
Hokina |

I asked around in this topic and found that some people want to play pirate Kobolds (drowning rats). So here is the Skull and shackle game for kobolds.
It will be a all kobold party for Skull & Shackles. In short, you all are going to be pirates or die trying: Likely both.
I am looking for 6 foolhardy hatchlings to join the seas. And who can post at lest ever other day. I understand that weekends can be hard on people.
Most of what you need to know about the AP is in the players guide.
Character Creation Guidelines:
Starting level: 1st
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 100 or average starting gold (higher of the two).
Classes: Core, Base, Hybrid.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels that can only be used on teamwork feats. Kobolds are good at working together.
The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.
You can do 25 point buy (min score of 8), or roll 4d5d1+3. Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.
Also roll 1d4, and 1d2.
You can add the 1d4 to any score 14 or lower, and the 1d2 to any other score 16 or lower.
EDIT:
Based on the response on the kobold thread I should not have any trouble getting crew. So I will close recruitment on the 14th.
P.S: You are kobolds. Be the kobold. Have fun with it.

Hokina |

For each stat it is 4d5, Drop 1 die, add 3. It is the same as 4d6, drop 1 die, and reroll 1's.
example:
4d5 + 3 ⇒ (2, 4, 1, 2) + 3 = 12
4d5 + 3 ⇒ (1, 5, 4, 3) + 3 = 16
4d5 + 3 ⇒ (5, 2, 5, 4) + 3 = 19
4d5 + 3 ⇒ (4, 1, 1, 2) + 3 = 11
4d5 + 3 ⇒ (4, 5, 1, 5) + 3 = 18
4d5 + 3 ⇒ (5, 2, 4, 1) + 3 = 15
Would be:
11
15
17
10
17
14
Not bad.
Now roll the little dies:
1d4 ⇒ 4
1d2 ⇒ 2
EDIT:
You know after looking at it now, I think I will go back to my original idea. You only get the bonus dice (the d2 and the d4) if you take the stats going down.
So taking it as Str, Dex, Con, Int Wis, Cha.

The Dragon |

4d5 + 2 ⇒ (1, 3, 1, 3) + 2 = 10
4d5 + 1 ⇒ (3, 5, 2, 2) + 1 = 13
4d5 + 1 ⇒ (2, 2, 3, 3) + 1 = 11
4d5 + 2 ⇒ (4, 5, 1, 4) + 2 = 16
4d5 + 2 ⇒ (2, 3, 1, 1) + 2 = 9
4d5 + 1 ⇒ (4, 5, 2, 2) + 1 = 14
Bonus dice, if i take the above in order:
1d4 + 1d2 ⇒ (1) + (1) = 2
Okay, so 18 point buy. 9, 10, 11, 13, 14, 16.
With racial stats applied, and put in order, I get this:
Str 6
Dex 15
Con 9
Int 16
Wis 9
Cha 14
And +1 to two stats.
This is actually fairly bad, but I could do something like gunslinger, maybe. Or int-based, witch or wizard or something. Those classes are probably a good bet, as my carrying capacity won't allow for carrying a weapon around, I don't think.
Edit: Hey, would you hand out free kobold racial feats out too, in addition to the teamwork feats? They're really cool, even if they aren't very good.

YoricksRequiem |

4d5 ⇒ (5, 5, 1, 4) = 15 - 1 + 3 = 17
4d5 ⇒ (2, 2, 1, 4) = 9 - 1 + 3 = 11
4d5 ⇒ (2, 2, 5, 4) = 13 - 2 + 3 = 14
4d5 ⇒ (3, 4, 4, 5) = 16 - 3 + 3 = 16
4d5 ⇒ (1, 1, 5, 3) = 10 - 1 + 3 = 12
17, 16, 15, 14, 12, 11.
Dice gods have smiled on me today.
Hmm, if I do those in order...
Floating < 14: 1d4 ⇒ 1
Floating < 16: 1d2 ⇒ 1
Of course.
STR 15 - 4 = 11+1 = 12
DEX 17 + 2 = 19
CON 11 - 2 = 9+1 = 10
INT 14
WIS 16
CHA 12
It feels min-maxy to have Dex that high, though, and Con being that low feels suuuuuper dangerous. I guess I could sacrifice the lousy floating dice and do something like this:
STR 14 - 4 = 10
DEX 15 + 2 = 17
CON 16 - 2 = 14
INT 12
WIS 17
CHA 11
Probably a Gunslinger, but I'm going to think on it a bit. Could go with a Bard.

Philo Pharynx |

4d5 + 3 - 1 ⇒ (1, 4, 1, 4) + 3 - 1 = 12
4d5 + 3 - 1 ⇒ (5, 2, 5, 1) + 3 - 1 = 15
4d5 + 3 - 1 ⇒ (5, 4, 1, 3) + 3 - 1 = 15
4d5 + 3 - 1 ⇒ (5, 1, 2, 1) + 3 - 1 = 11
4d5 + 3 - 1 ⇒ (5, 2, 4, 1) + 3 - 1 = 14
4d5 + 3 - 3 ⇒ (3, 5, 4, 4) + 3 - 3 = 16
1d4 ⇒ 1
1d2 ⇒ 1
So, with racial modifiers it's
Str 8
Dex 18
Con 14
Int 11
Wis 14
Cha 16
hmmm... If occult classes would be available I'd do a kineticist. If not... maybe swashbuckler?
Would you consider background skills? I've found it helps every campaign.

The Archlich |

Yay! Finally the Kobold module! And Skulls and Shackles as I suggested! Let's roll.
4d5 + 3 ⇒ (2, 5, 3, 4) + 3 = 17
4d5 + 3 ⇒ (3, 4, 2, 2) + 3 = 14
4d5 + 3 ⇒ (3, 4, 1, 1) + 3 = 12
4d5 + 3 ⇒ (5, 5, 1, 3) + 3 = 17
4d5 + 3 ⇒ (5, 5, 4, 5) + 3 = 22
4d5 + 3 ⇒ (2, 1, 5, 3) + 3 = 14
1d4 ⇒ 4
1d2 ⇒ 2
Concept coming today. I loved the idea with the teamwork feats, hits perfectly in the nail.

Cuàn |

Now that I have some time to work on the guy, rolls
4d5 + 3 ⇒ (4, 3, 4, 2) + 3 = 16 14
4d5 + 3 ⇒ (5, 2, 5, 5) + 3 = 20 18
4d5 + 3 ⇒ (4, 5, 3, 2) + 3 = 17 15
4d5 + 3 ⇒ (5, 4, 4, 5) + 3 = 21 17
4d5 + 3 ⇒ (3, 3, 2, 3) + 3 = 14 12
1d4 ⇒ 3
1d2 ⇒ 2
Not exactly sure how I should now use the d4 and d2, considering the edit, but even without that looks quite nice.

Azten |

4d5 + 3 ⇒ (1, 3, 1, 3) + 3 = 11 10
4d5 + 3 ⇒ (3, 3, 1, 2) + 3 = 12 11
4d5 + 3 ⇒ (3, 1, 3, 5) + 3 = 15 14
4d5 + 3 ⇒ (5, 1, 5, 1) + 3 = 15 14
4d5 + 3 ⇒ (4, 3, 4, 5) + 3 = 19 16
4d5 + 3 ⇒ (1, 4, 3, 2) + 3 = 13 12
22 point buy. Weird stats though. Hmm...
1d4 ⇒ 2 Con
1d2 ⇒ 1 Dex
Star 6
Dex 14
Con 14
Int 14
Wis 16
Cha 12

![]() |

Interested. Can someone please help with how i am supposed to apply the D2 and D4?
4d5: 4d5 ⇒ (4, 1, 2, 1) = 8+3=11 =Str after Racial= 7
4d5: 4d5 ⇒ (3, 3, 5, 1) = 12+3=15 =Dex after Racial= 17
4d5: 4d5 ⇒ (1, 5, 3, 4) = 13+3=16 =Con after Racial= 14
4d5: 4d5 ⇒ (5, 4, 5, 2) = 16+3=19 =Int after Racial= 19
4d5: 4d5 ⇒ (3, 2, 2, 3) = 10+3=13 =Wis after Racial= 13
4d5: 4d5 ⇒ (1, 5, 2, 5) = 13+3=16 =Cha after Racial= 16
D4 &D2: 1d2 + 1d4 ⇒ (1) + (2) = 3
I Think i get to be a wizard.

Hokina |

Interested. Can someone please help with how i am supposed to apply the D2 and D4?
[Dice=4d5]4d5+3=11 =Str after Racial= 7
[Dice=4d5]4d5+3=15 =Dex after Racial= 17
[Dice=4d5]4d5+3=16 =Con after Racial= 14
[Dice=4d5]4d5+3=19 =Int after Racial= 19
[Dice=4d5]4d5+3=13 =Wis after Racial= 13
[Dice=4d5]4d5+3=16 =Cha after Racial= 16
[Dice=D4 &D2]d2+d4
It is 4d5 drop lowest. So it would be:
10 =after Racial=614 =after Racial=16
15 =after Racial=13
17 =after Racial=17
11 =after Racial=11
15 =after Racial=15
For the d2 and d4. You can add the d2 (1) to any one stat that was not higher then 16. So not INT.
You can add the d4 (2) to any one stat that was not higher then 14 at the start. so Str, Dex, Wis, Cha.
Remember you can fall back on Point Buy if you don't like the rolls.

![]() |

I really like the theory behind an air/water wizard serving aboard a ship, ill look into if i can point buy better, and id like to play a wizard. Are we looking at going the full length? also how would air spells and water spells (a)effect the ship? for example a "river of wind" or a "gust of wind" dont really account for a ship (gust kind of does but only offensively) could i use either to essentially push our ship? same goes for the different wave stuff from water school.
*Edit* Just imagine a kobold in overly large robes tripping all over himself as he runs around trying to cast spells.

The Dragon |

Remember you can fall back on Point Buy if you don't like the rolls.
You can? That changes things, I made really crappy rolls, so I think I'll go for the point buy.
What to make, what to make... I think I want to make something with muscle.
Str 14 barbarian sounds like a fun time. I could go for 14/14/14/8/12/7 and be borderline functional.

JoshB |

I'll try some rolls:
4d5 + 3 - 3 ⇒ (3, 3, 3, 5) + 3 - 3 = 14 - 4 = 10
4d5 + 3 - 1 ⇒ (3, 1, 1, 3) + 3 - 1 = 10 = 10
4d5 + 3 - 1 ⇒ (1, 1, 1, 3) + 3 - 1 = 8 - 2 = 6
4d5 + 3 - 1 ⇒ (3, 4, 1, 3) + 3 - 1 = 13 = 13
4d5 + 3 - 2 ⇒ (3, 4, 2, 4) + 3 - 2 = 14 = 14
4d5 + 3 - 1 ⇒ (1, 5, 5, 1) + 3 - 1 = 14 = 14
1d4 ⇒ 4
1d2 ⇒ 2
That gives me:
S: 10
D: 10
C: 6 (ouch)
I: 13
W: 14
C: 14
With a +4 and +2 that can go anywhere
That point buy isn't looking too bad.
This is a 23 point buy if you want to make a wisdom or charisma focused caster, not too bad.

GenThunderfist |

4d5 + 3 ⇒ (4, 2, 2, 3) + 3 = 14 = 12
4d5 + 3 ⇒ (3, 4, 4, 2) + 3 = 16 = 14
4d5 + 3 ⇒ (4, 4, 1, 3) + 3 = 15 = 14
4d5 + 3 ⇒ (2, 4, 1, 1) + 3 = 11 = 10
4d5 + 3 ⇒ (4, 4, 4, 5) + 3 = 20 = 16
4d5 + 3 ⇒ (4, 4, 1, 3) + 3 = 15 = 14
Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything...
I'm thinking Swashbuckler for kind of a "derring-do" sort of feel..

GenThunderfist |

GenThunderfist wrote:Dont forget Racials and the d4/d2Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything...
I'm thinking Swashbuckler for kind of a "derring-do" sort of feel..
I did forget those...not the racials. I just hadn't applied them yet
1d4 ⇒ 3
1d2 ⇒ 2
Even better. I can basically eat the cost of the racials.

The Dragon |

Bloodred918 wrote:GenThunderfist wrote:Dont forget Racials and the d4/d2Hmm...that's a pretty decent array. Honestly I was hoping that the rolls would point me in a good direction for a charcter...but with that I could do most anything...
I'm thinking Swashbuckler for kind of a "derring-do" sort of feel..
I did forget those...not the racials. I just hadn't applied them yet
1d4
1d2Even better. I can basically eat the cost of the racials.
You could also grab 18 starting wisdom, if you wanted to go that route.

The Dragon |

Kerx the Mighty
Backstory in brief:
The shaman took this as an omen, and kept the young Kerx around. In time, he made a full hunter, even if he was too small and feeble.
After a time, he left the tribe, to seek out others of his kind. Besides, the tribe leadership had changed, and the new chieftan was looking at him funny. Kerx doesn't back down from fights, but sometimes he avoids them, when he thinks he's about to be dinner.
He took on hire on a ship, and found himself pretty good at the work. The captain didn't want to hire him on again, for some reason, so now he's stuck in Port Peril.
His short stature has given him trouble finding employment - he has taken to 'demonstrating' his abilities in bar-fights and the like.
Statblock:
Init +2, Perception +5, Darkvision 60ft.
Hp 15, 1d12HD
AC 16, T 13, FF 14
Fort +4, Ref +2, Will -1
Speed 40ft.
Melee
...Bite +4, 1d4+2
...Tail Slap(Long Lash) -1, 1d4+1
...Greataxe +4, 1d10+3
Ranged
...Chakram +4, 1d6+2
Str 14, Dex 14, Con 14, Int 7, Wis 8, Cha 12
BAB/CMB/CMD: +1/+3/13
Feats: Tail terror, 1 teamwork feat TBD
Traits: Bucanneer's Blood, Sneaky Swimmer (Black-Scaled),
Racial Traits: Crafty, Darkvision, Dragonmaw, Light-sensitivity
Class Abilities: Fast Movement, Rage
Skills: Intimidate +6, Perception +5, Profession(sailor) +0, Swim +2
Favored Class(Barbarian): +1hp
Gear: Long Lash Kobold Tail Attachment, Studded Leather Armor, Greataxe, 5 chakram, remaining gold.

CaptainFord |

Kerx the Mighty
Backstory in brief:
** spoiler omitted **Statblock:
** spoiler omitted **
If I may make a suggestion, you might check out the titan mauler archetype, seeing as your size would give you a bonus against most everything we might come across. Also, what happened with the gems? I MUST KNOW WHAT HAPPENED TO THE GEMS!
Also, I get the feeling we may need a good solid healer... much as I would love to take up a cleric of Asmodeus, I would lose the positive channel ability thanks to my alignment... maybe a cleric or paladin of Apsu...?

![]() |

I am into this.
4d5 + 3 ⇒ (3, 1, 4, 5) + 3 = 16 = 15
4d5 + 3 ⇒ (1, 1, 2, 4) + 3 = 11 = 10
4d5 + 3 ⇒ (1, 2, 1, 5) + 3 = 12 = 11
4d5 + 3 ⇒ (5, 3, 1, 3) + 3 = 15 = 14
4d5 + 3 ⇒ (2, 2, 3, 5) + 3 = 15 = 13
4d5 + 3 ⇒ (1, 3, 2, 2) + 3 = 11 = 10
Okay, with rolls like that, I'm definitely going for Point Buy. That bunch comes out to a 16 point buy. Still deciding what sort of kobold I'll create, but a draconic bloodrager (with some sort of aquatic dragon bloodline) definitely appeals to me.

Azten |

Azten wrote:Life Oracle of Asmodeus?Interesting, but I can't see a life oracle following Asmodeus... or maybe that's just me.
Still not sure. Much as I think it would fall flat on it's face, I love the idea of a kobold pirate paladin... thing.
Living things have souls. Souls that need corrupted just right to go to Asmodeus as an afterlife...
Plus, you'd be able to legitimately use infernal healing and greater infernal healing.

CaptainFord |

CaptainFord wrote:Azten wrote:Life Oracle of Asmodeus?Interesting, but I can't see a life oracle following Asmodeus... or maybe that's just me.
Still not sure. Much as I think it would fall flat on it's face, I love the idea of a kobold pirate paladin... thing.
Living things have souls. Souls that need corrupted just right to go to Asmodeus as an afterlife...
Plus, you'd be able to legitimately use infernal healing and greater infernal healing.
Not a bad idea... I also like the idea of the Ancestor mystery. If a small party of kobolds can ruin someone's day, than communing with every kobold that has come before me should let us conquer the entire game world!

Otm-Shank |

4d5 + 3 ⇒ (5, 4, 3, 5) + 3 = 20 = 17
4d5 + 3 ⇒ (5, 5, 1, 1) + 3 = 15 = 14
4d5 + 3 ⇒ (4, 1, 1, 3) + 3 = 12 = 11
4d5 + 3 ⇒ (3, 5, 3, 3) + 3 = 17 = 16
4d5 + 3 ⇒ (2, 1, 4, 5) + 3 = 15 = 14
4d5 + 3 ⇒ (1, 4, 5, 3) + 3 = 16 = 15
1d4 ⇒ 4
1d2 ⇒ 2 (I'll decide exactly where to put these later)
My word, those are some amazing stats! I think I'm going to go with an alchemist on this one. Something suitably weird...and explosive.
Have to say I love the idea of this. A bunch of salty whelps on the high seas! What's not to love?
I'll have to see what I can put together!

![]() |

5d4 + 3 ⇒ (4, 2, 4, 4, 2) + 3 = 19
5d4 + 3 ⇒ (2, 4, 4, 4, 3) + 3 = 20
5d4 + 3 ⇒ (3, 4, 4, 1, 1) + 3 = 16
5d4 + 3 ⇒ (1, 1, 4, 3, 1) + 3 = 13
5d4 + 3 ⇒ (4, 1, 2, 4, 2) + 3 = 16
5d4 + 3 ⇒ (3, 4, 1, 4, 1) + 3 = 16
Just dotting to remember to follow this game. Don't plan on actually playing but it sounds pretty awesome. I mean, Pirate Kobolds.

Tangaroa |

4d5 + 3 ⇒ (2, 1, 5, 1) + 3 = 12 => 11, 7 after racial
4d5 + 3 ⇒ (1, 1, 2, 5) + 3 = 12 => 11, 13 after racial
4d5 + 3 ⇒ (2, 3, 4, 4) + 3 = 16 => 16, 14 after racial
4d5 + 3 ⇒ (4, 2, 5, 1) + 3 = 15 => 14
4d5 + 3 ⇒ (5, 3, 3, 2) + 3 = 16 => 14
4d5 + 3 ⇒ (4, 4, 3, 2) + 3 = 16 => 14
1d4 ⇒ 1
1d2 ⇒ 1
Well, why not add them both to Wisdom (since it's [i]still under 16 after adding the first one)
I was thinking a druid.

![]() |

4d5 + 3 ⇒ (1, 2, 3, 3) + 3 = 12
4d5 + 3 ⇒ (3, 5, 4, 2) + 3 = 17
4d5 + 3 ⇒ (1, 5, 3, 3) + 3 = 15
4d5 + 3 ⇒ (2, 5, 3, 5) + 3 = 18
4d5 + 3 ⇒ (1, 5, 2, 5) + 3 = 16
4d5 + 3 ⇒ (4, 5, 1, 2) + 3 = 15
8 -4 = 4
12
11-2 = 9
13
12
11
1d4 ⇒ 4
1d2 ⇒ 2
Well, that's a 14 point buy, and to use the bonus dice I have to take these in order, and I'd be forced to use my 4 on STR or be a massive weakling, probably unable to carry anything at all, so I'm just going to stick with a 25 point buy, since luck is obviously not on my side.

Mak'e Ral |

4d5 + 3 ⇒ (3, 4, 4, 2) + 3 = 16
4d5 + 3 ⇒ (4, 1, 1, 3) + 3 = 12
4d5 + 3 ⇒ (1, 3, 1, 1) + 3 = 9
4d5 + 3 ⇒ (3, 5, 5, 5) + 3 = 21
4d5 + 3 ⇒ (4, 5, 5, 5) + 3 = 22
4d5 + 3 ⇒ (2, 2, 2, 3) + 3 = 12
1d4 ⇒ 4
1d2 ⇒ 2
So if I understand this right before racial mods:
14
11
8
18
18
10
So the 8 becomes a 12 and the 14 to a 16.

Oterisk |

4d5 + 3 ⇒ (1, 3, 1, 5) + 3 = 13=12
4d5 + 3 ⇒ (3, 5, 4, 5) + 3 = 20=17
4d5 + 3 ⇒ (4, 3, 1, 1) + 3 = 12=11
4d5 + 3 ⇒ (1, 3, 2, 3) + 3 = 12=11
4d5 + 3 ⇒ (1, 1, 2, 4) + 3 = 11=10
1d4 ⇒ 3
1d2 ⇒ 2
Add (or subtract) some Racial Mods...
14, 14, 15, 11, 11, 10
Then I just gotta decide which direction to go. Barbarian is tempting, but we already have a decent one as well as a bloodrager up thread. I got my modifiers to use, but I better decide on a direction first.