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


Recruitment

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Grand Lodge

Pirates and raiders of The Shackles have always been a notorious nuisance for merchants and generals across the Inner Sea. In the wake of recent efforts of Cheliax to quell the disruptive and unlawful goings-on of The Shackles, several new men and women have been pressed into the service of Captain Barnabas Harrigan's ship the Wormwood. Now these hapless souls are embroiled in a tale of the high seas, pitted against monsters of the deep, and treachery of their fellow pirates.

I'm holding recruitment for a Skull & Shackles Play-By-Post. Players can expect several opportunities at later points in the Adventure Path to utilize kingdom-building rules in establishing an island base and coordinating pirating activities.

The relevant rules for character creation are as follows:

1. 20 Point Buy for Ability Scores

2. Races: Core, ratfolk, tengu, undine, catfolk, vanara, and tieflings along with all variant heritages.

3. Classes: Any Paizo class with the following amendments.
- No paladins or anti-paladins.
- No Mediums.
- Fighters receive 4 + INT in skill ranks each level.
- Unchained Summoner only, but they can select any type of Eidolon (Protean, Agathon, Devil, etc.) regardless of alignment. The Eidolon is treated as the Summoner’s alignment for the purposes of spells, feats and effects.

4. Traits: Three traits, one of which must be a campaign trait selected from the Skull & Shackles Player’s Guide.

5. Starting Wealth: 200 Gold Pieces

6. Hit Point Progression: Full hit dice of HP at each level.

7. No Sacred Geometry Feat. No Leadership Feat. If a class feature would grant the Leadership Feat, gain Skill Focus (Diplomacy) instead.

8. Stamina & Combat Tricks: Stamina and Combat Tricks are legal. All characters receive the feat "Combat Stamina" for free at first level, regardless of class.

9. Skill Unlocks: Skill unlocks are legal, as well as the Signature Skill feat.

10. Combat Expertise and Power Attack are lumped into one feat: “Battle Tactics”. This feat allows players to use either Combat Expertise or Power Attack as listed in their own entries. This feat has no prerequisites, and counts as both Combat Expertise and Power Attack for the purposes of prerequisites to other feats. Feats with either Combat Expertise or Power Attack as prerequisites consider the character as having 13 INT and 13 STR for the purpose of meeting other pre-requisites. Characters with all of their levels exclusively in Full-BAB-progression classes (Fighter, Slayer, Cavalier, etc.) receive this feat for free, but lose it if they ever multiclass into a ¾ or ½ BAB-progression class (Rogue, Wizard, Witch, Oracle, etc). Non-full-BAB classes can use a feat to gain the Battle Tactics feat.

11. There will be an NPC in accompaniment of the party.

12.No PVP, including but not limited to the attack of non-dominated characters against their will, damage, destruction or theft of equipment, and destruction/killing of summons, raised undead, familiars or animal companions.

The ability to respond to the play-by post at least once per day (although you wouldn't need to post daily) will be helpful. Map combat will be handled over Roll20.

In your application please include a picture you would want to be used as your token on a map.


Well, this sounds perfect for a tripbased character. I don't suppose you would allow taking the underfoot adept archtype as an unchained monk? Normal monks sadly don't get full BAB, hence no battle tactics...

Grand Lodge

oyzar wrote:
Well, this sounds perfect for a tripbased character. I don't suppose you would allow taking the underfoot adept archtype as an unchained monk? Normal monks sadly don't get full BAB, hence no battle tactics...

You could still take Battle Tactics as a feat even with 3/4 BAB classes, it's just that full BAB classes get it for free.

So, no, I wouldn't allow the Underfoot Adept to stack with the Unchained Monk.


@Ms. Pleiades can I ask how long you plan on running recruitment?


Somewhat tempted, but I hate roll20 for pbp too much.

Grand Lodge

TawnyKnight wrote:
@Ms. Pleiades can I ask how long you plan on running recruitment?

Likely two weeks before I start selecting players from those who apply.

Radiant Oath

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

I am absolutely tempted!

Shiver my timbers, shiver my sails, DEAD MEN TELL NO TALES!


Just so I read things correctly. An unchained monk with say 9 intelligence would still be able to select Improved/Greater Trip, correct? I'm debating between unchained monk, bloodrager and barbarian (or maybe fighter). It's hard to chose... What happens to classes that get combat expertise or power attack for free, for example Lore Warden, do they get to pick something else?

Grand Lodge

oyzar wrote:
Just so I read things correctly. An unchained monk with say 9 intelligence would still be able to select Improved/Greater Trip, correct? I'm debating between unchained monk, bloodrager and barbarian (or maybe fighter). It's hard to chose... What happens to classes that get combat expertise or power attack for free, for example Lore Warden, do they get to pick something else?

An unchained monk with 9 intelligence would be able to select Improved/Greater Trip.

Classes that would get Combat Expertise or Power Attack for free wouldn't get something as a replacement.


Is there a +1 BAB requirement for Battle Tactics?

Grand Lodge

JoshB wrote:
Is there a +1 BAB requirement for Battle Tactics?

No.


Ms. Pleiades, do you allow someone who has preexisting knowledge of the campaign? I read and ran up through book 3, but can separate my IC and OOC knowledge.

Grand Lodge

FedoraFerret wrote:
Ms. Pleiades, do you allow someone who has preexisting knowledge of the campaign? I read and ran up through book 3, but can separate my IC and OOC knowledge.

Yes.


I think I'll submit a character I tried getting into another S&S game. She's a Varisian sea chanter bard that will multiclass into swashbuckler after 2nd level. (After she gains a familiar). Luckily she was a 20pt build already, so all I need to adjust is her gear/money and skills and swap out a spell and a trait. I'll work on that later and submit her.

Her, or my sea witch/swashbuckler character. Both are Varisian.


Ms. Pleiades wrote:
Combat Expertise and Power Attack are lumped into one feat: “Battle Tactics”. This feat allows players to use either Combat Expertise or Power Attack as listed in their own entries. This feat has no prerequisites, and counts as both Combat Expertise and Power Attack for the purposes of prerequisites to other feats

Any chance you'd consider doing the same for Point Blank Shot and Precise Shot?

Grand Lodge

YoricksRequiem wrote:
Ms. Pleiades wrote:
Combat Expertise and Power Attack are lumped into one feat: “Battle Tactics”. This feat allows players to use either Combat Expertise or Power Attack as listed in their own entries. This feat has no prerequisites, and counts as both Combat Expertise and Power Attack for the purposes of prerequisites to other feats
Any chance you'd consider doing the same for Point Blank Shot and Precise Shot?

Definitely not both of them, as the feat-cost of archery, which is generally a really good combat option, balances it out, but I do want to keep ranged characters inviting enough in this campaign.

I could consider having one of them lumped in with Battle Tactics. I'd definitely have to think on it.


Oh I meant having Point Blank Shot and Precise Shot combined into one feat ("Ranged Tactics"), not also lumping them both into Battle Tactics.

I was considering it from the point of view of the Gunslinger, for which Rapid Reload is additionally basically required. All together it means that unless you're a human, it takes until level 4/5 to be decent, which is harsh.

With that said, the ranged equivalent is actually Deadly Aim, so it would be understandable for you to want to leave Point Blank Shot and Precise Shot as is.


After consideration I'll be applying with a dwarf unchained rogue specializing in improvised weapons and disarming, for Catch Off Guard.


Are evil alignments allowed?

I'd be looking at a neutral evil Skinshaper (new archetype from Ultimate Intrigue) Druid devoted to Achaekek. He would be a team player as betraying or abandoning companions is a great sin within the church of the Mantis God. That and he would be harsh and merciless but would not commit evil for the sake of being evil.


Thinking of a dwarf wizard who barely passed school due to poor attention span and bad body odor.


Captain Collateral Damage here with a submission. Will need to change the character a bit for the campaing and write backstory.

Grand Lodge

YoricksRequiem wrote:

Oh I meant having Point Blank Shot and Precise Shot combined into one feat ("Ranged Tactics"), not also lumping them both into Battle Tactics.

I was considering it from the point of view of the Gunslinger, for which Rapid Reload is additionally basically required. All together it means that unless you're a human, it takes until level 4/5 to be decent, which is harsh.

With that said, the ranged equivalent is actually Deadly Aim, so it would be understandable for you to want to leave Point Blank Shot and Precise Shot as is.

I've thought on it, and, consider it added:

"Ranged Tactics: When within thirty feet of a target, your ranged attacks gain +1 to attack and damage rolls. In addition, you ignore the penalties to firing on targets engaged in melee. You still take penalties for soft cover though depending on positioning. It counts as both Point Blank Shot and Precise Shot for prerequisites."

Said feat isn't granted for free to Full BAB classes, and doesn't have prerequisites itself.

Cuàn wrote:

Are evil alignments allowed?

I'd be looking at a neutral evil Skinshaper (new archetype from Ultimate Intrigue) Druid devoted to Achaekek. He would be a team player as betraying or abandoning companions is a great sin within the church of the Mantis God. That and he would be harsh and merciless but would not commit evil for the sake of being evil.

In-so-far as your character is able to cooperate with a team and not try to enter into any PVP, yes.


Dot


Submitting a down on her luck undine hydrokineticist for consideration.


Looking to submit an alchemist. I will have stats soon.


Stats are done. GM, are you opposed to my character buying (one) +1 ammunition? They cost 40 GP.
Edit: and alingment has been changed considering Lawful good characters arem unlikely to approve of the whole thing where you're pirates and such.


Finished Stats


What are your thoughts on background skills? I didn't see them mentioned, but if all the other Unchained stuff I figured I'd ask.


I am a catfolk ninja from a failed run.... I will work on meshing myself with your recruitment needs yes yes.

Dark Archive

Thinking of an idea that needs fleshing out before I submit. By way of complete disclosure, I have run the entire AP, but I will happily separate player and character knowledge. Waiting to see the ruling on background skills.

How do you feel about story feats? I am not objectionable to working up a full background using Ultimate Campaign to support such.

I'd like to try my hand at a LE PC. I feel that this would work because of the lawful aspect (respecting the captain's wishes and obeying ship's laws). Is this acceptable?

Also, are animal companions permitted? I know the circumstances of the introduction and this might be a touchy subject for certain characters. If I play such a character, am I going to be handicapped for a while? If you would like, I have a solution that we used when I ran into this in this very AP. I will discuss it privately with you if you wish.

Grand Lodge

WhtKnt wrote:

Thinking of an idea that needs fleshing out before I submit. By way of complete disclosure, I have run the entire AP, but I will happily separate player and character knowledge. Waiting to see the ruling on background skills.

How do you feel about story feats? I am not objectionable to working up a full background using Ultimate Campaign to support such.

I'd like to try my hand at a LE PC. I feel that this would work because of the lawful aspect (respecting the captain's wishes and obeying ship's laws). Is this acceptable?

Also, are animal companions permitted? I know the circumstances of the introduction and this might be a touchy subject for certain characters. If I play such a character, am I going to be handicapped for a while? If you would like, I have a solution that we used when I ran into this in this very AP. I will discuss it privately with you if you wish.

1. As below, thats a no to the background skills system.

2. With regards to story feats, so long as your character's backstory and alignment (I don't think Liberator would work well with LE characters, as just one example) you may select them as your character's feat at first level.

3. Lawful Evil can work in the campaign.

4. As long as your animal companion chosen could reasonably be found in an aquatic or tropical environment, or be kept in the ship's hold without too much trouble, you should be able to re-acquire them by Day 5 at the latest.

JDPhipps wrote:
What are your thoughts on background skills? I didn't see them mentioned, but if all the other Unchained stuff I figured I'd ask.

The campaign will not be using background skills, nor consolidated skills. Just the Skill Unlocks.

Olil wrote:

Stats are done. GM, are you opposed to my character buying (one) +1 ammunition? They cost 40 GP.

Edit: and alingment has been changed considering Lawful good characters arem unlikely to approve of the whole thing where you're pirates and such.

I'm going to have to go with a no for purchasing a single magical piece of ammunition with starting funds.


For fighters, will [Advance Weapon Training] from Weapon Master's Handbook be available.

Grand Lodge

Boss Zog wrote:
For fighters, will [Advance Weapon Training] from Weapon Master's Handbook be available.

Yes, Advanced Weapon Training will be available.

Grand Lodge

Rrruh wrote:
I am a catfolk ninja from a failed run.... I will work on meshing myself with your recruitment needs yes yes.

Let me know when you've adjusted the stats for the campaign.

Nisha Silvertoungue wrote:
Finished Stats

Charming and Convincing Liar are both social traits. As per the rules on traits, you can only select a single trait per category (Combat/Faith/Social/Etc). You also have three points leftover in your point buy with your current stat array, assuming that the stat array is after racial modifiers (which with the 19 dexterity, it would have to be.) Lastly, Swashbucklers gain Weapon Finesse (or rather a version of), not Fencing Grace, at 1st level.

Calah Maarin wrote:
Submitting a down on her luck undine hydrokineticist for consideration.

Everything in the stats checks out.

Olil wrote:
Captain Collateral Damage here with a submission. Will need to change the character a bit for the campaing and write backstory.

So far the stats look good, just the starting equipment is over-budget, along with whatever other changes you may include for his specific iteration in the campaign.

Aggghhh the Unclean wrote:
Thinking of a dwarf wizard who barely passed school due to poor attention span and bad body odor.

You have a few formatting issues in the page with overlapping text, and the background skills system will not be in use in this campaign.


Hi Pleiades! I submit Zeebu here :) some backstory coming on the next couple days.


Actually, I have enough on my plate right now and will bow out. Good luck everyone


Ms. Pleiades wrote:


Charming and Convincing Liar are both social traits. As per the rules on traits, you can only select a single trait per category (Combat/Faith/Social/Etc). You also have three points leftover in your point buy with your current stat array, assuming that the stat array is after racial modifiers (which with the 19 dexterity, it would have to be.) Lastly, Swashbucklers gain Weapon Finesse (or rather a version of), not Fencing Grace, at 1st level.

Yeah sorry got a bit ahead of myself with fencing grace, and I'll fix my stats.


Ms. Pleiades wrote:

I've thought on it, and, consider it added:

"Ranged Tactics: When within thirty feet of a target, your ranged attacks gain +1 to attack and damage rolls. In addition, you ignore the penalties to firing on targets engaged in melee. You still take penalties for soft cover though depending on positioning. It counts as both Point Blank Shot and Precise Shot for prerequisites."

Said feat isn't granted for free to Full BAB classes, and doesn't have prerequisites itself.

Thanks very much!

Here is my submission of a Vanara Gunslinger (Musket Master). I tired to go easy with the Background and not write a bunch (especially since we'll just be shanghaied anyway) but I can gladly tweak or expand it.

Grand Lodge

Zika wrote:
Ms. Pleiades wrote:

I've thought on it, and, consider it added:

"Ranged Tactics: When within thirty feet of a target, your ranged attacks gain +1 to attack and damage rolls. In addition, you ignore the penalties to firing on targets engaged in melee. You still take penalties for soft cover though depending on positioning. It counts as both Point Blank Shot and Precise Shot for prerequisites."

Said feat isn't granted for free to Full BAB classes, and doesn't have prerequisites itself.

Thanks very much!

Here is my submission of a Vanara Gunslinger (Musket Master). I tired to go easy with the Background and not write a bunch (especially since we'll just be shanghaied anyway) but I can gladly tweak or expand it.

Alright, don't forget that you can get the benefits of Power Attack and Combat Expertise from the Battle Tactics houserule. Although it's not really relevant to a melee character, so leaving it out of the character sheet is understandable.

Zeebu wrote:
Hi Pleiades! I submit Zeebu here :) some backstory coming on the next couple days.

All the stats look to be in order. I look forward to seeing what the backstory will be.


This is WhtKnt's submission, Nokayoma Kanna.

Stat Block:
Nokayoma Kanna
Female human (Tian-Min) monk (zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115)
LE Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 Wis)
hp 9 (1d8+1)
Fort +3, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 10, Wis 17, Cha 8
Base Atk +0; CMB +1; CMD 17
Feats Accursed, Combat Stamina, Improved Unarmed Strike, Perfect Strike[APG], Point-Blank Shot, Snapping Turtle Style[UC]
Traits hard to kill, oathbound, touched by the sea
Skills Acrobatics +7, Climb +5, Craft (tattoo) +2, Knowledge (religion) +4, Perception +7, Swim +6
Languages Common, Minkaian, Tien
SQ improved unarmed strike, perfect strike, point-blank shot, snapping turtle style
Other Gear arrows (60), longbow, 122 gp
--------------------
Special Abilities
--------------------
Accursed (SR 6 vs. all magic) SR 6 vs. all magic but your own that can't be lowered, even voluntarily.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Perfect Strike [Combat Trick] 5 stamina points to Perfect Strike a second time in a round.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Snapping Turtle Style [Combat Trick] Have at least 1 stamina, Snapping Turtle increases AC by an additional 1 pt.
--------------------
When Kanna was born, she was cursed as an agent of dark prophecy by an entity caling itself Xarion. She was born the third of triplets, middle children of a couple of entertainers, immigrants to Bloodcove in the Shackles from Tian Xia. Raised in and around the water, she learned to swim at a very early age and has always been comfortable in the water.

As a teen, she was sent to a local academy for training and excelled at her studies, but when she was 15, there was an incident in which her lover cheated on her with another classmate. In a carefully calculated response, she killed both of them and was subsequently expelled. She escaped and fled before she could be tried. She has come to regret her actions, but still feels that she was justified.

Taking pity upon her, her brother helped her stay hidden from authorities and she made a solemn promise to him that she would never allow herself to be claimed by another. She has taken a solemn vow of chastity and celibacy. It was while she was hidden that she took notice of the patterns in nature and developed her personal fighting style, based upon her observations.

Since taking her leave of her brother at the age of 18, her travels have taken her across the Shackles and eventually led to Port Peril where she stopped in for a drink at the Formidably Maid tavern. She kept to herself, but when she left, she was ambushed and knocked unconscious.

Personality: Kanna is quiet and straightforward. She radiates an unearthly calm, even in dire situations, and never gets flustered or emotional. She is cold and calculating, with a cruel streak. She never speaks an untruth. Truth be known, she suffers from self-doubt. She believes that she is never quite good enough or pretty enough. She always attempts to do her best and typically ends up overachieving.

Description: Standing a mere 4'11" and weighing a slight 104 lbs., Kanna is proof that good things come in small packages. Her dark hair and eyes compliment her flawless, dusky skin and she is the picture of beauty. Unfortunately, her cold personality leads many to think less of her.


Everything should be adjusted, minus the adding in ofthe battle tactics feat and triple checking the money spent.

A quick question, I had originally taken the alternate racial trait: climber for Rrruh, cause sprint seemed pretty pointless on a ship. Is that okay with you? if not Its an easy fix.


I should have stats up tomorrow. I'm just dealing with a bit of pain in life at the moment.

Cat managed to drop a heavy box on my foot. So, time to take the cat to the vet and find out if a diet is needed.


I have a concept!

Will have to work out details, but a ex-Chelish spellslinger, iff'n thats s'ok.

RPG Superstar 2012 Top 32

hmm... i do like pirate games...

I have an idea for ship's medic--a tiefling alchemist [chirurgeon/vivisectionist]--that I could maybe put together...

your rules are so kind to fighters and other melees though... maybe a ranger or slayer switch hitter... or a big dumb fighter with a parrot familiar that has the sage archetype...

I've never played a ratfolk before... maybe a grenadier alchemist with a 1 level dip in gunslinger at 2nd...

Grand Lodge

Rrruh wrote:

Everything should be adjusted, minus the adding in ofthe battle tactics feat and triple checking the money spent.

A quick question, I had originally taken the alternate racial trait: climber for Rrruh, cause sprint seemed pretty pointless on a ship. Is that okay with you? if not Its an easy fix.

The Climber Alternate Race Trait is fine, but with a constitution score of 10, Rruh's HP should, if he put his favored class bonus into HP, only be 9, given the ninja class's Hit Die value of 8.


Ms. Pleiades wrote:
Rrruh wrote:

Everything should be adjusted, minus the adding in ofthe battle tactics feat and triple checking the money spent.

A quick question, I had originally taken the alternate racial trait: climber for Rrruh, cause sprint seemed pretty pointless on a ship. Is that okay with you? if not Its an easy fix.

The Climber Alternate Race Trait is fine, but with a constitution score of 10, Rruh's HP should, if he put his favored class bonus into HP, only be 9, given the ninja class's Hit Die value of 8.

D'oh, missed that on the edit sorry adjusted now


I have a tiefling wizard navigator that I intend to submit. I need to finalize stats to make sure they're compliant first, though.

Grand Lodge

Rrruh wrote:
Ms. Pleiades wrote:
Rrruh wrote:

Everything should be adjusted, minus the adding in ofthe battle tactics feat and triple checking the money spent.

A quick question, I had originally taken the alternate racial trait: climber for Rrruh, cause sprint seemed pretty pointless on a ship. Is that okay with you? if not Its an easy fix.

The Climber Alternate Race Trait is fine, but with a constitution score of 10, Rruh's HP should, if he put his favored class bonus into HP, only be 9, given the ninja class's Hit Die value of 8.
D'oh, missed that on the edit sorry adjusted now

Looks good now.

Nokayoma Kanna wrote:

This is WhtKnt's submission, Nokayoma Kanna.

** spoiler omitted **...

Looks good, but I'm not quite certain where the +2 to Craft (Tattoo) comes from.


Mostly, it was an afterthought that I forgot to include in her background. I'll write it in when I get a chance.


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.

Background:
Born at sea to wealthy merchants, it seemed that Kila was destined to a life of comfort. Rumors soon spread around the ship, though, that the new baby was marked by Besmara, bearing a birthmark on the back of the left shoulder that resembled the Jolly Roger. The older sailors all agreed that this was terrible luck, and the restless crew might have mutinied if the ship hadn't been overtaken and boarded by pirates first. The ruthless brigands slew everyone aboard the ship, and would have done the same to Kila if the captain hadn't spotted the mark on the wailing baby. Taking it as a sign from the Pirate Queen herself, the captain took the boy as plunder and began to raise him as his own son.

Pressed into being a cabin boy as soon as he was old enough, young Kila quickly learned to swim, climb rigging, tie knots and keep an eye out for sails. As he grew older still, he learned to make repairs and to navigate by the stars. Eventually he became old enough to fully participate in the family business, and he learned how to handle hammers and boarding axes with deadly grace in close quarters. Even though life was dangerous, it was glorious and free. Kila took to piracy like a fish to the water, but things were not destined to stay so easy.

Kila's new father's ship ran afoul of one of the most dangerous sea monsters in the Shackles: a kraken. The small ship was no match for the beast, and Kila himself was knocked unconscious by a falling portion of the mast during the lopsided fight. He later woke among the wreckage, the beast nowhere to be found, apparently having had its fill. For the first time Kila wondered if the stories his father had told him of being Besmara's favored were true. Using his wits and abilities, he fashioned the parts of the ship that still floated into a servicable raft and headed for Port Peril, the nearest land he knew of.

With luck, and Besmara's blessing, he made it to land with everything he'd managed to salvage from the wreckage. Seeking a new crew to join, and perhaps one day vengeance against the monster that destroyed the only family he'd ever known, he stopped into the Formidably Maid. Little did he know that the crew of the Wormwood would find him first.

Statistics:

Kila Nikora
Male Human Mobile Fighter 1
CN Med Humanoid (Human)
Init +4; Senses perception +2
------------------------------
Defense
------------------------------
AC 18, touch 14, flat 14 (+4 armor, +4 dex)
HP 13 (1d10+3)
Fort +4, Ref +4, Will +1
------------------------------
Offense
------------------------------
Speed 30'
Melee boarding axe +3 (1d6+2/x3), boarding axe +3 (1d6+1/x3)
Melee light hammer +3 (1d4+2), light hammer +3 (1d4+1)
Melee boarding axe +5 (1d6+2/x3)
Melee light hammer +5 (1d4+2)
Ranged light hammer +5 (1d4+2)
------------------------------
Statistics
------------------------------
Str 14, Dex 18, Con 14, Int 12, Wis 12, Cha 7
BAB +1; CMB +3; CMD 17
Feats Combat Stamina, Combat Tactics, Quick Draw, Two-Weapon Fighting, Weapon Finesse
Languages Common, Polyglot
Skills [*-2 ACP] Acrobatics +9*, Climb +6*, Knowledge (Engineering) +5, Profession (Sailor) +6, Survival +5, Swim +7*
SQ Stamina Pool (3)
Combat Gear acid flask(3), alchemist's fire(2)
Other Gear boarding axe(2), light hammer(6), chain shirt, backpack(winter blanket, 50' hemp rope(2), grappling hook(2), crowbar, day's trail rations(5)), belt pouch
------------------------------
Traits
------------------------------
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Sea-Souled You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Besmara’s Blessing You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Map Token

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