I attempted to talk my RL gaming group into this AP but they opted for Kingmaker instead, so I'm looking for five players to join me on this high seas adventure. Recruitment will end May 4th @ 6pm. CST.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other 0HD race will be considered on a case by case basis. Unfortunately, due to it’s current playtesting status, no characters created using the Advanced Race Guide will be allowed.
• Classes: All classes (Base and Prestige) from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Magic (UM) and Ultimate Combat (UC) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
• Alignment: Characters can be of any alignment, but must be able to play well with others.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Skulls & Shackles Player's Guide.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter players may either roll for HP's or take the average (whichever is greater).
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, the APG on page 26, UC on page 8, or in the UM on page 8.
If you have any questions feel free to post them here or PM me and I'll answer them as quickly as possible.
Thanks for your interest,
How much detail do you want for the initial submission?
you can make your background as detailed as you want, from just a couple of lines all the way to a full blown character sheet if you wish. What I would like to see is your character's motivation for being in Port Peril and why he/she wishes to become a pirate.When I close recruitment I generally group all applicants by the 'Big Four' concept (Arcane, Divine, Melee, Skill) and choose one from each group along with a spare. I then take most of the next day going over the characters to choose what I feel will be an optimal group.
Here's a concept I've been tossing around. Torturing the Synthesist fluff something fierce to get it to work, and probably going to level in Court Bard after first (thus tortuing the fluff around /that/ archetype too) but I like the results. Hope that it's all right.
Edit: Also, the PDF sheets are obsolete. I'll try to work on it tomorrow along with getting appearance/descriptions done.
|The Lady Dizit Sama|
I've already got a skulls and shackles character ready. He's an undine fighter. Background and crunch is all in the profile, although the crunch will need some changes for your game. The build I want to do, a thrower/switch-hitter, requires the psionic fighter archetype and the use of a few psionic feats, all dreamscarred press. I can pm you the stuff if you desire.
Meroc "Mouse" Underrun
Meroc escaped from his master in Chelex after his master had an "accident." Sneaking from ship to ship, he made he way the Shackles in order to find a place to utilize his skills. He came to the Formidably Maid to find another ship and sign on, this time as crew, because the water had called to him and he found he enjoyed the deck of a ship better than dirt under his feet.
|Pedro Coelho RPG Superstar 2013 Top 4|
|Pedro Coelho RPG Superstar 2013 Top 4|
|Alexi "Crocodile" Montague|
Dotting for interest.
How are you with multiple Archetypes? I'm thinking a Fighter (Corsair / Gladiator). Trait would be either Besmara's Blessing or Touched By The Sea. An escaped slave returning to the Shackles where he felt most at home as a youth (before being sold by a relative so the relative could inherit a small fortune left by the character's mother (a renowned Pirate))
|motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16|
*phew* Been waiting eagerly for someone to start recruiting for S&S.
I'd like to pitch Louly (still thinking of a good last name), a human alchemist/gunslinger, who arrived in Port Peril after the death of her adopted father in Alkenstar in search of her own history. The character sheet's still a bit of a work in progress, but I can finish it quickly should you pick her, if not sooner.
Still need to figure out a few good names I like, obviously, but again I can fill that in quickly.
Louly cried out in pain as the truncheon slammed into her head, the glow of lovemaking suddenly gone as the devilishly handsome corsair she'd just bedded raised his arm to hit her again. She dove for her blade and bombs, but tangled in the bedsheets, she didn't come even close. Turning over, her eyes widened as the club descended. Wondering how it could all end this way, she could do nothing but watch as her short life flashed before her eyes.
She'd arrived earlier yesterday at the Formidably Maid, in Port Peril, seeking more information about her father, the first one, the one who gave his seed but about whom she knew so little. The only clue had been the flag she'd had with her as long as she can remember: Navy blue so deep it looked black, a silver mermaid with a cutlass between her teeth stitched in silver. Her inquiries had led to the discovery that it had once belonged to one of the dreaded free captains of the Shackles, a pirate named XXXX whose ship, the Daunting Mermaid, had last been seen more than two decades earlier.
Next she saw herself leaving her home in Alkenstar, the father of her heart dead and buried. Tears flowed freely from her eyes as she bid farewell, heading out to learn more about the past she hadn't realized she'd cared about until XXX was no longer in her life. The evening, she'd unwrapped the pistol, the gift he'd given her on his deathbed, from the flag he'd found her in two decades earlier, in the wake of the Gorilla King's attack on Alkenstar in 4690 AR. She hadn't paid close attention to the lessons he'd tried to teach her about the weapon, but now she wished she had.
No one was sure how the human toddler had ended up on the battlefield in the Mana Wastes, but it seemed clear to the man that found her that she had been brought there by some simian soldier of the Gorilla King's, a foundling that had been abandoned again in the desolate plains. XXXX used to say she'd retained some wildness from whatever time she'd spent in the Mwangi Expanse. She had been a rambunctious child, who had resisted her father's mild efforts to rein her in. And when he tried to eventually teach her how to use his trademark Alkenstar pistol, she'd instead been fascinated by the bombs being created by some of the black powder smiths. She'd sneak out to watch, getting underfoot until he finally let her apprentice with the city's alchemists, where she found a a knack for it all her own.
Then, in just brief flashes, something she didn't even consciously remember. Red splashes cover the ruined camp as a monkey-like figure lift her from a cradle in a lush jungle. She vies for attention from the pack's elder with several other young primates, frustated that she can't keep up or match their simian strength. Then fear as the pack's silverbacks are forced to march to war, being secreted along as it was too dangerous to be left behind.
She's a happy-go-lucky character, excited about the opportunities before her after a tumultuous history that even she still doesn't know fully. Combat-wise, she'll be focused on ranged combat, using a mix of guns and bombs.
I would like to present Geoffrey "Jack" Whittaker, a Half-Elf Fighter(Corsair) for consideration :-)
Geoffrey is lean and lightly muscled, with pale skin, short-cropped black with a pronounced widow’s peak, and piercing blue eyes. He usually dresses simply in a chain shirt, covered with a tabard dyed black and crimson. Generally, he moves with a easy, but heavy tread, and he continually shifts his gaze, trying to take in everything around him.
The son of a Bonuwat witch, and an Elven freebooter who operated out of Port Peril before he was drowned at sea, Geoffrey remembers little about his father, beyond the tall tales his mother used to tell, often involving violent storms, krakens, fleets of opposing ships, and long-lost treasure hordes, which Geoffrey listened to with wide-eyed awe.
Life in Port Peril was harsh, but Geoffrey thrived under the careful eye of his mother, who somehow always managed to make ends meet. For his part, Geoffrey spent as much time in the water as he did out of it, and became adept at operating the small skiffs and fishing vessels which operated out of the harbour.
He always wondered about the strange affinity he had for life at sea, but his mother only enigmatically referred to the sea as 'being in his blood', and that he had been blessed from birth - something he realised might in fact be true when he discovered the strange skull and crossbones birthmark he had on his shoulder was the holy symbol of Besmara, the Pirate Queen.
When he reached the age of his majority, he decided he wanted to learn more about his father, and the life he chose to lead - secretely, he hoped that he, too, would have the same sort of adventures... A desire which, fatefully, led him to the Formidably Maid...
Full 'crunch' is available on his profile :-)
|Calvin The Surgeon|
I have some more work to do on him but here's my submission: Calvin The Surgeon, a debuffing, slightly off Witch.
He would take the Besmera's Blessing Trait.
Calvin was born at sea, aboard a merchant ship. His birth happened in the midst of chaos - the ship on which his parents' sailed was under siege by a notorious pirate. The pirates began storming the ship, right as Calvin entered the world. His father, the ship's surgeon, worked furiously to ensure that Calvin was healthy and the mother attended to.
The pirates quickly overcame the ship's meager crew and took control of the vessel. Both his father and mother were conscripted by the pirates who, in a rare act of mercy, allowed them to bring their newborn child aboard.
Calvin lived his entire childhood aboard the pirate vessel - his father served his role as surgeon and his mother died when he was almost two. He kept to himself and most of the crew - including, perhaps, his father - thought he was touched mentally. He always seemed to be talking to someone that only he could see and spent far more time with the small animals or insects found aboard the ship. He earned his nickname from the numerous times he tried to combine the features of certain animals together - unsuccessfully.
As he got older, it became clear that he really was "touched" by the arcane. This combination of mental instability and arcane ability frightened his father and the crew, so he was let off at Port Peril to make his own way in the world. Feeling compelled by a strange sense of urgency, he made his way to the Formidably Maid where, for the first time in his life, he consumed a strong alcoholic beverage. He passed out almost instantly.
|motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16|
Hi. I'm still in the process of writing up this character, but I'd like to put my name into the proverbial hat.
I can't access HeroLab from where I am right now, but I'll toss out a first draft of the character.
She's a Barbarian of the Urban Barbarian variety. High points are Controlled Rage, which gives a slightly lesser boost in return for letting her distribute the points as she wills and avoids the Will Save penalty.
High natural Dex and Weapon Finesse, prefers to fight with a cutlass or a hand crossbow.
Ursion Crispin, Sargavan (colonial) Human Ranger.
Feats Weapon Focus (kukri), Weapon Finesse
Traits Besmara's Blessing, Storm-Lashed (from Inner Sea World Guide, if that's OK)
Skills Acrobatics, Climb, Knowledge (Geography), Perception, Profession (Sailor), Stealth, Survival, Swim
Favored Enemy: Humans
The rest is TBD.
Dotting for interest
I am pretty interested in this game, but the issue is that "if I have a chance for playing in here, this will be my first Play by Post game".
I will still add my character for the situation tonight. Oracle which lives as desna's motivations. And will translate the background in english and post in afew hours.
So I suppose "Dotting my interest!!!..."
Would you approve a Goblin pc? Idea: A Goblin Druid (Shark Shaman archetype)
Nark was a ugly, ugly even in the standards of goblins. Nark was lonely and was often hitten by others. Stuupid, stuupid Nark! ´ink like a ´ish. Eat Nark? Tast Guud like ´ish?
Nark was living outside the village, near the sea. He dreamed of living in sea. Sea big, deep and blue... blue, there something behind blue, he wondered. He would sometimes see a fish killing another fish. A fish big enough to be a 2 or maybe even 3 Nark. It sometimes swim quite close to beach and Nark was not stupid enough to go near the water A big ´ish. Tast gud? Maybe ´ish eat gobos. Other gobos tast...e..i..er, ah, better than Nark an´way and he chuckled to the idea of the big fish eating the other goblins.
One fateful day, a human and a dog appeared on the beach, fishing on Nark´s spot! Nark was angry and started to yell Stuupid hoo ´man! Away! Nark´s place! and before realising it, the dog started to run toward him and barking in a loud voice, the big teeth clearly visible.
Nark panicked and started to roll around and before knewing it, running toward the sea. The dog was swimming after him, barking loud and poor Nark was doing some weird swimming/drowning/yelling ritual as he desperately tried to escape. The human in the beach was laughing and soon walked to the sea and started to swim towards Nark, faster than dog and Nark with big knife in his hand.
A huge shadowy figure appeared under them and then the dog vanished. A burst of water was raining as a monstrous body was flying in air with dog between its massive jaws. The Nark screamed now, water rushing to his mouth and bubbles just popping to surface as the poor goblin going down. The human turned in panic and begun to swim back to shore but the monster swim after him, soon catching and dragging beneath the waves, only leaving behind trails of blood.
A moment later, a poor Nark popped back to surface with a force, blasting all the water out of his lung. Rolling around and screaming AAAAIIIIEEA EAAAAEEA for a while until opening his eyes again just to see himself on top of something in the sea... Looking down, Nark saw the most beautiful thing in his life.. a deep sky blue eyes and massive jaws. The fear disappeared instantly and Nark was fascinated by this huge fish. A big ´ish. You name a Ship ´ish! A ´ish and a ship for migh.. muigh... migh.. ty Nark... yes, for Nark!
Still some clothes or at least part of them hanging from Ship ´ish jaws, Nark left with him to the sea to find out more big Ship ´ishes... and maybe more snacks!
|Cardan the Carpenter|
Here are the beginnings of Turnip Head, an Undine Oracle of Besmara.
TURNIP HEAD CR 1/2
Male Undine Oracle (Stargazer) 1
CG Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +3
AC 17, touch 14, flat-footed 13. . (+3 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +5
Resist cold 5, Tongues (-Choose-)
Spd 30 ft., Swimming (30 feet)
Melee Club +1 (1d6+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Sickle +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Lightning Breath (30' line, 1d4) (1/day) (DC 10)
Spell-Like Abilities Hydraulic Push (1/day)
Oracle (Stargazer) Spells Known (CL 1, +1 melee touch, +3 ranged touch):
1 (3/day) Summon Monster I, Cure Light Wounds (DC 11), Air Bubble
0 (at will) Purify Food and Drink (DC 10), Create Water, Mending, Light
Str 12, Dex 16, Con 12, Int 10, Wis 17, Cha 11
Base Atk +0; CMB +1; CMD 15
Skills Acrobatics +6, Climb +0, Escape Artist +6, Fly +2, Ride +2, Sense Motive +7, Spellcraft +4, Stealth +6, Swim +8
Languages Aquan, Common
Combat Gear Club, Dagger, Dagger, Pike, Boarding, Sickle, Studded Leather;
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Lightning Breath (30' line, 1d4) (1/day) (DC 10) (Su) 30' line of electricity deals 1d4 electricity damage, Ref Half.
Swimming (30 feet) You have a Swim speed.
Tongues: -Choose- You can only understand and speak one language in combat.
Here's a human bard who might interest you.
I would ask you to approve River Rat trait (from Taldor)
Also feat Fey Foundling is from the Inner Sea World Guide, might need approval.
HARTER DENONA CR 1/2
Male Human (Varisian) Bard (Sea Singer) 1
CN Medium Humanoid (Human)
Init +4; Senses Perception +3
AC 15, touch 12, flat-footed 13 (+2 armor, +1 shield, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +1
Spd 30 ft.
Melee Dagger +3 (1d4+4/19-20/x2) and
Dagger +3 (1d4+4/19-20/x2) and
Dagger +3 (1d4+4/19-20/x2) and
Longsword +3 (1d8+3/19-20/x2) and
Unarmed Strike +3 (1d3+3/20/x2) and
Whip, Scorpion +3 (1d4+3/20/x2)
Special Attacks Bardic Performance (standard action) (6 rounds/day, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 12), Bardic Performance: Inspire Courage +1
Bard (Sea Singer) Spells Known (CL 1, +3 melee touch, +2 ranged touch):
1 (2/day) Animate Rope, Cure Light Wounds (DC 13)
0 (at will) Mage Hand, Know Direction (DC 12), Message, Prestidigitation (DC 12)
Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Bard Weapon Proficiencies, Endurance, Fey Foundling
Traits Reactionary, River Rat (marsh or river)
Skills Acrobatics +5, Climb +6, Escape Artist +5, Fly +1, Knowledge (Geography) +6, Perception +3, Perform (Sing) +6, Ride +1, Stealth +5, Swim +7, Use Magic Device +6
Languages Aquan, Common, Varisian
SQ Bardic Performance: Sea Shanty (Su), World Traveler +1 (1/day) (Ex)
Combat Gear Buckler, Dagger, Dagger, Dagger, Leather, Longsword, Whip, Scorpion; Other Gear Backpack (empty)
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Sea Shanty (Su) Allies can use your perform check result for saves vs. Exhaustion, fatigue, nausea, or sickening, or gain new saves.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fey Foundling Magical healing works better on you
World Traveler +1 (1/day) (Ex) You add half your bard level to Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks.
Found in a wicker basket on the banks of the river Detrisia by the Varasian family Denona. They took the boy in and brought him up as their own. The boy had a happy childhood, forever singing, forever smiling and always getting into trouble. Never anything serious, but often he managed to escape punishment by taking to the closest river or lake and using some inate sense to be able to hide or just get away. To go with his beautiful voice, he had a handsome face and muscular body, which as he grew attracted the lustful glances of many women and girls. It was this that forced him to take up with the pirates. More especially, it was the husband of the lovely maid, Rene de Lamfine. She was rich, well married into money and power, yet she had a beauty and poise of body, mixed with a devilish personality that not only attracted Rene to Harter, but also he to her. Harter escaped the husband, but now has to lie low, to leave <add city/town> and now it is time to escape to sea.
Gnarweiss Banderflash is like all gnomes in that he is possessed by the need for constant stimulation and new experiences. The life of sailor lends itself well to these needs as does a hatred of vermin. Being of small stature and good nature, the gnome was never in want of finding a birth. Spending his days below decks with small, but ferocious dog the pair sets about ridding the ships they sail upon of the rats and other vermin which so often find a way on board. When putting ashore, the diminutive hunter also serves a scout leading the party to sources of fresh food, water, and better...treasure.
Not much of a sailor, but more so a marine, Gnarweiss works happily and easily beside the sea faring lot which makes it's home upon the waves. ever ready to lead the way in a boarding party, into an unknown hole in the ground, or into the depths of the ship in search of unwelcome shipmates, Gnarweiss is known throughout the region as a bit of a lucky charm when it comes to going to sea.
Role: Gnarweiss will fill the support warrior/skills slot. Going Urban ranger so he will have the ability to disable device. In combat his dog will be working distraction tactics while he works it with long spear or rapier.
Reason for being in port: I was hoping to have Gnarweiss be one of the crew without being press-ganged as the player's guide seems to be directed toward. But,if that is not possible then his story is just as easy to apply.
Ect.: Overall, I kind of patterned this character after a Warhammer Rat Catcher. A role that seems well suited to life at sea. I will tweak the character sheet to reflect this character soon. Thank you for your consideration.-Bilbo