DM_Judd Recruits for: There And Back To See How Far It Is. (A Nautical Campaign)


Recruitment

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Hello all

I am Recruiting for a new campaign with a nautical theme. You will be playing part of the crew of a merchant ship sailing for the colonies in the untamed wilderness of a far away continent. The voyage is long and dangerous, are you willing to take the job?

Fluff to get you in the mood:
The docks of in early morning bustled with activity the fishing boats unloaded their catch onto the dock, their captains arguing prices with the local merchants. In the harbour the ferryman slowly rowed across the calm water transporting his passengers to the other side of the dock. The town watch stood at their posts still wrapped up against the fresh sea breeze in their greatcoats. The sun had barely broken over the eastern breakwater and your breath is still visible in the crisp spring air. As you finger the piece of rough paper you are surprised at how many people have turned out to apply for the voyage. You look down once again at the note it reads:

”Able bodied persons required to crew for merchant vessel the ‘Lady Sue’. 12 week Voyage to the port city of St Valeros . Pay 15 SP per day, plus bonus for hard work. Apply at the docks on the morning of Oathday26th Pharast.”

The crowd has formed into a rough queue before a desk where a smartly turned out man sits and questions potential applicants one by one. The mood is generally jovial loose groups have formed in some places along the line and their occupants joking and telling stories.

I have 5 open slots.

Campaign rules:

Lvl 1

Base races only.

CN, N, LN alignments only.

Pick 1 stat line (Choose from):
17/ 14/ 12/ 12/ 10/ 8
16/ 16/ 12/ 12/ 8/ 8
15/ 14/ 12/ 12/ 12/ 12
16/ 14/ 14/ 12/ 10/ 8
16/ 16/ 12/ 10/ 10/ 8
14/ 14/ 13/ 13/ 12/ 12

Standard starting gold.

1 free profession rank (This will be considered a class skill) choose from:
• Able seaman/woman – Jack/Jill of all trades able to turn their hand to most jobs aboard ship.
• Carpenter – Responsible for the repair/maintenance of the ship.
• Clerk – responsible for the counting/ logging of supplies and cargo.
• Cook – prepares and distributes food.
• Porter – Services the needs of the ships officers.
• Sailor- responsible for the sailing of the ship.

2 traits.

1 Character flaw Chose from:
• Angry – you anger quickly causing you to become violent at little provocation.
• Coward – you will run, hide or generally try to avoid confrontation.
• Drunk – you never turn down a drink or know when to stop.
• Gambler – you never refuse a chance to bet and will continue to do so until you run out of funds or are stopped by someone else.
• Lazy –you are the last to get to work over sleep and generally do the bare minimum.
• Liar – you are a compulsive liar boasting exaggerating and passing the blame.
• Pessimist – you always see the worst in a situation and express this to all others.
• Prideful – you will not accept any affront to your character or work this will cause you to become argumentative or maybe violent.
• Problem with authority – you hate to take orders arguing with superiors questioning their motives attempting to pass responsibility or being flat out insubordinate.
• Rude – you insult and belittle you peers, have little to no respect for others.
• Thief – you are compelled to steal so that to have a little more than your fellows.
• Two faced – you talk about others behind their back often questioning their character or motives.

These provide no statistical penalty but I expect you to play your character with these flaws in mind. If I perceive you to not be playing the flaw correctly will in the first case receive a warning and then a temporary penalty. (I.e. -1 to saves, skill rolls, attack and damage.) Note. Overdoing it will result in the same consequences.

No guns.

Official Paizo books only.

Core and APG spells only.

Posing requirements will be based around you character however in combat I expect a minimum of 1 post per day.

The campaign will use Golarion lore but not geography (hope this makes sense).

Character info I would like:
Name:

Age:

General Appearance:

Bio:

Reason to go to sea:

3 words to describe you character:

About me:
I am an experienced tabletop player and DM and have been in several PBP however this will be the first I have run. I tend to prefer story driven campaigns and characters than pure dungeon crawling. I have always wanted to run a sea based campaign and have many ideas for the future however initially the story will be more focused to be more like a module.


What's with the alignment requirements?

Silver Crusade

color me intrigued...


@Alynthar42: For this setting I want morally ambiguous characters rather that paragons of Good or Evil. The premise is based around normal people doing a hard but normal job. Look on it as 5 NPC’s become heroes rather that 5 pre-ordained saints/villains.


Golarion? or some Homebrew setting?

Shadow Lodge

I like it. I'll be back later to make a character, hoping to make a full arcane caster or inquisitor with stat line 4.


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@Mowque A little of both. I will use all the Golarion lore but not the geography so all the gods and political structures are the same however the provinces actual location are a little bit more abstract. For ease assume you are travelling from somewhere on the west coast of the Inner sea region to Arcadia. However Azlant is not in the way (it still exists but isn’t there). What is there is a similar group of archipelago type islands shrouded in myth and legend but I don’t want to give too much away.


Dotting
I think I'll try a hunter


What if I'm good, but morally ambiguous anyway? That's how I normally play. I'd have no qualms about, say, torturing a rapist, or robbing a billionaire, but I'd never hurt an innocent or rob somebody who couldn't afford it.

Liberty's Edge

Color me intrigued as well. (Though something tells me we're only allowed to have one of the flaws listed above, and I'm surprised Lecherous isn't considered a flaw.)


@Alynthar42 I’m afraid mechanically I want those alignments whist you make a fair point

@Snorb I won’t stop you taking more than one flaw I cannot offer you a further incentive for doing so I would also say that you might make a character that is a nightmare to play and play with.

NB.(+1 flaw choice)
Lecherous: you tend to make sexually inappropriate comments to members of the opposite and/or same sex based on perceived attractiveness to your character.

Also recruitment will now end on the 31st of March where I will reveal who is in the group.


Dotting for now.

Liberty's Edge

Simbad the sailor! Sounds fun...


Name:Stefan Bar-Noble
Age:32

General Appearance: Stefan is a halfling, who often tries to pass himself off as a human child. He wears studded leather armor in the form of lederhosen. And, the shortbow on his back and rapier at his waist are colored to look like children's toys.

Bio: Stefan does not like to work. His act, generally, is to be taken for a human child, and then, act the fool to earn money, and more, importantly, to gain the confidence of well-to-do women. Who he then steals from. This has worked time and time again, but, he has had to, on occaison, take to the sea to get away from his latest "conquest".

Reason to go to sea: Stefan was working the con on a young mother, and her husband walked in on Stefan and the woman in flagrante delicto. He managed to get out of the house with his gear, but not much else. He needs to leave town.

3 words to describe you character: lazy, womanizing, jokester

Grand Lodge

Fascinating...let me settle on an idea


Stats and such for Noonan, wandering pirate and parrot friend

Crunch:

Full Name : Noonan

Race Human

Classes/Levels Barbarian 1 (Invulnerable Rager) (Favored Class Bonus-HP)

Gender M

Size M

Age 22

Special Abilities :

Alignment: NG

Deity : Muscle Wizard

Location :Ship

Languages :Common

Occupation : Smiter of various bodyparts,Ex-slave

Strength 19 (17 plus human bonus) (+4)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 10
Charisma 8
Height: Truck Weight: Truck Hair: None Eyes: Brown
Favored Class: Barbarian (HP)
EXP:
Hit Points: 17
Spd: 40 ft.
Init: +2
AC: 17( +5armor shield)/Touch 12/FF15)
BAB: +1
CMB: +4
CMD: +16
Saves: Fort +4 Ref +3 Will +0

Weapons:
Greatsword +5 2d6+4 19-20
Dagger +5 1d4+4 19-20

Skills: Perception(1+3)4,Swim(1+4+3+1)9,Handle Animal(1+3)4,Climb(1+2+3)6,Acrobatics(1+2+3)6,Prof-Seaman(1+3+1)5

Feats: Power attack,Toughness(+3 HP at 1,+1 hp/level after level 3)
Traits: Pirate(+1 Prof-Seaman and Swim))Deft Dodger(+1 reflex save)
Special Abilities: Fast Movement,Rage(6 rounds),
Flaw:Angry

Equipment:
Scale Mail (50 -4 ACP)
Greatsword (50)
Dagger (2)
Barbarian's Kit (9 gp)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches
trail rations (5 days)
waterskin
69 gold
Pluck the Parrot


Name:Noonan

Age:22

General Appearance:Well over six feet, Noonan looks somewhat Shoanti and has sunburned skin littered with scars. He is bald but has a small scruffy chin beard.

Bio:Noonan has lived his live as either a slave,pirate or sailor. He was a child slave who served with halfling slaves on a Chelish ship before it was raided by pirates and joined up with them after joining in with the halflings stabbing the Chelish to death. Since then he has drifted between ships and ports, guided by the wise words of Pluck, who is the more intelligent of the two.

Reason to go to sea:Money,Work

3 words to describe you character: Big,Bald,Beefy

Grand Lodge

Name: Mirandir Waverider
Class: Oracle (Waves)
Age: 125

General Appearance: Tall elf with tanned and weathered skin, wispy sunbleached air, and a general smell of the sea. Neither his trident or fishing gear.

Bio: Mirandir comes from a clan of elves that has lived near the sea for as long as time can remember. Many, Mirandir included, have ties with the spirits that inhabit the sea. It is a rite of passage among his clan to join a ship and travel the waves and it is now his time. In the end though, he knows the sea will claim him.

Reason to go to sea: Where else would he be?

3 words to describe you character: Stoic, rude, calm

Sheet

Shadow Lodge

Say hello to Barin Invectus, Dwarven sorcerer. Bet you can guess his bloodline!

Barin Invectus:
Barin Invectus
Dwarf Celestial (Empyreal, Tattoed Sorcerer) Sorcerer 1
LN Medium Humanoid (Dwarf)
Senses: Perception +9, Darkvision 60 ft, Init +0

Defense
AC 11, Touch 10, Flat-Footed 11 (+1 Armor)
HP 13 (1d6+7)
Fort +3, Ref +0, Will +6 (+3 vs. spells, SLAs, and poison)

Offense
Speed 20 ft.
Warhammer -1 (1d8-1/x3)
Spear -1/+0 (1d8-1/x3)

Statistics
Str 8, Dex 10, Con 16, Int 14, Wis 18, Cha 10
Feats: Toughness.
Traits: Glory of Old, Eyes and Ears of the City.
BAB +0, CMB -1, CMD 9 (13 vs. Bull Rush or Trip)
Skills: Heal +10, Knowledge (arcana) +6, Use Magic Device +4, Perception +9, Knowledge (religion) +4 (untrained), Profession (sailor) +10, Swim +2.
Abilities (race): Saltbeard, Hardy, Greed, Stability, Weapon Familiarity.
Abilities (class and other): Tattoo Familiar (blue-ringed octopus).
Languages: Common, Dwarven, Terran, Giant.


Character Flaw: Pride.
Age: 61.
Appearance: A bit tall for a dwarf (but still short of a stormtrooper), with a long, well-groomed beard and tanned skin. Seems to exhibit the faintest of glows, which is more evident when he is casting spells.
Short Biography: Barin was well-liked in his old dwarven tribe near the sea. He began to manifest sorcerous powers in the form of his tribal tattoos at adulthood. One of them he could peel off of his skin and it became a little octopus, his familiar Tabir. He was often derided slightly later in life due to his lack of martial prowess, so he decided to make his rite of passage as incredible as he could.
Reason to go to Sea: Having heard the difficulty of this route, he chose it as his rite of passage.
Descriptive Words: Quiet, benevolent, unassuming.

Silver Crusade

Still thinking.

Pondering bewteen a druid (storm or tempest)
Rogue/ninja
Or
Monk/brawler.


Name: Pippne "Pip" Barefoot
Age: 24

General Appearance: Pip is a stout, muscled halfling. With a strong jaw, a large nose, flat black hair, and a habit of squinting, Pip is often mistaken for a male halfling by the tallfolk. Pippne keeps her hair tied back in a short rat tail, and her face is framed with light, shoulder-length sideburns. When not armored, Pippne wears a simple linen shirt, thigh-length pants with a corded belt, and wooden sandals.

Bio: Pippne was born to a slave family of halflings in Cheliax. Her life was bleak and uneventful up until her seventh birthday, when her family was part of a slave rescue operation. The Andoran captain in charge of the rescue promised them freedom in his homeland, and the voyage oversea was lively and joyous for the first few weeks.

Then, on a dark, rainy night, the Andoran's ship was besieged by dark, scaled shapes that came from beneath the waves. Pippne was sent belowdeck; when she woke up the next day, more than half the rescued slaves were missing, including her parents. "Traded away in return for our safety," the Andoran told her. Pippne never asked whom they were traded to.

Pippne adapted fast to her status as an orphan in the new land of Andoran, but she never went far from the shore. Instead, the halfling became a laborer and an unofficial apprentice to the shipwrights of the docks. When she wasn't working for bread, Pippne would go skulk around the shores around town, toying with whatever washed up and staring down the cerulean shores.

Reason to go to sea: Pippne tells herself that she's simply ready for a change of pace. Privately, she regards the sea with a mixture of reverence and fear, and a small part of her wants to discover what happened to her parents.

3 words to describe you character: Callous, fatalistic, hard-working.

Thinkin' probably a Two-Faced ranger if I'm accepted.


For your consideration:
"Salty" Valaravans
This 25 years-old Half-Orc does make an impression. A pair of formidable tusks protrude from his face, and his greenish muscles bulge below the simple sailor clothes he wears. He smells, salty, like sweat, but in fact there is something, nice, about his smell. He smells like food. Tasty food.
Valaravans was born in a far away land, and his love for the sea, and his quest for the next cooking recipe, has made him travel far and wide, and now he only recognizes the sea as his home.
A cook by profession, and an Alchemist by trade, he is always looking for that new spice or flavor that can change his day into something special... really special.
Because, what can be more magical that eat or drink something into our bodies, that gives us strength, endurance, happiness, even life itself?
3 words to describe you character: Sailors, Chow Time!
Drawback: Prideful – You will not accept any affront to your character or work (or food you prepared) this will cause you to become argumentative or maybe violent (WARNING: HE BITES!).

Crunch:

CR 1/2
Male half-orc alchemist (beastmorph) (vivisectionist) 1
CN Medium humanoid (orc, human)
Init +1; Senses darkvision 60 ft., Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
OFFENSE
Speed 30 ft.
Special Attacks sneak attack 1d6, throw anything
Alchemist Spells Prepared (CL 1st, concentration +4):
1st—comprehend languages, enlarge person (DC 14)
STATISTICS
Str 18, Dex 12, Con 12, Int 16, Wis 8, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Brew Potion, Iron Will, Throw Anything
Skills Acrobatics +2 , Appraise +9 , Craft (Alchemy) +7 , Craft (Alchemy) (Create item) +8 , Knowledge (Nature) +7 , Perception +3 , Perception (Determine Food Spoiled) +5 , Perception (Identify Potion) +5 , Perception (Notice Hidden Object) +5 , Profession (Cook) +3 , Spellcraft +7 , Survival +3
Traits accelerated drinker, indomitable faith
Languages Abyssal, Common, Draconic, Giant, Orc
SQ alchemy, brew potion, darkvision, discoveries, humanoid traits, mutagen, orc blood, scavenger, sneak attack, toothy
Gear formula book

Formula Book
1st ant haul (DC 14) , comprehend languages (DC ) , crafter's fortune (DC 14) , disguise self (DC ) , enlarge person (DC 14)
SPECIAL ABILITIES
Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Discoveries The following discoveries complement the beastmorph archetype - feral mutagen, grand mutagen, greater mutagen, infuse mutagen, mummification**, spontaneous healing**, tentacle**, and wings**.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 13 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen (Prime Stat Selection)
Mutagen (Second Stat Selection)
Mutagen (Third Stat Selection)
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sneak Attack (Ex) At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Toothy Some half-orcs' vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Silver Crusade

Aye, I'm seeking to join your crew. You'll be needing some muscle, and someone that knows their way around a blade or two.

Name: Derrick Varlor Human (NN)

Flaw: either prideful, or problem with authority. (both work, just gotta pick)

Profession: able seamen

Bio: Derrick grew up the son of a navy soldier, he father was a skilled swordsman, one of the few in the land that could wield a weapon in both hands. When Derrick was old enough to hold a blade and work a ship, he began taking him with him out to sea. He showed him how to wield a blade, and how to manage a ship. At the age of 15, Derrick officially signed on to the crew his father captained and, quickly regretted it. His father rode his case harder than anyone and while the work and training did Derrick good, he eventually left after an argument with his father. At the age of 18 he stepped in at port. Not long after that his father set sail again, never to return. Now, at 20, Derrick Not only seeks to find his father, if he still lives, but to once again feel the wind in his hair, and the sea spray on his face. He offers a lot to any captain, his expertise with a blade, and his knowledge of a ship and its operations.

Appearance: Based him off this image

Reason to go to sea: Wanderlust, yearning to go out on the open waters again, find his father.

Three word Description: Proud, Optimistic, Headstrong

Crunch- Unfinsihed for now, but either Two weapon warrior or Slayer

Silver Crusade

um EDIT: Sorry ole chaps, I meant for him to be a half-elf. No idea why I said human.


Thank you to everyone who posted so far some really cool ideas out there.

This is the list of contenders at the moment:

Stefan Bar-Noble - (Needs crunch)
Noonan - Barbarian (Invulnerable Rager)
Mirandir Waverider Oracle (Waves)
Barin Invectus - (Empyreal, Tattoed Sorcerer) Sorcerer.
Pippne "Pip" Barefoot - (Needs Crunch)
"Salty" Valaravans - Alchemist (beastmorph) (vivisectionist)
Derrick Varlor - (Needs crunch)

(Post up if I missed you off the list.)

If you haven't posted your hero sheet (Crunch) yet please could you post it up. I do need to see it first before I can make a decision.

I will update again tomorrow

Keep up the good work and have a great day.

Liberty's Edge

Quick questions, this looks interresting want to ask, the stat line I choose can be arranged to fit the score i like to have those numbers right? and do I add the racial bonuses ontop of those lines?

Also would you allow the bolt ace archetype?

I liked to make a dwarf bolt ace, he would be a drunk cook

Name: Caolan Scarletsilver

Age: 65 years old

Apperance: Short even for a dwarf only 4 feet tall quite dense, yet remarkable nimble. Have deep sea blue eyes with pitchblack hair and beard with briads in it.

Bio: Caolan lived most his life on the seaside near the Andoran coasts, where he and his Gray corsair wife ran a little inn for the by passing ships in the area. A couple of years ago his wife was lost at sea when her ship tried to intercept a slave ship heading for Cheliax, and since then he has been drinking more and more to keep the day together. He was recently contracted by his wife's old captain, telling him that she was probebly still alive as he saw the slavers pull her out of the water, probably to get a good coin out of her.

Reason: Trying to find the slaveship his wife was last seen on.

3 words to describe you character: Stout, drunk, loner.

Crunch will be done by tomorrow

Silver Crusade

Statistics for Derrick Varlor:
Male Human fighter(Two weapon warrior)1
N Medium Humanoid (Human)
Init +3; Senses Perception +6
------------------------------
DEFENSE
------------------------------
AC 18, touch 13, flat-footed 18 (+5 armor, +3 dex, +2 shield)
hp 11
Fort +3, Ref +3, Will +2 (+2 vs enchantments)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Katana:
To Hit: +6/+4
Damage: 1d8+4

Kukri:
To hit: +5/+3
Damage: 1d4+2
Ranged
Longbow:
To Hit: +4
Damage: 1d8
------------------------------
STATISTICS
------------------------------
Str 18, Dex 16, Con 12, Int 08, Wis 12, Cha 08
Base Atk +1; CMB +5; CMD 17
Traits: indomitable will, seeker
Drawbacks:
Feats:
1- TWF, weapon focus katana, exotic weapon prof. katana
Skills: 3
Perception-1
Climb-1
Swim-1
Profession : able seamen-1

ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, elven
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: Chainmail+ armored Kilt, Katana, kukri, Longbow, 20 cold Iron arrows,

Misc Gear: backpack, belt pouch, sunrod(3), torch (5), waterskin (3), rations (20), caltrops (3), Grappling hook, 100ft rope, lantern, oil(24oz) ,

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 7 GP 4 SP 0 CP


This is the submission for Nayli Belequa, a human warpriest of Calistria. She's meant to be a support combatant rather than a melee monster.

Name: Nayli Belequa

Age: 23

Flaw: Problem with Authority

Profession: Able-Bodied Seawoman

Appearance: In many ways a nondescript human woman of Varisian heritage, Nayli is possessed of bright green eyes and a headful of straight red hair, which she wears loosely down to her shoulders. Her clothing is that of a Calistrian acolyte, her armor consisting of a studded leather corset and shoulderpads over a white, quilted-cotton jacket, dirtied to grey around the edges from her travels. The leather and cotton form several stripes running vertically up her body.

Bio: Nayli originally fled to the Temple of Calistria to get away from her husband, to whom her parents had married her against her will. Once there, she discovered that, while the Sacred Sting's high priestess preached freedom and vengeance, she forced her own capricious rules upon the other priestesses. Nayli embraced Calistria's message of vengeance after a night spent drinking with some friends got her a dozen lashes in front of the others the next morning. Lying on her stomach in her bed, her back still bleeding from the high priestess's whip, she plotted her vengeance.

The next morning, the high priestess awakened to Nayli's dagger slicing off one of her fingers. She quickly passed out, and when she woke up, Nayli was nowhere to be found. She'd been on the road for hours, heading to the nearest port city and the start of a new life.

Reason for going to Sea: Nayli is heading to sea to escape her high priestess's wrath.

Three Words: Self-assured, Fun-loving, Belligerent Oh no! Five words! Hyphenate! Hyphenate!


Hey, anyone interested in doing a pair team based on Rocket Raccoon and Groot?

They seem wildly appropriate for this campaign. Personally, I could have a blast playing either of the pair.


Starting money: 3d6 ⇒ (6, 2, 6) = 14 times ten

Crunch:

STR 10
DEX 16
CON 12
INT 10
WIS 8
CHA 19

HP 9
Speed 20
AC 18, Tch 14, FF 15
Init +3
F +2/R +6/W +2 (+2 vs fear)
BAB 0
CMB (BAB + STR + Size)= 0+0-1 = -1
CMD (CMB + DEX + 10) = -1+3+10 = 12

Rapier 1d20+1 (1d4) 18-20/x2
Shortbow 1d20+4 (1d4) 20/x3


Special Qualities:

Traits: Charming and Patient Optimist
Favored class bonus: +1/2 on
  • Bluff to pass secret messages
  • Diplomacy to gather information, and
  • Disguise to appear as an elven, half-elven, or human child

Fearless: +2 vs fear
Inspire courage: +1 vs fear and attack/damage
[b][/b]


Feats:

Lingering performance

Skills:

Acrobatics +3
Appraise 0
Bluff (1 rank) +8 or +9 for Charming
Climb 0
Diplomacy (1 rank) +10 or +11 for charming
Disguise (1 rank) +8
Escape artist 1
Fly 3
Heal -1
Intimidate 4
Knowledge untrained +1
Linguistics (1 rank, Draconic) 4
Perception 1
Perform Comedy (1 rank) 8
Profession Porter (Free profession rank) 1
Ride 1
Sense Motive -1
Stealth 5
Survival -1
Swim -2
Use Magic Device (1 rank) 8

Gear:

Small Rapier
Small shortbow
Small studded leather
Small entertainers outfit
Small buckler
20 regular arrows
20 blunt arrows
Bandolier
Small filled waterskin
=== Small belt pouch ===
5 2 inch balls
Chalk
Dice
Earplugs
Average loaded dice
Marked cards
Signal whistle
=== Small backpack ===
Entertainer's kit
Flint and steel
50 Halfling trail rations
Small Sold-weather outfit
Small Cold-weather outfit
String
Waterproof bag
24.0 gp

Spells:

=== Cantrips DC 14 ===
Detect Magic
Light
Open/close
Prestidigitation
=== Level 1 DC 15 2/day ===
Feather fall
Sleep

Silver Crusade

Heheh. The only thing is, I'd want a specific race for rocket. :p


I would think Rocket could be done well as a gnome. Though I think ratfolk fits the mental image better.

Liberty's Edge

@ ElterAgo
I think you easily could do that alone with a summoner.


I am intrigued by this game and am currently designing Joan Porter, a CN two-faced freebooter trapper ranger porter with the convincing liar and world traveler traits. :)


Sigh. Dotting...


Warrick Blackstone wrote:

@ ElterAgo

I think you easily could do that alone with a summoner.

Agreed, but I don't think it would be nearly as fun playing both halves of the pair myself.


Name: Steven Lamerin
Character Link
Seven Lamerin

Age: 24

General Appearance: Average size with messy blonde hair. Never stands up strait

Bio: Steven always had dreams of being an adventurer, but when
it came down to actually doing it, he found better adventure sleeping
in. This lack of motivation always caused problems from his parents.
Who eventually decided to simply kick him out of their home telling
him not to come back until he became a respectable adult.

After trying to find ways to make money taking odd jobs here and there
but never committing to any one thing. His travels lead him to job at
a merchant ship and boy did he love it. No need to walk around any
ware, laying about fishing for meals and cooking meals requires
minimal effort. Plus adventures seem to come to him. it’s a perfect
place for him.

Reason to go to sea: Beats walking to find adventure and caravans are too bumpy.

3 words to describe you character: Lazy, Chatty, And Loyal

Options taken:

14/ 14/ 13/ 13/ 12/ 12

• Cook – prepares and distributes food.

• Lazy –you are the last to get to work over sleep and generally do the bare minimum.


Name: Blask (half-orc)

Age: 34 (right before middle age)

General Appearance: Blask has skin the color of a forest. He has a long single braid of hair that drops to his neckline. He has a trio of tattoos; one on his chest of his clan's name (a constant reminder to prove them wrong), the second on his back of a nautical compass, the third on his right bicep of a pair of crossed axes.

Bio: Blask was areject of his tribe. He was smarter than the vast majority of his clan mates, and as such was exiled. The men in power wanted to stay in power, so they exiled him. Blask found his way to a port city, and found work in the docks as a longshoreman. He was passed over twice as a potential crewman on two separate fishing excursions. He was hoping the third time was the charm.

Reason to go to sea: "move up the ladder", being a longshoreman is a waste of his brain, experience life at sea.

3 words to describe you character: prideful, "Sheldon", brainiac

Drawback: prideful
Traits: ??


Name
Elenia Caledor

General appearance:
Elenia has skin the colour of pale opalescent moon stone. She has long ebony black hair that falls half way down her back that is drawn back in a messy bun most of the time. She has piercing blue eyes that shimmer like the sea. She wears pale turquoise green diaphanous robes over a heavy blue tunic. She has a really tiny monkey as a familiar.

Age
25 young adult half - elf.

Bio
As a child, Elenia grew up in a city where her magical background and love of reading set her apart from the others, leading to her being bullied. She studied as an apprentice wizard and was an average student choosing at night to read adventure stories of epic sea battles with monsters and wizards instead of completely focusing on the magical history and lore books. Her tutors despaired due to this perceived waste of potential. When she had to choose a familiar, Elenia felt a special bond with a tiny monkey.

Having passed the basic proficiency tests of wizardry, Elenia is now required to go into the world to seek and understand the applications of magic in the real world.

Reason to go to sea
Due to her love of the sea from avid reading, she has immediately attempted to sign on with a boat to experience new adventures.

3 words to describe your character
Introvert, Academic, Flippant

Character flaw - Rude - due to being bullied and her somewhat scatter brained nature, Elenia is rude to others without knowing she is.


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Day 2 of recruitment and the Line grows!

Stefan Bar-Noble - Bard
Noonan - Barbarian (Invulnerable Rager)
Mirandir Waverider - Oracle (Waves)
Barin Invectus - (Empyreal, Tattoed Sorcerer) Sorcerer.
Pippne "Pip" Barefoot - (Needs Crunch)
"Salty" Valaravans - Alchemist (beastmorph) (vivisectionist)
Derrick Varlor - Fighter (Two Weapon)
Caolan Scarletsilver - (Needs Crunch)
Nayli Belequa - Warpreist
Steven Lamerin - Hunter
Blask - (Needs Crunch)
Elenia Caledor - Wizard

Joan Porter - (Interest Expressed)

Anyone I have missed?

Quick admin:

Stefan - I am using average wealth for you this would be 105 I'm sorry I didn't make it clear enough in the rules apologies for the inconvenience.

Noonan - I like the concept, however I can't take you as neutral good is this essential to your character? As stated the prerequisite alignments are CN/N/LN.

Caolan - You split the scores in the stat lines as you wish for each attribute then you add any race bonuses/penalties to these scores (for example: ELF 10(-2=8)STR/ 17(+2=19)DEX/ 8CON/ 12(+2=14)INT/ 14WIS/ 12CHA etc. also Bolt Ace is fine.

One final note: If it were me, I wouldn't make Rocket and Groot take from that what you will.

Keep up the good work and once again have a super day.

Liberty's Edge

Crunch:

Caolan Scarlet Silver
Male dwarf Bolt Ace (Gunslinger) 1
CN Medium humanoid, worships Cayden Cailean
Age 165, height 4ft. weight 200 lbs.
Init +5; Senses: Darkvision; Perception +7
-------------------------------
Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 Armor)
hp 12 (1d10+2con)
Fort +4, Ref +5, Will +3; +2 vs. spells, spell-like and poisons
Defensive training +4 dodge vs. Giants
-------------------------------
Offense
Spd 20 ft.
Melee: Cutlass +3 (1d6/18x2) S
Ranged: Light Crossbow +4 (1d8/19x2) P/B
Speacial: +1 hit/damage within 30ft., +1 attack vs. orc and goblinoid
-------------------------------
Statistics
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 16
Feats: Point-Blank Shot, Gunsmith
Skills (1*5): Profession Cook (1) +7, Acrobatics (1) +7, Swim (1) +6, Perception (1) +7, Survival (1) +7, Knowledge Local (1) +4
Languages Common, Dwarven,
SQ: Grit (3/3), Deeds (Sharp Shoot, Vigilant Loading, Gunslinger's Dodge)
Combat Gear (31/58): Light Crossbow, 30 crossbow bolts, Cutlass, Studded Leather,
Adventuring Gear:
Alchemical Gear: (97g left)
-------------------------------
Special Abilities
Greed, Stability, Slow and steady, Stonecunning, Weapon Familiarity.
Favored Class +1 skill.
Traits: Fortified Drinker, Reactionary
Flaw: Drunk!

Shopping is not completely done but the overall character idea is done..
It is the average gold we use to buy right?
Also Bolt Ace don't replace gunsmith, maybe we can find something to replace it or do we just remove it completely?


Whoops. Will tweak alignment to CN


@Warrick: yes to Money. If Caolan is chosen I will let him have Craft magical arms and Armour at lvl 5. as a replacement for Gunsmithing. furthermore I will allow crossbows to have STR modifiers as bows have. The extra cost of these will function exactly as the afore mentioned bows. (All players will be eligible to benefit from this.) Not a perfect solution but the best I can do.

Also

@Nayli: Sorry, Sun Metal is an Ultimate Combat spell and therefore disallowed. rest of your character is fine. I only use Core And APG spells because the more spell lists I allow the higher tendency for power creep among spell casters, I hope you understand.

@Noonan: No problem, Upon reviewing your character you seem to have 163GP worth of gear before any outstanding gold. Your starting gold should be 105.


Sorry about that, it was a hold-over from when I was designing her. I replaced it with Entropic Shield.

Liberty's Edge

@ DM_Judd

I don't need the str to damage with crossbows as I get dex to damage when I Blot ace 5, furthermore I'm not sure how he would be able to use the craft magical arms and armour, but i guess you have an idea for me to work around it.


@Warrick: Yes I was Just reading that it does seem a little OTT! discount that then. and as for crafting UMD?

Liberty's Edge

@DM_Judd
Thats a suggestion, otherwise I might get some casters to help with the crafting, might have to change a few things if chosen so i have a reasonable chance to use it.


Morven Greigor
Male half-orc skald (dragon skald, totemic skald) 1 (Pathfinder RPG Advanced Class Guide 49, 117)
N Medium humanoid (human, orc)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d8+5)
Fort +8, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee guisarme +2 (2d4+3/×3) or
. . lucerne hammer +2 (1d12+3) or
. . scorpion whip +2 (1d4+2) or
. . whip +2 (1d3+2 nonlethal) or
. . bite +2 (1d4+3)
Special Attacks raging song 5 rounds/day (inspired rage)
Skald (Dragon Skald, Totemic Skald) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—alter winds[APG] (DC 13), cure light wounds
. . 0 (at will)—light, mage hand, mending, open/close (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 18, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Diehard, Endurance
Traits fate's favored, tusked
Skills Acrobatics -2 (-1 while aboard a boat., -6 to jump), Climb -1 (+0 while aboard a boat.), Knowledge (religion) +4, Perception +3, Perform (oratory) +6, Perform (percussion instruments) +6, Profession (sailor) +4, Survival -1 (+0 while at sea.), Swim +4
Languages Common, Orc
SQ orc blood, sea legs
Other Gear hide armor, heavy wooden shield, guisarme, lucerne hammer, scorpion whip, whip, bedroll, blanket, masterwork backpack, 2 gp, 4 sp
--------------------
Special Abilities
--------------------
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fate's Favored Increase luck bonuses by 1.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Raging Song (standard action, 5 rounds/day) (Su) Song can inspire allies in a variety of ways.
Sea Legs +1 (Ex) Add value to Profession (sailor), Swim, and Acrobatics, Climb on boats, Survival at sea.
--------------------
Morven Greigor is a young, light green Half-Orc of hulking height and physique, radiating an aura of indomitability, though without the metaphorical chip on his shoulder that often made his people outcasts. Barrel-chested and utterly bald, Morven always wears a full pirate's bandana which fully conceals the top of his head. Although his apparel varies in terms of weaponry and amour, his ever-present bandana is always accompanied by a loose fitting, practical outfit which does not conceal his movement and provides plenty of storage. The other unchanging element of his standard look are two coiled whips mounted upon his belt on either hip; one made of leather and one of steel. In battle, sometimes these whips come into play, but Morven is more likely to be found in the thick of melee with a long-hafted weapon, raising the morale of others through saga and deed. He was fortunate enough to have been blessed with fierce tusks from his Orc father but the lighter skin tone of his mother. He has tattoo's of bulls adorning his forearms, back and torse; the bull being an animal sacred to his Orc tribe.

Morven's life and path is a curious product of his city-raised teenage years and his brutal childhood; the latter spent after leaving his tribe (the Skildarn's) after becoming inspired by tales of the wonders of mercenary life and abundant coin, tales spun by one of the merchants who frequently spent time visiting the tribe and trading necessities for the furs the tribe obtained through hunting and raiding. Always feeling he had been meant for greater things than the pet plaything of the tribe's shaman (one extreme bout of rage had left his hair and scalp a casualty of the campfire), Morven smuggled himself away from his tribe as a young teenager in the back of a wagon and never looked back. He soon found work as a hired thug in the closest city and worked his way up to means and status from there, becoming a well-respected warrior in his own right.

Now a few years older, a little more prideful and far more heavily scarred as a result of the mercenary life and rough times mixed between sailing and tavern brawls, Morven has a deep fascination with life at sea. His tribe was utterly land-locked and the first time he saw the vast expanse of the ocean, he felt it calling to him. Now a warrior-sailor by trade, Morven is a vastly prideful young man who has been known to take great offence at any perceived slight. His unusual ferocity and near un-earthly toughness also allows him to fight on long beyond where most men would be at death's door, so men naturally learn to be wary of giving offence to the big Half-Orc.

Morven is a pious worshipper of Abadar and has made a point of learning much about the faith of The Patient One; seeing his zealous obsession to gain more and more wealth, through means fair or foul, as a way of showing deference to the God of wealth, civilisation and order. An ambitious and talented man, Morven's pride is matched only by his ambitions...

__________________________________________________________________________

Name: Morven Greigor
Age: 17

General Appearance: See above

Bio: See above

Reason to go to sea: Wanderlust, wealth

3 words to describe you character: Prideful, Tough, Ambitious

Grand Lodge

Warrick Blackstone wrote:

@DM_Judd

Thats a suggestion, otherwise I might get some casters to help with the crafting, might have to change a few things if chosen so i have a reasonable chance to use it.

Not to be a rules lawyer in advance, but crafting feats generally require a given caster level. Maybe replace Gunsmithing with something like a repeating crossbow proficiency . Same with the gun, maybe let him have some sort of fancy crossbow. Ex. Bianca from Dragon Age :).

Just a thought


1 person marked this as a favorite.

Lady Firedove here, presenting Joan Porter, the CN two-faced trapper freebooter ranger porter. She's built primarily as a skills character and secondarily as a combatant. Crunch, flavor, and equipment are listed in the alias profile. Thanks for your consideration!

Name: Joan Porter
Age: 20
General Appearance: Long dark brown hair, tan skin, attractive features

Bio:
Joan grew up tagging along with her father on sea voyages or docks for most of her childhood. She never got the full story on what happened to her mother. Often the only girl on a ship full of men, Joan perfected the arts of seeming innocent and getting her way. Meanwhile, she also learned to be strong and tough and to make herself useful when the going got rough. After her father was unceremoniously bludgeoned to death one evening outside a tavern near the docks after a night of gambling gone bad, fourteen-year-old Joan hopped the next ship out of town, and has been on the move and on her own ever since. Oh, yes, she has joined ship crews before (some more legal than others). She's even gained a decent reputation as a strong, helpful, and pleasant porter. But she only really cares about one person: herself.

Reason to go to sea:
Sea travel is the only life Joan knows. She's never stayed in one town more than a few weeks at a time, and it's usually less. This months-long voyage on the Lady Sue to distant and exotic St. Valeros sounds exciting, and the pay offered isn't bad, either. Besides, if she can get the officers to like her enough, she'll probably get multiple bonuses for hard work. And, seeing a new place is often its own reward.

3 words to describe Joan: Adventurous, Charming, Sly


@Everyone (Re: gunsmithing)This is what I get for trying to solve an issue quickly. Leave it to me I will think of something appropriate.

Needless to say I haven't made a decision regarding who is in the group as yet. I would like to give every character the opportunity to display their full potential before giving a 'yay' or 'nay' as I believe this is only fair. To this end I have also noticed several discrepancies with starting finances. To reiterate the gold should be the average starting gold for your class please could everyone take a second look at their sheet to check this is correct. I will add amendments to be made with tomorrow's update. Thank you all for your patience and cooperation.

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