Choon's Skulls and Shackles (Inactive)

Game Master Choon

On the Wormwood!


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It looks like, to me, that Skulls and Shackles is the 'hot AP' this week. So, I will cave and GM a PbP of it for all those people that have expressed interest. Post here with character crunch/fluff, and I'll figure out a balance. I'm going to go with 4/5 characters that I think will work well together.

Things to keep in mind:

You should want to be a pirate, or be willing to become one via circumstances.

You should have a reason to start in Port Peril for one reason or another; the default here is coming to Port Peril to begin life as a pirate.

PCs that are tailored to the ocean and being on a ship are preferable.

Be able to post at least once a day. (Weekends more flexible)

That said, character creation stuff:

Rolling stats, 4d6 drop lowest
Max starting gold for class
2 traits (Campaign trait recommended, but not required)
Any race is acceptable with proper story for it, but standard races preferred

About me: I'm online a LOT, but my online times may be somewhat skewed for some people. I live and work in Thailand (part of the reason I'm so interested in PbPs). Still, I find that I have plenty of time to interact with folks in the morning/evening of US time.

I've run plenty Pathfinder APs and been in a few more, though my background is mostly World of Darkness based. As such I find I am very interested in stories and character development (though I love the ease of Pathfinder combat compared to WoD too).

If this sounds like someone you want to play with, well ... hop on board!

Dark Archive

I've had a few concepts for S&S of late. One (my alias Skaldi) was recently accepted into a game. Would you have an issue with me playing here as well with a different concept?


Not a jot! :)

Dark Archive

Sweet. I'll get you something in the morning. Now is the time for sleeping.


Stupid Thailand time! :D

Grand Lodge

How do you feel about someone who knows the AP being a player? What about firearms?


As a Malaysian expat I share the PbP avenue for gaming :)

Speculative Rolls:
4d6 ⇒ (3, 5, 5, 1) = 14 = 13
4d6 ⇒ (4, 3, 6, 5) = 18 = 15
4d6 ⇒ (2, 5, 5, 4) = 16 = 14
4d6 ⇒ (3, 2, 1, 2) = 8 = 7
4d6 ⇒ (1, 2, 3, 2) = 8 = 7
4d6 ⇒ (6, 5, 3, 1) = 15 = 14

Ouch, two 7s... will have to ponder


I don't mind players that know the campaign, though obviously I'd like the knowledge separate. ;)

I'd also like to keep guns out of it, for my sanity's sake if nothing else.

Shadow Lodge

I'd love to join in on this one. I'll start putting together a character, and I should be able to get one rough-cut tonight (PST). I'm assuming completely overpowered races (and templates) are a no-go? No Drow Nobles or Svirfneblin or Half-Dragons? :)

Ability Rolls:
So I know what I have to work with.

4d6 ⇒ (3, 1, 4, 3) = 11=10
4d6 ⇒ (4, 6, 2, 1) = 13=12
4d6 ⇒ (5, 3, 2, 4) = 14=12
4d6 ⇒ (5, 3, 5, 6) = 19=16
4d6 ⇒ (5, 4, 3, 2) = 14=12
4d6 ⇒ (6, 2, 4, 4) = 16=14

Think I can work with those.


well before I submit lets me test my Dice-fu

4d6 ⇒ (5, 1, 6, 4) = 16 = 15
4d6 ⇒ (1, 1, 1, 6) = 9 = 8
4d6 ⇒ (3, 6, 4, 4) = 17 = 14
4d6 ⇒ (6, 5, 1, 4) = 16 = 15
4d6 ⇒ (1, 6, 3, 3) = 13 = 12
4d6 ⇒ (2, 3, 6, 5) = 16 = 14

looks like a 24 point buy equiv. not the best but not too bad where to put that 8? I wonder..


4d6 ⇒ (5, 5, 2, 1) = 13 12
4d6 ⇒ (2, 6, 2, 4) = 14 12
4d6 ⇒ (6, 4, 5, 2) = 17 15
4d6 ⇒ (1, 4, 1, 1) = 7 6
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (5, 1, 2, 3) = 11 10

9 point buy if you consider 6 as -5. Can I reroll or can we use points buy or something?

Grand Lodge

Lexi! You welcomed me in my intro post. Wish I could have made that runelords campaign but oh wells. Thanks for running this, I'll toss my hat in the ring. rolls to see what I play.

4d6 ⇒ (5, 6, 4, 1) = 16
4d6 ⇒ (5, 3, 6, 1) = 15
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (2, 2, 6, 5) = 15
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (3, 4, 2, 6) = 15

Grand Lodge

looks like 15, 14, 15, 13, 12, 13. 27 point buy equiv.

str 15
dex 14
con 12
wis 13
int 15
cha 13

I think I'll play some sort of magus build. I can adjust scores down if you'd like.


I'm very interested. Here's my ability rolls:

4d6 ⇒ (5, 6, 6, 3) = 20 = 17
4d6 ⇒ (1, 5, 6, 1) = 13 = 12
4d6 ⇒ (6, 1, 3, 2) = 12 = 11
4d6 ⇒ (6, 4, 4, 6) = 20 = 16
4d6 ⇒ (3, 3, 4, 1) = 11 = 10
4d6 ⇒ (5, 1, 2, 1) = 9 = 8

Dark Archive

I'll give it a shot lets see how bad the dice roller hates me.

4d6 ⇒ (3, 6, 3, 6) = 18 =15
4d6 ⇒ (4, 5, 6, 3) = 18 =15
4d6 ⇒ (2, 3, 1, 1) = 7 =6
4d6 ⇒ (5, 1, 6, 1) = 13 =12
4d6 ⇒ (1, 5, 4, 6) = 16 =15
4d6 ⇒ (5, 3, 6, 2) = 16 =14

hmm ill see what I can come up with for that.


@jlighter - Yes please, less wonky races. :)

@drew (and @nimon) - Yeah, bump that 6 to a 7. >.>;

However, to low rolls, ST brownie points for playing gimped or funny characters smartly. XD

Not a mechanical benefit, I know, I know.


I would be very interested in this AP, lets see what the dice have to say:

4d6 ⇒ (4, 4, 2, 4) = 14 = 12
4d6 ⇒ (4, 4, 2, 4) = 14 = 12
4d6 ⇒ (3, 2, 4, 3) = 12 = 10
4d6 ⇒ (3, 4, 5, 6) = 18 = 15
4d6 ⇒ (1, 5, 2, 4) = 12 = 11
4d6 ⇒ (5, 3, 5, 4) = 17 = 14

I will flesh out this character tomorrow.

Shadow Lodge

At the moment, I'm looking at a Peri-Blooded Wizard. Teleportation School, with a Greensting Scorpion familiar. I can change that to fit the group need better. My current second choice is a Human Inquisitor/Cleric, or I can revive an old character for a second run, a Kobold Rogue.

Peri-Blooded Wizard
Str: 10
Dex: 14
Con: 12
Int: 16 (+2)
Wis: 12
Cha: 12 (+2)

Liberty's Edge

haven't played in S&S yet, or gotten to be very piratey, for that matter. ROLL THEM BONES!!

4d6 ⇒ (4, 1, 5, 2) = 12 11
4d6 ⇒ (1, 2, 1, 1) = 5 4
4d6 ⇒ (2, 5, 3, 1) = 11 10
4d6 ⇒ (2, 4, 4, 3) = 13 11
4d6 ⇒ (5, 6, 5, 6) = 22 17
4d6 ⇒ (6, 1, 6, 1) = 14 13

WHOAH. I think they're trying to communicate. Is this a sign, O grand cosmos? A CHALLENGE to my character creation and roleplay abilities?

damn right it is, challenge accepted. Time to go make a pirate. BRB.


...ahahahaha. a 4. You can bump that up to a 7 if you need to (as with the others below 7), but a roleplayed 4 would be so awesome...!

Oh, as a sidenote, one rule all of my games have is the Exalted 'If the GM likes it, you get a bonus' rule. :) I might give minor 'gm fiat' bonuses to rolls for things that are cool or well described.


This is Nimon, my concept for this campaign will be Vanzulii Mortanus,LN Inquisitor/Infiltrator worshiper of Achaekek from Ilizmargoti. Plan on using trickery domain and going two weapon fighting.

Until recently he was one of the Red Mantis' many eyes in that city.

Stats:
Str 15
Dex 15
Con 15
Int 12
Wis 14+2 racial for 16
Cha 7(6 with bump from GM)


This is Justin, and here is the Oracle of the Waves I rolled up. Fluff and Crunch are in profile.

Stats:

Str 11
Dex 12 +2 racial bonus = 14
Con 16
Int 10
Wis 8
Cha 17

I will endeavor to rp the low Wisdom to the fullest

In the interest of full disclosure, I have run parts of this AP, but I will have no problem keeping my knowledge separate.

I'm still looking for a good picture, I'll try again tomorrow.


Yarrr..

Only got this character to level 2 before the game fell apart and she was reaaaaaally fun to play. Would love to see her becomes Pirate Queen someday.

Barb/Sorc eventually going into Dagon Disciple (intentional misspell that makes sense if you read the backstory har har).

rolls:

4d6 ⇒ (1, 6, 6, 2) = 15 = 14
4d6 ⇒ (6, 6, 5, 1) = 18 = 17
4d6 ⇒ (4, 4, 5, 6) = 19 = 15
4d6 ⇒ (6, 3, 3, 5) = 17 = 14
4d6 ⇒ (6, 4, 3, 2) = 15 = 13
4d6 ⇒ (6, 5, 6, 6) = 23 = 18

Okay well. She needed a lot of stats but that's insane. I'd probably drop the 13 down to an 8 and slap it in wis because it suits her playstyle (also because 50 point buy). 20Str/19Cha demon disciple coming up?


Red Ramage here, Introducing "Reck" Avok, the Sodden Beast.

Reck was born into one of the many squalid orc clans inhabiting the Sodden Lands, fathered by the half-blue dragon orc chief who ruled the clan with an iron fist. Showing magical talent, Reck was handed off to the tribe's shaman for training. Reck's magic came easily to him, and both the shaman and chieftain foresaw that one day Reck would be a challenge to their power. Accordingly, the chief beat his son within an inch of his life and threw him into the Blackflow river.

Reck survived, and recovered among the ruins of Oagon, on the shore of the Arcadian Ocean. Knowing that returning to his tribe was sure death, Reck built a hovel and lived as a beast in the marsh, hunting and fishing with the aid of his magical talents. As he matured, his father's nature ran true in him and he grew draconic claws and subtly scaled skin. Bereft of crafted weapons, Reck learned to pounce and hunt in the manner of predatory beasts.

For many years, Reck lived this way. Every morning as he woke, he saw the Eye of Abendego churning out over the ocean. Flashing with lighting and roiling with brutal storm clouds, Reck began to take inspiration from the eternal hurricane. Eventually, he made his mind up to investigate the storm itself. Despite being a strong swimmer, Reck found that he could hardly approach the storm. A few experiments with log rafts proved equally fruitless. From the occasional sighting of sailing ships, Reck knew that elsewhere lay those with the skill to sail right to the edge of the maelstrom. Reck packed his meager belongings and set off to find work as a sailor. He managed to stow away on a merchant vessel by clinging to a ratline.

Landing at Port Peril, Reck realized that no sailing vessel intentionally sails near the Eye. He spent a few weeks hiding in the alleyways before working up the nerve to walk openly in society. With a few valuables found in his primitive days, Reck purchased a few nights' stay at a seedy tavern and contemplated his next move. Unbeknownst to him, the tavern was the Formidably Maid, and the first introduction to pirate culture was the crack of a sap across the back of his head...

Plan for this guy is Magus(hexcrafter)2/Fighter(unarmed)2/Sorcerer(blue draconic) 1/Dragon Disciple XX. I dropped a few of his stats to bring his effective point buy back into line, I rolled a 27 pb equiv and that's just silly. As built I do need GM permission to take the Aspect of the Beast feat to gain claw attacks. I'm flavoring this guy as a savage with no knowledge of primitive society, hence the non-standard skills selection. Going claw/claw/bite is less optimal than delivering shocking grasps with a high crit range weapon and I feel that it'll be a fun character to play. Call me Queequeg. I'm also working on an alternate character if this is unacceptable.

Shadow Lodge

A quick look at my character, Sarenth. Emberkin Conjurer (teleportation). I haven't made a character profile page pending approval of character. If we need something different for the group, I can generate something new or grab an old concept character.

Sarenth Character:
Sarenth

Male emberkin wizard 1
CN Medium outsider (native)
Init +4, Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 7 (1d6+1)
Fort +1, Ref +2, Will +3
Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft.
Melee staff +0 (1d6/1d6)
Ranged light crossbow +2 (1d8/19-20)
Aasimar Spell-LIke Abilities (CL 1st; concentration +5)
1/day––pyrotechnics (DC 16)
Wizard Spells Prepared (CL 1st; concentration +5)
1st––burning hands (DC 15), feather fall, mage armor
0 (at will)––detect magic, light, prestidigitation
Forbidden Schools enchantment, illusion
TACTICS
Before Combat Sarenth tries to cast his mage armor before combat if he can.
During Combat If he couldn't before combat, Sarenth casts mage armor if safe. Otherwise, he'll use burning hands on nearby opponents, then retreat and use his pyrotechnics spell-like ability to obscure the battlefield (smoke cloud version).
Morale Sarenth realizes that he can't last long in a fight. If more than one opponent engages him in melee combat, he'll withdraw, preferably using his shift ability to get outside of AoO range. He will fight to the death to protect Skipper.
STATISTICS
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB +0, CMD 12
Traits Besmara's Blessing, Adopted (World Traveler)
Feats Scribe Scroll, Spell Focus (conjuration)
Skills Diplomacy +7, Knowledge (arcana) +8, Knowledge (engineering) +8, Knowledge (planes) +10, Perception +3, Profession (sailor) +6, Spellcraft +10
Languages Common, Celestial, Draconic, Dwarven, Elven, Polyglot
SQ arcane bond (rhamphorynchus), empathic link, share spells, shift (5 ft., 7/day), summoner's charm
Gear light crossbow with 20 bolts, staff, spellbook with average lock (DC 25), spell component pouches (2), 50 ft. silk rope, belt pouch, sewing needle, ink, inkpen, 4sp

Spellbook:

1st––burning disarm, burning hands, feather fall, grease, keep watch, mage armor, unseen servant
0––acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue

Familiar:
Skipper

Female Rhamphorynchus familiar 1
CN Tiny animal
Init +3; Senses low-light vision, scent; Perception +6
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
HP 3 (1 HD)
Fort +2, Ref +7, Will]/b] +4
[b]Defensive Abilities
improved evasion
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +5 (1d3-2)
Space 2-½ ft.; Reach 2-½ ft.
Special Attacks sudden swoop
STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0, CMB +1; CMD 9
Feats Lightning Reflexes
Skills Diplomacy +1, Fly +11, Knowledge (arcana) -1, Knowledge (engineering) -1, Knowledge (planes) -1 Perception +6, Profession (sailor) +3, Spellcraft -1, Stealth +11
SQ arcane bond (Sarenth), share spells, empathic link
Special Abilities
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Backstory:
Sarenth's place of birth is uncertain. He may have been born aboard a ship, or in Riddleport, or in some other far port. What is known is that he was taken in by a group of Varisian traders who had stopped in Riddleport. They raised him as one of their own, in spite of his odd appearance. They tried to instill good values in him, and they named him Sarenth, hoping he would follow in the footsteps of his father, and become a holy warrior of the faith of the Dawnflower.

Unfortunately for his family, Sarenth had no aptitude for martial combat. Several times, when attempting to spar with a mock-scimitar, he injured himself and had to spend long days recuperating. Faith held no interest for Sarenth, either, although he tried his hardest to please his adoptive parents. He mouthed the prayers, and tried to worship the Dawnflower in all her glory, but he never felt any connection to her beyond a love of watching the setting sun. Redemption of others seemed like a waste of time, and the whole affair seemed like so much posturing.

Tragically, Sarenth's adoptive parents died before he reached full maturity. His father died defending the caravan from Shoanti raiders, and his mother died shortly thereafter of a vicious fever that struck the following winter. A history of mischief and trouble-making had earned him few friends among the other members of the caravan, and Sarenth left when next they stopped in a city. He shipped out on a trading galley as a deckhand, and found he greatly enjoyed the life at sea. There was a fulfillment there that he had never felt in the caravan.

It was here, too, that the good values his family had tried to instill in him met their first real test. The traders were not always the most scrupulous of people, and new bad habits joined the mischievous tendencies and trouble-making habits Sarenth had possessed as a child. His morals became much looser, and while he did maintain a fierce loyalty to his friends, his idea of friendship became harder for other people to meet. The traders vexed him, because he had absorbed a love of honesty and a dislike for pretense and falsehood. This led him to spend more time talking to scholars and in libraries than at taverns when the ship was in port.

While in Riddleport, he spent a great deal of time at the Cypher Lodge. A couple of the mages there showed him a few cantrips, and he devoured the knowledge. Amused, they showed him some more, and it quickly became apparent that he was a natural for conjuring magic. But the sea called to him, and he returned to his work as a deckhand. He brought with him what he had learned, however, and he purchased a book to copy spells into that he might continue his studies.

His ship made its way down toward the Shackles, and as the voyage grew longer, Sarenth decided that perhaps it was time to seek something different from life. He quit his job as a deckhand, and went to see what kind of magic he could learn in Port Peril. He learned some things from a couple of jungle mages, and he even managed to attract a small swoop lizard to be his companion. Unfortunately, he next inquired for information at the Formidably Maid.

Appearance:
Sarenth stands about five and a half feet tall, and has a very slender build. His hair seems to shift color depending on the light, sometimes appearing a fiery copper color in sunlight, sometimes appearing more silvery in moonlight. His eyes have an iridescent quality to them, and they stand below brows that arch back as if pulling away from his face toward ridges that run along his skull. His clothing is practical for shipboard life, consisting of stout leather pants and a sleeveless blue vest over a loose cotton shirt. He carries his spellbook on a leather strap over one shoulder, and on the other perches a small pterosaur the size of a large cat.


*Sacrifices chicken, rolls bones*

4d6 ⇒ (3, 3, 6, 1) = 13 = 12
4d6 ⇒ (6, 5, 6, 6) = 23 = 18 *woot*
4d6 ⇒ (1, 5, 3, 5) = 14 = 13
4d6 ⇒ (1, 6, 4, 2) = 13 = 12
4d6 ⇒ (6, 4, 6, 3) = 19 = 16
4d6 ⇒ (2, 6, 6, 1) = 15 = 14

could be much worse...


Lazha Slicksheen is a Half-Orc Cleric of Naderi who I created for a PbP S&S game that fell apart before we ever hit level 2. All the stats and background info are on this profile.

Updated stats would be:

4d6 ⇒ (5, 4, 6, 2) = 17 = 15
4d6 ⇒ (2, 1, 5, 1) = 9 = 8
4d6 ⇒ (6, 5, 6, 2) = 19 = 17
4d6 ⇒ (1, 5, 3, 4) = 13 = 12
4d6 ⇒ (4, 1, 2, 5) = 12 = 11
4d6 ⇒ (5, 1, 2, 4) = 12 = 11

So lets say

ST: 15
DX: 8
CN: 11
IN: 11
WS: 17
CH: 14

Dark Archive

@Lexibean: What are your thoughts on cross-race archetypes? Specifically, I'm looking at the Blood God Disciple from the ARG. I think it'd fit a Kuru really well.


@twilsemail - Seems fitting...

Grand Lodge

lexibean wrote:
@twilsemail - Seems fitting...

Can I get a go-ahead on taking Aspect of the Beast with Reck 'Avok? Got a knife rogue lined up if not :)


@Red - He'd be putting his spells into his claws, I assume?

Grand Lodge

That's correct. Full disclosure of my plans: Claw/Claw/Bite attack routine, spellstrike for claw/claw/claw/bite (all attacks at -2). Dragon style fighting for charges across difficult terrain (and flavor). Working up to Dragon Ferocity, combo'd with Feral Combat Training to ultimately do 1.5 x str damage with claw attacks. He'll advance magus spellcasting through Dragon Disciple, essentially trading all the neat magus abilities past spellstrike for the DD abilities. Ends up with 3/4 BAB progression and 8 levels of magus spellcasting at level 14, so 3/4 spellcasting too.


4d6 ⇒ (5, 3, 2, 5) = 15=13
4d6 ⇒ (2, 5, 5, 2) = 14=12
4d6 ⇒ (1, 3, 1, 2) = 7=6
4d6 ⇒ (4, 5, 4, 6) = 19=15
4d6 ⇒ (6, 2, 3, 6) = 17=15
4d6 ⇒ (5, 5, 2, 2) = 14=12

Kale Moore used to think he was destined for something greater. Now he knows that everyone thinks that when they're young and stupid. He didn't even want that much. Just didn't want to spend his life on the docks of Eleder like his father. And he'd done it, too. Saved up the money to start the grocery he'd always wanted. But then Arden got sick. Nobody could help his only child, but they were happy to try everything and charge him for it. After Arden passed, Danae couldn't take it and began her shameful carousing. The shop was long closed, and the whispering and snickering behind his back as Danae made her rounds made working on the dock more difficult every day. Kale had little reason to stay here now, and when he had enough gold to bribe his way onto a ship heading to Port Peril, he felt it was a good chance to start over.

Tall and sturdy, Kale had always done well when called upon to fight, though he had learned on the docks that there's always someone stronger. Now he relies more on his wits and creativity to survive scrapes.

Mechanically, Kale would be a human fighter, probably a tactician.

Incidentally, thanks for taking up the GM duties, lexi.


@Red - Seems fine, though possibly a bit OP starting out - I think the AP generally makes life difficult for casters to begin with, though ... so it should work out.

Dark Archive

Here’s who we have thus far:
Twilsemail – Interest noted
Mark Sweetman – Interest noted
Jlighter – Aasimar Wizard
Edward Sobel - Interest noted
Drew Mitchell 598 - Interest noted
Red Ramage - Magus
Justin - Interest noted
Nimon – Human Inquisitor
Kor – Interest noted
Daynen - Interest noted
Kilara – Tiefling Barbarian
Lahza – Half-Orc Cleric
Jaime Noone - Human Fighter

We have a few brutes out there already. I’m going to roll up something else. Give me a minute or two and Ill have a concept up.

Dark Archive

Checking out my stats, seeing what I have to work with.

Rollin’: 4d6 ⇒ (6, 4, 5, 5) = 20 = 16
Rollin’: 4d6 ⇒ (6, 4, 4, 4) = 18 = 14
Rollin’: 4d6 ⇒ (1, 1, 5, 4) = 11 = 10
Rollin’: 4d6 ⇒ (6, 6, 3, 1) = 16 = 15
Rollin’: 4d6 ⇒ (5, 4, 4, 1) = 14 = 13
Rollin’: 4d6 ⇒ (3, 3, 5, 5) = 16 = 13


@jamie No problem! :) I like GMing APs...

As a side note to everybody here, I've never GM'd a PbP before, while I have sort of started a Carrion Crown bboard game elsewhere, its all with people I know who are content with my quirks and also with a co-GM who is much better at mechanics than I am.

I can do the basics (and look up anything I don't know) but for the most part, I'll be trusting people to know the stuff their characters are doing, like DCs and mechanics for abilities and whatnot. That said, any and all advice on how to do combat and stuff is welcome.

I'm pretty well-known (to people who know me, that is) for getting carried away with the dramatic aspects of combat that may or may not reflect actual dice. XD Its something Pathfinder is weaning me off of (WoD's dice systems are so clunky its easier to narrate), but its a work in process.

Full disclosure and all.

:)

Grand Lodge

lexibean wrote:
@Red - Seems fine, though possibly a bit OP starting out - I think the AP generally makes life difficult for casters to begin with, though ... so it should work out.

If I understand correctly, we start bereft of any equipment. Makes spellcasting difficult when you don't have your spellbook :)


Indeed!

Grand Lodge

lexibean wrote:

@jamie No problem! :) I like GMing APs...

As a side note to everybody here, I've never GM'd a PbP before, while I have sort of started a Carrion Crown bboard game elsewhere, its all with people I know who are content with my quirks and also with a co-GM who is much better at mechanics than I am.

I can do the basics (and look up anything I don't know) but for the most part, I'll be trusting people to know the stuff their characters are doing, like DCs and mechanics for abilities and whatnot. That said, any and all advice on how to do combat and stuff is welcome.

I'm pretty well-known (to people who know me, that is) for getting carried away with the dramatic aspects of combat that may or may not reflect actual dice. XD Its something Pathfinder is weaning me off of (WoD's dice systems are so clunky its easier to narrate), but its a work in process.

Full disclosure and all.

:)

I'm pretty good with the mechanics, having run a kingmaker game for almost two years now that's got scads of... interesting characters that make me look up all kinds of rules. Mounted archer ranger with roc that can grapple, mounted combat cavalier, conjurer wizard, spellslinger wizard, half-celestial switch hitter, improved familiar fairy dragon, three leadership feat cohorts (magus, silver dragon, life oracle)... we get some odd situations. When we don't know how something works we just pause to look it up. At the table with limited playtime sometimes I just make a temporary ruling and we look it up later. With pbp we have time to look at the rules.

I like dramatic combat! It's more fun to craft cinematics (backed by dice rolls) than an endless stream of "I attack... I miss... He attacks... he hits for 10 damage... I attack... I hit for 12 damage..." The number one rule of all roleplaying is Have Fun and the number two rule is Cool Things Work Better. Imo.


This is a character that didn't get far before his previous S&S vanished (you can look at his previous posts if you want an idea of the character). All of his stats are in the profile, but will be modified based off of his rolls. Without further ado...

Ability scores
4d6 ⇒ (3, 4, 4, 1) = 12 =11
4d6 ⇒ (3, 1, 4, 3) = 11 =10
4d6 ⇒ (4, 4, 4, 6) = 18 =14
4d6 ⇒ (1, 6, 4, 4) = 15 =14
4d6 ⇒ (6, 4, 5, 2) = 17 =15
4d6 ⇒ (5, 6, 1, 3) = 15 =14

23 pt buy, not bad, normally dice hate me yet I'm addicted to using them when given the choice.

I have a question, based on you stating your WoD experience. How do you/will you do mapping? Do you have a program, or method, or is it all text? I just ask because I know I'm a very visual person. Even when I've played WoD I tend to ask the ST to draw a map for me to get my bearings.


I hadn't decided that yet, actually; this is one of the things I wanted to ask prospective players their opinion on.

The other online runs I've done, I just done text. There are maps and things available for everything, but I often find the fiddly bits of squares and whatnot are hard to pin down without a mat and minis.

That said, I definitely understand the limitations of just text; it removes a bunch of mechanics (like 5 foot, flanking, and to a lesser extent reach, or many feats to do with stuff like that) and can make combat a mess.

My preference is just to do text and if something gets spacially complex, make up some kinda drawing for confused folks. This way, I've found I get a lot of questions like, 'can I line myself up to hit more than one of them with the breath weapon?' or 'cleave now? cleave now?!' ... similarly I ask players to let me know vaguely what they're doing and what their combat plans are for the fight as a whole (standing next to so and so, flanking with so and so, hiding in a corner crying) and clarify as things change.

I'm perfectly willing to try other methods that I haven't yet, but I'd like the majority of time spent to be on writing rather than fiddling with numbers and maps. :)

Dark Archive

There are enough people applying here that I don't want to but someone out of a great AP. I'll step back and let the other applicants have a chance.


'Lucky' Olaith
Male Human Rogue (Cutpurse) 1
CN Medium Humanoid

other stats:

STR: 12
DEX: 20
CON: 13
INT: 14
WIS: 12
CHA: 16

HP: 9
AC: 10 + 5 CMB: 0 CMD: +5
FORT: +1 RELX: +7 WILL: +1

BAB: +0

Weapons:

Dagger +5 1d4 19-20/x2

Feats:

Weapon Finesse (Use DEX for light weapons)
Deceitful (+2 to Bluff and Disguise, +4 after 10 ranks)

Traits:

Convincing Liar (+1 to Bluff or Intimidate)
Eye for Plunder (+1 to Perception or Appraise to find hidden objects)

Abilities:

Sneak Attack +1d6
Measure the Mark (Target of Slight of Hand takes their perception check first. I can choose not to to proceed and make a Bluff check to stop them noticing the attempt).

Skills:

Acrobatics +9 (+1 Rank, +3 Class, +5 DEX)
Appraise +6 (+1 Rank, +3 Class, +2 WIS) + 7 to find hidden objects
Bluff +10 (+1 Rank, +3 Class, +3 CHA, +2 Deceitful, +1 Convincing Liar)
Disguise +9 (+1 Rank, +3 Class, +3 CHA, +2 Deceitful)
Escape Artist +8 (+1 Rank, +3 Class, +5 DEX)
Perception +6 (+1 Rank, +3 Class, +2 WIS) +7 to find hidden objects
Profession(Gambler) +6 (+1 Rank, +3 Class, +2 WIS)
Profession(Sailor) +6 (+1 Rank, +3 Class, +2 WIS)
Sense Motive +6 (+1 Rank, +3 Class, +2 WIS)
Slight of Hand +9 (+1 Rank, +3 Class, +5 DEX)
Stealth +9 (+1 Rank, +3 Class, +5 DEX)


Lucky is a gambler, confidence trickster and petty thief who has been rattling around the less reputable ports of the coast for many years, yet has never managed to achieve the Big Score that he so desperately wants. A weakness for strong whisky and pretty girls is usually his undoing, emptying his purse usually rather faster than he manages to empty others'. Sometimes he almost puts down roots, only to have to skip town when some scam or other starts to unravel. Other times, he barely has a chance to shuffle his marked deck before his reputation, or an angry mark from his past, forces him to dash to the docks, seeking to work his passage to yet another new town.

Aware that his youth is slipping away, he is keen to find a way finally to make his fortune, and get himself established somewhere. He wonders if, instead of fleecing pirates on shore leave, he should go directly to the source and take up the trade himself. He is no captain, but surely every fleet commander needs a lieutenant, oiling the wheels, greasing the palms, and taking a cut himself for his trouble? And, of course, such a role would give him the opportunity to get closer to the other captains, the port commanders, merchant princes and other seriously rich people. After all, better to be where the money is...


I've got a concept in mind, but let me roll for stats to see if they fit :)

4d6 ⇒ (5, 3, 5, 5) = 18=15
4d6 ⇒ (3, 4, 5, 3) = 15=12
4d6 ⇒ (1, 2, 3, 3) = 9=8
4d6 ⇒ (6, 1, 5, 2) = 14=13
4d6 ⇒ (4, 3, 2, 1) = 10=9
4d6 ⇒ (3, 5, 5, 4) = 17=14

Hmmmmmm.... I'll have to ponder on this :)


hello Edward here

OK I know there are brutes but I will add to the mix as I like this character anyway.

still need to update the crunch to match the rolls I had but wanted to thrown the character in there so you can at least check the story and personality.

stuff in the profile (like I said Crunch needs to be updated)

RPG Superstar 2013 Top 16

I think I'll throw my hat in the ring.

4d6 ⇒ (4, 5, 3, 5) = 17=14
4d6 ⇒ (1, 4, 6, 1) = 12=11
4d6 ⇒ (4, 3, 1, 4) = 12=11
4d6 ⇒ (4, 5, 1, 6) = 16=15
4d6 ⇒ (3, 4, 4, 1) = 12=11
4d6 ⇒ (6, 3, 1, 4) = 14=13

Not great... But hey, Merfolk get +2 to 3 stats, and no penalties, and I think that would fit in this AP. So I'm thinking a Merfolk trapper/skill monkey. I'll try to get something put together today.

Dark Archive

*Sniff* I'll miss you Noro...

That's almost inspiration to un-withdraw...


Doooo iiiiiit. Doooooo iiiiiit!

>.>;

I just like seeing all the cool concepts, I admit it.

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