
P.H.Hatecraft |

You were one of the leaders of a mutiny that saw the Smiling Bastard killed and his officers marooned on an uninhabited island. You now find yourself one of the officers aboard the pirate brigantine Inauspicious Grin, a distinctive ship with a notorious reputation.
You have seized back your destiny from the mad pirate captain and so what happens next is in your hands.
20 point buy for Ability Scores.
Two traits max.
The setting is the Inner Sea in Golarion.
Starting wealth is standard for your level (10,500 gp).
I especially reccomend checking out the book Pirates of the Inner Sea if you have access to it.
Each PC will command the loyalty of five 1st level NPC crew-members who they personally recruited to the mutiny. You can choose the race/NPC class combinations for each of your five.

Loup Blanc |

I'm quite interested as well--love me a good pirate-themed game. Question, though--could I take the Peg Leg trait from Skulls and Shackles?
One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You've long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg.
Benefit You've had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
It's a little more powerful than most traits since it's a campaign trait, but I'd be happy if I could just get the ability to have a peg leg without having the penalties.
As for character, I'll probably play a martial type, agile of course.

P.H.Hatecraft |

Count me interest DM
i'll probably play an elven Wave Oracle
as for myself i post an average of 3 times a day (minimum) and i am involved in more than 20 Pbp
Btw I think the Wave Oracle sounds cool. I didn't want you to think I was ignoring you. Just keep me informed of what you're thinking of playing.

YoricksRequiem |

Hrm, I'm considering an Bard (Sea Singer) with a level dip into Wizard (Spellslinger). Basically going with a Siren-turned-Pirate kind of approach.
I'd prefer to make it as a Merfolk, but I'm not sure how, ah, practical it would be, given how poorly they move on land. (Though I'd be open to taking a level in Barbarian to bump my movement to a +15, which is more manageable. And I'd get Rage out of it, which would totally be okay. Plus it's not like I'll be running around in combat as a Slinger Bard. Maybe I'm just overthinking it.)
I suppose failing at that, I could do it as an Undine or even an Elf. What do you think?

Grand Moff Vixen |

Oh yes! I would love to make a character for this! For the class I am choosing either a druid or sorcerer. Or I just might make a merchant. Not completely sure yet. I haven't thought of the race yet. I will begin crafting a background. I should have a concept in a day or two.
Are there any restrictions on choosing a non-core race? Sometimes I get ideas from the featured races section.

P.H.Hatecraft |

I'm not going to have room for everyone who has posted already. I'll wait and see who posts what and who sticks around. If you want to secure a slot impress me with your character backstory.
Are there any restrictions on choosing a non-core race? Sometimes I get ideas from the featured races section.
Read the character creation section in my first post. If you have a concept that hinges on a non-Core race I'll consider it, but if your plan is to look through the non-Core races to find something weird you like to base a concept on that's not really want I'm looking for.
I suppose failing at that, I could do it as an Undine or even an Elf. What do you think?
I'd prefer people stick to Core races, as I indicated in the character creation section. I was okay with the Gillman because the concept hinged on it but I don't really don't want a whole party of different underwater races.
Also a merfolk taking a level of Barbarian so they can zip around on land like some oiled up seal is kind of silly. This is very far from the tone I'm going for. If this is what you have in mind you should think of a different concept.

Dalgar the Great |

Thanks, if me having a special race causes problems I'd be happy to redo my character concept.
For now I'm thinking of a reason the crew has a Gilman with them. I'm settling on him being a mercenary that specializes on striking from the water. He was enslaved at a young age to work repairs on ships from underwater and quickly found he had an affinity with marine life. He escaped later in life and returned to his people who taught him how to fight (toying with the concept of going full net and trident, but definitely using a resident as his main weapon) He now blunders the high seas in hopes of earning enough gold to free his enslaved town. Although a gentle soul at heart, he shows no remoarse for the landwalkers who have made his people's lives miserable.
Full crunch and backstory later

Spacefighters |

Here's the character pitch, thought I'd include the sheet as well as the background to make sure everything is kosher.
ALBEN PETCH
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Bard (Dirge Bard) 5
CN Small Humanoid (Gnome; Favored Class Bard (+5 HP)
Init +1; Senses low-light vision; Perception +4
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DEFENSE
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
HP (4d8 + 23)
Fort +4, Ref +6, Will +5
Defensive Abilities
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OFFENSE
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Speed 20ft.
Melee Heavy Mace +4 (1d6/x2)
Ranged Sling +5 (1d4/x2)
Special Attacks Bardic Music 18 rounds/day (countersong, distraction, facinate, inspire courage +2, inspire competence +2)
Gnome Spell-Like Abilities (CL 5th; concentration +11)
1/day- Dancing Lights, Ghost Sound; Prestidigitation, Speak with Animals
Bard Spells Known (CL 5th; concentration +11)
2nd- (4/Day)- Scare, Mirror Image, Sound Burst
1st (6/Day)- Ear Piercing Scream, Grease, Silent Image, Vanish, Ray of Sickening
0th (at will)- Detect Magic, Prestidigitation, Ghost Sound, Mage Hand, Mending, Read Magic
-----------------------------------------------------------------------
STATISTICS
-----------------------------------------------------------------------
Str 8, Dex 12, Con 14, Int 10, Wis 10, Cha 22
Base Atk +3; CMB +1; CMD 12
Feats Lingering Performance, Spellsong, Spell Focus: Necromancy
Skills Bluff 1 (+10), Diplomacy 4 (+14), Knowledge: Arcana 1 (+6), Knowledge: Geography 5 (+13), Knowledge: Religion 1 (+6), Linguistics 2 , Perception 1 (+4), Perform (Oratory) 2 (+11), Perform (Percussion) 5 (+17), Spellcraft 2 (+5), Swim 1 (+5), Use Magic Device 5 (+14)
Traits Seafarer, Barroom Talespinner
Languages Taldane, Gnome, Draconic, Sylvan, Kelish
SQ Bardic Knowledge +2, Haunted Eyes (+4 on fear, energy drain, necromantic & death effects), Secrets of the Grave (+1 Necromancy spell known at 2nd and every 4 after, and effect undead with mind effects), Haunting Refrain (Demoralize with Perform (percussion) with ½ lvl bonus, and saves vs. any fear effects are made at -2 penalty)
Combat Gear Headband of Alluring Charisma +2 (4,000gp), Rod of Focused Spell Lesser (3,000gp), Overcoat (Cloak of Resistance +1) (1,000gp), Wand of Cure Light Wounds (CL 1st, 50 charges) (750gp), Wand of Shield (CL 1st, 50 charges) (750gp), Masterwork Waist Drum (50gp), Scroll of Bless x5 (125gp), Scroll of Comprehend Languages x2 (50gp), Scroll of Detect Secret Door x1 (25gp), Scroll Case (1gp) Heavy Mace (12gp), Masterwork Chain Shirt (250gp), Sling, Sling Bullets x10 (1sp), Bard's Kit (41gp), 367
Alternate Racials Academician (Knowledge: Geography), Gift of Tongues
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DESCRIPTION
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Alben is an averaged sized gnome with a brilliant shock of multicolored hair the color of autumn leaves that shoots up like a flame from his head. It detracts from his wide plain face and flat brown eyes. He is never seen without his signature oversized dull blue overcoat with it's sharp high collar that covers his ears and its fraying edges dragging on the ship deck. Other than the unusual sight of a chain armor poking out from beneath his drab sailor shirt, the only other sight of interest on this gnome is a small drum that hangs from a sturdy strap at his waist, made from some black wood that shines as if it's regularly polished.
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BACKGROUND
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Alben Petch was always unusual for a gnome, and that’s saying something. Whether through his fey blood or some natural proclivity, Alben has always been completely fascinated with the natural cycle of life and death. Decay, like the dying leaves of autumn has always held a strange beauty for Alben, but his family, a long line of artists and performers, tried to steer his interests towards more acceptable hobbies. While Alben did take naturally towards poetry and music he was still obsessed with capturing the elegance he found in the finality of life. Hopping from ship to ship, port to port, Alben found plenty of work singing dirges and ballads for lost sailors and friends along the shipping lines, within the dangerous sea Alben had perhaps found his muse. But when he was press-ganged into service it was clear this little gnome had no business among the hardened pirates and rogues that made up it's crew. Yet, many found it impossible not to like the unusual musician, his hauntingly sweet songs made their difficult lives more bearable and despite his interests the gnome was gregarious and friendly. Soon enough the crew also found his little drum could beat fear into their enemies, each note a reminder to their crews that their time among the living was drawing to a close. Alben's songs became an anthem for the Inauspicious Grin and her crew as they plundered the Inner Sea, each beat of his drum sounding another victory and a joking cry to play something more lively. But Alben knew that unless the mad captain was dealt with, it wouldn't be long before he and his mates were the ones sinking lifeless into the sea. Now with the captain out of the way Alben can help steer the crew back to piracy, and the inevitable death that follows in their wake.

YoricksRequiem |

I'd prefer people stick to Core races, as I indicated in the character creation section. I was okay with the Gillman because the concept hinged on it but I don't really don't want a whole party of different underwater races.
Oh whoops, I totally missed that bit. Completely understandable, I'll revisit the idea.

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"Alana"
Elven Ancient Lorekeeper Wave Oracle 5
Female Medium Elf / Humanoid (Elf)
Init +3; Senses Perception +7, Low-light Vision, Keen Senses
==DEFENSE==
AC 21, touch 13, flat-footed 18 (+6 armor, +2 shield, +3 dex)
hp 40 (5d8)
Fort +1, Ref +4, Will +4
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Arcane Focus (PFARG 22)
==OFFENSE==
Spd 20 ft/x4
==STATISTICS==
Str 8, Dex 16, Con 10, Int 14, Wis 10, Cha 20
BAB +3, CMB +2, CMD +15
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Elemental Spell (PFAPG 158-159), Extra Revelation (PFAPG 160), Shield Proficiency (PFCR 133), Spell Focus (Evocation) (PFCR 134)
Skills Bluff +13, Diplomacy +13, Knowledge (history) +6, Knowledge (religion) +6, Knowledge (planes) +6, Perception +7, Profession (sailor) +8, Sense Motive +8, Spellcraft +7 [Identify properties of magic items +9], Swim -7
SQ Elven Magic (PFCR 22)
MC Lorekeeper Skills (PFARG 24), Oracle Curse Blakened(PFAPG 43 - 44), Mystery Wave(PFAPG 43), Revelation : Ice Armor, Flud Travel, Freezing spell(PFAPG 45)
Traits Convincing Liar (Social: Bellflower Network) (PFCh: FcGd 63), Magical Lineage (Magic) (PFAPG 329)
Languages Common, Draconic, Elven, Sylvan
==Magic==
Eq'd Magic Headband of Alluring Charisma +2, Sleeves of Many Garments
Gear Metamagic Rod of Elemental (Frost) (6/6)
----
fluff etc coming a bit later as i have to head out

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Harvey Dagger
Male Human Gunslinger (Buccaneer) 5
CN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +9
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection)
hp 34 (5d10)
Fort +4, Ref +7, Will +1; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Resist electricity 2
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Offense
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Speed 20 ft.
Melee cutlass +5 (1d6/18-20/×2)
Ranged pistol +4 (1d8/×4) and
. . pistol +4 (1d8/×4)
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Statistics
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Str 11, Dex 16, Con 10, Int 14, Wis 11, Cha 16
Base Atk +5; CMB +5; CMD 19
Feats Far Shot, Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload, Sea Legs, Two-weapon Fighting
Traits besmara's blessing, black powder fortune
Skills Acrobatics +10 (+6 jump), Bluff +5, Climb +7, Craft (firearms) +8, Handle Animal +9, Intimidate +13, Knowledge (local) +7, Perception +9, Profession (sailor) +9, Sleight of Hand +8, Swim -1
Languages Common, Orc, Sahaugin
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge, deed: pirate's jargon, deed: seadog's gait, deed: utility shot, exotic pet, grit, hero points, liquid courage
Combat Gear Potion of barkskin +2, Potion of cure light wounds (2), Potion of invisibility, Potion of water breathing, Liquid blade; Other Gear +1 Eel Hide Studded leather armor, Cutlass, Firearm bullet (50), Firearm bullet, silver (5), Pistol, Pistol, Ring of protection +1, Backpack (empty), Bandolier (empty), Bandolier (empty), Bedroll, Flint and steel, Gunslinger's kit, Gunsmith's kit, Powder horn (empty), Waterskin, 2565 GP
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TRACKED RESOURCES
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Besmara's Blessing (1/week) - 0/1
Firearm bullet - 0/50
Firearm bullet, silver - 0/5
Grit (3/day) - 0/3
Grog - 0/2
Liquid blade - 0/1
Liquid Courage () - 0/0
Potion of barkskin +2 - 0/1
Potion of cure light wounds - 0/2
Potion of invisibility - 0/1
Potion of water breathing - 0/1
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Black Powder Fortune When wielding a firearm, +2 to saves vs. curse, fear, and emotion effects.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pirate's Jargon (DC 15) (Ex) Target must save or become confused for one round.
Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Exotic Pet (Ex) Gain evasion when pet is within 30 feet.
Far Shot Halve the range increment penalty for extended range.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Liquid Courage () Gain grog points that can be used in place of grit points.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
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Jackson
Male Monkey
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 17 (1d8)
Fort +4, Ref +6, Will +2
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +9 (1d3-4/×2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +5; CMB +5; CMD 11
Feats Weapon Finesse
Tricks Break Out [Trick], Burglar [Trick], Come [Trick], Fetch [Trick], Maneuver [Trick] (Steal), Seek [Trick], Sneak [Trick]
Skills Acrobatics +18, Climb +18, Handle Animal +0, Intimidate +2, Perception +9, Sleight of Hand +7; Racial Modifiers +8 Acrobatics
SQ break out, burglar, hero points, improved evasion, sneak
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.

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Alana Starbreeze fluff,
Alana went away about 100 years ago to see in order to search for the Great Sapphire of Yunkai. Once long ago the Goddess Yuelral bestowed the powerful Sapphire to those that would become the sea elves in order to help them raise powerful aquatic gates in order to travel to Sovyrian.
The jewel was lost upon the return of the sea elves in 2638 AR.
Alana like few others who have a natural affinity with the sea made her life's quest to find it.
She was one of the earliest leader during the mutiny, people skill trough guile and persuasion allowed for more of the rebels to join their cause. During the battle she used a combination of fire and ice spell to wreak havoc on the opposing side.
Now that the crew is free to continue their destiny she volunteers to become the new captain of the ship.

P.H.Hatecraft |

Thanks, if me having a special race causes problems I'd be happy to redo my character concept.
Nope you're still good.
Remember, however, that all the PCs were originally involuntary crew-members of a single pirate ship. Perhaps it was the pirates who enslaved your character (they'd have needed some means of preventing him from just swimming away). Otherwise your character would have had to have been a voluntary member of the "evil" crew, in which case you'll need to have a reason why you were involved in the mutiny (and not marooned with the rest of the officers. Not that marooning would be much of a problem for a Gillman).
Alben Petch and Alana look good, seems like they're ready to roll.
Harvey Dagger is fine stat-wise, but I'm more interested in backstories.
I'd seriously recommend either Alben or Alana changing their name if I'm to be expected to tell them apart :P

P.H.Hatecraft |

I was actually planning on starting the game in the immediate aftermath of the mutiny, where questions of captaincy and other positions would be worked out IC. Working out pirate Articles of Agreement sounds like fun roleplaying to me. If everyone else prefers figuring this stuff out OOC though I have no objections. That's up to you guys though.
Sure thing :)
See my edited post if you missed it.

Orelius Lionpaw |

If there aren't already enough people, I would like to play a Halfling Summoner with an aquatic companion.
But one question: can I take the Boon Companion feat for my eidolon?
Fluff:
Antal "Sharkbait" Borimgram
Antal is a pirate, raised on the sea. His mother was a poor woman on a trip to nowhere, when her vessel was beset by the Smiling Bastard. She and all the other women on board were captured and taken back to the pirates' lair, Along with wee Antal, who was too small for them to notice. A few years passed, and Antal was discovered and pressed into the crew. He was too small to do anything useful on the ship, so he was used to keep sharks from biting into the ship's hull. He grew used to dodging the sharks, but one proved too much for him - a shark with legs that was faster than any of the others. The shark bit into Antal's leg, but a strange symbol appeared on Antal's thigh and the shark's nose as it did so. From that day on, Antal and the shark were companions, keeping sharks from biting the Smiling Bastard's ship.
Until the day he, along with the other sharkbait and a few others, mutinied.
_________________________________________________________________
Antal "Sharkbait" Borimgram
Init +3, Perception +7, senses normal
Halfing Rogue(pirate) 2/Summoner 3
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DEFENSE
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AC 18 (+4 armor, +3 dex, +1 size)
HP (4d8+10)
Fort+3, Ref+8, Will+3
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Offense
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Speed 20ft
Sling Staff (Melee +3 Ranged +4)
Summoner Spells Known (Cl 3rd, Concentration +9)
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Statistics
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Str 7, Dex 16, Con 12, Int 7, Wis 7, Cha 20
Feats Dodge, Weapon proficiency (sling staff), Weapon focus (sling staff)
Profession (sailor), Autohypnosis 5(+3), Acrobatics, Swim, Climb, Knowledge (nature)
Traits Peg-leg, Seafarer
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DESCRIPTION
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Antal is a small, brown-haired Halfling with a peg-leg and a red bandana covering his right eye (to scare away the sharks, he says).

P.H.Hatecraft |

If there aren't already enough people, I would like to play a Halfling Summoner with an aquatic companion.
I already have a lot of people, but people may still drop out so I might be able to work you in but I am making zero promises.
But one question: can I take the Boon Companion feat for my eidolon?
Nope.

Orelius Lionpaw |

Orelius Lionpaw wrote:If there aren't already enough people, I would like to play a Halfling Summoner with an aquatic companion.I already have a lot of people, but people may still drop out so I might be able to work you in but I am making zero promises.
Quote:But one question: can I take the Boon Companion feat for my eidolon?Nope.
Alright, thank you very much. I can post at least once or twice a day.

Delben Petch |

I was actually planning on starting the game in the immediate aftermath of the mutiny, where questions of captaincy and other positions would be worked out IC. Working out pirate Articles of Agreement sounds like fun roleplaying to me. If everyone else prefers figuring this stuff out OOC though I have no objections. That's up to you guys though.
Oh ok, that does sound like fun doing it in character.

hustonj |
Howdy!
I've been thinking about applying to this. I could provide the character as a rogue, or I could provide the character as a play-test swashbuckler.
You said any core or base class, and the play-test classes are TECHNICALLY base classes, but I figure I should get direction and NOT make an assumption.

hustonj |
Sorry, but I already have more interested people than I could possibly use so I'm not taking any new character pitches at this time.
With no indication that recruitment was First-Come-First-Served or announcements the recruitment was closed, how was I supposed to know that?
Good luck and try to enjoy yourselves!

Grand Moff Vixen |

Alright, I have done up an alias for my bard. I present: Laurestine Valerian, a bard archaeologist.
Everything should be in order. If anything is amiss please let me know.

P.H.Hatecraft |

Delben Petch and Alana are in. I'm still waiting on a backstory for Harvey Dagger but he's tentatively in. Also waiting on the Gillman.
Laurestine seems good too, so that'll be our group unless one of the aforementioned drops out (in which case their slot goes to Antal). Sorry to everyone who expressed interested but who couldn't be worked in, these things always become a clusterf~$& and I clearly don't know the etiquette.
Based on the number of bards I can only assume that you are the Pirates of Penzance.

Orelius Lionpaw |

Delben Petch and Alana are in. I'm still waiting on a backstory for Harvey Dagger but he's tentatively in. Also waiting on the Gillman.
Laurestine seems good too, so that'll be our group unless one of the aforementioned drops out (in which case their slot goes to Antal). Sorry to everyone who expressed interested but who couldn't be worked in, these things always become a clusterf~$@ and I clearly don't know the etiquette.
Based on the number of bards I can only assume that you are the Pirates of Penzance.
Just in case I get In, how should I roleplay my Eidolon? Will it be GM controlled?

Orelius Lionpaw |

Allright thanks DM.
I'll make the alias etc... with a different name then alana
do we have someone in the group who can wield a weapon and hand to hand combat? (cause i am somewhat scared now with all those caster type...)
Well, my character has an eidolon and is focused on melee combat, and the Gillman is a cavalier, so we do have *some* hand to hand ability.