Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends


Lucendar's Savage Tide....All aboard!

Game Master Lucendar

Map of Eleder


1 to 50 of 73 << first < prev | 1 | 2 | next > last >>

Pathfinder Adventure Path Charter Subscriber

It was the best of times, it was the worst of times, it was the age of wisdom, it was the age of foolishness, it was the epoch of belief, it was the epoch of incredulity, it was the season of Light, it was the season of Darkness. Charles Dickens

On the distant shores of an unexplored tropical continent, brave colonists strive to break with their devil-haunted past and make new lives for themselves in a land of plenty. Yet in fleeing tyranny, these colonists have also imposed their own, and the land’s indigenous peoples have greeted the imperialistic settlers with open arms and leveled spears. This is Sargava: a nation on the brink of disaster, surrounded on all sides by pirates, hostile natives, and trackless jungles full of howling beasts and ancient ruins. Through its ports flood ancient treasures beyond imagination, brought forth from the wilderness by the blood and sweat of intrepid explorers. But can the colonists maintain their delicate balance, or will greed and their own deals with the devil see them swept into the sea? Paizo

Hello all! My first foray into PbP went great, as my LoF PbP is well and running, with over 5000 posts with a core group of great players. Since I find myself with time on my hand and with the recent articles in the Pathfinder AP books, I have decided to run a Pathfinder-ized version of the Savage Tide set in Sargava, with the city of Eleder replacing Sasserine. For those not familiar, it is an AP filled with pirates, demons, and thieves on the high seas, though there is plenty of urban adventure as well.

Now with regards to my DM-ing style, I tend to modify/alter/and sometimes completely replace parts of an AP, as it fits my style and the story. I place an equal emphasis on role-play and roll-play, as I challenge my players in combat situations, upping the drama factor. I want dedicated and creative players, who can post at least once a day on weekdays (if more, even better).

Application: Not looking for a number crunch unless that is your style, but a feel for the character's appearance, personality, and background. I am a very visual person and tend to put such aids in my PbP for monsters, npcs, etc. The AP will start with the party aboard the Velvet Rose merchant vessel two days out from returning to Eleder from the port city of Senghor. Why is your character aboard the ship, in this part of the world? Why is he/she an adventurer? If human, are you a colonial? Mwangi native? Etc.. Do not feel the need to pigeon hole yourselves into the 4 main roles of tank, healer, arcane, and rogue. I will be selecting the most intriguing and interesting concepts. Please post your timezone in your application. I am in the EST.

Mechanics: 1st level, max hps, 20 pt build, 1 trait, average gold, and only classes and races from PFRPG and APG (no UM or UC).

I will be accepting 4 applications (5 if they're really good) and the deadline to submit is February 25th, by 12 noon EST. I reserve the right to advance this deadline if sufficient applications have come in.

Any questions, let me know. Later! Here is some information on the setting.

Info on Eleder


Dotting for a lot of interest. My first forey into d&d for 15+ years was the start of this AP, which soon died do to the DM having to drop out. I would love a chance to get back into it. Is ther any particular reason as to no UC and UM. I think a kensai might be fun to play; or an arcane duelist.

Edit: these aren't necessarily my submissions, but you can expect a dex based swashbuckler type from me.


Pathfinder Battles Case Subscriber

Dotting for interest and potential submission.

For the mechanics - are the restrictions on UM and UC specific to full classes? or does it include spells, archetypes, feats, etc as well?


Pathfinder Adventure Path Charter Subscriber

Thanks for the posts..always get worried no one will respond! LOL..

Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.

The restriction applies to the classes but any specific feats and spells from those books that interest you have to be approved by me in advance.

Shadow Lodge

Dotting, will get back to you with a concept in a bit. My feelings tend to bard and sorcerer.


Pathfinder Battles Case Subscriber

Perfectly understood and thanks for the quick response. Will make sure any items requiring DM approval are clearly demarcated.

Andoran

Pathfinder Roleplaying Game Subscriber

Hey Lucendar, I'm interested in playing in this. I have a Mwangi druid I created for Serpent's Skull that might fit in this campaign.

Shadow Lodge

Lucendar wrote:
Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.

Could you be talked into archetypes from UM as well? Specifically Crossblooded?

Also, would it be possible to use this trait?


If you must refer to me by a name, let it be Voidson, for that is what Groetus himself called me.

I was like you once. Selfish, weak, concerned with nothing but the trifles of this mortal coil, obsessed with petty pleasures of the flesh. Yes, I knew that life well. But, I had a vision! Groetus spoke to me! He showed me the corruption of this world, and how it must end to be purified. One day, the void will consume you, and you, and the entirety of the cosmos, and it shall be glorius! Groetus willing, it shall be soon.

You may think me crazy, you may think me a deluded fool. But this is merely a reflection of your corrupted soul, fearing the endless nothing of the void. It will do anything to cling to its precious existence. Bah! I waste my time with you. You will not realize your mistake until the end is upon you. When that day comes, you will look back, you will remember my words, and you will weep with impotent despair, knowing that I, that Groetus, was right!

So, this application is for Voidson, a CN Inquisitor of Groetus. I love the concept of this guy. He's absolutely off his rocker insane, but a ton of fun (for me at least). He is a Mauxi Mwangi, and was a fairly normal man named Arkamun until exploring some ancient ruins in the Mwangi Expanse. He slipped and fell in the ruins, was knocked unconscious, and had what he believes was a vision from Groetus, of an artifact so powerful that it could hasten the end of the world. Arkamun took the name Voidson and became obsessed with finding the artifact so he could offer it to his new god.

He now travels the world, relentlessly seeking this artifact. He joined the Pathfinder Society for a short time. What better way to find the artifact than a group of adventurers dedicated to preserving artifacts? But inevitably, when other Pathfinders found out he worships Groetus (which didn't take long - Voidson does tend to preach), they refused to work with him. He left the Society after only a few months, and has since wandered the world.

The biggest question is: why would Voidson work with an adventuring group? Aren't Groetus worshipers usually the bad guys? Well, yes. But Voidson, while insane, is also practical. If working with other adventurers brings him closer to Groetus's artifact, then so be it. Would he oppose other creatures attempting to end the world? Absolutely, for it is Groetus that is supposed to do it; anybody else would be blasphemy.

Voidson is a tall man, with ashen skin and greying hair. He is harsh, rude, and arrogant. He doesn't tend to get along well with anybody, but is very competent when it comes to a fight. His wild eyes and fevered passion are intimidating, which can certainly come in handy from time to time.

Basic crunch:

Human Inquisitor, 18 Str, 12 Dex, 14 Con, 12 Int, 14 Wis, 7 Cha, Conversion Inquisition (Needs DM approval since it's from UM). Feats: Heavy Armor Proficiency, Judgment Surge (also from UM). Basically, a front-line fighter with divine spells.

Timezone: Pacific.


Just dotting, not entering.


I've got an interesting idea for a seafaring ranger using a harpoon (spear/glaive) that I'm working out for this. Should be interesting!


Pathfinder Adventure Path Charter Subscriber
zimmerwald1915 wrote:
Lucendar wrote:
Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.

Could you be talked into archetypes from UM as well? Specifically Crossblooded?

Also, would it be possible to use this trait?

The trait is fine. As for the cross-blooded, I could bend on allowing it, depending what 2 bloodlines you had in mind.


Pathfinder Battles Case Subscriber

Lucendar - I've got a concept that would need some approvals.

There is a new archetype for Bards in Pirates of the Inner Sea that recently came out called the Buccaneer.

Basic Details of Trade-outs:
Hilt Bash (Ex): can use a weapon that normally deals lethal damage to deal non-lethal with no penalty. Replaces bardic knowledge.

Song of Surrender (Su): at 4th level can use performance to encourage an enemy to surrender. Affected enemy drops held weapons and falls prone. Effect lasts 1 round. Will save (DC 10 +1/2 level + Cha mod) negates. Replaces Suggestion.

Knock Out (Ex): 1/day as swift action, choose one target to attempt knock out. Add Cha mod on attack and buccaneer level on nonlethal damage against target. Bonus lasts until nonlethal damage is dealt (so basically one attack as written). Replaces Loremaster

There is a higher level ability, but I'd look to only take it to level 5 for entry into the Pathfinder Chronicler Prestige Class.

Rough edges is a Half-Orc Sailor who worships Cayden Cailean. Rescued from an orphanage by a ship's captain and grew up as a cabinboy and got his letters from the captain. Well spoken and fancy free belying the stereotype, he is reticent to draw blood and quick with a tale or story.

If the archetype is ok with you, then I'd work it up into a fully fluffed and crunched submission.


I am very interested in this game, as I have never played Savage Tide before and it sounds like a lot of fun. I'm going to brainstorm a few ideas before settling on a character. But I have a couple of questions, if you are willing to look into them.

There are a few UM and UC archetypes I have been interested in trying out. Would you consider the Knife Master (Rogue) from UC?

I completely understand if you want to limit the archetypes, so don't feel bad saying "no!"

Lantern Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm going to throw a couple UM/UC archetypes out too with the same caveat as DukeRuckley that I will submit something else if you don't care for them. How would you feel about Beastmorph and Vivisectionist for an Alchemist?

Andoran

Timezone CST

Reason for Applying It appears my first PBP ever has slowed to a complete halt. There's been no activity on it since the second week of February. I'll see if it activates again by the end of the month, but I don't think it will.

Character Xarnethi (or Zarnethi, if you prefer) Kalamnus, Human Aquatic Sorceress

Description This beautiful woman seems at ease in sea, sand, and sun, as though she were born to water and finds it more appealing than being on land. Her hair is blonde though bleached green by sea and river water over time, and is in a constant disarray of salt-infused wringlets. Despite this, her brilliant sea green eyes and smooth ivory skin mark her as a beautiful woman. She wears the traditional garb of the Chelish Colonials, though she seems to find it unsuited for her, and would prefer to wear as little as possible. (Not to be alluring, but to be closer to and easier to move in water, which she feels is her natural environment, due to dreams of being in the sea from a very young age. When she is wearing Chelish attire, she wears pale blue and turquoise. Otherwise she can be found in a green and brown leather explorer's outfit.

Traits: Strong Swimmer

Background Xarnethi's earliest memories were of her mother and father building a small fishing hut on the Northcoast of Eleder. It was a rugged lifestyle, with little connection to the opulent ways of most Chelish. And her family liked it that way. It was here that she first began to feel a strange and mysterious call to the sea, and she often accompanied her father, a fisherman, on his daily commute. In her adolescence, Xarnethi (like most adolescents) pulled away from her parents and began exploring the seashores on her own, and the mysteries that the sea held for her. She would often help starfish and jellyfish back into waters, and collect dried sand dollars, oddly shaped pebbles, coral and other elusive things that occasionally glide up from the sea. One of these, a large piece of green coral she had made into a pendant. This time away from her parents gave her a unique perspective on the sea, and she finds it more of a magical mystery than something to be afraid of or intimidated by. Her closeness to the sea and to sea animals eventually earned her a position as a dolphin/shark herder in recent years. She is often employed by fishers, traders, and sailors to help move such creatures away from fishing lanes, or other places where they are more a nuisance than a help.

Personality Xarnethi has a mystic relationship to the sea. She can close her eyes and hear the rush that one hears normally in seashells inside her head. She has recently become a devotee of Gozreh and attends various rituals to enhance her connection to the sea. NG in alignment, Xarnethi wishes to see that the trade lanes are not abused by those in power, that the life inherent in the sea is not endangered by mercantilism. To reach this aim, she continues to build good relations with the sailors and shipmen of Eleder.

Adventure Xarnethi has strange dreams associated with the tides. She often follows them on a whim, to see where the sea wishes her to go. Recently, Xarnethi has embarked on the Velvet Rose as a sea wizard, or one who uses their magical abilities to assist the ship in its travels. She continues to push herself to experience more and more about the waters of the deep, both in ritual and nonritual forms.

I will create a full profile for her if she's selected.


I have an idea for a Spellslinger, but like the others can I have the go ahead or is the answer no?


Dotting for interest, I'll get a character concept up, right now I'm leaning towards a gentleman wizard or native barbarian.


I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?


Pathfinder Adventure Path Charter Subscriber

Wow, had no idea the archetypes were so popular!

@Voidson: Judgment Surge and Conversion are fine
@Mark Sweetman: Buccaneer is fine
@DukeRuckley: Knifemaster is fine
@Michaelane: Beastmorph is fine, no to Vivisectionist
@Lunamaria: No to spellslinger, don't see firearms/gun powder in my world


Pathfinder Adventure Path Charter Subscriber
CorvusRed wrote:
I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?

I'm going to have to say no. They are too overpowered, considering everything they get, per the Bestiary:

Tengu Characters

Tengus are defined by their class levels—they do not possess racial Hit Dice. All tengus have the following racial traits.

+2 Dexterity, –2 Constitution, +2 Wisdom: Tengus are fast and observant, but relatively fragile and delicate.

Senses: Tengus have low-light vision.

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.

Gifted Linguist: See above.

Swordtrained: See above.

Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.

Andoran

I'm assuming spells from UC and UM are acceptable?

Oh and HERE'S a picture. (kind of - the face and hair are right.)


Pathfinder Adventure Path Charter Subscriber
zimmerwald1915 wrote:
Lucendar wrote:
Just don't like the feel/game mechanics of the magus, gunslinger, samurai, and ninja, though I might be talked into one of the archetypes from UC for the other allowed classes.

Could you be talked into archetypes from UM as well? Specifically Crossblooded?

Also, would it be possible to use this trait?

Odd, I could have sworn I previously responded to this post but I don't see my response. Trait is fine. Cross-blooded could be allowed...what 2 bloodlines were you thinking?


And one last question from me before I make a decision. Do you accept feats and spells from UC and UM, or would they need prior approval?


Pathfinder Adventure Path Charter Subscriber
stardust wrote:

I'm assuming spells from UC and UM are acceptable?

Oh and HERE'S a picture. (kind of - the face and hair are right.)

Spells are reviewed on a case by case basis...any specifics you have in mind? Thanks for the pic, good to have a visual image of a character.


Pathfinder Adventure Path Charter Subscriber
DukeRuckley wrote:
And one last question from me before I make a decision. Do you accept feats and spells from UC and UM, or would they need prior approval?

Prior approval, but I tend to allow most stuff. Since it's 1st level, I'm sure if you tell me which ones you're thinking about, I can let you know ASAP.

Andoran

Air Bubble, pretty much an absolute necessity.


Pathfinder Adventure Path Charter Subscriber
stardust wrote:
Air Bubble, pretty much an absolute necessity.

Yeah, no problem, and quite helpful in this campaign.


Lucendar wrote:
Prior approval, but I tend to allow most stuff. Since it's 1st level, I'm sure if you tell me which ones you're thinking about, I can let you know ASAP.

No particular feats come to mind immediately. For first level, with a Knife Master, I would probably only take Weapon Finesse and TWF (assuming I go with human). And there are plenty of Core and APG feats that I would want anyway. I was just curious. Sometimes I like to plan around a particularly flavorful feat or trait, but I'll let you know in advance if it comes from UM or UC.

Thanks! I'll go work on my character now.

Shadow Lodge

Lucendar wrote:
Odd, I could have sworn I previously responded to this post but I don't see my response. Trait is fine. Cross-blooded could be allowed...what 2 bloodlines were you thinking?

Eh, it happens. I was thinking Protean and Aquatic.


This is Dukeruckley posting as his character submission, Dalron Holdricht. He needs one thing to be approved at the moment, his trait, River Rat. It is from Taldor, Echoes of Glory (though I intend to make the fluff fit with Eleder).

Dalron Holricht:
Dal grew up outside of Eleder, the only son of a poverty-stricken Zenj family. Though a bright kid, Dalron never really had a chance to gain a formal education. Instead, he was forced to work from a young age in order to provide food for his family. He worked the docks, where he built up the muscles and dexterity necessary to perform his job well. He also developed a love of the sea, though he hadn't really had a chance to actually sail.

That chance came around the time Dal turned 18. Things had turned worse within his family. His father had turned to drugs and overdosed, leaving him as the sole provider for his mother. She had unfortunately become very sick. Dal sought help from his fellow dock workers, and eventually he met a man who gave him the chance to make some good coin. The catch was that he would be working with pirates of the Shackles.

Dal's job was to swim underneath targeted merchant vessels and cut their anchors with his knife. He would be forced to stay with the pirates, under a close eye, and in return, his mother would be taken care of. Dal didn't like the idea of stealing from others, but he had to do what was best for his mother. In addition to the skills he received on the boat, Dal also trained with some of these rough men. He learned how to use daggers effectively, though he never killed a man.

After about a year and a half, Dal learned that his mother had passed away from her sickness. The pirates hadn't been taking care of her as they promised him. They were laughing as they revealed the news to him out at sea. Dal escaped the next day, cutting the ropes that control the ship's sails and swimming to a ship that was passing close by, a merchant vessel known as the Velvet Rose.


Submitting Areonniell (Aranel) for consideration - an Elf Oracle with the haunted curse.

@Lucendar: Take a look at the background/crunch in her profile, and let me know if the Stargazer archetype (from UM) would be OK?


Dotting for definite interest! I'll try to have an actual submission later today for you.


Good luck, all -- Savage Tide is awesome!

Cheliax

Pathfinder Adventure Path Subscriber

Oooh, Savage Tide! I never actually read any of this AP, in the hopes that someone locally would run it. That never happened.

Concept:

Abandoned at a monastery after his birth, Kowaru had a restless childhood. Raising a child in the serenity of a monastery is never an easy task, but doubly so when the child was the product of a forced union between a human maiden and a rampaging orc. The boy often tried to assert dominance with the monks who raised him, and occasionally ran away - these attempts always ended in failure. The monks thought him unreachable until an itinerant monk from a different temple, Master Ping Xiao, visited. Kowaru attempted to raise a fist against Master Ping, but the visiting monk used soft arts to dance around Kowaru's clumsy blows. Kowaru quickly tired, quite confused on how this weak little man could outlast his young limbs, and as he pondered this, Master Ping swept Kowaru's legs out from underneath him. The young half-orc looked up at the wisened man, panting and out of breath, and only after a moment registered the hand Master Ping was offering to him.

He accepted Master Ping's hand. After that, Kowaru's life changed.

He began to study the ways of the Lotus style - that all life is connected, that the internal is the mirror of the external, and that to master the turmoil within one's soul is to master the universe. Under Ping's tutelage, Kowaru at last began to learn to calm the heart that beat within his savage breast. He learned how to fight, but - more importantly - he learned how to avoid a fight, and the best warriors do not kill their enemies, they turn them into allies. The pair were not welcome everywhere - beggar-monks were often viewed with scorn and derision, especially when one of them was a half-orc - but Master Ping used those times to teach Kowaru self-control.

After several years of travel, Kowaru was gathering wood for a campfire for the pair one evening. When he returned, he heard a pair of voices in the clearing with Master Ping. He crept up behind some trees, and was shocked to see that a battle had occured while he was foraging. Six men laid still on the ground around the campsite, and Master Ping was among them. The two that were left were heavily injured, and were cleaning blood of their shortswords and leaning heavily against treetrunks. Kowaru dropped the wood, and marched straight into the clearing, a loud growl in his throat. He set upon the pair with a clarity of purpose, and though they got their licks in, Master Ping had badly injured them already, and Kowaru was able to prevail.

Kowaru was ready to kill these two for ending his master's life, but one look at the old man's still form stayed his hand. To kill these men would mean that his years of study had been for nothing. Instead, he tied them up, and interrogated them. He found that these two (and the other five) had been paid to attack an old man on the road. They were to meet a man in a nearby town to collect payment once the old man and his ward were killed. Kowaru followed this lead as far as he could - he still has no idea why someone wanted the two of them dead, but he recently caught a break. In a seedy tavern (the name escapes him, as one seedy tavern is much like any other), Kowaru discovered that the man who wanted Ping dead hailed from Eleder. He gathered a basic description of the man, and then found passage on the next ship leading to that distant port. He didn't have money to buy passage aboard the Velvet Rose, so he hired on as a deckhand.

He's not exactly sure what he will do once he makes it to Eleder - he will look for the man that wants him dead, but what happens when he finds that man will be a more interesting question. He meditates often on that, hoping that niggling doubt will be smoothed away to help him find peace.

Personality:

Kowaru is unlike most half-orcs people may have met. While he is tall and strong, he doesn't speak so much as whisper. He carries no weapons but a staff, and his clothes are threadbare. He keeps his head shaven, and carries few items of comfort. He doesn't shy away from conflict, but is often first with a peaceful suggestion to a problem.

I'll build him completely if I'm chosen to come along.

Edit: It dawns on me I should mention this - I'm looking to use the Monk of the Lotus alternate features from APG.


Lucendar wrote:
CorvusRed wrote:
I have an idea for a Tengu Rogue (sniper archetype). Would you allow me to run a character of that race?

I'm going to have to say no. They are too overpowered, considering everything they get, per the Bestiary:

Aww, crudbunnies.

I counter with two character ideas: neither is contingent on the archetype, but i think they add some flavor.

Ajerviskanis:
A gnome alchemist (preservationist archetype from UM if that's ok) from Absalom who, growing bored with academia, boarded a ship to the jungles of the south in search of new and itneresting creatures to study. He is prone to singing to himself, rambling way off topic and then back on (and then usually off again), and seasickness. No one said life no the high seas was easy.

Vast Ostog
An Ulfen Barbarian (sea reaver archetype from UC is that's ok) from Bildt, Vast Ostog is a life-long raider, brawler and brags constantly about the quality and quantity of women he has had his way with (in his head). If asked, he'd say he's heading south to look for more women. If pressed, it's probably because the ruler of Bildt wants his head, (and other parts of him,) cut off and then set on fire. Who knew he was protective of ALL of his daughters?

I'll make up some character sheets this evening and post them.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

Lucendar, I am just dotting. I'd love a chance to play a barbarian/sorcerer/dragon disciple/edlritch knight type. I'll get everything together in the next day or so.

Savage Tide was awesome as I recall...


Pathfinder Adventure Path Charter Subscriber

@Zimmerwald - Those 2 bloodlines sound good to me
@Aeronniell - Stargazer is fine
@Misroi - APG is allowed so Lotus Monk is fine
@CorvusRed - both archetypes are allowed


Pathfinder Adventure Path Charter Subscriber

Ok, here is the list of applicants I have so far and the status of the character submission:

Kratzee - dex-based swashbuckler (incomplete)
Mark Sweetman - Half-orc bard (Buccaneer) (incomplete)
Rimrock - Human druid (I assume you mean Ojibwe from your aliases...could you tie him in to Eleder and the ship, etc.?) (incomplete)
Zimmerwald - cross-blooded sorcerer (incomplete)
Kyle Smith - Voidson Human Inquisitor (complete)
ThunderingDawn - ranger (incomplete)
Dukeruckley - Dalron Holricht Human Rogue Knifemaster (complete)
Michaelane - Alchemist (incomplete)
Stardust - Zarnethi Human Aquatic Sorceress (complete)
Psychicmachinery - Wizard or barbarian (incomplete)
CorvusRed - gnome alchemist or human barbarian (need to narrow it down to one) (incomplete)
Wakedown - Aranel elf oracle (complete)
Lunamaria Hawke - ? (incomplete)
markofbane - ? (incomplete)
Misroi - Kowaru half-orc monk (complete)
Gerald - barbarian? (incomplete)

I think that is the complete list so far. Let me know if I've missed anyone or your status.


Herp derp, forgot to say who I am. This is zimmerwald1915.

Time Zone:
Eastern Time

Appearance:
Errico is rangy and thin, with long arms and legs and a small body. He seems ideally suited to swimming and climbing. His head is long and narrow, and he brushes his black hair back in a pompadour. His skin is darker than most Chelish, and beginning to become craggy. He smiles most of the time, but it is a thin, cocksure smile, topped with a beaky nose and sharp black eyes under heavy lids. Errico disdains traditional colonist attire altogether. It sets him apart from most of Sargava’s people, and it isn’t useful at all. He much prefers the clothing of the other sailors and dockers.

Personality:
Life at sea isn’t all grand adventure. It’s isolating, the living conditions are miserable, and even the best captains wield autocratic power. What redeems it is the talk among the crew, and with sailors at foreign ports. The profession’s international. Sailors and captains are recognizable as such all over the world, and almost all of them take it for granted that they’re opposed to one another. What is good, and unique, about life on the water is the clarity of this relationship, and the corresponding bond it forges between sailors. The most important word in Errico’s vocabulary is “solidarity”.

Background:
Erricos Gephuras was born in Eleder on Erastus 28, 4692. It was a difficult birth that his mother described as being pulled in two directions. She died not long after, naming Erricos after her brother. Erricos’ father demanded respectability, and his real estate business demanded his time, so he sent Erricos to boarding school from a very young age. They barely saw one another again until after Erricos turned thirteen. He got into a fight with another boy at the school, and during the fight burned his face with acid. The school expelled him, and Erricos went to work for his father. He began to teach Erricos the real estate business, sending the boy out to collect rents. Many of the families, especially the Kenj, were poor; many were unable to pay. Erricos hated it; no person with any sensitivity to suffering, he felt, could do it and not have his opinions colored by the task.

During his schooling, Erricos’ uncle had visited him more often than his father, and the two remained close. The man had been a sailor and an adventurer. Erricos’ father called him a pirate. He lived in the Lower Harbor, and whenever he could stressed the need for cooperation and solidarity between the native and colonial fishers that put in there. Whenever he had a chance, Erricos rushed to the docks where he could talk with these and foreign sailors, and watch the boats slip in and out of the harbor. He craved adventure, the chance to know other lands. Finally, at sixteen, he demanded his father let him go to sea. His uncle backed him up, saying there was something about him to which the water called, that he would surely prove a success.

His father didn’t buy it, and wanted Erricos to stay and eventually take over the real estate business. So he arranged a test. He hatched a plot with an old Chelish skipper who ran a ketch between Eleder and Senghor. The boat was very small, although seaworthy, and making a stormy crossing in it was guaranteed to test the stoutest heart. During the passage, with Erricos aboard, a storm arose. That was on the homeward trip, and the boat was blown more than one hundred miles out of its course. Erricos was delighted and refused to leave the deck. The skipper expected him to be washed overboard with every wave. After that there was no stopping Erricos from going to sea. Not even being shipwrecked could stop him. He went overboard with another sailor’s mandolin and kept afloat on it until he was picked up. The Velvet Rose is simply the latest job.

Sheet:
http://www.myth-weavers.com/sheetview.php?sheetid=373788

I haven't spent any gold yet, but I'm pretty sure that's the only thing I still need to do.


Lucender - is the archaeologist archetype from ultimate combat allowed? I am torn between that and arcane duelist.


Pathfinder Adventure Path Charter Subscriber
Kratzee wrote:

Lucender - is the archaeologist archetype from ultimate combat allowed? I am torn between that and arcane duelist.

Yes.


Eastern time zone.

Background:
Denison is a fun-loving high energy Andoran Privateer. He earned his letter of marque two yeasr ago and since then has been hunting the high seas for pirates and slavers aboard the Mermaid's Honor underneath Captain Gertie Adenbough. He had requested this particular ship after hearing of the tales about the extreme exploits of this particular captain. He soon learned that "extreme exploits" are two other words for "suicidal bravery." He relished it. As a private aboard the caravel he took part in more raids than he could count. He soon grew a small fortune from his shares in salvaged pirate and slave ships.

A year ago the the Mermaid's Honor was in hot pursuit of a slave-ship out of Katapesh to Mediogalti. Unfortunately, during a freak storm out of the Eye of Abendego, he was washed overboard and ashore on Slitherfish Island. From there, he journeyed to Ilizmagorti hiding from Merry Widows and Red Mantis trainees. From there he had to hire on with the very types of pirates he was hunting; but he made sure it at least was not a slave ship. Mostly through sheer luck he survived the pirate stronghold and passage to The Shackles, where he had to commit some minor atrocities just past the muster with the cutthroat pirates. He justifies the, what he considers, crimes to himself based on the fact that those on the receiving end were ruthless pirates, slaves, and murderers; the very same type of scum he's sent down Mermaid's plank. Of course, until then he had never participated in keelhauling anyone; an act he regrets utterly and prays to Sarenrae often.

He deserted in the Shackles, and booked passage on the first vessel leaving port, which happened to be heading to Senghor. From their he book passage again on the Velvet Rose. Eventually, he hopes to make it back to his native land of Andoran, but is not sure how. And if he does, he doesn't know if he can face is old compatriots again.


Personality:
Denison is a naturally fun-loving and gregarious man. He loves life and lives it to the fullest, whether it drink, gambling, women, or adventure. Although he has had to commit some vile acts in the recent past, and it gets him down. He is recovering and being in the company of good men has bolstered his spirit once more. Aboard the Velvet Rose, he is very helpful with trying to help out around the ship, even though he paid his way. He partially hopes maybe they'll take him on as one of the crew.


Ajerviskanis:

Background:
Ajerviskanis found excitement and intrigue in books of all places, for many years. He read voraciously, and became deeply interested and involved in chemistry and the arcane, and the natural combination of alchemy. This interest lead to his study of the nature of life and living things and they way the arcane can interact within a living creature, giving unnatural and magical abilities. When he found the walls of he Arcinarium in Absalom to be confining, and the books to be insufficient, he chartered a ship to Sargava and the Mwangi Expanse, to seek out the unknown things that dwell deep in the jungles.

Personality:

Inquisitive, curious, and not prone to obeying most conversational conventions, Ajerviskanis pokes and prods people he interacts with, almost instinctually, to learn what he can. He talks almost constantly when nervous, when busy, or when bored. Reading shuts him up, strangely enough. He tends to ramble, finding his point after a few wrong turns, asking for directions, and getting lost completely once or twice. In all, he is bright, friendly and affable, with a typical gnomish sense of humor.[/spoil]

[spoiler=Background] Diminutive, as is the lot of gnomes, Ajerviskanis has fire red hair, bright green eyes and pale skin. He wears spectacles, mostly as an affectation/

block:

AJERVISKANIS CR 1/2
Male Gnome Alchemist (Preservationist) 1
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d8)
Fort +2, Ref +4, Will +0
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d2-1/20/x2)
Ranged Bomb +4 (1d6+4 Fire) and
Crossbow, Light +1 (1d6/19-20/x2)
Special Attacks Bomb 1d6+4 (7/day) (DC 14)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist (Preservationist) Spells Known (CL 1, 0 melee touch, 3 ranged touch):
1 (2/day) Touch of the Sea (DC 15), Keen Senses (DC 15)
--------------------
STATISTICS
--------------------
Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Dangerously Curious
Skills Craft (Alchemy) +8, Fly +4, Heal +4, Knowledge (Arcana) +10, Knowledge (Nature) +8, Perception +6, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +4, Use Magic Device +6 Modifiers Alchemy +1
Languages Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan
SQ Gnome Magic, Hatred, Illusion Resistance, Mutagen (DC 14) (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Leather; Other Gear Alchemist's Kit, Backpack (17 @ 6.5 lbs), Candle (5), Chalk, 1 piece (5), Flint and steel, Ink (1 oz. vial, black), Inkpen, Journal, Powder
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


You forgot ME!


Hey Lucendar, this is Gerald's barbarian/sorcerer/dragon disciple. I've got the crunch done, except for one trait. I will update the appearance and backstory tomorrow. Appearance should be easy enough, thanks to the green dragon blood running through her veins. I see her as more of a front liner than a true caster.

I'm still in the eastern time zone. Thanks for the consideration, as always.


Dreaming Warforged's application for a dwarven barbarian. EST. Other info in the profile.

(I'm still on the fence to get a few levels eventually in Alchemist or Pathfinder Delver.)


Pathfinder Adventure Path Charter Subscriber
Kratzee wrote:

Eastern time zone.

** spoiler omitted **
** spoiler omitted **...

What's the exact class and race?


Pathfinder Adventure Path Charter Subscriber
Erricos Gephuras wrote:
Herp derp, forgot to say who I am. This is zimmerwald1915.

Hey Zim, can't access the sheet via the link provided. Don't know if that's a Paizo thing, my pc thing, or something else.

Andoran

I think he typed the url wrong. copy and paste the url. It works that way.

1 to 50 of 73 << first < prev | 1 | 2 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Recruitment / Recruitment for PF-ized Savage Tide....Set a course for adventure! All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.