Inner Sea Shackles

Game Master DM Calcifer


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So I'm looking to run a Skull and Shackles game, would anyone be interested?

*EDIT So I'm reading through the book and I have a sudden urge to get my pirate on.

Allowed Material

All Paizo stuff is okay, for 3.5 paizo books use the pfsrd conversion.

3rd Party Material is very subjective and may be allowed if it's not really stupid, like the bounty hunter from a 3rd party book that gives bonus feats, sneak attack, +1 base attack bonus progression, 2 good saves, and a ton of class features, if you were GMing and you wouldn't allow it, I probably wont.

Starting Stuff

All Characters start at level 1

All Core Races + any race defined by character levels is allowed (races may have an attribute bonus of net +2, so Aasimar for example has a +4 would gain a -2 to Con to balance it out)

Minimum Starting Gold for your class + 1 Masterwork Item (Or +200 gp, your choice)

20 Point Buy

1 Normal Trait, 1 Campaign Trait

When you're creating your character roll 3 d100's in this thread refer to the table Variant Tiefling Abilities (you need to scroll down) pick one from those 3 rolls.

5 Character Creation Points

Creation Point Spending:
These points can be used to acquire the following things:
-1 point: Gain an extra 2 skills/level
-1 point: Add an additional spell to your spells known
-2 points: Increase point buy to 25
-2 points: Roll 3 times on the alternate Tiefling traits and you can pick one of the results. You can spend 1 extra point to pick a trait only 1 off of a result you got. (If you got a result of 23 you could spend a point to get 22 or 24 instead)
-3 points: Gain a Bonus Feat
-4 points: Directly choose something from the Tiefling chart (Can't choose 100)
-5 points: Increase point buy to 30


Considering in the three days since I posted my recruitment thread I've had 35+ applicants, I would say yes.


Judging from the 30+ applicants at another recruitment, probably. I would be amongst them.

EDIT: And I thought I was quick, beat me by 1 second GM Wulfson!! Nice job!


I suspect that in the next ten minutes you will have an embarassment of riches. Seriously, who'd have thought trying out to be press-ganged would have stiffer competition than auditioning for the opera?


If there was an Opera AP, I'd expect to see some interest in it as well. Not sure how it would go though.


Council of Thieves had an Opera in it that the PCs could take a part in.

Never really had an interest in a Pirate game before, so this could be interesting. I'll see what I can come up with to submit if this picks up.


Pathfinder Adventure Subscriber

Here's Turniphead's application. He can be modified for race, stats etc, as required.

Complete history to follow if selected but basically...
*Found as an infant by Shoanti Woman, who had just lost her own baby.
*Woman shunned by tribe, became a pirates mistress.
*Turniphead raised on a ship. Usually stayed inside due to race.
*Learned much about pirating aboard ships in Inner sea region.
*Besmara neither turned him away, nor judged him as a Hobgoblin.
*Became very devout worshiper of Pirate God.
*Had a run in with a pirate captain, and had to escape.
*Vision from Besmara led him to Port Peril.

I'm assuming as a Hobgoblin I'll need to take a -2 to something...Charisma?

1d100 ⇒ 44
1d100 ⇒ 87
1d100 ⇒ 54 DR2/ Piercing

Spend 5 points to increase point buy to 30

Spoiler:

TURNIPHEAD CR 1/2
Male Hobgoblin Cleric (Shoanti Shaman) 1
CN Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision (60 feet); Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Masterwork Rapier +3 (1d6+2/18-20/x2) and
. . Quarterstaff +2 (1d6+3/20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +3 (1d4+2/20/x2)
Spell-Like Abilities Speak with Animals (4 rounds/day)
Cleric (Shoanti Shaman) Spells Known (CL 1, 2 melee touch, 3 ranged touch):
1 (2/day) Shield of Faith (DC 15), Air Bubble, Calm Animals (DC 15)
0 (at will) Create Water, Mending, Sotto Voce (DC 14)
--------------------
STATISTICS
--------------------
Str 14, Dex 16, Con 12, Int 11, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Scribe Scroll
Traits Besmara's Blessing (1/week), Cheat Death (1/day)
Skills Craft (Carpentry) +4, Perception +5, Profession (Sailor) +9, Stealth +11
Languages Common, Goblin
SQ Aura (Ex), Cleric (Shoanti Shaman) Domain: Animal, Cleric (Shoanti Shaman) Domain: Oceans, Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Spontaneous Casting, Surge (CMB 5) (7/day) (Su)
Combat Gear Dagger, Leather, Masterwork Rapier, Quarterstaff, Sling; Other Gear Artisan's tools: Craft (Carpentry), Bag, Waterproof (6 @ 0 lbs), Blanket, Flint and steel, Hammock, Holy symbol, wooden: Besmara, Parchment (sheet) (6), Pouch, belt (1 @ 0 lbs), Rope, silk (50 ft.), Sack (1 @ 0.5 lbs), Sack (4 @ 9.5 lbs), Sack (empty), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Cheat Death (1/day) Even Besmara's most faithful worshipers usually call upon her only in times of greatest need. Sometimes Besmara intervenes on behalf of her faithful; other times, she turns her face away as they sink beneath the waves. Once per day, when you would be
Cleric (Shoanti Shaman) Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric (Shoanti Shaman) Domain: Oceans Associated Domain: Water
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (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.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 5) (7/day) (Su) Create a wave that can bull rush or drag a target.


Added Creation Info, looking for 4-5 players.


I have this character submitted to two other games at present. If selected, these are the revisions I would do to comply.

1d100 ⇒ 17
1d100 ⇒ 10
1d100 ⇒ 55

Definitely taking the Claws from 17. Not optimal, but I like it thematically.

With the character creation points:

2 for 25 point buy
2 for additional d100 rolls
1 for 2 skill points / level

1d100 ⇒ 40
1d100 ⇒ 46
1d100 ⇒ 33

Oh yea, definitely +2 int from 46

Um, new stats now. Before Racials.

Str 13
Dex 14
Con 12
Int 16
Wis 10
Cha 14

If I can add human and racial roll both to Int, I will. Otherwise Int and Dex.


I am definitely interested. Have a Bard and a druid made for the campaign. I am confused about the creation points.

Do we get 5 points and can decide how to spend them, for instance:

a 25 point buy for -2, 2 extra skills/level, and your choice of 3 rolls of the tiefling extra powers?

Also, do we get a free tiefling power as well as part of the basic creation, so we could use 1 Character Creation Point to choose to increase or decrease that original roll.


Can one still apply or is the recruitment closed?

Sovereign Court

I'd love to play. I have a dwarf from another "universe" that has a pirate backstory!

Scarab Sages

I would be very interested in joining. Will need to make a few minor adjustments and tailor an appropriate background.


There are a few Ideas in my mind, tiefling fighter or wizard

Grand Lodge

Dotting for interest. I am already looking at one game and if i don't get into that then I would for sure be interested in this game. interesting little system you got planned out. I would play a magus, probably half-elf.


Also definitely interested, although I'm going to hold off on my rolling and choices unless selected. Character background is in the profile.

EDIT: Actually, I see people are detailing their changes here, so I guess I will too.

Variant Ability 1: 1d100 ⇒ 40
Variant Ability 2: 1d100 ⇒ 36
Variant Ability 3: 1d100 ⇒ 82

I'll take the +2 to mind-affecting saves. I'll also increase my Point Buy to 25 and take Spell Focus (enchantment) as a bonus feat.


interested

1d100 ⇒ 73
1d100 ⇒ 74
1d100 ⇒ 16

can animate small or smaller object for a number of rounds equal to lvl as spell like ability.

or minor image 3x/day as spell like ability - need to decide between these two

increase to 25 point buy (will add in those points later)
one extra feat


I'll apply for this one.

For your custom rules:
I'll upgrade my nine-ring broadsword to masterwork.
And I'll spend my 5 points on the 30 point buy.
New Stats (STR 18 DEX 17 CON 14 INT 10 WIS 12 CHA 10)


Consider me interested in this.

I would like to play a human (Keleshite) bard with the Buccaneer archetype (Pirates of the Inner Sea 22). I'll take the 200 gp. Character creation points spent on 30 point buy.

Traits: Cheat Death (Pirates of the Inner Sea 27), Barroom Talespinner

1d100 ⇒ 61
1d100 ⇒ 82
1d100 ⇒ 65 +2 Acrobatics, included

Spoiler:

Khair ibn Yusuf ibn Mikhail al-Aud is no stranger to the sea. The youthful Keleshite was recently apprenticed as an entertainer on the Dark Fall, before coming to make his fortune in Port Peril.

Khair
Male human (Keleshite) bard (buccaneer) 1
CN Medium humanoid (human)
Deity Besmara
Homeland The Shackles
Age 17; Height 5' 9"; Weight 175 lbs.
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12; (+2 Dex, +2 armor)
hp 11 (1d8+1 plus favored class 1)
Fort +2, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Speed 30 feet
Melee rapier +0 (1d6/18-20)
Special Attacks bardic performance 15 rds. (countersong +12, distraction +9, fascinate DC 15, inspire courage +1), hilt bash
Bard Spells Known (CL 1st; concentration +6)
--(1st-3/day)-animate rope, hypnotism
--(0)-daze, know direction, lullaby, summon instrument
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 14, Int 12, Wis 10, Cha 20
Base Atk +0; CMB +0, CMD 12
Feats Extra Performance, Sure Grasp
Traits Barroom Talespinner (Perform: String), Cheat Death
Skills Acrobatics +4, Climb +4, Diplomacy +10, Knowledge (local) +5, Knowledge (geography) +5, Perform (string) +12, Perform (dance) +9, Swim +4, Use Magic Device +9
Languages Aquan, Common, Kelish
SQ barroom talespinner, strange physiology
Combat Gear smokestick, vial of antitoxin; Other Gear backpack, belt pouch, explorer's outfit, holy symbol (wooden), leather armor, masterwork sitar, rapier, silk rope (50 ft.), spell component pouch, waterskin, 15 gp
Carrying 34 lbs.; Light Load Limit 38 lbs.
--------------------
SPECIAL ABILITIES
--------------------
Bardic Performance: Khair is trained to use the Perform skill to create magical effects on those around him, including himself if so desired. He can use this ability for 15 rounds per day (10 + his Charisma modifier).

Countersong (Su): Khair knows how to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (string) skill check (keyboard, percussion, wind, and song also apply). Any creature within 30 feet of Khair (including himself) that is affected by a sonic or language-dependent magical attack may use Khair's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Khair's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): Khair can use his performance to counter magical effects that depend on sight. Each round of the distraction, he makes a Perform (dance) skill check (act, comedy, and oratory also apply). Any creature within 30 feet of Khair (including himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Khair's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): Khair can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear Khair, and capable of paying attention to him. Khair must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents this ability from working.

Each creature within range receives a Will save (DC 15) to negate the effect (DC 10 + 1/2 Khair's level + his Cha modifier). If a creature's saving throw succeeds, Khair cannot attempt to fascinate that creature again for 24 hours.If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): Khair can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive Khair's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. Khair must choose which component to use when starting his performance.

Barroom Talespinner Khair receives a +1 trait bonus on Diplomacy and Perform (string) skill checks. Once per week Khair can make a DC 15 Knowledge (local) check to see if he knows a popular legendary pirate tale, the telling of which grants him a +1 trait bonus on checks made to influence NPCs on the Wormwood.

Cheat Death Once per day, when he would be reduced to 0 or fewer hit points as a result of a failed ability check, skill check, or saving throw on his part, Khair may invoke this ability in order to reroll the failed check. He must take the result of the second roll, even if it is worse than the original.

Hilt Bash (Ex): Khair can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll.

Strange Physiology Khair has a racial +2 on Acrobatics skill checks.

Sure Grasp When climbing or making a Reflex save to avoid falling, Khair rolls twice and takes the higher result.


Applicants

  • Turniphead - Hobgoblin Cleric (scranford) Yea, add a -2 to charisma
  • Sylvestra Striana - Half-Elf Witch (Xzaral) The bonus you get from the tiefling table is typeless, you can add it to whatever and it stacks
  • Artanthos - Human Conjurer (Michael Sumrall)
  • Lucia Rhitu - Human Summoner (Chris Kenney)
  • Seijiro - Kitsune Rogue (JAF0)

    @Tirion Jörðhár Yes, you get one free roll. No, you cannot use creation points to get one above or below it. And by your estimation yes, you could take bonus skill points (1), 25 point buy (2), extra tiefling roll (2). As long as it adds up to 5 total you're good.

    @Helikon [ooc]Yes, recruitment is open till May 4th.


  • [wow even if I do not get in this looks fun]
    Could I offer up Rosa Luminass.
    a Devil Spawn Tiefling LN Fighter/cleric
    of Asmodeus,

    Devil Spawn Tiefling
    Rosa is a fighter for most.
    This is really cool GM looks so much fun :)
    Just to get the ball rolling

    *UPDATE DM - >

    about rolls:

    DM I would like to take
    Fiendish heritage as a feat as this would be nuts, so I could have

    Free rolls Tanks GM
    1d100 ⇒ 13
    > You gain a +2 bonus on saving throws made against disease.
    1d100 ⇒ 84
    > You are immune to magic sleep and paralysis effects.
    1d100 ⇒ 80
    >You gain a +2 bonus to your CMD.

    Take -
    > You are immune to magic sleep and paralysis effects.

    Fiendish heritage roll
    1d100 ⇒ 57
    >Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
    1d100 ⇒ 60
    > You gain a +2 bonus on initiative checks at night.
    1d100 ⇒ 88
    >You gain a +2 bonus on saving throws against mind-affecting effects.

    Take -
    >Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.

    Then -5 30 spend on PC.

    Spugs

    Scarab Sages

    I am building a Magus Charlotte de Berry

    She is still a work in progress, but will have her finished sometime today.

    2 points = 25 pt buy
    2 points = additional roll
    1 point = 2 skills/level

    1d100 ⇒ 100 *chosen
    1d100 ⇒ 37
    1d100 ⇒ 60

    Extra Roll:
    1d100 ⇒ 96 Ventriloquism at will

    Two Rolls:
    1d100 ⇒ 56 spit acid 1/day
    1d100 ⇒ 100

    Yet Two More:
    1d100 ⇒ 15 +2 Dimplomacy
    1d100 ⇒ 74 1/day animate object


    I'd like to toss up an application as well -- Sharice, Human Barbarian (Urban Barb variant)

    I have a complete character up in HL, but with the above house rules I'd wind up redoing bits of it.

    I'll take the 25 point buy and an additional bonus feat.

    Rolls:
    1d100 ⇒ 68 You heal yourself of double the normal amount of damage by resting.
    1d100 ⇒ 63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against all gaze attacks.
    1d100 ⇒ 51 You gain damage reduction 2/cold iron.

    Of the three, I think I'll go with DR 2/cold iron.


    I Think actually Rosa would be of the Diabolism faith and LN and not any one devil/god


    I have an idea forming, but would like to know if Synthesist or even normal Summoners are okay to play in your games.


    This is Tirion's Application:

    May I present Erdthira Raskin - Fetchling Bard(animal speaker)

    Putting my rolls and info in a spoiler to shorten the post.

    DM Calcifer:

    Base Tiefling Ability Rolls:
    3d100 ⇒ (16, 85, 85) = 186
    -->You have oversized limbs, allowing you to use Large weapons without penalty.**Chosen**
    -->Supernatural awareness grants you a +2 racial bonus on all Perception checks.
    -->Duplicate 85 - rerolled below.

    5 Creation Points:
    25 Point Buy - 2 points
    Additional Tiefling Roll - 2 points
    2 skill points/level - 1 point

    Additional Tiefling Rolls:
    3d100 ⇒ (86, 100, 29) = 215
    -->Your anatomy is slightly unusual, giving you a 15% chance to ignore critical hits made against you.
    -->Roll on this table twice, ignoring any further rolls of 100.
    -->You gain a +1 bonus on all Reflex saving throws.

    Two Abilities from the 100: 2d100 ⇒ (2, 68) = 70
    --> Extra sensory organ granting all around vision. **Chosen** I would prefer this be more of a magical all around vision/great peripheral vision as opposed to a strange eyestalk popping from the top of her head.
    --> You gain damage reduction 2/cold iron. **Chosen**

    Not sure how you want to handle the duplicate 85s, but here are the extra rolls:
    Duplicated 85s reroll: 1d100 ⇒ 66
    --> You can drink and gain nourishment from ash, cinders, dust, and sand.

    Based upon a 25 point buy, my stats will be:

    Str: 14 -- 5 points
    Dex: 16 -- 5 points (+2 race)
    Con: 14 -- 5 points
    Int: 10 -- 0 points
    Wis: 11 -- 3 points (-2 race)
    Cha 17 -- 7 points (+2 race)

    This character was created for another S&S campaign which is also pending. If these abilities are ok, I will modify her background to fit the stats and the other additional character creation changes. The big hands, all around vision, and damage resistance will be interesting to add in.


    This sounds interesting. I have a ranger (Skirmisher) that submitted for another S&S recruitment. But, depending on my rolls, I might put up something different for this.

    1d100 ⇒ 28

    1d100 ⇒ 54

    1d100 ⇒ 17

    17-You possess claws that are treated as natural weapons and deal 1d4 points of damage.

    28-Any evil creature you call via summon monster remains for 3 rounds longer than usual.

    54-You gain DR 2/piercing.

    Would you allow a Wayang from Races of the Dragon? Information for them is on D20pfsrd.com


    Rosa Luminass TN Fighter

    Back story

    Here:

    Rosa was sold as a child by her Sea captain farther to the hells, here to be a slave in the grate war tents of the Devil lords, an age passed and one day she was commanded to the prime where a hell blade needed to be used, she did her task and once done was left behind. She found a world much changed and her world long gone. Now she finds her way selling she sword arm and skills to who ever can pay most. She went to sea as her family used have links to it.

    Guff

    Here:

    Sex - Female
    Race - Tiefling (Humanoid outsiders, native)
    Classes - fighter
    Alignment - TN alignment.
    Age - Unknown (Most of her life she was a mindless slave.)
    Hight 7'2" (still Medium sized and reach 5', shes just oddly tall and very thing.
    Wight - 100kg
    Hair - White
    Skin - white
    Eys - white

    Rosa has two horns front to back from her head. She has no tail. Her voice has an odd eco and her body always seems to give off a cold haze even on the hottest day. Her body seems to have very fine gray tattoos of some kind on her white skin, 1000 fine veins that seem to make up a vast intricate pattern of some kind, she walks with grace and pride, and always keeps herself clean and well kept, in dress she likes whites and Blues in fine garments.

    In Action -
    Rosa knows little of the world as it is now, a small amount of what she knows some time gives away her ignorance of meany things, but she makes up with being cunning mind and deep. She uses charm more than intimation and is a skill warrior who you may find seems to keep her cool when under attack and in despite situations. If you spend some time with Rosa you may find she only mild emotions even under greatest duress, you may find her polite and well spoken with a rye smile not to far from her face most of the time.

    In from -

    Rosa is physical cold and hear breath always seems to mist, she is very tall and thin. its hard to wage her age, she seems set like lice. Rosa dos not hide that fact she is a Dammed half blood, in fact she holds herself upright and proud of who she is. She has an odd eco in her voice like specking in a create cavern.

    She likes to use a very large two handed Sword when in a fight and full plate if she can get it, She seems to dislike shields of any kind finding the uncouth and cumbersome for her build.

    DM outline needs

    DM I would like to take
    Fiendish heritage as a feat as this would be nuts, so I could have
    Free rolls Tanks GM
    1d100 ⇒ 13
    > You gain a +2 bonus on saving throws made against disease.
    1d100 ⇒ 84
    > You are immune to magic sleep and paralysis effects.
    1d100 ⇒ 80
    >You gain a +2 bonus to your CMD.

    Take -
    > You are immune to magic sleep and paralysis effects.

    Fiendish heritage roll
    1d100 ⇒ 57
    >Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
    1d100 ⇒ 60
    > You gain a +2 bonus on initiative checks at night.
    1d100 ⇒ 88
    >You gain a +2 bonus on saving throws against mind-affecting effects.

    Take -
    >Your body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.

    Then -5 30 spend on PC.

    stats:
    Stats
    Str 14 (5 points)
    Dex 14 (5 points)
    Con 16 (5 points +2 racial)
    Int 14 (5 points)
    Wis 16 (5 points +2 racial)
    Cha 12 (5 point -2 racial)

    20 points
    Saves
    Fort = 6 5+1
    REX = 2 1+1
    Will = 4 2+2

    HP 13 (if Av of rolls)
    Initi + 8 (+4 feat + 2 Trate) speed 30f
    BAB=+1 Ranged +4 Hand +3

    Skills:
    5 points * to do yet
    Acrobatics
    Appraise
    Bluff
    Climb 6 (1)
    Diplomacy
    Disguise
    Escape Artist
    Fly
    Heal
    Intimidate 6 (1)
    Knowledge (Dungeoneering) 6 (1)
    Linguistics
    Perception
    Ride
    Sense Motive
    Spellcraft
    Stealth
    Survival 7(1)
    Swim 6(1)

    Feats/Traits:
    Improved initiative
    Fiendish heritage Devil spowend

    Traits
    Buccaneer's Blood
    One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you've always longed to follow in your forebear's footsteps and plunder the shipping lanes.

    You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.

    Benefit You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).

    Equipment:
    Greatsword MS, Lever, boots, belt pouch

    Abilities:
    immune to magic sleep and paralysis effects.
    body exudes painfully freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
    prestidigitation 1/day (Trait)
    DR Fire/Cold/Elc -5
    Dark vision 60'


    Still a work in Progress, but this is the character I would like to play.


    Dotting - I'm thinking a Rogue (Knife Master)


    Going to submit a ratfolk that was hoping to be a sailor to satisfy his wish to travel the seas and oceans.

    1d100 ⇒ 63
    1d100 ⇒ 84 84: Immunity to magic sleep and paralysis effects.
    1d100 ⇒ 88

    Going to pick 84.

    Character Creation Points
    -2 points: Roll 3 times on the alternate Tiefling traits and you can pick one of the results.
    1d100 ⇒ 95
    1d100 ⇒ 84
    1d100 ⇒ 21 21: Once per day, you can reroll one die roll. You must take the result of this second die roll.
    -1 2 extra skill points a level.
    -2 points: Increase point buy to 25

    Still undecided on ability scores, since he's either a Summoner with an Aquatic eidolon, or an Aquatic Sorcerer.


    I am interested and would fit my character to the group. What medium would we use to play?


    So...some sea going shenanigans! (^_^)

    I offer up 'Suny' (^_^)

    Back ground:
    Her name as given in her native tongue of Elvish is "Ellanesadrielle" though to human's way of speaking 'Suny' (As she prefers to be called by her friends) works just fine. She a cheery, happy soul. Having grown up about the ports and harbors of she has earned a living, up until now, by working on small fishing boats and trawlers or by providing impromptu entrainment at the small local taverns in the hamlets where the ships would put in for berth.

    Image link

    Aquatic Elf: Yes, basically just your 'Vanilla' Aquatic Elf as detailed in the 'Inner Sea World Guide' Page; 25 (^_^)

    I am also effectively on the other side of the world of most American posters. This means that, while I can post often, the timing of my sleep/day/night cycles puts me a little bit 'out of sync' with most others. *Bows*

    Also, is every one (Regardless of heritage) rolling on that table?

    Now, as for class? Two levels of Barbarian Titan Mauler

    Followed all her other levels in Magus Kensai

    Her weapon of choice being the Elven Curved-blade.

    Spend 2 points on 25 point skill buy,

    Spend 3 points on an extra feat at 1st level.

    Others thoughts and comments?

    Much cheers to you and yours. (^_^)


    Arknight wrote:
    Dotting - I'm thinking a Rogue (Knife Master)

    1d100 ⇒ 16

    1d100 ⇒ 33 You gain DR 2/silver
    1d100 ⇒ 46

    Spend 2 Creation points for an additional set of rolls
    1d100 ⇒ 55 You are unnaturally sly. You gain a +2 racial bonus to Sleight of Hand checks.
    1d100 ⇒ 29
    1d100 ⇒ 19

    Spend 3 creation points for a 25 point buy.


    Since I took two sets of variant abilities rolls, does one ability need to come from the first three, and the second from the next three, or can I pick two from the combined list of six? Not sure if I will, but just want to know if the option is open or not.


    1d100 ⇒ 68
    1d100 ⇒ 38
    1d100 ⇒ 33

    Thinking of Fighter Human (just normal) with the trait of 33 (DR 2/ silver) + 3 point (Bonus feat) + 2 point (25 point buy)

    Taldor born, now looking for riches from the sea and restoring his family ancient glore back to its place by any mean necessary


    Ready for inspection and present in the Formidably Maid.


    Azten wrote:

    I have an idea forming, but would like to know if Synthesist or even normal Summoners are okay to play in your games.

    Spellcasters of any kind are okay to play. We're playing in golarion where everything published by paizo has a place somewhere. The problem with a spellcaster, any spellcaster in this game is going to be combat on a ship. Remember that under rough conditions you'll have to make checks or lose spells, just something for you guys to consider.


    Just an FYI to everyone, I may miss smaller comments as I'm going through, if I post and I don't address you let me know.

  • Turniphead - Hobgoblin Cleric (scranford)
  • Sylvestra Striana - Half-Elf Witch (Xzaral) You have to take it each from the set of 3 that you rolled it from.
  • Charlotte de Berry - Tiefling Magus (Michael Sumrall)
  • Lucia Rhitu - Human Summoner (Chris Kenney)
  • Seijiro - Kitsune Rogue (JAF0)
  • Rosa Luminass - Tiefling Fighter (Spugly_fuglet)
  • Sharice - Human Barbarian (shadur)
  • Erdthira Raskin - Fetchling Bard (Tirion Jörðhár) You can flavor the ability however you want it, whether it's just a result of a specific training for that specific circumstance or whether you're just more aware than others of your race
  • Sunny - Human Barbarian Yea, everyone rolls on that table regardless of heritage.
  • Galrian Sho´ray - Human Fighter (Azharten)

    @Bill Lumberg Yes, any race that's defined by Character Levels is cool.

    @Emanonpf PbP


  • Sorry but I think you missed me.


    Dotting for interest. I submit Mathurin Kerbouchard. If I do not get into a different Skull & Shackles game I will alter this character for the game.


    Here is the background for Erdthira - slightly modified to include the tieflingish abilities.

    Background:

    Erdthira never knew her parents. She was found in the wreckage of a Chelaxian galley, clearly the result of a pirate attack. What happened to the crew and her parents is something that Erdthira has never learned. The man who found Erdthira was not a kind man and while not a true slave owner, he was not far from it. Erdthira grew up knowing little other than labor and work. She was never allowed outside the house - her father claimed it was because the sun would burn her fair skin. So, on the rare occasion when she was not confined to her room when he left, she would look out a small window and watch the small stretch of street in front of her home, longingly watching the people walk past and the other children playing.

    Her father was in some type of export business. She did not know what, but over the years on several occasions, she would have accidents for which she was severely punished. Usually this would be be after touching some item she was not supposed to or dropping something. On one occasion, she was moving a box for her father and dropped the box. She heard the sound of breaking glass and then saw a cloud of gas arising from the box. The next thing she knew, she was awakening with her father standing over her screaming at her. The beating she received was severe, amazingly, every time that he hit her, she did not feel the the pain as she had previously. Ever since this incident, whenever she cut herself while cooking or moving something sharp, she was never injured as severely as she had been before.

    Another accident which received the ire of her father was when she dropped a box which broke open. Within were a disgusting shriveled eye and hand. As she picked up the hand and eye to place them back in the box, she felt a jolt of magical energy. Not knowing what had happened, she attempted to throw the disgusting items away, but instead she felt compelled to push the eye into the back of her head and then squeeze the hand between hers until it also disappeared into her. Knowing the violent manner that her father reacted to any mistake, she quickly attempted to hide her mistake and put the box back together. She then began to wear clothes with long sleeves to cover her strangely longer arms and larger hands. Fortunately, she also became aware of everything around her. She became able to see when her father was behind her watching her. Eventually word came back from the purchaser of the eye and hand that they had not been in the box. Fortunately, Erdthira was able to avoid what would likely have been a nearly deadly beating by convincing her father that it must have been the shippers who had done this. With her yellow eyes and pale whitish skin, apparently her father simply thought that her large hands and long arms were another characteristic of her strange race.

    At the age of 14, while her father was out, Erdthira found her father's journal and discovered for the first time how she came to be with him. She had never heard of Cheliax or even seen the sea which she lived near. Her father had never told her of these things and she had spent her entire life confined in the home.

    Finding the journal caused Erdthira to wonder what else was out there. She longed to learn what this ship thing was which the journal described. She felt a longing, a need, to discover who she was and what else the world held.

    Her time to learn this came shortly thereafter. One day her cruel father arrived home rather inebriated and decided it was time to teach her some new ways of serving him. He grabbed her and forced her onto his bed. Not knowing what to do and fearing for her life, as a reflex Erdthira reached out one of her long arms and grabbed a candleholder next to the bed and smashed his head. Her father fell to the floor, bleeding profusely from the side of his head. Realizing that if she were in the home when her father awoke, she would be in for the beating of a lifetime, and likely worse, Erdthira fled. She did not know, or care whether her father survived, all she cared about was escaping. She grabbed what she could hold, a dagger and some food, then she walked out of the door of the only place she had ever known in her life.

    Once outside, Erdthira was awed at what the world held. But she was fearful of the people not knowing who would tell her father they had seen her. She also discovered that standing as tall, if not taller, than most of the men she met with her pale white skin reflecting the torchlit streets, the people she met looked at her as though she was a ghost or a monster. Fear once again overcame her and she quickly found a place to hide in a woodshed behind a large building. The next morning, she was awakened by a poking in her side and when she turned she saw a young boy looking at her. Simultaneously both she and the boy screamed which brought the boys father out with a spear. Seeing the man, Erdthira jumped up and fled, hardly even noticing the sunshine she was in for the first time in her life.

    So began a slow and frequently painful period of her life. She learned the hard way several times that she appeared different from the others in the town. While they had mostly dark skin, hers was pale and almost white. While they had blue, brown or green eyes, hers were almost yellow in hue. And most importantly, once she had consumed the bread she had taken from home, she discovered that food was not free. When she became hungry, so she found a bakery and took some bread. As the baker chased her into the street with his knife, she learned the first of many real lessons - people protect what they consider theirs.

    Having quickly learned that people viewed her with distrust, if not hatred, due to her appearance, she began to carefully watch people and see how they interacted. She learned that people got bread by giving the baker shiny pieces of metal. She also discovered that people would give you some of these shiny pieces of metal if you entertained them. By watching the movements of people, she learned to dance and eventually to sing which earned her enough to at least buy food.

    Over the next few years, Erdthira grew stronger and learned much about the land and the city which she called home. She learned that she lived in the city of Bloodcove in a land called the Mwangi. She learned the best times and places to sing and dance to earn money. She also learned how to hide and disguise herself so that she would not cause the negative visceral reactions that she received when her skin and eyes were visible.

    One thing that Erdthira found gave her great enjoyment was knowledge. While she had very limited resources, whenever she could she would get and read any books available. Whether these were purchased or acquired in less lawful manners was not of a great concern to her, she just had a need to read and learn. One thing she desired to know more about was what she was. It was apparent that few, if any, of the residents of Bloodcove had skin and eyes such as she did, she was sure that somewhere there were people like her. Eventually, she managed to find an old book about Cheliax which described the rise of the great nation and its worship of some deity named Aroden. Sadly, there was little in there about who she was although the book did mention a land to the north of Cheliax which was described as a land of shadows with pale skinned inhabitants. This land was called Nidal. Eventually she discovered a book about Nidal, but this book described a land of evil people who worshipped an evil deity of shadows. The book also gave more information about Cheliax by describing how the god Aroden had died and Cheliax had turned to the worship of evil devils. Thus, she learned that she likely was descendant of these shadow touched people from Nidal. While she was not particularly concerned about the morals of good and evil, Erdthira had no interest in living in a land dedicated to the worship of an evil deity, irrespective of whether it was a god of shadows or the devil himself.

    Thus did Erdthira live for several years. Spending her days reading books, studying people, or participating in one of her favorite pastimes, swimming. While most of the people in Bloodcove struggled with their daily lives, the free willed Erdthira would frequently leave the city and wander the coast. While there she learned to swim and became a very good swimmer, her long arms and large hands made her extremely proficient. She learned to hunt and fish, although she knew she would never be able to hunt and fish enough to survive over a long period of time. However, after a few days on the beaches and in the woods, she would always return to Bloodcove to sing and dance for the weary to get enough money to once again fill her stomach.

    Because she never had sufficient money to afford a true home, Erdthira spent her time living in hovels, in the sewers, and anywhere else in which she could escape notice. While living such, she discovered that many animals which others chased away simply stayed away from her. Especially poisonous snakes which took the lives of a number of her friends. In fact, she eventually became able to communicate with the snakes to some extent. One book she managed to steal referred to people who had a close relationship with nature to be druids. However, her ability to communicate with the snakes did not match what druids were capable of doing. Nonetheless, this ability enable her to find safety in even the most unusual places without having to worry about nature trying to kill her as it did others.

    Shortly after turning 19, she was performing when she spotted her father watching from the crowd. While she had disguised herself as she usually did, the way he watched her made it apparent that he knew who she was. The look in his eyes was not that of a loving father, rather it was dire hatred combined with lust. Whether it was lust for blood, or something else, Erdthira did not wait to find out. As soon as she was capable, she fled and hid. Two days later, she found a ship bound for Port Peril. She was unsure what she would do once she reached Port Peril, but her powers had developed to the point where she could perform minor magical tricks and could enthrall audiences.

    In Port Peril, she began to entertain as she had done for the years in Bloodcove. She also learned that the town was a pirate haven. Although unsure of the morals and safety that she would have among pirates, she soon discovered that the life of a pirate was something that she could partake in. It would mean living on the ocean she had so longingly watched for years and enjoyed swimming in. And it would mean not having to live from day to day sleeping under wharfs and in gutters. Although she knew that pirates had killed her family, she did not feel any true animosity toward pirates as she did not even know which pirates were responsible for her true parents deaths. In fact, her hatred for her father had grown to the point where she could imagine him as having killed her parents those many years ago as they lay exhausted on the beach clutching their young daughter.

    With these thoughts in her head, Erdthira prepared for the next step in her life. Joining a pirate crew and sailing the seas to freedom.


    Thank'e DM Calcifer, and it's 'Elf Barbarian', btw. (^_~)

    1)1d100 ⇒ 79

    2)1d100 ⇒ 68

    3)1d100 ⇒ 67

    67 = You gain damage reduction 2/cold iron.

    68 = Once per day, you can use fog cloud as a spell-like ability.

    78 = Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.

    Hmm...think I'll have to go for No 67. (^_^)


    Kai Kamaaina wrote:
    Sorry but I think you missed me.

    Ditto.


    1 person marked this as a favorite.

    Okay, here is what I have so far for my ratfolk character. He's not done yet, but he will be soon.


    Pathfinder Adventure, Adventure Path Subscriber

    Here's Cecic, the halfling cleric of Besmara....

    Cecic:

    May change the feat to 'Childlike' so that Cecic is seen as the cabin boy type of character, rather than a proper seaman. That's the way I see him in this. May dip into Rogue, but he's been at sea now for some time. In fact will change the traits a little if you don't mind, and redo a few of the stats. Sorry its a bit rushed, must go now...will finish in the next day or two.

    Background

    As a young halfling in the Shakles, his father is 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.

    Tonight though, he drinks, he's been 3 months at sea and now its time to forget the rigors and hardships and enjoy what the land has to offer, in the nearest Inn.

    CECIC CR 1/2
    Male Halfling Cleric 1
    CN Small Humanoid (Halfling)
    Init +3; Senses Perception +5
    --------------------
    DEFENSE
    --------------------
    AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
    hp 9 (1d8+1)
    Fort +4, Ref +4, Will +6
    Defensive Abilities Copy Cat (Su) (6/day)
    --------------------
    OFFENSE
    --------------------
    Spd 15 ft.
    Melee Rapier +0 (1d4-1/18-20/x2) and
    Unarmed Strike +0 (1d2-1/20/x2)
    Ranged Crossbow, Light +4 (1d6/19-20/x2)
    Spell-Like Abilities Copy Cat (Su) (6/day)
    Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
    1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
    0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
    --------------------
    STATISTICS
    --------------------
    Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
    Base Atk +0; CMB -2; CMD 11
    Feats Selective Channeling
    Traits Armor Expert, River Rat (marsh or river)
    Skills Acrobatics +4, Climb +0, Escape Artist +2, Fly +4, Perception +5, Profession (Sailor) +7, Ride +2, Stealth +10, Swim +3
    Languages Common, Halfling
    SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
    Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
    --------------------
    SPECIAL ABILITIES
    --------------------
    Armor Expert -1 Armor check penalty.
    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.
    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.
    Selective Channeling Exclude targets from the area of your Channel Energy.
    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.


    Pencil me in...

    Grand Lodge

    Hello DMC,

    This Campaign and your gaming style look like great fun.

    I'd like to submit Kestryl for consideration.

    She's a Sylph Rogue-Sniper.

    Background:
    Kestryl has never known who her original parents were. She was found as a young girl by a tribe of wandering gypsies. Rather it would be more accurate to say, she found them.

    The Caravan had been travelling down a wooded carriage road, when the Matriarch heard a strange noise off to the side. Hoping it was game they could catch for dinner, the caravan stopped and scouts were sent to hunt the animal.

    Noises led them further and further away, and then suddenly disappeared. Just when they would give up and start back, the noises would start up again, heading in a different direction. Then stop. This repeated a few times before the hunters gave up, discouraged. They ignored the noises the last time and just headed back to their wagon. There they found that a small girl, no more then 5 or 6, had snuck into their food supplies while they had been on the wild goose chase. She still had a fistful of the pepples she had thrown with great accuracy to lead them astray.

    Furious at the embarrassment and missing food, the lead hunter was about to beat the girl, but the Matriarch pulled him back. She declared it was destiny, and the girl was meant to travel the Long Road with them. The Matriarch adopted the girl as her own.

    Life with the gypsies was not easy. They travelled much and stayed nowhere. When honest work was not available, they grifted. Kestryl turned out to have uncanny knacks for distraction and misdirection. She loved to climb to high places and surprise the unwary. And no one could best her for accuracy with stones or daggers.

    One day they pulled a grift on a Cheliaxian noble, who was fierce in his vengeance. Many of their Caravan were killed, or imprisoned. Many went missing. The Matriarch's last words to Kestryl were to run and make a new identity. It was no longer safe to wear the Caravan's colors.

    So Kestryl ran. She ran until she could run no farther--she had found the sea.

    When she stepped into "The Maid" Kestryl had no thoughts beyond begging, borrowing, or stealing her next meal. Destiny had other plans. When she got press-ganged, Kestryl was only momentarily discomfited. Then she laughed and laughed. After all, this was simply a Caravan on water.

    I'll post stats, feats and traits on the profile.

    I'm intending for her to take a level or two as Wind Oracle, or Elemental Air Sorceress later on (Sylph, after all); but her main class will be Rogue- Sniper

    For Character Creation, I'll take the 25 point buy, and the variant rolls. I'll spend the last creation point either to adjust the variant roll, or for the extra 2 skill points per level.

    Here goes:
    1d100 ⇒ 75

    1d100 ⇒ 11

    1d100 ⇒ 2

    Edit
    Ooh, ooh, ooh... a hard choice. "All around vision" for a sniper, or "move 50"? I'll have to think about it.

    and, I'll take the extra 2 skill points per level.

    Thanks for you consideration,
    K


    Re-dotting. I've been tinkering with herolab to get it to accept the 25-point buy and the extra feat. It's complaining more about the latter than the former, but it does save.


    I love Hero Lab. Making characters is a snap. Leaves me to work on the background and the mechanics more.

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