Aardvark's "To What Depths Would You Go For Freedom?" S&S Campaign (Inactive)

Game Master Troy Malovich

Four unlucky souls find themselves press-ganged into the crew of the Wormwood.


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Here is No-Eyes Bellamy for submission.


Quote:
Ciera. That doesn't mean you can't also do the same thing. If it is how you had built your character, then go with it

In that case i'll write-up an alternative backstory and include both in my profile to see which might run better. - I'm always keen to link backstories with other characters too. Especially if it makes similar backgrounds run better (subject to who gets chosen of course)....

Feel like having a sister Allysen?

altered background:

Ciera smiled to herself as she launched into the final part of her routine - the crowd was appreciative, standing and clapping as she balanced elegantly on her arms on the stool, with her body curved backwards over her head and her long legs held motionless. The feat was easier than it looked but, as the finale of her act, always impressed.

After holding the pose for a full minute Ciera finally relaxed and let herself uncurl, bowing as the applause rose to a new height. She pushed through the rough crowd to the bar where the innkeeper shot a smile at her as he slid over tot of rum. Winking in return, she turned her back to the counter and leaned casually against it as she drained the cup in one gulp. She smiled as a young man approached and introduced himslef, waving for another tot for her. He was handsome. Older than herself at something in the order of 20 years, and well-built with chocolate-brown eyes and a cute smile.

Despite her young age Ciera was well-used to drink, and to rough bars. She had, after-all, been performing in such places since she was five and now, ten years of experience later, she didn't really feel at home without a strong smell of stale beer, saltwater and sweat in the air. True, this was the first time she'd performed alone since leaving Brag's players. But that just meant that she'd get to keep all of her takings, rather than give the lion's share to the muscled bruiser who 'protected' her from the thugs, pimps, pickpockets, rapists and press-gangers who he claimed hid around every corner of every street. Maybe she could finally even meet a boy at last.

She wasn't stupid. Since leaving the 'players' she'd hopped a ship and ended up here,... whereever 'here' was. And she'd taken precautions. She was proud of her disguise - a simple haircut, binding around her chest and slightly loose clothes were all that was required for her to pass as a boy. - It was depressing really. She was never going to make the sort of money that the silk dancers made, not with her flat chest and lack of hips anyway. "A good figure for an acrobat" is how Brag had described her in his kinder moments. In any case, the disguise would do for now - boys had an easier time of it on the docks. Why yes, Ciera could look after herself!

She took another shot of rum. Hadn't she already drained it? No, it was full now so she couldn't have. She laughed out loud, at,.. something, drawing stares from a few of the patrons. She felt,... strange. Lightheaded. Unsteady. Turning to the young man next to her,.. Harlen? Had she been talking about something? That story of the press-ganged sailor? That was a funny one! She grinned and her knees seemed to buckle. She slumped against Harlen unsteadily looking up into his big eyes,.

"You're pretty" she slurred as she slumped further forwards and everything went dark.


Sure, PM the details and I'll see where I can help.


Allysen wrote:
Sure, PM the details and I'll see where I can help.

See my altered background above. - Lots of places where we could merge backgrounds, either as sisters or just as friends with the same idea of running away.


Hehe, this is going to be fun. I think friends would work pretty well. The only question I have is do you want to take a team work feat now or wait for third level?


I do have a question, since we're being press ganged, do we start with gear in this adventure path?


Soo...the 'Inner Sea World Guide' kind of falls outside of the books folks are allowed to be using?

No worries. There's more'n enough people to fill the boat so far.

Keep me on the back burner for when people might have to drop out?

Much cheers to you and yours.


'Sunny' wrote:

Soo...the 'Inner Sea World Guide' kind of falls outside of the books folks are using?

No worries. There's more'n enough people to fill the boat so far.

Keep me on the back burner for when people might have to drop out?

Much cheers to you and yours.

Why wouldn't people be using the Inner Sea World Guide? It is the encyclopedia of general info about Golarian. There are a lot of other materials with more detailed info about specific nations, but the ISWG is what I use for most general background.


Allysen wrote:
Hehe, this is going to be fun. I think friends would work pretty well. The only question I have is do you want to take a team work feat now or wait for third level?

Don't want to jump the gun on the mechanics too much, but teamwork feat'd work really well from the start! Plus it mechanically reinforces any relationship which is great. I'm happy to start with it if you are?


Yeah, but I'm hoping that we'll both be chosen, if not, well, at least we can revert back.

I've never gotten chance to build a character who uses them, so this should be interesting. I think Escape Route would probably be the best because it makes it easier to set up flanks for your sneak attack. If you have any other ideas that'd be great.


Allysen wrote:

Yeah, but I'm hoping that we'll both be chosen, if not, well, at least we can revert back.

I've never gotten chance to build a character who uses them, so this should be interesting. I think Escape Route would probably be the best because it makes it easier to set up flanks for your sneak attack. If you have any other ideas that'd be great.

Cool, I'll have a look through them and update my background a little later on, but i think that Escape route's probably the best. I think our characters'll mesh well (if we bith get in) even with a similar background they've got different enough personalities to keep things interesting.


Tirion Jörðhár wrote:
Why wouldn't people be using the Inner Sea World Guide? It is the encyclopedia of general info about Golarian. There are a lot of other materials with more detailed info about specific nations, but the ISWG is what I use for most general background.

The Dm posted this...and...well....I be thinkin' th' DM be all'a-ways right, y'ken?

Aardvark DM wrote:
@Sunny. I didn't add you yet, as Aquatic Elf is not an option. The 'Spirit of the Waters' racial trait is available, though.

Still...as I said afore, there's already enough folks wantin' t'join t'be formin' a crew o' their own...so takin' a 'back oar' fer when maybe somat happens t' a bod is fine by m'self. (^_^)


Ciera wrote:
Allysen wrote:

Yeah, but I'm hoping that we'll both be chosen, if not, well, at least we can revert back.

I've never gotten chance to build a character who uses them, so this should be interesting. I think Escape Route would probably be the best because it makes it easier to set up flanks for your sneak attack. If you have any other ideas that'd be great.

Cool, I'll have a look through them and update my background a little later on, but i think that Escape route's probably the best. I think our characters'll mesh well (if we bith get in) even with a similar background they've got different enough personalities to keep things interesting.

Considering that Allysen is probably going to be very cranky when she wakes up, things should be very interesting indeed. :)


Allysen wrote:


I've never gotten chance to build a character who uses them, so this should be interesting. I think Escape Route would probably be the best because it makes it easier to set up flanks for your sneak attack. If you have any other ideas that'd be great.

Considering that Allysen is probably going to be very cranky when she wakes up, things should be very interesting indeed. :)

I agree that Escape route's probably best - Allysen won't be the only one who's cranky either!

Modified Background:

Ciera smiled to herself as she launched into the final part of her routine - the crowd was appreciative, standing and clapping as she balanced elegantly on her arms on the stool, with her body curved backwards over her head and her long legs held motionless. The feat was easier than it looked but, as the finale of her act, always impressed.

After holding the pose for a full minute Ciera finally relaxed and let herself uncurl, bowing as the applause rose to a new height. She pushed through the rough crowd to the bar where the innkeeper shot a smile at her as he slid over tot of rum. Winking in return, she turned her back to the counter and leaned casually against it as she drained the cup in one gulp.

"See Al" she said to her friend who was perched nervously on a barstool next to her. "I told you everything'd turn out well. Here we are, away from Ilizmagorti at last, and with money in our pockets! And its your birthday tomorrow. We should celebrate! I'm going to mingle and see what's happening around town. Don't move.

She weaved her way through the crowd and smiled at a young man sitting at a table with some other sailors.He was handsome. Older than herself at something in the order of 20 years, and well-built with chocolate-brown eyes and a cute smile. Just because she was a 'boy' didn't mean she couldn't talk to him, did it? Pulling up a chair she accepted congratulations for her performance. And another tot of rum! They were so nice here. Nothing to worry about!

Despite her young age Ciera was well-used to drink, and to rough bars. She had, after-all, been performing in such places since she was five and now, twelve years of experience later, she didn't really feel at home without a strong smell of stale beer, saltwater and sweat in the air. True, this was the first time she'd performed alone since leaving Brag's players. But that just meant that she'd get to keep all of her takings, rather than give the lion's share to the muscled bruiser who 'protected' her from the thugs, pimps, pickpockets, rapists and press-gangers who he claimed hid around every corner of every street. Maybe she could finally even meet a boy at last.

She wasn't stupid. Since leaving the 'players' she'd hopped a ship with her friend Allysen - another boyish girl with whome she had used to hang around the docks and cause trouble. They had ended up here, at the strangely named Formidably Maid. And they'd taken precautions. She was proud of their disguises - a simple haircut, binding around their chests and slightly loose clothes were all that was required for either to pass as a boy. - It was depressing really. She was never going to make the sort of money that the silk dancers made, not with her flat chest and lack of hips anyway. "A good figure for an acrobat" is how Brag had described her in his kinder moments "Flat as a millpond" was what he'd said more often. In any case, the disguise would do for now - boys had an easier time of it on the docks. Why yes, Ciera and Allysen could look after themselves!

She took another shot of rum. Hadn't she already drained it? No, it was full now so she couldn't have. She laughed out loud, at,.. something, drawing stares from a few of the patrons. She felt,... strange. Lightheaded. Unsteady. Turning to the young man next to her,.. Harlen? Had she been talking about something? That story of the press-ganged sailor? That was a funny one! She grinned over at Allysen and went to stand up. The room was spinning strangely and her knees seemed to buckle. She slumped against Harlen unsteadily, and looked up into his big eyes,.

"You're pretty" she slurred as she slumped further forwards and everything went dark.


As far as gear, yes, go ahead and have your gear. It gets taken from you, but there are ways in which you can get it back.

Here is what we've got thus far:

Arcane
Cardan the Carpenter, Human Wood-elementalist Wizard, LN
Jensen Roust, Half-elf Magus, LN
Deacon Nesser, Human Arcane Duelist Bard, NG -OR-
Kenji Jehu, Human Arcane-blooded Sorcerer, N
Randall McNally, Human Sea-singer Bard, CN
Sylvestra Striana, Half-elf Sea Witch, CN
Istvan Masterson, Human Marid-blooded Sorcerer, CN
Bingul La-Foom, Gnome Summoner, CN

Divine
Miraji Haelmar, Human Aquatic Druid, N
"No-eyes" Bellamy, Human Stargazer Time Oracle, CG
Balsooma Hishal, Human Inquisitor of Besmara, CN
Turniphead, Human Cleric of Besmara, CN
Pegleg Tom, Half-Orc Oracle of Bones, CN

Martial
Kiernan D'Agostin, Human Corsair Fighter, LN
Holgur, Human Skirmisher Ranger, N
Ciera, Human Acrobat Rogue, CG
Allysen, Human Ranger, CN
Jericho Fiendaxe, Human Unarmed Fighter, CN
Brynjolf, Human Sea Reaver Barbarian, NE

@Ciera and Allysen. Don't jump the gun with teamwork feats just yet.

@Sunny. It's not that I'm not using the ISWG, it's just that I had posted in the beginning:

Aardvark Barbarian wrote:

Core races only (Dwarf, Elf, Gnome, Half Elf, Halfling, Half-Orc, Human)

Classes Allowed are all PF classes except: Paladin, Gunslinger, Ninja, Samurai, and Antipaladin.

So, by that rationale, just because I'm not allowing Paladins doesn't mean I'm not using the CRB.


You missed me Aardvark.


Here's Tambo LeFranc, the Human Dual-Cursed Juju Oracle. Information contained in the profile.


Allow me to propose Alexi "Crocodile" Montague the human Rakshasa Blooded Sorcerer for your perusal. Information contained in the profile.


Pathfinder Adventure, Adventure Path Subscriber

Let me introduce Cecic Halfling Cleric of Besmara..

Cecic:

May change the feat to 'Childlike' so that Cecic is seen as the cabin boy type of character, rather than a proper seaman. That's the way I see him in this. May dip into Rogue, but he's been at sea now for some time. In fact will change the traits a little if you don't mind, and redo a few of the stats. Sorry its a bit rushed, must go now...will finish in the next day or two.

Background

As a young halfling in the Shakles, his father is a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.

It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.

Tonight though, he drinks, he's been 3 months at sea and now its time to forget the rigors and hardships and enjoy what the land has to offer, in the nearest Inn.

CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Selective Channeling
Traits Armor Expert, River Rat (marsh or river)
Skills Acrobatics +4, Climb +0, Escape Artist +2, Fly +4, Perception +5, Profession (Sailor) +7, Ride +2, Stealth +10, Swim +3
Languages Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.


I tried to get this guy into another pbp so i'll repost him, simple concept and open history.


Aardvark DM wrote:

@Ciera and Allysen. Don't jump the gun with teamwork feats just yet.[/spoiler]

But that's half the fun of these characters! ;D


Aardvark DM wrote:

@Sunny. It's not that I'm not using the ISWG, it's just that I had posted in the beginning:

Aardvark Barbarian wrote:

Core races only (Dwarf, Elf, Gnome, Half Elf, Half-ling, Half-Orc, Human)

Classes Allowed are all PF classes except: Paladin, Gunslinger, Ninja, Samurai, and Anti-paladin.
So, by that rationale, just because I'm not allowing Paladins doesn't mean I'm not using the CRB.

*Laughs* Aye, I know/read what ye said. I was just lookin' fer any wiggle room an' ye've made yer feelings be known.

I already stepped down from the running and am more'n happy t'abide by your decision.

I give a heart felt thanks for the considerations I got and wish every one all the very best in their adventures whut're ahead.

If some one does fall behind? I hope I'm remembered and perhaps offered a place at the oars t'help make up the difference. *Bows*

Much cheers t'ye and yours.


@Mathurin. Sorry, I addressed you, but didn't realize I hadn't listed you.

Here is what we've got thus far:

Arcane
Cardan the Carpenter, Human Wood-elementalist Wizard, LN
Jensen Roust, Half-elf Magus, LN
Deacon Nesser, Human Arcane Duelist Bard, NG -OR-
Kenji Jehu, Human Arcane-blooded Sorcerer, N
Randall McNally, Human Sea-singer Bard, CN
Sylvestra Striana, Half-elf Sea Witch, CN
Istvan Masterson, Human Marid-blooded Sorcerer, CN
Bingul La-Foom, Gnome Summoner, CN
Alexi "Crocodile" Montague, Human Rakshasa-blooded Sorcerer, NE (or Tambo LeFranc)

Divine
Miraji Haelmar, Human Aquatic Druid, N
"No-eyes" Bellamy, Human Stargazer Time Oracle, CG
Morvius Crispin, Human Inquisitor of Besmara, CG
Balsooma Hishal, Human Inquisitor of Besmara, CN
Turniphead, Human Cleric of Besmara, CN
Cecic, Halfling Cleric of Besmara, CN
Pegleg Tom, Half-Orc Oracle of Bones, CN
Tambo LeFranc, Human Dual-Cursed Juju Oracle, NE (or Alexi Montague)

Martial
Kiernan D'Agostin, Human Corsair Fighter, LN
Holgur, Human Skirmisher Ranger, N
Mathurin Kerbouchard, Half-elf Warden Ranger, CG
Ciera, Human Acrobat Rogue, CG
Allysen, Human Ranger, CN
Jericho Fiendaxe, Human Unarmed Fighter, CN
Brynjolf, Human Sea Reaver Barbarian, NE


DM Aardvark:

I have changed my character slightly.

--> I added Ilizmagorti Native as my campaign trait. Although I am not from the island of assassins, the background and skills fit in perfectly with my being raised in pirate infested Bloodcove.

--> I also added my Animal Companion. I took an Albatross. While not technically a PF listed animal, I thought that it worked perfectly for my character. The other option was something like a parrot, but that just seemed too cliche. If accepted we can work out the basics. I assume it would be close to the eagle stats but with a 20' or 30' swim speed since they are sea birds.

--> Finally, I updated my background as it just did not seem quite right for me. It is really the same story, but now my mom died just after the shipwreck and I was raised in a orphanage by followers of the Green Faith. I have posted the new background below for easier reading.

Please let me know if there are any questions. I have left the equipment a little rough but will make final decisions on that when accepted.

Background:

Miraji was born in Westcrown in Cheliax. Her mother Deania’s parents had both been born far to the south in Sargava. Her father was part Cheliaxian and part Varisian. At the age of five, due to some less than profitable business dealings which caused a fallout between her father and his import/export partners, the family decided to board a ship and move south to Sargava where her mother had relatives.

The trip south was uneventful initially. However, the ship suffered serious damage circumventing the Eye of Abendego. The boat made port in Drenchport where basic repairs were made. The ship then proceeded south through the perilous Shackles intending on hiding from pirates near the coast before skirting the Fever Sea and reaching Sargava. The pirate avoidance was successful, unfortunately a storm developed which drove the ship farther east, eventually wrecking just south of Bloodcove.

Many people lost their lives in the wreck including her father. Her mother struggled and managed to pull the young Miraji ashore with her, but succumbed to the elements before making it back to civilization. Over a period of days, the few survivors struggled along the treacherous Mwangi coast. Finally, after six days of trekking, the two surviving sailors and Miraji managed to reach Bloodcove. Not wanting the young girl to die, but also not wanting to have to care for the young child, the sailors found a small orphanage run by followers of the Green Faith. In the orphanage, Miraji was taught to read and write and learned much about nature and the wild. As Miraji grew older, Miraji began to be taught about nature and the Green Faith.

While Miraji spent the majority of her youth in and around the orphanage, her home was the squalor that is Bloodcove. Growing up a parentless child in a slave land allowed Miraji to get into all types of trouble, stealing fruit from trees, taking bread when the baker turned his back, even sneaking into homes and grabbing whatever leftovers remained uneaten. But what Miraji liked most was spending hours every day looking out at the sea stretching away from the port and wonder where the ships that came and went every day were headed. She vowed that some day she would board a ship and travel the seas.

At the age of 14, Miraji began to realize that there was more to life than the squalor that was Bloodcove. Using the skills and knowledge of the wild that she had learned from the people in the orphanage, she began to spend time outside of the town in the jungle that surrounded the town. She learned about the plants and animals that lived in the jungle. She also learned to swim and spent much time exploring the coves that dotted the coast. Although most thought her crazy, she found that she had great skill in finding safe places to sleep and finding safe food and water, even in the most unexpected of places.

At 19, she was wandering the coast when she came upon a boat with several men and women loading something into it. Although she tried to hide, she was seen and quickly the pirates grabbed her. She was taken aboard the Arcadian Rapier as the ship was known. Once aboard, she was locked up with other prisoners, but when the captain finally came down to inspect the cargo and found one extra captive, he wanted to know where she had come from.
Miraji feared for her life, as she knew the stories of prisoners being thrown overboard by pirates, nonetheless, she told the captain that she spent most of her time in the wild as she felt more at home there than in Bloodcove. While speaking with the captain, she spotted a sail on the horizon which she pointed out to the captain. After taking his spyglass and finally spotting the ship, the captain called up to the lookout and severely chastised him for failing to see the other ship.

Miraji was put back down with the prisoners and shortly thereafter heard shouts and the clang of steel on steel as a fight took place above. Once the fight was over, the captain came down and once again took Miraji above deck. After speaking with her for a time and determining that she was indeed honest about her origins, he invited her to join his crew as the new lookout, since the last one apparently was no longer with the ship due to missing an incoming arrow from other ship which was slowly sinking below the waves as she watched.

Miraji agreed, and, thus, began life as a pirate. While the life of a pirate was as exciting as she had always envisioned it from the Bloodcove shore over those many years, she continued to feel a connection with the sea, a connection even stronger than just being a pirate. Over a matter of time this connection grew stronger until she began to find that she could call upon the powers of the sea to grant her divine powers.

In addition to gaining a divine connection with the ocean and the animals and fish therein, Miraji also gained a companion while on the sea. One of the great birds of myth among sailors are the albatross. Sailors and pirates alike are hesitant to harm these birds for fear of offending the gods. About a month after first joining the crew of the Rapier, Miraji was atop the mainsail when a beautiful albatross with a bright orange bill landed next to her. To say Miraji was surprised is an understatement, likewise the crew of the Rapier viewed this as an omen of good luck. A week later, the crew boarded and took over a loaded Cheliaxian merchantman seeking to circumvent the pirates and the Eye. Not only did the albatross visit Miraji this one time, but almost every day thereafter the bird would join her in the crows nest watching the waters. Miraji began to bring left over fish parts as a snack for the great bird and soon began to almost communicate with it. He mates refer to her relationship with the bird in mocking tones, but never too much as all pirates know the superstitions surrounding these noble sea birds. After visiting her for nearly a month straight, Miraji decided that this bird must encompass the spirit of her deceased mother, and, thus, named it Deania after her mother.

Since discovering her divine abilities and ability to communicate with the great bird, Miraji has been careful to keep her strange abilities secret not knowing how the captain and crew would respond to having a druid aboard the ship, but knows that eventually, she will either have to acknowledge her mystical connection with the sea, or leave her life as a pirate in the Rapier.
Most recently, the Rapier made port in Port Peril. Miraji, along with some of her mates, went ashore and eventually they ended up at the Formidably Maid. She recalls enjoying a number of rounds with the crew. And the next thing she knew she was waking up with a wicked headache on the Wormwood.

It is interesting how many CN characters are here. I would love to see an all CN party - the first year of playing would be disagreeing who was in charge and what was going to be done. Lol.


I'd throw my hat into the ring if I had a hat. This last spell ashore's been hard though and all my money's gone and most of my goods to drink and women. I've got to get a berth, one last voyage to set myself up. Then I'll quit the sea.


DM Aardvark:

Spoiler:
I like the restrictions you placed on base races and game pacing. I post multiple times a day. Here is the character sheet. Still have to add a second trait and write up the background but it is forthcoming quickly. I plan to get a weapon with the Agile Weapon property from the PFS Field guide as soon as possible (please let me know if that acceptable). My submission is Xul Deepwrath.


Second trait chosen with quick and dirty history up. Will add more later.


Rogue Gutstockings - elvish cavalier order of the seal/musketeer/strategist.

Rogue is the victim of a secret that has to be preserved so badly he was sold into slavery. He is hellbent on having his vengeance on the Chelaxians who arranged his exile.

What is this secret? Rogue has tattered memories of his childhood, only sure he needs to keep them to himself, as one of these memories caused his demise. If revealed, he may cause harm to more of those close to him.

Concept: CN swashbucking cavalier leader who uses his teamwork abilities to move his allies into favorable positions. His pistols were taken from him, he likes to shoot people as he closes to melee. He 'loves the smell of powder in the morning'.


Pathfinder Adventure, Adventure Path Subscriber

Cecic changed skills and feats, so taken Childlike as a feat instead of Selective Channeling and taken a point out of Stealth and put it in Bluff.
Removed the trait, Armour Expert and replaced it with Magical Knack.

Cecic:

CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Childlike
Traits Magical Knack: Cleric, River Rat (marsh or river)
Skills Bluff +6, Escape Artist +1, Perception +5, Profession (Sailor) +7, Ride +1, Stealth +5, Swim +2
Languages Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.
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As a young halfling in the Shakles, his father is a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.

It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.

Tonight though, he drinks, he's been 3 months at sea and now its time to forget the rigors and hardships and enjoy what the land has to offer, in the nearest Inn.

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Updated some character choices...


Updated the name also, this used to be pegleg tom.


Here is what we've got thus far:

Arcane
Cardan the Carpenter, Human Wood-elementalist Wizard, LN
Jensen Roust, Half-elf Magus, LN
Deacon Nesser, Human Arcane Duelist Bard, NG -OR-
Kenji Jehu, Human Arcane-blooded Sorcerer, N
Randall McNally, Human Sea-singer Bard, CN
Sylvestra Striana, Half-elf Sea Witch, CN
Istvan Masterson, Human Marid-blooded Sorcerer, CN
Bingul La-Foom, Gnome Summoner, CN
Alexi "Crocodile" Montague, Human Rakshasa-blooded Sorcerer, NE (or Tambo LeFranc)

Divine
Miraji Haelmar, Human Aquatic Druid, N
"No-eyes" Bellamy, Human Stargazer Time Oracle, CG
Morvius Crispin, Human Inquisitor of Besmara, CG
Balsooma Hishal, Human Inquisitor of Besmara, CN
Turniphead, Human Cleric of Besmara, CN
Cecic, Halfling Cleric of Besmara, CN
Four Skulls, Half-Orc Oracle of Bones, CN
Tambo LeFranc, Human Dual-Cursed Juju Oracle, NE (or Alexi Montague)

Martial
Kiernan D'Agostin, Human Corsair Fighter, LN
Holgur, Human Skirmisher Ranger, N
Amar the Sailor, Human Rogue, N
Mathurin Kerbouchard, Half-elf Warden Ranger, CG
Ciera, Human Acrobat Rogue, CG
Allysen, Human Ranger, CN
Jericho Fiendaxe, Human Unarmed Fighter, CN
Rogue Gutstockings, Elven ?? Cavalier, CN
Xul Deepwrath, Human Urban Barbarian, CN
Brynjolf, Human Sea Reaver Barbarian, NE

Questions/Clarifications:
@Amar the Sailor. Does the (CG) mean CG tendencies? Also, I don't see your traits, but considering you don't have feats I'm guessing it's still a work in progress?

@Rogue Gutstockings. I have a question concerning the name, is it an actual name or nickname? It just seems an uncommon name to see on an elf, so I'm wondering where in his history it came from. Also, Musketeer and Strategist cannot be used together, as they both replace Expert Trainer. It is an error on the chart of archetypes in the SRD that forgot to put an X in that box on the Musketeer.

@Cecic/@Four Skulls. Both of you have two traits, but one of them needs to be from the S&S Player's Guide.


Dotting for interest, character to come. Sound like a lively group so far!


Aardvark DM wrote:

Here is what we've got thus far:

Questions/Clarifications:
@Amar the Sailor. Does the (CG) mean CG tendencies? Also, I don't see your traits, but considering you don't have feats I'm guessing it's still a work in progress? ...

Aye, sir on both counts. Amar is neutral, but a bit of a soft touch, given to sympathy for anyone down on their luck.

So, given that the Player's Guide says we've been shanghaied, can we skip shopping. I hate shopping.


If we have been shanghaied, what does this mean for our spellbooks? I guess we start without them, eh? Tough beans.


Who needs spellbooks, they are so AD&D.

Also, these are pirates, they know the value of stuff. Our equipment will be stashed somewhere on the ship for sale at the next port, just like we will be for sale - at least those of us who do not get thrown to the sharks.


Pathfinder Adventure, Adventure Path Subscriber

@AardvarkDM Cecic will take Expert Swimmer feat from the S&S Players Companion, it replaces River Rat, so it keeps the Swimming, but looses the dagger bonus.


Miraji Haelmar wrote:

Who needs spellbooks, they are so AD&D.

Also, these are pirates, they know the value of stuff. Our equipment will be stashed somewhere on the ship for sale at the next port, just like we will be for sale - at least those of us who do not get thrown to the sharks.

Unless they sold our stuff before the ship left port.


@Cecic. Do you mean 'Touched by the Sea'? Expert swimmer is not a S&S trait, couldn't if it was one at all, or if it's just what you were calling it.

As far as gear, no you don't HAVE to buy gear. It just means that you will only have what you find in game, and if you need something specific (Falchion off the top of my head) and there isn't one, then you may be without for who knows how long. There is a way to get your personal belonging back, though, if you had them before being nabbed.


Pathfinder Adventure, Adventure Path Subscriber

@Aardvark DM, Yep Cecic will take Touched by the Sea.

Expert swimmer is in the Pirates of the Inner Sea Player Companion, now I've got the S&S Player Guide and Touched by the sea is the way to go.


Here is an alchemist up for consideration. I'm still going through making sure the Ts are dotted and Is are crossed, so if anything is wonky, let me know and I'll fix it/explain it.


Related to gear - what happens with our Familiars and Animal Companions (although I may be the only one in this group). I am pretty sure that I would not have taken an Albatross into a tavern with me - heck, even if the name of the tavern was the Friendly Albatross I think that I would leave her outside.


Hey, I'm totin' a parrot around. On my shoulder all the way. And really hoping that she ain't dead to start with!


Doh - forgot about our witch. I was thinking that I was the only druid and we had only one Wizard.


Cavalier up there too actually, looking at it now. And a summoner (though the eidolon can be summoned I suppose).


Now as far as Familiars/Animal Companions, the adventure suggests that they become attached in game (just for the sake of portability), and will waive the time/cost requirements of any due to the fact.

If you feel more comfortable having had it already and it 'finds' you after you were taken (Followed the ship, snuck on board, hid in a barrel, etc) then that's fine as well. This can be more ironed out with any player's pets in the discussion thread after selection.


Sylvestra Striana wrote:
Cavalier up there too actually, looking at it now. And a summoner (though the eidolon can be summoned I suppose).

Well, I suppose if we had the cavalier and he can sneak his horse on the ship, that would make rowing easier for the rest of us. Maybe he is smart like the horse from Tangled (sorry, I have young kids) and hid in a barrel.


Miraji Haelmar wrote:

Well, I suppose if we had the cavalier and he can sneak his horse on the ship, that would make rowing easier for the rest of us. Maybe he is smart like the horse from Tangled (sorry, I have young kids) and hid in a barrel.

I love the horse idea. Rig up a system for it with a belt to walk on. One horsepower engine!

I often watch two of my nieces (5 and 4), the older one loves to dress up like a princess. Their favorites movies are the Chucky movies and Jeeper's Creepers (and most other horror movies). So I have never actually seen Tangled while watching them :)


If your animal companion was like Maximus from Tangled, not only would he have snuck onto the ship, but dueled the captain and arrested the lot of them.

Adventure over! Horse Wins!


That was hilarious!

I've got to watch that movie now!

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