
Crustypeanut |

He might not necessarily wish to abandon the cleric, he's just looking for ideas. Which is why I went with the Inquisitor - gets some rogue skills, which we lost, and keeps his divine theme going, although he's no longer a full spellcaster.
Inquisitors are so underused.. they're awesome though.

Korbo |

No particular reason to abandon my cleric. I like him, but I'm not in love with him. For example, I love my Ordrud character FWIW. I'm just entertaining other ideas before we get started. Although, I've perused the 3rd level and higher spells, and I'm really starting to like the cleric's flexibility at higher levels... if we can get there.
IMHO, if I want my character to use a gun, I'll just dip a level of gunslinger. Yes, I lose a favored class bonus, level of casting, and whatever in the main class, but I would gain a feat, Hero Points, and multiple deeds. I started my Ranger (freebooter) in my home game that way, and it has worked well.
Now I'm thinking, do I want to start my Tengu as a gunslinger or cleric? Probably cleric, but I don't know.
Decisions, decisions.
As for party mix, I'm not a complete disciple of the necessity of the hammer, anvil, and arm roles. However, its logic is compelling from a battle game mechanic POV.
@Crusty, I love the Diabolist prestige class, and am not opposed to playing evil. It just takes me far away from my Jinx Eater idea. Not that that is a bad thing. Of course, my Jinx Eater could always be seduced by devils...
I also have a gnome illusionist that I would love to play. He's just missing skill points and utility underwater.
I also have a halfling gunslinger, ninja that emulates James Bond.
cheers

darkwhisper |

Hmmm... I'll look into switching traits around, but I think that I'm going to go with the human wizard with a pistol idea that you're pushing. Taking Eldritch Knight later on appeals to me, and the tiefling alchemist had some snags that were bothering me. I'll take a look into and ruminate on it at work this evening.
Also, inquisitors are awesome. Been wanting to try one myself at some point. :)

Crustypeanut |

@Crusty, I love the Diabolist prestige class, and am not opposed to playing evil. It just takes me far away from my Jinx Eater idea. Not that that is a bad thing. Of course, my Jinx Eater could always be seduced by devils...
I was actually refering to the Souleater PRC. Favors Daemons, and worships one of the Four Horsmen of the Apocalypse, namely War. Was going to make you Daemonspawn, to boot. May look frail and weak, but then you wield a greatsword like no other... to harvest the souls of pirates and others! :P

Crustypeanut |

Ah, damnable SRD.. apparently its called a 'Souldrinker' in the book it's found in. Book of the Damned, Vol. 3. On the PFSRD its called Souleater.
You get a familiar (That eats souls), and only lose 2 caster levels. You can burn souls you've collected to either gain a discount on creating magic items, recall spells, recharging staves, or replacing your familiar.
One of the real strengths though is the ability to bestow negative levels with a touch attack starting at level 2. You even gain 5 temporary hp on top of it, to boot. Combine that with a Conductive Weapon? Every melee attack you hit with, once per round at most, will bestow one negative level and grant you 5 temporary hp, with no save allowed. 2 negative levels per hit at level 6, which'll be character level 11! If they survive, they can get rid of the negative levels an hour later, though. Not that they'll survive. You gain souls from this energy drain.
And I do agree with your idea of picking up a level of Gunslinger with that Inquisitor build. I was just keeping it simple and sticking with one class. Would be better with the multiclassing, though.

Crustypeanut |

If any campaign is less oriented around "Wizard, Cleric, Rogue, Fighter", it is this campaign. This campaign introduces so many things that most campaigns don't, you need to think outside the box. More so than most campaigns, this campaign seems to be fairly skill oriented.
Since you guys are having trouble deciding on characters it seems..
Things that all classes need to take into consideration in this campaign:
- Water. You will be in it. You will be around it. Be prepared. Combat around and in water brings new hazards and problems to the table, such as movement, breathing, and other obstacles.
- Ships. You will not always be on a ship. But this campaign is centered around them. Ships need to be piloted by a person. The other PCs need to make themselves useful in other ways. Repairing a ship, manning it's siege weapons, etc.
- Your reputation will be important in this campaign. Your infamy will directly influence many things throughout the campaign. At least one person must be social, although this campaign can benefit from having more than one socialite.
- Traps exist, but are less than frequent. This campaign is more of a wilderness campaign than a dungeon campaign. Less mechanical traps, and more natural hazards.
- Navigation. Being at sea, even just near the coast, means you need to know where you are. This campaign spans many miles of coastline.
Do note you will get your own ship. You need to think about who will be able to repair/upgrade it, and perhaps even build your own ship!
As per the Player's Guide:
Skills and Feats: Certain skills and feats will be particularly useful during the Skull & Shackles Adventure Path. First and foremost is the Profession (sailor) skill. Some sort of social skill—either Bluff, Diplomacy, or Intimidate—will also be important, especially in the first adventure, and to gain Infamy throughout the campaign. Characters interested in using siege engines such as ballistae and catapults during ship-to-ship combat should strongly consider taking the Exotic Weapon Proficiency feat to gain proficiency with siege engines and putting ranks in Knowledge (engineering). Other skills that will be helpful are Climb, Craft (sails), Craft (ships), Craft (siege engine), Knowledge (engineering), Knowledge (local), Profession (cook), Profession (siege engineer), and Swim. Feats such as Athletic and Skill Focus can be useful, as well as feats such as Expert Driver, Sea Legs, Siege Commander, Siege Engineer, Siege Gunner, Skilled Driver, and Sure Grasp (all from Ultimate Combat).
Think of classes that work with things you'd expect on a ship. Things to do with wind and weather, water, sailing, recruiting and leading a crew of pirates, navigating, maintaining a ship, boasting of your adventures, appraising and selling your plunder, fighting and boarding other ships, etc.
Think like a pirate!
I'm not rushing anyone of course! I'd like to get started on the 22nd, but at the latest I'm willing to start as late as the 1st.
*Edit* Also I'd like to mention - most of this campaign does not have a timetable. In fact, this campaign is a fairly slow-going campaign compared to our RoW campaign. You can spend weeks crafting your hearts out at a port if you wanted to. So keep this in mind if you've always wanted to play some kind of crafter of some sort. Alchemy, Weaponsmithing, Armorsmithing, Shipbuilding, Magic Items, Constructs, etc. You'll have tons of time for these.

Korbo |

How about this?
Experience: 0
To Next Level: 2,000
Favored Class Cleric
Hero Points 1
Mabelode
Neutral Evil Medium Humanoid (Dhamphir)
Male Dhamphir (Nosferatu-Born) Cleric of Szuriel 1
Initiative +1; Senses Perception +3, Low-light vision & Darkvision (see perfectly in the dark up to 60 feet.)
-------
AC 15, touch 12, flat-footed 13 (+3 armor, +1 dex, +1 dodge)
HP 9 (1d8 +0 Con +1 favored class)
Fort +2, Ref +1, Will +5; +2 trait bonus on all saving throws against charm and compulsion effects; +2 racial bonus on saving throws against disease and mind-affecting effects
Defensive Abilities Dodge (+1 dodge bonus), Birthmark (+2 trait bonus on all saving throws against charm and compulsion effects), Undead Resistance (Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.), Resist Level Drain (Ex) (A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.)
-------
Speed 30 ft/x4
Melee Greatsword +3 (2d6+4) 19-20/x2
Ranged Underwater Light Crossbow (1d8) 19-20/x2 Range 80-ft (20-ft underwater)
Ranged touch Fire Bolt +1 (1d6 fire) Range 30-ft.
-------
Str 17, Dex 12, Con 10, Int 12, Wis 16, Cha 12
BAB +0, CMB +3, CMD 15 (+0 BAB +3 Str +1 Dex +1 dodge)
Feats Dodge (1st), Armor Proficiency (Light, Medium), Shield Proficiency (all but Tower), Weapon Proficiencies (Simple and greatsword)
Skills 2 +1 Int = 3 ranks
(0) Climb +5 (Nosferatu-born)
(1) Diplomacy +5
(1) Profession (sailor) +7
(0) Survival +5 (Nosferatu-born)
(1) Swim* +8 (Touched by Sea)
*Armor Check Penalty –1 Wooden Armor (–0 Swim)
Languages Common, Infernal
Traits Birthmark, Touched by the Sea
-------
Negative Energy Affinity (racial trait) Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Dayborn (alternate racial trait) A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Birthmark (trait) (Faith) This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Touched by the Sea (trait) (Campaign) 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.
Dodge (feat) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
-------
SPELLS & ABILITIES]
Spell-casting
Concentration check +4
Spell DC = 3 + spell level
Domains: Fire, War (Tactics)
Spontaneous Casting of “inflict harm” spells
Seize the Initiative (Su) 6 per day (Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire Bolt (Sp) 6 per day (As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Negative Energy (Su) 4 per day, 1d6 DC 11 (Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier.)
Spells Known
0th – level: All cleric
1st – level: All cleric, Domain (Burning Hands, Magic Weapon)
Spells Prepared
0th – level (3 at-will): Detect Magic, Enhanced Diplomacy, Stabilize
1st – level (2+1 per day): Magic Weapon, Command, Bless
-------
Gear
Worn
(20 gp) Wooden armor – 25 lb.
(50 gp) Greatsword – 8 lb.
(70 gp) Underwater Light Crossbow – 4 lb.
Explorer’s Outfit – 8 lb.
Currency 0 gp
Current Load 65 lb.
Carrying Capacity
Light (0-86); Medium (87-173); Heavy (174-260);
==============================================
DESCRIPTION
Age 150, Adult Height 6-ft, 2-in Weight 180 lb.
Hair Bald Eyes Yellow
Mabelode is tall and slender with well-defined musculature. His bald head and hairless body highlights a chalky complexion which scars easily and bruises like an overripe peach. His elongated lateral incisors or yellow, wolfen eyes disturb even the most hardened pirates. He wears a dark-colored, multi-layered, enveloping explorer’s outfit over black-lacquered wooden armor. A greatsword is conspicuously worn on his left hip, and a light crossbow hangs under his cloak.

Crustypeanut |

Sadly you cannot take Dodge with 12 Dex - you need 13. That, and you need to modify your melee still - and you have no crossbow bolts for that crossbow of yours. Still, it'll work! You can get bolts easy enough once the campaign starts and all you have to really do is pick a new feat or modify yourself to be able to get 13 Dex for Dodge.
You also need to pick a new domain - Szuriel doesn't have the Chaos Domain. Szuriel for the domains he grants access to.
Don't forget you also do not have the Storm Burst or Touch of Chaos abilities anymore - nor can you spontaneously cast 'cure' spells. You can only spontaneously cast 'inflict' spells.
Also don't forget that, while you don't need this right now, you will need 5 ranks in spellcraft and knowledge(planes) for the PRC. You have time, though, so don't fret over it yet.
I don't see any other issues though beyond those. Looks great :D Can't wait to see how the Souldrinker plays out once you get it.

LurkingTyranny |

I will probably put up the beginnings of my character on the weekend. I was thinking of using either a whip or a net as Huntmaster is proficient in both and they both fit the theme. Which would be more interesting? (I could in theory have both, but I am trying to decide which one - if any - to sink feats into)

"Red Beard" Runolf |
- HP 10/10
- AC 16 ( T:13 / FF:13)
- Init +3
- Senses: Perception +5

i would say the net is more to theme, perhaps an elf or half elf with the spirit of the water alternate racialtrait, using a net and trident?
But that's just where my mind went first. A whip would be pretty cool too, you could pick up prehensile whip and swing around the ship with it!

Crustypeanut |

We so far have:
- Mabelode - NE Dhampir Cleric of Szuriel
- Runolf - CN Human Pirate Rogue
- Caerlei - NE Tiefling Oracle of Metal
- Lurking - ?? Something Huntmaster Cavalier
- Dark - ?? Human Conjuration Wizard
I'll get to leaking some of it by this weekend, and we'll certainly start on Monday, provided Lurking and Dark are done by then.

Mabelode |

Alright, Redbeard ready for review, I do believe.
Went with the antihero feat.
Well if you want feedback...
Your stat buy is screwy. I think you changed your mind a couple times about where the 13 goes.
You can't take Weapon Finesse without a +1 BAB. Stupid for rogues, but it's RAW. What are you going to do?
I'm surprised you didn't go Combat Expertise and Improved Feint with Threatening Defender. It would give you your +1 Dodge bonus like two weapon defense, and would remove your flanking limitation for sneak attack. Flanking underwater will be challenging. Shipboard combat will provide flanking, but in my home Skulls game, the BBEGs always take the rail and move to avoid flanking... dirty bastards.
Don't forget to buy 30 gp of Thieves' tools to make your Disable Device more useful.
cheers

"Red Beard" Runolf |
- HP 10/10
- AC 16 ( T:13 / FF:13)
- Init +3
- Senses: Perception +5

"Red Beard" Runolf wrote:Alright, Redbeard ready for review, I do believe.
Went with the antihero feat.
Well if you want feedback...
Your stat buy is screwy. I think you changed your mind a couple times about where the 13 goes.
You can't take Weapon Finesse without a +1 BAB. Stupid for rogues, but it's RAW. What are you going to do?
I'm surprised you didn't go Combat Expertise and Improved Feint with Threatening Defender. It would give you your +1 Dodge bonus like two weapon defense, and would remove your flanking limitation for sneak attack. Flanking underwater will be challenging. Shipboard combat will provide flanking, but in my home Skulls game, the BBEGs always take the rail and move to avoid flanking... dirty bastards.
Don't forget to buy 30 gp of Thieves' tools to make your Disable Device more useful.
cheers
Hmm, the 13 did move around a bit.
On the srd, it doesn't list any prerequisite...So which is the case?
I might still end up with combat exp/imp feint with that trait since it would help him to sneak attack(deal more damage!) more often.

Crustypeanut |

Alrighty, it looks good for the most part. Couple of minor issues:
- Your CMB and CMD aren't listed. You'd have a +0 CMB and a 13 CMD.
- Don't forget to mark where your ACP takes effect from your Wooden Armor. So Stealth, Sleight of Hand, etc would have a -1 while wearing that armor. Also don't forget that you have a -3 ACP due to having a medium load, although I also see you have it packed so you can drop it if needed.
- Where it lists your point buy is a bit screwy, but I care more about the actual stats themselves. You guys don't have to list how you spent your point buy if you don't want to - I can figure it out easily enough.
Background and that stuff looks good.
Welcome aboard, Redbeard the 2nd!
*Edit*: I too recommend switching the 13 from wisdom to Intelligence. Combat Expertise, Improved Feint, Improved Called Shot, Improved Trip, and Improved Steal are all good choices for a rogue.

Crustypeanut |

Hey guys, just out of curiosity, what are you thoughts on me making a DMPC?
Basically, he's going to be the personification of the DM - as I plan on telling this story through his eyes, in a sense. You'll see what I mean by that when I post the first gameplay session.
He'll be a background character at best - there along for the ride, but not taking the spotlight, or even any loot. He'll be there to help with the occasional spell, help when the Players ask of him, etc. Basically, he's a storytelling device more than anything else. He'll be a non-combat oriented Bard, so he can help with the odd spell, maybe an inspirational song here or there, and occasionally aid another. He'll leave all the decision making to you guys, won't try and influence anyone, or even recommend courses of action - unless asked. And even then, he might not be of much help. He's also not much of a fighter, so he'll be trying to avoid combat much of the time. Especially since I need him to stay alive. He's not a risk-taker thats for sure!
What do you think? Any objections? I'll also be posting through him, rather than with Crustypeanut.

darkwhisper |

I've run similar characters before and they've become an integral part of the game without stealing the spotlight. It's useful to move the characters along if they need it and provide an npc to attach to without taking anything away from the game.
So, I'm fine with it.
Note: Waffling between conjurer wizard and grenadier alchemist. I'll try and finalize tonight.

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To be fair, he's not a captain yet. All will be explained when I get the first gameplay post up! So just refer to him as "Robinton" or "The Harper" for now. Once you meet him, of course. :P

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Just a heads up guys.. while I would like to start tomorrow, if you two don't have your characters done by then, we'll wait until you're done, but no later than the 1st. So don't rush it, if you're not done. But if you can finish by tonight or really early tomorrow, that'd be great. I need your characters done before I start, for various reasons.

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No worries Ar'Z, just lemme know when its done. The more time I have to write up the intro, the better chance it'll be more awesome. :P
Gonna check out yer char Sare, I'll let you know how it is in a bit.

Mabelode |

Mabelode starts singing...
"Oh, blow the man down, bullies, blow the man down!
To me way-aye, blow the man down.
Oh, Blow the man down, bullies, blow him right down!
Give me some time to blow the man down!
As I was a-walking down Paradise Street,
To me way-aye, blow the man down.
A pretty young damsel I chanced for to meet.
Give me some time to blow the man down!
She was round in the counter and bluff in the bow,
So I took in all sail and cried “Way enough now.”
I hailed her in Common, she answered me clear,
“I’m from the Black Arrow bound to the Wyrmwood.”
So I tailed her my flipper and took her in tow,
And yardarm to yardarm away we did go."

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Ah man I'm going to have to come up with a ton of songs for my Bard.. though maybe I'll just post links to music. Summon Instrument and having a +7 to all perform checks is quite handy!

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I'll probably be aiming more for Two Steps from Hell. Robinton can improve upon his music with Ghost Sound!
Still, he'll sing now and again.. I'll probably just find real pirate shanties/naval songs and modify them.

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So, guys, I realized I'm a tard. When I gave you that stat block in the campaign tab to copy, I didn't realize you can't quote it normally.. and thus easily copy it. Durp.
So, here's a copy you CAN quote easier. Just click 'reply' to this post and copy it, then do what you will with it.
*Edit* Damnit it ommits it. Hmm lemme get a link to my google drive with a copy of it on Notepad.

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Hey Ar'Z, since this is a non-standard campaign for the Huntmaster Archetype, I'm expanding what you can choose from in addition to Dogs and Birds. All animals added are small and can be found in the area, either through purchase or encountered.
- Shark
- Deinonychus (Velociraptor)
- Dimorphodon
- Cat, Small
- Octopus
- Stingray
- Crab, Giant
To explain my reasoning, is that Dogs and Birds (Owls/Hawks/Eagles) are not 'as' commonly encountered. By no means do they not exist in the area, but due to the exotic locale, there are a wider variety of choices. These can all be purchased at your friendly neighborhood pirate pet shop!
I just felt that Dogs and Birds were too restrictive due to where the campaign takes place. Dinosaurs are found in the area due to the Shackles' proximity to the Mwangi Expanse, and aquatic animals are commonly caught and bred, though most often for tasty foods. Do note I hate seafood though, so I wouldn't consider them tasty. XD

Osir Korzar |

My character is going to be from Senghor, which is even nearer to those vast jungles so I do appreciate the opening up of the choices.
Will a dog by heavily restricted in this campaign? I was thinking of having my starting companion be a dog since it seems like we all started at a dock. Plus, I can always give the dog the Swim skill. Afterall, the Irish Terrier and the Chesapeake Bay Retriever (The two hounds I was leaning toward) are both well known for their swimming abilities. (Though on Golarion maybe it's the Varisian Terrier and the Desperation Bay Retriever)
For birds (Hawks/Eagles) I was thinking of making any companion I acquire an Osprey or perhaps an Albatross, which would fit with the nautical theme. I doubt that will be a problem. I don't know anything about the AP, except that it's pirate themed, so I am in the dark as to how useful my companions will be.
A Shark is appealing if eventually I will be in water a lot, but I can always pick one up after 1st level if need be.
A Deinonychus is intriguing because lets face it, a Velociraptor is probably higher on the 'coolness' factor than a dog. Still, I might still go dog.
What are the animal companion stats on Giant Crab and Dimorphodon?
I did see the Dimorphodon's in the Animal companion guide the other day when I was jotting down info for my Huntmaster and saw them native to the region, but skipped it due to it not being a dog or hawking bird.

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Dogs will be good on boats and on islands - not so much in the water, though they're not horrible there. Luckily for them, their bite is considered 'piercing' for purposes of underwater combat. Dogs overall won't be heavily restricted in the campaign - just certain areas they'll be better/worse in.
Ospreys and Albatrosses are fine, and probably what I was mainly thinking of for birds in the area anyways. Ospreys would be better than Albatrosses, as they're actual raptors.
A shark, octopus, or stingray will be useless outside of water, but they'll be invaluable in the areas where you will be in the water. And yes, you can pick one after 1st level if you want - since you can have more than one animal companion.
All animal companions can be found Here:
Animal Companions

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Honestly, if I were you Ar'Z, I'd plan to have a mix of the three - a flier, an aquatic, and a land-bound companion. It would allow a great deal of versatility and you can combine their strengths. Have your land-animal knock someone off a ship for your aquatic companion to tassle with, while your flier flies around pecking at people and dropping things on their heads!
The Animal Archive has a ton of useful stuff for your class.. especially since that archetype was designed with it in mind. :P

"Red Beard" Runolf |
- HP 10/10
- AC 16 ( T:13 / FF:13)
- Init +3
- Senses: Perception +5

Honestly, if I were you Ar'Z, I'd plan to have a mix of the three - a flier, an aquatic, and a land-bound companion. It would allow a great deal of versatility and you can combine their strengths. Have your land-animal knock someone off a ship for your aquatic companion to tassle with, while your flier flies around pecking at people and dropping things on their heads!
The Animal Archive has a ton of useful stuff for your class.. especially since that archetype was designed with it in mind. :P
makes me jealous I didn't think of it!