Skulls and Shackles, The Wormwood Mutiny by Paizo

Game Master True Repentance

Pirates. Arrrrr!
Current Encounter


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Hello and welcome to the Shackles.

I am looking for some interesting characters to take on the perils of the pirate infested region known as the Shackles.

If you think the life of a pirate is all rum, booty (both kinds) and treasure, then jump aboard and let's have a grand adventure together.

Post your interest here and ask any question you need to. You don't need to create a new alias if you don't feel like it.

For a PC to be complete I need a backstory (at least a couple paragraphs or more), describe your looks and personality and then a character build (least important).

Read the players guide which you can download for free here as you will need to at least select a campaign trait to help you have a connection to port Peril which is where you find yourself moments before blacking out.

Feel free to have connections with other PC's if you feel like it or role play your night in Port Peril, where you spent at the tavern named Formidably Maid. Please use spoilers for this role playing however, so as not to force walls of text on anyone.

Last but not least,

Character creation rules:

Your character must be ok/will-put-up with living the life of a pirate, otherwise we going to have problems.
Level 1 YAY!
Point buy = 15
All paizo classes are ok, however keep in mind guns are super rare. And alot of this is going to be on the open seas, cavalier may not be a good idea etc.
All paizo races are ok, no custom races though.
All alignments, NO PVP.
1 campaign trait, 1 other trait. (1 drawback allowed)
Average starting GP for your class.
At least 1 post a day and 1 on weekends.


Dot for interest. planning to make an alchemist


Dotting for interest...
Would one of the playtest classes be possible, thinking about musketeer, or slayer.


A musketeer? Did you mean swashbuckler? ACG is Paizo so yes those classes are allowed.


Sorry quite a headache today


Ooh, dotting for interest, thinking arcane Duelist. Arrrr!


Aria the carefree bard who is running from her past is ready to go! I can drop her gun if you would like thought it added to her "pirate flavor" a bit, but could easily take a crossbow or something akin to that instead.


I've been working on a scarred witch doctor from Mwangi. She'd make an excellent addition to any crew.

I am considering playing her in a manner similar to PotC's Tia Dalma, an' mi be tekin libati wit de Jumeikan Patwa anles ebribadi no andastan wa mi a se.

*I might attempt Jamaican Patois unless it's distracting or no one knows what I'm saying.


Dot, Barbarian, yes smash and then tank all damage.
Of course he won't be reckless, just powerful hitter with lots of HP as well.
I'm going for good or neutral alignment, but if we pick a race that is generally seen as evil, will we be treated like a monster?

Also, what is your view on Gold gaining traits?


I'll have to adjust him some, but here's CHUMBEARRRRRRD. Might just go full Inquisitor of Besmara.


Thinking a undine sorcerer at the moment. Any restriction on bloodlines?


I'm interested, with either a Synthesist summoner(not optimized), Waves Oracle, or a Druid.

Not sure on race yet though.


This is the Barbarian I was talking about earlier, just needs a backstory now.


Dotting!


Since it's really the only AP where it's remotely viable, I'd like to bring in a mermaid. And if ACG classes are on the table, might as well go with an Aberrant-blooded Bloodrager. Ancestors had some prolonged encounters with aboleths, you know how it goes.

Traits- Acrobat, Buccaneer's Blood, Worldly.
Drawback- Hedonistic.

Appearance- Long straggly black hair hiding a face with teeth just a little too sharp, above a tail and arms that look just a touch too long and flexible.

Rough backstory I'll flesh in more if I'm not cut from the potential roster-

Spoiler:
Born with an oddly twisted tail that impairs her swimming but helps with slithering about on dry land, Nori was quick to abandon her roots at a young age, spending much of her time exploring shorelines, and crawling onto the docks of of coastal cities. Her sensibilities being somewhat twisted as well, she soon developed a fair bit of interest, sometimes romantic, in the humans she encountered, and even moreso with their food and drink, making frequent habits of slithering into taverns and telling mostly invented tales of the dangers lurking beneath the waves to intrigue the patrons and keep the grog flowing.

Eventually, this spilled into a habit of cutting deals with sea captains, wherein she would help read the currents, scrape parasites from the hull, and warn of any hidden reefs in exchange for passage and a modest pay, taking advantage of the safer and speedier travel a ship could provide, and the readier supplies of food and rum.

Probable mechanical bits-

Spoiler:
CN
Stats- 16 16 15 7 7 16
Skills- Acrobatics, intimidate, profession (sailor)
Feats- Power Attack
General plan going forward- Really play up the reach and reflexes side of things to make up for the 25' land speed, take real advantage of the eventual spellcasting to generally splash around buffs and further compensate for generally being a creepy fish girl that's a few cards shy of a full deck.


Saltykid here, the alchemist is not working in this setting so I made a bard with the sea singer archetype.

Back-story and crunch in the profile

Personality:
Can charm the pants of a cleric, he appears to be a bit of a fool and an idiot, but underneath that mask lies a manipulative mind who understands people's desires and knows how to exploit it. He will not torture one's feelings though unless there is no other way around it. He prefer to not fight and would rather stay out of the fight and support from the side lines.

Appearance:
Wears a mask over his face, has reddish hair, and wears a hood and cloak. Looks like a jester


@DoubleGold. Im fine with them. Which trait were you wanting?

@Shisen. Pick a bloodline, any bloodline. I don't know of any that should be restricted.

@Saltykid. What problems were you having with the alchemist? Why would they not work?


The way alchemist was made doesnt work well with adventure path. That and I have trouble with how alchemists are suppose to work in a party.


Ooh, I've been dying to play this one. Submitting my magus. Needed to tweak her a little. Will make an alias if accepted.

Sheet:
Ellowin Jax
Female Human (Keleshite) Magus (Bladebound, Kensai) 1
CG Medium humanoid (human)
Init +2; Senses Perception +1

Defense
AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +2
Defensive Abilities canny defense

Offense
Speed 30 ft.
Melee scimitar +2 (1d6+1/18-20)
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +4):
1st—shield
0 (at will)—detect magic, read magic

Statistics
Str 13, Dex 14, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Dodge, Weapon Finesse, Weapon Focus (scimitar)
Traits besmara's blessing, magical lineage, reckless
Skills Acrobatics +7, Climb +5, Perception +1, Perform (dance) +1, Profession (sailor) +5, Spellcraft +7, Swim +5
Languages Aquan, Common, Cyclops, Kelish, Varisian
SQ arcane pool, chosen weapon, paranoid, spell combat
Other Gear haramaki, scimitar, belt pouch, flint and steel, ink, black, inkpen, soap, spell component pouch, spellbook, trail rations (5), waterskin, 104 gp, 2 sp

Backstory (Rough):
Ellowin grew up in the Dockway district of Magnimar. It's believed that she was born under an auspicious day and her family and neighbors always believed that she was marked for a greater destiny than to stay in Magnimar. Ellowin never quite believed that, but always felt more comfortable when aboard the family's shipping vessels than on dry land.

During a stop in Port Peril to offload some cargo and take some new passengers on, Ellowin wandered into town. She only had a few drinks, so it's strange that she can't remember what happened next...

(Will be fleshed out a LOT more if accepted.)

Thanks!


Should have the basics up shortly. Switching to merfolk sense I can't pump charisma to a decent level with undine. xP


@Saltykid. I see no reason why alchemists would not make great pirates.


3 merfolk already! Must be one of the few types of games where they would work well.


@DM Repentance Im probably not use to alchemists then.


Nicpic is ready with all details including crunch, background, appearance and personality!


Aplicants so far:

Saltykid - Barnacles the First - Elf - Male - Bard(Sea Singer) - backstory added
Androssi - Aria Shuraiel - Female - Merfolk - Bard - backstory added
Helikon - Jack Handsome - Human - Male - Swashbuckler - backstory added
Seth Parsons - Nicpic Whitefeather - Male - Tengu - Rogue(Swordmaster) - backstory added
Googleshng - ?name? - Female - Merfolk - Bloodrager - backgstory added
Ka-boom - Ellowin Jax - Female - Human - Magus(Bladebound/Kensai) - backstory added
Extinct_Fizz - Alyat B'Sihir - Female - Half-orc - Witch(Scarred Witch Doctor) -
OmniChaos - Shisen Sura - Male - Merfolk - Sorcerer -
DoubleGold - Hunter William - Male - Hobgoblin - Barbarian(Elemental Kin) -
Devastation Bob - Chumbeard - Male - Dwarf - Barbarian -

Fiendish Zen (Arcane Duelist Bard?)
Azten (Summoner/Oracle/Druid?)

Interesting so far. Feel free to flesh out your backstories more if you feel like it. The more I can get to know your character the more things I can work with to tie in to your character in this AP.

Decided to keep this open until next sunday the 20th australian time (saturday night for some people). Will likely choose 4 or 5 then and we can start soon after that.


Dotting for interest. Will be submitting a Spellslinger or Siege Mage (this is the only AP where they might be a good choice thematically). I have a profile up that needs to be filled in. Will be done by the deadline. I also need your opinion on using SLAs to get into prestige classes. RAW it works out, but a lot of GMs have mixed feelings about it.


If I keep the Barbarian it would just be level one and then go into Inquisitor of Besmara.


Here's my submission for the game. I started playing a similar character in another shackles game and we only made it to the first morning before the GM bailed (Something about getting engaged to a Canadian) so I'm really excited to be able to take part in this one.

Joseph Fletcher

Stats:

Male Halfling Rogue 1
N Small humanoid (halfling)

Init +3; Senses Perception +7
Defense
AC 17, touch 14, flat-footed 13 (+2 Armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +2 (+2vs Fear)

Offense
Speed 20 ft.
Melee Dagger +3 (1d3-1/19-20)
Ranged Sling +3 (1d3/x2)
Statistics
Str 6, Dex 16, Con 12, Int 14, Wis 12, Cha 14
Base Atk +0; CMB -3; CMD 10
Feats Weapon Finesse
Traits Ship’s Surgeon, River Rat
Skills Acrobatics +9, Climb +4, Craft (Carpentry) +7, Diplomacy +6, Disable Device +7, Heal +5, Perception +7, Profession (sailor) +5, Profession (cook) +5, Slight of Hand +7, Stealth +11, Swim +3
Languages Common, Halfling, Goblin, Dwarven, Elven
SQ Sneak Attack +1d6 , Trapfinding
Other Gear Dagger (4), Sling, Sling Bullets (10), Leather Armor, backpack, belt pouch, crowbar, flint and steel, grappling hook, 50’ silk rope, masterwork thieves tools, trail rations (6), waterskin, 9 sp

Background:

Joe’s parents had been pirates. They’d birthed him on the open sea and raised him as a pirate and a sailor, training him in all the skill he needed aboard ship mostly by forcing him to do all the things that no one else wanted to, or was sober enough to after a night of grog swilling to celebrate the capture of a booty ship. He’d learned to swim before he could walk and would swimming to ships moored in a harbor to cut their anchor lines so the pirates could steal the ship while the crew was in town on shore leave. But fortune didn’t always favor the stealthy and the last ship that his parent’s crew attacked was a privateer. They’d been captured and hung from the yardarm, Joe had hidden himself in the bilges and escaped a similar fate only because the skeleton crew could not afford the time to properly search the ship.
When the privateer had come to Port Peril to sell the ship they’d taken he waited for the crew to leave then snuck off the ship and into town. He was in the Formidably Maid looking to pick up some coin so that he could afford a place to sleep, drunk humans in large numbers were like fishing in a barrel.


Those darn Canadians. That is too bad though.


Yeah, I normally don't have any problems with them, I even like Toques and Poutine, but when they start stealing my DM's that's when I Draw the line! Take off Eh!

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

Count me highly interested! I'm not sure what I'll build but I'll come up with something shortly.

Arrrrr!!!


Crunch is done. Working on background. ;)


DM Repentance wrote:
@Saltykid. I see no reason why alchemists would not make great pirates.

Well, that settles it. Pirate Alchemist time. :)

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

I am thinking either a cheery halfling swashbuckler with numerous halfling "Adaptive Luck" feats, for a daring sailor swordsman who trusts in Lady Luck and is the epitome of the phrase "I'd rather be lucky than good"...

...or the exact opposite, and be a halfling witch who brings terrible misfortune and luck penalties to the enemies of her crew, and specializes in the numerous halfling jinx feats, combining halfling jinxes with the power of her witch hexes. Maybe I'll submit both, and you can decide which you like best if I'm lucky enough to be selected. :)


I'm personally liking the submissions so far! Very unique choices (like the mer-people!)


If the mer-people don't like the situation aboard the ship, what's to keep them from just dropping over the side and swimming away?


The railings. They're not very good at climbing, you see. They're stuck flopping about on the deck.


The open sea is dangerous for lone merfolk. Not to mention even aquatic people need supplies. No one said your born a hunter or knowing how to survive in the wild. My guy for one would have a hard time of it. ;-)


DM Repentance wrote:
Googleshng - ?name? - Female - Merfolk - Bloodrager - backstory added

Nori. Because doesn't every culture tends to name a few girls after some of the local vegetation?

Devastation Bob wrote:
If the mer-people don't like the situation aboard the ship, what's to keep them from just dropping over the side and swimming away?

Aside from a general sense of solidarity? Chain'em to the deck, lock'em in a hold, if one really gets out of line, lash'em to the prow and you've got a nice living figurehead getting blasted with sea spray in the eyes for a while...


@Devastation Bob Just slap some ball and chain on them. Solves all your escapee merfolk problem.


@Leopaldon. Let me know what you're trying to do and i'll have a look at it.

About merfolk. Keel haul em i say! Arrr!


I was thinking arcane trickster. Though I've since decided I'd rather go straight wizard. Will work on background over the weekend.


This is Reinald. He needs some tweaking to meet your character creation guidelines. I made him for another S&S campaign that ended up falling through.

In the interest of full disclosure I am running S&S for my table top game and I have played in 2 separate failed S&S campaigns. Neither made it very far.


Kinda surprised nobody's tossed out a cleric yet. That is an arcane caster heavy list of prospective characters so far.


Nicpic dont have magic, Nicpic has cutlass and daggers!


So am I Googleshng. Though i'm not bothered if party balance doesn't cover all roles or options. I won't necessarily choose a crew on those reasons. Actually i'm surprised too that people haven't tried role playing the night in the Formidably Maid bar/tavern yet.

@Reinald. Enjoyed reading the backstory. Nicely detailed.


I need to edit and will do so when I get home. (At lunch at work) But I would be very interested in being a pirate.


Aplicants so far:

Saltykid - Barnacles the First - Elf - Male - Bard(Sea Singer) - backstory added
Androssi - Aria Shuraiel - Female - Merfolk - Bard - backstory added
Helikon - Jack Handsome - Human - Male - Swashbuckler - backstory added
Seth Parsons - Nicpic Whitefeather - Male - Tengu - Rogue(Swordmaster) - backstory added
Googleshng - Nori - Female - Merfolk - Bloodrager - backgstory added
KBoom - Ellowin Jax - Female - Human - Magus(Bladebound/Kensai) - backstory added
Devastation Bob - Chumbeard - Male - Dwarf - Barbarian/Inquisitor - backstory added
Gmpastrana - Joseph Fletcher - Male - Halfling - Rogue - Backstory added
Gnomezrule - Reinald Malcoms - Male - Human - Fighter - Backstory added
Extinct_Fizz - Alyat B'Sihir - Female - Half-orc - Witch(Scarred Witch Doctor) -
OmniChaos - Shisen Sura - Male - Merfolk - Sorcerer -
DoubleGold - Hunter William - Male - Hobgoblin - Barbarian(Elemental Kin) -
TheNine - Rrruh - male - Catfolk - Ninja -

Fiendish Zen ?name? - Aquatic Elf - Magus)
Azten (alchemist?)
Uncle Taco - Leopaldon Root - (straight wizard... something wrong with a gay wizard? jks)
The Morphling - (lucky/unluck halfling)

Ok so I won't update every night unless there are alot of posts that day. Now for a few questions.

@Morphling. I would prefer you pick the one you would like playing the most and only submit 1 character for me.

@Reinald. It's ok to have knowledge if you can keep it separate from your character. How far is you table top game so far? and how far did you get those two times?


I believe i have edited everthing to fit the requirements, If you get a moment to review let me know if i missed anything, Im sure there is something, it seems every time i take a charector and try a different AP i miss something. ARRRR meow and all that!


Backtstory is complete, the character is now complete.

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