Skull & Shackles: AP #55 - 60 (Inactive)

Game Master ThatEvilGuy

A night of revelry at the Formidably Maid sees four unlucky patrons become the latest additions to the crew of the Wormwood. Will the newcomers thrive in their new positions or become food for the sharks?


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Game Master

Sound off ye' lubbers and make yer voices 'erd!

Once everyone has arrived and introduced themselves I'll be going over your character sheets a little bit more in depth with some questions in regards to what you're looking for in the story, what are peoples comfort levels, what you see your characters progression to be like, and the sort. I don't have a set date when the game starts except that it'll be when everyone's good with everything.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro here... all ready to be press ganged into service, if anyone can be said to be ready for such an event.

That said, by way of introduction, Seijiro is a NG rogue (pirate) from Minkai (and yes, he does speak common, so no langauge barriers), though he might from time to time curse in Minkaian or Tien. My way to be vulgar without expressly being vulgar in English. I look forward to adventuring with you all!

He appears to be a young man with red hair and a ruddy skin tone with amber colored eyes. He's small 5'0" and slight of build 106 lbs. He has little equipment with him - a dagger, a rapier and a small pouch with his few coins are really all that will be visible on him in the Formidably Maid. He probably won't have any of that left once he's press-ganged.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I'm available and have no issue posting frequently.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Jasmine Rose here, exotic looking elf with a wickedly playful tatoo that begins on her right foot and wraps around entire right leg. "My granddaddy was a slaver, my daddy's is slaver, my four brothers all are pirrate slavers, guess that makes me a slaver," a short pause. "Well, there is always the ransom that can be paid."


Game Master

Welcome aboard you two.

@Seijiro: It seems like today's your lucky day. Celestine8 is my girlfriend and she brought to my attention that you've got a twin in her game. I have to admit that you had a slight unfair advantage in the fact that I like your character and that I'm doing something similar between a Jade Regent & Kingmaker campaign, though my friend is playing my character's twin.

@Jasmine: It was the tattoo that made me pick her. Totally.

Over the next few days I'm going to be picking apart everyone's character sheet and backstory and attacking you guys with questions (whether fluff or crunch). I also want to hear what people are looking for in a game---I'm usually a harsher, more "gritty" GM with my players so I want input on that from you guys. There are also usually more "mature" themes in games that I've played in/run (things like romance, events that can hit people's "squick" buttons, and the like) so knowing people's soft/hard limits are good to get before I start playing around with the adventure and scare everyone off. :)


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I know that I burned valuable BPs on CHA for a wizard, but it was the key to the character concept that I have in mind. Lots of good roleplaying. With her character build, I'd say the mature theme will be just fine.

By the way, I missed out on your girlfriend, Celestine8's, game I had submitted Jenar Hickory.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

I was thrilled to get into Cele's game and doubly thrilled to be picked for yours. I'm glad you like my character. I have wanted to play in a S&S game since I heard it came out. My husband is just shaking his head, he doesn't understand the competition to get into these games, lol.

Anyway - feel free to fire away with questions and suggestions.

I like harsh and gritty, so feel free to embellish and what not with whatever floats your boat. I have few limits... I've played in games with just about everything in them, and I do mean EVERYthing, so I can tolerate just about anything.


Game Master

@Jasmine: I know. She hemmed and hawed over your character for a while before sliding Wanwa'lasse into the Shalelu spot. No worries about the "unoptimal" choice. I'm a dirty optimizing theorywanker but when it comes down to playing characters, I build what comes natural to it and if it isn't "optimal", bah, so be it. So I get it.

@Seijiro: I'm sure the boards have some limits on RP conduct. I've run the gauntlet myself but I need to know how the player's can handle some of these things because I know that, with more sensitive events, it can cause some unfortunate reactions.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

lol, I'm sure they do... so I don't expect we'll be getting blanked with blankety-blanks or blanked by demons, or anything graphic like that... (blanks are mine, not imposed by the boards, lol)... feel free to fill in the blanks with whatever makes YOU most uncomfortable and trust me, I've been in games with worse. LMAO, anyway - I like gritty and harsh and can handle it all. After all, it's all roleplay and in good fun. I look forward to our start...

I don't know if I mentioned it, but I am retired, I let my husband work LOL while I collect on my trust funds hehe... anyway - my time is free so I can post often. I am usually up and down from the computer on and off all day. I am an artist, so while it's sporadic, it's also frequent that I'm at the keyboard. I can't wait to begin!


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

First off, thank you for having me! I'm a little surprised I was selected, since his backstory feels so spare and tenuous compared with some of the other descriptions I've seen...!

Amerdan is a male human (and you guessed it!) storm druid from just outside of Drenchport on the island of Tempest Cay. While by no means a pirate (yet), his mentor claims to have been the jilted lover of the Master of Gales, who rules Drenchport and is a member of the Pirate Council. She also claims to have taught him everything he knew.

I've been bouncing back and forth between storm druid and sea witch, but now it occurs to me that I might actually be able to have my cake and eat it too if I go mystic theurge. I'd be open to thoughts from our GM on this matter.

As for the maturity level, I'm all for a game that's as explicit, graphic, gory, gritty, morally ambiguous, and sensationalized as you can make it without getting us in trouble. Totally cool with non-conventional romances and I'm fairly sure I don't actually have a "squick" button. That being said, it's a group game, so I'm all for setting the maturity level democratically. I like roleplaying and I blasting things, probably in equal measure.

I'll throw together a character sketch pretty soon and link you guys once it's up.

I'm totally good to post several times a day.

I'll definitely elaborate on my backstory, gear, and so forth in the coming days and get a better sense of where I want to go with this character narratively and mechanically.

Thanks again for having me!


Game Master

@Amerdan: Welcome aboard! Don't worry about having a backstory that isn't rock solid just yet. You'll have time to bang out a novel or two about Amerdan's past. If you're really looking to meld the divine and arcane together, witch is actually a pretty solid choice since their spell list draws some spells from the druid, sorcerer/wizard and a few (rare) witch only spells. The only issue I have with mystic theurge, at least as a player, is it doesn't pay off until the higher levels but if it fits your concept, by all means take it when we get to that point (sometime in 2015 or so, by the rate some PbPs go).


Game Master

Another thing, Amerdan, I noticed you don't have any ranks in Profession (sailor). While there's nothing wrong with that, it does mean that you are prone to seasickness (DC 5 Fort save, DC 15 in a storm). While I find the concept of a storm druid from Tempest Cay puking his guts out over the railing during a storm to be kind of amusing, you might not.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Yoes, sorry for not posting earlier, but here I am.

"Wot's all this? A slavin' elf an' a too-goody-fer-you rogue? Aye, I needs a drink."


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

GM are there any initial character quesitons or concepts that you want fleshed out at this point? I did stat out the Dodo bird familiar, you may want to check that out to make sure the underlying numbers are correct.

My initial concept has Jasmine as a straight Air Elemental Wizard for the campaign. Influencing the wind could come in handy during a dead calm moment, or when being pursued. That looks like it will fit in with Amerdan's initial character concept too. She will be more of a situational commander with her conjuration focus, but with a whole lot of charm through in for good measure.

I'm self employed, so I tend to have time throughout the day to brainstorm and post.

You asked last night about what we are looking for in a game. Primarily a group of fun, active posters that enjoy a good creative roleplay. I'm all for working as party to reach goals.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
GM --- Skull & Shackles wrote:
@Jasmine: I know. She hemmed and hawed over your character for a while before sliding Wanwa'lasse...

Oh boy, this is awkward. (Wanwa'lasse is my character) No hard feelings right? *sweating bullets*

Okay, back on topic. I'm good with however you play the campaign. I'm also willing to bet I'm the most straight-laced player you have. I do check these boards at work when I've got nothing else to do, so that might be a factor. Basically nothing too explicit and I think we're good.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
AdamWarnock wrote:
GM --- Skull & Shackles wrote:
@Jasmine: I know. She hemmed and hawed over your character for a while before sliding Wanwa'lasse...

Oh boy, this is awkward. (Wanwa'lasse is my character) No hard feelings right? *sweating bullets*

Okay, back on topic. I'm good with however you play the campaign. I'm also willing to bet I'm the most straight-laced player you have. I do check these boards at work when I've got nothing else to do, so that might be a factor. Basically nothing too explicit and I think we're good.

I know it's your character, kicking the sand under my feet right now as sit on beach, mumbling, "I shouldn't have mentioned that I liked your character background." No hard feelings.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I made a few quick descriptive tweaks on Jasmine's Physical Appearance and Mannerism section.


Game Master

A Few Questions For The Rose:
1. How famous was your father? It's been 89 years, from what I understand, since he's sailed the Black Rose as a Free Captain so do you think his legend would still hold or would it be just a footnote in history? If he is very famous, have you considered the Buccaneer's Blood campaign trait?

2. Does your family hold a grudge against the Chelish for the sinking of "the Rose"? Did they just destroy the ship from afar or plunder and then skuttle it? Did your family lose anything of value in the event (beyond the ship and whatever plunder they had) such as an heirloom?

3. How active are Jasmine's siblings in the Sweet Trade (piracy) at the moment?

4. How likely is Jasmine's family going to start a search for their wayward daughter?

5. Are there any significant debts that you believe may affect Jasmine's future career as a pirate?

I'll be periodically posting questions during the day to everyone so keep an eye out.


Game Master

A Few Questions for Allysen:
1. Who is Ciera?

2. How does she feel about life at sea? Does she have any strange superstitions or mannerisms?

3. What does she think about piracy?

4. Is she planning on imitating the Red Mantis' fighting style by wielding a pair of sawtooth sabers?

5. Where did she learn her skills as a ranger?


Game Master

A Few Questions For Our Kitsune Scallywag:
1. Where was his favorite place to sail?

2. Does he miss home and does he plan on ever returning?

3. Does he still follow the superstitions and beliefs of where he's from?

4. You mentioned he was a "powder monkey". Does he have any skill or interest in using cannons and other siege engines?

5. Why is your backstory so damn thourough?!


Game Master

Questions for the Stormspeaker:
1. Does Amerdan still feel Bethesda's presence or did she leave with the wind?

2. How does he feel about leaving Tempest Cay and, especially, what patients he would have had as a herbalist?

3. What are his thoughts on the Eye of Abendego since it was such a prominent part of his life while growing up? Has he ever thought about joining the Cult of the Eye? (The Cult of the Eye are a group of apocalypic doomsayers that believes the Eye heralds the birth of a new god that will sweep the world away in one great storm)

4. What are his opinion on the Master of the Gales?

5. What are his opinions on piracy?


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

GM:

1. Oooh, that's a tough question. Other than around Minkai, where he started his career as a sailor, that's really hard to say... his favorite place to be is onboard ship and out at sea. That's not to say he doesn't enjoy visiting port cities. He probably enjoyed Varisia a lot because each of the port cities there is so unique. On the other hand, The Shackles itself is a really special place to sail as well, and he probably reveled in skirting the Eye his first time there. Sorry that's so vague, but it's hard to pick a favorite place to sail.

2. Yes, he misses Minkai, and perhaps if he found a berth on a ship sailing to Tien Xia, he might take it. However he has no actual plans to go home any time soon. Until now, at least, he's enjoying his life as a sailor too much to think about going home.

3. An emphatic yes to this question! He still reveres Daikitsu, and makes an offering to Hei Feng before every sailing (given the chance, that is). He probably has picked up local Inner Sea superstitions as well from other sailors, so he practices a blending of the two.

4. Yes, I thought it was appropriate since he was 12 years old when he ran away, and he was small for his age at that, so powder monkey seems like the perfect first job for him aboard ship. Do you want me to adjust his skills a little to reflect this in some way (and if so, what skill?) And he'd rather be above deck, up in the rigging, than down below with the cannons, but wherever he's needed on ship is where he'd be.

5. LOL, is that good thing or a bad thing? If you want me to make changes or something, I can do that. But be prepared, the new version is likely to be as thorough as the old ;P


Game Master

Nah, it's fine, though you'll eventually want to take the Siege Engineer feat if you want to eventually fire them with a lick of chance of hitting your target. I'm currently poking around on how we're going to do naval combat but that won't be relevant until the second adventure. I know that cannons are extremely rare in the Shackles. In fact, I believe the Filthy Lucre, captained by the Hurricane King Kerdak Bonefist, is one of the only ships in the Inner Sea region to have them.

And it's a good thing to have a thorough backstory. It just means I have to dig further for questions.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Answers for the GM:

1. How famous was your father? It's been 89 years, from what I understand, since he's sailed the Black Rose as a Free Captain so do you think his legend would still hold or would it be just a footnote in history? If he is very famous, have you considered the Buccaneer's Blood campaign trait?

I wrestled with this choice in the character creation. In fact, this was the part that gave me the most trouble. Ultimately, I chose the Touched by the Sea trait for two reasons: (A) Swim becomes a class skill and let's face it, ships tend to sink! (B)Jasmine grew up in, and on, the water.

I really considered Buccaneer's Bond but the swim as a class skill was too much to pass by, especially since I put buy points in Cha rather than Con, or Str.

My origninal intent was to place her father's active pirating in the background, that is why he is retired. Basically, he retired after he took up his dual wives (Why settle for one when two is twice the fun).

As a side note, the two parts of the family live in the same house/compound and beleive in the blood first concept. They may be competitive with one another but blood loyalty is paramount.

Her family's current fame really falls into being the merchant of slaves. Although the brothers are considering putting the Black Rose back to sea or selling her, given the series of bad investments they suffered. Since they are a merchant family, several of their recent shipments/orders have been lost at sea or intercpeted by the Chelish navy. Those goods were paid for, or at least, the family had to cover the debt to various money mongers. This is part of the lawful aspect, the respecting a contract, that Jasmine had to learn growning up.

Now, Jasmine would not be surprised to run in to "former' slaves that still carry the family brand, who may not be thrilled to see her. Alternatively, they may be really happy to see her for payback.

2. Does your family hold a grudge against the Chelish for the sinking of "the Rose"? Did they just destroy the ship from afar or plunder and then skuttle it? Did your family lose anything of value in the event (beyond the ship and whatever plunder they had) such as an heirloom?

Absolutely! The ship was attacked and cornered by three warships off the coast of the Sodden Lands. She was skuttled by Jasmine's father, and a valuable cargo was lost during the unfortunated attack. He lost many crew members that evening, but under the cover of night fall managed to get himself a other survivors ashore without capture.

It is rumored that two important items were lost on the Rose a treasure map that was recently acquired from a reluctant Captain, concidentially as that Captain's ship was sinking in shark infested waters. However, the veracity of the map was not verified. Her use to discuss how the chest that the map was in was a magically secured waterproof chest the size of a footlocker. The chest was trimmed in gold, rubies and saphires. He use to brag that "Any silly fool who opened the chest, without the proper words, would be cursed a horrible death."

The second item was a stash of Coin and few "special" trinkets were buried on land. Unfortunately, the exact location has been lost, or her father has not disclosed it.

3. How active are Jasmine's siblings in the Sweet Trade (piracy) at the moment?

Her full brother, Giffin, and her oldest half brother, Geyyi, are very active and they crew with several semi-known pirates. Her remaining half brothers, Flintel and Kimpu, are actually doing more of the business of the transactions. Her half sisters, Belle and Liala, are training in theology and herbology. Studying Besmara's ways.

4. How likely is Jasmine's family going to start a search for their wayward daughter?

They will eventually begin to put out "feelers' for her after a few months.

5. Are there any significant debts that you believe may affect Jasmine's future career as a pirate?

Yes, if her family does not, or can not, pay off their contracts, Jasmine may be held accountable. Think organized crime/mafia. "Blood is Binding" means her family's word is gold. To breach that motto is to break the contract and suffer the reprocussions. I, orignally, thought of an Erinyes devil concept when developing this character. The devil's in the details

As a side note, Jasmine has no problem working within a structure but she is manipulative and seeks upward advancement usng all the gifts Gozreh has blessed her with. She is fiercely loyal to her family but believes she should be the leader of the family - when the time comes.

I, also, included a tab on Jasmine's character sheet with these answers. Eventually, the additions or changes will be done under that tab.


Game Master

Excellent answers. Know that I can use them against yer characters in game come time. ;)


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

I would expect nothing less, then to use the answers against us. That is the best part of writing detailed backgrounds.

Interesting new Avatar, too!


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

For the GM:

Spoiler:

1. Does Amerdan still feel Bethesda's presence or did she leave with the wind?

Bethesda's presence, if it was ever really there, disappeared when Amerdan set foot in Port Peril. Though Amerdan is a dedicated druid, he nevertheless has doubts that she was even in that northern wind and wonders if his mind was simply playing tricks on him.

2. How does he feel about leaving Tempest Cay and, especially, what patients he would have had as a herbalist?

Amerdan has only fragmentary memories of his childhood before he washed ashore of Tempest Cay; rosewater perfume, sunlight, the sounds of children laughing. As such, he's known little else beyond the jagged reefs and the ever-present sight of the Eye, churning on the horizon. Though he and Bethesda didn't dwell too far from Drenchport proper, they still lived in seclusion and he did not have any friends growing up. Instead, he spent his youth exploring the tide pools near their home and spending time in solitude, waiting for his family to come save him and trying to remember what happened. When Bethesda died, he left those "childish" activities behind, shouldering the responsibility taking on Bethesda's office.

Drenchport has its own surgeons and healers, so Amerdan's patients tend to be drawn from either the very poor or the very superstitious (who are often also wealthy). He will offer aid to the poor in exchange for services instead of goods, but for the wealthy(-ier), he almost always barters and sometimes takes coin. In addition to plying herbal remedies, he has made a living casting fortunes, tending to ailing animals. It's rare that he is able to treat a casualty from the Drowned Dwarf: they're usually dead on arrival.

3. What are his thoughts on the Eye of Abendego since it was such a prominent part of his life while growing up? Has he ever thought about joining the Cult of the Eye? (The Cult of the Eye are a group of apocalypic doomsayers that believes the Eye heralds the birth of a new god that will sweep the world away in one great storm)

The Eye has always been a place of great wonder and great danger. As a child, he once asked Bethesda if they could go visit it. In a stern voice she told him that if he's lucky, he will never have to. The "have to" gave him cause to worry, but he never mustered the courage to inquire into her meaning any further.

When Amerdan was about eight years old, on a characteristically stormy night (even by the standards of Tempest Cay), a group of men wrapped loudly at the door. Bethesda, seeming to know who it was before opening the door, told Amerdan in hushed whispers to hide in another room and not to come out until she said so. Amerdan did as he was told, but still peered through the keyhole to keep on eye on Bethesda, hoping to protect her with that same foolish valor all young boys possess. He couldn't hear much of the conversation, but three shadowed men in rain-slickers and broad hats spoke in low voices that were barely audible of the storm. Bethesda sternly denied them whatever it was that they were asking of her and silently turned to leave.

Only after Bethesda's death did Amerdan even learn of the existence of the Cult of the Eye from rumors spoken at the Drowned Dwarf tavern. Since then, he has wondered if those men that wrapped at the door that stormy night were they.

4. What are his opinion on the Master of the Gales?

Amerdan has never met the ruler of Drenchpot personally and learned early that the Master of Gales was not a topic available for discussion. From what he has heard, he understands that the man is a druid-pirate who should be feared and admired in equal measure. They say that he has the fastest ship in the Shackles and that the vessels of his enemies are said to be attacked by a giant squid at his command. Amerdan still wonders if anything Bethesda ever told him about the Master of Gales was true. If it is, he wonders why their tryst had ended.

5. What are his opinions on piracy?

Wealth and money are a funny thing. Most of the time, he and Bethesda traded their services of herbal knowledge, fortune telling, and spells for goods, not coin. Bethesda raised him to believe that power is the real currency of the Shackles and he who controls the winds has the power.

I'm strongly considering going pure sea witch since I can get all the weather flavor I need from the patron spell substitutions and the hexes will give me more healing power and gimmicks. I am concerned about this though since I'm currently filling the divine caster slot. I fully intend to remain a healer (in fact, I think sea witch might make me better at it than storm druid), but I don't want to step on Jasmine's arcane toes. Bethesda in that case, may have been a witch herself, or maybe a mystic theurge. I'm eager to hear your thoughts and I'll comply with whatever you suggest. :)


Game Master

Witch is a solid class. In a Curse of the Crimson Throne campaign I went from 1-16 through, our healer was a witch who just took the healing hexes and used wands, so it can be done. Their debuff abilities also synergize extremely well with another spellcaster that has lots of spells that allow saving throws.

The sea witch is not a bad archetype, the patron spells will be useful and wild empathy will probably come into play more than once. Know direction is less useful as anyone with 1 rank in Survival can do the same thing.

Honestly? I'd go with whatever makes the most sense for your concept. Both classes will be useful, though the storm druid will afford you advantages when you're stuck on board during a storm. You can get a similar flavor to the storm druid by taking the Storm-Lashed feat as a sea witch though.


Game Master
Jasmine Rose wrote:

I would expect nothing less, then to use the answers against us. That is the best part of writing detailed backgrounds.

Interesting new Avatar, too!

Trying to find something more... nautical-y.

On a related note, I wish they'd get the Skull&Shackles avatars up and running now to make my NPC building more authentic. Not enough black men for Captain Harrigan!


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

GM:

1. That is where I missed an edit. Ciera was the character Allysen was going to have a teamwork feat with, but she got picked and Ally got put on standby. I'll be fixing that as soon as possible.

2. She loves it. Sailing was the only way that she could get away from a life as whore, so she doesn't feel as comfortable on dry ground as she does at sea. She's not especially superstitious, but she is familiar enough to know that they hold great power over many sailors, which is why she let's people assume she's a boy. She does have one thing, she considers it bad luck to not have a blade on her person. She's heard stories of sailors getting caught in a rope and being dragged to the depths, so she always carried a knife while on a ship under way.

3. As long as she has her freedom, she'd dance naked on the bow of a ship while burning the entire Chelish merchant marine. She really doesn't care as long as she's sailing.

4. I'll allow her to take this one.
"Wot? You 'spect me to use the same blades as them red bastards? Gimme a good longsword and a dagger and I'll show you how to use both hands in a fight!" (No. The Red Mantis is one of the reasons she left.)

5. This is the major plot hole that made me decide that I need to rewrite Allysen's background. I just couldn't do it last night. I've been thinking it over since another applicant pointed it out to me, but I still haven't decided on having someone teach her or her just picking it up as she went along.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

DM Answers:

When "The Rose" was being attacked and cornered by the Chelish navy, she fought back valiantly sinking the flag ship and seriously crippling one of the other warships. Due to the heavy losses suffered by the Chelish, they were unable to pursue Captain Berlon “Rose” Lanliss; hence, they escaped.

An occassional rum enhanced song, or lively storytelling, will retell that fateful battle and escape.

Supersitions:

Jasmine understands the old sea supersitions and she does not tempt fate. Although in her mind there are "other" more logical explanations such as, the arcane arts. However, other than keeping her hair short, she is not real modest in hiding her femininity. Nobody really messed with her since her family are slave merchants.


Game Master
Allysen wrote:
** spoiler omitted **

No worries, just let me know when you've gotten a few more things worked out for me to take another look.

To everyone, I'm doing preliminary work at the moment so that the PbP is as comprehensive as possible, if only for my own amusement. There are a lot of NPCs in the first adventure so I'll be setting up aliases for most of them with a short description of the person in question in the body. I can also add extra notes in there as well, upon request. I can't guarantee I'll do the same for adventure #2 and forward, but we'll cross that bridge when we get there.

Another question: how do people prefer to do combat? I was thinking more freeform than using maps and having everyone just post their actions along with their initiative when they can until the round is up and resolving what happens from there, wash, rinse and repeat.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

GM - I just modified my last answer.


Game Master

Noted.

On the topic of slavers, does your family have connections to the Okeno pirates?


Game Master

Another note:

For those of you with familiars (Jasmine and maybe Amerdan) you don't start with them. I know where Jasmine's dodo is hanging out at the moment, but depending on Amerdan's choice, I'll have to figure out where it's skulking about.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

maps or freeform, either way works for me as long as i can get an occasional flank position in there, lol. So do what makes it easiest for you as the dm.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14
GM --- Skull & Shackles wrote:

Noted.

On the topic of slavers, does your family have connections to the Okeno pirates?

As they say in Katapesh, "Do as you will, but do not interfere with trade." Much of that trade evolves around the most profitable slave market in the Inner Sea.

During his actual pirating days, Capt. Rose made a few runs to deliver his chattle to markets in Okeno, and he has a couple contacts remaining there.

After retirement and when the cash flow was good, Jasmine's father would purchase his cargo from the Fleshfairs, but times have not been smiling on Capt. Rose lately.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

No problem with the lack of familiar...I will note her Initiave bonus is reduced by 4 until Flotsam gets back to her.


Male Human Sea witch 1, Init +2, AC 12, Fort +1, Ref +2, Will +4

Storm-Lashed sea witch it is then! There aren't enough male witches out in the world anyway. I'll start reworking all the stats, but maintain a modest Wisdom to preserve the flavor. As for a familiar, I'm thinking an otter would be appropriate (torn between pure white or pure black coloration). Also, I look forward to meeting it. Rules Question: Could I still take the Extra Hex feat even though my first level hex is replaced by wild empathy?

As for combat, my first experiences with D&D were totally without battle mats so I feel right at home with the ambiguity of freeform play.

Also, I will invest Profession (sailor) if only to avoid irony. ;)


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

As far as mapping is concerned, I've never used maptools or that type of product, so it'll be a learning curve. I gues smy preference would be free form (unless someone want to take me through a tutorial).


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

Amerdan - we could make for one wicked weather duo.


Game Master

I figure using a map needs you to use similar language to chess.

A5, B5, C4, attack the goblin! or something like that.

@Amerdan: Works for me. There's a really salty, foul-mouthed parrot on the ship if you're interested, I can also put an otter in a cage somewhere in the ship for you to find and befriend.


Game Master
Amerdan Stormspeaker wrote:

Storm-Lashed sea witch it is then! There aren't enough male witches out in the world anyway. I'll start reworking all the stats, but maintain a modest Wisdom to preserve the flavor. As for a familiar, I'm thinking an otter would be appropriate (torn between pure white or pure black coloration). Also, I look forward to meeting it. Rules Question: Could I still take the Extra Hex feat even though my first level hex is replaced by wild empathy?

As for combat, my first experiences with D&D were totally without battle mats so I feel right at home with the ambiguity of freeform play.

Also, I will invest Profession (sailor) if only to avoid irony. ;)

You can't since you won't fulfill the prerequisite of having a hex for the feat. The wild empathy isn't actually a hex, unfortunately. You'll have to wait until your first hex to pull that feat out.

RPG Superstar 2014 Top 16

As a person, I'm such a bleeding heart for caged animals that now I have to free this fictional otter. Besides, we've already got one avian familiar...even if its kind are flightless and bound for extinction.

@Jasmine: I'm counting on it. ;)

For the GM:

With Amerdan being a sea witch, he knows a bit more about the nature of Bethesda's relationship with the Master of Gales. While not really aware of the specifics, Bethesda claims that she taught the Master everything he knows, but in reality he surpassed her after a certain point. Envious of his talent, she turned to less ... savory sources of magical power. When the Master realized that Bethesda had turned to unnatural art of witchcraft to supplement her abilities, he scorned her, banishing the witch from city of Drenchport and his bed chambers.

She may have grown bitter and scornful, but Amerdan could tell that whenever the Master of Gales was mentioned in passing by one of the patients, traces of sadness would play across her face. She doesn't regret her decision, but she regrets how events played out.

EDIT: That's fair. RAW, it's pretty clear that hex is a prerequisite. Thanks for the update! :)


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

@Amerdan: When I first heard about this campaign I wanted a parrot that could speak - not just a few words or phrases either. BUT THEN, they introduced the DoDo, and I was hooked regardless of the benefit it provided its master.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11

Okay, I think I got it fixed now.

GM:
To answer your fifth question, she picked up most of her skills while out on the fishing boats. A good catch is as likely to bring a group of thieving pirates as a chest full of gold if food is scarce enough, so she had to help defend the ship once or twice. She might have even been on the other end of a couple of those type raids too.

I'm fine with freeform or mapped combat.


Game Master

@Allysen: Gotcha, that works. There's also the freebooter ranger archetype but I get the feeling that the flavor probably doesn't work with her personality.

Alright, freeform it is.


F Elf Wizard, Air Elemental, Lv 3, Init. 9,, P 5, AC 13 (21), 13T, 10 (18)FF, HP 13/13, F2,R 4 , W3, CMB 1, CMD14

What is the anticipated date that the gameplay tab will open?


Game Master

Very soon, but probably not for another few hours at least. I'm in the middle of playing in a Jade Regent game right now. So. Much. Pathfinder.


Female Half-elf Bennies: 3 Wounds: 3/3 Power Points: 0/10 Status: Shaken Pace: 6, Parry: 6(7 w/quarterstaff), Toughness: 5(1), Size: -1, Arrows: 11
GM --- Skull & Shackles wrote:

@Allysen: Gotcha, that works. There's also the freebooter ranger archetype but I get the feeling that the flavor probably doesn't work with her personality.

Alright, freeform it is.

Yeah, definitely not Allysen's fighting style. She's more like a rogue, she shanks you in the kidneys when you aren't looking.

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