draw inspiration from the Skull & Shackles Player's Guide.
That said, the term 'melting-pot' fails to do the Shackles justice; if you wish to use non-standard races, classes, equipment, feats, etc., simply ask beforehand and I will determine if it is acceptable. Note that those making use of non-standard mechanics and choices need to explain these choices within their character background. A quick tip: my approval of any decision will be based in large part on my ability to access the book the content is printed in. I have a large collection of official Pathfinder source books, but not really anything else. Keep this in mind when working on your characters.
Character Level 1st
Race/Class Core or APG
Abilities 20-pt Buy
Alignment Any non-evil; I suggest against LG as well, as pirates are not always villains, but they are rarely heroes
Wealth Average by class
Character Traits Two traits plus one Campaign Trait (from S&S Players Guide, or alternate approved on an individual basis)
Final Thoughts Recruitment will remain open at least three days, but I will be willing to extend this to five should interested parties continue to submit applications. It is my intent to start the game next Wednesday, July 25. When purchasing equipment please separate it from the rest of your character stats. I won't mention why at this point, but if you think about the situation the characters find themselves in you might be able to figure out the reason. If you have any questions, please post them in this thread. Good luck.
May I ask is the spoken for spot has a class chosen? I'd hate to put in app of the same class as the spoken for spot.
If it's not a cleric, then I'd like to submit a half-elven cleric of Besmara.
The player has not yet decided upon a character concept. Once this is done I will post an update in the thread.
Swek Threshingwaves was born from a pirate ship as it smashed into a merchantman, her mother was knocked overboard by the impact and Swek was born a few weeks prematurely under the ocean waves.
Her father was always an adaptable man and soon had his wife and child back amidships but from that moment forward Swek's life was always connected with the sea.
She regards her sorcerous talents as a gift from Besmara and cannot bear to be inland for too long: as she neared adulthood and her parents headed off on new adventures into the interior of the Mwangi Exanse, Swek has decided to join a pirate crew and sail the ocean waves.
Inquisitive, excitable and full of adventurous spirit, Swek can't wait to put all of the practise she has to good use, and the Formidably Maid looks like a proper pirate drinking-den. It's like home!
I have a great concept for a pirate character, but how do you feel about a goblin alchemist, its outside your allowable content so I can alter it. I am also looking at the grenadier archetype which is in the Seekers of Secrets book. Let me know what you think and I can make up the character.
@ Embrianna Not familiar with the difference between an aquatic half-elf and a standard half-elf. What source is it from?
@ Tierce Feel free to submit a goblin, but make the fluff good. Especially since a goblin, and in turn fire, and a pirate ship at sea is not usually a good mix (though it won't cause me to overlook the character; could be very interesting). The Grenadier archetype is fine with me as well (Pathfinder Society Field Guide p 30).
It is an alternate racial trait I found in the PRD.
Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf's adaptability and multitalented racial traits.
Cecic the ship's cabin boy ... or in class terms the halfling cleric of Besmara.
As a young halfling in the Shackles, his father was a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.
It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.
There is one side effect he has found and a profitable one too, being just the 'cabin boy' allows him to find certain information that others prefer to keep secret, which can be sold for good money.
The docks were quiet now, the pale yellow of the sun struggled to penetrate the morning sea mist that draped across the harbour. The sounds of seagulls squarking their morning chorus, as their white and black feathers swooped and dived in the still air above.
On the dull gray stone quay stands a child looking longingly out to sea, his unkempt brown hair tied behind his head attempting to create a small ponytail. The mist clings to his hair, fine droplets grow until they fall onto his worn brown leather waistcoat, which covers a dull yellow shirt. Black breeches hang down, each leg covered to half way up his brown hairy calves. The trousers are held up by a black leather belt with a large intricate silver buckle, the head of a female pirate smiling over the water.
He sways slightly as the sea laps almost silently against the quay, almost unsteady on his large tanned feet, which seem oddly out of proportion with the rest of the boy. Yet the boy holds in his hand a bottle, almost empty, the remains of the tea colored liquid settle and sway in the last inch of the glass container. The boy is surrounded by a smell, he has started the road to ruin young, the sweet smell of rum envelopes him, his clothes and escapes from the bottle.
As you get closer, he turns to you, his green eyes under bushy brown eyebrows, take their time to focus on you. A clean shaven face with a pug nose and smile, slowly words are formed and a slurred voice reaches your ears, "Morning, nice day to go to sea, hic? Best to make the most of dry land and a port while you can." The smiles turns silly and his eyes glaze. This is not the boy you thought you first saw, but a seasoned sailor, a halfling. You move away, not trusting to his ways, the quickness of his hands, the deftness of his touch, for are not all halflings prone to interest in another's wares. Looking back, he has turned once more and looks wistfully over the water, swaying in time with those gentle harbour waves.
He will take Childlike feat and probably Pass for Human which will bring him to be the 'cabin boy'. After that it will be feats to aid his clerical skills. He will probably take a couple of levels of rogue or bard, which will add a few more skills to aid any ability he might have to be spy like, I mean he's only a child!!!
He will take a couple of levels in a second class, in the hope of gaining more skills, either bard or rogue. I kind of lean towards bard, to give the option of the Mystic Theurge but rogue does provide a little trap finding and light fingers.
I guess a point in Profession(Cook) wouldn't go amiss either.
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.
Looking at the stats, the River Rat trait is replaced by either Besmara's Blessing or Touched by the sea, both S&S traits. As for another trait I'll take a look and see what I can come up with, but this gives you an idea of Cecic's stats before ironing out any little deficiencies.
CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
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)
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
Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
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
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.
Presenting Fen, halfling girl with a naive lust for the sea.
It was after one of these forays that she returned home to find disaster – the door was broken off its hinges and the tavern was completely wrecked. She frantically searched through the rubble only to find her parents lifeless bodies, fresh wounds betraying their violent death. Through tears, Fen fled her home and ran aimlessly until she found herself in a tavern where a kindly gentleman dried her tears and bought her a drink. After she calmed down, she walked down to the docks to gaze at the sea, hoping the tranquil sight would inspire her to know where to go now. A blow to the back of her head silenced all such thought.
Fen will be a witch - intention is to obtain her familiar on board the ship after we begin, as suggested in the module.
I present to you, Havok Fingerburst! Goblin Pirate extraordinare! Don't get to close or he will lick you and give you rabies!
Crunch and Backstory are in the alias. Let me know if you have any questions.
Something to note. I have profession sailer, cook and bartender, and the reason for all of those choices are in the backstory.
edit: I'd be terrified of a kindergarten class with goblins, gnomes and halflings
Fine... I'll add some height :)
Here's Strom Burlog, Human Barbarian (Sea Reaver). Story and crunch are under his profile.
While his fellow tribesmen would sing song and praise the cold breezes and open plain of his homeland, Strom yearned for the ocean. As often as his hunts would allow he'd run the many days and nights needed to bring him to the blue plains of water. Swimming near the shore, hunting fish and bigger game under the water, taking whatever driftwood he could find to go out as far into the blue plains as he could, rolling with the mountainous waves, feeling the power of the plain beneath him. This, this is the true wilderness, he'd often think to himself in these moments. Until one day, drifting on the waves, eyes closed in bliss, a net was thrown over him and he was dragged aboard a passing whaler which happened to be short on slaves. My lucky day he thought, as he was beaten again and again, as they tried to beat him into submission. He took the beatings, and still he fought and tries to escape many times, ripping his manacles from the wall on more than one occasion. It wasn't till the Captain himself intervened, giving Strom a choice, he could work willingly and without trouble for the remainder of the journey, or he could patch sails with a needle and thread... and minus a leg. After that things became easier for Strom and his love of the sea only grew. He also grew about eight inches and gained a good forty pounds, finally coming into manhood. Not a few of his 'friends' told him it was a good thing he wasn't this big when they first fished him from the water, or they'd have had to cut his throat right off.
He was also introduced to piracy, a part-time occupation of the Murky Gull, the name of the whaler, when easy targets were available and whet the captain's fancy. Soon enough swinging a weapon on a rolling deck felt like second nature to the young Barbarian, and his great strength and natural seamanship soon earned him the respect, and fear, of the rest of the crew. More than once Strom dove into a stormy sea to save a fellow sailor, for while he was strong, he knew to take care of those that took care of him, and understood ships required more than just sails, but hands to set them. Even the captain was happy to see the retreating mans back, now crisscrossed with old scars gained during his 'education'.
Standing on the docks of Port Peril, Strom reached down and jingled the small purse at his belt, remembering the advice of his fellow sailors and keeping the rest in a hidden portion of his pack. Striding forward people melted out of the way, and if they didn't move quickly enough they were sent flying out of the way. He had learned many things on the Murky Gull, and he knew what his assets were, and his wouldn't soon forget the harsh lessons of that pungent ship of death, the death of his youth, and subsequent rebirth as... something more.
EDIT: "It's NOT a TUMAH"
|Tevyn de Fonseca|
My idea for Tevyn de Fonseca is that he is a Air Elemental Sorceror who was pressganged in the Chelaxian Navy and now that he has gotten word that his Mother has passed away, he wants to strike out on his own and would enjoy being a pirate.
This is what I have so far:
Male Human Wind Sorceror with some sailing skills.
Tevyn de Fonseca a Wind Elemental Sorceror originally from Pezzack in Cheliax and on a trip to Westcrown to buy new equipment for his family's farm was pressganged into the Chelaxian Navy at the age of 13 because they needed a cabin boy. The shanghai was perpetuated by a beautiful Lieutenant Lemara Sarini of said navy and powerful noble house in Cheliax by getting the boy really drunk. While serving in the navy, he learned the profession of sailing and bided his time until his service was up. He did not jump ship because he was afraid what the authorities would do to his family in Pezzack. He concealed his sorcerous ways from his fellow sailors so that he can eventually seek his freedom.
At the age of 16, he received news that his mother had passed away during his service and it was then that Tevyn decided to use his arcane powers to escape and jump ship.
He finally found his chance when the Captain of his ship was sent to broker a deal between the Hurricane king and Cheliax. His Captain went ashore and met with a high ranking representative of the Hurricane King and seemed pleased. That night there was a great deal of celebration and Tevyn jumped ship with his pay. As a sailor, he was somewhat familiar with Port Peril, due to earlier missions in port. He strolled up to the Formidably Maid and decided it was a great evening for celebration and he bought himself a grog and a meal.
The crunch will come shortly:
Dotting. I'm thinking Aquatic bloodline Sorcerer for this one
Half orc ranger crunch
Having been born in the shackles, he has always been around water, and as soon as he could he would go out in boats, or sailing around the small community he lived in, when a pirate crew came to rest at his town, he took the first opportunity to hide away on there ship, hoping to sail the seas on a real ship. he got his chance, while the crew kept him, they treated him as a slave, he hated them for it, while he loved the sea breeze and all that he was learning, as the years went by he changed hands a number of times, (once while being made to scrub the hull clean of barnicals a shark took a chunk out of his leg before he was able to be brought back up to safety.) each time rising up the ranks till he was a back up pilot for the crew he was on, he proved his worth when in a storm the pilot was washed off board and he was made to take the helm, he saved the ship and the remaining crew with his skill, when they went into dock for repairs he was brought along to the Formidably Maid, and set up with one of the "ladys" that worked there for his reward, after a night of romance and much drinking he wakes up once more in a hole.
Init +4; Senses Perception +6 darkvision 60
AC 17, touch 14, flat-footed 13 (+2 armor, +1 shield, +4 Dex)
hp 12 (1d10+2)
Fort +5, Ref +4, Will +3
Spd 30 ft.
Melee Boarding ax +1 (1d6/20/x3) and
Unarmed Strike +1 (1d3/20/x2)
Ranged Longbow +3 (1d8/20/x3)
Str 11, Dex 14, Con 14, Int 12, Wis 16, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats skilled driver water
Traits Peg leg, Hurricane savvy, reactionary.
Skills Craft ship +5 , Escape Artist +2, Intimidate +7, Knowledge (Nature) +5, 9Knowledge Geography0 +5, Perception +7,Profession sailor +7, Survival +7, Swim +4
Languages Common orc, elf
SQ Enemies: Human (+2 bonus) (Ex), Track +1, Wild Empathy +3 (Ex)
Combat Gear Arrows, Flight (40), Buckler, Leather, Longbow, Boarding axe; Other Gear Backpack (44 @ 14.56 lbs), Flint and steel, Waterskin, Flask of Alchemists Fire(and a hidden dagger in his peg leg is allowed)
Enemies: human (+2 bonus) (Ex) +2 to rolls vs human.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
trait hurricane savvy- You treat wind
effects as one wind force category less than they actually
are, both for any personal checks you must make and for
any you make to captain or steer a ship.
Would you be ok with a Tengu? Tengus have quite a large presence in the Shackles and (according to the Inner Sea World Guide) they are even sought out by pirates as mascots. I'd want to play a rogue using the Tengu specific Swordmaster archetype. Another option would be to go for a Stormborn sorcerer, perhaps Crossblooded with Empyreal.
Female Halfling Witch 1
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size, )
hp 6 (1d6)
Fort +1, Ref +4, Will +3, +2 vs. fear
Speed 20 ft.
Str 8, Dex 16, Con 10, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats: Extra Hex
Traits: Reactionary, Touched by the Sea
Skills (* designates ranks)
--Acrobatics (Jump) +2
Escape Artist +3
*Knowledge (Nature) +7
*Profession (Cook) +4
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ Cantrips, Charm, Fearless, Halfling Luck, Healing, Keen Senses, Sure-Footed, Weapon Familiarity, Witch's Familiar
Hexes: Charm, Healing
If there's room on board for Lucky Wilkins, a ship's carpenter who's been rattling around the Shackles as long as anyone can remember. Anyone who knows him will tell you he gets his name either because he's survived failed sea battles, hurricanes, shipwrecks and a dragon turtle, or because of six ships he's sailed with, not one has made it back to port. Don't worry, though. He says seven is his lucky number.
(a human rogue, yet to be crunched)
|Marek ibn Sabbah|
@ Strom Whenever you post any dialog I am now going to hear it spoken in Arnold's voice.
@ pavaan I'll allow Hurricane Savvy, but not as a Campaign Trait; you'll want to take Peg Leg as well. I'll allow Skilled Driver as well, but realize that a pirate vessel does not have a pilot. The Captain's abilities generally determine how the vessel is controlled; you may not get much use out of the Feat unless you see yourself taking on that role, and even then you likely won't get much use out of it for some time.
@ Variel I'll give any magus character submission equal consideration. Just make sure the fluff and crunch fit a magus that might take to the Seas.
@ Cuàn I'm fine with both a tengu character and the Swordmaster archetype. I'm going to say no to the Crossblooded Stormborn/Empyreal sorcerer, though; that particular combination allows a player to mitigate some of the drawbacks of the Crossblooded archetype too easily for my tastes.
This is pavaan, i am a little confused by the wording of the traits
Character Traits Two traits plus one Campaign Trait (from S&S Players Guide, or alternate approved on an individual basis)
do you mean three traits total, or two and one of them has to be a campaign trait
also I just read that the ships captain is often but not always the pilot, to me that seems like the captain and pilot can be two different people as a possibility, If that is not how you see it then that is your call as the dm. As for how much i use i would get out of skilled driver, i am fine with it, it fits my character concept, and i am good with having a feat that might not get used much if at all.
I am not trying to be annoying, i just want to understand you view on thing, and being as polite as i can be about it.
@ Ornotck Two traits in total. One of the two should be a Campaign Trait. I apologize for wording that poorly; something didn't properly make its way from my mind to the keyboard.
It is true the pilot does not always have to be the Captain. That being said, the AP is designed so that the Captain is usually going to be the one manning the helm of a pirate vessel. It's simply how the AP has been written; later on you may get the opportunity to step up to the helm, but initially it won't be an option.
I haven't quite picked the race or class I would like to play but, I have a solid back story in mind so I will post that along with what races/classes I'm thinking on.
1# Half-Elf Gunslinger
2# Human Monk
(The ____ is a name I haven't created yet.)
While ____ was a young lad he had been told that if he could cook there was no were in the world that he couldn't go. So from that day on ____ worked with everything his young heart had to become the best cook around. Winning many awards and having being invited to countries all over the world to cook for almost every well known figure in the world. ____ had been content to serve as a cook for the night at The Formidably Maid. After a hard nights work and a few glasses of odd tasting water you went down to the docks to take in a view of the sea. It was then that The idea came to ____ that he should perhaps join a ship's crew and serve as a cook. Perhaps the navy would be... As this last passing though crossed his mind ____ a blow to the head was the last thing he remember as the waves rushing up to meet you.
For anyone interested in knowing what everyone is thinking of atm.
Human, Barbarian (Sea Reaver) - Strom Burlog
Goblin, alchemist -Havok Fingerburst
Half orc, ranger -Ornotck Kalsor
Half-orc, Ranger -tessara
human, rogue -Sai Ling
Gnome, water sorcerer -Swek Threshingwaves
Human, Wind Sorceror -Tevyn de Fonseca
XXXX, Aquatic Sorcerer -Aroach1188
Human, Summoner - Marek ibn Sabbah
Halfling, witch -FenTova
XXXX, magus -Variel Nightstorm
halfling, cleric of Besmara -Deevor
half-elven, cleric of Besmar -Embrianna
missing cuan and myself
@ Valmoon With that background you'll likely want to go with the monk. The only place on Golarion to get powder and guns is Alkenstar, and they don't export their unique goods. Both the weapons and the ammunition are extremely rare; powder and guns can be found in the Shackles, but they are a highly-sought prize that only the most powerful control.
Thanks for listing the submissions thus far. It's worth noting that Strom Burlog is filling the spoken-for spot in the group.
|Tevyn de Fonseca|
@ Viscount Corneleous Ornelos Tough one; I'm going to have to say no, at least not at character creation. The party is being press-ganged into the Wormwood's crew. Such a unique animal companion would be unable to go unnoticed, and would certainly not be welcomed by a crew that is essentially kidnapping and, to a lesser degree, enslaving you.
If you wish to go with an animal companion I would recommend a mundane animal, or perhaps something native to the area whose presence would go unnoticed. An aquatic companion, common to the local waters, would also be a good choice.
@ Tevyn de Fonseca Your background is fine, especially when you consider that the methods used by pirates to ... encourage ... sailors to join them would be different than that employed by a navy. Even when that navy happens to serve Infernal Cheliax.
I've got a concept for a character I'd like to submit for this PbP game, but it relies on a few things outside the Core Rulebook and the APG. How are Catfolk and their alternate racial traits, Clever Cat and Climber? I'm thinking of a Catfolk Bard (Sea Singer), born to an outcast from the Mwangi Expanse in the town of Port Peril.
|Lictor Fedryn Mannorac|
@Lictor, acknowledging you can make whatever you want, Strom Burlog's already been accepted in one of the 5 spots. He happens to be a Barbarian Sea Reaver. I don't know if GM Agent will allow or want two of the same archetype in one group. Just putting that out there in case it affects your character creation.
My aquatic bloodline sorcerer
Lialda, Half Elf Aquatic Bloodline Sorcerer 1 CN
Str: 7 Dex: 14 Con: 14 Int: 12 Wis: 12 Cha: 18
Hp: 11 Bab: 0 Cmd: 10 Ac: 12
Init: +2 Speed: 30 ft
Fort: +2 Reflex: +2 Will: +3
Profession Sailor: +9
Use Magic Device: +8
Skill Focus Profession Sailor
Lialda was born to an old pirate while his ship was still out at sea. Her elven mother had died in her birth, but one pirate, a follower of Besmara, told his father that his newborn child was blessed by the goddess of Piracy. Lialda was dropped off with relatives in Port Peril. She found herself working at the Formidably Maid, a tavern in the port. She discovered she had some magical talent in her, when she moved a drink across the bar without touching it. Since then, she has been honing her magical abilities, hoping to one day escape her mundane life as a barmaid.
@ darkwhisper I will consider a catfolk character and allow the Clever Cat alternate racial trait. Climber is a bit too powerful in my opinion, due to granting an actual climb speed. Be sure to write a good background/description/and personality for the character. I have not heard about catfolk being formally established on Golarion (feel free to point out a source if they have); this will allow you a lot of freedom in defining the character's mannerisms and origins.
@ Lictor Strom is correct; I am partly running this game for Strom's player, who in turn is running another PbP for me to play in. As a result the party already has a Sea Reaver barbarian, and I am likely to favor submissions that can fulfill different roles when I make final selections.
|Marek ibn Sabbah|