GM Knight's Plunder and Peril! (4th Level Pirate Module)


Recruitment

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Full disclosure this will be my 2nd game as a GM, and will have a slightly lower priority than the first. I would still anticipate making a minimum of 1 post per day, but if I have a long day and am struggling, etc., this game will be more likely to get a quick sorry I'm exhausted post.

Paizo wrote:

Legendary Treasure!

Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?

Plunder and Peril consists of 3 linked adventures which should take players from 4th to 7th level. If we manage to get that far and the group are still interested, all being well, I would be happy to continue on - but this being PBP that is a long way off!

Recruitment will continue until July 30th with Midnight eastern standard time being the deadline, I will make my decision on the 31st and play will begin on the 1st of August.

This game has a minimum posting requirement of 1 per day, including weekends. If you do not feel you can meet this requirement please do not apply. Of course occasional missed days, preferably with notice, will be fine, but if it becomes even semi regular I will warn then boot from the game.

Please read up on The Shackles and

Lilywhite:
the town of Lilywhite, a pirate-friendly settlement constructed around two small islands sitting in the only deep-water cove on Motaku Isle. The sections of Lilywhite away from the mainland are connected to each other and the mainland with numerous wooden bridges. The water in the inner and outer harbors is deep enough that even larger ocean going vessels can safely dock along the town’s piers.

Serving as a refuge for followers of Cayden Cailean, the town is known for being a bit less cutthroat than most other settlements in the Shackles, and because of this it often attracts those just starting out in their buccaneering careers. Lilywhite has avoided being sacked by ruthless captains who might take the town for an easy mark thanks to a well-known myth: any captain who pillages the town disappears, along with her ship and crew, never to be seen again.

Selection Criteria:

Writing Quality, as demonstrated in your background. You may present this as you like, but excessively short or long background will generally be less likely to be selected.

Character Umph, even brilliant writing will struggle to elevate a tedious character, is your character someone you would want to read about? This does not mean your character has to be flamboyant, there are many flavours of interesting.

Ties to Golarion, and specifically the Shackles, and reasons for being present. I would like to feel that your character is from Golarion, not any generic fantasy setting, and either from The Shackles, or has a good/believable reason for being there.

Level Appropriateness, does your background give a reasonable explanation of how you became a 4th level character? Do your exploits feel right for your level? Fair bit of wiggle room, but you should have likely faced some adversity, but not slain anything outrageous for your level, etc.

I do not care about party composition, if the best characters are all archers, or all healers they will be selected.

Character Creation:

Characters begin at 4th level
Alignment any none evil, and nobody who will steal from or attack comrades without significant provocation. I quite enjoy friction between PCs finding it stimulates RP, but the players must be civil and preferably discuss arguments, etc., to ensure they do not get out of hand, etc.
Any Paizo Material* **
15 Point Buy
HP Max at 1st half hit die +1 after, and for all Animal Companion and Eidolons hit die.
*Summoners must use the Unchained Summoner Spell list, and the Pounce evolution becomes a 2 point evolution that requires the Summoner to be 5th level to select; Or you may play an Unchained Summoner as written.
I believe the Summoner needed a power down, but dislike the limitation on freedom of choice with the eidolon, which is my favourite thing about the class.
**The Synthecist Summoner archetype is not allowed.
Races Core and Tengu only - please bear in mind I am unlikely to select multiple Tengu.
2 traits, and you may take a 3rd if you select a drawback - expect the GM to ensure your drawback will not be constantly sidestepped though, and a drawback that will not hinder your build will be denied.
Starting Gold is 6000gp
Background Skills are in use, please ensure you are using them for flavour purposes rather than to make your character stronger.
You may craft if you have the appropriate feats, or the ability to create the item by taking a 10. You may have crafted any mundane item you have the skill for and could take 10 to create. For magic items you may have spent 3 days between each level crafting. So 3 for Wonderous Item, 9 for Scribe Scroll, etc.
If I have forgotten to include anything, please let me know and I will rectify accordingly, please put questions in OOC format :)


I do have a few basic questions. How many players? Do you have a problem with prior experience? Are you open to the possibility of 3PP?


Probably 4-5 players, likely 5.

I would prefer those with prior experience not to apply, with the exception of those who began and only made it as short way in. But to be honest if you do not tell and are careful not to let your knowledge become your character's knowledge I won't care too much.

No 3rd party material I am afraid.


Dot


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Any chance of allowing Sylphs? Inner Sea Races says they are most common in the area around the Eye of Abendego.


Hmmm, yes on reflection I will allow Sylphs and Undines, but with the same proviso as Tengu, I am only likely to select one, and probably would not select more than 2 none core races in total.


Let me change this character to adjust, but I think is a great fit for this game.


I'm definitely interested. Will need to do some thinking on a character and get back to you.


Sure, look forward to seeing them :) I do not mind adjusted to fit characters so long as they do fit.


So... for Salty.
- He can craft 9 days of potions?
- What about Alchemical items (or poison)? Are they "mundane" or "magical" items?
- Can he buy scrolls to learn more formulas?


Interested... will have a think.


Dot.


Just a tiny question is it for PFS credit?
I am quite interested.


@Salty that is correct providing he got access to Brew Potion at 1st level, do bear in mind that 3 of those days would be at 1st level 3 and 2nd, etc. Alchemical items and poisons count as mundane.

@Helikon I am afraid it is not for PFS credit.


Dot ....

Arven was a character that used to be in the pirate AP, before it folded...

As he's an undine, he might not cut it here, so I expect to make a new character, but it gives you an idea about my writing...


DBH here. I have my Elf ranger rolled up, just need to fill in her background.


Can he buy scrolls to learn more formulas?


Thinking about a Human wave shaman or a aquatic sorcerer. Or even a hydrokinetist. Must meditate on this one.


Either a human barbarian sea reaver or savage barbarian ....

It would be interesting to do the savage, cos having no armor is a bit of challenge ... and it is what Arven was in Skulls and Shackles... but it would really help if he could get mage armor cast on him from time to time... I know this is a bit of an ask ... but it hindered progress in Skull and Shackles... well not able to protect the really squishy ones at the back.

...will get crunch up for them later if it interests the GM.

New Background:

Life is cheap, at least it is almost true in the steamy hot tribal lands of the Mwangi, for when the white sails of the shiney silvered warriors arrived life had no price, it became worthless. And so Arven was taken, amidst the blood and ashes of his tribe. A slave of Chelish masters, he became a survivor, building the homes and port in Sargava, a port ready to strip the expanse of its treasures and resources to make these foreign devils rich and powerful.

Where there are riches there are those who would relieve men of the trouble of looking after them. For the second time in his life, homes were fired, men and women laying in pools of crimson blood. Only this time, Arven had a common cause with the raiders, death to his Chelish masters. With his bare hands, he ripped the life from one, then many armored devils fell clubbed to death at his feet. In the flames and screams of battle, Arven saved Ricard 'the rat' from certain death. Leading to an invitation to join their ship and their quest to raid the rich and give to themselves. And so a career was started, and a life of rum, women and treasure followed.

And so life became a fight for survival against the monsters of the deep, octopus grappling under the sea, sharks circling the blood of a dying shipmate. When an unlucky merchant sailed through the seas, their cargo would be liberated, or running from the Chelish battleships that patrolled the seas. And then there was Gozreh's gifts, the wind, waves and the whole gambit that nature can throw at you, not so dull as being a slave, is it?

His last ship 'The Yellow Dartfish', stopped by in Lilywhite a week ago and left 2 days later whilst a drunken Arven lay in the arms and bed of a Calistrian priestess, being blessed by her body. Arven had left many ships in a similar fashion, so now it was time to find a new ship and source of treasure, his coin being short in supply.


I'm definitely thinking of going with a divine caster. Would a Paladin have too hard a time among Pirates, do y'all think? I could definitely see going with a Warpriest of a more...ethically flexible deity if that's going to fit in better.


@Salty you can use the pay to learn a spell from another "wizards" spellbook option, which doubles the scribing cost. So a total of 20gp for a first level spell, or 80gp for a 2nd level, etc. Its much cheaper than buying a scroll and scribing.

@Helikon all sound great to me :)

@Arven given that I won't be controlling party make up and that you have 6000gp to spend it is probably the kind of thing you should try to cover. A MW Chainshirt only has a -1 ACP, and if you take the Armor expert trait 0 and has a +4 armor bonus while not impeding your swimming at all, or if there is some special reason you need Mage Armor a Wand is well within your budget, its likely someone will be able to use the Wand for you.

@Ouachitonina yes I think a Paladin would have a hard time of it, a Warpriest would likely be a better fit.


Excellent! Thanks.


Ahoy mateys! Here be my submission, a monster tactician Inquisitor who brings two key things to the party: an eyepatch and a monkey familiar.

Background:
Atrazar was abandoned by an infant. He was taken in and raised by a half-orc couple who live in an otherwise abandoned cove on the northern shore of Motaku Isle. He was raised along with many other foundlings. His parents instilled in him a deep appreciation for nature and the importance of being a careful steward of natural resources. It was this portion of his upbringing that initially drew him to the worship of Erastil.

As a young man Atrazar set out to seek his fortune as a member of a group traveling up the Vanji River from Bloodcove seeking the riches of the Mwangi expanse. The group traveled deep into the heart of the jungle before they were set upon by a local tribe of headhunters. Atrazar lost his left eye in the battle and was separated from his companions. He wandered through the jungle for days, lost and alone. After the first day he despaired of finding the way out on his own and threw himself wholeheartedly into prayers for salvation.

He felt the divine power move through him as his prayers were answered. The branches of the trees above him spread apart to reveal... a curious monkey.

While Bubbles was not the most impressive manifestation of divine will, he proved an eager and able companion. He helped Atrazar locate edible nuts and berries and made sure that he walked in a consistent direction. In turn, Atrazar was forced to put his skills to the test in order to protect the two of them from the hazards of the jungle. He set out up the Vanji River a youth eager to prove himself. He returned to Bloodcove a man.

Atrazar swore not to forget the lessons he learned from the harrowing experience. In particular, he swore not to let greed prod him into setting off on a reckless adventure. Instead he would seek to live in harmony with nature and encourage others to live responsibly. But his adopted parents are getting on in years and can't take care of themselves like they used to. If Atrazar could earn a bit more money he would be able to make a large improvement in their lives and repay all the effort that they put in to raising him.

Atrazar is of average height. His most obvious feature is the scar that dominates the left side of his face, running vertically from his cheekbone to his forehead. His hair is pitch black except for a white patch where the scar meets his hairline. The smile lines by his eyes attest to his friendly demeanor and he's happy to share Erastil's wisdom with anybody who will listen.

Crunch:
Atrazar
Male human (Chelaxian) inquisitor (monster tactician) of Erastil 4
NG Medium humanoid (human)
Init +8; Senses Perception +11
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Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 28 (4d8+8)
Fort +6, Ref +5, Will +7; +4 dodge bonus vs. allies spells that have this feat
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee morningstar +5 (1d8+2)
Ranged +1 composite longbow +7 (1d8+3/×3)
Inquisitor Spell-Like Abilities (CL 4th; concentration +6)
. . At will—detect alignment
Inquisitor (Monster Tactician) Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—blistering invective[UC] (DC 14), lesser restoration
. . 1st (4/day)—bless, cure light wounds, divine favor, protection from evil
. . 0 (at will)—create water, daze (DC 12), detect magic, detect poison, read magic, resistance
. . Domain Monkey
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Alertness, Friendly Fire Maneuvers, Point-Blank Shot, Precise Shot, Spell Focus (conjuration)
Traits adopted, deadeye, patient optimist, reactionary
Skills Acrobatics +4 (+0 to jump), Appraise +1, Bluff +7, Climb +6, Diplomacy +9 (+11 to influence hostile or unfriendly creatures), Handle Animal +4, Heal +6, Intimidate +9, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (religion) +4, Perception +11 (+13 on sight based checks), Perform (sing) +2, Profession (sailor) +6, Sense Motive +11, Spellcraft +4, Swim +3
Languages Common
SQ attached, monkey athletics, monster lore +2, silver tongued, solo tactics, stern gaze +2, summon monster II, track +2
Combat Gear cold iron arrows (50), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), weapon blanch (silver)[APG]; Other Gear +1 agile breastplate[APG], +1 composite longbow (+2 Str), blunt arrows[APG] (20), morningstar, cloak of resistance +1, cracked dusty rose prism ioun stone, 30 gp
--------------------
Special Abilities
--------------------
Attached (Adopted parents) If your attachment is threatened, -1 Will & -2 save vs. fear
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Friendly Fire Maneuvers Allies who also have this feat cannot provide soft cover to enemies.
Inquisitor (Monster Tactician) Domain (Monkey) Granted Powers: The balanced wisdom, skill, agility, and playfulness of the monkey are the model for your spiritual discipline.
Monkey Athletics (+2, 5/day) (Su) Add +2 to an Acrobatics, Climb, Disable Device, or Sleight of Hand check.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Summon Monster II (5/day) (Sp) Cast summon monster spells as a spell-like ability.
Track +2 Add the listed bonus to survival checks made to track.

--------------------

Bubbles
Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 14 (1d8)
Fort +4, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats Weapon Finesse
Tricks Attack, Burglar, Come, Fetch, Maneuver (Steal), Seek, Sneak
Skills Acrobatics +14, Appraise -1, Bluff -1, Climb +14, Diplomacy +1, Handle Animal +1, Heal +2, Intimidate +1, Perception +8, Sense Motive +3, Spellcraft -1, Swim +6; Racial Modifiers +8 Acrobatics
SQ attack, burglar, improved evasion, sneak
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.

Rules note: Hero Lab doesn't like me taking the monkey domain. However, I believe it is usually permitted for Inquisitors following a deity with the Animal domain, as Erastil does, to take one of the Druid animal domains. I can switch it out if needed, but while a different domain might be more mechanically viable it would mean that I no longer had a monkey familiar riding my shoulder and watching my blind side.


Thought that might be the case. I think I'll go Warpriest of Milani. Or Besmara. Now just a matter of deciding on an archetype. There's so many good ones for Warpriest.


GM Knight wrote:


@Arven given that I won't be controlling party make up and that you have 6000gp to spend it is probably the kind of thing you should try to cover. A MW Chainshirt only has a -1 ACP, and if you take the Armor expert trait 0 and has a +4 armor bonus while not impeding your swimming at all, or if there is some special reason you need Mage Armor a Wand is well within your budget, its likely someone will be able to use the Wand for you.

Yep, happy with buying the wand .... just wanted to put it out there if there is an arcane magic user in the party. A savage only gets his benefits of the archetype when wearing no armor, so its not really about swimming. Its about swinging through the rigging onto the merchant ship a la Errol Flynn..


Quick dot, I have a sword-and-pistol Barbarian (Savage Technologist) ready to go; just need to scale him up to fourth level.


Will make a life shaman witch doctor. Local tribes shaman whose people were captured and sold while he was in the woods.


@Arven, ah sorry should have checked the archetype, but yes I would probably say either a wand or if there does end up being someone with Mage Armor in the party possibly a Pearl of Power or two.

@Chuffster Herolab is a great tool, but gets a lot of the more unusual stuff wrong. There is text saying that the animal/terrain domains are available to nature themed PCs and I would say you qualify via that just fine :)


Arven has some crunch now ....

...probably needs little tweaking here and there ... but should be OK for now...


GM Knight wrote:

@Arven, ah sorry should have checked the archetype, but yes I would probably say either a wand or if there does end up being someone with Mage Armor in the party possibly a Pearl of Power or two.

@Chuffster Herolab is a great tool, but gets a lot of the more unusual stuff wrong. There is text saying that the animal/terrain domains are available to nature themed PCs and I would say you qualify via that just fine :)

Cool. My one regret is that the hook hand is not compatible with using a longbow. Unless we can roll up an Evil Dead style prosthesis.


"The spirits called me, yes they did, and Xango listens.. and listen to Xango the spirits do! "With Xango, do fear no blade nor spell, because Xango will heal you and call the ancestors to guide you, fight by your side!"


@chuffster LOL no I imagine that would be a fairly high priced item beyond 4th level wealth.


This is Ouachitonian's submission. Othniel Laurentius, Liberty's Blade and servant of Milani. He doesn't look like much, but that's the point. His enchanted Milanite Armor appear's to be simply heavy-duty sailor's clothes, his pair of simple daggers are surprisingly deadly in the hands of a warpriest who specializes in TWFing with daggers, and will only get better as he climbs the levels. He finds it better to appear less threatening; nobody picks a fight with the generic sailor in the background. Makes it easier to slip in and out of places unnoticed. Between spontaneous Cure spells, Fervor, and Channeling positive energy, he can handle all your healing needs, plus anything else that can be handled with 6th level cleric spells.


DBH here:

Merianth:

MERIANTH SILVERCREST

Female Elf ranger 4, CG medium humanoid (elf), Init +3; Senses Low-Light Vision, Perception +9,

Abilities Str 13, Dex 16, Con 12, Int 12, Wis 12, Cha 12

AC 17, touch 13, flat-footed 14, hp 34 (4HD)

Languages Common, Draconic, Elven

Fort +5, Ref +7, Will +2, +2 vs. enchantment spells and effects, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Base Atk +4; CMB +5; CMD 18, Atk Options Rapid Shot, Humanoid (Human) +2,

Ranged composite longbow str +1 (+1) +8 (1d8+2/x3), within 30 ft. +9 (1d8+3)
Melee dagger (alchemical silver) +5 (1d4/19-20)
Ranged dagger (alchemical silver/thrown) +7 (1d4+1/19-20), within 30 ft. +8 (1d4+1)
Melee dagger (cold iron) +5 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +7 (1d4+2/19-20), within 30 ft. +8 (1d4+2)
Melee elven curve blade (two handed) +5 ((two handed) 1d10+1/18-20)

Special Qualities Combat Style Feat, Elven Immunities, Elven Magic, Favored Terrain (Water) +2, Hunting Companions, Keen Senses, Low-Light Vision, Track +2, Weapon Familiarity, Wild Empathy +5,

Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot

Skills
Acrobatics +3,
Climb +7,
Diplomacy +1,
Escape Artist +3,
Fly +3,
Handle Animal +5,
Heal +5,
Intimidate +1,
Knowledge (Dungeoneering) +5, Knowledge (Geography) +7, Knowledge (Nature) +6,
Perception +9,
Profession (Sailor) +7,
Sense Motive +1,
Spellcraft +5, Spellcraft (Identify magic item) +7,
Stealth +10,
Survival +8, Survival (Follow or identify tracks) +10,
Swim +9,

Possessions mithral shirt; outfit (traveler's); elven curve blade; Composite Longbow STR +1 (+1) ; Handy Haversack [ Fishing Kit; Grooming Kit; Map Maker's Kit; Survival Kit (Masterwork); Rope (Silk/50 ft.); Grappling Hook, Common; Lantern (Bullseye/Waterproof); Oil (1 Pint Flask) (x2); Scroll Case (x2); Bedroll; Blanket (Winter); Grappling Arrow (x2); Perfume/Cologne; Soap (per lb.); String (50 feet) (x2); Waterproof Bag; Whetstone; Oldlaw Whiskey (Bottle); Rations (Trail/Per Day) (x10); ]; Scroll Case ; Waterproof Bag ; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); Dagger (Cold Iron); ]; Belt Pouch [ Compass; Sewing Needle; ];

Combat Style Feat (Ex)

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Favored Terrain (Water) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex)

Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Fluff:
Merianth, called Meri by her friends, knew early in her life what she wanted to do. As soon as she could Meri was learning the way of the waters.

She works as a sailor or navigator when possible, just to live her wandering life.

A cheerful tanned blonde, with her trademark bow slung over one shoulder, Meri doesn't fall into the spite or sadness of most Forlorn elves, she always has new seas to explore, new shores to walk and new ships to sail on.

She has been a pirate once or twice, if the cause is right Meri is happy to go along with it.


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 recognises the sea as his home.
A cook by profession, and an Alchemist by trade, he is always looking for that new spice or flavor than 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 strenght, endurance, happiness, even life itself?

Sample RP:
While the others went looking for treasure, Valaravans remained on the sandy beach, examining the giant crab remains, singing softly.
"When I was born, my mother cried for mercy,
Way haul away, we'll haul away Joe
She send me out to sea, and I never learn to cursey,
Way haul away, we'll haul away Joe"

He took out his drill and knife and started opening the shells, peeking inside with knowledge not only in anatomy, but also in cooking.
He started taking the best cuts for later, he separated the tasty bits from the viscera, and made sure to get all the possible meat from the dead crustaceans, washing and salting it in seawater to keep it from spoiling.
In his mind he was thinking in the possibilities for breakfast. Raw with lemon juice? Covered in flour and deep fried? Garlic-laced and broiled?
So many options.
After getting all the meat he proceeded to take the eyes, the claws and several parts of the carapace. Who knows which kind of alchemical potions he would be able to concoction? Potions to see underwater with ease? An lotion to harden the skin? An elixir to restore teeth to toothless seaman?
His nose, before his ears or eyes, let him know something was wrong. Smell to sweat, to fear. Smell of blood.
He looked up at his companions, running from a big ugly creature, four legged and with horns, chasing them.
He quickly dropped his stuff, and drank to vials from his bandanna. At once his body started to grow and mutate, reaching 9' of height, while a double row of razor sharp teeth protruded from his mouth and claws appeared from his hands. A dorsal fin appeared on his back, and his feet became big and webbed.
He had turn in his alter ego, the big half shark monster, "Sour" Valaravans.
He roared at the creature, and ran to face it.
It was time to get the ingredients for dinner.

The Crunch is on the profile.


Pathfinder Roleplaying Game Superscriber

I'm building a tiefling swashbuckler/investigator. I should be done later today.


"Aye, Captain, I understand you're hiring. I'm a shipwright. And an alchemist. Also an historian, lawyer, linguist, engineer and detective. And I'm handy with a rapier, to boot. And I wouldn't mind leaving port with all due haste and anonymity, there being certain persons ashore who might object to my departure."

This is Tarondor's submission.

Maraben is a tiefling swashbuckler/investigator, a deeply curious and generally acquisitive person.

Maraben is highly skilled, a jack-of-all-trades and deadly with a rapier.


I may make some additions to her background, but here is Serenna ("Peggy") Crusilva. An unchained rogue knifemaster. I hope the 'Peg Leg' trait from skulls and shackles is OK?

Peggy Crusilva (Stats):

Human (Taldan) rogue (unchained, knife master) 4 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 27 (4d8+4)
Fort +2, Ref +8, Will +0
Defensive Abilities blade sense +1, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 dagger +6 (1d4+5/19-20) or
. . +1 dagger +6 (1d4+3/19-20) or
. . dagger +7 (1d4+4/19-20)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 10, Dex 18, Con 10, Int 14, Wis 8, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Combat Expertise, Improved Feint, Quick Draw, Two-weapon Fighting, Weapon Finesse
Traits charming, peg leg
Skills Acrobatics +11, Appraise +7, Bluff +9 (+10 vs. characters who could be attracted to you), Climb +7, Diplomacy +7 (+8 vs. characters who could be attracted to you), Disable Device +13, Disguise +7, Escape Artist +10, Intimidate +6, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (local) +7, Perception +6, Profession (sailor) +4, Sense Motive +5, Sleight of Hand +11 (+13 to conceal a light blade, +15 to conceal a weapon, +13 to hide small objects on your person), Stealth +11, Survival -1 (+1 to avoid becoming lost when using this), Swim +6, Use Magic Device +8
Languages Azlanti, Common, Polyglot
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (combat trick, underhanded[UC])
Combat Gear feather token (anchor), feather token (swan boat), potion of cure light wounds (3); Other Gear leaf armor[ISWG], +1 dagger, +1 dagger, dagger (6), belt pouch, chalk (2), compass[APG], fishhook (2), flint and steel, marbles[APG], masterwork backpack[APG], masterwork thieves' tools, mirror, pickpocket's outfit[UE], sewing needle, silk rope (50 ft.), soap, waterskin, whetstone, wrist sheath, spring loaded (2), 35 gp, 1 sp, 5 cp
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Special Abilities
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Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Underhanded (2/day) (Ex) +4 to to conceal weapons. Surprise rd sneak att with concealed weapon deals max dam.

Background:

Serenna was born the daughter of Ricael Stanthrop, an Andoran trader who owned a fleet of ships that sailed throughout the Inner Sea. The family was rich, very rich, and Serenna and her much older half-brother, Ristren (the illegitimate product of an affair in her father's youth), were provided with the best education, clothes and food that money could provide, though of course, for reasons of taste, it was obvious that Ristren would not inherit their father's wealth. It was when she was still very young, only eight years old, that Serenna for the first time, set foot on a ship, on a trip to see family trading partners in Varisia. As she watched her home, the city of Almas, disappear over the horizon, she had no idea that she would not return for years.

During the journey there was an "accident". One day whilst Ristren and Serenna were crossing the deck, Ristren tripped, knocking Serenna to the rail and pitching her overboard. Serenna struggled in the waves, shouting for help and feeling herself being pulled underwater by her heavy dress, when suddenly, as if from nowhere, she felt an explosion of pain and passed out....

When she awoke, Serenna found herself on her cot in her cabin, her blankets were bathed in sweat and her leg felt strange. As she stirred, her mother, cheeks stained with tears, quickly leant in from her seat at the bedside and wiped her brow, breaking into uncontrollable sobbing. Serenna pulled back the sheets to discover that her left leg was gone, severed below the knee. She would soon learn that it had been severed by a shark attack.

For days Serenna stayed below deck, crying to herself and refusing to see anyone. She was only drawn from her malaise when the sound of fighting from above decks alerted her that something was wrong. Her mother burst in, shouting that they were under attack by pirates. Together they huddled against the cabin wall as the sounds of fighting grew inexorably closer. Just as the hammering started on the door, Serenna's mother pushed the young girl under the cot to hide. It was from that vantage that Serenna saw her mother die, cut down by a pirate's cutlass.

Serenna remained hidden below the cot for what seemed like an eternity, listening to the sound of fighting and watching her mother's blood spread in an ever-growing pool. Eventually she was roused from her rivière by voices. The first was gruff and his words were coarse. " Nah, we ain't found no bloody girl, 'Red' reckons there was only 'yer mam in the cabin, but I'm sure we'll get 'er soon enough. There're only so many places to hide on a ship."

"Just so long as you kill her," came the clipped reply, "or else I won't be able to pay you. Will I? Now, make it look like I put up a fight, or no one will believe the story."

Moments later there was a thud and Serenna followed by footsteps drawing closer. Then a bearded and scarred face appeared in front of her. "There, there, little miss. I won't be 'urting you, no matter what yer brother wants. I always like a bit of insurance."

Serenna was kept aboard the pirate ship in chains. Until, three years after her capture, it was attacked by another ship - The Vixen's Kiss, and Serenna was taken captive again. These new pirates, a group of bloodthirsty villains, though not without their own code of honour, did not chain her, instead letting her join the view, eventually coming to see her as a mascot. She was looked after most of all by the ship's cook, an old lady called "Mum" by the crew. The carpenter "Thumb" even made her a peg-leg to help her get around. Aboard the ship, Serenna soon became known as "Peggy" - A joke that never gets old, no matter how many people think they're the first to make it.

Appearance:

Peggy no longer resembles the rich girl who was captured by pirates so many years ago. Gone is her refined accent and fine clothes, replaced by the clipped tones of a shackles pirate and the cast-off clothing of the buccaneers who took her prisoner. Over the years Peggy has developed into a pretty young woman with long legs, a small frame and narrow hips. Peggy stands a mere 5ft. 4in. tall. She has dark brown hair long, held back by a blue silken sash (all that remains of the dress she was wearing when she was captured). Her skin is tanned from her years of shipboard life and bears several distinctive, but small tattoos, most of which depict sea animals.

Peggy wears a white shirt that bares her right shoulder, over this she wears a black leather corset. Peggy's short grey skirt is split on the right-hand side , revealing long red stockings and a knee-high leather boot on her left foot. Her right leg ends in a simple wooden peg-leg. In bad or cold weather she wears a tailed blood-red frock-coat and a simple brown leather tricorn hat.

Personality:

Peggy barely remembers the innocent girl she once was, or the comfortable life she once lead. Although she remembers her parents' awful fate and harbours a strong desire for revenge against her brother, she has no real desire to return to her old life, a desire which she abandoned years ago.

Although Peggy has embraced life as a pirate she is neither overly cruel, nor afraid to kill when necessary. She will always oppose unnecessary harshness towards captured or defeated opponents, but doesn't shy away from violence towards those who resist an attack. Peggy will always stand up for children (especially girls) who are captured and will do her best to defend women against the unwanted attention of their captors.

Peggy is neither a brazen hedonist nor a virginal prude. She has had several flings and one-night stands over the years, but has never allowed herself to form a close bond with either a man or woman, seeing these dalliances as pleasurable games rather than budding relationships - Unconsciously, she refuses to let herself grow so close to another that their loss would rekindle the heartbreak she experienced at the death of her parents so many years ago..


@GM Knight I have taken the fetish hex (craft wond. item) Would you accept that he crafted 1-2 items appropriate to a wild shaman in the shackles? /(Talisman of Beneficial winds)
Cloak of protection


Changed a trait to a trait from Pirates of the Inner Sea, Regional Trait - The Shackles: Hurricane Savvy.

P.S. If there is no one to cast from the wand, then I'll change to a Barbarian (Sea Reaver) which may be very similar or even elven!!!!!


Shaman can use wands.


Although I very much appreciate well crunched numbers bear in mind that once selections are made we will have an opportunity to make a few tweaks and discuss any particular deficiencies and how to compensate for them :)

@Xango not sure what a Cloak of Protection is, if it is the Ring of Protection in a Cloak slot then no, if you mean a Cloak of Resistance absolutely fine. Talisman of Beneficial Winds is perfectly fine. The most important factor is what level which you gain the feat/hex.

@Serena the Peg Legged trait is fine, and of course appropriately piratical :)


Cool. Any critiques/areas for improvement? I'm thinking maybe a bit more about how she became so good with a knife. Might change her equipment a bit too.


Of course cloak of resistance+1. He gets takes the feat at level 3[Could get at level 1, but he was more concerened in getting fortune to aid in births and healings.]


@Xango looks to me like you do not get the Hex class feature until 2nd level, meaning you cannot take Extra Hex as your first feat.

@Serenna looks good to me, I don't really want to offer too much critique since generally I won't be critiquing posts and this is an opportunity for me to get an idea of what I can expect from a player. Tweaking, and detailed review will be done after selection when the whole group can discuss things together :) Plus I am lazy and only really want to do detailed reviews on those who are selected ;)


@Gm knight. A sorry changed to scribe scroll and selective channel.

RPG Superstar 2013 Top 32

Fair enough... I'll probably make changes anyway. :)


@Xango no need to be sorry it no big deal, I just happened to notice it, certainly not a major issue :) Scribe Scroll can potentially get you a lot of bang for your buck here as for 2nd level and under scrolls creation takes only 2 hours - I believe they are exempt from the you can only create 1 magic item a day rule.

@Serena LOL, usually what I end up doing, its rarely going to be a bad thing to put more thought in to a character :)


I also created a few custom magic items, fitting to a djungel shaman. All have a 10 minute casting time and a once per day limitation and are more for out of combat sotuations. Like a bottle that is filled with water, or a rattle able to cast preserve food and water. All just cantrips.


@Xango you can create custom items, but bear in mind there is a decent chance they will be denied or have the prices altered upon review - the magic item creation rules are more art than science, and comparison to existing items is IMO the most important factor in pricing. Off the top of my head I would say 180gp each - largely based upon the Goblet of Quenching.

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