There be lootin' to do - Skulls & Shackles

Game Master Spazmodeus

Here be a despicable crew of pirates!

Today's Date: Moonday, 28th of Lamashan, 4712 AR
Weather: Sunny and hot

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Infamy: 29 Disrepute: 14 Plunder: 16


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Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

If not, Edward will come up with something.

Diplomacy: 1d20 + 13 ⇒ (12) + 13 = 25
+1 for the woman's opinion.


Male

Once Isaac makes the offer, Allen slumps slightly. He turns to the rest of his group and they consult quickly. But it doesn't take very long for him to turn back. "Aye, Cap'n Silvermane. We'll give yeh a cut." He chuckles slightly. "I suppose that's only fair--after all, yeh did pull us out o' Gozreh's guts when he threw the third verse at us! Thank yeh again. We'll make yeh happy." With a wink, he shakes Isaac's hand.

That settled, you all retreat to your current ships and continue on the voyage east (at least, so I'm assuming). The next day and a half passes with fair skies and a following wind, and you release Allen and his crew to their smaller vessel not far from Senghor. Then, making your own way forward, you sail up to the city and through the massive stone walls into its sheltered harbor.

Senghor seems every bit as busy as the last time you were here; the port is bustling with ships of every make, and the streets are crowded. It takes some time for the harbormaster to direct you to a berth where all three of your vessels can be housed relatively close to each other (and you definitely draw some questioning eyes, with the clearly damaged ships), but soon you're docked and ready to take on the city!

Alright, what're we doing in Senghor? Selling two ships? Are we keeping their siege weapons? Recruiting crew/selling plunder/gaining Infamy? Anything else?


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

My vote is to sell two ships and our plunder (while paying our crew of course), keep all the siege we have room and crew for (wihtout replacing cargo space), ransom some officers, crew up if we need more crew, and gain infamy. At the same time maybe look at further upgrades to the Shrike.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Sounds good, Diana. What siege weapons did we get in this successful raid? Because if we got better ones, maybe we can upgrade our siege weapons. Also, I have the distinct feeling that we may need to repair the Shrike. Also, upgrading the ship itself is always good.

Isaac smiles as the deal is struck. He helps sail the Shrike and the captured ships to the harbor. When it comes time to drop the smugglers off, Isaac helps them to their ships and loads the agreed upon cut into the ship's smuggling compartments. He aids in sailing into port.

When they arrive, Isaac gathers the officers to set up their plans. He says, "I'll try to sell th' ships an' plund'r. We also need to try an' be ransomin' th' captured crews. Or we can be tryin' to recruit 'em. Edward, do ye think ye can be spreadin' our tales again? Ye seem to be th' bes' at it. Finally, I think tha' we shoul' be addin' mor' sieg' weapons an' repairin' an' upgradin' th' Shrik'. Tha' good fer ev'ryon'?"


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

"Want me to try recruiting some weapons crews?"


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

"More tales? Sure thing."

When the group disembarks, Edward heads for the taverns to start spreading tales of their latest ventures and victories.

Diplomacy/Entertaining: 1d20 + 13 ⇒ (18) + 13 = 31
+1 for ladies.

And he's seemingly in his element, after recent events.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac nods at Arhiel. "Aye. Sounds lik' a plan."

When the group disperses, Isaac heads to the markets to try and sell the ships and the plunder to any potential buyers. He tries to highlight the best features of the ships while downplaying the damages.

Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel wanders through town, frequenting not only taverns and common rooms, but if there is one, she'll also check out the local mercenaries hiring hall too.. Specifically looking for siege weapon crewmen (or women), but she won't turn any likely prospects away, even if they have no experience with the weapons, as long as they know their way around a ship. She tells a few perhaps embellished tales of Captain Silvermane, the Silver Shrike and her officers and crew.

diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana negotiates the sale of the ships and cargo.

Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

Daily re-roll: 1d20 + 9 ⇒ (19) + 9 = 28


Male

As the crew fans out, Isaac and Diana stalk the docks and piers of the city, seeking men and women who might be interested in purchasing two ships. Finding a buyer for the Devil's Pallor isn't hard; a tall Caldaru merchant replete with understated but expensive jewelry is keen to add a warship to his fleet for the short runs to Sargava, and snaps it up immediately. The Sea Chanty, a more common ship, is also less attractive because of the heavy damage it's sustained. Eventually you manage to off-load it to the same merchant, and spend the rest of the day selling some of the plunder that you obtained on this voyage in the large market at the center of town.

You guys net a whopping 14 points of plunder for the two ships (the Devil's Pallor is valuable), and I'm going to go ahead and let you guys sell 2 points of plunder as well. This leaves you with 13 points (assuming you give 2 points to the crew) and you each earn 1,100 gold pieces for the party!

Arhiel, meanwhile, strides through town, visiting any establishment that looks like it might have room for rough men and women. Although a few of her new recruits are familiar with one or two types of siege weapons, she realizes quickly that having a few men and women scattered among the whole crew isn't going to make a huge difference to the ship's efficiency...

Most effective way to get your crew trained is just to buy the "Siege Weapon Training" upgrade...which is only 1,000 gp for each type of weapon, anyway! But you do recruit 8 new crew. :)

Edward, meanwhile, spends his whole day with Sandara in one of the dockside taverns. He's in fine form, and has a constant throng of listeners. Near the end of the day, when he's taking a break and quaffing a cup of rum, he overhears a newcomer at the bar--a Shackles man, by his accent. "I'm tellin' yeh, Jim, there be rumors o' a new Silvermane cap'n an' a fierce crew in th'Fever Sea! I been hearin' all sorts o' stories about this 'Silver Shrike' o'er the last week or so. Stopped in Bloodcove before headin' down here, an' there's a big buzz there."

You earn 2 points of Disrepute/Infamy, and cross the first Infamy threshold! The crew of the Silver Shrike now has the start of a reputation, and they are indeed a Disgraceful crew. :)

The night is spent in drunken revelry, and you all wake up in mid-morning feeling the effects of said revelry...but in general, you feel good.

Next day?

GM Screen:

Recruits: 1d4 + 4 ⇒ (4) + 4 = 8


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

That's not the best ring to the ear.
I'd prefer it on a scale of [Formidable/Feared/Dreaded] :D


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel contents herself with new recruits who aren't necessarily all siege weapon trained, and when she runs into Isaac in town after he and Diana sell the ships, she mentions "I did manage to recruit some new crew for us captain, but only a couple have any familiarity with siege weapons... we're gonna need to train more folks to handle the new weapons."

Then, she'll take a little side trip and just meet some new people and hang out for a while, have some fun for a change. Listen to rumors and news from around town and around the Shackles... what is Harrigan about these days and is anything interesting or unique going on that we should know about? and in general trying to make new friends (without recruiting them)...

diplo to gather info: 1d20 + 15 ⇒ (16) + 15 = 31


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Intimidate for Infamy: 1d20 + 9 ⇒ (17) + 9 = 26

On the first day, Alabaster meets with Isaac before heading out.
Cap'n, I'll be headin' out wi' Samms again, iffen ye'll let me. Try and get some new crew, an' mayhaps spread tha word o' us. We might can get some what knows how ta use tha heavy weapons, see?

If Isaac allows, Alabaster grins at Samms and motions to the port with a jerk of his head.
What say ye Samms? Down fer another good time?

The youth heads into a tavern that looks like it's full of unsavory types, and gives his partner a grin.
Heh, be watchin' this!

He sits down, and begins casting Masterwork Transformation on his pistol, in the most dramatic way possible. Tendrils of Crimson light begin snaking their way from his hands to the pistol on the table, growing bigger and bigger until the entire room is bathed in the blood red light. Only when the gun has absorbed most of the energy does the priest speak.
Besmara, jest as ye blessed me blade, Brineblood, I beseech ye ta bless me pistol, Leviathan! Me weapons be fer tha service o' yer chosen, Isaac Silvermane o' tha Silver Shrike! I be yer chosen priest, Alabaster Cain!

The pistol changes, then, from mundane to masterwork, the wood becoming black, and the metal parts becoming a shining silver. The metal details depict a massive kraken crawling up from the grip, and finally stopping at the barrel, where the massive toothed maw of the beast becomes the end. The red jeweled eyes of the kraken look out over the hole, as if the beast is staring at the victim of its shot.

Alabaster hefts the gun before giving it a twirl and raising it high.
An' this be why tha Shrike is ta be feared! We be tha chosen o' tha Pirate Queen! Iffen ye think ye have wha' it be takin' be askin me Cap'n iffen ye can join tha crew!


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

On the second day, Alabaster sticks near Isaac, and asks the captain what he requires of the first mate.
Isaac, wha' ye be needin' me ta do today? I can be helpin' ye sell plunder, iffen ye wish.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
The Norv wrote:
As the crew fans out, Isaac and Diana stalk the docks and piers of the city, seeking men and women who might be interested in purchasing two ships. Finding a buyer for the Devil's Pallor isn't hard; a tall Caldaru merchant replete with understated but expensive jewelry is keen to add a warship to his fleet for the short runs to Sargava, and snaps it up immediately. The Sea Chanty, a more common ship, is also less attractive because of the heavy damage it's sustained. Eventually you manage to off-load it to the same merchant, and spend the rest of the day selling some of the plunder that you obtained on this voyage in the large market at the center of town.

With the deal struck, Isaac grins as he shakes the merchant's hand. He is absolutely excited about the haul that they're getting.

The Norv wrote:
You guys net a whopping 14 points of plunder for the two ships (the Devil's Pallor is valuable), and I'm going to go ahead and let you guys sell 2 points of plunder as well. This leaves you with 13 points (assuming you give 2 points to the crew) and you each earn 1,100 gold pieces for the party!

Whoo! So, due to me and Diana working together, the party gets 2,200 gp to be divide evenly. The crew has been paid with 2 points of plunder. And the party can sell all 13 points of plunder for a huge amount! Awesome!

The Norv wrote:
The night is spent in drunken revelry, and you all wake up in mid-morning feeling the effects of said revelry...but in general, you feel good.

Isaac chats and parties with his crew, drinking to victory. The next morning, he awakens to a massive hangover and his overcoat and tricorne missing.

Rosie:
When there is an opportunity, Isaac approaches Rosie. "Ahoy, Rosie. I still be havin' tha' gif' fer ye. I figur' this be a bett'r time to be givin' it to ye. Here." He gives her the song sheets that he bought for her.

Arhiel wrote:
Arhiel contents herself with new recruits who aren't necessarily all siege weapon trained, and when she runs into Isaac in town after he and Diana sell the ships, she mentions "I did manage to recruit some new crew for us captain, but only a couple have any familiarity with siege weapons... we're gonna need to train more folks to handle the new weapons."

Isaac nods at Arhiel. "Very well then. I figur' tha' trainin' our crew to be abl' to use th' siege weapons will be requirin' coin. Luckily, it be seemin' tha' we be havin' enough plund'r to afford a bit o' trainin'." He then goes to introduce himself to the new recruits.

Diplomacy (if needed): 1d20 + 9 ⇒ (7) + 9 = 16

Alabaster Cain wrote:

On the first day, Alabaster meets with Isaac before heading out.

Cap'n, I'll be headin' out wi' Samms again, iffen ye'll let me. Try and get some new crew, an' mayhaps spread tha word o' us. We might can get some what knows how ta use tha heavy weapons, see?

Isaac smiles and nods. "Go on then. Hav' fun."

Alabaster Cain wrote:

On the second day, Alabaster sticks near Isaac, and asks the captain what he requires of the first mate.

Isaac, wha' ye be needin' me ta do today? I can be helpin' ye sell plunder, iffen ye wish.

Isaac looks to his first mate and nods. "Aye. We need to be sellin' our plund'r. We be havin' a coupl' costs to be payin', such as siege weapon trainin'."


Male

Isaac and Rosie:
Rosie grins, delighted by the gift. "Thank yeh, Cappy! I'll practice these an' perform 'em for yeh all tomorrow night!" She flashes you a grin and darts off to get her fiddle.

On the first day, Alabaster's performance in the bar (with Samms looking on, grinning) lights quite a fire in Senghor. Between that and Edward's stories, there are lots of rumors going around about this new group of pirates! Another point of Infamy and Disrepute for you!

Still waiting on Day 2 actions/rolls.


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

I recall you saying recruiting is DC 22/23, right Norv?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Rosie:
Isaac smiles as Rosie show her thanks and runs off to practice.

Day 2...

Isaac leads Alabaster (and whoever wants to join them) to the markets to try and sell their plunder.

Diplomacy to try and sell plunder: 1d20 + 9 ⇒ (2) + 9 = 11

Great...


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Diplomacy to Sell Plunder: 1d20 + 7 ⇒ (9) + 7 = 16


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Arhiel, that's your cue. :)


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

While the rest of the crew is busy telling tall tales and pawning off their plunder, Jaina passes the time hitting Senghor's pubs and sampling their booze.

Don't really have much in the way of contributing to Infamy/Disrepute gain that the others don't already have covered.


Male

It's actually just DC 20, Ed; you may be thinking of Infamy checks (and the DC on those shift with your level).


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Diana helps sell plunder as well.

Enhanced Diplomacy: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel goes along to help sell plunder...

diplomacy: 1d20 + 15 ⇒ (12) + 15 = 27


Male

As Jaina hits the pubs, the rest of the officers fan out to continue to sell the plunder you got in exchange for the captured ships! By the end of the day, you have a significant chunk of change in your communal pockets...

Significant to the tune of 4,200 additional gp, which makes your total haul this time in port 6,400 so far--or 1,066.66 each! Go ahead and let me know what you're doing for the next two days (may as well speed this up). Also: it's my recollection that you were NOT going to distribute plunder to the crew if that plunder was from ship sales...is that right, or did I imagine it?


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Sounds about right. I mean, we do have more than enough plunder to give to the crew.

Isaac smiles at the amount that they have earned. "Well, we be gettin' a great haul. Well don' ev'ryon'!"


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Dian will continue to sell plunder hoping to bring in more than the base 1000 gp per point.

Enhanced Diplomacy: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

We have a ram, but do we have a carving on the front?
Edward would look for a group of craftsmen to make one, if Isaac wants one.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Sure, Edward. Go for it.

Isaac aids Diana in trying to get more coin for their plunder.

Diplomacy (aid another): 1d20 + 9 ⇒ (15) + 9 = 24


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward has a quick word with Isaac, about what kind if carving he wants on the ship. After which he goes in search of a group of craftsmen who can make it.

Diplomacy, discount maybe?: 1d20 + 13 ⇒ (9) + 13 = 22


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

When Edward discusses the figurehead with Isaac, the Captain says, "Hmm... I be thinkin' abou' a coupl' o' dolphins, fer they were swimmin' alongsid' th' ship aft'r out mutiny. A sign o' Besmara's fav'r, no doubt. Iffen th' oth'rs hav' som' suggestions, then find a way to includ' 'em iffen ye can."


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster takes Samms and shops around for black powder and bullets during the morning, and then meets back up with Isaac whenever he's ready to set out to handle the business of selling more plunder.
Purchases thus far:
2 Dragon's Breath Alchemical Cartridges: 80 gp
2 Entangling Shot Alchemical Cartridges: 80 gp
2 Dry Load Alchemical Cartridges: 80 gp
10 Doses of Black Powder: 100 gp
10 Bullets: 10 gp
3 Powder Horns: 9 gp
2 Bandoliers: 1 gp

The priest adjusts his new bandoliers and his belt pouches full of bullets and powder horns and smiles at his captain.
A bit more sellin' an' I'll be ta me old self again, eh? Feels good what ta be wearin me straps an' powder again. Ain't felt this well up since me days on tha Shinin' Skull.

He strokes the holy symbol that hangs off the grip of his pistol and muses.
Isaac. Ye be thinkin' iffen we get enough gold, we can be hirin' a mage ta be puttin' magic on our stuff? I be thinkin' iffen we be headin' inta tha Shackles proper, we be needin' more'n yer fancy stabber an' me magic fer weapons fer all o' us... An' I ain't fer thinkin' tha' crackin' tha Tidewater Rock gonna be givin' us e'rythin' we need.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac scratches his chin at Alabaster's suggestion. "Hmm... Tha' be soundin' lik' a good idea. We migh' be needin' th' upgrades. We also migh' need to improv' th' Shrik' an' be bolst'rin' our crew. Tidewat'r Roc' be o' great importanc'. Once we crack it, we be makin' a huge step towards becomin' tru' pirates."


Male Human Warpriest 7 Blessings:6/6, HP: 55/55, Fervor: 5/5 Panache: 5 AC 18, T 13, FF 15; CMD 18; F+8, R+5, W+7, Init+3; +1 Grayflame Cutlass+10 1d8+4,18-20 x2; +1 Reliable Pistol+9, 1d8+4, x3
Skills:
Acro:13, Climb: 9 Diplo:10, Intimidate:12, Prof-Sailor:13, Swim:12

Alabaster nods.
Aye. We 'ave a long way ta go. We be makin' it, though. Ye'll be a name ta be feared, jest like yer ancestors.

The priest looks out over the sea, and then back to Isaac.
We be 'avin a good crew. Solid, an loyal. We just gotta get 'em armed, an trained. An tha ship be needin' some bolsterin' too, jest like ye say.

He turns and strides toward the dock.
We ain't gonna be doin' none o' that iffen we don't be sellin' off this lot o' junk. Let's be off, Cap'n.

Diplomacy to Sell Plunder: 1d20 + 7 ⇒ (1) + 7 = 8


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel goes with Alabaster to sell plunder and when she sees his usual skill falter in the negotiations, she steps in and smiles at the merchant and opens the discussion again regarding their share of the profits on the goods.

diplo: 1d20 + 15 ⇒ (4) + 15 = 19

while she does only a little better, she's satisfied that they will at least get a somewhat higher price for their plunder.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

I'll continue to sell plunder Captain until its all sold. But we need to get the ship upgrades decided and under way if we are going to get them done.

Enhanced Diplomacy to sell plunder: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29


Male

With most of the crew working together, you manage to sell your plunder for a significant chunk of change--Diana consistently finds the best prices, with Isaac assisting her, but Arhiel also does relatively well for herself. She makes up for Alabaster's unfortunate run-in with a group of thugs, at any rate...

Diana sells two points of plunder for 1200 and 1100 gp, while Arhiel sells one for 1000 gp. That ends up being 660 gp per PC!

Edward, meanwhile, quickly finds a carpenter with a figurehead that's not too far off from dolphins to be a quick adaptation. He promises to get the job done in a few days for the price of 500 gold pieces, if you're willing to take that offer.


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Jaina is clearly becoming more and more restless the longer the crew spends in port. The minutiae of managing a ship becomes that much more apparent to her the longer she hangs around--selling plunder, recruiting crew for a new voyage, dividing the plunder they've already acquired, purchasing upgrades for their ship...

"...aaaauuugghhh." She groans as she downs yet another shot of whiskey. "I think I'm starting to lose my sea legs, I've been ashore too long."

First, I can't wait to get plunder. Then I can't wait to get back to port to sell it. Then I get antsy waiting for Captain Goldilocks' permission to sail again... it's a bloody vicious cycle.


Male

Isaac and Diana take the lead in selling plunder, and the next few days pass relatively quickly, though you're all eager to get back afloat. Jaina spends much of her time in a bar, and Arhiel starts there as well...though an attractive Caldaru named Zeshi manages to lure her out and occupy much of her shore leave time. I'll leave it up to Arhiel how fleshed out that relationship is...and Zeshi's gender. ;)

Finally, though, all of the plunder is sold, the figurehead of dolphins is mounted, and you're about ready to set sail again. You've got plenty of cash on hand, and the blue seas are beckoning! As Isaac comes up to the sterncastle on the fourth morning, he finds Sam's waiting for him. "'Bout time we were settin' off, sir," she says with a grin. "What's the heading?"

Only thing left to decide is what crew upgrades or ship upgrades to grab before you head out! Your plunder sales have netted a total of 11,000 gp EXACTLY "for the ship," with an additional 2,200 (440 each) for you personally. Let me know what you're purchasing, and where we're headed!

GM Screen:

Isaac Day 1: 1d20 + 9 ⇒ (20) + 9 = 29
Isaac Day 2: 1d20 + 9 ⇒ (19) + 9 = 28
Isaac Day 3: 1d20 + 9 ⇒ (4) + 9 = 13
Diana Day 2: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Diana Day 2.1: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Diana Day 3: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Diana Day 3.1: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Does anyone have a total GP per person have netted from these sales?


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Arhiel, entranced by Zeshi, tours the city with him and learns the best backways here and there, and some lesser known but wonderful spots to linger - gardens, taverns, private clubs... "Ah, wonders abound in Sanghor, places I didn't even know existed! But you are the most wondrous thing about the city, I think. I never thought I'd meet anyone whose eyes matched my hair... and whose personality and wit were so engaging."

She'll find out what she can about him, and after three days of talk and play and lust too, find out if Zeshi would be interested in joining the Shrike, but only if he has some skill that might be of use to the captain and/or crew. hopefully she'll have learned that much about him by now to know whether or not to make such an offer.

Whether the offer is made or not, Arhiel will make a deep connection with Zeshi if she can, so that if he doesn't join up, he will be a contact here in Senghor in the future...

While in town, Arhiel will also take some time to shop and to convert her remaining coins to gems for ease of carrying. Since the lowest level things that sorcerors can REALLY benefit from are kind of expensive, she'll save most of her coins, spending only 1000 gold for a cloak of resistance +1, since her ability to ward off harmful effects (ie saves) are pathetic.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

For crew upgrades, I vote for Siege Weapon Training, Got your back, and Landlubbers need not apply. For ship upgrades, Silk Sails, Magically Treated Hull, and Rapid-Deploy Sails catch my eye. Also, Diana, if we were to combine the 11,000 gp and the 2,200 gp and divide it six ways, that'd equal 2,200 gp per person. Though, I think that some of that total will be used for our upgrades.

Isaac looks at Samms and then at the rest of his crew. "Well, Samms, I be believin' tha' it be time to ge' to th' Shackl's prop'r. It be tim' to Crac' th' Rock."


Human Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5
+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Edward was looking content with the craftsmen's work of the dolphin.
"Search and usually find.....and the delivered result is good."

He didn't spend much time on other things, save for trying to fin some rumors of interest.

Diplomacy to gather clues/rumors for profit: 1d20 + 13 ⇒ (8) + 13 = 21
---------------------------
Later at the almost departure:
"Need a sledgehammer?", Edward adds with a grin.


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac looks at the figurehead and is impressed. "Nice goin', Edward. Fine craftsmanship ther'."

Isaac smirks at Edward's comment. "Let's be waitin' on tha' an' be seein' wha' happens."


Male

Finally have time to post!

With the crew newly trained and the ship equipped with new, fancier sails, you set out from Senghor. Zeshi, dark-haired and green-eyed, gives Arhiel a lingering kiss on the gangway. "Come back to Senghor soon, my little seagull," he says, embracing her warmly. "I shall think of you often in the dark of night!" As a money changer, though, he has a business to tend to in Senghor, and can't go haring off on the ship with you.

Edward spends the last morning in a tavern with Sandara, where after a few drinks he ends up chatting with an old salt who's from the Shackles herself, and has an interesting story to tell...

Edward's rumor:
"I lived on Motaku Isle fer nigh on twenty years, boys. An' I gotta secret. Maybe yeh've heard of Bogsbridge purple? A rare dye it is, sold by the Boles family o' Bogsbridge on Motaku. An' supposedly that's where the family's fortune comes from. But th'Boles have a secret...they ain't just usin' the snails in the swamp there to make dye. They make some kinda freaky drug there too, an' smuggle it out to Cheliax! Yeah, those Chelish nobles just love the stuff...and it's plenty valuable." She takes a long quaff and slams her mug down. "An' tha's the true story o' the Boles!"

Tidewater Rock, the famous fortress, is a solid week's sail from Senghor under a favorable wind--and you make good time as you head out. For three days the sky is sunny and the wind brisk. On the fourth day, it clouds over slightly, but you have bigger concerns: just off the starboard bow, in the distance, you can see a ship! As you approach, you see that it's not moving. It's listing to one side, and seems disabled. No movement can be seen on the deck.


F Human claiming Azlanti and Chelaxian decent Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Feeling more alive now that the ship is sailing again Diana is in a good mood. The wind is blowing her hair as she stands on the fore deck and watches her beloved waves roll by.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

The oracle is looking the wrong direction when the disabled ship is spotted. She wastes no time though in calling the siege crew to their stations. Be prepared lads. This could be a trick. she calls with a smile, half hoping it will be.


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

when leaving Senghor: "I will be back, dear Zeshi... but until I will not only be alone on board, but lonely too, without you. If you ever change your mind, find a way to get a message to me aboard the Shrike and I will return for you. Until then, I will be back as often as I can convince the captain to return here... perhaps when we're ready to upgrade our ship again at the very least. I will miss you terribly." Arhiel will finally tear herself away from Zeshi after a lingering kiss...

On the high seas: "It may well be a trap, Diana, thank you for the warning... forwarned is forearmed, so they say. It could also be a plague ship," she says, and as she makes this realization, she ties her scarf over her mouth and nose to help ward off any evil humours in the air as they approach the other ship, just in case.

Arhiel looks to see if they are flying a distress flag...

perception: 1d20 + 10 ⇒ (13) + 10 = 23


Male Human (Cheliaxian/Mwangi) Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9

Isaac is making ready to to set sail, aiding in getting the Shrike ready. As he stands by the wheel, Isaac spies Arhiel... with a gentleman. He watches as they kiss and then part. When Arhiel boards the ship and makes eye contact with him, Isaac merely gives her a look.

Just so you know, Arhiel, it's going to be Bucky's.

When they set sail, Isaac takes the wheel and sails them off. When they come across the disable ship, Isaac takes out his spyglass and looks at the ship, searching for signs as to what happened.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Martial Flexibility: 6/6|Female Ifrit Brawler 7|HP: 54/54|AC: 21/14/17|Saves: Fort +6, Ref +8, Will +3|Init: +2|Perc: +12

Once the ship is out at sea, Jaina takes to her duties with her usual dedication.

When the derelict ship is spotted, Jaina leans over the side to get a better look at it.

Perception?: 1d20 + 8 ⇒ (5) + 8 = 13


AC 20/16t/18ff (12/12t/10ff) ; hp 35/35; saves: F 4 R 4 W 6; bab 3, melee 3, ranged 5; CMB 3, CMD 15; speed 30; init +4; human sorceror/6
skills:
climb 0, craft: tattoo 6, diplomacy 17, know arcane 10, perception 9+2, profession sailor 6, sense motive 0, spellcraft 12, swim10

Bucky's?

Arhiel returns Isaac's look with a satisfied smile... She is fairly glowing, and looks quite content and unashamed of anything she's done. She gives Isaac a little wink before heading up to the wheel to stand near him. "Problem, Cap'n?"

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The wind blows through the sky as the waves beat on the shores of the Shackles. The music of the sea rises and falls in volume as Besmara gazes out upon her domain. Countless numbers of her children wander these waters, but a chosen few were converging in port peril as their time approached. As the strings of their fates intertwined and merged their future became more and more intertwined, all they needed now was little push in the right direction... a touch... of destiny...

===
CHARACTER CREATION RULES

-1st level
-25 point buy
-Average starting gold
-Core races only
-2 traits, 1 drawback maximum. ONE TRAIT MUST BE FROM THE S&S TRAITS LIST
-All Paizo published material allowed, 3PP on a case by case basis

Any further questions can be asked below. I will be taking a maximum of four PCs, selection date pending


Well, here is a Cleric of Besmara I'd created for a Skull & Shackles game that died suddenly and fits the above creation rules.


Dotting for interest, I'm thinking I'll be submitting either a martial deckhand (Ranger or Barbarian), an alchemist fluffed as a cannoneer, or an archaeologist bard with a big fancy hat.


Human bard reporting.

I'll adjust him to 25 pt buy.
Editing post within the hour for completion

Edited, stuff done and in profile.
I can have misc items in inventory, but i'll leave that for if chosen.


Submitting Tamina, my Half-Elf Chirurgeon for this, I'll adjust the level and point buy if necessary for selection/selected.


Dario Ezequela, a devilish wandering monk down on his luck adds his name to the roster.

I shall immediately begin working on his character sheet.


Warpriest/Gunslinger of Besmara here. I'll update the alias to reflect the creation rules and type the backstory later tonight.


Throwing my hat into the room.
Just have to adjust to your rules.
Human female swashbuckler.


Dario has been completed and is wandering casually until selection begins.


Submitting Akadi here, will check her against your rules shortly.


Correction: Alabaster will probably be a full warpriest with the amateur gunslinger feat and both the gun and the rapier (or cutlass, I prefer cutlass for pirate games) as favored weapons.

This is a character I used during the playtest. The mythic stuff in my alias is all from that. When I'm done tonight he'll be set up to fully qualify for this game. :)


So far so good, lots of interesting characters popping up. It's cool to see people using the new classes from the Advanced Class Guide, it adds a little bit of new to the adventure!

I've decided to place the selection date on Thursday the 12th of June by which time I hope to have an interesting pick of PCs.

I would ask that all applicants finish their characters by this deadline and include their backstory if they do not already have one as I base much of my selection process of the RPing aspect of gameplay

Good luck to all!


Yep. I'm going to start on Alabaster's stats in an hour or so. He'll be full warpriest with amateur gunslinger and favored weapon: Cutlass and Pistol. The intent will be to go with sword and pistol later down the road. I'll have a couple of GM ruling questions for you when I get down to it, such as: does having favored weapon: Pistol mean he's proficient with pistols, or will proficiency have to be bought another way?

Also, as the ACG isn't out yet, I am aware that when it is, I may have to rehaul the character to fit the new rules, and I am ok with that.


As written, warpriest gains weapon focus for free with any weapon. Tis' why I asked, to avoid confusion. I'll probably not waste a trait on heirloom weapon, and instead use another method.


As you wish then, let me know how you have chosen to go about it once your character is finished


I'll just grab exotic weapon proficiency-firearms. The bonus feats will help out a lot with keeping the build steady and allowing me to do something I've never done before as far as mechanics go. As for roleplaying, he's a young waif, born in Drenchport and drawn to the life of piracy. He worked on the docks, moving heavy barrels and crates, and always talking with the sailors who docked in Drenchport. His faith in Besmara began when he found out about her tenets and her worship. He was hooked, because he already believed everything she stood for. He was press ganged in Drenchport, and worked for a captain who was absolutely terrible, beating him and the other "crew members" for sport, and only half feeding them. In Port Peril, Alabaster snuck off the ship with a few gold coins he was able to steal and found a bar, where he starts his new career on a new ship.

There's the basics of it. I'll type up the detailed official version later. Having dinner with the wife now. Alias updated but not complete, I still have to plug in all the numbers.

Dark Archive

Got an idea for a somewhat goofy, perpetually cheerful Eagle Shaman Druid - something of a cross between Monkey D. Luffy (One Piece) and Edward Wong Hau Pepelu Tivruski IV (Cowboy Bebop), personality-wise...

I'll see what I can do with getting the background and crunch worked up and posted sometime tomorrow evening.


Putting up Garnnack the Corsair, sailor and warrior of the high seas.

Working on finishing his gear.


How much Hp do we start off with?


Max hp for your class


Do we need to pay for things like tattoos, bandanas, and hats? There are listed prices. I'm assuming it's up to the GM.


Any equipment that is non-beneficial to adventuring and serves only a decorative purpose can be added to your characters at no cost


Okay!


Hey! tieflingwizard here. With my character: Isaac Silvermane, a Rogue with the Pirate archetype.


Just realized I have not chosen my traits! Will be doing so momentarily!

Dark Archive

I was going to put forward a monk, but don't want to step on Dario's toes. I'm going to look over his sheet and see if my budding character would step on too many toes.

What are your posting expectations, GM Goliath?

What hours are you usually active?


I would expect a minimum of 1 post per day but if the PCs post more often I am all in for multiple posts a day

I will usually be active from 11am to 2am eastern time but I will be in a european timezone for the next week (11th to 19th of June) meaning the earliest I could post would be 2pm eastern.

However I always encourage RP while I am absent to better build your character's personality and it makes the game more lighthearted and interesting besides the simple campaign parameters.


twilsemail wrote:

I was going to put forward a monk, but don't want to step on Dario's toes. I'm going to look over his sheet and see if my budding character would step on too many toes.

What are your posting expectations, GM Goliath?

What hours are you usually active?

I'm building a non-min/maxed unarmed drunken master who specializes in kicking and slapping people.


I am looking to put something together. Either a sorcerer or a sea reaver. Not sure yet which one. Will finalize that soon.


I will be submitting Morgan Allegretti for your possible selection. Archaeologist Bard, so she fills the skill monkey / trapfinder role rather than the normal bard support role. It's not an optimal build, but I like her anyways.


Here is my submission. Santiago of the Shackles. He is a Half-Orc Barbarian who has lived a full and exuberant life raging and pillaging, however he just felt the call of the ocean, thus he traveled to the Shackles. (Half-Orcs should always have a level of Barbarian. It just seems right.) He has always had a certain kinship with nature and was briefly taken on as a shaman's apprentice in his tribe, however he was sent back to "Barbarian school" after he spent more time playing with the birds and the fish, then with the boars and wolves. (This will play into his evolution into a Reincarnated Druid [he is old for a Half-Orc] into an Acolyte of the Green Faith). He currently works as a dock hand in the Shackles, helping to offload cargo, hoping to gain a chance to prove himself on the sea.


Goliath, are there any alignment restrictions?


For the moment I allow any non-evil but that may be subject to change once I select the final team depending on how they want to play the campaign.


Oh... This looks interesting, but I don't think I can make the deadline.

To all who get chosen, "May there be both smooth sailin an stormy seas awaitin ye, fore if ye have too much of either then ye will surely be doomed when ye find the other."


Traits and bonus human skill point added. Dario wishes good luck to everyone for the selection.


For Isaac Silvermane, he's going to be more of combat oriented rogue. Not really a sneaking type of rogue. He's made for the high seas, though. Eventually, I'm going to be taking levels in the Inner Sea Pirate prestige class. I'm also going to be taking the Eldritch Heritage feats for the Aquatic bloodline to add in his deep connection to the sea.

Roleplaying wise, he's going to be a Shackles native who's a cross between Sinbad and Jack Sparrow. I read the description of the Buccaneer's Blood trait and I came up with this backstory for him. He's from a family of pirates, each famous in their own right. The most famous member was the family founder, Captain Sebastian Silvermane. Isaac wants to live up to his family name and restore/ add to the grand legacy. So, he's spent a lot of time on ships and port towns, waiting for the day he can become the captain of his own ship.


Submitting Salt for this campaign. I've run through the intro twice but haven't gotten much past day 1 before our DM bailed on us.


Posting rate is no problem. At my current time i can post more than once.

RP wise, Edward is a bit of a sarcast and smooth talker.
He helped his uncle on the ship and was a parttime musician in his free time.
Raised by a sailor uncle and a high class prostitute mother, the latter being the greater influence on his sly social capabilities.

Complete bio in profile.


Crunch:
CN Medium Humanoid (Human, +2INT)
Arcanist 1
Init +2, Perception +1

---------------------
DEFENSE
---------------------

AC 14, Touch 12, Flat-footed 12
HP 8 (1d6+2)
Fort +1 Ref +2 Will +3

--------------------
OFFENSE
--------------------

Speed 30 ft.
Ranged Crossbow,light +2(1d8+2/20x2)

----------------------
STATISTICS
-----------------------

STR 10,DEX 14, CON 13,INT 18, WIS 12,CHR 14
Base Attack +0 CMB +0 CMD 12

--------------------------
Special Abilities
--------------------------

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold an amount of magical energy equal to twice the arcanist’s level. Each day when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 1 + 1/2 her arcanist level (minimum 0). Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points that the total mentioned above, points gained in excess of this maximum are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers (see arcane exploits). In addition, the arcanist can expend one point from her
arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the DC of the spell by 1. She can expend no more than one point from her reservoir on a given spell in this way.

Flame Arc (Su): The arcanist can create an arc of flame by expending one point from her arcane reservoir. She can make a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of fire damage plus 1d6 points of fire damage for every two arcanist levels beyond first (to a maximum of 10d6 at 19th level). The target may attempt a Reflex saving throw to halve the damage.

---------------------
Traits
---------------------

Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Ancient Explorer
You are a student of ancient history, and you've come to explore the crumbling and vine-choked ruins of the cyclops empire, which have lain abandoned among the isles for thousands of years.

You went to a tavern last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

Benefit You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
-------------------
Feats
-------------------

Armor, Proficiency light
Point Blank shot

-----------------
Skills
------------------

Spellcraft +8
Use Magic Device +6
Knowledge Arcana +8
Knowledge Local +9
Knowledge history +9
Knowledge Engineerng +8
Appraise +8

------------------
Gear
------------------

Leather Armor (10gp), Light crossbow (35gp) Bolts x 40 (4gp) Wizard's Kit (21gp)


Background:
Hans Gewitter was born to honest working farmers. His parents tried to prevent Hans practicing magic by having him perform menial labor all day. Han grew tired of this quickly and argued with his parents that they were holding him back and hee wanted nothing more than to go and explore the world.His parent would have none of it After one heated argument when Hans was 10 he left because he was tired to being held back. a Week later out of food, luck would have it he met a travelling wizard by the name of Laene Ridace. She was impressed by the combined natural talent and ability to study and learn. After completing his apprenticeship Han set on a journey to learn more lost cultures and to expand his magical knowledge. Hans arrived in Shackles in hopes of learning more of lost cyclopian ruins.

Personality; Hans natural talents made him a little arrogant. think himself smarter than most others but usually is not to stuck up about it. He is however willing to help those willing to learn not wanting to deny anyone the opportunity he missed as a young child. He does not take orders well especially from people from whom he thinks are lesser than him, however once someone earns his respect he can be fairly loyal.
Han's biggest fear is settling down and living an ordinary life especially after having just tasted a life of adventure and learning.


Wanted to submit Bellanie for consideration. Gnome sorcerer. Have all the crunch minus gear completed. Working out the background, personality and appearance and plan to have it up sometime tomorrow.

Essentially a barmaid who has found herself in Port Peril drawn by the excitement of pirate stories. She is reasonably popular with the customers telling amazing pirate stories and using her magical talents to enhance her stories. Then of course as a gnome, she has the overly inquisitive nature to want to try new things. She is pretty but a lot of times gets confused for a really cute child rather than a pretty woman, which she generally doesn't care either way as long as people are acknowledging her. In fact, a lot of times she plays on the child aspect.

I've played in a S&S game but we only got to day 2 before our GM vanished. I'm an experienced PbPer and actually GM a number of games currently (some of which have been running for over a year). So the posting one or more times a day is not a problem and I know how to drive posting forward if needed.

Also, for ease of others and the GM, these are the applications that actually had a profile associated with them so far: (Think I got everyone, I apologize if I happened to miss you)

Elisandra - Cleric
Edward - Bard
Tamina - Alcehmist
Dario - Monk
Alabaster - Warpriest
Dinali - Swashbuckler
Akadi - Shaman
Garnnack - Fighter
Isaac - Rogue
Morgan - Bard
Santiago - Barbarian
Jesel - Druid
Hans - Arcanist
Bellanie - Sorcerer


I'm working on Alabaster now, should be done shortly.

One question GM: We know that the ACG will have a dex to damage feat as well as new archetypes and all that jazz, so when it officially releases, how far of a rebuild will someone with an ACG class go? Just enough to fit the new rules and changes, or can we completely overhaul? For instance, Alabaster's theme and main choice of feats and all will not change, but the dex to damage feat will make him a lot less MAD (and a MUCH better healer) if I could take advantage of it, but it would require me to change his base stats. Would something that drastic be allowed?

I also want to add that I am not at all about optimization. I enjoy the roleplaying of the game more than anything else. What I do like is for my character's abilities and skills to support the roleplaying. What I have in mind for alabaster is a highly dextrous, average strength fighter who can hold his own due to his skill with a blade, and embarras his opponents with witty piratical banter.


I have completed a sorcerer. I present Ranak, a marid Sorcerer with skill in cooking and intimidation.

Goliath, please tell me what you think.


Alabaster is done. GM, please review and let me know if I need to change anything. :]

crunch:

Traits
(Campaign Trait) Besmara's Blessing: +1 to Intimidate and Profession- Sailor, and 1/week, reroll a Profession-Sailor Check
(Combat) Reckless: Gain +1 to Acrobatics Checks, and Acrobatics becomes a class skill

Class Abilities
Aura
Blessings
Focus Weapon
Sacred Weapon

Stats
HP:10
AC:16
Touch:12
Flat Footed:14
Initiative:+2

Fort:4
Ref:2
Will:4

Attacks
Melee: Cutlass +4, 1d6+3, 18-20 x2
Ranged:--

Feats:
Exotic Weapon Proficiency-Firearms
Weapon Focus-Cutlass
Weapon Focus-Pistol

Skills
Acrobatics:7
Diplomacy:5
Intimidate:5
Profession-Sailor:6
Swim:7

Blessings:

Water
Minor Power:

Trickery
Minor Power:

Spells Per Day
0:3
1:2

Spells Prepared
0:
Detect Magic
Light
Sotto Voce

1:
Shield of Faith
Magic Weapon

Gear:
Chain Shirt
Cutlass
Silver Holy Symbol
Spell Component Pouch
30 gp

Background:

Being born to dockworkers in Drenchport, Alabaster was never a stranger to the ways of the sea, or of the Lady Besmara. He literally knew how to swim before he could walk, and he was put to sleep with stories of sea monsters and sailor heroes, of great battles between legendary ships and krakens, and of the Lady of Waves herself. When he was old enough, he would go to the docks everyday with his father, and while his father worked, he would watch the ships dock, and the sailors unload their cargo for sale and trade. Just as often as not, the sailors would be boisterous, braggart pirates. Being the town that Drenchport was, no one gave them a second thought. Their goods were just as valuable as an honest merchant's, afterall (and to refuse them would be to invite the wrath of the Free Captains!). Alabaster, however, was obsessed with them.

The teachings of the Lady of the Sea were that if you weren't strong enough to keep something, then it was the stronger person's right to take it from you, and that's exactly what the pirates did. To Alabaster, pirates weren't the evil, murderous men his mother and father said they were. They were men of Besmara, carrying out her holy will. Every chance he got, he would talk to them at the docks, sneak into bars and taverns and watch them, and on the rare occasion that one came, he would hound priests of Besmara for all the information he could.

As he became a teen, he realized that he wholly believed in the message of Besmara. He would often look around him, at the people pf the town, at his parents, and realize: They did the same thing everyday, for years on end, never taking hold of their own destinies, never truly being free. He would then look out to the sea, and a feeling would wash over him. A feeling that freedom was there, on the waves. That if he just left, got on a ship and just left, that he wouldn't be doomed to the same life as his parents, as the children he grew up with. Hell, most of them were already working the docks all day, just like their parents, and their grandparents. So he made up his mind. If the opportunity ever presented itself, he would go.

It was around the time that he was sixteen that the biggest pirate ship he had ever seen pulled into the docks. He watched several pirates disembark, and they talked to the dock managers. After a few moments, they made their way to the closest bar, except for one, who headed toward the local shrine to Besmara. Alabaster followed him. When he got close enough, he couldn't believe his eyes at the man's weapons and clothing. Everything the man wore was more expensive than all the riches Alabaster had ever dreamed of. He realized, this was what the life of a pirate could bring him, this man was the embodiment of the freedom Alabaster yearned for. When the man entered the small shrine, Alabaster slipped inside behind him, and watched as the man pulled a coin out of a coinpurse full enough to buy food for all the dockworkers for a year, and place it in the offering tray, and prayed. When he was done, Alabaster approached him, begged the man to take him on the ship with him, to teach him the ways of a pirate. The man stayed silent until he heard Alabaster's reasons for wanting to leave. He smiled, and finally spoke.
Lad, ye remind me of meself. Ye be right in thinkin' tha' ship can be givin' ye what ye be lookin' fer, but ye gotta answer me this, wha' skills have ye tha we could be usin'? We got swabs an' riggers aplenty, and takin' on extra mouths don' be a good idea when ye be on a ship. Ye speak of knowin' the Lady, and knowin' all her rites and rules, but unless ye got her magic behind ye, I'm afraid ye'll be stayin' here, see?

The man looked at Alabaster, almost sadly, ignoring the boy's frantic pleas, and walked out.

Alabaster spent the night in the temple praying. He fixated his mind on the priest's words, that if he could gain the powers that Besmara granted, he could indeed leave the town someday. He fell asleep under the statue, the face of the Lady of the Sea watching over him with her stern expression.

He woke to the gentle rocking of a ship, something he was familiar with from the times he would be allowed to go out on the fishing boats, and didn't think anything of it at first. He then woke in a panic, snapping up and looking around. The man from the shrine was sitting in a chair next to the bed Alabaster laid in, and smiled grimly at him as he spoke.
[b]Lad, it be yer lucky day, I be supposin'. All through tha night, tha lady was sendin' me dreams of ye, of ye bein' a preist one day. I'm supposed ta be trainin' ye. Don't be thinkin' it's gonna be easy, or tha yer gonna enjoy it. It be a harsh life, especially at first. But ye asked fer it. My name be 'Arvey. 'Arvey Crassman. Welcome aboard the Shinin' Skull...

The next year that passed was probably the hardest year Alabaster has ever gone through. Before Harvey would teach him anything at all about magic, about being a pirate, he had to learn everything there was to know about the ship itself. He spent his days for months with the swabs and riggers, and absorbed all the knowledge he could like a sponge. He learned the ship from the crow's nest to the bilges, every plank of wood, every nail, every rope. He spent his nights with Harvey, learning everything he could about not only magic, but the magic needed to help a ship. He learned to fight with a cutlass, Besmara's favored weapon, most of his training coming in the days right before the Shining Skull would take a merchant ship down.

It all fell apart when a Chelish pirate hunter caught the Skull by surprise. The night right after they had taken a ship, and were celebrating, the Chelish vessel came from around the backside of a small island that the Skull was moored near. The fight was over quickly. Harvey and Alabaster were the last two standing, Harvey with his cutlass, and Alabaster with his cutlass and pistol, a weapon he learned to use in his very rare free time, and with a pirate from Alkenstar who trained him when he could.

The two fought for several minutes after the captain fell, but it was all for nought when the Chelish ship's mage blasted the two pirates with a massive ball of fire. Alabaster was thrown overboard, but as he fell, he saw his mentor and friend burn, incinerated by the spell.

This time, when he awoke, it was on the shore of the island. The Chelish ship was long gone, but he could see the wreckage of the Skull, all over the shore. They had completely destroyed her, even the main mast was in three pieces. He searched it for hours, trying to find the body of Harvey, tears freely streaming down his face. What he did find was one of the small lifeboats, undamaged and stocked with several weeks of water and dried foodstuffs for a single person. He searched the wreckage for a few more hours, to no avail. The only possessions he had left were his cutlass, which was on the shore beside him when he woke up, his chain shirt, and his holy symbol. His pistol and everything else had been lost in the battle, and in the fall. He set sail that night, with no map, and no idea where he was going.

He lost track of time, drifting for days upon days, praying everyday to Besmara to save him. Finally, on the last night of his journey, she came to him in a dream. Her words of comfort were simple, that she had never abandoned him, that she had guided his small craft with her own hands to where he was meant to be.

The next morning the sight of Port Peril in the distance greeted him. He reached it that afternoon, sold the lifeboat for a small pouch of coins, and found a shrine to pray. He headed to a tavern after, to find a place to sleep, and hopefully, find a new crew to join, and continue his work as a pirate, and a priest of Besmara.


Edited the rest of the inventory on his profile.


I'm going to be in school til 1900 EST, so I might be late getting this up. Hope it's not a problem.

PS: Do we have to take a drawback if we take two traits?


NOTE TO ALL: RECRUITMENT IS NOW CLOSED WHILE I DECIDE ON THE PCS

@Alabaster: since the release date for the ACG is scheduled for August I will not permit stat changes so late in the adventure. As for your character everything seems to check out so far :)

@Grand Moff Vixen: Ranak seems to be just fine, love the choice of a Half-Orc sorcerer we don't see that often

@Tamina Rugatonn: No you are allowed two traits and can take a maximum of one drawback to gain a third trait if you so wish. As for the time you get your character I will be making my choice by this evening so I can't make any promises as far as waiting for your character.


Ok gotcha. I might take a look at him later tonight and make a few minor edits, but I may just leave him like he is. Here's hoping fortune favors me this evening!


I added the headstrong drawback and gained the trait to give Know. Geography. I figure a pirate would have some kind of knowledge about the geography of the shackles. I'm debating dropping strength to raise dex, but I'm not sure yet.


All right it's a little earlier than evening but I have made my choice. I would like to move to the discussion board to finish up some points with my chosen finalists.

Alabaster Cain
Dario Ezequela
Ranak
Jesal "Salt" Knothin
Morgan Allegretti
Dinali, the Bloody Rose

Thank you to all the others for your applications and interest

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