Looking for 2 Swabbies!


Recruitment

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Good evening, I'm looking for two players for Skulls and Shackles.

We're currently on the last part of Book 2 and moving in to Book 3.

Right now my 3 players are a druid, a ranger and an oracle, you can find the game here.

You'd be creating a level 6 character and be joining up with the crew in town before they go out to find Isabelle Locke (I've tinkered with the AP timeline a bit).

Character creation rules are:

-Core races and familiar races below 12 RP except orcs, goblins and kobolds.
-WBL for level 6.
-20 point stat buy.
-No summoners or gunslingers.
-No third-party builds/feats.
-Three traits, one from the Player's guide.
-No evil characters (I'm the only one who gets to be evil).


Dotting for interest

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Background skills?


Dotting


I don't used background skills in the game at the moment.

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Hmmm.. perfect AP for my swordsman...


I'd love to join with this guy. I'd just need to rework his level and wealth. I read much of the game thread and I think he would fit well with your crew! It would add an arcane caster. He is a lot of fun.


Interested. PC coming.


What rules for HP to 6th?


Dot, also bolt ace ok? Yes or no

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Here are the basics, let me know what info (backstory, etc.) you also need.

Stefan:

Stefan Niculea
Human (Varisian) fighter (aldori swordlord) 5/aldori swordlord 1 (Pathfinder Player Companion: Inner Sea Primer)
NG Medium humanoid (human)
Init +7; Senses Perception +7
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Defense
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AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +2 shield)
hp 46 (6d10+6)
Fort +6, Ref +8, Will +4 (+1 vs. fear)
Defensive Abilities defensive parry
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Offense
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Speed 30 ft.
Melee +1 aldori dueling sword +13/+8 (1d8+6/19-20) or
. . dagger +11/+6 (1d4+1/19-20) or
. . dagger +11/+6 (1d4+1/19-20)
Special Attacks disarming strike
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Statistics
--------------------
Str 13, Dex 20, Con 12, Int 16, Wis 12, Cha 7
Base Atk +6; CMB +7 (+15 disarm); CMD 23 (27 vs. bull rush, 25 vs. disarm, 28 vs. grapple, 32 vs. trip)
Feats Aldori Dueling Mastery[ISWG], Combat Expertise, Dazzling Display, Exotic Weapon Proficiency (aldori dueling sword), Improved Disarm, Power Attack, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, buccaneer's blood, threatening defender
Skills Acrobatics +14, Climb +7, Intimidate +13, Knowledge (nobility) +9, Perception +7, Profession (sailor) +8, Sense Motive +10, Swim +7
Languages Azlanti, Common, Polyglot, Sahaugin, Varisian
SQ deft strike
Other Gear +1 mithral chain shirt, +1 aldori dueling sword[ISWG], dagger, dagger, belt of incredible dexterity +2, cape of free will +1/+2[MA], mark of the grinning skull, ring of protection +1, stagger-proof boots, backpack, belt pouch, flint and steel, grappling hook, silk rope (50 ft.), sunrod (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 42 gp
--------------------
Special Abilities
--------------------
Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +1 (Ex) +1 bonus to AC against melee attacks after making a full attack.
Deft Strike (Ex) Can apply DEX bonus instead of STR with Aldori dueling sword.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.


D'arrrrr'tting!

...please don't disqualify me....


Dotting for interest. Do you have a time line in mind for this recruitment?


1) No problem, let me know when you're up.

2) Max HP level 1, average afterwards.

3) Bolt ace is fine.

4) I'll look it over this afternoon; the more backstory you have the better but keep it reasonable!

5) Latest submission I'm looking for is this weekend ideally since my players are currently waiting on new crewmates. If there's an issue let me know, I'm definitely going to make a decision by next Wednesday.


Would a Paladin work or not due to being Pirates?

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DM Davy Jones wrote:
I don't used background skills in the game at the moment.

That's a shame - I really enjoy how they can flesh out a character. Regardless...

I did a little reading of your current group, I'm thinking about some ideas that might fit in. Sadly you already have a druid or I'd submit my druid (skinshaper) mermaid!

I'm currently torn between submitting an aquatic sorcerer (to handle the party's arcane needs) or a corsair fighter (to have a strong front line). @DM Davy Jones, do your players have any preferences?


It'd be a weird paladin who's a pirate although the group isn't really into pillaging as much as some I've seen on the boards. I'd need some great justification for it.


Introducing Tako, a Tengu Warpriest of Besmara.

What he brings to the ship

(1) More healing
(2) Natural attack fighting (thanks to warpriest levels and sneak attack damage, he's not bad at it either)
(3) Useful aboard a ship (profession sailor/mending/create water/purify food and drink)
(4) Boneshaker (Look forward to using this. 5d6 damage and force an enemy to make a 5ft move...which can include making them fall off of a ship)

Brief Background:

Tako was born aboard a ship at sea to a priestess of Besmara. For him, life at sea comes more naturally to him than on land. Truly, he is a son of Besmara, for he knows no other life. He has worked his way up from the bottom, as his earliest memories were that of a cabin boy. As a tengu, he is a deeply aware that there is no land that he can call his own, and no homeland to return to. Rather, the sea is where he belongs, and he knows that Besmara will always accept him. He is fanatical in his worship of her, and is more than willing to lend a hand (or claw) to a pirate crew. And yes, he can often be found in the crow's nest. And yes, he does take it with good humor.

He is now looking for a new crew. The last ship he was on had gone 'soft.' What was once a group of pirates had slowly turned into smugglers, and finally, with the captain growing older, the ship had become more or less 'legitimate.' More often than not he would merely move spices and other legal goods from one port to another, with only minimal contraband to pad his profits. While Tako did not begrudge the captain for his choice in life, he knew that the only way that he would truly feel alive is if it meant plunging his claws into an armed adversary, or searching a captured ship for hidden plunger. As such, he bid his captain and crew farewell, and began his search for a ship that would be more pleasing in nature to his goddess.


This is ObsessiveWiz's submission, a half-elven witch.

Party Role: Debuff/battlefield control, as well as some utility stuff. Can identify monsters and magic items, knows her way around a ship (profession(sailor)), and speaks several languages (some of which I'm not attached to, if GM has any recommendations).

Crunch and background details are in profile.


I'd like to submit here Allyo - Unchained Rogue and Eldritch Scoundrel, an adventure seeking Elf of the seas :)


Tika Kanan, female elf magus (spell dancer); background info coming soon.

Tika Kanan:

TIKA KANAN

XP

Female elf magus (spell dancer) 6

None Medium humanoid (elf)

Init +3; Senses low-light vision, Perception +2
DEFENSE

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 34 (6d8+6)
Fort +5, Ref +5, Will +5, +2 vs. enchantment spells and effects

OFFENSE
Speed 20 ft.
Melee scimitar +1 (adamantine) +6 (1d6+1/18-20)

Space 5 ft.; Reach 5 ft.

Special Attacks spell combat, spellstrike
STATISTICS
Str 10, Dex 16, Con 11, Int 18, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 17

Feats Magical Lineage, Slashing Grace (Rapier), Spell Penetration, Weapon Finesse, Weapon Focus (Scimitar)

Skills Acrobatics +0 , Acrobatics (Jump) -4 , Climb +4 , Escape Artist +0 , Fly +0 , Knowledge (Arcana) +13 , Knowledge (Dungeoneering) +10 , Knowledge (Planes) +13 , Perception +2 , Perform (Dance) +9 , Ride +0 , Spellcraft +13 , Spellcraft (Identify magic item) +15 , Stealth +0 , Swim +6 , Use Magic Device +6

Languages Celestial, Common, Draconic, Elven, Orc, Sylvan

SQ arcane deed, arcane movement, armor proficiency, bonus feats, cantrips, class skills, disruptive, elven immunities, elven magic, keen senses, magus arcana, spell dance, spell recall, weapon familiarity

Gear mithral shirt +2, scimitar +1 (adamantine), handy haversack, outfit (hot weather/darkleaf cloth), magus spellbook, outfit (explorer's), outfit (entertainer's/darkleaf cloth)

Magus Spellbook

SPECIAL ABILITIES

Arcane Deed (Ex) When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed's effect is 0. A magus can take this arcana multiple times, each time gaining a new deed. The magus must have the flamboyant arcana (see below) to select this arcana.

Arcane Movement (Su) Whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell's level until the beginning of his next turn.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Class Skills A spell dancer adds Acrobatics and Perform (dance) to his list of class skills and removes Intimidate and Ride from his list of class skills.

Disruptive (Ex) The magus gains Disruptive as a bonus feat. The magus must be at least 6th level before selecting this arcana.

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.

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

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell's final adjusted level.

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Magus Arcana The following magus arcana complement the spell dancer archetype: arcane cloak, prescient defense (Ultimate Combat); close range, concentrate, hasted assault, spell shield (Ultimate Magic).

No Racial Subtype You have chosen no racial subtype.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spell Dance (Su) The spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +22 enhancement bonus to his movement rate and a +4 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. Once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round.

Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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.


Color me interested

What exactly do you mean with familiar races? Would a Vanara qualify?

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GM Mowque wrote:
Would a Paladin work or not due to being Pirates?

You might find the gray paladin archetype gives you more flexibility to have a paladin who uses nontraditional methods, like privateering!


Cuan - it was a Paizo classification based, I believe, on RP used to build the race. But they appear to have updated it to "Featured" on the PRD. Vanara are technically Uncommon. If your concept depends on being a vanara write me a hell of a backstory.


I suspected that, just wanted to be entirely sure.

As for the Vanara, I just love the idea of one of those guys climbing through the riggings. It isn't essential, just an idea I like quite a lot.

As it stands I'm in doubt between a Kineticist, possibly using the Kinetic Knight archetype or a Spiritualist using either the Phantom Blade or the Totem Spiritualist archetype.

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@DM Davy Jones: Any feedback on what your current party members would like? Are they really wanting someone with trapfinding, or an arcane caster, or an item crafter, or anything in specific?


I could throw Randall's hat into the ring. He's currently 4th level and would need to be bumped up to 6th.


Hi there, I'm a currently player in the game (Ranged Oracle). My character has disable device already, but someone with trapfinding and more DD would be swell. We also lost our arcane guy, so more arcane would be good too. Someone who can bring a lot of DPR is always helpful as well.

Also, you all should know that we aren't exactly a ruthless bunch, so a more laid back, live and let live personality would probably work better than a blood-thirsty completely self-centered brigand.


Nissi is looking for a new crew.


I will dot here. I'm working on a catfolk warrior who focuses on his claw attacks tonight for a different recruitment so i will build him up to 6 as well.

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Yuki Okano wrote:

Hi there, I'm a currently player in the game (Ranged Oracle). My character has disable device already, but someone with trapfinding and more DD would be swell. We also lost our arcane guy, so more arcane would be good too. Someone who can bring a lot of DPR is always helpful as well.

Also, you all should know that we aren't exactly a ruthless bunch, so a more laid back, live and let live personality would probably work better than a blood-thirsty completely self-centered brigand.

Thank you captain, that's exactly what I was looking to know!

I'm currently leaning toward the aforementioned aquatic sorcerer to bring back your arcane damage/control.


Vanulf Wulfson wrote:
I could throw Randall's hat into the ring. He's currently 4th level and would need to be bumped up to 6th.

Haha, with a name like Rand McNally, I would expect him to be a Pathfinder Society member.


Here is Tika's background and appearance.

I would also swap the scimitar on her CS for the boarding axe and would add the ancient explorer trait.

Spoiler:

Background:
I don’t belong here, or at least that is the story told by my people. I don’t know if it is true or not but my people believe it and so that is worth something. As the story goes, nearly 5000 years ago, my ancestors were wizards visiting Golarion from a plane of existence far from this one. They had traveled here several times on research expeditions, each time learning more and more and chronicling it for further research on their home plane. It was during one of these expeditions that a singularity throughout all the planes occurred – Earthfall happened the exact same moment that my ancestor’s home plane shifted to a new location. My ancestors were stranded on Golarion. On their home plane, my ancestors were considered normal elves. They loved the forests and woods, but most of all magic. Their blood and magic supposedly run through my veins.

Each new generation moved on to different locations in Golarion, by a carefully crafted design. We were to explore and report back if we had found any way of returning home. But this is home now. After thousands of years of interbreeding with the native Golarion elves, we are the same – except for our platinum-colored irises. That is the only true mark of my people. There are not very many of us anymore.

I was raised in the town of Galduria. My parents’ destiny was to explore the surrounding areas for any signs of returning to a plane that was no longer our own. My siblings and I knew our destinies by the time we turned 50. My rambunctious twin sister with hair the color of light honey and a gift of divination was to travel to the town of Sandpoint, and explore. And mine? The fates decreed that I was to travel to the city of Port Peril. I had never left Varisia, let alone set foot on a ship.

Still, I came from adventurous stock and being quite the exuberant type, always looking for new experiences, I latched onto the dream. My sister and I moved to Sandpoint right after the time of unpleasantness. She began her study of an old lighthouse, searching for clues, while I began working on my sea legs in preparation for the voyage south. During the days, I worked on a fishing trawler that plied the Varisian Gulf, they appreciated the magic that I had and I appreciated their tutelage. Time in town I spent at the local playhouse, working on my dancing – again, something that came as natural as the magic.

All the while I had paid good coin for any word of expeditious in the south. Not long after, an old sailor, a washed-up buccaneer, came into port claiming that he knew of a contact in Port Peril. The contact claimed to have a map of a lost cyclops ruins to sell. It sounded like an interesting lead. The next day, I began my uneventful journey to the Port. Upon reaching the designated location of the tavern named the Formidably Maid, I did not find the contact. But I did have contact with the local brew, which quickly overpowered me.

Thus, began my adventures in the south, several years back. Do I think I will find a lost connection to my birthright home world? No. Do I believe the tale? Do you? I think you owe me another round for this story. I will tell you about my tattoos for a double.

Appearance:
A boisterous and fiery redheaded elf with platinum eyes. She carries a boarding axe, slung casually her side, and a slight scar on her right cheek. Both arms are full-sleeve tatted, flowing from her cropped doublet. She dances with a carefree, wild style that invites all to draw close.


I'like to jump on the bandwagon with Loktar Ogarsson, an Ulfen Dragon Skald.

Background:

Loktar was born in the Lands of the Linnorm Kings and trained to be a skald since early age. Loktar's father was a prominent noble, and once the ruler of the land has died, he made a bid for power. In order to prove his leadership ability, he took his retinue, Loktar among them, to hunt a fearsome fjord linnorm that was terrorising their settlement. Unfortunately, the stakes were too high and the terrible beast has capsized the longship, killing most of the crew, including Loktar's father, and injuring Loktar.

Loktar managed to survive the encounter through sheer tenacity and luck, but his wound infected and he lost his left leg. Even more significant that the loss of limb, though, was the loss of dignity - as a disabled son of a failed warrior, his hopes of finding a place in Ulfen society were all but destroyed. Further, the superstitious barbarians believed that after having been bitten by the linnorm, Loktar carried a portion of its curse upon himself and associating with him was inviting bad luck.

Loktar chose to abandon his homeland and sail south to the Shackles, where he hoped to restart his life from a clean slate. His trip turned into somewhat of an odyssey, as he has changed numerous ships and destinations before finally arriving in the Shackles. Since then he got tireed of being treated as a low-ranking muscle for hire, and is currently looking to serve under a captain who would look past his apparent disability and give him a chance for glory.

Stat Block:

Loktar Ogarsson
Human (Ulfen) skald (dragon skald) 6 (Pathfinder Player Companion: Advanced Class Origins 19, Pathfinder RPG Advanced Class Guide 49)
N Medium humanoid (human)
Init +3; Senses Perception +9
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Defense
--------------------
AC 20, touch 12, flat-footed 19 (+7 armor, +1 deflection, +1 Dex, +1 natural)
hp 39 (6d8+6)
Fort +8, Ref +5, Will +6; +4 vs. fear effects., +2 bonus vs. [water] spells while raging
Defensive Abilities uncanny dodge
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee boarding pike of repelling +9 (1d8+7/×3 plus 1 cold)
Ranged mwk composite longbow +4 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with boarding pike of repelling)
Special Attacks rage powers (elemental totem, lesser, fjord linnorm death curse, water totem), raging song 15 rounds/day (glorious epic, inspired rage, song of strength), spell kenning 1/day
Skald (Dragon Skald) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—alter self, fog cloud, heroism, mirror image
. . 1st (5/day)—alter winds[APG] (DC 13), obscuring mist, saving finale[APG] (DC 13), silent image (DC 13)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 12), prestidigitation, read magic, sift[APG]
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Base Atk +4; CMB +8; CMD 20
Feats Extra Rage Power[APG], Power Attack, Reckless Rage[ACG], Skald's Vigor[ACG]
Traits call of the longships (linnorm kingdoms), peg leg, reactionary
Skills Acrobatics -2 (+1 while aboard a boat., -6 to jump), Climb +1 (+4 while aboard a boat.), Knowledge (geography) +10, Knowledge (history) +10, Perception +9, Perform (oratory) +11, Perform (percussion instruments) +11, Profession (sailor) +13, Survival +0 (+3 while at sea.), Swim +4, Use Magic Device +11
Languages Common, Dwarven, Skald
SQ fearless raider, sea legs, versatile performance (oratory)
Other Gear +1 breastplate, boarding pike of repelling, mwk composite longbow (+5 Str), amulet of natural armor +1, cloak of quick reflexes +1/+2[MA], ring of protection +1, 3,942 gp
--------------------
Special Abilities
--------------------
Elemental Totem, Lesser (Water) (Su) +2 bonus to saves vs. [water] spells while raging.
Fearless Raider (Ex) +4 on saves vs. fear effects, DCs of Intimidate used on you increase by 4.
Linnorm Death Curse, Fjord (DC 15) (Su) While raging, +1 cold dam on melee att. Curse of Drowning vs. foe who kills or drops barbarian.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Song (standard action, 15 rounds/day) (Su) Song can inspire allies in a variety of ways.
Sea Legs +3 (Ex) Add value to Profession (sailor), Swim, and Acrobatics, Climb on boats, Survival at sea.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Water Totem (Ex) While raging, the barbarian can breathe water as well as air.

Dark Archive

Hope you're still looking. I've got an Elemental Gnome Sorcerer who's dying for some adventure on the high seas.

Here's his character sheet.
https://www.myth-weavers.com/sheet.html#id=1155179

I can easily generate a character background, but I like mine to be tied into at least one other PC in the group somehow. So for that, I'd like to chat with one of them first. What I do have in mind is that Finkibrik (Fink) has been a "Storm Runner" - basically a smuggler/loot runner who's run skirts the Eye of Abednego.

Sovereign Court

Ok, I've whipped up Bahrin Fenneaor, a human sorcerer with the aquatic (seaborn) bloodline. This character is built as a blaster/utility caster with an eye toward spells that are particularly useful for seagoing adventures, like fly and touch of the sea. He is a charming man and a skilled sailor who enjoys sailing and isn't averse to the occasional bit of adventure or privateering. He's also pretty unusually rugged for a sorcerer.

I am still doing his gear purchases but his background, personality, and stats should all be in place!


Dot.

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Almost forgot! A little about me as a player. I'm a regular who also runs five games here, so I'm not going anywhere. I like good RP and character scenes, and I like cooperating with the group and solving problems collectively. I like to make characters who can fill a niche and contribute to the party, but I'm not a min-maxer. I have played some of the early S&S material with a different group that is moving slowly. I am also always open to connections with backgrounds of other party members.


It is unfortunate that you are not using background skills at the moment. In AP's such as this where it's almost a requirement that you put ranks into a certain skill (Profession (sailor)) background skills help to free up ranks for other skills while still being able to remain relevant.
When I GM and a new rulebook comes out I allow the party to decide if they want to incorporate any new rules and then retcon them into the game.


Human Swashbuckler Noble Fencer - Solian Rook reporting in.


Notes!

First, overall: I don't like "racial starting languages". If you've selected a race that limits your languages to start ignore that and select what you want.

@Galahad0430: All the crunch looks good except your health - average typically is over the half way mark so you'd have 51 hp; I do show 39gp left over.

@Tako: Am I missing something in your gear? I see the cleric's kit, the amulet, the ioun stone and the mithril shirt which total about 5620 gp to me - wealth by level for level 6 should be 16,000 gp?

@Elsbeth: Few points:

1)I show you have 207 gp 2 sp

2)I'm not sure, but I think you're over in either skills or HP; With +1 skill/level I show 32 hp and 48 skill points; with +1 hp/level I show 38 hp and 42 skill points; you can't, to my knowledge, select the same class for both bonuses as a half-elf. If that's wrong please show me the reference!

3)You need to pick one more starting language.

4)You familiar skills are a bit off too; I show:

Escape Artist: +8
Fly: +11
Intimidate: +2
Perception: +14
Spellcraft: +5
Knowledge (Arcana): +5
Knowledge (Nature): +5
Knowledge (Planes): +5
Knowledge (Religion): +5

5) For language selections if you have it I highly recommend looking over Isles of the Shackles (PZO9244). If you don't have it I can recommend Polyglot, Varisian, Skald, Cyclops, Halfling, Tengu, Sahuagin, Orcish and Minkai.

@Allyo Shan: Which skill are you using Rogue's Edge with? And I show you have 537gp and 8sp.

@Tika Kanan:

1) Can you please separate traits, feats and arcana? I see one trait, Magical Lineage in with the feats and you're missing 2 more including your campaign trait.

2) You've also got the arcana arcane deed that is missing the prerequisite arcana flamboyant arcana and you haven't listed the deeds you want from flamboyant arcana.

3) Are you selecting the "bonus arcana" for your favored class bonus? In which case you're missing 6 skill points and have an extra hit point.

Randall, Nissi, Loktar, Elodin, Bahrin, Solian I will get to later - gotta run!


@DM Davy Jones

1) You are correct, sir, fixed.

2) Correct again, don't know how I did that; must have treated my INT as 22 and then added the skills from the headband or something.

3) I believe I'm actually okay here: Common and Elven from racial. Starting INT was 19 (bumped to 20 at level 4, but I don't think that gives me another language), so +4 bonus, and I have 4 additional languages selected.

4) The only difference I see there is Fly, and I don't know where that additional +3 is from. I'll add it to the character sheet, but out of curiosity, where are you getting that number (also I reformatted for easier reading of said numbers)?

5) Thanks! I don't have it, though I would strongly consider buying it if selected (I love reading backstory stuff). Changed my selected languages. As a sailor of the Isles, I feel Elsbeth would have selected useful languages.
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Wow, don't know how I goofed on so many things, my bad. I'm usually pretty good with this stuff (I GM a weekly F2F game).


@GM: Thanks for the review, my friend. I use Hero Lab, so it sometimes calculates the gold wrong. Good news if I have a little more ;) for Rogue's Edge I got Stealth, but I'm open for suggestions. I never really played any character using RE so I don't know if it's a good option or not. I thought about Spellcraft, Acrobatics and UMD too.


@Allyo

A lot of the skill unlocks are actually pretty awesome. Off the top of my head, I liked Acrobatics, Intimidate, and Stealth when I glanced through them. When they came out, I actually made a compiled list of what they all do so I could compare them without having 1000 d20pfsrd tabs open. Enjoy.


Good information! Thanks, Elsbeth. ;)

@GM: I adjusted the sheet to fix the gold, add the Rogue's Edge and modify one of the traits.

Sovereign Court

I'll gladly bump up to 51, but I have it at 46 (10, 5x6, +6)?

Also, the background:
What Stefan brings to the crew:
1) Dedicated front line fighter that doesn't need much healing support.
2) Good skill mix.
3) Decent combat debuffer with his intimidate based abilities (these get even better at later levels, look at Swordlord's "Shatter Confidence" ability).

background:

Stefan is originally from Varisia. He spent time in Brevory before returning to Riddleport. He hired on as a crew member with a fast smuggler. Things went well at first, but after getting run down by a Magnimar naval sloop, he spent some time in a Magnimar jail. He escaped with a few others and decided to relocate to the South. Stefan has a rather cavalier attitude towards the Law and tends to view such things in a "situational" light. Still, despite this, he has a basic code of honor (remnants of his training in the academy in Restov) and is a basically good person, just a little light fingered. He now wanders the docks in search of something similar to his past employment.


I have a cleric idea. Give me a bit.

EDIT: Actually scratch that, your entire party is divine casters. That'd be too much divine caster.


I have completed a Vivisectionist Alchemist (I'm normally wary of archetypes but figured that bombs would be a bad idea on a wooden ship), and will be submitting once I can think of a good name and finalize backstory.


Thanks for the guidance. I decided to rebuild Tika line-by-line. Here is the result:
Tika Myth-Weavers CS.

Thanks again.


Trinam wrote:

I have a cleric idea. Give me a bit.

EDIT: Actually scratch that, your entire party is divine casters. That'd be too much divine caster.

No such thing!

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