Come Hell & High Water: Skull & Shackles Play-By-Post Recruitment


Recruitment

51 to 100 of 149 << first < prev | 1 | 2 | 3 | next > last >>

Everything should be finished!


Dotting for interest - I think I would like to submit a dwarf brawler with the Dirty Fighting feat. I'll post crunch and background later on when I get home today.


Zeebu is now updated with his background :)

Grand Lodge

dotting for interest


What do you think of a ratfolk alchemist?

RPG Superstar 2012 Top 32

Are you open to joint applications? One of my RL friends and I joined a game together that didn't workout and were thinking about maybe looking for a different one that we could play in together... He's actually out of town right now, so I'm not positive he'd even want to do it, but he likes playing clerics a lot and I think he would be into a pirate game (he enjoys opportunities to be roguish).

I'm think maybe brothers who were part of a Viking raiding ship- not long after they joined the leader had amassed enough wealth to retire so he conquered a small village on the northern Varisian coast and settled down; most of the crewman had enough money to stay with him and start families there but the two of us (being fairly recent additions) were too poor and too ambitious to settle there so we signed on with a sketchy ship in Riddleport and soon found ourselves in port peril... There's a pretty decent chance he'd play a cleric (of Besmara, maybe), and if he did I'd probably make some kind of melee (maybe a divine tracker ranger who also worships Besmara?) But if we did, we'd be applying together- like you'd either have to pick both of us or neither of us, is that ok?

Grand Lodge

GM Mowque wrote:
What do you think of a ratfolk alchemist?

It'd be as acceptable race/class combination as others.

Zeebu wrote:
Zeebu is now updated with his background :)

Updated background noted.

Olil wrote:
Everything should be finished!

Numbers look to all check out.

nate lange wrote:
Are you open to joint applications?

I am open to joint applications, and would consider the two characters in tandem knowing I'd have to accept both or neither.

Leedwashere wrote:

I've heard good things about this campaign and would like to throw my (tricorn) hat into the ring with Kila Nikora, mobile fighter and favored of Besmara.

** spoiler omitted **...

Looks good so far.


Would skinwalker be allowed? I know that in Blood of the Moon the wereshark-kin predominately live in the Shackles and the werecrocodile-kin primarily live in the Mwangi.

If no I would still be interested, looking at a few different builds, maybe a Corsair fighter or some kind of Bard. If skinwalkers are permitted maybe a witch or magus of some kind. The sea witch always looked pretty nice.

Grand Lodge

haruhiko88 wrote:

Would skinwalker be allowed? I know that in Blood of the Moon the wereshark-kin predominately live in the Shackles and the werecrocodile-kin primarily live in the Mwangi.

If no I would still be interested, looking at a few different builds, maybe a Corsair fighter or some kind of Bard. If skinwalkers are permitted maybe a witch or magus of some kind. The sea witch always looked pretty nice.

Unfortunately I'll have to go with a no for skinwalkers of any variety.


Added a few sentences to Kanna's background to explain her tattooing skill.

Grand Lodge

Nokayoma Kanna wrote:
Added a few sentences to Kanna's background to explain her tattooing skill.

I think that the Craft Tattoo would be at +4, because it's a class skill, and you're not carrying any penalty to intelligence, unless you're factoring in a lack of tools for a -2 penalty.


I'm assuming Gunslingers are allowed, as they weren't listed as a no, and I didn't see anything against them in the thread (may have missed). If so, what level would guns be at? And how do you feel about multiclassing (Some GMs hate it, others are fine with it)?


Half way through my Half-Orc Corsair, and I'm a seeing a severe lack of Clerical submissions. Thinking of switching over to have the blessings of Besmara, so party does not die day one. But brutal orc pillaging sounds so great for me.

Grand Lodge

Oliver Ebonlocke wrote:
I'm assuming Gunslingers are allowed, as they weren't listed as a no, and I didn't see anything against them in the thread (may have missed). If so, what level would guns be at? And how do you feel about multiclassing (Some GMs hate it, others are fine with it)?

Early Firearms, and personally I think multiclassing causes problems for players, but beyond the rules on Battle Tactics and full BAB classes, you can multiclass freely.


Would you have an issue with a gunslinger having customized his gun into something approaching a modern firearm, if he has all the feats necessary to reduce the reload times to being able to fire a full BAB? For example, if a gunslinger can reload his musket as a free action, can the Gunslinger instead have modified his gun to something like a lever action rifle to simulate that? Not using modern ranges or x5 touch, still using musket stats...


This is haruhiko, I completely forgot I had this character built for Sk&S and really wanted to play him. Shark Shaman without an AC, uses spells and such to shift the battlefield more than straight damage spells. Might try to rework profession sailor to profession chef.

Eventually he will be a vital striking great white shark.


Mawgrim here - putting forth my dwarven brawler for consideration :) background is very rough, and will be something I will be working on over the next few days.


Meet Peco Vanna a Catfolk Swashbuckler

Grand Lodge

Oliver Ebonlocke wrote:
Would you have an issue with a gunslinger having customized his gun into something approaching a modern firearm, if he has all the feats necessary to reduce the reload times to being able to fire a full BAB? For example, if a gunslinger can reload his musket as a free action, can the Gunslinger instead have modified his gun to something like a lever action rifle to simulate that? Not using modern ranges or x5 touch, still using musket stats...

If you're talking purely as a matter of flavor/fluff/cosmetics, then yes, I'd allow said gunslinger to have the fluff that they've modified their musket into something like a lever action rifle, but the stats and mechanics would still work off of Early Firearms.


I would like to submit Zon Ashford a human Dragon Skald. I will try and find a suitable token, dont have much experience with roll20, have an account and have run through the tutorial though.


Ms. Pleiades wrote:
Nokayoma Kanna wrote:
Added a few sentences to Kanna's background to explain her tattooing skill.
I think that the Craft Tattoo would be at +4, because it's a class skill, and you're not carrying any penalty to intelligence, unless you're factoring in a lack of tools for a -2 penalty.

Indeed, the -2 for lacking tools is included.


What are your thoughts on Harrow decks?


And on drawbacks for an extra trait?

Grand Lodge

Warhawk7 wrote:
And on drawbacks for an extra trait?

No.

Warhawk7 wrote:
What are your thoughts on Harrow decks?

There are so many different things in Pathfinder that are related to Harrowing, you'll have to be more specific.


Specifically, the Harrowed feat. I suppose for the randomness I could assign a number to each suit (1d6), and then another number to the specific alignment (1d9).

Then I'd post it like so:
Suit: 1d6 ⇒ 6 - Charisma
Alignment: 1d9 ⇒ 1 - Lawful Good
Card: The Empty Throne


Really hoping to make the cut on this one. I've tried to get into a S&S campaign five times. Thought that the 3rd time was the charm, but the game never got past the opening move. The GM posted the first move, then disappeared.


I'm actually going to leave this pbp. Too much stuff to do with finals in 2 weeks. Good day sirs.

Grand Lodge

Warhawk7 wrote:

Specifically, the Harrowed feat. I suppose for the randomness I could assign a number to each suit (1d6), and then another number to the specific alignment (1d9).

Then I'd post it like so:
[dice=Suit]1d6 - Charisma
[dice=Alignment]1d9 - Lawful Good
Card: The Empty Throne

I'll allow that.


This is The Dread Pirate Hurley's submission. I present Ambrose Jeggare, of the Korvosan Jeggares, (former) lieutenant navigator in the Jeggare merchant fleet, first-rate conjurer and Acadamae-trained devil summoner. A natural enemy of Cheliax, he also bears a personal grudge against the Hurricane King himself (though he doesn't yet know it).

Ambushed by a certain cannon-laden pirate ship just past the Eye of Abendego, Ambrose was thrown into the sea and barely escaped with his life. Clinging to a piece of the hull, he drifted at sea for many days, calling out for help in prayer. At first he prayed to Asmodeus, and for many days received no answer. Entreating Gozreh to carry him to shore, he again received no answer. In desperation he called out to any power that would answer. Nearing the brink of death from exhaustion, he spotted land on the horizon, and he knew that something out there had answered.

From the profile, here's the statblock and expanded background. I don't have HeroLab, so any discrepancy with the statblock is due to it being typed by hand. I've taken a small liberty with the fluff Besmara's Blessing trait, and the Fiendish Presence trait was originally printed as a Cheliax faction trait for PFS.

Stats:

Character sheet

Ambrose Lucien Trelawney Jeggare
Male Tiefling Wizard (Conjurer - Infernal Binder) 1
LN Medium Humanoid (human, outsider)
Init +2; Senses darkvision; Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10
HP 7 (1d6+1)
Fort 0, Ref 2, Will 3
Defensive Abilities Resist fire, electricity, cold
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged
Spell-Like Abilities Darkness (1/day)
Wizard Spells Prepared (CL 1):
1 (3/day) Alter Winds, Magic Missile, Summon Monster I
0 (3/day at will) Dancing Lights, Mage Hand, Ray of Frost
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (Conjuration), Scribe Scroll
Traits Besmara's Blessing, Fiendish Presence
Skills Bluff +3, Diplomacy +9, Knowledge (arcana) +8, Knowledge (planes) +11, Perception +1, Perform (dance) +2 Profession (sailor) +5, Sense Motive +1, Spellcraft +8, Stealth +4
Languages Common, Infernal, Varisian, Elven, Draconic, Polyglot
SQ Arcane bond (familiar), Arcane school (conjuration), cantrips, Scribe Scroll
Gear Red coat, spellbook

Class Abilities
Familiar - Thrush named Azrael, speaks Infernal
Planar Knowledge
Assume Control
Summoner's Charm

Racial Abilities
Darkvision 60'
Resistance cold, fire, electricity
Prehensile Tail

Personality:
Ambrose is arrogant and proud, though well-disciplined. His noble carriage shoulders the self-assuredness of one born to lead others, with a commanding voice and an arresting gaze, amplified by his unnatural red-on-black eyes. Despite the terse and imperious attitude he assumes with his subordinates, he is far from humorless. He makes no efforts to hide his intelligence or ambition, but he retains a spirited zest for life when he finds occasion to indulge himself, a contrast that those unfamiliar with him may find startling. He harbors a deep hatred for Chels, and anyone who would mistreat him for his fiendish heritage should expect vindictive retribution. Underneath everything else, Ambrose still battles with the devil inside, and he faces his demons alone.

Appearance:
Normally: Ambrose is relatively human-looking compared to other tieflings. His red-on-black eyes give the first hint of his fiendish nature, followed by the vestigial horns sprouting just below his hairline, curving slightly up and back. His imperious half-sneering grin reveals fanged eyeteeth, and his thin, barbed tail is usually hidden beneath the red coat he always wears as part of his officer's uniform. He is impeccably groomed, his black hair often pulled back into a tidy ponytail underneath his battered tricorn. His gloves, white with red pentagrams on the backs, are never soiled and his black boots are always polished to shining.

After being shipwrecked: The dirty, haggard-looking creature that washed ashore on the beaches of Port Peril barely resembles the proud tiefling that was cast to the sea so many days and weeks before. His usually immaculate uniform is in tatters from exposure to the wind and waves. His cheeks are hollow, his eyes sunken and his body emaciated. His hair is matted and rangy, his skin is burnt, cracked and dry from the salt and sun, and the only thing left of the old Ambrose is the spark of life in his red-on-black eyes, the glowing embers of the sputtering bonfire of his ambition refusing to give in.

Backstory:
Ambrose was born a normal-looking child, nothing hinting at the taint of Hell burning in his blood. Born into a prominent Korvosan branch of Cheliax's House Jeggare, Ambrose enjoyed the privileged childhood of the elite, wanting for nothing. He proved to possess a ferocious intelligence and ambition that would serve him well as successor to his family's portion of the Jeggare merchant empire, and at the age of twelve he was sent to the Acadamae to study the arcane arts. His parents had no inkling that the human boy that left them would return a decade later as a tiefling.

It was clear that young Ambrose had gone through a great many changes, both physical and psychological in his time at the Acadamae. Though still ambitious and brilliant, the tribulations of adolescence were exceptionally harsh. The friends he made early on, especially the Chelish ones, ostracized and tormented him once the change took hold. Ambrose returned as a rebellious, angry, resentful man, given over fully to the worship of Asmodeus. His parents, initially taken aback, nonetheless accepted their son, but were appalled at his lack of discipline and inability to cope with the world. After the inevitable scandal he caused among the rest of the family in Egorian, his father pressed him into service in the family's merchant fleet, hoping that a few years aboard ship would tame the hellion.

The first year or so was tough for Ambrose, but in time he learned discipline. The hard, laboring life of a sailor tempered him and once the devil in him had been reigned in, his ambition took over. Determined to prove himself, he worked hard and became apprenticed to the ship's navigator, eventually being commissioned as an officer and taking a navigational post aboard the Imp's Purse. After years at sea, he began to think that he might soon be able to return home. But on a voyage to Sargava, tragedy struck. Pushing through the fringes of the Eye of Abendego, the Imp's Purse was set upon by a fearsome pirate ship and was overtaken. As the pirates closed, the sailors prepared themselves to be boarded, but nobody was expecting the deafening boom, the deck exploding to splinters beneath their feet, the hull being blown to smithereens. Ambrose was thrown into the sea as the ship rocked violently. Clinging to a piece of the hull, he could only watch the destruction as the stormy swells carried him away. He quickly lost track of time as the days bled together, floating on his makeshift raft. He was near death when, one morning as the sun dawned, he spied land on the horizon...


It took a while, but I finally found the picture for Kanna.


Gonna have to back out. :( Not enough time with work to rebuild Oliver. Just sat down and tried, and burned out. :( Good luck to the GM and other players!


Here's the crunch from Boss Zog's Farooka Karuza.

Still working on background and may change archetype before final decision.

Crunch:

Farooka
Male Half-Orc
Corsair Fighter 1
N Medium Humanoid (Human, Orc)
Init: +5|Senses: Human Perception +1
Proficiency: All armor, simple and martial weapons.
--------------------
Defense
--------------------
HP 12/12
AC 15 (Stud. Leather), Touch 12, Flat-footed 10
Fort +5, Ref +5, Will +2
Defensive Abilities:
. . N/A
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cutlass +4 (1d6+3/18-20) [S] | Boarding Ax +4 (1d6+3/x3) [S/P]
Ranged N/A
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 11
Base Atk +1; CMB +13; CMD +15
Traits Pirate/Navigator, Cheat Death, Buccaneer's Blood
Feats Combat Tactics, Combat Stamina, Aquatic Combat, Weapon Focus (Cutlass)
Skills Climb +7, Swim +9, Pro(Sailor) +9, Craft(Ship) +7, Kn(Geography) +6, Kn(Local) +4
Languages Common, Orc, Polygot
SQ
. . Stamina Pool - 3/3
. . Intimidating - +2 Intimidate
. . Sacred Tattoo - +1 Luck to all saves
. . City Raised - Prof. w/ Whip & +2 to Kn(local)
. . Sea Raider - +2 Pro(Sailor) and Craft(Ship) & +1 DMG to enemies around water
Equipment
. . Studded Leather Coat (-1 ACP)
. . Cutlass
. . Boarding Ax
--------------------
Special Abilities
--------------------
Combat Tricks
. . Power Attack - Add benefit/penelty from feat for whole turn 2/sp
. . Combat Expertise - 1 for 1 AC bonus for stamina used for attack


I'm interested. I'd like to do a Healer type. I love clerics but thinking of something different. Suggestions?

Grand Lodge

Junelee wrote:
I'm interested. I'd like to do a Healer type. I love clerics but thinking of something different. Suggestions?

Healing Patron witches, Spiritualists and Kinetic Chururgeons all have options for status removal.


Junelee wrote:
I'm interested. I'd like to do a Healer type. I love clerics but thinking of something different. Suggestions?

Life Oracles are also good. Thematically, a Mwangi oracle could be similar to Tia Dalma from Pirates of the Caribbean.

Ms. Pleiades, would you prefer Roll20-style tokens or are you just looking for portraits or pictures that could be ported in to suffice?


The Dread Pirate Hurley wrote:
Junelee wrote:
I'm interested. I'd like to do a Healer type. I love clerics but thinking of something different. Suggestions?

Life Oracles are also good. Thematically, a Mwangi oracle could be similar to Tia Dalma from Pirates of the Caribbean.

Ms. Pleiades, would you prefer Roll20-style tokens or are you just looking for portraits or pictures that could be ported in to suffice?

I had the same question yes yes, about the token i mean


Here is Warhawk7's submission. She's a Varisian Sea Witch fortune teller raised by Varisian pirates. I have to get a token still, but can't at the moment. I'll have to wait until I get home.


Ms. Pleiades wrote:


Leedwashere wrote:

I've heard good things about this campaign and would like to throw my (tricorn) hat into the ring with Kila Nikora, mobile fighter and favored of Besmara.

** spoiler omitted **...

Looks good so far.

I notice everyone else has put forth an alias, but I wasn't sure if one is required to be considered. Should I make one, and/or is there anything else I'm missing?

Grand Lodge

Leedwashere wrote:
Ms. Pleiades wrote:


Leedwashere wrote:

I've heard good things about this campaign and would like to throw my (tricorn) hat into the ring with Kila Nikora, mobile fighter and favored of Besmara.

** spoiler omitted **...

Looks good so far.
I notice everyone else has put forth an alias, but I wasn't sure if one is required to be considered. Should I make one, and/or is there anything else I'm missing?

It will make going through all the candidates in another week or so substantially easier.

The Dread Pirate Hurley wrote:
Junelee wrote:
I'm interested. I'd like to do a Healer type. I love clerics but thinking of something different. Suggestions?

Life Oracles are also good. Thematically, a Mwangi oracle could be similar to Tia Dalma from Pirates of the Caribbean.

Ms. Pleiades, would you prefer Roll20-style tokens or are you just looking for portraits or pictures that could be ported in to suffice?

Portraits/pictures. That way it's easy to distinguish between Player and NPC.


I think I'll try again for S&S but with a different character than last time. This is him and his backstory will be mostly unchanged. I just need to remove the oracle level. He will be mostly oracle but I wanted the Swashbuckler dip for opening skills and effectiveness in fighting. Then the latent blessing of water will become obvious.

That or, if you'd allow it, oracle first with weapon finesse and focus and then trading finesse for fencing grace since Swashbukler will provide finesse. It makes more sense story wise to be oracle first but I didn't want to suck too much as a combatant.


Ms. Pleiades wrote:
It will make going through all the candidates in another week or so substantially easier.

So will this!

.

Submissions (Alphabetical by character's first name)
Character | Race & Class (Archetype) | Alignment | Notes
Adira Calinova | Human Witch (Sea Witch) | CN | Planning to MC into Swashbuckler
Aggghhh the Unclean | Dwarf Wizard | CG
Alexander Drake | Human Swashbuckler | CG | Planning to MC into Oracle
Ausk Green | Half-Orc Druid (Shark Shaman) | CN
Calah Maarin | Undine Kineticist (Hydro) | N
Dalgron Boulderfist | Dwarf Brawler | CN
Farooka Karuza | Half-Orc Fighter (Corsair) | N
Kila Nikora | Human Fighter (Mobile) | CN
Lieutenant Ambrose Jeggare | Tiefling Wizard | LN
Nisha Silvertongue | Tiefling Swashbuckler | CN
Nokayoma Kanna | Human Monk (Zen Archer) | LE
Olil | Human Gunslinger (Bolt Ace) | LN
Peco Vanna | Catfolk Swashbuckler (Corsair) | CN
Rruh | Catfolk Ninja | NG
Sue "Zon" Ashford | Human Skald (Dragon) | CG
Zeebu | Vanara Monk (Unchained) | LN
Zika | Vanara Gunslinger (Musket Master) | LN

Grand Lodge

Alexander Drake wrote:

I think I'll try again for S&S but with a different character than last time. This is him and his backstory will be mostly unchanged. I just need to remove the oracle level. He will be mostly oracle but I wanted the Swashbuckler dip for opening skills and effectiveness in fighting. Then the latent blessing of water will become obvious.

That or, if you'd allow it, oracle first with weapon finesse and focus and then trading finesse for fencing grace since Swashbukler will provide finesse. It makes more sense story wise to be oracle first but I didn't want to suck too much as a combatant.

If your character were to be accepted, I'd be willing to cooperate on providing an in-campaign reason for the manifestation of oracle powers at second level.


Updated.


Leedwashere's submission, here, updated into an alias


If recruiting is still open for this, I'll get to work on converting Tamesis here for this game...

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

How much more time do we have to submit? I've got a Herb Witch/Hedge Witch idea, but I'm starting from scratch, so it may take some time to get him ready.


Peco:

Peco Grew up on the rugged plains of Varisa, he was part of a tribe of Cat Folk who wandered with a travelling freak show. Peco was never part of the show, never showin off unless he wanted too. Peco learned his skills from a fellow freak who could swallow swords. Peco loved listening to stories from all the folks of the different towns they visited.

Peco once watched a Wandering sword master save their freak show from a group of bandits while being attacked on the road. Peco attempted to help the mysterious, Peco was mortalally wounded by a bandit, bleeding out on the road. Peco's fellow freaks saved him, using items they had on hand to bind the wounds and spending months gathering coin to seek the assistance of a cleric to heal him.

Once Peco was able to move about without causing lots of issues he took up the blade again and learned how to defend himself properly.

Peco moved to the shackles because of the allure of learning new skills and perfecting his acrobatic abilities while on a moving ship. Wanting to learn the skill of being a ship hand, having great dexterity, stamina and a knack to learn the shackles appeared to be the best place to learn.

Grand Lodge

Hmmm a Cleric would be fun here.

Maybe an Undine Cleric of Gorzeh


Dotting interest.

Would you allow the Rich Parents Trait?

Grand Lodge

Jedoric wrote:

Dotting interest.

Would you allow the Rich Parents Trait?

I'll allow it.

51 to 100 of 149 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Come Hell & High Water: Skull & Shackles Play-By-Post Recruitment All Messageboards

Want to post a reply? Sign in.