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

PaizoCon 2014!

GM Agent's Skull & Shackles

Game Master Heaven's Agent


51 to 99 of 99 << first < prev | 1 | 2 | next > last >>

GM Agent wrote:
@ 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.

That would be the Carrion Crown recruitment that is also up I assume? I've been waiting to get into an AP badly enough that I never thought of a quid pro quo arrangement. Neat idea


Lucky Wilkins Crunched:
LUCKY WILKINS CR 1/2
Male Human (Mwangi) Rogue 1
CN Medium Humanoid (Human)
Init +10; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +4 Dex)
hp 11 (1d8+2)
Fort +2, Ref +6, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +4 (1d6/18-20/x2) and
. . Unarmed Strike +4 (1d3/20/x2)
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 14
Feats Improved Initiative, Rogue Weapon Proficiencies, Weapon Finesse
Traits Besmara's Blessing (1/week), Reactionary
Skills Acrobatics +8, Appraise +6, Climb +4, Craft (Carpentry) +4, Disable Device +9, Escape Artist +8, Perception +6, Profession (Sailor) +6, Sense Motive +5, Sleight of Hand +8, Stealth +8
Languages Common, Infernal, Kuru, Polyglot
SQ Trapfinding +1
Combat Gear Crossbow, Light, Leather, Rapier; Other Gear Backpack (2 @ 10 lbs), Bedroll, Caltrops (5), Hammer, Rope, silk (50 ft.), Saw, Thieves' tools
--------------------
SPECIAL ABILITIES
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

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.

As yet, his story is only what I posted before, but I am brewing elaborations as we speak.


Since you mention it, it started in this thread, >>For GMs You scratch my pirate...<<, and I had been wanting into a S&S for long enough that I thought I'd try something unconventional to get into one.

Cheliax

May I present Mawimbi Maji Bahari, the neutral Human (Mwangi) Druid of Gozreh, for consideration.

Mawimbi:

Born to one of the Mauxi tribes, deep in the Mwangi expanse of jungle, Mawimbi had never seen an ocean or a ship. At an early age, he began exhibiting an uncommon talent for connecting with nature.
Such a talent was well respected by his tribe, and he was quickly apprenticed to the local druid sect, which provided for the spiritual needs of the village. Animals seemed to flock to him, and he could uncanningly predict the weather. Such power hadn't been seen in generations; the druid mentor knew that Mawimbi would long be venerated among the most influential ancestors.

However, tragedy struck during his final trials to earn the druidic mantle. He returned from his vision quest haunted by images.
At first, he was assaulted by a quite sound of rushing water. This gradually became a torrent of crashing waves.
This affliction, known as the salt curse, affects few powerful druids in the jungle- and without a cure drives them slowly insane.
The last tribal member found relief only by plunging his head into water; he survived months by spending most of his time swimming. However, soon the call to the ocean became overwhelming and in his madness he drowned himself to become one with the water.
Mawimbi faced a dilemma: stay and be driven slowly insane, or follow his internal compass away from the tribe to the ocean, and live in exile.

Gozreh's salt curse is considered a damning sentence to the Mwangi tribes; yet for those who heed it's pull it becomes a boon.
The afflicted are driven to the sea: the further from shore and wave, the louder the crashing in their ears and the weaker they become.
But plunging oneself into the ocean, and sailing above it's majestic waves reduces such a calling and fills the hearts and minds of the afflicted with clarity and strength.
Particularly, the cursed are infused with power where the ocean and sky meet, and still connect to the warm fire of the heart, and the strength of the ocean floor which holds up such great weight beneath them.

So Mawimbi left his tribe, bringing only his spear and his companion, Mkutubi the Orangutan.
Mkutubi, already well into his senior years, had bonded with the boy prior to the curse. Although he knew his time was near an end, he still followed Mawimbi away from the village.

Mawimbi, barely older than a boy, stumbled to the shore, half mad and half starved, and fell into the waves. The ocean embraced him, and the crashing sound was replaced with soothing silence. It was in that calmness that Gozreh fully spoke to him for the first time.
Elements of nature are out of balance, and the only way to return them to peace is to end some of the human influence on the surface.
A balanced ship attones for the cost of the lives of the trees that form it's hull and decks by sacrificing to Gozreh, whether it's goods or animal life.

As a 'salt cursed' druid, it is Mawimbi's mission to return as many of the ships to the bottom of the sea to be reclaimed as he can.
However, his drive is only to find the ships that most egregiously destroy balance of nature, and as long as he helps maintain his crew's balance, Gozreh will continue to favor him.
Of the most hated types of imbalance are the devil worshiping Chelaxians. Gozreh admires Besimara's prowress on the sea, and maintains that her worshipers are kindred to the salt cursed.

Since his rebirth as a salt cursed druid, Mawimbi found himself working the rigging of a number of ships and working as the surgeon on others, pirate and otherwise, with his orangutan companion. Some of these ships upset the balance, and Mawimbi was forced to undertake efforts (disabling the rudder, cutting holes below deck, or various other forms of skullduggery) to send the vessels to their watery graves. That is how he found himself adrift on a liferaft from his last employer and arriving at Port Peril.

Animal Companion:

Mawimbi is fond of his orangutan, however he knows that the aged beast has few years left, so if he's lost as part of the adventure it won't be a tragedy or unmake the character. The orangutan would be handy at climbing on the boat.

I wasn't hugely swayed by any of the archetypes, but was considering one of the weather related domains instead of the pet.

Oh, and Mkutubi is librarian in Swahili.

Crunch:

He will definitely take ship's surgeon, more for the craft bonus than the heal.
I'm tailoring him to be a more physical combatant than a caster. Spear seems like his preferred weapon.

More crunch will follow when I've got his page up and running.


Would a Ratfolk Rogue (Smuggler) be acceptable?

If so, meet Trillik.

Crunch:
TRILLIK
Male Ratfolk Rogue (Smuggler) 1
CN Small Humanoid (Ratfolk)
Init +7; Senses Darkvision; Perception +7
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 11. . (+3 Dex, +1 size)
hp 10 (1d8+1)
Fort +1, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Club +1 (1d4/20/x2) and
. . Unarmed Strike +1 (1d2/20/x2)
Ranged Sling +4 (1d3/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 12, Int 16, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Improved Initiative, Rogue Weapon Proficiencies
Traits Dirty Fighter, Eye for Plunder, Fast-Talker
Skills Appraise +8, Bluff +6, Climb +4, Disable Device +7, Escape Artist +7, Fly +5, Knowledge (Local) +7, Perception +7, Sense Motive +5, Sleight of Hand +8, Stealth +11, Swim +4 Modifiers Conceal Item +1, Rodent Empathy
Languages Common, Gnoll, Orc, Undercommon
SQ Scale, merchant's, Swarming (Ex)
Combat Gear Bullets, Sling (20), Club, Sling; Other Gear Rope, hempen (50 ft.), Sack (empty) (5), Scale, merchant's, Thieves' tools
--------------------
SPECIAL ABILITIES
--------------------
Conceal Item +1 (Ex) +1 to hide items with sleight of hand.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dirty Fighter +1 damage when flanking.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Scale, merchant's +2 Appraise for things valued by weight, including anything made of precious metals.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Swarming (Ex) Two Ratfolk can share a square. If they both attack the same foe, they are considered to flank that foe.

Backstory to follow.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Howdy.

Is any of the following out of question?

  • Race: female sylph (from Advanced Race Guide)
  • Class: wizard
  • Arcane familiar: turtle (from Ultimate Magic)
  • Traits: Besmara's Blessing (campaign trait) and Shackles Seafarer (from the Inner Sea Primer).
  • Feats: Airy Step. (Eventually moving to Wings of Air; both from Advanced Race Guide.)
    All from Advanced Race Guide:
  • Replace sylph magic racial trait with weather savvy (predict the weather 24 hours in advance).
  • Replace elemental affinity racial trait with air insight (summoned creatures with the air subtype stick around for two extra rounds).
  • Replace energy resistance racial trait with like the wind (+5 enhancement to base speed).
  • Sylph spells from Advanced Race Guide (1st level spell is windy escape; gain DR 10/magic against a single attack as an immediate action by becoming momentarily insubstantial).

General idea is that she is a Shackles local born of some forgotten union, discarded by her human parent (who might have been someone infamous, would leave that to you), seeking fame and fortune by serving aboard a Free Captain's ship. She tries to parlay her (presently limited) ability to manipulate the weather and serve as a capable fighter (shapechange school) if required. She's Chaotic Good but ultimately rather self-absorbed.

Much more detail to come if these initial thoughts pass scrutiny.

Thanks!


@ Festric I will give your ratfolk smuggler due consideration as well. I'm looking forward to the background information.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Valmoon wrote:

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.)

Back Story:
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.

still no idea what to name him but, here is his stats.

Monk:
Monk

Stats:
str: 19
Dex: 14
Con: 13
Int: 8
Wis: 14
Cha: 7

XP: 0
HP: 10 (8 + 1 con + 1 favored class)
AC: 15 (10 base + 2 dex + 3 wis)
Touch: 15 (10 base + 2 dex + 1 dodge + 2 wis)
Flat Footed: 12 (10 base + 2 wis)
Init: 4 (2 dex + 2 reactionary)

Fort: 3 (2 base + 1 com)
Ref: 4 (2 base + 2 dex)
Will: 5 (2 base + 2 wis)

BAB: 0
CMB: 4 (4 str)
CMD: 19 (10 base + 3 wis + 4 str + 2 dex)

Feats:
Dodge, Mobility, Improved Grapple, Improved unarmed strike, Stunning fist

Skills:
Skills:
+6 Acrobatics (2 dex + 1 rank + 3 trained)
+6 Craft (Siege Weapons) (-1 int + 1 rank + 3 trained)
+6 Perception (2 wis + 1 rank + 3 trained)
+6 Profession (Cook) (2 wis + 1 rank + 3 trained)

Traits:
Traits:
Reactionary +2 init
Touched by the Sea: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls

Background:

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.


@ cynarion I'm going to say no to Wings of Air. I will allow you to take Weather Savvy, but I need to point out that it's not going to be much use for significant portions of this campaign; a pirate vessel at sea is constantly moving, meaning that you are likely to leave the areas where you predict the weather fairly often. I will look at each of the racial spells individually when you wish to add them to your spell book, but for now windy escape is acceptable.

Everything else looks fine.


Looks like my crunch and fluff is complete now, but was wondering how long before you end recruitment? I tend to compulsively tweak background and what not until the last minute.


Would Undines be considered as a race?


@ Embrianna At least until Saturday morning, though as I mentioned in the initial post I will extend the recruitment period up to Monday morning if submissions continue to be made.

@ Lictor I will consider an undine character, but I will not look upon such a submission favorably if it appears the racial choice is being made in the hopes of gaining an advantage in the AP. A fully-fleshed concept with a good background should be sufficient to put any concerns I may have at ease.


Pathfinder Adventure Path, Roleplaying Game Subscriber
GM Agent wrote:

@ cynarion I'm going to say no to Wings of Air. I will allow you to take Weather Savvy, but I need to point out that it's not going to be much use for significant portions of this campaign; a pirate vessel at sea is constantly moving, meaning that you are likely to leave the areas where you predict the weather fairly often. I will look at each of the racial spells individually when you wish to add them to your spell book, but for now windy escape is acceptable.

Everything else looks fine.

Thanks for the quick response!

No problem, I will find other ways to pay for flight; by 9th level there should be plenty of other options.

I'll probably drop Airy Step though as it doesn't do much for me save as a prerequisite for Wings of Air. I might swap to Cloud Gazer instead if you'll allow it.

On weather savvy, I would have thought every time the PC leaves the area in which they've predicted the weather, they can spend another full round action to predict the weather again? It's not limited to one use per day, presumably because it's a fairly circumstantial bonus that can easily be replicated by a few ranks of Survival and taking 10 on the check.

(Finally found the d20pfsrd reference: here.)

If selected, I'll go through the racial spells with you so I know where I stand ahead of time. : )

Would hope to have the fluff and crunch up in around 12-14 hours after the working day is over.


Trillik's Backstory:
Trillik was raised in (and under) the land of Rahadoum. He left his warren in search of adventure, wealth and power. He ventured to the port city of Azir alone and discovered that one could make a tidy profit selling (highly illegal) religious texts and artifacts to the locals (they didn't even mind dealing with a ratfolk) . Business was good until he was captured in a sting. His contacts turned him in to save themselves (he found out that a ratfolk makes a convenient scapegoat in human-centric society). After being found guilty, Trillik was sentenced to death, but his sentence was commuted to life imprisonment. A healthy bribe later (his entire savings), he found himself on the next ship to The Shackles with a warning that if he were to ever return to Azir that he would be put to death as an escaped convict. His ship arrived in Port Peril and Trillik went about finding a way to accumulate wealth (he didn't really seem out of place). He overheard some locals speaking about a tavern called the Formidably Maid where one could make all sorts of illicit business contacts so he went there to check it out. Uncertain what transpired after he arrived there, he knows that he woke up on a ship by the smell of the sea air and the rocking of the waves.

Trillik's Appearance/Personality:
Four feet tall and barely 80 pounds, Trillik isn't a threatening presence. In fact, you might even miss him as he often keeps to the shadows. If you do get close enough, you'll note a glint of gold in his smile and a hoop of brass through his left ear. He wears loose robes with lots of pockets to stash merchandise and useful items. His beady brown-eyed gaze belies the inner strength and shrewdness of a hardened venture capitalist crossed with a jihad fanaticist. He doesn't seem threatening, but it'd be a mistake to underestimate him.


A little history

Seven was Lucky Wilkin's lucky number. At least that's what he hoped. Born in Port Peril, he didn't quite understand why anyone would ever want to be anything other than a pirate, but for six generations, his family had been firmly landbound in a city that looked to the sea. Not only were they lubbers, but they weren't even particularly good at it. What they were good at was labor. When you wanted something carried to the warehouse, or you needed some rocks broken, you called on one of the Wilkins boys. And Lucky wasn't even that strong.

He was no use hauling and he had no particular interest in breaking things, but he was good with wood. He found work at a shipwright's as a boy and a few years later he hired on his first voyage as apprentice to the ship's carpenter on the Bloody Dagger. The ship was scarcely three days out of the harbor before a pirate hunter swooped down on them and sank them, pulling men out of the water one by one while the sharks got fat.

He was chained in the bilge of the Chelish ship Hamatula when the Eye of Abendego seemed to reach out and slap it down in a terrible squall that ran it against the rocks of a desolate island at the edge of the Shackles. Lucky spent two weeks on that rock before he was able to break free of the chains, and flagged down a merchantman bound for Quent.

The Captain of The Golden Whale found the castaway useful as a carpenter, and hired him on when they set off back for Korvosa. The ship sprung a leak and then another, and another, and every time Lucky patched one, the sahuagin cut another. He hid in the wreckage of the ships rigging that floated on the surface, and then swam to shore when the creatures had gone.

Another ship went down in a storm and a fifth was sunk by an actual dragon turtle. He washed up by a Mwangi fishing village where he met Shanta. She was beautiful, and betrothed to the chief's son. Lucky quickly found his situation there growing precarious, and did the only thing he could do.

Lucky's sixth "ship," a single-masted fishing boat he and Shanta stole from the village, sank in the harbor of Port Peril, where he swam ashore and swore never to go to sea again. In their excitement at their wayward son finally coming to his senses, not to mention coming home with what counted for a wife, the men of the Wilkins clan sponsored Lucky on a marathon drinking binge, which eventually took Lucky to the Formidably Maid....


I'll work up the character tomorrow morning but the gist of it will be a Port Peril-born undine alchemist.


@ cynarion Cloud Gazer is fine. As for weather savvy, you can use it multiple times throughout a day. Sometimes this would be enough to let you know of coming weather patterns you will encounter. Due to the nature of the way time progresses in the AP, though, the options you will have to make use of the ability are limited. If I end up selecting your character I would try to provide opportunities for its use, but ultimately I fear they may feel artificially created. As I said, I'll allow the trait, but I cannot guarantee it will be that beneficial.


So, does not getting a c@ll out or not being asked questions mean the character is fine, or don't bother?


@ Marek ibn Sabbah Call outs are simply to address specific questions, or make direct inquiries. Nothing more, nothing less, and they do not reflect my thoughts on the group's eventual composition. So if you have not received such a message, do not worry. No final decisions will be made until I close submissions.


Crap, I just got one... now, what do I do?! LOL

Taldor

Crunch is up but for feat and the background will be elaborated tomorrow. Quick and dirty Variel's is an orphan raised in the shackles without knowing true heritage outside of a pendant and his namesake. Want to do justice and submit properly thanks for the consideration. Normally can post 2 times per day during the week just not today.


Here's Mawimbi's profile. It's still a work in progress.


Pathfinder Adventure Path, Roleplaying Game Subscriber
GM Agent wrote:
@ cynarion Cloud Gazer is fine. As for weather savvy, you can use it multiple times throughout a day. Sometimes this would be enough to let you know of coming weather patterns you will encounter. Due to the nature of the way time progresses in the AP, though, the options you will have to make use of the ability are limited. If I end up selecting your character I would try to provide opportunities for its use, but ultimately I fear they may feel artificially created. As I said, I'll allow the trait, but I cannot guarantee it will be that beneficial.

No worries! I am not selecting the trait for mechanical benefit anyway, alhough I expect it would enable my character to give her crew enough warning of an approaching storm that everything on the ship could be secured before the storm hit. That would be the character's chief selling point in her background; hire me and I can predict the weather well enough that any storm becomes much less dangerous. If you don't think it would work that way, let me know and I'll come up with some other core concept to build her around. : )

Whether there are storms or not in the AP for the PCs to contend with I have no idea, but if there aren't, consider me surprised! : )

Will post the chracter's details tonight.


@GM, What I see for my character is a transformation from Teenager to adult. So he'll start off cocky and naive and hopefully, become a force to be reckoned with.


I have a couple of concepts. but the one I really want to run is a Gunslinger. So I ask, would this class be allowed? If not I will submit another concept in the morning.


@ cynarion You'll definitely get some use out of it, and as I said, I would try to keep it in mind going forward. Just trying to let you know what to expect.

@ Tevyn de Fonseca That's fine. In my opinion a good character concept should grow in some way over the span of a campaign. It only makes sense for the major events of a character's life to shape their perspectives, and the events of a game tend to qualify.

@ Shanosuke I'm going to say no to a gunslinger. As I mentioned prior, guns and their ammunition are extremely rare outside of Alkenstar. Some does exist in the Shackles, but it tends to be highly prized and held by powerful captains. The AP does not really include opportunities to access such weapons, and though it does offer advice on how to adapt the plot to make them somewhat available, I feel the proposed alterations do not fit the setting or story.


When is recruitment closing?


I believe I may close recruitment some time tomorrow evening, unless there is a surge in new interest today. I will give 24 hours warning before the final deadline.


This is my character's crunch. Will rewrite up the fluff- basically a wharf rat that grew up in Port Peril, it all got eaten when I hit save changes.

Edit: Backstory has now been written up.

Shadow Lodge

I would like to toss my hat into the ring. I would love to play this AP.

Four Skulls - Shoanti Human, bones oracle.

I am working on the alias and will post it soon.


All right, folks, here's the 24-hour notice I mentioned: The submission deadline is tomorrow, July 21, at 6:00 pm eastern. Get your characters finished and submitted, and I'll get a pirate crew selected.


Fluff is updated,

Taldor

There are many tales such as mine. The tale of a vagabond roaming around looking for a chance to prove himself to others and more importantly himself. Not many are granted that chance by others. Most of the time one has to take matters into his own hands. Such may be the case when dealing with the Wormwood. But I get a head of myself.

It's easy to see looking back how I became a vagabond drifting along life with no purpose or direction.  I was left in the care of an orphanage at an early age. The only possessions were the clothes I was wearing and a pendant n the shape of a dolphin with the word Shanxia inscribed upon its back. I was too young to remember the details of that time. The only thing I remember is a what appears to be a youthful elven woman with flowing red hair. Who this person may be I don't really know, but I assume that this is my mother. Likewise I assume that the word inscribed upon the pendant is either her name or has some other relation to her. I have spent most of my adult life looking for her or trying to find out more about the word Shanxia. Unfortunately not being one of much wealth, I have not been able to pay for the direct means of magically divining what this word may entail. The only other possible clue to her identity is the hope that she has made a name for herself with magical talents. You see I inherited some gift of magic as well. Wether this is from her or my father's side I don't know speaking of my 'father' of him I know even less unless you call my surname a clue.  Perhaps some day I will find the answer to these life questions and I can know the circumstances of my orphanage.

My childhood was typical of one raised without parents. Cared for but not loved, I was put to work when I was able to earn an income. Living in a port city there was always work around the docks, running messages, crawling into tight spaces adults couldn't fit into etc.  It wasn't long before I started living more at the docks than at my 'home'. I grew up listening to stories of the sea and how to drink and fight. About the most exotic women and strange faraway places.  

Barely out of my elven teens, I signed on as a crewman aboard a 'merchant' ship. This was the life. Sun, wind and the sea taking me to places I only heard about in stories. Little did I fully understand the 'merchant' ship was a group of mercenaries looking for easy money. Well I learned a lot about actual fighting from them even though their methods were crude. Piracy was one thing, murder after surrender was another. Back in port I ended my contract and went to the local bar. Know of any ships that need a good hand. Looking for work and willing to put my skills and blade to the test as well.

No gear purchased but that is easy to add. Also no feat as looking at ranged with point blank shot but can change based on party dynamic to go the traditional melee route with probably toughness or combat casting.


Almost ready, still twinking details and backstory.
Here is my bones oracle


Fleshed out the backstory a bit.


I'm going to have to bow out of this, thanks for letting me create my crazy goblin alchemist! Bombs away!


A little less than an hour to go until submissions close. Get any last-minute characters posted.


Pathfinder Adventure Path, Roleplaying Game Subscriber

Hey. My character's profile is here. I am having some computer troubles getting the statblock output from Hero Lab, but it will be up shortly. Thanks!

EDIT: all done. Will tidy up the profile if selected. Good luck everyone. : )

Lantern Lodge

Pathfinder Adventure Path Subscriber

Don't have the profile yet but will do so asap (leaving work for home now).


Valmoon wrote:
Don't have the profile yet but will do so asap (leaving work for home now).

done sorry about wait.

Taldor

Good luck everyone. Hope to join you in the campaign.


Thank you for your submissions, everyone. I will look over them, and let you know the group's composition shortly.


Good luck to everyone!

GM Argent:
I want to apologize for some missing details: I just noticed skills and feats and spells that I added earlier didn't save, so they are missing. I will try to fix it ASAP. The flavor Is all here, just not all the technical details that I had done.


@ Mawimbi Maji Bahari Noted. I thought something like that may have happened; seemed like an odd omission.


agent:
I was traveling all day and working from a tablet, so it must not have saved the changes. For a holy symbol, would you allow something water themed?


Good Luck!!!!

Lantern Lodge

I'm withdrawing my submission, just can't really get enthusiastic about my character.

Good luck all and enjoy for those who get in.


Thank you, everyone, for your submissions. It has been an interesting, and extremely difficult, selection process. That said, desicions have been made and the following characters are invited to this crew:

Cecic (CN male halfling cleric of Besmara 1)
"Lucky" Wilkins (CN male human rogue 1)
Mawimbi Maji Bahari (N male human druid of Gozreh 1)
Šeherzada (CG female sylph transmuter 1)
Strom Burlog (N male human barbarian [sea reaver] 1)

If your concept is listed here please create a character alias, if you have not done so already, and post a reply in the Discussion Thread. To those that were not selected, once again thank you for taking the time to submit a character and I wish you the best.

51 to 99 of 99 << first < prev | 1 | 2 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Recruitment / GM Agent'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.