GM Shathira's Skull and Shackles

Game Master Kelarith

Skull and Shackles campaign

Boarding Party

Man's Promise Main Deck

Arron's Journal

PBP Player Expectations

Treasure Sheet


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The story is the thing that makes a game, and the setting helps make any story. A pirate ship forms a grand setting for a great story, but it needs the right mix of characters to really make it shine. Those characters are what I’m looking for. I’ll be running the Skulls and Shackles Adventure Path, and I’m looking for between 4-6 exceptionally strong characters to run.
All manner of characters are acceptable, but I am looking for characters with a strong background, and strong motivations.
Character creation details:
-20 point buy
- No Summoners, and no firearm wielding characters
- All core races, tieflings and aasimar
- Divine spellcasters need to have a specific deity that they get their powers from
- All the Core books are in play for feats, spells, etc
- Good and Neutral aligned characters only
- Max starting gold for you class
- No 3rd party material
- I tend to err in the side of a better story than strict adherence to the rules, so if you want something tweaked, let me know and I’ll try to accommodate.
- Please have a well thought out backstory giving history and motivation, as well as a good look into their personality.
- I’ll run combat by rolling initiative and then allowing characters a chance to act, after which I’ll post a narrative recap. If characters don’t post that day, I’ll act for them, in order to speed things along.
I’ll expect that each character post at least once per day, and then once again on the weekend. If posting more often is warranted, we’ll proceed. To make this even more clear, I’m looking for strong roleplayers with strong characters, that like to have fun within a story.

I'll leave recruitment open for a week, or until I've found the right group of characters.


How would a Redeemer + Temple Champion Paladin of Sarenrae fit into a Skull and Shackles campaign? I've looked into the players book, but the player's handbook for it only says so much :)


It would take a very strong background and some real tap-dancing as far as RP. The campaign begins in Port Peril, which you can liken to the way Tortuga is portrayed in Pirates of the Carribean. It would be a real stretch, but given a strong enough background not entirely unfeasible.


You said no firearms -- how do you feel about the Bolt Ace Gunslinger archetype? No firearms - just gritty crossbow usage.


I'd be good with the Bolt Ace.

Lantern Lodge

Submitting Ri'el, an Aasimar animist shaman from Tian Xia who has taken to the seas to escape his late father's enemies - after all, it's easier to keep your trail cold when most of your time is spent on the high seas. At the moment he relies on anonymity as a means of evading off his pursuers, but he believes that it will only be a matter of time before they catch up with him, and thus seeks to surround himself with powerful allies to dissuade would-be pursuers, and to establish with them enough of a reputation for being something other than a contender in the pugilistic world. Having taken to the life of a sailor, he is open to building his reputation as a privateer or buccaneer (well...and there's a part of him that doesn't mind the loot that comes with such a profession). For the moment, however, he is just seeking some coin to see him through the next couple of months.

Though reasonably skilled as a sailor, he often prefers to take the role of a ship's doctor or healer when he can get it, using the gifts granted to him by the spirits to achieve more than he could through medical skills alone.

Background is in the profile with a link to the character sheet. =)

Would Shamans be an exception to the rule that divine casters need a specific deity seeing as they get their powers from the spirits they commune with rather than a deity per se?


Do you have a problem with a Dragon Skald?


I'm not familiar with the Dragon Skald. What sourcebook would that be from? I'm familiar with the Skald from the ACG, but can't find "Dragon Skald" as an archetype.


It is from Advanced Class Origins. Basically they gain a bunch of abilities that are useful on a ship.


Give me a bit to look that up, Nohwear, but judging from the sound of it, I would most likely allow it.


Just as a side note, while it isn't necessary, choosing a trait from the Skull and Shackles player guide would probably increase your chances. It's not mandatory, but I'm just sayin'.

Also, I'll be taking a close look at the submissions, and if abilities are jarring against backgrounds (in other words obvious min/max without thought to how it fits character), that will most likely count against you. I'm looking for characters with rich backgrounds, and good motivations that will carry them through, hopefully, an extended campaign.

Sczarni

Astein is game for a roll of the bones.


Do you use maps in combat or a more free-form system?
How would you describe your GMing style?


Oh heck yeah I'm interested in this! With this being my favorite of the AP, I'm dotting for interest. Just gotta come up with a good concept.


Hi,

Here is my submission for this S&S game.
Aula Hearbreaker is a former chelaxian marine trainee turned pirate (crunch wise, a human swashbuckler).
The full character background and personality is in the alias. I did not take any of the campaign traits but still took two Shackles liked ones.
Please, do not hesitate to comment on it.

I'm currently involved in other long term PbP, the longest started nearly 4 years ago (a Kingmaker AP going at a very slow rate) and another more than one year ago (a Razor Coast PbP), meaning I can commit to PbPs.


How many traits are we allowed, GM?


Have you made up your mind about Dragon Skald yet?


@ShadowyFox 2 traits

@Nohwear I just got home and downloaded the guide, I'll need a bit to go over it.


Dragon Skald should be fine. Still needs a good background, though.


I am posting this now in order to make working on Sven easier. If you do not like Dragon Skald I will just change him to a regular one.


I'll use maps in more difficult situations where I think it's important for everyone to have a good idea where they and everything else are. If it's not all that important, I'll use more free form.

I tend to see a game as a cooperative narrative, where I'm providing the setting and antagonists, and the PC Players provide the protagonists. There's a world that in this case holds high seas adventure, and we'll reach the adventure together. I have a direction that the adventure will eventually head, obviously, since the Adventure Path has been written, but the trip to get there is mostly going to be up to the players. I also tend to not allow rules problems get in the way of fun, and that's what everything boils down to.

I'm most certainly a roleplay/story first gm. It's very rare that you will hear me say "no" to anything that someone is going to attempt, but I do let trying anything come with proper reactions from the game world.

Hope that answers questions about my style :D If not, feel free to PM me, and I'll do my best to answer any questions.


That says a lot about you! I'll get my character put together and get his profile put together. I think this is going to be a VERY fun game!


By the way, You can git a glimpse of rp with this char and maybe other applicant here.


Not that it seems to overly matter, but do I take extra perform or extra rage?


How about traits?


2 traits, Manny.


Okay here I go with Andrea, undercover cleric.

Crunch and fluff:

Full Name : Andrea

Race: Human

Classes/Levels Cleric 1 (skill points)

Gender M

Size M

Age 18

Special Abilities :

Alignment: N

Deity : Urgathoa

Location Shackles

Languages Common,Infernal,Aquan

Occupation : Pirate

Strength 10
Dexterity 10
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 14 (+2)
Height: 5'7" Weight: A lady doesn't tell Hair:Blonde Eyes: Blue
Favored Class: Cleric (Skill points)
EXP: 0
Hit Points: 10
Spd: 30
Init: +4
AC: ( armor shield)/Touch /FF )
BAB: +0
CMB: +0
CMD: 12
Saves: Fort +4 Ref +0 Will +5

Weapons:

Skills:6/level(2 class,2 INT, 1 race, 1 FCB)
Swim (1) 1
Diplomacy (1+2+3)6
Bluff (1+2) 3
Profession-Sailor (1+3+3)7
Heal (1+3+3+1) 8
Know-Religon (1+2+3)6

Feats:Selective Channel(2 targets),Improved Init(+4)
Traits: Ship's Surgeon(+1 Heal/Craft Carpentry),Birthmark(Serves as divine focus,+2 saves vs charm/compulsion)
Special Abilities:Bleeding Touch (1d6 for 1 round 6/day)Strength Surge(+1 attacks,combat move checks,str skills, str checks 6/day)Channel Energy 1d6 Negative DC 13 5/day
Domains:Death,Strength
Spells DC 13+level 3/2+1
0
1
Equipment
Healer's Kit(free)
Light mace (5 gp)
Leather armor (10 gp)
Light wooden shield (3 gp)
Crossbow(Light) (35 gp)
Bolts (20) (2 gp)
Cleric's Kit (16 gp)
backpack
bedroll
belt pouch
candles (10)
cheap holy text(Pharesma and Urgathoa)
flint and steel
iron pot
mess kit
rope
soap
spell component pouch
torches (10)
trail rations (5 days),
waterskin,
wooden holy symbol(Pharesma and Urgathoa)
Potion of CLW (50 gp)
19 gp
Apperance: Andrea is a slender woman of about middling height and weight with pale skin that has been roughened by life at sea. Her blond hair is cut short and kept under a kerchief and she has a rather decorative serives of tattos across her skin that combines waves,skulls and ghostly figures. Andrea says that it has taken numerous sessions to get the work done and might just add some more. She is often dressed in plain tunic and breeches along with sturdy boots. When attending to medical duties, she wears a clean but stained smock with numerous pockets and scrupelously sharp tools.

History: Andrea was born the child of a Bloodmother, a woman whose function was to bear children for the church of Urgathoa for the purposes of sacrifice or induction into the faith. Just like her mother, Andrea had no last name since it was deemed unneeded for her role as acolyte.
Andrea's life in the church was notable since she took to the appriciation of undeath not as the dirt,mold and gore spattered stereotype of ghouls and zombies, but the clean,polished lines of bone. Andrea appriciates a fine feast but channels her desires into finely crafted meals and liquers, abodes are clean and quiet,(except for the occasional moan) with neat racks of skulls, bones and workshops of meticulously cared for equipment.
The elders of the church believed that Andrea would best be served as an emmisary and infiltraitor and thus she was sent to establish a foothold in areas where her faith was not prominate. She was told not to spread disease or undeath, not to preach to the masses or commit atrocity, but to seek to establish herself in a position to allow others to safely spread throughout the region. Becoming a figure of influence would work perfectly, so she was sent to The Shackles to find these opportunities.


What is the starting level?

What would be your suggestion for Favored Enemy/Terrain for a Ranger?

Should I bother to keep track of mundane ammo?


One probably.


Lemmy wrote:

What is the starting level?

What would be your suggestion for Favored Enemy/Terrain for a Ranger?

Should I bother to keep track of mundane ammo?

Not the GM but since it's the skull and shackles AP, I would say humans for favored Enemy and Water for Favored Terrain make sense.

Lantern Lodge

I've overhauled Ri'el with a new backstory to better fit the campaign (had to do abit of reading on the shackles for this one). He now has a clearer motivation for seeking his fortunes on the high seas. I've also added a campaign trait for his backstory.
It's also a new profile so ignore the earlier entry above. =)


I'll go ahead and withdraw. I just can't wrap my head around playing the sort of character necessary for skull and shackles at this time. While I could totally make a good story for why a Redeemer would be in a city full of nonchalant crime... I also realize it'll be an uphill struggle against backgrounds that more fit the concept of 'I just want to be a pirate and plunder and stuff.' If anyone has any suggestions for how to get over that hump for the next Shackles campaign, I'd be more than happy to hear it/them. :)

Dark Archive

Arenya the Tiefling Bard

Backstory

Arenya is an orphan of the Shackles who has taken up residence in Port Peril. A pretty, charming young thing with a yearning for adventure and a pleasant voice she's found she earn a fair few coin singing tales of adventures and pirates and occasionally picking a few pockets, rather than enduring an empty pocket.

Arenya has had a difficult existence but she has always managed to get by, espcially with a little help from her friends. Shamus the massive baker has always been kind to her saving her from the pains of an empty stomach and bullies on more than one accassion. Arthur the owner of a tavern in Port Peril has been kind to her as well allowing her to sing there regularly which has put gold into pocket.

Arenya is a touch naive and believes the tales she sings and has made up her mind about joining the crew of a ship to set out in search of adventure, fame and treasure. She loves to sing and the applause and attention. While at Port Peril she has learned a thing or two about ships and sailing with the odd jobs she's taken up to keep her belly full. She's quit witted and charming with sharp tongue that's gotten her out of as much trouble as it's gotten her into.

She's has a good heart, but a tough life has made her think of herself before others and she has little issue with breaking the rules when required. She has few friends and is not able to easily trust others but when she does she is fiercely loyal them.

Crunch:

Tiefling [Rakshasa-Spawn (Beastbrood)], Bard/1, CN
Init +3, Darkvision 60 ft
Str 12 Dex 14+2 Con 14 Int 13 Wis 10-2 Cha 14+2
BAB +0 CMB +1 CMD +14
Languages: Common, Infernal, Orc
Traits: Dead-eye Bowman, Sea-Souled, [Beguiling Liar, Prehensile Tail, Maw]
Feats: Point Blank Shot
Skills: Acrobatics +7, (Bluff +7) Climb +5, Diplomacy +7, Perception +3, Peform (Sing) +7, Slieght of Hand +7, Stealth +7, Swim +6
-------------------------------------
Defense
-------------------------------------
AC:16 T:13 FF: 13 (+3 Dex +3 MS Studded Leather Armour)
HP: 10 (1d8+2)
Fort +2 Ref +5 Will +1
Cold resistance 5, Electricity resistance 5, and Fire resistance 5.
--------------------------------------------
Offense
--------------------------------------------
Speed 30/30
Melee: Dagger +1 (1d4+1/19-20/x2)
Ranged: +3 (1d4+1/19-20/x2) 10 ft.
Spells: 0-Detect Magic, Mending, Prestidigitation, Resistence, 1- CLW, Grease (DC 14)


@lemmy starting at 1st level, water related favorite terrain is probably best. I hand wave ammo as long as every once in a while you spend some coin on ammo. Figure you get back about 1/2 the ammo you expend at any time for a basis on how often to spend money. I'm not going to track it to the exact shot though. Most often if we have a stop in a town after a long outing I'll mention that it'd be a good time to resupply.


I'll have my character submitted this evening.


Garavaen Drusus, H-E Gunslinger (Bolt Ace):

Male Half-Elf (Chelish) Gunslinger (Bolt Ace) 1
NG Medium Humanoid (Human, Elf)
Init: +3, Senses: Low-light, Perception +7
Languages: Common, Elf
Deity: Desna
Age: 21 Birthday: 2 Calistril
=================================================
DESCRIPTION/BACKGROUND
=================================================
Garavaen stands 6'2", with a lean, graceful, almost wiry build. His complexion is dark, his skin a mocha colour more which would be more at home in the markets of Katapesh, despite his obvious Chelish features, including the hooked nose and high cheekbones, raised even further by his elven blood. His complexion stands in sharp contrast to his long fine silver-white hair, which spills down to his shoulders in a wave. His almondine, elven, eyes are a deep, rich violet, sparkling like amethysts against the darkness of his skin.

Garavaen was conceived in Korvosa. His mother, Ileosa was the youngest daughter of Trimean Drusus, a minor scion of one of the noble houses, having gained their title from fighting in the Cousin's War, now looking to improve their name, influence and fortune by marrying off their comely young daughter to one off the larger more powerful families of the Peerage Review. Ileosa was a sheltered, spoiled girl, given little contact with the outside world beyond the balls of nobles and the tutors teaching her history, embroidery and languages.

Unfortunately, even that was enough to ruin her family's plans. Ileosa was rather taken with her history and language teacher, hired from the Mierani ambassador's household... and her pregnancy began to show just after her seventeenth birthday, just a few weeks before the ball intended to present her into society. Ileosa was in love and offered to run off with her tutor... who simply laughed at the silly girl and returned to his enclave. Ileosa was removed from town to try to hide her shame, sent to visit and learn to manage some of her family's holdings in Magnamar. It was there that her son was born... and within weeks Ileosa hired a wet-nurse and returned to her soft life in Korvosa, eventually finding herself a husband, though one slightly less helpful to her family's fortunes than originally intended.

Garavaen grew up in the house of one of the family's factors, raised by an elven woman named Oparal. The raising of the boy was largely decided by his grandparents back in Korvosa, with monthly letters -- edicts, really -- arriving, obviously torn between protecting the family name and ensuring that a noble son would be raised in the correct fashion. He was not to take up traditional elven weapons, like the bow, but rather, would be educated as his mother was. Garavaen was no better a student than his mother, looking forward to his one hour a week with the fencing master far more than any learning of old, boring history -- or worse, mercantile. When he was thirteen years old, Garavaen, annoyed with his tutor, dropped a globe of magical darkness in the room, making it impossible to read the texts. When word of the boy's magical abilities reached Korvosa, they thought the boy's birth was, finally, a blessing -- looking forward to having the power of a mage or a sorcerer in their house -- and ordered him sent to learn to control his magic.

Garavaen suffered under these lessons, being taken away from Oparal and the only life he'd ever known -- away from boring, well-meaning tutors to a single master, Caladrel, an Elven Sorcerer... One far less forgiving, and who completely forbade anything so simple as fencing lessons. Garavaen was unable to duplicate his earlier, advanced magic, the lessons teaching him to draw upon his sorcerous bloodline simply not resonating within him... his master growing increasingly infuriated with the boy's inability to learn even the simplest tricks. Garavaen began to try find other ways to avoid being punished, using his natural agility and quick fingers to make objects vanish... avoiding immediate punishment, but resulting in even worse rages when he was caught. He began to find places to hide from his master, sneaking away from the tower to avoid these punishments -- starting to spend more and more time at the local guardhouse -- learning their games of dice and cards, but more importantly, finding people willing to let him learn weapons again... even if the blades were heavier than the rapier he was used to. It was there, also, he began to shoot targets for fun.... and one day, when he was seventeen, all of the lessons of discipline, or focus, of drawing on his inner will and strength that his master spent months beating into him somehow, finally, resonated... He could feel a mystic, or, at least, near-mystic resonance where the rest of the world fell away, and there was nothing but his will, his target and the crossbow in his hands.

Pleased, he rushed back to his master with a crossbow in hands, thinking he could finally prove himself. His master, instead, destroyed the toy in his hands, burning it to cinders with his magic even as the boy held it, and belittled the boy once again. To protect himself, somehow, drawing on instinct, Garavaen conjured his sphere of darkness once again. His master's reaction was even more alarmed, and he spat only a single word. "Drow", before using his magic to knock the boy unconscious. When he awoke, Gravaen was told that he was being cast out of his master's house and would not be welcome amongst any elves -- his tainted blood marked him as a disgusting creature of darkness. Caladrel also promised that he would be sending a letter to his grandparents revealing him to be the evil thing he was... and that he wouldn't be welcome there either.

Having no choice, Garavaen left, his head filled with the brave tales of adventurers that he'd learned over dice, cards and cups at the guardhouse, using the small amount of coin he'd been sent from his grandparents to buy some adventuring gear and won passage on a cargo ship heading south to Absalom in a game of dice. His plan was to find fame and fortune at the City at the Centre of the World.

His days on the Wavehopper were some of the best of Garavaen's life. There was something about the water which just, somehow, resonated within him. He just took naturally to the salt air and the rock of the ship -- better than some of the ship's crew, in fact -- something that earned him enough regard that the sailors to let him join them at cards and dice.

Unfortunately for Garavaen, the ship was attacked by pirates on the Arcadian Ocean, just outside the Arch of Aroden. He took up arms to defend the ship, but unfortunately the Wavehopper and her crew were outmatched by the larger, swifter, better-armed and better-trained pirates, and the ship's mate surrendered to the boarders when the Wavehopper's captain was killed. The pirates took the 'hopper as a prize, and gave the crew the option of swimming to shore or joining them. Most of the crew chose to swim... but some of his fellow gamblers chose to stay on... and were willing to vouch for the young half-elf as well. He was brought on as a pressed hand, given hard duties and limited freedoms... and yet... he found himself happy... happier than he'd ever been. And, while he wasn't a skilled sailor, his sharp eyes, swift hands, and -- especially -- his ability with the crossbow earned him the respect of his new companions -- enough to be accepted as a full member of the crew within six months of being captured.

Enough that he was given a small pouch of coin and -- more importantly -- the ability to select his own destiny when they reached Port Peril. Finally, somehow, he knew deep done that he'd come home.... that he'd found a place where his name, his bloodline, the expectations and accident of his birth no longer mattered.... Here, all that mattered was what he could earn for himself.

=================================================
DEFENSE
=================================================
AC 17, Touch 13, Flat-footed 14, CMD 16
(+4 armour, +3 dex)
HP 11 (1HD) {11}
Fort: +3, Ref: +5, Will: +2
Special: +2 vs. enchantment (racial); +1 trait bonus vs. arcane
=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)

Melee:
Rapier +3 (1d6+2/18-20) [Piercing]
Dagger +3 (1d4+2/19-20) [Slashing, Piercing]

Ranged:
Light Crossbow +4 (1d8/19-20), 70' increment [Piercing]
Dagger +4 (1d4+2/19-20), 10' increment [Slashing, Piercing]

Special: +1/+1 within 30'

Base Atk: +1, CMB: +3
=================================================
STATISTICS
=================================================
Str 14, Dex 17, Con 13, Int 10, Wis 14, Cha 10
=================================================
TRAITS
=================================================
Touched by the Sea (Campaign)
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Failed Apprentice (Racial)
As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.
=================================================
FEATS
=================================================
Armour Proficiencies: Light.
Weapon Proficiencies: Simple, Martial.

Normal:
Point Blank Shot
=================================================
SKILLS (4 per level)
=================================================
Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+5] = 1.0 + 3 + 3 -2 (AC)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+0] = 0.0 + 0 + 0
Climb* [+4] = 1.0 + 2 + 3 -2 (AC)
Diplomacy [+0] = 0.0 + 0 + 0
Disguise [+0] = 0.0 + 0 + 0
Escape Artist [+1] = 0.0 + 3 + 0 -2 (AC)
Intimidate [+0] = 0.0 + 0 + 0
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Perception* [+7] = 1.0 + 2 + 3 + 2 (racial)
Profession (Gambler)* [+6] = 1.0 + 2 + 3
Ride [+1] = 0.0 + 3 + 0 -2 (AC)
Sense Motive [+2] = 0.0 + 2 + 0
Stealth [+3] = 0.0 + 3 + 0
Survival [+2] = 0.0 + 2 + 0
Swim* [+5] = 1.0 + 2 + 3 + 1 -2 (AC)
=================================================
SPELL-LIKE ABILITIES (Innate: CL 1)
=================================================
Darkness (o), Dancing Lights (o), Faerie Fire (o).
=================================================
SPECIAL ABILITIES
=================================================
Elf Blood (Ex)
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex)
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Grit (Ex) (oo)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit.

In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 2 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 2, though some feats and magic items may affect this maximum.

A gunslinger spends grit to accomplish deeds, and regains grit wheneve they confirm a critical hit with a crossbow attack in the heat of combat, or reducing a creature (who has HD at least half the gunslinger's character level) to 0 or fewer hit points with a crossbow attack while in the heat of combat. Either of these acts regains 1 grit point.

Deeds (Ex)
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
*Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed replaces deadeye.
*Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
*Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.

=================================================
EQUIPMENT (66L/132M/200H)
=================================================
Carried/Equipped
Light Crossbow; Rapier; pirate clothes (basic); Chain Shirt; Dagger; bolt, crossbow (x20); bolt, crossbow [cold iron] (x10).

Backpack, Masterwork [ Bedroll; Waterskin (Filled); Mess Kit; Grappling Bolt (x2); Rope (Silk/50'); Trail Ration (x3); Waterproof Hooded Lantern; 2 pints of oil ]

Waterproof Pouch #1 [ Flint and Steel; ];
Waterproof Pouch #2 [ Chalk (1 Piece) (x5); ];

Coinpurse: 4pp, 18gp, 18sp, 15cp

Current Load: 65.0 lbs (Light)


Pathfinder Adventure Path, Rulebook Subscriber

Dotting for interest. Waiting on whether I get into a different one before I post a character. I should know by Sunday or Monday evening.


I' like to submit Jack, Tielfing Warpriest of Besmara

Jack:

Jack
Male Tiefling Warpriest ( Besmara ) 1
CN Medium
Initiative +1; Perception +7
--------------------
Defense
--------------------
AC 18, Touch 11, Flat-Footed 17
HP 10
Fort +4, Ref +1, Will +4
Speed 30 ft.
--------------------
Offense
--------------------
Greatsword +3 2d6+3 19-20
--------------------
Statistics
--------------------
Str 14 Dex 12 Con 14 Int 14, Wis 14 Cha 11
Base +0; CMB +2; CMD 13
Feat
Armor of the Pit, Weapon Focus Greatsword
Trait
Besmara’s Blessing, Sea-Souled
Skill
Acrobatics 0+1=1, Appraise 0+2=2, Bluff 0+0=0, Climb 0+2=2, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+1=1, Heal 0+2=2, Intimidate 0+0=0, Knowledge Religion 1+5=6, Perception 1+6=7, Perform 0+0=0, Profession Sailor 1+6=7, Ride 0+1=1, Sense Motive 1+5=6, Stealth 0+1=1, Survival 0+2=2, Swim 1+5=7
Language
Abyssal, Aquan, Common, Infernal
--------------------
Equipment
Backpack, Bedroll, Blanket, winter, Chalk, Greatsword, Pouch, belt, Rope, silk(50 ft.), Scale mail, Waterskin
--------------------
Spells
Detect Magic, Detect Poison, Mending
Bless, Shield of Faith
--------------------
Special Abilities
Armor Check Penalty: -4
Blessings: 4/day
War, War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Water, Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional id4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities.
Darkvision: Tieflings see in the dark for up to 60 feet.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold and fire. A tiefling with this trait gains resistance 5 in the chosen energy types and also gains a +2 natural armor bonus to AC. See feat Armor of the Pit.
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
--------------------
Background
On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born.
As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome.
As she was laying on floor, exhausted, she prayed.
Supreme goddess and all powerful spirt of the sea hear my call.
As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON.
I have seen his eyes, he will bring you much pleasure in the years to come. He will be famous, more so than all who sail on the Barracuda, including myself.
Take me, my husband and all who call the Barracuda her home so my son may live.
After a mere heartbeat the storm started to lose power and in minutes was completely gone.
The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me.
The priestess kissed her newborn and said Be great, little Jack.
Besmara smiled again and took the boy from his mother. Jack, a fitting name were the last words from her lips and she vanished.
At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate.
And Jack……
Jack never knew his parents or the events that had transpired on the day he was born.
All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children.
He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind.
Although he was loved by his foster parents Jack soon noticed he was different than normal young boys. His eyes, feet and even his skin were different. His foster parents didn’t care, they were just glad to have a son but the rest of the world did care.
Jack was bullied and picked on by the other kids, he was an outcast, his childhood years were hard. Despite the affection of his foster parents Jack never felt at home in Quent. He just didn’t fit in and at the age of 12 he couldn’t take it anymore he ran away and stowed away on a merchant vessel.
Just 2 days on sea he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor. The captain, a cleric of Besmara saw something in the weird looking young boy and made part of his crew. He also taught the boy about Besmara, the pirate queen. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate.
But Jack wanted something different, he resigned and went back to his roots, to Quent.
But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death.
The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery.
Now exactly 1 year later after his return to Quent he finds himself in the Formidably Maid tavern drinking the painful memories away.


Checking in if there's still room in the recruitment for one more... I've been running in a couple of long term campaigns and am running one of my own. I'm really interested in an RP heavy take on the AP, so I'd like to toss my hat in the ring.

The basic concept is a Barbarian (Sea Reaver), an Ulfen from the north with war in his heart and piracy in his veins. He's a character I've had around for awhile and would like to develop.

Here are the concept notes, let me know if he works and I'll put together the crunch:

Character Profile & Description:

Heregrihm Skoningslos, son of Raseri the Iron Eye, takes after his father in frame and aspect. Standing 6’ 10”, long blonde hair lightened with a white tint for all the years at sea, a beard of the same color stretching nearly to his middle, partially braided. His clothing easily marks him Ulfen, including mixtures of heavy woolens and the processed furs of northern leopard seals. Heregrihm’s armor, a worn set of studded leather given him by his father, serves as his primary protection.

To say he is a violent man would be to describe the molten core of Heregrihm. But over that core is an exterior set in stone. He speaks few words, finding them to be pointless unless followed by a swing of his axe or a thrust of his pike. But when he is forced to rely on words, they are to the point and devoid of the high-sounding emptiness falling from the mouths of southlanders. His temper is tethered by a heavy anchor, but once it is weighed, there are none who can reign in his rage short of death.

As a crewman, Heregrihm is the first in the boarding party, throwing himself into battle with fury and resolve. He is loyal unto death to his ship, so long as the rest of the crew has both spine and loyalty of their own. Mutiny and other forms of betrayal, unless proven necessary to put the most powerful in charge, is dealt with at the edge of an axe.

Brief History:

Deep in the northern lands of the Linnorm Kings, amidst the frozen coastlines of Broken Bay is the port city of Bildt. The only natural port of Aegos and second only to Kalsgard in terms of the size and quality of its shipyards. Out of Bildt came the guttural battle cries of Ulfen sea raiders bent on fulfilling the ancient rites of their seafaring ancestors. Their swift longboats knifed through the oceans and struck terror in the hearts of foreign ship and port alike.

Heregrihm Skoningslos was born to the harsh hand of Raseri the Iron Eye, a sea raider of infamous and ill-tempered character. Heregrihm learned in his first years as a man that his father would see his son at his side upon the open seas or he would see him dead. It was his destiny to leave behind any thoughts of mercy and soft living on the shores. That was where the weak dwelled and languished. All nations outside the Broken Bay, even those landlocked Ulfen of the north, were considered inferior for their weakness. Only strength prevailed, only violence is a fitting end to a discussion.

His blood set to boiling by his father, Heregrihm found that he truly desired his life to be more on the seas than on the land. The years drew onward like a whetstone upon the axe blade, finding Heregrihm being honed by the hard life he’d chosen. So it was, many years later and after the passing of his father to the seas, Heregrihm won his way upon the longship Helvetet Vantar -Skald for Hell Awaits- proving himself to be a bloodthirsty and ruthless combatant eager to please the harsh wishes of the ship’s captain. It was in Heregrihm’s blood to be a raider, and his youthful vigor had not been tempered by the lengthy bonds of brotherhood on the seas, only set afire.

Following the desires of their king in the Broken Bay, Ingimundr the Unruly, the Helvetet Vantar and her captain Jarn Forslakt lay the axe and boarding pike at their bow, leaving broken and bloody foes at their keel in the southern seas. The weaklings of the southlands would fear the open oceans. They would learn fear, or they would perish.

Recent History:

Being blown off course during a horrendous storm hadn’t prevented Captain Jarn Forslakt from maintaining pursuit of galleon sailing into the southern seas off the coast of the Shackles. Rain bled in torrents from the gaping skies above as though Besmara herself wanted to drown the galleon in red ichor before Helvetet Vantar caught her. As the ships rounded the Mediogalti islands, both vessels came under attack. Worse still, both vessels were sunk.

Heregrihm was blown from the deck of his longship, clinging to an oaken plank to keep himself from being dragged to the bottom. The seas roiled, the goddess showing her displeasure with the young Ulfen Sea Reaver by casting him from one swell of ocean to the next. He breathed in gulps of air between racking chokes of sea water. But through it all, Heregrihm, son of Raseri the Iron Eye, held his gear up on his back and kept a weather eye upon the surface. Besmara would try his courage, tempt him to give up and accept her watery embrace, but Heregrihm would prove an unwelcoming lover. He bellowed to the sky, rage and blood and his Ulfen heritage amid the backdrop of roiling seas and lightning.

Through the raging seas he spotted it, a launch with two figures fighting their way through the waves. As it paddled closer to where Heregrihm waited, the two strangers realized too late that the survivor they’d spotted was that of an enemy. Bracing against the plank, the Sea Reaver hurled his boarding pike at the launch, hooking the ship and severely wounding one of the two aboard it. Heregrihm climbed into the launch, a sea monster bent on destruction and survival, killing both survivors and claiming the vessel.

Above him, the storm continued to rage, matching his own anger with each slam of thunder. Over the next few hours, he managed to find one other from the crew of the Helvetet Vantar, - Kesh - but of their captain and the others, there was no sign. Nor was there a sign of the vessel that had sank both their longship and the galleon they’d been pursuing.

At the mercy of the storm, the two found themselves forced along the tempest edges of the Eye of Abendego and smashed into the shore near Drenchport. Over the next few months, the two survivors, Heregrihm and Kesh made their way along the lines of islands, finding mercenary work where they could get it, taking what they needed when the work wouldn’t come. But they never found a crew willing to brave the journey north to their homelands nor one that would bargain their vessel to ply the shipping lains through which Ulfen ships were known to prowl.

In a more violent encounter where the two were not being paid their promised wages, Kesh was struck down, a cutlass opening his middle and spilling his guts like a fisherman opening his nets. Heregrihm fought his way out of the trap and into the alleyways of Port Peril.

Now alone, plenty of time for ale and anger, Heregrihm seeks out a new ship looking to hire on a mercenary of particular violence. Perhaps if he can’t make his way home to Bildt, then Heregrihm Skoningslos, son of Raseri the Iron Eye, would teach these southlanders the meaning of piracy.


I present Marklin Rincher, an old sea dog and cleric of Gozreh.

Lantern Lodge

Thought I'd put the revised history and a brief summary of my character in the thread for ease of reference.

Background:

When asked about his early childhood, Ri'el (Ri for short) usually falls silent, not out of shame or grief, but simply because he cannot remember. He remembers a ship in a storm, his parents (whose faces he can only vaguely remember) holding on to him as they cast off in a rowboat whilst the ship succumbed to the waves, and then the rowboat itself being tossed upside down, emptying its passengers into the merciless ocean. He remembers his father pulling him from the depths with one arm and clinging onto what must have been a fragment of the boat with the other. He remembers being pulled onto a beach before his father collapsed beside him, and then darkness. His next memory is of waking up surrounded by strange lizard-like men, terrified and calling for his father, and the strange scaled ones calming him, nursing him to health, and saying a strange word over and over again in his presence. Over time he learned that the creatures were called lizardfolk, and that the word was the name they had given him, on account of his iridiscent eyes, the one hint of his celestial heritage. Isk Vrak. Star child.

As Ri'el grew up with the lizardfolk tribe, he learned that from time immemorial the island he was on had been home only to the scaled ones, the lizardfolk and the kobold. However, that changed several years ago, when the men who wore bug-heads and bore serrated metal spears carved out a portion of the island for themselves, building their citadel on the ancestral lands of the scaled ones. Though the scaled ones sought to reclaim their lands, they were rebuffed time and time again, and soon were even hunted by the invaders from time to time. Tarssalox, the witch doctor of the lizardfolk tribe came to conclude that the tribe's survival would only come from understanding and parlaying with the invaders, and decided that they needed to raise a liaison and emissary, one who could walk with the invaders as one of them, but who understood the tribe's ways and was loyal to them. But Tarssalox was also adamant that the one to be chosen had to be exceptional amongst the scaleless-ones, one who would be able to hold sway over them. But potential candidates proved difficult to procure, so when Tarssalox found the child with the star-filled eyes washed ashore beside his dead father, he was convinced that the spirits had given him a boon and a sign.

For years, Ri'el was raised by Tarssalox amongst the lizardfolk tribe, learning their language and the ways of the spirits from his adopted witch-doctor father. He wanted for nothing, for Tarssalox was firm that Ri'el, the Isk Vrak, had been chosen and marked by the spirits, and when Ri successfully called to himself his own animal spirit guide, the tribe came to accept him as Tarssalox's apprentice and their future witch doctor.

Unfortunately, many of the tribe misunderstood the purpose for which Tarssalox was personally grooming Ri. Warlike in their ways and thinking, they had thought that Ri was being raised to lead them to war against the invaders, and as Ri's abilities grew, so too did their boldness. The tribe soon earned the ire of the Red Mantises, who decided that taking out the tribe would be a suitable training exercise. When they struck, Tarssalox was one of the first to be targeted, and Ri'el was knocked out in the skirmish. The tribe was massacred that day, but the Mantises assumed that Ri'el was simply the tribe's captive for their next dinner, and he was taken back to Ilizmagorti to be sold as a slave. Perhaps there the fates played one last joke, for Ri'el too had come to see himself as one of the tribe, and in raising him, they had ensured that one last member of the tribe remained.

Ri'el found himself serving as an indentured swab on the crew of one Barizel, terror of the sea (or Barrel Belly, as some of the crew called him behind his back). Although his somewhat privileged upbringing amongst in the tribe had rendered him physically unimpressive, his grooming by Tarssalox had granted him an agile mind, and he quickly learned the ropes of seamanship. But whilst below decks, when the rest of the crew slept off their binge-drinking, the young witch doctor continued to commune with the spirits, strengthening his connection with them and learning to channel the powers they gave.

One night, after the crew had spent a considerable amount of time celebrating a particularly successful raid, he put his jailor in a deep slumber and freed himself from his cell with the help of his spirit animal guide. With the aid of further magic, he climbed over board and swam ashore. After laying low for a few weeks, he found passage on a ship bound for Port Peril to seek his fortune on his own terms... and to amass enough power to resources to one day return to seek vengeance for his slaughtered tribesmen.

Ri'el in brief:

Ri'el is a young Aasimar witch doctor whom the fates caused to be raised by a tribe of lizardfolk on Mediogalti Island near the Red Mantis citadel of Ilizmagorti. He was raised to be an emissary between the tribe and the invaders as the invaders had proved too difficult to drive off by force. He had also been groomed to be the next witch doctor of the tribe. Unfortunately, his tribe was massacred by the Red Mantis before he could fulfil the role for which his tribe had been grooming him, and he served as a slave to a pirate operating out of Ilizmagorti for several years before his connection to the spirits and ability to channel their powers developed enough for him to make his escape. He now seeks his fortunes on the seas with the aim of amassing enough power (in the form of financial resources and a powerful crew) to seek vengeance for his adopted tribe, and has a particular sympathetic streak for the scaled natives who once ruled the Shackles.

Role:
Ri's grooming for the role of witch doctor had rendered him physically unremarkable (it was the role of literally almost everyone else in the tribe to handle the physical stuff like hunting, gathering and building), but mentally adept and cunning. During his years as a pirate slave he was able to quickly learn the ropes of being a sailor, and his skill at weather-reading and gathering food/water make him a valuable resource on any crew. He is analytical and calculating both in and out of, preferring to size up situations and resolving them with a well-placed word or spell rather than relying on brute force - that's the job of the rest of the tribe...err...crew.


Just got off work, so it should be incoming fairly soon.


So the crunch is completed, but I'm completing the background. I'm really hoping that he'll get chosen. I love this AP and I feel like he'll have a good chance to grow into his personality and his abilities (and not just the ones on paper either).


Song of Chiroptera here, thought I'd go ahead and get the crunch put together. Everything you need is under linked to the alias page for Heregrihm, the Sea Reaver. Hoping he has a shot!


Pathfinder Adventure Path, Rulebook Subscriber

Pulling out of interest on this one, got into a different one.


I would like to put forth Esra

Full Character Sheet

Esra is an unbalanced halfling sorceress. She was drawn to Port Peril by the whispers of her doll telling her Besmara had a plan for her. Often accused of witchcraft she does little to disillusion anyone of that notion. She often pretends to be a human child to escape notice. Paranoid and often thought insane she can often be found talking to anything and everything. The dead insects in the window sill, her doll, her cat, the chair.

Growing up in Sargava this tanned halfling has dirty blond hair and large doe like brown eyes. She is gaunt with no muscle tone but moves gracefully. Dressed in a tight black corset and slitted black skirt with a spiders and skulls motif, with a black scarf around her neck and head, she looks more than a tad intimidating as she enters a tavern in Port Peril. The doll under her right arm is a little creepy but the cat in her left arm makes her look downright evil. Even the hardened pirates at the bar make room for her despite the diminutive stature.

She scans the crowd and smiles thinly to herself. Ordering a rum quietly she freezes suddenly and looks down at the doll, scolding it loudly, "No you can't have any! You know better!" The cat ignores the outburst, dropping from her lap to curl at the base of her stool.

Esra grew up an orphan in Sargava, spending time in the care of a number of individuals, all who met grisly deaths through no fault of her own. This repeated exposure to tragedy and death caused her fascination with it and as her powers began to manifest themselves she latched on to the only constant in her life, the doll. The doll became the focal point for her power and her closest "friend". While not entirely crazy she does truly believe it speaks to her, often telling her of the wishes of her goddesses Besmara and Urgathoa. She knows how others view her, as both crazy and creepy so she does her best to play up both. When dressing as a human child she does her best to appear much like Wednesday Adams. When dressing more "casually" she plays up the appearance of a terrifying little witch.

Mechanically Esra is a debuff and control caster. Normally she would be an undead creator as well but that would be limited in this situation due to the nonevil requirement (unless there is some flexibility there). In this campaign she will be a functional crowd control and debuff caster who specializes in enchantment and necromancy. Her bonded item is the doll, which with (hopeful) DM approval will be treated as a wand for the purposes of the bonded item rules but otherwise would qualify as an improvised weapon for the same roll. She has also been fitted with the Paranoid drawback (with DM approval I will be adding the Omen trait if allowed but I'm fine with not) She is a coward as witnessed by the Craven racial trait.

Detailed Description:
At 2'9" and 26lbs Esra is not remotely physically imposing. Even the effort of carrying her cat is taxing. Her sunken eyes often seem to stare right through the person she is speaking to. When she tries she can seem almost completely innocent, or absolutely terrifying. She often flips between the two for no apparent reason. The doll tucked into her arm is a constant companion and the reaction to anyone trying to take it is often the materialization of the wicked looking jagged bone dagger pointed directly at the offenders most sensitive bits. Her dirty blond hair is lifeless and hangs about her head like a shroud, though often wrapped in her elaborate black scarf.

Detailed Background:
Esra was born to an accomplished couple of adventurous halflings. Her mother a powerful sorceress and her father an archaeologist. The traveled to Sargava to explore the depths of untold ruins. Upon one of these expeditions a serious of cunning traps rendered the poor child an orphan. Her mother died still holding her out of the traps reach. The wailing child brought natives from the area who adopting the foundling. The witch doctor of the region caring for her.

At the age of four a band of cut throat slavers happened upon these locals and made short work of those who resisted, including her caretaker. Taking the scrawny halfling child as a trophy the slaver leader marched his new prizes out of the jungle and all the way to Bloodcove. His victory was short lived as his dealings with the Apis Consortium went bad fast, his old debts catching up with him.

His flight had him hop a merchant vessel, the stolen child suddenly a very good cover he fled south to Eleder. He worked as a guide, luring rich explorers out into the jungle and murdering them. The child providing that hint of innocence he needed to pull off his little scam. However by the time she was 6, his karma caught up with him. The latest mark was an Red Mantis Assassin sent by the consortium that had finally located him. Seeing no reason to kill the child, but no reason to save it, she abandoned it there with the corpse.

Being less than a day outside of Eleder the child was lucky, she wandered for just over a week before she stumbled upon a riverside farm. A minor estate the family took pity on the child. Raising her as one of there own they tried to draw the quiet child out of her shell but showed little success. But even this relatively peaceful existence was to end. On the eve of her twelfth birthday a flood washed down the river, driven by enraged local fey. Despite the fact that the family had done nothing to draw the ire of the fey themselves they were in the path of the destruction they wrecked and the capricious spirits did not stay there anger.

Despite the carnage Esra was unharmed, her powers manifesting and keeping her safe. But it was too late for her mind. Death was what she knew and she was drawn to it. She wandered, frequenting the places it lived. The mausoleums and graveyards. The faithful of Urgathoa took notice of her, the child who wandered their domain and whispered to the dead. They taught her things and fed her thirst for death. But her doll whispered other things. Drawn to the sea she wandered the docksides. Seeking out the shrines to Besmara and acquainting herself with her faithful she felt more and more drawn to the sea.

Until the day it told her to travel to Port Peril. There would be death on the seas, and she needed to be there.


Okay, looks like Paizo ate my post from earlier, but here's the list of applicants that I have so far. I've listed them by Martial, Divine, Arcane and Skilled/Other roles. Please let me know if I've missed anyone. Recruiting is still open:

Martial:

Jack Warpriest
Heregrihm Barbarian

Divine Caster:

Ri'el Shaman
Marklin Cleric
Andrea Cleric

Arcane:

Arstein Witch
Esra Sorceress

Skilled/Other

Aula Swashbuckler
Arenya Bard
Garavaen Gunslinger (Bolt-Ace)
Markelle Swashbuckler
Sven Skald


Ravenica I have a feeling my character wouldn't react well to yours haha. Like most sailors, he's very superstitious-- that you're a girl and can use magic and are generally creepy to boot would not sit well with him at all.


Ravenica and Andrea will get along just fine.


I am working on a ranger or slayer- Martial slot.

concept- Free loving man who roams the lands. Overall a good guy, but usually runs into issues with the "law". warm hearted if a tad gruff.

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