Kata's Skull and Shackles


Recruitment

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Every once in a while I get the urge to go out to sea and hunt for booty. But with COVID and the restrictions on travel, I'll have to settle for a play by post experience.

Skull and Shackles is one of my favourite AP's, and since my first run 9 years ago, I'm planning to make this my twelfth completed run.

I'm looking for five people that I can volunteer into the life of piracy.

I do really want to stress I'm looking for people who are in it for the long haul, to experience all six

Character Submissions::

Attributes: 25 point buy

Races: In order to balance things, and since I'm already giving you a 25 point buy, I'd like races to be 10RP or under (With Dwarf being the sole exception)

Alignment: Any alignment is okay, just remember that a lot of the game will revolve around things that are morally grey to say the least.

Classes: Only Paizo classes and archetypes.

Money: Max gold for first level.

Hitpoints: Max for first level, half rounded up after that.

Traits: Two traits, one of which must be a campaign trait.

Skills: In addition to your normal skills you with get two Background skills as per the optional rules

Backstories: I'd love to know who you were before you ended up on the ship. Who knows, this might end up becoming part of the story in itself.


Dotting for interest. My first instinct is to make a ranger (freebooter).


Pathfinder Adventure Path Subscriber

I ran and played the first book, but the groups all dispensed unfortunately.
Strongly interested in the long run!
This will be PbP?

Considering an unchained rogue/gunslinger/bard type of character.
Maybe Kitsune if that's possible? If not half-elf or human are fine.


I totally have a goblin and/or monkey goblin idea for this, because I love the little buggers. Would a monkey goblin be acceptable, or is a normal goblin better?


Kitsune are one of the races where it's unclear how many RP they have, either 10 or 11 depending on how you value Agile. I'm willing to allow them.

@Sensen. Both would be acceptable by my rules


Excellent, thanks.


I submit for your consideration a halfling (9RP) Oracle that is hanging out in Port Peril, seeking his destiny. He is a peglegged (lame Oracle curse) halfling with a lovely personality. He fits a healer with some aggressive (necromancy) spells as well, and he is a decent shot too.

Background:

"Oy! You! Don't you go sleeping on me there. You asked to hear me story, now you be stayin' awake through it." Robert Nook said to the serving wench at the Formidably Maid. It was still early, which is not to say the tavern was empty, but not at its peak hour. A few ships were due for later, so it would be crawling with patrons. Robert had an early start. The wench had found the halfling charming enough to ask about his wounded leg.

He continued "As I was sayin', I never really walked straight with this leg, but it's me destiny, see? I've been marked by the lady Besmara, here, in the leg. I dunno why but my destiny is on a boat, with a bottle in one hand and a helm in the other. Now, I don't really recall my mum and dad. I was raised by them sea dogs and fleas. <hic> Tell you the truth, I'm still looking for me destiny. Don't suppose it's in there under that skirt, do ya?" Robert was drunk enough to lose focus on his story. The wench rolled her eyes and went behind the bar fetch the butter the other table was barking for.

Robert stared the table before ordering a refill and demanded "Sit down, you! I'm not done with ya. Now, I've been jumpin' from boat to boat, working in the crew, but ya see, this leg makes it hard to run around on the boat." He adjusted it as if it hurt. "Now, it is stiff as a galleon's mast and I can't use it to kick anyone. I think it's Besmara's joke on me, HAHAHAHAHAHA <hic>. Now, other halflings like to be sneaky and go about stealin' things, but not me! I steal honorably, lookin' people in their face! It's just me lovely personality, hahaha!"

Suddenly, his tone is serious. He says "Ya think the next boat I'm on will be me destiny? Should be here in Port Peril, don't ya think?" The now bored serving wench shrugs at Robert and goes do something else. Robert mumbles "Baah, what do you know about destiny. Nuthin' in here is right." Ignoring the wench, he takes a scroll he managed to poach. He isn't much of a scholar, but he does search for something in the past that could tell him about his destiny. He studies it profusely and keeps ordering refills. He doesn't pay attention about what was being brought to him and maybe it was too much to drink, or maybe it was his destiny after all. He passed out and his head booped the table.

Crunchies:

STR 8, DEX 18, CON 14, INT 10, WIS 10, [b]CHA 18

Male Halfling
Small Size
N Oracle (Waves mystery) 1
BaB +0
Init +4; Senses: Perception +7, Sense Motive +0; Low-light vision
CMB -1 (0BaB -1 size)
CMD 13 (0BaB +4dexterity -1 size)
Favored Class Oracle (+1 hit points)

Defense
AC 17, touch 14 flat-footed 14 (+3 Armor +3 Dex +1 size)
HP 11 (8 + 2 (1*2Con) +1 (Fav.Class))
Fort +3 (+0 base +2 Con +1 racial)
Ref +5 (+0 base +4 Dex +1 racial)
Will +2 (+2 base +1 racial) (add 2 vs fear)

Offense
Speed 15 ft
Melee Dagger +5 (1d3-1/19-20x2)
Ranged light crossbow +5 (1d6/19-20x2), Range 80ft (add +1/+1 when within 30 feet)
Space 5 ft, Reach 5 ft

Mystery: Waves
Revelation - Water sight

Curse: Lame

Divine magic
CL 1
Concentration (Oracle level + Cha): +5

DC: 13+spell level

Spell level: Known (slots)
Cantrips: 4
1: 2+1 (4)

Spells known
Cantrips: Detect Magic, Guidance, Light, Purify Food and Drink
1: Cause Fear, Obscuring Mist + Cure Light Wounds

Traits:
Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession
(sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Lvl 1 - Point Blank Shot

Skills - (4 class = 4 ranks/level):
ACP -1
Acrobatics +9 (1 Ranks +4 Dex +3 CS +2 racial -1 ACP)
Climb +1 (+2 racial -1 ACP)
Diplomacy +8 (1 Ranks +4 Cha +3 CS)
Perception +7 (1 Ranks +3 CS +2 racial +1 trait)
Stealth +8 (+4 Dex +4 size)
Swim +3 (1 Rank -1 Str +3 CS)

Background skills:
Knowledge (history) +4 (+1 Ranks +3 CS)
Profession (sailor) +5 (+1 Ranks +3 CS +1 trait) (reroll 1/week)

Languages: Common, Halfling

Equipment
180gp - Will buy if selected


Dotting


Pathfinder Adventure Subscriber

Dot

Sczarni

Inquisitor:
Wade Sylvester
Male Human Inquisitor of Cayden Cailean 1
CG Medium humanoid (human)
Init: +3; Senses: Perception +6
Speed: 40, Languages: Common, Halfling

Defense
AC 17 (+4 Armor, +1 Buckler, +2 Dex) Touch 12 FF 15
HP 9 (1d8+1)
Fort +3 Ref +2 Will +6

Offense
Ranged: longbow +2 (1d8 20/x3) Ammo: 20
Melee: rapier +3 (1d6+3 18-20/x2)
BAB 0 CMB +2 CMD 14

Statistics
Abilities: Str 17 Dex 14 Con 13 Int 13 Wis 15 Cha 10
SQ: Skilled, Favored Class (Inquisitor; Skills), Domain (Travel), Monster Lore (+ Wis to ID abilities/weaknesses of creatures), Stern Gaze (+½ lvl morale to Intimidate/Sense Motive)
SA: Agile Feet (free action; ignore difficult terrain for 1 rd, 7/day)
Judgement: Swift Action, 1/day;
Traits: Besmara’s Blessing (+1 perception, profession (Sailor); 1/week reroll profession sailor), Fortified Drinker (+2 to mind-affecting for 1 hr following alcoholic drink)
Feats: Point Blank Shot, Precise Shot
Skills: Bluff +4, Climb +7, Intimidate +5, Kn(religion) +5, Perception +6, Profession (Sailor)B +7, Sense Motive +7, Sleight of HandB +6, Stealth +6, Survival +6, Swim +7
Combat Gear:
Equipment: explorer’s outfit, leather lamellar armor, buckler, rapier, longbow, arrows (20), dagger, backpack, bedroll, belt pouch, candles (10), holy text (), flint & steel, iron pot, manacles, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5), waterskin, wooden holy symbol
Coin 46gp
Spells Known: CL 1, DC 12+Spell Level
Orisons: At will create water, daze, detect magic, light
1st:2/dayCLW, Bless
Description Wade is a young strapping man of mixed Avistani heritage. He has the olive skin and complexion of a Chelish, with a bit of Varisian and Shoanti in his eyes and features. He wears his hair fairly short, brushed out of his eyes and generally unkempt, and perpetually has a 5 o’clock shadow even after just shaving. His clothing is well-maintained, if a bit stained at the wrists and neck, probably more with wine or ale than food, and obviously designed for comfort and ease of movement. He wears a rapier on his hip, with a stout dagger opposite it, and keeps a longbow and buckler strapped within easy reach on his backpack. Often smiling, and usually quick to share a drink and amiable greeting, Wade is all around a friendly fellow.

Background: Born on the sea, Wade has been on countless different kinds of vessels, from the smallest little rowboat to a grand ship-of-the-line. He learned the trade from his mother, a sailor and cook, who only recently “retired” to open her own dockside tavern with the completely legal and totally not pirated gold she’d acquired in her career. If he’s not out to sea, Wade can be found helping out around the place, serving ales and keeping a close watch on the customers in case someone gets just a little too carried away.

In secret, Wade is a devout anti-slaver, and hopes to get in touch with both the Bellflower network and the Andoran Gray Corsairs, to establish another free port for former slaves as well as to further expand those ideals. He openly speaks on Cayden Cailean, talking about the Lucky Drunk as if he were a favorite customer and old acquaintance, and keeps close watch for those who might prey on drinkers and carousers.

Here's my submission. Just have to finalize his equipment a bit, got plenty of gp left over after the max gold start.


Count me in! Full disclosure, I've run this campaign myself in its entirety. Wound up envying my players their opportunity to play it!


Interested. Will come back tonight with a character build. Thinking of an old sailor witch.


I'd like to enter Jinna Tanner, a gunslinger, and future inquisitor.

stats:

Jinna Tanner
Undine gunslinger (musket master) 1 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Combat 9, 50)
CG Medium outsider (aquatic, native)
Init +7; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 10 (1d10+2)
Fort +3, Ref +7, Will +2
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Ranged musket +7 (1d12+1/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (2)
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 16
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits reactionary, touched by the sea
Skills Acrobatics +8, Climb +3, Craft (alchemy) +5, Craft (tattoo) +5, Diplomacy +0 (+2 vs. people from chosen country), Intimidate +4 (+6 vs. people from chosen country), Perception +6, Swim +12
Languages Common, Halfling
SQ amphibious, gunsmith, mostly human
Other Gear parade armor[UE], black powder[UC] (20), bullet[UC] (20), musket[UC], paper cartridge[UC] (10), backpack, gunsmith's kit[UC], powder horn[UC], tattooing tools, 18 pp, 9 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Swim (30 feet) You have a Swim speed.


Played in 2 campaigns. First died nearly right away. Second got to book 2 and then died. Really enjoyed the AP and would like to be in a group that could continue it.

Introducing Brunhild Liefdottier! Dwarven Water Kineticist and shipwright. Naturally she has the Saltbeard racial choice. She starts off just with cold blasts, but will end up with some healing for the group (at the expense of nonlethal damage).

So ranged blaster, with healing potential. Is quite proficient as a sailor and can do ship repair. Big moments for her would be lvl 2 (healing) lvl 3 (precise shot) and lvl 7 (cold blast and physical blast).

Background:

Brundhild, daughter of Lief, is a native of Port Peril. Her Clan specializes in the building and repair of ships, a craft that is always in high demand given the turmoil that the Shackles always finds itself in. Born into this life, Brunhild has always felt the call of something more. The sea. Where her family is content to remain on the safety of dry land, she has instead sought any opportunity to escape to the freedom of the waves. In this, she has spent nearly every gold crown that she has earned seeking training in how to be a sailor, and has marketed herself as being a crew member worth taking aboard, much to the chagrin of her family.

In this, the naive young dwarf has fallen for the lies of pirates from the Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. Finding herself pressganged into service, she has finally gotten her wish of escaping to the high seas. Unfortunately, rather than finding her freedom, she has lost it.

Silver Crusade

dotting.

Have a few ideas at the moment, but not decided entirely yet.

debating between a bard, a gunslinger/roguish type, and a barbarian sort. Or a druid. After looking over the other submissions, bard and barbarian seem better suited, druid not too far behind.


Pathfinder Adventure Subscriber

I'm assuming this is Pathfinder 1 not Pathfinder 2? I know the adventure path is Pathfinder 1, just wanted to make sure.


scranford wrote:
I'm assuming this is Pathfinder 1 not Pathfinder 2? I know the adventure path is Pathfinder 1, just wanted to make sure.

Yes, PF1, sorry. One day I might find the time and will to convert it for 2e


Interest. Will take a couple of days to get something set up.


I've heard great things about this campaign. Do you have an anticipated deadline? My work week looks busy and I would love to flesh out something fun and flavorful for this.


Delmoth here. This is my submission, background is in the profile. I will update her crunch to your specification should I be accepted into this game, but this should give you an idea of what she's about.


Only just realised I didn't add a deadline (Thanks Poly) Submissions must be in by March 14th midnight UTC

That's 7pm eastern on the 13th.


I'd like to join in on the fun. I'll just need to spend some time adjusting her stats.


Hi GM kata! Archlich here with my submission - Andulian is an undine (7 race points) spiritualist with the drowned channeler archetype (yes, very very thematic!). I gave him the "mostly human" racial trait so he looks very much human. This profile has background and sheet. Thanks for running it, and please let me know if you have any questions or concerns!


A pirate run in skull and shackles, I at least have to dot and see what I can put together.

katataban how long will you be keeping recruitment open? Nevermind, I just saw the post saying the 14th


OK, here is my witch, "Mack" Ellens:

Background and physical description:
"Mack" or "Mackerel Joe" Ellins has been around the ports for a long time. An able seaman, and onetime captain of a small trading vessel, he's preternaturally
good at sailing, and never without his pet rat (jerboa). But he's been dogged by bad luck his whole life--the ship he was captain of was taken by pirates and he lost everything, which is not the only time his winnings at sea were lost to him on shore.

He doesn't begrudge the pirate life, and in fact (though he wisely won't admit it) he sailed as a pirate for some years in his youth. Now he's given up building his own wealth, but makes a living as an experienced hand on voyages that seem particularly interesting, depending on how long he can meet his (simple) needs on his savings.

Joe is a wiry man with a white beard, and is known for his booming laugh when he hears something entertaining. He's learned to roll with the punches with the years, but is not someone you wish to truly anger, for those who draw his ire are known to come to bad ends in mysterious ways.

Joe's Picture:

Stats:

Stat
Strength 8 (9, less 1 for middle age)
Dexterity 15 (16, less 1 for middle age)
Constitution 14 (15, less 1 for middle age)
Intelligence 18 (15, plus 1 for middle age, plus 2 racial)
Wisdom 12 (11, plus 1 for middle age)
Charisma 12 (11, plus 1 for middle age)

Basics:

Initiative: +6 (+2 Dex, +4 Jerboa familiar)
BAB: +0
CMD: 1 (+2 dex, -1 Str)

Saves:
F: +2 (+2 Con)
R: +2 (+2 Dex)
W: +3 (+2 base, +1 Wis)
HP: 6+2(con)=8

Attacks:

Dagger: +0, 1d4-1
longspear: +0, 1d8-1 (if handy)
Light xbow: +2, 1d8

Feats, Traits, Skills:

Feats:
Human: Extra Hex (Cackle)
1st Level: Extra Hex (Protective Luck)

Traits:
Touched by the Sea (Swim class skill, +1 to attack rolls underwater)
Desperate Resolve (+1 to concentration checks, +4 if grappled, pinned, in violent weather, or entangled)

Skills:
Profession (Sailor): 5 (1 point, 1 wis, class) - Background
Craft (woodworking): 8 (1 point, class, 4 int) - Background
Spellcraft: 8 (1 point, 4 int, class)
Knowledge Nature: 8 (1 point, 4 int, class)
Knowledge Local: 8 (1 point, 4 int, class)
Acrobatics: 6 (1 point, 2 dex, class) - Fey Magic race feature
Perception: 5 (1 point, 1 wis, class) - Fey Magic race feature
Swim: 3 (1 point, -1 str, class) - Touched by the Sea trait

Race and Class Features:

Race: Skilled traded out for Fey Magic

Terrain: Water
Cantrips: Create Water, Purify food/drink, Read Magic
1st Level Spell: Endure Elements
Skills: Acrobatics, Perception

Class Features:
Familiar: Jerboa

Spells: 3 cantrips, 2 1st level spells/day
Save DC: 15 (1st level)
Cantrips: Stabilize, mending, light
1st level: Charm Person, Cure Light Wounds, Ill Omen, Mage Armor, Ray of Enfeeblement, Sleep, Snowball

Hexes (Save DC 15):
Evil Eye, Cackle, Protective Luck (the latter 2 via feats)


Terry here has gotten into one game, but it died quick. Never managed to get into another.

Haven't looked at Terry in a while. I am betting he'll require some rework for your build rules, but the rules are more than easy to work with!

Edit: And with the exception of upgrading his gear, I have already completed that build adaptation!

Happy to answer any questions or discuss build choices.

No: I have not decided if he will ever take levels in Swashbuckler, or how many or when. <grin> Thank you for asking.


Thanks for the quick turnaround! I have a spark of a concept and would like to run it by you.

Big picture, I'm thinking about a Scaleheart (Skinwalker) Bladebound Hexcrafter Magus with the Buccaneer's Blood and Bruising Intellect traits. Mechanically, neither of the archetypes really come online to affect much of the base class until level 3 or 4. Storywise, that leaves ample room for initial growth up until a climactic moment of discovery later on. This wannabe captain will be brash with a lot of unearned confidence.

To that end, however, I have two major questions!

1) There are two printed versions of the Scaleheart: +2 Int, -2 Wis, and +2 Str while shapechanged (Blood of the Moon, 2013) and +2 Con, -2 Wis, and +2 Str while shapechanged (Inner Sea Races, 2015). For a magus, I am partial to the original version from Blood of the Moon. Would I be able to use the former stat array, or would I have to stick with the latter if I maintain this concept? (There are some neat scaleheart-specific hexes that I'd like to pick up eventually, so there is good reason to keep this ancestry regardless, but the +2 Int excites me more than the +2 Con.)

2) The Bladebound archetype both puts an onus on (and opens storytelling opportunities for) the GM because the GM is partially responsible for the development of the Black Blade (e.g. languages gained, overall mission, probably roleplaying, etc.). I recognize and respect this ask. So before I commit to developing the concept, would you be open to a submission with the Bladebound archetype coming in later in Book 1?

Sovereign Court

I'm interrested!

Took part in 2 Skull and shackle and it died in book 1.

Dwarf maybe or an elf.


Adding this for my submission, I will purchase equipment if picked.


Sounds fun. I've a lot of knowledge of the AP having run it a few times. I can keep any knowledge from affecting my play though.

I'll make a Brawler, with the Dockside Brawler trait as well.;)


Presenting Thrak of the Dark Hook, would-be goblin pirate.


Dagnabbit Sensen, I was going to submit a gobbo. :) I've got ideas regardless, so on to the next one.


Don't let me stop you, Arend. Overlap is fine.


Actually on the drive home from running some errands today I thought of an awesome concept. No idea if it will work well mechanically, and may have to talk the wife into letting me splurge 10 bucks to grab a Hero Lab supplement to help me pull it off since I hate mythweavers with a passion and don't have the time to sit and finagle with everything. Maybe I can do it with pathbuilder on my phone....


Curious now as to what this concept is


This is Madame Ming, future pirate queen and scourge of the seas!
Unchained rogue kitsune ( there's a lot of uc rogues applying here it seems, but i was first to post that ;P ) ready to sail the seas and meet the fate Besmara has waiting for her.
I might multiclass later on with gunslinger or a swashbuckler archetype giving proficiency in firearms, but not sure about that yet.


Brunhild Liefdottir wrote:
Curious now as to what this concept is

I feel awkward after reading your entry (dwarf water kineticist), but I feel that my concept is so radically different than yours that I think it stands on its own. I'm just having troubles getting mechanics to view as I don't have the Hero Lab files to make it work right now and I hate tinkering with the inner workings of HL to make it behave. I'm not trying to optimize this character, I'm just interested in building something a wee bit different.

Concept mechanically is a Water>Void>Air Psychokineticist with the Buccanneers Blood campaign trait and a devout worshipper of Urgathoa. I'm not sure exactly how I'm going to build it mechanically and focus wise. I know there's things I want to build to (such as using Urgathoas Gluttony, the magic item set in Chronicles of Legend so 2 feats have to go to Collectors Boons), Deific Obedience, and the Divine Fighting Technique for Urgathoa. I'm also contemplating a Negative Energy Plane Planar Infusion (justified as a side effect of the constant screaming of the damned in their ear combined as a blessing of Urgathoa), but I'm going to really have to map this out.

The concept lore and fluff wise, they (haven't decided a gender yet) is the descendent/direct heir of a rampaging captain of the Shackles who was notorious in his adventures for being vile even beyond the standards for Shackles pirates. Legends spoke of him mutilating those who defied him, and merely slaughtering those who were in his way; even stories of him being a worshipper of Urgathoa commanding an undead crew. Chelish galleons butchered and pillaged, maneuvering storms, the usual pirate shtick. A mythical cache of treasure of his is rumored to be stashed somewhere in the Shackles, but what is most curious is that unlike most notorious pirates, there's no known ending to the legend. The Captain just vanished.

The truth of the matter is that the Captain had captured a particularly priestess of Besmara whom the goddess particularly favored, and painfully tortured her over the course of an entire month. The priestess issued a dying curse to the Captain as she died.

"Your wickedness will not allow you to touch land again. Your men will never know rest and never be sated regardless of their yearning.
Your blood will always hear the screams you did flout, the call to the sea forever burning."

Enter the Heir. The Heir, a common but perceptive youth who spent formative years in dockside brawls and working miscellaneous jobs on smaller merchant and fishing crews, felt the calls of the water and the screaming constantly in their minds. The Heir sought out faith to calm the voices, and none of the ones who claimed to help those suffering would answer the call. But the Pallid Princess did.

Approaching the Heir in a dream, Urgathoa guided the Heir to one Father Perry (an homage to the Called Shot Podcast; in short, a morbidly obese, disturbing, and powerful cleric), who despite the disparity, obeyed his goddess's wishes and brought comfort to the Heir. He taught them the prayers, the wisdom of the Pallid one. And the prayers quieted the voices, made them more bearable. But more importantly than making the voices bearable, his lessons taught the Heir that if the sea and the voices could call to them, the Heir could call upon them.

Soon, the Heir managed to be able to manipulate water. The Besmaran priestesses curse had backfired somewhat. Instead of cursing the dread pirate, his crew, and his heirs, it had been turned into a source of power for one who could potentially be just as dangerous as the captain himself. The more the Heir channels of that power though, the stronger the call, and the stronger the screams of the damned in her mind.

The Heir is brutal, greedy, gluttonous, and just seeks to enjoy every luxury and consumable that they can get their hands on. Regardless, the Heir knows the value of a good crew, and is smart enough to know that a crew that is loyal by choice is less swayed than loyalty by fear. As such, to their companions, the Heir at least puts on the air of being fair.

Regardless, it is much to the Heirs surprise that he was suckered into the crew after being bushwhacked by Harrigans crewed. However, he intends to make them pay, then take advantage of whatever aspect of the situation he can manage.


Not at all! It's a very different character, and I take no offense to anyone having a similar build.


I hate that concept of kineticists that their burn turned into "spend health for cool stuff", and after seeing the alternatives that have been released, I liked the idea of the psychokineticists, but I wanted something to make the "burn" effect they suffer to be a bit more interesting in terms of character than "its just the cost of channeling the element through your mind." The thought of constant screaming and rushing waves would effectively result in the same penalties, so those building as more energy was channeled made sense.

I'm building a rough approximation at multiple levels so I can see a progression and so I don't build myself into a trap, and I HATE that I can't get negative energy and water to work together in a composite blast, that I HAVE to go cold otherwise I can't get a composite blast until 15th, which is a big no-no. Though given how spread out the stats are, that may be a blessing in disguise to be able to go after touch attacks.

I might try going Water>Air>Void or Void>Water>Air, or maybe just ditching void altogether and using planar infusion/deific obedience and other routes get something I'm happy with thematically. Diverse Obedience turns the boons to 10, 14, and 18th level I think, so that could give me some thematic effects that mix everything together. I'll submit something tomorrow most likely that's a bit more refined with actual names for characters aside from Padre Perry


Got a submission. Liz Ardoc. Jaded cook and alchemist who is just a hair away of burning down the tavern.

Stats and fluff:

Full Name : Liz Ardoc
Race: Human

Classes/Levels : Alchemist 1

Gender F

Size F

Age 30

Special Abilities :

Alignment: CN(G)

Deity : Besmara

Location : In Trouble

Languages : Common

Occupation : Cook, Stitcher, put upon mother figure

Strength 10
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 14 (+2)
Charisma 10
Height: 5'6" Weight: Secret Hair: Brown Eyes: Brown
Favored Class: Alchemist (Skill)
EXP:
Hit Points: 10
Spd: 30
Init: +8
AC: (armor shield)/Touch /FF )
BAB: +0
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +2

Weapons:

Skills: 9/level (4 Class 3 Int 1 Human 1 FCB)
Perception (1+2+3) 6
Heal (1+2+3+1 Trait) 7
Swim (1) 1
Disable Device (1+2+3) 6
Knowledge-Nature (1+3+3) 7
Knowledge-Arcana (1+3+3) 7
Spellcraft (1+3+3) 7
Sleight of Hand (1+2+3) 6
Craft-Carpentry (1+3+3+1 Trait) 8

Background Skills 2/Level
Profession-Sailor (1+2) 3
Profession-Cook (1+2) 3

Feats:Precise Shot,(No penalty firinginto melee)Improved Initiative(+4 Init)
Traits:Ship's Surgeon(+1 Heal and Craft:Carpentry),Reactionary (+2 Init)
Special Abilities:Alchemy (+1/Level to alchemy skill), Bomb (1d6+3 Fire 4 Splash DC 14 4/Day)
Brew Potion
Mutagen ( 10 Minutes +2 Natural Armor, +4 Chosen Stat -2 Penalty Stat)
Throw Anything (Int bonus to splash weapons)

Extracts per day 2/////
Known
1. (14) Cure Light Wounds,Touch of the Sea,Monkey Fish,Disguise Self,Obscure Poison,Shield
2 (15)
3 (16)
4 (17)

Prepared
1.Empty.Empty
2
3.
Equipment
Healer's Kit

Description:Liz looks older than her 30 or so years .Overweight, with a face that always looks tired and unkempt hair. She looks quite
jaded and tired like one who has come tor resentful terms with the death of their dreams and a life a mediocrity. Her pants and shirt are worn
and she smells like oatmeal and ale but her hands still move quite deftly and at times she can be roused to show the intelligent
gleam in her eye.

History: Liz Ardoc was originally from the City of Strangers, Kaer Maga. The unfavorite daughter of the family, she had to endure both
the indignity of being in a such a horrible family and not being allowed to use her intellect and got shuffled into the kitchens to
make herself useful as a potential wife.
Liz endured it for a while, but stole moments to study in the library and scraped together a working knowledge of alchemy before
she stole enough to get her out of the city and hopefully somewhere were she could finally grow. Alas, instead of finding a
wonderful opportunity, she ended up making slop in some tavern. Her skills as an alchemist were ignored and even a hope of being
a fantastic cook was drowned out in a chorus of voices demanding oatmeal and ale.
Sooner or later, the whole town is going to go up in flames. Mark her words!


Madame Ming wrote:
there's a lot of uc rogues applying here it seems, but i was first to post that ;P

Maybe, but I doubt your unchained rogue was created as long ago as this one!

First to post doesn't mean first to concept. <wink>


Indeed. I've had Thrak sitting around for a few weeks now, I think...

Oh, Liz and Thrak would get along well! Fire's fun.


Terry of Quent wrote:
Madame Ming wrote:
there's a lot of uc rogues applying here it seems, but i was first to post that ;P

Maybe, but I doubt your unchained rogue was created as long ago as this one!

First to post doesn't mean first to concept. <wink>

Actually it was. I played this character in a failed run years ago.

But maybe this can become a party of rogues hehe. Guess we all have different concepts.


True. The builds are quite different.

Mine is a pretty social face build, with no trap skills.

Yours is closer to a traditional thief build, with some social skills, that I would guess are mostly to support your disguise skill?

Not really seeing other Rogues presented, yet.


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Sensen wrote:

Indeed. I've had Thrak sitting around for a few weeks now, I think...

Oh, Liz and Thrak would get along well! Fire's fun.

They will get along like a house on fire!


Actually don't have the trap skills either.
I'm looking at the magical tail feats, they are pretty tempting, but it's a real lot of feats and i already planned some feats for something different.
Like TWF with a gun and sword, that just feels pretty piratey to me.

Sensen has a goblin pirate rogue and i think there was another one.


This is Robert Henry's half-elf Slayer with the Child of the Sea race trait. and a couple of others thrown in. He's originally from Ilizmagorti and has always wanted to be a pirate. His background information is on the bottom of his page. He's proficient as a thief but considers himself a tough.


DBH here with my Brawler. A fairly simple character in the end. Big and likes to hit people. If there's gold involved that's even better. :)

Saul Harash:

SAUL HARASH

Male Human (Kellid) brawler 1. CN medium humanoid (human)

Init +2; Senses Perception +5,
Languages Common, Hallit, Polyglot

AC 15, touch 12, flat-footed 13. hp 13 (1HD)

Fort +4, Ref +4, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Melee unarmed strike +5 (1d6+4)
Ranged oil +3 (1d6)
Melee cold iron dagger +5 (1d4+4/19-20)
Ranged cold iron dagger (thrown) +3 (1d4+4/19-20)
Melee brass knuckles +5 (1d6+4)

Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +1; CMB +5; CMD 17

Abilities Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 10

Special Qualities Bonus Feat, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency,

Feats Combat Reflexes, Fast Learner, Improved Unarmed Strike

Skills
Acrobatics +6,
Appraise +1,
Climb +8,
Craft (Untrained) +1,
Escape Artist +6,
Fly +2,
Heal +1,
Intimidate +4,
Knowledge (Local) +5,
Perception +5,
Profession (Brewer) +5,
Profession (Sailor) +5,
Sense Motive +1,
Stealth +2,
Survival +1,
Swim +8,

Possessions unarmed strike; pirate clothes, basic; Backpack, Masterwork [ Mess Kit; Survival Kit (Common); Shaving Kit; Bedroll; Winter Blanket; Hooded Lantern; Waterproof Bag; Oldlaw Whiskey (Bottle); ]; Waterproof Bag [ Oil; Soap; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Canteen ; Belt Pouch [ Flint and Steel; Sewing Needle; String (50 ft.); Whetstone; ];
.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Dockside Brawler You grew up on the dangerous docks of one of the Shackles' numerous ports or anchorages, and quickly learned that fists often make a better point than fancy words, especially when used the right way. You've always preferred action to talk, anyway. You gain a +1 trait bonus on damage rolls with brass knuckles (Advanced Player's Guide 176) and improvised weapons. While drinking at a tavern called the Formidably Maid in Port Peril last night, you got into a brawl with some of the other patrons. You handled yourself well, but a group of rough-looking characters ganged up on you and overwhelmed you, knocking you unconscious. Fortunately, you were able to conceal your brass knuckles when you were press-ganged, and you begin the campaign with them, regardless of your starting circumstances.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

A little backgroud:

Saul is a tall, hulking Human male. With the scarred face and surly attitude of a dockside thug. This is a little deceptive, Saul is smarter than he lets on. People tend to drop their guard and speak more in the presence of someone they think is a simple brute.

He has gotten by in the past by using his muscle. He can work ships, or docks. But does prefer violence for gold. He has worked for a time in a brewery. But after drinking too much of the product, followed by discussing the matter with the bosses son was let go. Fists were involved in the discussion.

Too those he trusts Saul will show loyalty, and a dry, black sense of humor. To those he doesn’t like Saul will act slow and stupid. At least until he gets the chance to extract a bit of revenge.

He is a big believer in getting revenge, and will wait patiently until he can take it.

Any questions or changes needed let me know.


I found some time so I fixed Lily's crunch to match your requirements, I may noodle around with her gear later.


Just a little extra detail. Saul doesn't see himself as a Captain. He'll be a good leg-breaker for anyone who plans on being Captain. :)

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