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Yaarrr Pirates! (Ryuko's S&S) (Inactive)

Game Master Ryuko

Five Swabs are faced with a life of ugly servitude. Will they rise above it?

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Hello all. I've been incredibly excited for the Skull and Shackles path ever since I heard of it, and after putting in my order for it and reading over the players guide I think it's time I started up recruitment for it. So I'll be looking for 5 interesting and fun pirate characters.

Banned List:(Note that this is not a comprehensive list, and some other things may be banned. I reserve my DM right to ban any item I choose at any time I choose.)
Wild Rager Archetype
Rage Cycling (Barbarians, even those immune to fatigue, must wait twice as long as they were in rage to enter it again)
Synthesist Archetype
Master Summoner Archetype
Antagonize Feat
Clustered Shots

Power Attack, Combat Expertise and Lunge are combat options. Anyone with STR 13 or higher may Power Attack. Anyone with DEX or INT 13 or higher may use CE. Anyone with a BAB of more than 6 may make Lunge attacks.
Combat Maneuvers provoke Attacks of Opportunity only with a failure, not with the attempt.
Vital Strike is a single feat that scales.
Weapon Finesse/Agile Manuevers are Options of Finessable Weapons and no longer feats.
Dervish Dance is replaced by Expert Strikes. Expert Strikes is a feat requiring a BAB of +4 which allows you to add your DEX bonus instead of STR bonus to damage for Finessable Weapons.
Weapon Proficiency is a trait. Using a Feat on Weapon Proficiency gains you Proficiency in 2 weapons.
Vital Strike is an attack action which can be combined with any other such action (i.e. Charging, Spring Attack, Cleave).
Lances Do not deal double damage on a charge, only +5 damage.
Characters gains 1 point buy every level, replacing the one attribute point every 4 levels. Points beyond 18 cost an amount of points equal to the resulting modifier (19 = 4, 20-21=5, 22-23=6 etc.)

Character Creation:
All Core Paizo Material Allowed (CRB, APG, UM, UC)
Most Paizo Splatbooks Allowed (___ of Golarion, Adventurer's Armory, Others with DM Approval)
Third Party Material subject to DM Approval. (Super Genius is pretty good if you wanna check them out.)
15 Point Buy
5 Characters
2 Traits (1 Campaign)
1 Backstory
1 Motivation for being a Pirate (fame, Glory, Money, Following in a Parents Footsteps, etc.)
1 Extra Noncombat Feat (Any +2 to two skills feats, Endurance, DMs call on Noncombat Feats)

Recruitment will close 3 days after I receive the first volume of the new Adventure Path by mail or the PDF (So I can have a bit of time to read it and decide which characters I'll want most.) Those chosen will be expected to post at least once every 2 days. Those people who would like to may begin RPing their characters final night in the Pirate Saloon The Formidably Maid before being press-ganged into piratery. Those that RP will not be garanteed a spot but are more likely to get one if I enjoy your writing.

Happy Gaming to All!

Does third party material include psionics?

Jackissocool wrote:
Does third party material include psionics?

I'm guessing you mean psionics unleashed by dreamscarred press. In which case... I've looked it over a bit and wouldn't be averse to it. I'd have to read up on your class/powers just to make sure.

What about the psionics expanded stuff? That, unfortunately, is not on the pfsrd yet. It's (so far) five new psionic classes. They'e all pretty well balanced and mechanically unique. Although one I imagine you woudn't allow because it's a lot like a synthesist. Not quite as overpowered, but the same idea, at least. I'm willing to do another character but I really like the psionics expanded stuff and have been trying to find a willing dm for a bit now. Also, psionic pirates.

Psionic pirates does sound cool. Perhaps you could pm me the class write up you are interested in and I'll look it over.

Excellent! I'll need to decide just which one I want to go with. There are three I'm considering. One is based around psionically linking team mates to improve their combat ability, one is a psionic archer, and the other is based solely around causing fear. Are there lots of undead? That would rule out the fear guy basically until level ten.

Count me very interested! Are you open to non-Core races? Specifically, catfolk?

Hey Ryuko, I'd be excited to participate in this adventure. I'll have a character posted by this afternoon.

(been having a great time with the Wolves of the Weirwood, thanks!)

Id be more interested in the archer or the linking guy than the fear character personally. But the campaign shouldn't be particularly undead heavy.

Non core races on a case by case basis.

I'll not go with the fear one, then. I want somene more lighthearted anyways. Fr race I'm thinking either human, because it's easy, or maenad, because they're psionic and have a strong connection with the sea. Would you allow a maenad? I know a psionic class is already a stretch, so I'd understand if you say no. I would be very fitting fo rhte camaign, though.

I'd rather just a human.

Would catfolk be alright? (Link above)

Tanner Nielsen wrote:
Would catfolk be alright? (Link above)

Sounds interesting, let's see what you make with it.

I'm interested. I've been working on a couple of characters:

- Mitabu Red, grandson of the late Free Captain Baolo the Red. He is a bladebound cabalist hexcrafter magus. Cabalist is a magus archtipe from the Ultimate Options: New Magus Arcana from Super Genius Games.

- Teruawa, aasimar oracle of heavens, follower of Shimye-Megalla but also blessed by Besmara. Astrologer and healer.

Which one seems the best to you?

I'm thinking a ronin samurai or perhaps a sword saint would be an interesting concept as a pirate. Time to write some backstory.

I'm thinking of a Catfolk Monk (Tetori). The house rules giving characters free use of Agile Maneuvers and Weapon Finesse sounds very intriguing. I would plan on picking up the Expert Strikes feat. I will get a character sheet up later today.

This is jackissocool. I PM'd you the info for the psionic archer class I want to play. My point buy is in the profile. I'll write up my backstory and other crunch tonight and post it tomorrow for your consideration. Do we get an extra point biy at level one or does that start at level two?

Thinking of half-orc rogue (Pirate archetype)

Jark is a funny and loud scallywag, who hits his foes with daggers and words. As he attacks, he sings, singing about their brothers, sisters, mothers and fathers in most blasphemous and mocking way he can invent, mostly in horrid rhytmic way which still causes his enemies to enter blind rage, which he enjoys the most while slashing at them.

Unlike to any other half-orcs so far, he loves the smell of sea and the touch of wind on his cheek and even likes to stand outside during the raging storms. He has strange affinity to see and he has always been fond of those majestic ships which sail to the sea.

Surviving on the scraps, killing when necessary, he was able to keep his life on childhood. He always had a dreams of plunder and victory, battles on sea between ships, cannons shooting and men attacking each other and he dreamed to make those into reality someday

He felt it in his blood, he was destined to be more than this lowly ground dog scrup... He had to be on top of waves: wood under his foots and under the wood waves which would wave him to sleep. He had the need to feel the waves of the sea, the fury of storms... he wanted to ride the storm of Eye of Abendego and scream to the world from top of mast

He had no memory where and how he was born but whole his youth had been like this. Then he heard of of the tavern Formidably Maid where the pirate captains would hire new crew members, where you had the chance to become buccaneer through connections... so he packed everything and set a foot to find about his destiny

Jark Scarry:

str:12 dex:16 con:12 int:12 wis:12 cha:12

Jark Scarry Half-orc CR 1/2
NC Rogue (Pirate archetype) Half-orc
Initiative +3, Perception +7
Darkvision 60.feet

Dagger +3 1d4 + 1d6+1 sneak attack
Speed 30.feet


AC:15 Touch:15 FF:10
Fort: +2, Ref: +6 Will: +2 (+2 vs fear)


Dodge: +1 to AC

Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Buccaneer’s Blood: You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores

Blade of the Society (Rogue, Pathfinder Society): You gain a +1 trait bonus to damage rolls from sneak attacks.

Languages: Common, Orc, Giant

base: 8 + 1 int = 9

Acrobatics (Dex) +7
Appraise (Int)
Bluff (Cha) +5
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Disable Device (Dex)
Disguise (Cha)
*Escape Artist (Dex) +7
*Intimidate (Cha) +8
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int) +5
Linguistics (Int)
*Perception (Wis) +5
Perform (Cha)
Profession (Wis)
*Sense Motive (Wis) +5
*Sleight of Hand (Dex) +7
*Stealth (Dex) +7
Swim (Str)
Use Magic Device (Cha)

"Characters gains 1 point buy every level, replacing the one attribute point every 4 levels."

Does this start at 2nd level?

Are there any alignment restrictions?

Tanner Nielsen wrote:

"Characters gains 1 point buy every level, replacing the one attribute point every 4 levels."

Does this start at 2nd level?

Are there any alignment restrictions?

I usually start at second level but let's start it at first. We'll see if that significantly changes anything.

Edit: no alignment restrictions, but you'd better be able to work with people.

Galrian: is English a second language to you by chance? I notice a lot of sentence structures used oddly and I'm curious.

Hey Ryuko, I just read the Skull and Shackles Player's Guide to prepare, it looks like we start with no gear with the exceptions of the AP traits that provide an item, such as brass knuckles. For character builds I'm assuming we should follow this rule and have no gear or money on our characters?

I've looked at the Player's Guide and I have a few concepts that I think would be awesome. I'll get an application put together once I have decided on which concept to go with.

Bombadil wrote:
Hey Ryuko, I just read the Skull and Shackles Player's Guide to prepare, it looks like we start with no gear with the exceptions of the AP traits that provide an item, such as brass knuckles. For character builds I'm assuming we should follow this rule and have no gear or money on our characters?

Not entirely sure. For now I'm working on the assumptions that the restriction on gear is temporary, so go ahead and make with gear (average starting). If I am incorrect I'll inform everyone the moment I get to look over the first book.

Hey Ryuko, another few questions, it looks like UC content is allowed, does that include firearms and grit? Can we be a gunslinger class? If firearms are allowed, early firearms only, such as flintlock/matchlock pistols?

From the Skull and Shackles Player's Guide, I like the Peg Legs and Eye Patches optional rule and would be glad to incorporate that into the campaign.

Ruyko: Yes, English is my second language and there appears to be a mistakes / sentences build in a odd way as you said :) One reason I do enjoy playing is because of the effort to improve my english. It might sound funny to native english speakers (my speaking is better but having then problems with writing and building the structure i.e heard/saw being compared to Yoda style haah)

Out of curiosity, does it sound so funny / bad / hard to understand etc.

Ryuko, can I use the Cabalist Magus Archetype?

Amaranthine Witch wrote:
Ryuko, can I use the Cabalist Magus Archetype?


Firearms, gunslingers and grit are also allowed.

And don't worry galarian, it was purely curiosity. The sentences aren't tough to understanf just a bit odd.


I submit Ralo Half-Ear. He is a Half-Orc fighter. I'm toying with the idea of giving him the two-weapon warrior archetype, but I'm still on the fence about it.

Ralo was raised by humans, but not his family. His adoptive parents ran a failing shipyard in the Shackles, and more out of an eye for free labor than the kindness of their hearts, took in the orphaned Orcling. Still, Ralo was never mistreated. He received food and lodging, knowledge of woodworking, medicine when ill and beatings when deserved. All in all, he had a good life.

One day, while swimming, a pirate sloop cut through the waters above him as he dove for abalone. He began his ascent for air, pockets full of fresh abalone and just before he broke the surface, one of the sailors aboard the ship cast a fishing line which caught Ralo by the ear, ripping half of it off on the first tug.

Ralo surfaced covered in blood and water, screaming with pain. The crew of "Serendipity," as she was called, hoisted the young Half-Orc on deck to tend his wound. When the would-be fisherman asked pardon of the boy, Ralo instead tossed him in the drink and broke his fishing pole.

The men laughed at young Ralo's panache and decided they'd like to keep him on a while. And so Ralo became a powder-monkey at the age of 12.

Nearly 7 years later, after many adventures, the "Serendipity" returned to the Shackles and made port. Ralo, who had since risen to become a carpenter's mate and surgeon, took his opportunity to escape his servitude and rejoin his family.

Alas, it was not the reunion he'd hoped for. Ralo found his father's shipyard had been sold, well, extorted really, and his father had turned knifeman and been killed by a rival. With no news of his mother, Ralo darkened the door of the Formidably Maid with the intention of drinking himself stupid.

As the night progressed, he fell in to exchanging tales and shanties of the sea with some real sea wolves. During their conversation, Ralo divulged his carpentry skills and how they landed him in the position of ship's surgeon on a number of occasions.

Suddenly, a woman rushed from the tavern pursued by two ruffians. Thinking he might help in some way, Ralo followed. Unfortunately, the whole thing was a ruse and having sapped a few poor souls in his day, Ralo knew precisely what was happening as he slipped out of consciousness.

Hopefully, whatever vessel he found himself on this time would have need of an amateur surgeon: they always got an extra ration of rum you see.

There is an upcoming archetype for the marksman that uses guns. I would be interested in using that, but it's not out yet. Could I switch to that when it comes out? I'll use guns until then if you require, they would be very fitting. More so than a bow, certainly.

Will you allow the Sword Saint archetype for Samurais from the Dragon Empires primer?

Gregor lifts his mug to the barmaid as thanks for delivering his drink and then pinches her backside to thank her for being so beautiful.

If my ship had a stern like this one every sailor in the sea would follow my ship to the ends of the world, I tell ya true! Raucous laughter chases the barmaid away from the table, with color in her cheeks and a smile on her face.

I tell ya lads...I've oft heard it said that the sea is in my blood; but I tell you that the sea is my blood. I'm as at home on a ship's deck as a knight is on horseback. I've led every motley sort of crew through perils and dangers that would cause any man in his right mind to run away in fear; but before long every crew I lead utters the same phrase. If we follow Gregor's lead, we will not die this day.

Gregor downs his mug of ale and calls for another. Gods I hope I haven't chased the barmaid into a mouse hole!

So let it be known to anyone with a full purse and a crew to lead...Gregor Arcadis is in town. And he's looking for work.

Here is the submission for Tanner Nielsen. I chose the Ship Surgeon campaign trait. The trait description states that a healer's kit is likely the only possession he will be able to keep, so I kept his other belongings to things that pirates might leave alone if he were press-ganged.


Mawj was just a child when his plains-dwelling tribe of catfolk was raided by Chelaxian slavers. He remembers little of the night of fire and blood, or the brutal overland journey, or the auction in the public square in Eleder that left him as a bonded house servant to a wealthy merchant. His earliest memories are of service to his master, toiling away in the kitchens and occasionally being called upon to display himself as an oddity for visitors.

His luck changed, however, with the civil war. After Baron Grallus declared himself, and by extension the entire Sargavan colony, against House Thrune, Mawj's master quickly found himself the target of political machinations. Accused of treason and affiliation with the diabolists, he was arrested and dragged out of his home for a mock trial. In the resulting chaos, Mawj grabbed what he could from the wealth of the house and ran into the streets, not quite certain where to go.

After several bewildering nights on the street, he happened to stumble into the back of a man while walking along the docks. Luckily for Mawj, this happened to be Brother Whitesmith, an itinerant priest of Irori who was serving as a ship's surgeon on a frigate docked in Eleder. He became intrigued by Mawj's story and offered him a place as his apprentice. Several years of service under the holy man's tutelage, combined with the rigors of ship-board life, have molded him into a confident and boisterous follower of Irori, seeking enlightenment and perfection through physical expression and the occasional hearty wrestle. Parting ways several years ago, Mawj took the priest's surname as his own in honor of his surrogate father. He now serves as a ship's surgeon in his own right.

Mawj was between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, he happened upon a damsel in distress in the alleyway outside. Thinking he could help, he didn’t notice the thugs hiding nearby, and they caught him unawares. He had been on enough ships to know a press gang by the blow of the sap on the back of his neck — he just hopes whatever ship he end up on needs a surgeon.

Pirate Motivation - Mawj finds the nautical life to his liking. In his quest for perfection, as designated by the tenets of Irori, he finds that the physical rigors of serving on a ship challenge him in ways he could never experience on land. Climbing rigging, swinging from ropes, keeping balance during a storm, wrestling with deck hands, all of these help him to keep his wits and reflexes sharp. Coupled with this is his natural inclinations as a catfolk, who like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Add to that his love of adventure and intrigue gained from his tutor, and Mawj finds himself very comfortable aboard a pirate ship.

This is Darksmokepuncher, posting as Ralo Half-Ear.

What languages would be pertinent to take for this adventure path? If, as a half-orc, I take the adopted trait and choose one for humans, would it be alright if I chose a language as if I were a human. It would be less restrictive that way.

Ralo is a good fighter, surgeon, carpenter, and sailor. He is slow to speak, but quick to fight if needs be. He is a good and fair man, but has a bit of a cruel streak, especially when his anger is roused.

Pirate Motivation: After losing his family, piracy is the only thing Ralo has. The sea represents escape and forgetfulness for him. He hopes to sail until the end of his days.

I am open for comment or suggestion from the GM or any of my prospective shipmates.

Good luck to you all.

The sea's your blood, you say? Idonias inquires, taking a seat next to Gregor. Well they call me Idonias Saltheart, so we're not too different, are we? I've heard of you here and there, Arcadis, but to be honest, I don't recall all of it being quite so great. The barmaid approaches Idonias, but he turns her away with a wave of his hand, not seeking drink or companionship from her tonight. He continues speaking to Gregor. I've heard you're quite handy with that great clumsy sword of yours, though, so I'll give you the benefit of the doubt. With this, Idonias takes a swig of Gregor's flask and leans back comfortably in his chair, his new drink in his hand.

Mawj nods, setting down his mead mug with a thunk and wiping foam from his whiskers. "Indeed, Mawj has heard of this Gregor Arcadis. Something Mawj heard when we docked in Quent. An unseemly story involving a mermaid and an aggressive venereal disease. That was you, no?"

Gregor frowns as the barmaid is waved away.

Aye...a salt heart for you and salt water coursing through my veins...I daresay we are the most seasoned sailors in the room tonight!

But you speak true, I fear my last contract wasn't all smooth sailing as it were. I had a bard as my first mate...I tell ya the man could sing to the wind and cause it to fill our sails. Trouble is he could also sing the pants off of any maiden within earshot and got a little too friendly with our patron's daughters. Our now ex-patron wields no small influence in certain parts of the world and began spreading vicious lies challenging my very honor.

Gregor looks down at his mug and sees that it has been filled.

That black mark on my good name is a debt I intend to repay one day. Ten-fold, the gods willing.

Gregor takes a draught of ale and spits it out in a roar of laughter at Mawj's comment.

I tell ya my sword may not be as sharp as some, but the blade is as clean as a whistle. Oh laddie, laddie Gregor never docks his ship if the port is of ill-repute!

Gregor motions to gain the attention of the half-orc.

It saddens my heart to see anyone drinking alone in a such a festive tavern. There's always a seat at my table friend...should you so choose. If you're buying...there's two chairs for you!

I don't think I'm gonna be able to allow the marksman class. It seems quite overpowered to me. I'm quite wary of allowing an overpowered archer considering how powerful archery can already be in pathfinder. Sorry jack.

Sword Saint archetype is fantastic. Absolutely allowed

A young Half-Orc approaches the table.

"Is there room for a sailor who's never heard of you Gregor? Why is it you are so famous exactly?"

I've two character concept for consideration, just let me know which would be preferred:

Bosun Moon, the Swashbuckling Rogue:

Male Human Rogue (Swashbuckler) 1
CG Medium Humanoid (Human)
Init +5; Senses Perception +6
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
Spd 30 ft.
Melee Cold Iron Scimitar +1 (1d6+1/18-20/x2) and
. . Silver Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 14
Feats Amateur Gunslinger, Prodigy: Profession (Sailor), Profession (Siege Engineer), Rogue Weapon Proficiencies
Traits Reactionary
Skills Acrobatics +7, Bluff +4, Climb +5, Diplomacy +4, Disable Device +7, Perception +6, Profession (Sailor) +8, Profession (Siege Engineer) +8, Sense Motive +6, Swim +5
Languages Common
SQ Earplugs, Gunslinger's Dodge (Ex)
Combat Gear Bolts, Crossbow (30), Cold Iron Scimitar, Crossbow, Light, Haramaki, Torso Piece, Leather, Arm Piece, Silver Dagger, Studded Leather, Leg Piece; Other Gear Alchemist's Kindness, Backpack (6 @ 8 lbs), Earplugs, Pouch, belt (1 @ 0 lbs), Pouch, belt (1 @ 0.24 lbs), Pouch, belt (2 @ 1 lbs), Powder (2), Rope, silk (50 ft.), String (50'), Sunrod, Thieves' tools, Twine (50'), Waterskin
Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.

Prerequisite: You have no levels in a class that has the grit class feature.

Benefit: You gain a small amount of grit and the ability to perform a single 1st-le
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Prodigy: Profession (Sailor), Profession (Siege Engineer) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Storm Mayweather, the Aquatic Druid:

Male Human Druid (Aquatic Druid) 1
NN Medium Humanoid (Human)
Init +8; Senses Perception +7
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 10 (1d8+1)
Fort +3, Ref +2, Will +5
Spd 30 ft.
Melee Club +1 (1d6+1/20/x2) and
. . Cold Iron Scimitar +1 (1d6+1/18-20/x2) and
. . Silver Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Druid (Aquatic Druid) Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Cure Light Wounds (DC 14), Hydraulic Push, Produce Flame
0 (at will) Resistance (DC 13), Know Direction (DC 13), Stabilize
Str 12, Dex 14, Con 12, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Additional Traits, Druid Weapon Proficiencies, Improved Initiative
Traits Ease of Faith, Focused Mind, Reactionary
Skills Diplomacy +5, Knowledge (Nature) +6, Perception +7, Profession (Sailor) +7, Survival +5, Swim +5
Languages Common, Druidic
SQ Druid (Aquatic Druid) Domain: Aquatic, Earplugs, Nature Sense (Ex), Sealord (3/day) (DC 10) (Su), Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Club, Cold Iron Scimitar, Ironwood Haramaki, Torso Piece, Ironwood Studded Leather, Leg Piece, Leather, Arm Piece, Silver Dagger; Other Gear Alchemist's Kindness (3), Backpack, Masterwork (13 @ 21 lbs), Blanket, Earplugs, Fishing net, 25 sq. ft., Marbles, Pouch, belt (1 @ 0 lbs), Pouch, belt (1 @ 0.36 lbs), Pouch, belt (2 @ 1 lbs), Powder (2), Rations, trail (per day) (2), Rope, silk (50 ft.), String (50'), Sunrod (3), Twine (50'), Waterskin
Druid (Aquatic Druid) Domain: Aquatic Granted Powers: You master the deeps of the sea, raging rivers, flowing falls, and relentless tides.

Domain Spells: 1st - hydraulic push**, 2nd - slipstream**, 3rd - water breathing, 4th - freedom of movement{
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Focused Mind +2 to Concentration checks
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Sealord (3/day) (DC 10) (Su) Channel as cleric to heal/command aquatic/water subtype targets.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

This should be good. Mawj turns on his barstool to face the cocky human and raises his mug. "Yes, why not? Let us hear a daring exploit. Mawj is always welcoming of free entertainment. You tell a story, then Mawj will see if he cannot tell a grander story."

A young man with ruddy complexion and odd amber-gold eyes walks up to Gregor's table. He speaks in oddly-accented Common.

"I too have never heard of you before, but then I've spent the last few years mostly at sea. Perhaps your reputation didn't extend to those of us aboard the Rainbow's Revenge."

He gives a slight bow and smiles in an almost shy manner.

"Permit me to introduce myself. I am Seijiro Hakamura, and I too am looking for a new berth. Mind if I join you?"

He sits almost hesitantly and waves the barmaid over, ordering an ale.

By all means friends...sit and share a drink with me. Or two...or three.

I wouldn't so much say I'm famous....although the way I carry on when I'm in my cups would lead anyone to think otherwise. No...its probably more fair to say that I'm "well-known." I'm well-known for getting the job done even if that job seems impossible. I'm well known for keeping my can not lead a crew without honor. Who would follow a man without honor?

Yes...I'm most well known for my skills at leading a crew. For bringing men who have not a thing in common together as one unit. We sail as one. We fight as one. The whole is greater than the sum of its parts.

And before you ask friend the answer is no. I'm not the type of man who orders men to battle while I sit a safe distance away sipping wine and munching on cheese. I fight alongside my men. I would ask no man to do anything that I wouldn't be willing to do myself.

My but I fear this ale is defective...the talk is getting much to serious in this corner of the room. Friends, please we've heard enough about Gregor this evening. Let us here the tales of some others among us while we attempt to run dry every keg in this tavern!

"I'm Ralo Half-Ear and I suppose I'll volunteer a story. You'll all ask eventually anyway..." Ralo Drains his cup.

"When I was still a lad, I was swimmin' the waters near me home when a sloop sails through the channel. One of their crew, fancies himself a fish, I guess, for he casts his line, but it weren't no fish he caught. IT WERE ME!" Ralo lets fly a hearty guffaw before continuing.

"Bastard ripped half me ear off with that hook! But I broke his pole I did, only 12 were I, then I tossed him in the drink. And that's how I got inta sailin'."

Seijiro blinks at Mawj, cocking his head to one side with a slight frown.

"I'm not familiar with this 'couatl' you speak of. The Revenge is indeed a merchanting vessel, but she sports a figurehead of a mermaid. Something about a woman in the captain's past; he had it fashioned in her likeness. I'm not familiar with the entire story... or tail in this case.

He smiles again shyly and then chuckles and winks at his own joke. He looks over at Gregor then...

"No tale to tell here really. I've always felt the call of the sea in my blood and went off to join a ship's crew over my family's objections. I've been working at sea and loving it ever since. It's been 4 years now since I took up a sailor's life, so perhaps I'm not so experienced as others, but I love what I do."

He sips at his ale slowly...

Seijiro chuckles at Ralo's story and buys him another drink to fill his cup.

"That's quite an introduction to a life at sea. Plucked from the sea to become a sailor!"

And now, Akai Terukage!

Born the son of a peasant farmer in a small village set at the base of the Wall of Heaven Mountains in Tian Xia, Akai learned what poverty and hard work was from his first breath out of the womb. Living under an oppressive local warlord, his family often sent most of the crop they grew directly to him, leaving scarcely enough for them to survive.

Nonetheless, he persevered, becoming a strong and dexterous child, shaped by his years. On his thirteenth birthday, his opportunity for a new life finally came to him. On their travels through the countryside, a band of warrior monks of Irori came to rest in his village. As was their custom, they gathered the children of the village to assess them, and see if any wished to join their order. Akai far surpassed his friends, and urged by his parents to seek a better life, left with them. His hardships were far from over, though.

Training at the temple was long and grueling. Woken up at four in the morning for daily practice drills with the katana, a ten minute break at noon for lunch, then into a two-hour run down the mountain, away from the monastery, and back, followed by five hours of studying and research, and another two hours of practice drills. It was in the monastery's tomes of ancient knowledge he found his obsession, the ancient empire of Ghol-Gan. He quickly found out that even though he welcomed the intellectual and physical challenge, he hated the lifestyle of a monk. He would promise to himself that any chance he had, he would escape.

And so it came to pass that on his twentieth birthday, as the customs of the monks said, he traveled with another group to seek out new blood. Stopped in a large town, Akai was sent to find recruits near the western gate. Seizing the moment, he instead strode defiantly out, never once looking back.

Calling himself a Ronin, he proceeded to travel Tian Xia for several years, offering his sword and knowledge in exchange for gold and information on Ghol-Gan. After three years of constant travel, he had finally accrued enough coin for his greatest travel yet - a boat ride to the Shackles, the seat of the Ghol-Gan empire. Stepping off the boat, he strode towards the nearest inn, the Formidably Maid.

Pirate Motivation - Akai loves the fierce independence the lifestyle of a ronin brings; the jump to piracy would not be much of a difference. The allure of gold still weighs heavily on him, his poor upbringing giving him a healthy respect for the weight it carries.

Mawj nods to Seijiro, "Mawj's ship is similar, and bears a tale to its name. It used to be named the Sweet Jenny. Our captain was betrothed to a young woman, a minor noble if he was to be believed, who lived in our berth city of Azir. This captain spoke of her in many flattering and lovely ways - her hair was spun gold, her lips were red roses, her hands were dainty doves, and so on. Mawj had grown thoroughly tired of such talk. After all, could this female hunt? Could she sail? Could she skin and dress a kill? None of this mattered to the captain." The catfolk sailor takes a long draught of his mead, and continues. "One day we port in Azir and the captain is dancing with excitement like a crab in a pot. He is gone for several hours. When he comes back, he is livid with rage. The first mate asked him what was wrong and the captain punches the poor sod in the face! After ordering our immediate departure, the captain goes below deck and comes back with a bucket of pitch tar and a brush. He has us lower him in a boom, where he proceeds to... express his inner thoughts. We sailed into Azir as the Sweet Jenny, but we sailed out as the Filthy Whore."

Mawj, that is a funny and sad tale... I've heard it's more common than not that a sailor's girl doesn't always wait faithfully for him to return from the sea. I've not yet met one to capture my own heart, thank the gods!"

Seijiro speaks heartily but his features take on a slightly melancholy cast after a moment's contemplation. Ah, if I could only find a young lass who'd take a liking to me, I might even resist the call of the sea for her... maybe... for a little while anyway.

A previously unnoticed man in the corner of the Saloon, legs propped up on the table, a book cracked open on his lap, laughs uproariously.

"I admit, I didn't expect that ending. I haven't laughed that hard since I was a boy. Bravo, good cat."

He then raises his mug, brings it back to his lips and takes a draught.

RPG Superstar 2015 Top 8

Sindar the Sailor

Race: Vanara (bestiary 3, they are monkey people, and are originally from the Hindu epic the Ramayana)

Class: Gunslinger
Alignment: CN

Stats: Str 10 (0), Dex 18 (7 pts + 2 racial + 1 for 1st level bonus), Con 13 (3), Int 12 (2), Wis 15 (3 pts + 2 racial), Cha 8 (0)

Skills: Acrobatics (1 Rank +4 dex +2 race +3 class skill) = +10, Profession Sailor (1 rank +2 wis +3 class skill +1 Besmara’s Blessing) = +7, Perception +7, Bluff +6, Craft (Alchemy) +5

Feats: Point blank shot, Gunsmithing

1st level firearm: pistol

Traits: Besmara’s Blessing, Reactionary

Backstory: His people were a small tribe living in the Mwangi Expanse. In a fierce battle with Cheliax slavers, they were conquered and enslaved. When Sindar was born, he was sold into indentured servitude to be an apprentice to Lathar the Sulfuric, a diabolic alchemist of some repute. Sindar had little talent for alchemy, but a great love of mayhem and explosions. He adapted some of Lathar’s experiments to the creation of a makeshift gun. With this device, and no little bit of guile, bravado, and derring-do he made his escape. His travels and half hearted attempts to find his people have eventually landed him in the shackles, where he has found merriment, comradeship and adventure. His people can wait. There is plunder to be had!

Motivation for being a Pirate: plunder, adventure, and the opportunity to cause mayhem.

Non-combat feat: Skill Focus: Bluff

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