| The Changing Tide |
| 1 person marked this as a favorite. |
Greetings you godless curs and welcome to my recruitment for the Skulls and Shackles AP. If you are reading this then it is safe to assume that you lily livered landlubbers are sick of your safe and stable lives and you thirst for a touch of adventure.
I am new to DMing PbP, this will be my first game, and although I have run Skulls and Shackles before, I do ask for patience. I am also not all that consistent, I can be flaky and absent, but I will not disappear for more than a day or two at a time, I can promise that. If you can deal with both of these small details, then I can offer you a (hopefully) fun game. I am big on party building and heavy role playing, but not to the exclusion of roll playing, if you catch my meaning. With the success of the Humble Bundle (Everyone should be proud of that. Well done guys!), we have a lot of new people on the site, so I am going to cater to them but not exclude more experienced players at the same time. I am looking for interesting character ideas and party dynamics, rather than an ironclad knowledge of the rules.
So without further adieu, let’s get down to brass tacks -
The Skulls and Shackles AP is a Sea Based piratey adventure that will see you shanghaied at the start of the first book, and forced to work on the decks of the Wormwood, the flagship of Free Captain Barnabas Harrigan.
Races- All Core races accepted but I will allow non standard races on a case by case basis. I am pro Human I will say, but that does not mean I am anti any race. Except for Drow. I am not a fan of Drow, just my personal feelings. I will still accept a Drow character, if they have an interesting enough concept behind them.
Ability Scores- This recruitment will be using the point buy system, detailed here on the table titled “Ability Score Costs”. You have 20 points to spend as you will. Furthermore, no character may have a score higher than 20 or lower than 8, after racial bonuses and negatives have been applied.
Accepted Material- I will accept any and all Paizo material* but will have to accept 3pp only after looking it over thoroughly. I haven’t used much of it so I am not comfortable with it. I will say that Path of War is a no go for me.
*Technology guide doesn’t really fit in this part of the world but I can be convinced
Classes- As stated above I will accept any and all Paizo material, with the exception of the original Summoner. Unchained Summoner is fair game and replaces the original Summoner. Archetypes tied to the Technology guide may not make much sense, but I could be argued around to them.
Skills- I really like the use of background skills, I think it brings a new depth to characters when they have extra skill points for the option of profession skills and the like. Background skills and their explanation can be found here.
HP- Full HD at every level. You are badass sword swinging pirates not sniveling dogs who can be killed easily.
Gold and Equipment- Full gold for your class at first level but you do not start with access to your gear, as per the AP.
Traits- Three traits, one of which must be a Campaign trait, from the Skulls and Shackles Players guide, and one drawback. Characters, like people, should have flaws so choose one that makes sense and build it into your PC.
Alignment- No CE allowed. That leaves you 7 other viable alignment options to go for, so it isn’t that big a deal. CE usually ends up just being disruptive and annoying, in my opinion, so I don’t want it. And as this is a pirate based campaign, LG is also not really something that makes sense.
If there is anything I have forgotten here, please let me know.
Mechanics are a small but important part of character creation. Listed below are the Fluff aspects of your character I would like filled out -
Backstory- A short backstory, telling me how your character came to be in this position, why he is in a position to be shanghaied. Also name drop one NPC from your background, who your character has some bond with.
Appearance- Height, weight, hair colour and eye colour. Does your character have any defining scars? Do they wear any jewelry or have any tattoos? How do they dress?
Motivation- What drives your character in general? Revenge? A need to be famous? A thirst for gold? What goals do they have before being shanghaied and now after the fact?
Favourite Colour-
Favourite Meal-
Theme Tune-
The last three are just for fun, but are a good exercise in terms of trying to feel more tied to a character.
So I think that is mostly it, just one thing left to do and that is deal with formatting. There are a lot of different ways to format a character sheet on the site, and I do not think my way is the best, but it is the way I am most comfortable using so… I have spoilered a template below, that can be copy/pasted into a profile and filled in.
_____________________________________________
[b]Race[/b\]
[b]Gender[/b\]
[b]Age[/b\]
[b]Class[/b\]
[b]Init[/b\] +; [b]Senses[/b\] Perception +, Survival +
_____________________________________________
[b]BUFFS AND CONSUMABLES[/b\]
_____________________________________________
_____________________________________________
[b]DEFENSE[/b/]
_____________________________________________
[b]AC[/b\] +, touch +, flat-footed +
(+ Armor, + Dex)
[b]Hp[/b\] [b]Temp hp[/b\] []
[b]Fort[/b\] +, [b]Ref[/b\] +, [b]Will[/b\] +
_____________________________________________
[b]OFFENSE[/b\]
_____________________________________________
[b]Speed[/b\]
[b]Melee[/b\]
[b]Ranged[/b\]
[b]Special Attacks[/b\]
_____________________________________________
[b]STATISTICS[/b\]
_____________________________________________
[b]Str[/b\] , [b]Dex[/b\] , [b]Con[/b\] , [b]Int[/b\] , [b]Wis[/b\] , [b]Cha[/b\]
[b]Base Atk[/b\]; [b]CMB[/b\] ; [b]CMD[/b\]
[b]Feats[/b\]
[b]Traits[/b\]
____________________________________________
[b]SKILLS[/b\]
____________________________________________
[b]Skills[/b\]
[b]Background Skills[/b\]
[b]Languages[/b\]
____________________________________________
[b]SPECIAL QUALITIES[/b\]
____________________________________________
[b]SQ[/b\]
____________________________________________
[b]EQUIPMENT AND GOLD[/b\]
____________________________________________
[b]Load[/b\]
[b]Gear[/b\]
____________________________________________
[b]APPEARANCE[/b\]
____________________________________________
[b]Height[/b\]
[b]Weight[/b\]
[b]Eye Color[/b\]
[b]Hair Color[/b\]
[b]Region of Origin[/b\]
[b]Deity[/b\]
*Remove the \ in each set of closing square brackets.
So that is everything. I will leave recruitment open for a week, so closing will be on the 12th of March at Midnight (UTC-3:30).
I look forward to seeing all of your applications.
- The Changing Tide (DarkestHeart)
| Sidewinder2k |
Been doing some thinking regarding a character for this, and have come up with a question for the GM:
1) How do you feel about the undine race? I was thinking he'd be a descendant of a once legendary pirate captain, with the sea running in his veins.
Other than that, I'm currently contemplating a swashbuckler. Maybe using the flying blade archetype, but I'm not yet sold on it. I may just use fencing grace, even though I don't really care for the rapier thematically, but piercing weapons are the way to to if underwater combat happens. Not sure, still thinking.
| The Changing Tide |
Ability Scores- This recruitment will be using the point buy system, detailed here on the table titled “Ability Score Costs”. You have 20 points to spend as you will. Furthermore, no character may have a score higher than 20 or lower than 8, after racial bonuses and negatives have been applied.
Originally I hadn't but it is there, it is 20 points.
Orannis
|
How do you feel about age categories, i.e. starting at middle age?
While I admit there would be (small) mechanical gain, the idea I am working with works best flavor wise with a character that is a bit older. Of course, I can make it work without, should you decide against it.
The concept: Undine Monk, with the Qingong, Ki Mystic, and Sensei archetypes. Her "Monkness" is less an official monastic order, and more a manifestation of how she worships/perceives the nature of the sea. She "feels the sea" move her to where she needs to be, and I'd like to angle for a character motivation along the lines of, after being press-ganged, she feels like she could escape easily enough but believes she is where the sea wants her to be, assisting the rest of the PCs (Whether or not this is actually the case is academic: she believes it to be so.)
Mechanics-wise, she'd do very little outright punching or anything. Out of combat, she'd be skill focused, perhaps with some party-face capabilities, and extremely proficient at handling things underwater via the Aquatic Ancestry feat. In combat, she'd provide party buffing via the Sensei's Baric Performance analogue, battlefield control via Hydraulic Push and the Hydraulic Maneuver feat, and occasional spell support through various Qingong abilities.
| Sidewinder2k |
Well I've finished the crunch for my character, background to follow.
I'm not set on his alignment just yet. He's lawful evil for the moment because I like the idea of him being like Captain Barbossa in that he upholds "The Pirate Code" so long as it benefits him and his crew, and treats them more like guidelines when not.
He's a flying blade swashbuckler, building towards a sort of switch-hitter build, because the flying blade for the most part just adds the ability to use melee deeds at range with thrown daggers while not taking away the ability to fight in melee. At higher levels he'd probably turn into a sort of front liner/short range bruiser with maybe a bit of tankyness.
As I said, background to come most likely tomorrow after I've had some time to write it up.
GM, I'll transfer his crunch from the mythweavers sheet to your template on an alias after I've got his background and such worked out!
| King without Land |
Deep One Hybrid Hunter
He would be Venerable and uses his Companion when combat begins, Using the animal focus to buff that companion.
1d12 ⇒ 2
Using his age to try and bluff his wisdom and experience.
| Sidewinder2k |
Hey GM, another quick question:
I've got a different format that I've been using for my character aliases. I just like it a bit more because I spoiler a lot of stuff for easier reading. Would you mind me using that format as opposed to the one you've provided?
Feel free to take a look at any of my aliases, they all use the same format. If you like your own format more than my own then I'll go ahead and use your format for the profile of course!
| CampinCarl9127 |
I have been absolutely dying to get into a Skull and Shackles game, color me curious!
I am a more experienced and venerable player of the boards, and I do have an ironclad knowledge of the rules that you refer to. However I focus on the roleplaying aspect - that's what we're here for! - instead of the mechanics.
However, I want to test the waters before jumping in. The character I'm wanting to play is one I've had bouncing around my head for a while, and he's never gotten to get a good campaign experience that I think he deserves. Aviz, my strix fighter.
For this campaign his background would almost be entirely the same (all under the linked alias), except that at the end he would abandon his life in Cheliax to go hunt down his father's killer, and would end up ambushed and dragged to a life at sea as a result. I think that flavorwise he would be a very good fit for this campaign, and tweaking his mechanics to fit the character creation guidelines would be no problem. Also the lawful neutral alignment wouldn't be an issue. He's more of a "follow his own strict moral code" kind of guy, not a "the law must be followed and enforced" kind of guy.
However I do know that the strix race raises two major flags with most GMs: flight and hatred of humans. Let me address the easier one first, the hatred of humans.
Hatred of humans is without a doubt a very powerful racial trait. Most people faced in most adventure paths are humans after all. Plus hating humans comes across as very difficult roleplaying-wise. There are two possible solutions to this.
1) I take the cautious brawler alternate racial trait which replaces it. Simple and easy.
2) I replace hatred of humans with hatred of elves, which works considering his backstory (an elf killed his adopted father). Definitely houserule territory, but I like the flavor and it's another easy fix.
The other problem is flight. Having a decent fly speed at low levels can feel very overpowering. In a campaign where we're prisoners on a ship, even more so. For this I have three proposed solutions.
1) I promise not to abuse it. I know that means putting a lot of faith in me, especially considering I'm not a player you're used to playing with. However I think something like the captain keeping the weapon from his backstory hidden from him could very easily persuade Aviz to not fly away. That weapon means everything to him.
2) I can take the wing-clipped alternate racial trait. It keeps the power of flying in check and requires two feats to get back to full strength. I'm not a big fan of this option, but it's there if that's your preference.
3) Another houseruled solution. I had a GM once that let me play a strix with the following rule: During his capture (for a WotW game), his wings were badly damaged. At 1st level, the wings were useless, serving no purpose but to remind him of his pain. At 3rd level they began to heal, gaining a very slow fly speed with poor maneuverability. At 5th level (where other classes gain access to flight), the wings are fully healed and function as normal.
I know this is a lot to work with, but it's a character I've really been wanting to play and just never had a chance to yet. Let me know what you think, and if you think it's something you can work with I can start working on tweaking him.
| ♠Spade♠ |
I think my character is mechanically done. The sheet was originally more compact, but the forums seem to wig out over nested spoiler tags. All that's left should be the fluff, but let me know if there's anything wrong or missing so far.
Undine(native aquatic outsider)
True Neutral
Female
68
Kineticist (Hydro)
Init +3; Senses Perception +6, Survival +2
AC +13, touch +13, flat-footed +10
(+0 Armor, +3 Dex)
Hp 12 Temp hp [0]
Fort +6, Ref +5, Will +2
Speed: 30ft. land speed, 30ft. swim speed
Melee Unarmed Strike -2 1d3-2[nonlethal(min 1)] 20/x2 Bludgeoning
Ranged: Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning
Special Attacks: Pushing Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning +4CMB
Str 8(10), Dex 16(14), Con 18, Int 10, Wis 12(10), Cha 8
Base Atk 0; CMB -2; CMD 11
Feats
Point Blank Shot
Traits
Touched by the Sea:You’ve always felt the call of the
sea and your blood surges with the ebb and f low of the
tides. Perhaps one of your parents was a sailor or pirate,
or maybe one of your ancestors had a bit of aquatic elf
or undine blood in them. Whatever the reason, you’re as
comfortable in the water as you are on land. You gain a
+1 trait bonus on Swim checks and Swim is a class skill
for you. In addition, penalties on attack rolls made
underwater are lessened by 1.
You came to Port Peril in search of your destiny, and
after a few drinks at a tavern called the Formidably Maid,
you went down to the docks to take in a view of the sea.
The last thing you remember is a blow to the back of your
head and the waves rushing up to meet you.
Slippery Step (Undine):You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship.
Navigator:You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you.
Drawback
Burned:You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
Skills Acrobatics +7(9)[1+3+3(+2)], Knowledge(Nature) +4[1+3], Perception +6[1+2+3], Stealth +7[1+3+3], Swim +3(11)[1-2+3+1(+8)]
Background Skills Knowledge(Geography) +5[1+3+1] Profession(Sailor) +7[1+2+3+1]
Languages Common, Aquan
Energy Resistance: Cold resistance 5
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Burn:At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Elemental Focus:At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
Gather PowerIf she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
InfusionAt 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
Pushing Infusion
Type substance infusion; Level 1; Burn 1
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
Kinetic Blast:At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Kinetic Blasts:
Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option.
When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast.
Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.
Composite Blasts
Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies.
Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
60GP
____________________________________________
Load
Gear
Height: 5'1"
Weight 130lb.
Eye Color Blue
Hair Color Dark Sea Green
Region of Origin: The Shackles
Deity: Besmara
| CampinCarl9127 |
Spade - One of my largest complaints about the software of the Paizo forums is that you can't nest spoiler tags. To be fair it is semi-difficult to program.
Personally I use a series of spoilers that contain everything in my character in usually 4-6 spoilers (depending on spells and complication of the character). I shamelessly recommend my own personal guide for formatting characters on the Paizo forums.
| ♠Spade♠ |
Spade - One of my largest complaints about the software of the Paizo forums is that you can't nest spoiler tags. To be fair it is semi-difficult to program.
Personally I use a series of spoilers that contain everything in my character in usually 4-6 spoilers (depending on spells and complication of the character). I shamelessly recommend my own personal guide for formatting characters on the Paizo forums.
Thank you. It looks far more neat, now.
| The Changing Tide |
Looking good so far guys, I'll have more of an indepth look a little later.
Ythiel - No, but your Class choice will do that for you, as the class you choose most will be your Favourite Class. What about not choosing it do you like? If you want, you can take your first class in something else and designate that you will be taking a different class the following level.
Greetings Camping Carl. To answer your questions (The exact two I would have had a problem with yes):I like option 2 and option 3. Let's say you have hatred for Elves, and your wings are badly damaged. If you can work the damaging of your wings in to you being shanghaied, even better.
Farren and Space, I'll look over your characters now, but looking good.
Somebody tell Bleepos I'm okay with Goblins, I know he won't / can't read this or it might steal his soul. :-P
Looking good guys. Ill check back in in awhile.
| Edward Sobel |
Sasha Neville
Lucille was leader of the witch’s coven, and probably the most selfish. Lucille sought only one thing, to be immortal and to serve Orcus for eternity. The rest of the coven saw Lucille’s desire a boon to their coven and a sure way to get Orcus’ favor.
For several years, the coven sought the secrets to making Lucille a Lich but to no avail; until by happenstance the coven acquired a book that held the secrets they were looking for. Where the book came from may never be known nor how the coven came to possess it.
The rituals contained with were long and complex and it would take time and lots of patience to decipher; time that Lucille was unwilling to take. In a hurried ceremony, Lucille and the coven performed the ritual to begin the process of conversion. Unbeknownst to the coven, the ritual called forth Orcus himself to grant Lucille her desire.
In their haste the coven failed to complete the needed containment runes and Orcus was not fully under the coven’s control. Orcus realized this but allowed the coven to make their request.
Lucille demanded from Orcus the power of un-death. Orcus thought a moment of her request but was not one to be ordered he decided to grant her request but with a payment to him. Lucille agreed there was nothing that she would allow to stand in her way now.
Orcus released a rotting ghoulish worm from his hand and it came at Lucille its mouth open and it latched itself to Lucille’s belly draining her soul but giving her the seed that would soon become Sasha.
Orcus told Lucille that the child she would bear would kill her and upon her death her wish would be fulfilled. Orcus told Lucille that just as the child’s birth would bring you what you desire; the child’s death would be your destruction. And with that Orcus left, returning to the Abyss.
Days passed and it soon became apparent that the book that the coven had acquired was stolen from the Red Mantis stronghold and they wanted it back. The first coven member to fall at the hand of an assassin’s blade revealed the rest of Orcus’ plan. As each Coven member died they were reborn as undead loyal to Lucille.
The coven member banded together and fled Ilizmagorti, booking passage on a merchant ship bound for the Mwangi expanse. There they hoped to hide in the jungles of the expanse until the child was born and the promise is fulfilled.
It was not more than 2 days out of port, a terrible storm developed and in the turbulent seas Lucille gave birth prematurely to a baby girl. There was but one healer on board the ship, a cleric of Besmara. He saw what was happening and thought it best to destroy both the mother and the child. He channeled Besmara’s energy to destroy them both but it seemed that Besmara had other plans.
While the energy killed Lucille it blessed the child. The next stage of Orcus’ promise now fulfilled. Besmara saw to it that Lucille’s death would remain connected to her bidding as well as Orcus’ Lucille became a Sea Lich bound to the waves taking the souls of those killed at sea fueling her growing undead army to be protected by the remainder of her coven as they each left the realm of the living and passed on to the realm of undead.
The remaining members of the coven seized control of the priest and bound him to their will (use of hexes and enchantments). The priest saw to it that Lucille’s body was committed to the sea where the transformation would be completed. The child was given the name Sasha Neville (Neville being the name of the priest that would become her surrogate father). Sasha was given a locket that once belonged to Lucille.
The merchant ship had to make port at Port Peril and the Coven, with Neville and the baby in tow, disembarked to find some refuge in this city. It was decided that the coven should split up and Neville along with Coven Member Jasmine would care for the child.
12 years passed with Jasmine and Neville making the best of a bad situation being forced to sail from port to port evading the Red Mantis where ever they went. But eventually The assassins caught up with them. They demanded the book but they were unable to produce it. The book was buried at sea with Lucille.
Neville and Jasmine were slain by the red mantis and as payment for the book they were to take Sasha. The last of the Coven now dead Sasha was the last of any bloodline associated to the cult of Orcus in the Shackles.
Sasha was to be escorted back to Mediogalti to be converted to one of the Red Mantis as there was little to fear from a mere child. Once the ship left Port Sasha struck killing her escort and managing to either kill or extort the remaining crew (note that this was not a pirate ship) Sasha learned to control the magic that flowed in her blood and make use of the blessing Besmara gave her. The ship soon made port back at Port Peril where Sasha disappeared back into the streets of the city.
A few more years went by Sasha became more and more attuned to her natural abilities. Sasha would always have a yearning for the sea feeling the call of Besmara.
Finally, she could not take it anymore she needed to find purpose in her life besides this existence. She returned to the place where the only parents she knew, Jasmine and Neville, were killed. There she found a diary that detailed everything concerning her birth and the truth of her mother. Sasha knew it was time to find a way to return to the sea and find the Sea Lich, the one she would call Mother.
Sasha decided the best place to find a ship would be the Formidably Maid in Port Peril.
Note: Sasha has no idea that the locket that she wears is actually her mother’s Phylactery and thus that is how the final phase of Orcus’ promise would be fulfilled “Sasha’s death would mean Lucille’s destruction”
Appearance- portrait
As a tiefling, Sasha is not your traditional demon spawn, her horns are actually rather small and are more on the top of her head as opposed to her forehead. She typically hides them in her pig tails hair style. She has a thin black tail that ends in the classic spade shaped point. While the tail is not really functional as an appendage she has been known to use it to cause a little mischief no and then, also it could be considered sexy to some. Sasha’s mouth looks normal most of the time, but when needed her lower jaw splits open to increase her bite and allows her to feed on a victim’s blood. This gives Sasha a minor bite attack ability.
She typically wears an old jester’s outfit. Most of the time it is covered on old dried blood from previous victims. To survive she occasionally would stalk and kill some drunk or other commoner, and feast on their corpse.
This lifestyle has made her a little crazy and many times she does not take things too seriously. That is not to say that she does not recognize the seriousness of situations when necessary.
Motivation- Shasha only recently heard the tales of what happened to her mother and her transformation to some sort of Sea lich It is her goal to reconnect with her someday but to do that she must set sail and find her.
3 question that need to be answered-
1. What position do you see yourself eventually in on a ship?
Sasha hates confined spaces but knows that that kind of thing is not likely on a ship - unless you know where to look. she has desires to be in the rigging feeling the sea air, smelling the ocean salt. becoming a master rigger or sail master.
2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)
Piracy is a means to an end. killing, stealing, does not matter. her goal to meet her mother and provide souls for her. This may lead to her becoming undead herself and feeding the souls of those that die at sea to her mother, even if their death is at her hand. Of course Sasha is a little nuts and she likes to have fun along the way. Killing, death, blood? It’s all a normal part of life.
3. Which campaign trait are you selecting and why?
Besmars's blessing was chosen because of the circumstances of her birth and the attempt to kill her at childbirth. it was Besmara that stepped in and saved her. but lost her mother in exchange (such was the deal between Besmara and Orcus).
Personality- Sasha loves to cause mischief and chaos whenever she can but she knows when to keep it in check. when she needs to, she is a conniving manipulator attempting to lure victims in when she is hurt to feed off of them as she needs to. She would never hurt those that she deems as friend and would give all she can to help them (well usually, she may like to lick their wounds-literally.)
She is a mash-up of Wednesday Addams, Harley Quinn, and Jinx (from League of Legends)
Favourite Colour- Red, it’s like blood
Favourite Meal- raw flesh
Theme Tune- Tough one and believe it or not, I spent most of my time on this question, anyway, I am not quite 100% on this one – this song seems like fun
Who is Sasha? A demon Spawn Tiefling sorcerer (wildblooded Sanguine bloodline) possible multi into bard (Dirge bard)