Journeys of the Sargasso Queen (Inactive)

Game Master Hungry Waters


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Journeys of the Sargasso Queen

Character Creation:

o 1st Level Characters
o 20 point buy
o Average starting gold
o 2 Traits: 1 from any non-campaign and 1 from Skulls & Shackles.
o Maximum of 1 Drawback
o Any official Pathfinder Material.
o Homebrew Setting: Domain users choose any domains they wish.
o I recommend all material recommended for S&S

Character Sheet:

To simplify my job, I'd love it if everyone could use this template to write their characters down.

As well, if you could include hp, Saves, Initiative and Perception in your character's "Classes/Levels" section so it shows up in game, that'd be lovely.

Name
Gender Race
Alignment Size Type (subtype)
Init +X; Senses

DEFENSE
AC 10, touch 10, flat-footed 10 (+X Dex, +X Dodge, +X Armor)
hp XX (XdX +X)
Fort +x, Ref +x, Will +x
DR none; Immune none; SR none
Weakness

OFFENSE
Speed XX ft.
Melee
Ranged none
Special Attacks

STATISTICS
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +x; CMD xx
Feats
Skills
SQ
Combat Gear

ABILITY AND GEAR DESCRIPTION
Insert all ability and gear descriptions, preferably in spoiler boxes

Campaign Description

In a nutshell, Journeys of the Sargasso Queen is a naval exploration campaign, taking players through a region of unknown seas and islands. Ultimately, the PCs are seeking the Lost City of El Antiguo where treasures beyond mens wildest dreams lie.

PCs begin in the shanty town of Broken Keel and are on the verge of commandeering their own vessel... by any means necessary.

From there, you'll be able to customize your ship, hire on a crew, equip your ship and set sail. But be warned, once you cross over the Border it becomes very hard to return.

Miscellaneous
o Selecting 4 PCs.
o Posting will be about 1/day. This is an easy going campaign.

HOWEVER, I have heard that there is an app to track paizo.com board messages and if I find it, I'll be able to update much more often, especially when it comes to RP opportunities with the crew.

I also recommend listening to the newly released Assassin's Creed IV soundtrack. It is QUITE motivational.


Oooh, the last naval exploration game I was in died off and I have been looking ever since. In a past game I played a Merfolk. Do you have anything against my playing such a race?

Which alignments are disallowed?


Interest!


Interested--some water Druid.


Interested!


I'd rather not have water breathing race personally but if you really, really want to, I'll let it go.


I really do like the Merfolk. I am interested in making a sorcerer. Not sure what bloodline yet. I will craft a backstory and then do some crunch based on that. Either that or I try to make a gunslinger. I have been wanting to try one of those for a while too. If I do a gunslinger I will pick a different race.


How long do you plan to leave recruitment open Hungry Waters? And since I am thinking of making a gunslinger can I ask about your policy for firearms in the setting?


Firearms are welcome. There's a gunslinger NPC in the crew.

And alright Grand Moff Vixen, I'll allow the merfolk. As for the character classes, I'm going to try and not pick two characters with the same class.

If two characters want to submit the same class, I'll go by backstory to select.

Also, I plan on using some of the Downtime rules from Ultimate Campaign.

Recruitment is open until Friday.


Great I'll knock up my first Gunslinger then!


Ok then. I will do a Merfolk and leave Broken Prince to the gunslinger. I am having more fun anyways with the sorcerer as I go about the story and crunch.


Sounds great! I'm really excited for this campaign to start actually. I really wonder how everyone's going to deal with the opening scene. It's rather crowded shall we say.


I have decided on the arcane bloodline. For some reason I want a thrush as a familiar. I know it would not be a sea based creature but I like the idea of it.


I want to play a Sahuagin Ranger (Freebooter), is such a thing possible?

I could use the advanced race guide rules to build a lesser version of them that doesn't have racial hit dice.

Monstrous humanoid 3 RP
Felxible Ability scores (str, con) 2 RP
Amphibious 2 RP
Bite 1 RP
Claws 2 RP

That would put it 1 RP over a human. I'd love to grab some natural armor as well, then forsake the blood frenzy and speak with sharks. What do you think Hungry Waters?


Hey Jelani. Been a while hasn't it?


Yarr. Ready ter swab some decks and pillage some booty?


You bet! I have been keeping my eyes peeled for a seafaring game.


dotting


The App you are looking for is called Wayfinder. It isn't perfect, but it's the only one i know of, and it works most of the time, and i am sure it will only get better with time.


And I would be interested in playing a Shark Shaman druid. perfect chance to play an archetype that i wouldn't otherwise play.


I was thinking about shark shaman as well, but I wasn't sure how much of the game will actually be happening in the water as opposed to on deck or on islands or whatever. So I figured a lot of their abilities wouldn't be useful much of the time.


I guess three water druids will be in the mix.

Grand Lodge

Interested. Fluff & crunch coming to a browser near you soon.


Is it considered bad form to submit 2 characters with the proviso that only one at most can be chosen? I'm new here.


Alright, answering a few questions:

1) Gameplay is mainly ABOVE water. Yes there will be underwater parts but most of the game is on deck and on the islands.

2) Sahuagin with no racial hit die is alright as long as it's balanced. The 1 RP over human version looks fine.

3)I'd rather only one character submission per person.

4) As mentioned before, any similar characters run the risk of not being chosen. I'm looking for a varied team.


I'll submit my Musket Master tonight, are you okay with the rich parents trait? I don't normally like it, but it would allow me to do the essential crafting stuff for a gunslinger before play begins so we can skip dealing with it in play.


Rich Parents is fine.


Excellent, thanks for the swift response :)


I'm working a rogue from a low class background who's using this as an opportunity to escape his past.


I'll drop my shark shaman from the mix. May or may not come up with another idea.


Cool, I'll work on the character before Friday.


Sounds great, glad to see names I recognize from the boards.


This looks highly promising. Now I need to think of a character class. We do seem to be missing a divine character.


Hey there, thanks for posting up on the S&S boards recently. Glad to post up a shot at joining your campaign.

I've got the basics or this guy now, including the background and such. But I'll have to get him converted from a 15-point buy to a 20 point buy and then down him to 1st level. I'll see if I can get it done today, but it might be tomorrow.

For the time being, his history and such is in the character profile. I'll expand on it in the next couple of days.

Thanks again!


Heregrihm Skoningslos wrote:

Hey there, thanks for posting up on the S&S boards recently. Glad to post up a shot at joining your campaign.

I've got the basics or this guy now, including the background and such. But I'll have to get him converted from a 15-point buy to a 20 point buy and then down him to 1st level. I'll see if I can get it done today, but it might be tomorrow.

For the time being, his history and such is in the character profile. I'll expand on it in the next couple of days.

Thanks again!

You're very welcome.


Okay, here is Heregrihm the Barbarian Sea Reaver. I've updated his stats and listed them in the profile. He should be up to date with regards to point buy, level and formatting. Let me know if there needs to be any modifications.

I'll work on ironing out the changes in his backstory tonight.


Jericho here was made and remade for various seafaring games, or at least that was the intent - he always had a "sea theme", one way or the other. I would like to apply eith him, and I will rework his background and stats (Char sheet template) by Friday.

"Technicalities" briefly - an unarmed human fighter (not s monk), with focus in intimadate and a nasty temper to boot. He was not originally a follower of Asmodeus, that part was added for Way of the wicked, and originally I envision him as chaotic, not evil.


Is it a homebrew world, or is it Golarion just not the inner sea

Grand Lodge

Fluff & crunch available on my character sheet.

Any backstory details that don't fit with existing canon can be altered.


Well I guess Rissdan Kai deserves another shot. Need to modify him a bit for your game, should have it done later. ;)


Well, first time, so if I mess something up, please let me know. :) So here's my submission.

Background:

Kiana was born in a small colony of Strix on a small island they simply named 'Home' in Strix. For centuries, their life was one of relative peace and quiet. That is until a ship of the King's found the small island. Thinking the Strix demons, they bombarded the island, nearly destroying it with their cannons before landing and attacking, claiming the Strix were demons and in league with the pirates.
Kiana was small enough to hide in a small crevice high up on the side of the dormant volcano that had given birth to their island. She watched the destruction of her people, and then the burning of their homes. It was days before hunger drove her to leave the crevice, despite the humans having left. There were other survivors, she saw many fly off, but she was too young to join them at the time. She grew up on the ruined island, practicing daily until her fingers bled with the bows left behind. Eventually, she was old enough to fly away from the island on her own.
She eventually fell in with a pirate crew who were mostly non-human, and they were grateful for a scout who could fly and see at night. But a patrol ship caught the pirate ship, sinking it as she flew off, it's lone survivor, yet again.
So it is she finds herself in a new town of villainy and scum, at least by her tastes, given the number of humans. She looks for a ship and crew to join, back to the hunt for the the ships who destroyed her people.

Build:

Name : Kiana Sunbane
Female Strix
Lawful Neutral Medium Humanoid (Strix) Zen Archer
Init +3; Senses : Low-Light, Darkvision 60

DEFENSE
AC 16, touch 16, flat-footed 10 (+3 Dex, +3 Dodge, +0 Armor)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +5

OFFENSE
Speed 30 ft, Flight 60 ft (Average)
Melee Punch/Kick/Headbutt +0 (1d6)
Ranged MW Composite LongBow +4 (1d8 x3), Flurry MW Comp Longbow +3/+3 (1d8 x3/1d8 x3)

STATISTICS
Str 10, Dex 16, Con 12, Int 12, Wis 16, Cha 9
Base Atk +0; CMB +0; CMD 16
Feats Dodge (1st), Precise Shot (Monk Bonus)
Skills Acrobatics 7, Stealth 7, Perception 10, Sense Motive 7, Profession (Sailor) 8
Traits : Rich Parents (900gp), Besmara's Blessing (+1 Perception, +1 Profession (Sailor)): Strix, Common.
Combat Gear (35 lbs)
MW Composite Longbow (400gp), MW Backpack (50gp), Monk's Kit (8gp), Traveler's Any Tool (250gp), 20 blunt arrows, 20 piercing arrows, 20 whistling arrows, 10 platinum coins, 6 gold coins

ABILITY AND GEAR DESCRIPTION
Insert all ability and gear descriptions, preferably in spoiler boxes

MW Backpack:
Regular backpack but adds +1 to STR for carrying items

Monk's Kit:
Price 8 gp; Weight 22 lbs.
This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.

TRAVELER'S ANY-TOOL:

Price 250 gp; Aura moderate transmutation; CL 9th; Weight 2 lbs.
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Arrows:

Blunt arrows do blunt damage. Piercing arrows do piercing damage. Whistling arrows come with specially designed grooves and fletching that cause them to emit a loud keening sound audible within 500 feet of their flight path. They are sold in quantities of 20.

Hatred:
Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes.

Dayguard:
Familiar with watching over its tribe during the day, the strix gains a +2 racial bonus on Perception checks and treats Perception as a class skill. This racial trait replaces nocturnal.

Suspicious:
Strix receive a +2 racial bonus on saving throws against illusion spells and effects.

Weapon and Armor Proficiency:
Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex):
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat.

Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

Unarmed Strike:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage.

Bonus Feat:
A zen archer's bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, the following feats are added to the list: Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*. At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows. A monk need not have any of the prerequisites normally required for these feats to select them

Perfect Strike (Ex):
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll. This ability replaces Stunning Fist.

EDIT : Missed the part about Shackles & Chains Traits, so modified the traits and skills.


Decided to go with the aquatic druid. Probably celestial.


All submissions are looking great. And this is a homebrew region.


Hungry Waters wrote:
All submissions are looking great. And this is a homebrew region.

I assumed there would be some sort of kingdom with ships, given it's a nautical theme, and that some of them would be humans who attack people on sight. It's not an unusual situation. :) So I hope that part of the background works, if not, let me know. Assuming Kiana makes it in.

EDIT : *sigh* And forgot to put my favored class skill point in (Fly).


All backstories can be accommodated for.


Lol, you might want to check mine before saying that Hungry Waters! I'll happily alter it if you already have something planned for the beginning, or are planning to adapt some module, etc. I just thought it would provide us with a compelling reason to get out of dodge and a vessel with a conveniently deceased owner!

Backstory:
Zephry Kreel needs to get the hell out of Broken Keel, preferably yesterday. Partly because he sick of the grimy shanty, partly because he always been possessed of a wanderlust, but mostly because he just stole back his musket from the local pawnbroker - thanks to his trusty skeleton key - and blew the local gang leader Old Ratface Harling's head off. Zephry is not planning to return to Broken Keel in the forseeable future...

Admittedly planning has never been Zephry's strong suit, but he has noted the location of Harling's vessel and has already extended casual invitations to a few likely looking souls. Something about finding the Lost City of El Antiguo, and getting out of this reeking tumour of a town.

How did young Zephry end up atop the Sea B+%$! Inn, running for his life while Harling's furious associates race towards him from the square below? Well the sharpshooter has daddy issues, specifically dead daddy issues. Ratfaced Harling was part of Zacharius Kreel's crew upon the Red Reign, one of the most feared pirate ships ever to set sail.

Now nobody would claim Zacharius Kreel was the world's best father, but he did provide for his bastard son, born to a tavern keepers daughter in Downshore. Zephry met him three times, and worshipped the muscular pirate with his tales of adventure and daring do. He dreamed of joining his father on the Red Reign, but grew in his mother's image, slender and nimble, and could not see how he could stand side to side with the giants of his father's crew.

Then he saw a weedy little man calmly raise a stick, point and blow a hole in an archery target from a hundred feet away. He did more damage than the strongest man straining at a bow, and he looked no stronger than Zephry! Needless to say the mysterious stranger found he had acquired a twelve year old shadow who would not take no for an answer, and eventually simply gave up and taught the lad the art of the Musket.

Master Kardon, the gun totting mercenary, served Downshore's Council for five years, teaching Zephry to shoot and maintain his battered old spare musket. Eventually, to Zephry's disgust, he caught his mother and Master Kardon together. It was only the boys fury that made his mother blurt out the news of his father's death two years earlier at the hands of his own crew.

Zephry left that night, taking the gold his father had left him on his last visit and setting out to avenge him. In his months of travelling since he has learned that the Red Reign's deeds have gone from piracy to slaughter. Her new Captain, the Wereshark Margan Drank, is carving out a name for himself as a terror of the seas and literally turning his crew into monsters.

But Zephry Kreel has a pair of silver bullets with Margan's name on them and he's already started getting his revenge! While loosing his shirt gambling, and being forced to pawn his beloved musket, Bethany, to pay his debts he learned that the local gang leader was a former crewman upon the Red Reign, and that he had already beaten two boys to death for refusing to join him. In the gunslinger's eyes that made him a dead man walking, and after a quick nocturnal visit to the pawnbrokers, Bethany made him a dead man sprawling with a hole where his face used to be.

Mechanics for that:
I figure Zephry set himself up atop a building an sniped from about 100 feet away, which he can do as a touch attack. He'd have a decent chance of winning init and getting a nother shot in, probably use a flare cartridge to blind his opponent and then finish him off before legging it over a few planks between rooftops and then run like blazes for the harbour.

Zephry Kreel Character Sheet:
Zephry Kreel
Male Human Gunslinger (Musket Master) 1
CG Medium Humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+2 armor, +1 shield, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +0 (1d3-1/x2) and
. . Dagger +0 (1d4-1/19-20/x2)
Ranged Masterwork Musket +6 (1d12/x4)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +0; CMD 14
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Musket)
Traits Reactionary, Rich Parents, Besmara's Blessing
Disadvantage Overprotective
Skills Acrobatics +8, Craft (alchemy) +5, Craft (firearms) +7, Perception +7, Profession (sailor) +7, Stealth +5, Swim +3
Languages Aquan, Common
SQ deed: deadeye, deed: quick clear, deed: steady aim, grit
Other Gear Lamellar cuirass, Darkwood buckler, Alchemical cartridge (flare) (5), Alchemical cartridge (paper) (50), Dagger, Masterwork Musket, 2/2 Silver Alchemical Cartridge (paper), Bachelor snuff, Backpack, masterwork (2 @ 3 lbs), Loaded dice, superior, Masterwork Gunslinger's Kit, Skeleton key, Waterproof bag (1 @ 2 lbs), Waterproof bag (3 @ 0 lbs), Wolfsbane, Wrist sheath, spring loaded (1 @ 1 lbs), 1 GP, 5 SP
--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. 2 Grit Points
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Skeleton key Use a +10 Disable Device for one try to open a lock.

Notes:
Musket free, upgraded to masterwork via gunsmithing for 300gp, all ammunition crafted. Silver paper cartridges are not official, but since the only difference is the bullet being silver I'm confident they are priced correctly. A bullet costs 1gp a paper cartridge containing a normal bullet costs 12gp, a silver bullet costs 25gp, so I priced a silver paper cartridge at 36gp.


I think Rissdan Kai is complete, let me know if anything needs to be changed or added.


I would like to submit this character
Ben Sandlock

appearance and personality:

Tall and well built with long blond hair and blue eyes Ben Sandlock is an impressive figure of manhood, for a Halfling. At three feet and five inches tall Ben is tall for a halfling. He wears his long hair woven into a complex braid that reaches the middle of his back. There are three links of chain woven into the braid at the base of his skull. He wears blue dyed canvas trousers tucked into brown leather gaters. Under his short sleeved chain shirt he wears a linen shirt, and a leather vest over it. He has a red silk scarf wrapped around his waist and a wide leather belt over it. A rapier hangs at his left side and a dagger and his belt pouch hangs on his right. He has two more daggers concealed in wrist sheaths. He has another red silk scarf tied around his head.
Ben is like most free Halflings he loves good food and drink, and music and singing. He hates slavers passionately, and has difficulty passing up opportunities to harm them and their trade.

Character Sheet:

Ben Sandlock
Male Halfling Rogue (Swashbuckler) 1
CN Small Humanoid (halfling)
Init +3; Senses Perception +6

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +1; +2 vs. fear
DR none; Immune none; SR none
Weakness

OFFENSE
Speed 20 ft.
Melee Dagger +3 (1d3+2/19-20/x2) and
. . Dagger +3 (1d3+2/19-20/x2) and
. . Dagger +3 (1d3+2/19-20/x2) and
. . Rapier +3 (1d4+2/18-20/x2)
Ranged none
Special Attacks sneak attack +1d6

STATISTICS
Str 14,
Dex 16,
Con 13,
Int 12,
Wis 10,
Cha 12
Base Atk +0;
CMB +1;
CMD 14

Feats Catch Off-Guard
Traits Helpful, Touched by the Sea
Skills
Acrobatics +7 (+3 jump),
Appraise +2,
Climb +6,
Disable Device +3,
Escape Artist +1,
Perception +6,
Profession (sailor) +4,
Ride +1,
Sense Motive +4,
Sleight of Hand +5 (wrist sheath +7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath),
Stealth +9,
Survival +1 (Compass +3 to avoid becoming lost when using this), Swim +4;
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception

Languages Common, Gnome, Halfling

SQ fearless
Combat Gear Chain shirt, Dagger, Dagger, Dagger, Rapier

ABILITY AND GEAR DESCRIPTION
Other Gear , Belt pouch (3 @ 0.5 lbs), Compass, Flint and steel, Wrist sheath (1 @ 0.5 lbs), Wrist sheath (1 @ 0.5 lbs), Sacred Keepsake: Three links of chain , You have no money!

Abilities
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Helpful successful aid another actions grant +4 instead of +2
Touched by the Sea +1 to swim checks, -1 to penalty for underwater attack rolls
Fearless +2 racial bonus vs Fear saves.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

background:
Ben was born a slave in Cheliax. when he was a teenager he was sold to a merchant who put him to work as a rower on one of his galleys. He was lucky in that the merchant who bought felt it was more cost effective to keep the slave oarsmen healthy and properly fed than to keep buying new slaves. Ben spent three years chained to his oar, before the merchant galley he was on fell prey to a Halfling crewed pirate. The leader of the pirates "Wee Jack" Hawksbury freed the Halfling oarsmen and took them to Halfling ruled Bag Island in the Shackles. Ben has spent the last ten years sailing with various ships out of Bag Island ports. Sometimes those ships were pirates, but many weren't. Rumors of Jolis Raffles selling rescued Halflings that don't choose to join his crusade back into slavery have shaken his faith in the Halfling nation. He joined the expedition to get away from Bag Island for awhile


@Broken Prince: love the character and the intricate details. His backstory is great except that the ship you'll end up nabbing is rather unique as you'll find out.

@Adventurer#33: Looks fine, but it's not so much as signing on to an expedition as hijacking a legendary ship and heading off on adventure.

To all those using their backstory from the Shackles, leave them. In the end we can simply state those are also places in this campaign.

And I like all the uncommon races I'm seeing, should make this voyage all the more interesting.

Two more days until we select a team. I may end up taking a 5th PC if submissions stay as excellent as they are now.


You know, the more I think on it the more I am leaning toward an archaeologist bard. The type I have in mind is someone who is fascinated by ancient cultures, particularly artifacts, trinkets, and anything that tells of who came before. This fascination leads to the exploration of ruins (especially underwater cities). I know it is a change from before but the class and archetype fit far better than a sorcerer would. The skill selections become better for making such a person too.

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