GM Zimmer's Skull & Shackles


Recruitment

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Shadow Lodge

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Ask and you shall receive! If you were interested in Odentin's proposed Skull & Shackles game, this is the place to submit characters for consideration. There are, of course, some guidelines to what I'll consider. If you can, please make characters:

  • Of any race detailed in a first-party book published before July 2012;
  • Of any class and archetype detailed in a first-party book published before July 2012;
  • Of first level, with all that entails in terms of hit points and favored class bonuses;
  • With ability scores bought using 15 points;
  • With average wealth for the character's class;
  • With two traits, including one campaign trait from the Skull & Shackles Player's Guide;
  • With a believable character history;
  • With a compelling motivation to engage in the campaign and to see it through.

If you require a dispensation on points 1 or 2 in order to fully realize a concept, I promise to be open to your arguments, delivered either in this thread or via personal message. I plan to accept four characters on Friday, September 19, 2014. If you require an extension, I promise to be open to your arguments, though I would prefer such requests to be delivered via personal message only.

Here's to our prospective motley crew!

The Exchange

I think I might have the perfect character for this game. My first character ever was a young girl who styled herself as a pirate, but wasn't one and ended up getting swept up in a campagin that turned her into one.

This might be the perfect fit for that character.


Here is my submission

Cyranal Dannicen

fluff:

Was born of a human woman, and an elf that lived along the coast near the shackles. During the time that he was growing up, he realized that he was different, due to the fact that he was able to see further in the darkness than others like him. Later, he realized that he was able to swim longer, and was not bothered by the ocean as much. Much later, when he was shipwrecked he turned to Besmara, to provide him the strength to survive. When he was picked up, he vowed his service to her, and has been following her ever since. He came ashore in the shackles in Port Peril, and looking to get the taste of seawater out of his mouth and look for work aboard another ship, he went to the formidably maid, where he was drugged.

crunch:

Male Half-elf Cleric 1
N medium humanoid
Init +1 Senses Low-Light Vision Perception +6

DEFENSE
AC 15, touch 11, flat-footed 14
hp 9
Fort 2 Reflex 1 Will 5

OFFENSE
Speed 20 ft
Space 5 Reach 5

STATISTICS
STR 13 DEX 12 CON 10 INT 15 WIS 15 CHA 10
BAB 0 CMB 1 CMD 12

FEATS
Fast Learner

SKILLS
Acrobatics -1, Appraise 3, Bluff 0, Climb -1, Diplomacy 0, Disguise 0, Escape Artist -1, Fly -1, Heal 9, Intimidate 0, Knowledge (religion) 7, Perception 4, Cook 7, Ride -1, Sense Motive 3, Spellcraft 7, Stealth -1, Survival 3, Swim 4

LANGUAGES
Elven, Common, Aquan, Celestial, Polyglot

GEAR
Longspear, Mace - Heavy, Dagger, Sling, Bullets - Sling (20), Kit - Cleric's , Kit - Cooking (AA), Kit - Dungeoneering, Kit - Gear Maintenance, Kit - Grooming , Acid (flask) (2), Bandolier, Blanket (2), Healer's kit, Grappling Hook

Will make and alias if selected.


It must be quite auspicious to begin a pirate themed game on International Talk Like a Pirate Day.


Definitely going to be tougher with a 15 point buy and everything earlier than July 2012, but I'm sure I'll come up with something good!


Definitely interests me. Will be applying.

Hey, Shadowy. Might be the second time we end up in an S&S together. :P


Hey you! If we don't, I vote that you should run a game of S&S.


Hah, sorry, I'm having enough trouble running one game, I definitely couldn't take on DMing a second one. The one I'm running is an enjoyable experiment, but I really wouldn't run a second one.


I'm thinking a buccaneer 'slinger or a seasinger.


I'm going for a barbarian. The face of a noble pirate with and the temper of a raging beast.


I'd like to jump in with this character.

Arasti was created specially for Skull & Shackles. He references some concepts of gunslinging in his backstory and I don't really know is this allowed or not. Anyway, I can keep it influencing his actions to minimum, as he is pretty secretive about this part of his life.

I will update his character list and equipment if he is selected.


Hi, here's my alias from the interest check thread. Didn't make it into another game so she's ready to go except need to change her point buy. She is from a traditional isolationist elf clan who, instead of shunning anything outside the forest as she should, is instead obsessed with the sea and basically exiles herself becoming a water patron witch in the process.


This is Reinald Malcoms. He was made for another S&S campaign that fizzled out. I would love to see him back in action. Happy to amend as needed.

Shadow Lodge

Mokshai wrote:
Cyranal Dannicen

Please indicate the following:

  • Which traits Cyranal will be taking;
  • Which armor Cyranal is wearing. I'm pretty sure it's an armored coat, but I need to be sure;
  • Which alternate racial traits Cyranal has. I'm pretty sure it's only Water Child, but I need to be sure;
  • In which skills Cyranal actually has ranks or racial bonuses. I'm pretty sure he's supposed to have ranks in Appraise, Heal, Knowledge [religion], Profession [cook], Sense Motive, Spellcraft, and Survival, but...you know the drill. Please remove references to skills that are only listed because Cyranal has an armor check penalty. If I know what armor he has, I can figure out the penalties to an untrained check;
  • Cyranal's correct skill bonuses. By my count, he has too many trained skills, some of those skills, like Spellcraft, have too-high bonuses, and some, like Appraise, have too-low bonuses.

Arasti Fadamlia wrote:

I'd like to jump in with this character.

Arasti was created specially for Skull & Shackles. He references some concepts of gunslinging in his backstory and I don't really know is this allowed or not. Anyway, I can keep it influencing his actions to minimum, as he is pretty secretive about this part of his life.

I will update his character list and equipment if he is selected.

I have little problem with gunslinging either conceptually or mechanically.

Please revise Arasti from a 20-point buy character to a 15-point buy character before Friday. While I can get the gist of what he might look like by reducing his array to 15 points while maintaining the proportions, I need to know what you want him to look like, not what I imagine him to be. I also can't judge what many of his true secondary stats, like skill modifiers, should be without knowledge of his true ability scores.

Chaenath Woodsea wrote:
Hi, here's my alias from the interest check thread. Didn't make it into another game so she's ready to go except need to change her point buy. She is from a traditional isolationist elf clan who, instead of shunning anything outside the forest as she should, is instead obsessed with the sea and basically exiles herself becoming a water patron witch in the process.

Please revise Chaenath from a 20-point buy character to a 15-point buy character before Friday. Ditto everything I said about Arasti.

Reinald Malcoms wrote:
This is Reinald Malcoms. He was made for another S&S campaign that fizzled out. I would love to see him back in action. Happy to amend as needed.

Reinald's bonus to Profession (sailor) checks should be +4: 1 rank + 3 class + 1 trait - 1 Wisdom. His bonus to Knowledge (geography) checks should be +5: 1 rank + 3 class + 1 trait. Other than that, he looks fine.


Hey there. Here's my initial application - let me know if you need anything else.

NOTE: It's a little different than what I sent via PM.

Simon Fix

Initial Backstory:

Simon lived a privileged life. The son of a noble's scribe, he never wanted for anything and was afforded numerous opportunities to follow in his father's footsteps. Unfortunately, while he had some writing talent, he had neither the interest nor the patience to transcribe the often-tedious delegations and trade agreements that were the mark of his father's trade. He was far more interested in recoding stories of the fantastical, frequently drug-induced type.

This penchant for vice caused numerous embarrassments for his family, but one episode in particular (involving urination upon a visiting noblewoman's head) went too far. Seeing few other options, his father enlisted his son on an exploration mission his employer was partially financing. Simon would be responsible for recording the findings of a new colony and reporting back.

The crew of the ship mutinied only two weeks after the expedition started, throwing Simon into the hold in the hopes of collecting a ransom for the "dandy." Unfortunately, his family was unable - and his family's employer unwilling - to pay the sum, so they dumped him in Port Peril with little more than the clothes on his back.

That was two days ago, and Simon has managed to secure food and lodging with his quick tongue and penchant for weaving stories - but he's fairly certain his luck is about to run out.

Personality:

Under certain circumstances, Simon is a boisterous, outgoing and cheerful lad - mostly those circumstances involve alcohol or other, stronger substances. The transition to a sailor's life will be a tough one. I imagine that at first he will be withdrawn, morose and hot-tempered. But never one to pick a fight, he will choose to express his displeasure with biting sarcasm and jokes or pranks at his fellow passengers' expense. (NOTE: I won't be too annoying with this aspect of his character - I will tread lightly with my sarcasm.)

Crunch:

Simon Fix
Human bard 1
N Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—charm person (DC 14), sleep (DC 14)
. . 0 (at will)—detect magic, light, prestidigitation, scrivener's chant
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Point-blank Shot, Precise Shot
Traits barroom talespinner, reactionary
Skills Acrobatics +6, Bluff +7, Diplomacy +8, Escape Artist +6, Perception +3, Perform (dance) +7, Perform (oratory) +8, Use Magic Device +7
Languages Common, Elven
SQ bardic knowledge +1
Other Gear 105 gp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
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.


i bring an alias that didn't make it to a previous S&S game, i need to adjust him for a 15 point by but otherwise hes good to go.

Shadow Lodge

cctodd wrote:
Here's my initial application - let me know if you need anything else.

Well, you could buy Simon some gear. Other than that, everything looks fine.

Fenis wrote:

i need to adjust him for a 15 point by

Let me know when you have.


I'm sort of new to play by post and these forums but I'd like to have the chance to apply, if that's ok. I've always been interested in playing S&S.

I was thinking about playing a monk/Zen Archer but wasn't sure how well a Lawful character fits into S&S. I read the Player Guide and saw that only Paladin would be bad but do you think it would end up badly? My idea was a sort of person who adhered to discipline but was still sort of....piratey?

I could come up with something else but I had always wanted to try playing a archer kind of character and monks are one of my personal favs.


Here is Gunter Bilgebeard. A thoroughly disreputable dwarven cleric. Made the change from 20pt to 15 pt on the fly, so there maybe a mistake or two, will verify tonight on herolab. I don't believe he has anything from the new newer books. Only thing I can think of would be the salt blood racial trait. The dorn-dergar is from one of the little books, but it is basically just a big weight on the end of a chain. Can have reach or not, a move action to change that. Exotic weapon. I thought that was the best substitute for an anchor I was likely to find. Yes, he seems rather silly, but I assure you I would still find ways to work with the group. :)

Gunter Bilgebeard:

Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.

He's running out a booze and the half-orc at the flophouse is looking for rent so he had best find a ship fast. Ain't nothing worse than being sober and sleeping on dry land. Now he ain't looking for none of those fancy "company" ships. Too much starch in their britches. A Fellas gotta understand that if a dwarf is supposed to do his best work he needs a few belts of something strong. Don't start on that drunken dwarves loses their temper crap either, it's a stereotype and I'll punch the fist one to bring it up. Nah, Gunter he needs a proper ship so he can get out and see the real beasties of the world, not these stunted critters as what lumber around on the dry land.

They all want the Bilgebeard working their ship, they just don't know it. He's forgot more about everything than anyone else knows. Err.. or something like that. He's also a priest so you should show him some respect! Don't quite remember how that happened but I got the fancy trinket to prove it.

Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 10 (1d8+2)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 2/day (DC 9, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day, DC 10) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.


Here are the stats of Aghhhh the Unclean. Vagrant dwarf who travels the waves whenever he needs to move or earn coin.

Crunch and fluff:

Full Name : Agggghh the Unclean

Race: Dwarf

Classes/Levels Sorcerer 1(Skill focused)

Gender M

Size M

Age

Special Abilities :

Alignment: CN

Deity : Besmara

Location

Languages Dwarf,Common

Occupation : Swab,Gofer

Strength 10
Dexterity 10
Constitution 14 (+2)
Intelligence 10
Wisdom 12 (+1)
Charisma 15 (+2)
Height: Weight: Hair:Bald Eyes: Brown
Favored Class: Sorcerer(Elemental-Cold) (Skill)
EXP: 0
Hit Points: 8
Spd: 20
Init: +0
AC: 10( armor shield)/Touch 10/FF 10)
BAB: +0
CMB: +0
CMD: 10
Saves: Fort +2(+4 poison) Ref +1 (+3 spells/SA) Will +3(+5 spells/SA)

Weapons:
Battleaxe +0 1d8 x3
Dagger +0 1d4 19-20

Skills: Swim (1+3)4,Spellcraft(1+3)4,Profession(Sailor)(1+1+3)5

Feats:Enshew Materials,Co0mbat Casting (+4 concentration when casting defensively or grappled)
Traits:Touched by the sea(+1 Swim Swim is class skill,Attack roll penalty underwater is 1 less),Deft Dodger(+1 Reflex save)
Special Abilities:20 feet move speed not modified by armor or encumbrance
Darkvision 60 feet
+4 Dodge AC vs.Giants
+2 appraise to determine price of nonmagical goods with gemstones
+1 attack against goblinoids and orcs
+2 saves vs poison,spells,spell-like abilities
+4 CMD when resisting bull rush/trip on the ground
+2 Perception to notice unusual stonework such as traps and hidden doors in stone. Reciew check within 10 feet
Proficient with battleaxes,heavy picks,warhammers
Elemental Ray 1d6 cold 5/day 30 feet

Equipment:
Battleaxe (10)
Dagger (2)
Sorcerer's Kit (8)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin
CLW potion

Spells DC 12+Level 0/4/0/0
0 Detect Magic,Disrupt Undead,Ray of Frost,Message
1 Magic Missle,Mage armor
2
3

Backstory: "ARGGGGGHH!! What IS THAT SMELL?" Is what usually uttered when Argghh arrives. This dwarf often goes in just pants and battered boots which shows off his sweaty form , bald pate and crudely cut beard. Most dwarves would consider him insane and perhaps they would not be incorrect about that. Arrgghh has lived near his entire life on ships or by the shore and is known to be a dependable if stinky shiphand. Argh(Or Augy to some) often shows up to sign onto a ship and when a suitable port is found, rolls off to spend time in town or other places until the next ship comes in. His magical skills have ensured his acceptance onto ships with minimal buckets of water dousing him in order to wash the smell off of him.


Fixed.


I have my crunch up, starting on my background.

How will you be handling health? Max at full level, half rounded up at consecutive ones?


GM Zimmer wrote:
Mokshai wrote:
Cyranal Dannicen

Please indicate the following:

  • Which traits Cyranal will be taking;
  • Which armor Cyranal is wearing. I'm pretty sure it's an armored coat, but I need to be sure;
  • Which alternate racial traits Cyranal has. I'm pretty sure it's only Water Child, but I need to be sure;
  • In which skills Cyranal actually has ranks or racial bonuses. I'm pretty sure he's supposed to have ranks in Appraise, Heal, Knowledge [religion], Profession [cook], Sense Motive, Spellcraft, and Survival, but...you know the drill. Please remove references to skills that are only listed because Cyranal has an armor check penalty. If I know what armor he has, I can figure out the penalties to an untrained check;
  • Cyranal's correct skill bonuses. By my count, he has too many trained skills, some of those skills, like Spellcraft, have too-high bonuses, and some, like Appraise, have too-low bonuses.

Cyranal is using studded leather, Racial trait is ancestral arms only.

Trained skills, swim, spellcraft, religion, heal profession cook.
racial bonus, perception.
Please adjust all int, and wis skills down by 1. I forgot to adjust for changing to a 15 point buy.


Well. This is awkward, being the one who requested this AP.

I have absolutely NO desire to play in a 15 point buy game. Especially not in a Paizo AP, which are balanced around 20 point, and PARTICULARLY not in one that has a reputation for being overly lethal, at least within the first book.

As such, I'm withdrawing. Best of luck to everyone playing; I hope you all have a blast with it! :)


Updated to 15 point buy.


Submitting Nathaniel "Shark" Requin for the game. Please let me know if there are any issues with his profile, thank you!


Ah. Gear. I knew I'd forget something.

Would you prefer that I procure my goods before recruitment is wrapped up, or is that something that can wait till after?

Shadow Lodge

Arkren Bass wrote:
I could come up with something else but I had always wanted to try playing a archer kind of character and monks are one of my personal favs.

Give it a shot!

Doomguide wrote:
Here is Gunter Bilgebeard. A thoroughly disreputable dwarven cleric.

No wonder he's disreputable, he's using a 17 point buy! I surmise his Charisma's supposed to be 6 instead of an 8. Other than that, I don't see problems.

MannyGoblin wrote:
Here are the stats of Aghhhh the Unclean.

Seems correct.

Cydrius wrote:
How will you be handling health? Max at full level, half rounded up at consecutive ones?

Characters will receive maximum hit points per hit die at first level, average hit points per hit die at all levels thereafter. For example, a character with d10 hit dice would receive 10 base hit points at first level, 5 base hit points at second level, 6 base hit points at third level, 5 base hit points at fourth level, and so on.

Mokshai wrote:

Cyranal is using studded leather, Racial trait is ancestral arms only.

Trained skills, swim, spellcraft, religion, heal profession cook.
racial bonus, perception.
Please adjust all int, and wis skills down by 1. I forgot to adjust for changing to a 15 point buy.

Okay...it looks like I'll have to build this character myself to check the figures. I'll get back to you soon.

Odentin wrote:
I have absolutely NO desire to play in a 15 point buy game. Especially not in a Paizo AP, which are balanced around 20 point, and PARTICULARLY not in one that has a reputation for being overly lethal, at least within the first book.

It's your choice, of course, but APs are balanced around 15 point buy, not 20, and I don't know where you got that impression. Is it from Pathfinder Society, because that is balanced around a 20 point buy.

Best of luck out there in the world, and I'm sad to see you go.

Chaenath Woodsea wrote:
Updated to 15 point buy.

Looks good but for one thing; what, if anything, is your familiar?

Cydrius wrote:
Submitting Nathaniel "Shark" Requin for the game. Please let me know if there are any issues with his profile, thank you!

Nathaniel's entitled to at least another trained skill (4 base skill points + 1 race + 1 intelligence = 6) and to at least 13 total hit points (12 base + 1 constitution). He's also entitled to a favored class bonus.

cctodd wrote:

Ah. Gear. I knew I'd forget something.

Would you prefer that I procure my goods before recruitment is wrapped up, or is that something that can wait till after?

I'd prefer getting as much information as possible as soon as possible.


GM Zimmer wrote:


No wonder he's disreputable, he's using a 17 point buy! I surmise his Charisma's supposed to be 6 instead of an 8. Other than that, I don't see problems.

Doh, did i mention he was bad at math as well. Here as a 15 point buy. Stupid math. Dropping con so i still have some channels.

Gunter Bilgebeard:

Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.
He's running out a booze and the half-orc at the flophouse is looking for rent so he had best find a ship fast. Ain't nothing worse than being sober and sleeping on dry land. Now he ain't looking for none of those fancy "company" ships. Too much starch in their britches. A Fellas gotta understand that if a dwarf is supposed to do his best work he needs a few belts of something strong. Don't start on that drunken dwarves loses their temper crap either, it's a stereotype and I'll punch the fist one to bring it up. Nah, Gunter he needs a proper ship so he can get out and see the real beasties of the world, not these stunted critters as what lumber around on the dry land.

They all want the Bilgebeard working their ship, they just don't know it. He's forgot more about everything than anyone else knows. Err.. or something like that. He's also a priest so you should show him some respect! Don't quite remember how that happened but I got the fancy trinket to prove it.

Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 9 (1d8+1)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 2/day (DC 9, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.


Huh, it's in the fluff but not noted in other places. An otter named Swum. Providing the +3 to swim.

Shadow Lodge

GM Zimmer wrote:
Mokshai wrote:

Cyranal is using studded leather, Racial trait is ancestral arms only.

Trained skills, swim, spellcraft, religion, heal profession cook.
racial bonus, perception.
Please adjust all int, and wis skills down by 1. I forgot to adjust for changing to a 15 point buy.
Okay...it looks like I'll have to build this character myself to check the figures. I'll get back to you soon.

This is what I know from the information you've given me.

Cyranal:
CYRANAL DANNICEN
Male half-elf cleric of Besmara 1
N Medium humanoid (human, elf)
Init +1; Senses low-light vision; Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +2, Ref +1, Will +4; +2 vs. enchantments
Immune sleep
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee longspear +1 (1d8+1/x3) or
..heavy mace +1 (1d8+1) or
..dagger +1 (1d4+1/19-20)
Ranged sling +1 (1d4+1) or
..dagger +1 (1d4+1/19-20)
Special Attacks channel positive or negative? energy 1d6 (3/day, DC 10)
Domain Spell-Like Abilities (CL 1st; Concentration +3)
..domain SLA 1, domain SLA 2
Cleric Spells Prepared (CL 1st; Concentration +3)
..1st—spell, bonus spell, domain spell (D)
..0 (at will)—orison, orison, orison
..Domains domain 1, domain 2
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 10, Int 15, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Exotic/Martial Weapon Proficiency (weapon)(B), Fast Learner
Traits Campaign Trait, Trait
Skills Heal +6, Knowledge (religion) +6, Perception +4, Profession (cook) +6, Spellcraft +6, Swim -1
Languages Aquan, Common, Elven, Polyglot
SQ Elf blood, multitalented
Combat Gear acid (2); Other Gear Studded leather, dagger, heavy mace, longspear, sling with 20 bullets, bandolier, blanket (2), cleric's kit, cooking kit(AA), dungeoneering kit, gear maintenance kit, grappling hook, grooming kit, healer's kit

Information I still need is in ooc tags.

Doomguide wrote:
Dropping con so i still have some channels.

Looks good.

Chaenath Woodsea wrote:
Huh, it's in the fluff but not noted in other places. An otter named Swum. Providing the +3 to swim.

Alright.


... Oh wow. I went and completely forgot to apply his race benefits.

Nathaniel "Shark" Requin (Corrected version)

Moved some ability score points around, picked Iron Will as a bonus feat as a human, put favored class bonus in HP, fixed HP total.

Thank you for catching my error.


Tada, adjusted for a 15 point buy.


GM Zimmer,

I've fixed Arasti to 15-point-buy and removed siege weapons skills from his stats. If you don't like Exotic WP (light ballista), I can change that as well. His history is pretty much same: fugitive from past, framed and afraid being caught. I swapped siege-weapon related knowledges to Perception and Stealth. I do not plan to introduce or pursue gunpowder firearms plot in this campaign if you don't like that.

If there are any other questions, just ask?
I kept my old character there for reference reasons.


GM Zimmer, these are the answers you were wondering about.
I apologize for forgetting to downsub, and making you go through a bit more work. I removed the extra language as well, as brought myself down to average gold for the class. (removed the acid flasks)

Special Attacks channel positive energy 1d6 (3/day, DC 10)
Domain Spell-Like Abilities (CL 1st; Concentration +3)
..domain Water SLA Icicle 5/day, domain Weather SLA Storm Burst 5/day
Cleric Spells Prepared (CL 1st; Concentration +3)
..1st—spell, Bless, Sheid of Faith, (D)Obscuring Mist
..0 (at will)—Read Magic, Detect Magic, Guidance
..Domains Water, Weather
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 10, Int 15, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Exotic/Martial Weapon Proficiency (Longbow)(B), Fast Learner
Traits Campaign Touched by the Sea, Magical Knack (Cleric)
Skills Heal +6, Knowledge (religion) +6, Perception +4, Profession (cook) +6, Spellcraft +6, Swim -1
Languages Aquan, Common, Elven
SQ Elf blood, multitalented
Other Gear Studded leather, dagger, heavy mace, longspear, sling with 20 bullets, bandolier, blanket (2), cleric's kit, cooking kit(AA), dungeoneering kit, gear maintenance kit, grappling hook, grooming kit, healer's kit, 4gp, 9 Sp.


GM Zimmer, here's my updated crunch. As is, if he's carrying all his gear, he's at medium encumberance, but much of it (such as the grooming and chronicler's kit) would be left behind in his private cabin (aboard his previous vessel), so under typical circumstances, he'll be operating with light encumbrance.

Crunch:

Simon Fix
Human bard 1
N Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d4/19-20) and
. . shortsword +0 (1d6/19-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—charm person (DC 14), sleep (DC 14)
. . 0 (at will)—detect magic, light, prestidigitation, scrivener's chant
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Point-blank Shot, Precise Shot
Traits barroom talespinner, reactionary
Skills Acrobatics +3, Bluff +7, Diplomacy +8, Escape Artist +3, Perception +3, Perform (dance) +7, Perform (oratory) +8, Use Magic Device +7
Languages Common, Elven
SQ bardic knowledge +1
Other Gear leather armor, arrows (40), dagger, shortbow, shortsword, backpack, belt pouch, chronicler's kit, flask, flask, flask, grooming kit, perfume/cologne, shaving kit, 4 sp, 1 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
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.


GM Zimmer, I've updated this character with everything and fleshed him out a bit. Let me know if there is anything wrong. If you would like the crunchy part of the character in a different format, please let me know. Not 100% sure what is the standard here :D


Very interested. I'll have something to you by Friday.

Silver Crusade

Going to submit my character later tonight.

Shadow Lodge

Cydrius wrote:
Thank you for catching my error.

Looks good now.

Fenis wrote:
Tada, adjusted for a 15 point buy.

Also looks good. Just to be clear, your HP is 1d8+3, including the favored class bonus?

Arasti Fadamlia wrote:
I've...removed siege weapons skills from his stats...I do not plan to introduce or pursue gunpowder firearms plot in this campaign if you don't like that.

May I ask why? I hope I haven't made any statements that deterred you from taking such skills or from pursuing firearms later.

The stats as they are look fine, but please feel free to include firearm-related or siege-related things if you want to.

Mokshai wrote:

GM Zimmer, these are the answers you were wondering about.

Thanks.

cctodd wrote:
GM Zimmer, here's my updated crunch.

Okey dokey lokey.

Arkren Bass wrote:
GM Zimmer, I've updated this character with everything and fleshed him out a bit. Let me know if there is anything wrong. If you would like the crunchy part of the character in a different format, please let me know. Not 100% sure what is the standard here :D

I like the format I used to speculate on Mokshai's character, which is based on Paizo's standard statblock. But I typed that out manually so I wouldn't expect anyone else to use it even though I find it easiest to read. As I understand it, the "standard" format is downloaded from Herolab.


Yes, d8+2+1 favored class bonus. Will make that clear in the stats


I present, Quinn Darkwater. His profile is filled out.


GM Zimmer, sorry for misunderstanding. I'll do them back as it was then.

Shadow Lodge

Quin Darkwater wrote:
I present, Quinn Darkwater. His profile is filled out.

Yes, it certainly is.


Would you consider allowing a Swashbuckler from the Advanced Class Guide? Jack's been dying to get into a Skull & Shackles for months and months now - he got on board one of them, but it ended before the first combat. The Swashbuckler class is a great fit for a pirate campaign, and I love the idea of a halfling swordsman showing up grizzled pirates twice his size using his wits and daring. I find normal martials too straightforward and boring - the Swashbuckler gets a lot of cool tricks with his Panache class feature that make the prospect of being a swordsman a lot less dry and uninteresting to me.

I will rebuild him or make another character if he is not acceptable. He will need some adjusting if the class is acceptable, since he was built for a 20 point buy game with above-average gold.


I've included a more easily read Crunch alternative that is more inline with formats given before. Let me know if there are any issues.


Out of curiosity, and for our GM's convenience, I've compiled a list of the current applicants.

If I've missed anyone, please let me know.

Arcane

Chaenath Woodsea - Witch
Agggghh the Unclean - Sorcerer

Divine

Cyranal Dannicen - Cleric
Fenis - Oracle
Gunter Bilgebeard - Cleric

Martial

Reinald Malcoms - Fighter (Tactitian)
Arasti Fadamlia - Urban Ranger
Jack Thimble Jr. - Swashbuckler (?)
Arkren Bass - Zen Archer
Nathaniel "Shark" Requin - Barbarian

Trickster

Simon Fix - Bard
Quin Darkwater - Bard

Shadow Lodge

Jack Thimble, Jr. wrote:

Would you consider allowing a Swashbuckler from the Advanced Class Guide? Jack's been dying to get into a Skull & Shackles for months and months now - he got on board one of them, but it ended before the first combat. The Swashbuckler class is a great fit for a pirate campaign, and I love the idea of a halfling swordsman showing up grizzled pirates twice his size using his wits and daring. I find normal martials too straightforward and boring - the Swashbuckler gets a lot of cool tricks with his Panache class feature that make the prospect of being a swordsman a lot less dry and uninteresting to me.

I will rebuild him or make another character if he is not acceptable. He will need some adjusting if the class is acceptable, since he was built for a 20 point buy game with above-average gold.

Hmm. I didn't lay out a standard for a convincing argument in my original post, and it would not be fair for me to render a judgment on this argument without doing so. Going forward, here is the standard I will use to judge whether or not to grant a dispensation to the class restrictions.

In order to receive a dispensation for a class, a player must establish by production* a prima facie case with the following elements: [1] that they have a specific character concept in mind to which they will stick throughout the campaign's level progression, [2] that that concept was not playable from level 1 using classes and feats from the non-restricted sources, [3] that the desired class does, without the need of any material from restricted sources other than itself and any material referenced in it, enable the play of that concept from level 1, [4] that the player can continue to play that concept beyond level 1 while mitigating the use of material from restricted sources other than the class itself and any material referenced in it. Evidence I might accept in establishing this prima facie case includes, but is not limited to, mathematical proof, personal anecdote, hearsay anecdote, forum debate, and product reviews. I will also accept evidence that tends to support the notion that otherwise unsubstantiated assertions are made in good faith.

I will then balance that case against any practical considerations I have against using the class, including but not limited to my access to sources detailing the class and said sources' ease of use. For example, if I don't own a source, or a source is known to be difficult to use because of editing problems, conflicting rules, or other reasons, I will be averse to using it. Players are free to point to possible sources (SRDs and such), ways to increase ease of use (errata, rules explanations, FAQs), and any other considerations that might mitigate what they imagine to be the factors balanced against the prima facie case.

Although again, it wouldn't be fair to judge your argument as it stands against a standard I hadn't laid out, I'll go through the motions so you'll see what a judgment might look like. Please don't take anything I say here as final.

Example judgment:
[1] There is a specific concept in place for Jack. He is conceived as a "halfling swordsman showing up grizzled pirates twice his size using his wits and daring." Nothing about this concept suggests it is susceptible to change after the start of the campaign. Gaining skills other than "wits and daring" later in the campaign, such as magic spells or the aid of an animal companion, would tend to go against rather than strengthen this concept.

[2] "Wits and daring" are modeled in several non-restricted classes, including but not limited to Gunslinger and Bard (archaeologist), in various ways. The question of whether these classes adequately model the character concept turns on the meaning of "wits and daring." Are these words exclusive, to be read as "nothing but wits and daring," or are they inclusive, merely two tools in a vast kit? The construction of the whole concept suggests a narrow reading. Jack is conceived as a "swordsman" and a "martial" character, meaning that gunplay and magic, tools available to the Gunslinger and Bard respectively, are not available to him within the concept. While a player could conceivably play a character who simply does not use guns or cast magic spells (or has a casting stat too low to permit spellcasting), this seems an onerous burden to place on a player and weakens the class possibly past the point of reasonable balance.

[3] The features offered by the desired class, and the desired class alone, must now be compared against the concept. In this case, there are three questions to be asked. First, is the Swashbuckler a mundane swordsman and exclusive of concepts that do not include swordplay. Second, does the Swashbuckler include a mechanic to enable it to "show up" NPCs with "wit and daring?" Third, can the Swashbuckler do these things without requiring other material from restricted classes? That the Swashbuckler is a mundane class is obvious from its lack of spellcasting. It is similarly obvious that it is a swordfighter. Its class description relies on fencing imagery and regaining panache points is dependent upon wielding a "light or one-handed, piercing melee weapon." It might be argued that the Swashbuckler is overrestricted to using rapiers, but that only serves to strengthen the argument here that the Swashbuckler is supposed to be a swordfighter. With access to full BAB and native Weapon Finesse, a swashbuckler should be able to match or exceed, in other words, show up, the to-hit of an NPC swordfighter of comparable level. It was stated above that the grit mechanic adequately represented "wit and daring" within the rules, and if that statement is true, then the same must be true of panache, as it is the same mechanic under a different name. There remains, however, the question of whether damage and deeds contribute to "showing up." Taking the class on its own, damage will still come from Strength. The Strength of a Swashbuckler will naturally be lower than that of typical NPCs built to use Strength for both to-hit and damage. A plausible argument could be made that "showing up" does not mean "outdoing" but rather "embarrassing," in which case damage would be irrelevant. While the concept is ambiguous on this point, support for this notion comes from the deeds, which seem to support, at first level, a combat style based around dodging and riposting, maneuvers meant to rile and disrupt the opponent.

[4] It remains to be seen whether this concept can be played without further material from the Advanced Class Guide. Such material is needed, for example, to gain Dexterity to damage in a relatively (using the term very loosely) straightforward way. As outlined above, however, dealing a large amount of damage does not seem to be central to the concept, either of the player or of the class as designed. I'm not, however, convinced that this won't become an issue.

As for the balancing test, I'll admit to a lack of familiarity with the Advanced Class Guide in general and with the Swashbuckler in particular. I like to play arcane casters and so did not follow the playtest much beyond the Arcanist and Bloodrager. And I'm usually a player rather than a GM, so while I do own the book as a .pdf I haven't explored it much beyond my immediate interests. This is not a heavy factor in and of itself, but coupled with the fact that the Advanced Class Guide has a reputation for poor editing and conflicting rules, and with the fact that I'd be exercising rusty GMing skills in an unfamiliar environment, I'd like some assurances that the Swashbuckler, at least, won't be a pain to run.

Please feel free to restructure and strengthen your argument with an eye towards meeting this standard. If I were you in this situation, I'd pay special attention to points 3 and 4 of the prima facie case, and to things that will make running a Swashbuckler easy. If I don't receive an amended argument by Friday, I'll enter the example judgment as final, but since you need to edit Jack anyway to bring him in line with the point buy and gold requirements, I don't foresee your unavailability being a problem.

* * *

I'm not sure I need to lay out a standard for dispensations on race. The Advanced Race Guide is an unrestricted source, after all, and I can't think of a race one might want to use that is not detailed in, or buildable with, it. So far, no one has requested a dispensation on race, and time is running out. But does anyone think I should elaborate a standard anyway?

I will say that I will be restricting racial archetypes to their printed races, and will be complying with FAQ rulings on the matter making racial archetypes available to races with some heritage in the races with which the archetypes are associated.

* As there is no adversary party to present countervailing evidence, any standard higher than production (preponderance of the evidence, clear and convincing evidence, etc.) would be meaningless.

Arkren Bass wrote:
I've included a more easily read Crunch alternative that is more inline with formats given before. Let me know if there are any issues.

I'm pretty sure your Fort save modifier should be +2 (2 base + 0 Con). Am I missing some bonus?

Cydrius wrote:

Out of curiosity, and for our GM's convenience, I've compiled a list of the current applicants.

If I've missed anyone, please let me know.

Arcane

Chaenath Woodsea - Witch
Agggghh the Unclean - Sorcerer

Divine

Cyranal Dannicen - Cleric
Fenis - Oracle
Gunter Bilgebeard - Cleric

Martial

Reinald Malcoms - Fighter (Tactitian)
Arasti Fadamlia - Urban Ranger
Jack Thimble Jr. - Swashbuckler (?)
Arkren Bass - Zen Archer
Nathaniel "Shark" Requin - Barbarian

Trickster

Simon Fix - Bard
Quin Darkwater - Bard

This looks complete, and is very helpful. Thanks!


You're welcome!

I'm beside myself with anticipation, so I figured I'd put that to good use, haha.


1 person marked this as a favorite.

"Besmara bless me. Methinks ye just critically hit me with a 9th-level wall of text spell."

...would you happen to be a lawyer in real life, by chance? That was mind-boggling.

My approach to it is this... look, Swashbuckler is a really fun way to play the mechanics of an active, dashing swordsman. Honestly, the level of detail you're hoping for in my... dissertation defending the character has made me rather intimidated and unsure what level of restrictions you'd want on his build. I'd expect the freedom to take whatever feats suited my concept (including the Dex to Damage feat he currently possesses at level 1, Fencing Grace).

Jack's other theme is luck. He plans to take several of the Halfling Luck feats, in particular Adaptive Fortune.

I understand that this may be a dealbreaker, but I don't feel that I should have to write an essay to get the class made legal - you seem to understand its mechanics very well, and I don't feel that it is my responsibility to justify my choice, at least not to the level of exacting detail you've requested. I want to play a Swashbuckler, and as long as that's not disruptive to the game, your enjoyment, or the enjoyment of the other players, that should be all that matters. It's not important that I prove, in a legalistic format, that a Swashbuckler is the absolute best way to do so. I feel very strongly about this, and if you disagree, then I feel that Jack would be best saved for a different Skull & Shackles campaign, with no hard feelings.

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