Crusty's Skull and Shackles Campaign (Inactive)

Game Master Crustypeanut

Map of The Wormwood


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Male Half-Elf Sorcerer 3/Cleric 2

I think this the alias I'll use as my multi-class fellow.


@Saranaja:Skinwalker is the lycanthrope equivilent to an Aasimar or Tiefling eh? If thats the case, then it sounds perfectly reasonable, not to mention pretty bad ass. Can you give me the stats on the one your interested in?

If they're of a similar power level to Aasimar and Tieflings, then the answer is most likely yes.

@Magnus: No to the creating of the Eye part - I'm fairly certain the Eye would be of Mythic importance closely linked to the Death of Aroden. Plus, Gozreh is True Neutral, and likely doesn't associate with Angels or their kin. Instead, you could be a child of a lesser Empyreal Lord.. as for why he was to be punished, it would likely be something of importance to whomever he was fathered by, but does not necessarily have to have an impact on Golarion. At least, not yet.

Or you could go with Erastil, as he's quite favored in the Lands of the Linnorm Kings. Though instead of being his 'son', you could instead be simply be chosen by him - born with his symbol as a birthmark, raised by his clergy, etc. You could still very well be an Aasimar.


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Erastil is about the best fit around for an Odin analogue, in my humble opinion.

<--- Caerlei by the way. I got a name and a picture settled, if nothing else.


I bet someone from the Lands of the Linnorm Kings will appreciate the bountiful dragon-hunting opportunities in the Shackles, thats for sure.

;)

Should you guys go that route, the Dragonslayer's Handbook could see a crap-ton of use. I've done the research, and there are, in all likelyhood, eight different varieties of True Dragons that could easily call the Shackles home - not to mention Wyverns and Drakes. The mere presence of Aashaq the Annihilator draws dragon worshipers and dragons from far and wide to Dahak's Tooth, Dahak's Fang, and Dahak's Horn. Mostly evil ones, mind you, but certainly there are good-aligned ones who oppose them.


Female Vishkanya Ranger (Freebooter, Skirmisher) 1
DM Crustypeanut wrote:

@Saranaja:Skinwalker is the lycanthrope equivilent to an Aasimar or Tiefling eh? If thats the case, then it sounds perfectly reasonable, not to mention pretty bad ass. Can you give me the stats on the one your interested in?

If they're of a similar power level to Aasimar and Tieflings, then the answer is most likely yes.

I think they may even be a bit weaker than Tieflings and Aasimar, they are statted as a 10 RP race compared to the 13 or so of the others? No resistances is the main difference I think.

I'd kind of prefer to play a full lycanthrope if possible though. Even with the afflicted lycanthropy, (or especially because of it) it would be an interesting roleplaying challenge. Would have to give him a good Con...

That's a lot of Dragons...


Male Half-Elf Sorcerer 3/Cleric 2

Dragons, dragons, everywhere. Why did we come here again?


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

To dominate them.

*clenches gauntlet as if crushing something*


None

Hm... It occurs to me that it might not be the best idea to play a Cleric of Sarenrae if there're outright evil characters in the party. We shall see.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

I'm not evil, I just was born to rule, and I will do anything to make it happen.

Anything.

...but I won't do that.


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

If I get to play a lycanthrope then they'll be evil, yeah.


Male Human (Ulfen) Sea Reaver | HP 52/52 | Rage 11/11
Stats:
AC 15/12/13 | Fort +8 Ref +3 Will +6 | Init. +2 | Perception +11, 60-ft. Darkvision | CM +8/20

Let's do a quick party balance check. Please update the list if I miss you.

1. Undead Lord
2. Lycanthrope
3. THOR... maybe Aquaman with some arm-twisting persuasion
4. Sorcerer of Serenrae... maybe too good

Who are we missing?


Features of Ruins of Pathfinder: Beneath the Black Flag:

Factions!

With the death of the last Hurricane King, Kerdak Bonefist, and the loss of the Hurricane Crown to the depths along with his flagship, the Filthe Lucre, not to mention destruction of the region's major ports, including Hell Harbor, Drenchport, and Arena, a power vacuum has manifested in the Shackles. No longer 'unified' as a single pirate nation, nearly a dozen factions - ranging from the Tian-Min Shogunate of the Ushinawa Isles, to the Vudrani-inhabitied Rakshasa 'Kingdom' of Rampore Isles, to the Werewolf-ruled Shark Island under Avimar Sorrinash, captain of the Bloodmoon - have begun expanding and fighting each other for dominance - even moreso than they previously did under the united banner of the Hurricane King.

With rumors of an enlarged Cult of Dahak, sightings of dark-skinned elves sailing sleek, dark-hulled ships, and an increased reports of ships being taken, crew and all, by the Lich Sorceress Raugsmauda, the Shackles has never been a more dangerous place. Or a place more ripe with opportunity. Any of these factions are potential rivals or allies to those willing to negotiate, resort to bribery, or prove their worth through violence.

Numerous nations of the Inner Sea have not let this power vacuum pass by, either. Remnants of the original Chelish fleet remain, based in the port formally known as Port Peril - now known as Thrune's Conquest, after Admiral Druvilia Thrune, who led the Chelish invasion of the Shackles - remain, attempting to bring law and order to the region best known for its chaos and freedom. Rumors of a small Sargavan force having established itself in the southern Shackles, eager to expand its own territory after years of oppression by Free Captains of the Shackles are also abound, though few have made contact with the force as of yet.

And finally.. rumor has it that an iron-clad, sail-less ship of foreign origin has been sighted, attacking anyone with imputiny, completely impenetrable to all but the largest of cannons - the ship, said to be able to sail against the wind, takes no prisoners, nor cargo.

Dragonhunting!

Dragons have always been quite common in the Shackles - from the massive form of Aashaq the Annihilator, leader of the region's Cult of Dahak, ruler of Dahak's Fang, Talon, and Horn, and not to mention the most dangerous creature in the archepelago, to the numerous dragons drawn to the region thanks to her presence, Dragon hunting has never been more lucrative - and dangerous. With the many secluded spots for dragons to lair, ranging from the numerous volcanoes and mountain ranged to the thick jungles and stagnant swamps, not to mention the ocean herself, as many as eight different varieties of True Dragons call the region home - some allied or subserviant to Aashaq, others independent or allied with each other against the Annihilator.

Many would-be Dragonslayers sail the Shackles, in search of dragon-plunder, prestige, or just thrills. Nearly just as main fail utterly in their attempts, their ships adding to the collections of the dragon that slew them. Others make a name for themselves, selling valuable dragon parts, used for armor crafting, alchemy, and arcane research. Whatever the reason, there is opportunity aplenty for would-be dragonslayers.

Archaeology and Ruins Galore!

Considering that the Shackles is the location of the ancient Ghol-Gan Cyclopes Empire, archaeologists, risk-takers, and glory-seekers come from all over to plumb the depths of the innumerable ruins that dot the archipelago. Rumors of long lost treasure from the ancient empire are abound, locked away deep in ancient ruins, defended by guardians and degenerate Cyclopes. Those interested in plumbing the ruins will find no shortage of them - wether or not they succeed is another story entirely, however.

Treasure!

It is no secret that pirates love treasure. It is also no secret that pirates love burying their treasure in hidden or hard-to-reach locales. With well over a century of piracy, there is no shortage of leads to hidden or buried treasure - pirates of all types often hunt for treasures left by pirates of old. Many fail - those who don't, end up richer than their wildest dreams. At least, until they bury their new hoard elsewhere or are robbed blind of it.

The Sweet Trade!

Of course, nothing describes the Shackles better than good, old-fashioned piracy at its most base, beautiful level. Whether attempting more daring raids on fellow pirates or attempting to capture fat, laden merchant vessels, or even assaulting ships carrying refugees in order to sell them into a life of slavery, no place on Golarion is better for the Sweet Trade - and the Shackles' inhabitants know it.


Just something to give you guys a hint as to what to expect. :P


None

Heh. Sounds fun. xD


None

Hm... should I perhaps play a goblin? *Considers* One of the monkey goblins, perhaps.


Monkey Goblins are primarily from Mediogalti Island, secondly from deep in the Mwangi. Luckily, the ship you guys are aboard did make a stop at Mediogalti Island (More info on that during the 3 prologues I'm working on), so one could easily assume a monkey goblin snuck aboard.

I have a Monkey Goblin in my Road to Damnation campaign - one from the Mwangi, who migrated to the Mana Wastes for a time, before going up to Osirion. He's surprisingly calm and collected for a goblin. XD


Male Human (Ulfen) Sea Reaver | HP 52/52 | Rage 11/11
Stats:
AC 15/12/13 | Fort +8 Ref +3 Will +6 | Init. +2 | Perception +11, 60-ft. Darkvision | CM +8/20

BACKGROUND
The Eye of Abendego appeared in 4606 AR in what was then known as the Abendego Gulf. Although the exact cause of its appearance is unknown, it came into being after three weeks of tempest following the death of Aroden, and remains as the greatest physical evidence of the event. The creation of the Eye took immense, unnatural lawful power to form, sustain, and fix the enormous hurricane.

Gozreh raged! They tricked him! The Sky Father spent subsequent decades unsuccessfully attempting to undo what was done. Beyond the pain that the order of the fixed point of the Eye caused His chaotic nature, he felt guilt: an emotion that immortals were unaccustomed. It was the aspect of the goddess of the wave and surf that took action. She plucked the Guilt and Rage about the Eye from the Sky Father, and cast it into Golarion. The male divine chaotic Emotions formed a mortal soul in whose arduous lifespan would grind down the divine Emotions. In whose death, Gozreh the Sky Father would be made whole, recovering the mortal spark and accepting the events of the Eye.

This mortal would become known as Magnus Thorson. Waves and surf washed him ashore on Battlewall, one of the Ironbound Islands which collectively are one of the Linnorm Kingdoms. Completely ignorant of his origin resembling an amnesiac, he would be adopted by the Ulfen Viking raider Thor to replace his dead son Magnus.

Comments?


Looks good!


Male Human (Ulfen) Sea Reaver | HP 52/52 | Rage 11/11
Stats:
AC 15/12/13 | Fort +8 Ref +3 Will +6 | Init. +2 | Perception +11, 60-ft. Darkvision | CM +8/20
DM Crustypeanut wrote:
Looks good!

Cool. 90% done in his avatar.

1. Need to be reminded about starting equipment for gear.
2. And need a when and where the campaign will begin to connect his backstory.
3. Are you doing the Strength in place of Charisma for Intimidate?

cheers


None

I'll try rolling up something that isn't too good. xD

EDIT: Blah, I can't figure out what I want to make. Hrm...
I guess I'll take my Razmiran and modify him - a spell scarred oracle, I guess.

... I probably won't stick with that, mind.


1. Minimum starting gold for level 1.

2. Andoran - you guys are refugees boarding a vessel in frozen Almas. You don't necessarily need to be from Andoran, though.

3. No, sorry - its not a bad rule, but I'll forget about it being in effect more often than not.


Hmm or Wolverine...

Half-orc
1 – Barbarian Invulnerable Rager – Dodge
2 – Barbarian Invulnerable Rager – Lesser Beast Totem, DR 1/-
3 – Monk Many Styles – Crane Style, Crane Wings, fighting defensively -2 attack +4 AC plus deflect one melee
4 – Monk Many Styles – Crane Riposte, fighting defensively -1 attack +4 AC plus AOO when deflect
5 – Fighter Unbreakable – Stalwart, fighting defensively -1 attack DR 5/-
6 – Barbarian Invulnerable Rager –
7 – Barbarian Invulnerable Rager – Renewed Vigor, DR 6/- & Keen Scent


DM Crustypeanut wrote:

1. Minimum starting gold for level 1.

2. Andoran - you guys are refugees boarding a vessel in frozen Almas. You don't necessarily need to be from Andoran, though.

3. No, sorry - its not a bad rule, but I'll forget about it being in effect more often than not.

1. Minimum, including outfit for free rule?

2. Almas? Wow. All these relatively evil guys ready for piracy are refugees in Almas? I'm going to think hard about how to get Magnus there. Where is your timeline relative to Rob's?
3. No worries. I think Rob did it for Ordrud.

cheers


You guys are embarking from Almas.. you don't necessarily have to be from Almas or even Andoran.

And yes, free outfits, plus spellbooks and formula books are free - your first one, at least. Spell component pouches and holy symbols, however, are not. Gunslingers may have their firearm for free.. but that doesn't include ammunition :P


The reason I chose Almas.. well, you'll see once I get the first prologue up. :P

The first prologue lines up with rob's Reign of Winter. The actual campaign starts two months after it, as that is how long the voyage will take.


Male Monkey Goblin Gunslinger (26/26 hit points)
DM Crustypeanut wrote:
I have a Monkey Goblin in my Road to Damnation campaign - one from the Mwangi, who migrated to the Mana Wastes for a time, before going up to Osirion. He's surprisingly calm and collected for a goblin. XD

*waves* He's had a fair amount of time to become domesticated, and he has to watch himself in cities and such. I'm sure he'll get up to plenty of mischief once things move along :)


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

So Crusty, are you happy for me to play a wererat? Looking at an Alchemist with something along the backstory I mentioned above. Not entirely sure what his goals and mission will be but I like it...


I'm actually going to probably ask you to play a skinwalker instead of a full lycanthrope for now.. though I can guarantee you'll have the opportunity to become a full one.

You guys will be onboard a cramped, crowded ship for two months straight - if you're an afflicted lycanthrope.. its not gonna end well.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Crusty, I have a couple different angles I'm scheming on, but to really hammer down a good backstory, I got a couple questions:

1) How lenient is Tar-Baphon with letting followers of the Whispering Way in carving out their own corner of Golarion, for the glory of the cause of course?

2) If my character is pursuing lichdom as an eventual long term goal, is that ok?


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

Ahhh... yes hadn't thought of the voyage and afflicted. Hmm, well I'll think about it.


None

Though the idea of playing an entire group of lycanthropes is interesting, as well.


@Krovax:

1) I'm.. not sure, actually. I'll mention it to Rob, see what he thinks.

2) Sure is! I can dig a lich pirate. In fact, Raugsmauda is as such already, so the idea is already there. Maybe you guys should seek her out and hope she's friendly? ;)


None

I think I've settled on a Dirge Bard, but remind me what the character creation rules are?


25 point build, level 5, minimum starting gold for a 1st level character, two traits

I haven't gotten any official ones up yet, so use those. XD


None

Sure thing. Now to work, I suppose.


None

Alright, so I've got a few things done - still working on it, but what I've got is here.

EDIT: How do you want us to do HP after first level?


Lets do the standard for RoP: Max at 1st and 2nd, roll or take average (half of dice +1), your choice.


None

Sounds good! I'm worried about how sickly the dude is, but… Food for roleplay, I guess! :D

EDIT: HP Rolls, fail me not!
HP: 1d8 ⇒ 4
HP: 1d8 ⇒ 2
HP: 1d8 ⇒ 8

EDIT 2: I added +1 to Charisma at 4th level, to clarify.


Party balance check update. Please update the list if I miss you.

1. Undead Lord - Krovax
2. Lycanthrope wannabe - Saranaja
3. THOR! - Magnus
4. Dirge Bard - Winwaar

Who am I missing?


Winwaar wrote:
Alright, so I've got a few things done - still working on it, but what I've got is here.

Why Forgotten Past and not Lingering Performance feat? Maestro of the Society (Bard, Society)?

cheers


Yer missing Caerlei's new character. And Osir, though he's been gone still.


DM Crustypeanut wrote:
Yer missing Caerlei's new character. And Osir, though he's been gone still.

What is Caerlei's new character?

Is Osir staying or changing?


No idea on Osir - haven't heard from him since his friend died. Giving him an extended leave of absense for now. Caerlei's mentioned a witch from Irrisen.


None
Jubal Breakbottle wrote:
Winwaar wrote:
Alright, so I've got a few things done - still working on it, but what I've got is here.

Why Forgotten Past and not Lingering Performance feat? Maestro of the Society (Bard, Society)?

cheers

Largely because I suck at mechanics. *Nods sagely*

EDIT: Besides, it seemed interesting as a story feat, assuming the boss allows it.


On Tar-Baphon: I'd recommend taking a look at Geb for Krovax, personally. That place probably affords way more leeway with character direction instead of Tar-Baphon's pretty strict "serve and obey" mantra.

Apart from being a Witch I haven't formally settled on much. I may go with the Hedge Witch archetype if we need the heals.


None

Vorsan has some minor healing spells, and could learn more, if you want. *Shrugs*


Stats:
HP 15/15; AC 13, Flat Footed 10, Touch 13; CMD 13; Fort +0, Ref +5, Will +4 (+2 vs. Enchantment; +2 vs. Poison); Perception +14; Initiative +3

Leaning towards a LE Hedge Witch (utilizing her healing to line her pockets rather than some altruistic sense of duty to preserving life). Trickery patron. Will work on some basic crunch when I get some free time.


Female Vishkanya Ranger (Freebooter, Skirmisher) 1

Preliminary Stats! (Still a number of details to fill out.)

No real background for the character yet, but thinking he's from a clan of werebats and/or Bloodmarked from Ustalav who he had differences with and left to pursue his own interests. Possibly also issues with Whispering Way etc. Pursued alchemy as a way to enhance his natural abilities and enhance his physical prowess.

Bloomarked/Werebat-kin Alchemist:
Alchemist
Werebat-Kin Skinwalker (Bloodmarked) Alchemist (Internal Alchemist, Vivisectionist) 5
NE Medium humanoid (shapechanger, skinwalker)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 38 (5d8+10)
Fort +6, Ref +5, Will +2; +4 vs. disease, +4 bonus vs. poison
Resist disease resistance, poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +3d6
Spell-Like Abilities
. . 1/day—obscuring mist, speak with animals
Alchemist (Internal Alchemist, Vivisectionist) Spells Prepared (CL 5th; concentration +9):
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Brew Potion, Extra Feature, Power Attack
Traits highlander (hills or mountains), soaring sprinter
Skills Acrobatics +8 (+10 to keep balance or jump), Appraise +10, Climb +5, Craft (alchemy) +12 (+17 to create alchemical items), Disable Device +6, Fly +3, Heal +12, Knowledge (arcana) +10, Knowledge (nature) +12, Perception +8 (+10 at night), Sleight of Hand +6, Stealth +10 (+12 in hilly or rocky areas), Survival +8, Swim +5; Racial Modifiers +2 Fly, discoveries (chameleon, feral mutagen), alchemy, highlander (hills or mountains)
Languages Common, Hallit, Necril, Polyglot, Varisian
SQ animal-minded, breath mastery, change shape (+1 natural armor), change shape (+4 perception), change shape, change shape (bite), change shape (falls), change shape (scent), fast poisoning, mutagen, poison use
Combat Gear Feral Mutagen: +4 STR, -2 INT, +2 Nat AC
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal-Minded +2 to Perception checks at night.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Change Shape (+1 Natural Armor) (Su) You chan choose to gain +1 natural armor when shifting into bestial form.
Change Shape (+4 Perception) (Su) You can choose to gain a +4 racial bonus to Perception when shifting into bestial form.
Change Shape (5/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Falls) (Su) You can choose to treat falling damage as 20 feet less while bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Disease Resistance +4 (Ex) +4 to save vs. Disease.
Extra Feature Gain additional feature in bestial form.
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Soaring Sprinter +2 bonus on Acrobatics checks to keep your balance or jump.

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None

Wow, you lot are bastards, you know that? I check the alignment for everyone: Lawful Evil, Lawful Evil, Neutral Evil... Wow. xD

... Is it really logical to be pirates with so many lawful characters?


Hey now. Magnus isn't evil. He's Chaotic Hedonist.

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