
Crustypeanut |

Oh, physically, gotcha. As per the campaign tab:
The campaign itself is set in the notorious archipelago of the Shackles on the western coast of the continent of Garund. Its a place of piracy, strife, scorching jungles, treacherous waters, and all of the booze, booty, and plunder in the world to make people actually want to live there.
The Shackles. The Pathfinder Wiki page for more reading, if you desire. Also read the Players Guide for additional info.

Peanuts |

Quint here from the Quest for Arcadia. Won't have time to get started on a character straight away, maybe have the basics done by sunday or monday. Anyway, I was thinking a Ranger of some variety, but that's without actually looking at the player's guide or the like.
I will say that I have played some of this AP. Our group has done I think the first 2 books, but I've only been present for 4 or 5 sessions. Still I am aware of the general plot, but am usually pretty good at restraining myself from acting on player knowledge (usually ;))
Yo-Ho!
EDIT: Must... not... steal... Dwunderbran...

Crustypeanut |

Oh dang, go offline for a few hours and suddenly lots of activity! :P
Welcome Peanuts and Thron!
Hm... so three extra players makes six plus Robinton the DMPC.. I can dig that. Robinton'll just sit further along the sidelines, there for when he's needed.
Caerlei, Ozir, Mabelode, you three alright with this plan? As the DM I am, but I want to make sure you guys are too.

Zenu |

Oh dang, go offline for a few hours and suddenly lots of activity! :P
And my backstory is finished, tentatively! Barring your disapproval, I'm pretty done with it. I'll add his personality and such tomorrow evening, probably.

Crustypeanut |

Crustypeanut wrote:Oh dang, go offline for a few hours and suddenly lots of activity! :PAnd my backstory is finished, tentatively! Barring your disapproval, I'm pretty done with it. I'll add his personality and such tomorrow evening, probably.
Looks good! Maybe I'll see about including your mother's pirate ship in the campaign eventually.. though no guarantees on that.
Also, in case you weren't aware (This goes for Peanuts and Thron too), there are some optional rules I'm using in this campaign. They are as follows:
[/list]
So don't forget to give yourself a hero point (or be an anti-hero and gain an extra feat) - not to mention keeping these rules in mind if you want to make a character around 'em.

Trevor Quartermane |

Most of my character is done. Will work on it more tomorrow after work, but it should be enough to give you an idea. Really just lacking a few more NPC names and such, and a good once over with a fine tooth comb.
Edit: Tempted to be a bit of a rebel and go Anti-Hero. Just because I hardly ever see(except one recent notable occurence, in my favor actually) where hero points really help.

Peanuts |

BLeh, well I stayed up to get something down for this character while it was still rattling around in my head. Should have been in bed an hour ago, so this will have to keep to tided over until tomorrowish.
Tempted to give up on Hero POints for another feat. They can be pretty nice though, especially if the GM is free with giving them out as rewards :p
Vishkanya Ranger (Freebooter, Skirmisher) 1
CN Medium Humanoid (vishkanya)
Hero Points 1
Init +3; Senses low-light vision; Perception +2
Aura freebooter's bane +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 12 (1d10+2)
Fort +4 (+2 trait bonus vs poison or drugs (+4 to avoid effects of alcohol)), Ref +5, Will -2; +1 bonus vs. poison
Resist poison resistance +1
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 14, Wis 6, Cha 17
Base Atk +1; CMB +1; CMD 14
Feats Weapon Finesse
Traits Barroom Talespinner (1/week), Friend in Every Town (Knowledge [local]), Iron Liver
Skills Bluff +4, Diplomacy +8, Escape Artist +5, Knowledge (geography) +6, Knowledge (local) +7, Perception +2, Perform (dance) +6, Perform (sing) +4, Profession (cook) +2, Stealth +9, Survival -2 (-1 to track), Swim +4; Racial Modifiers +2 Escape Artist, +2 Stealth
Languages Common, Vishkanya
SQ hedonistic, hero points, poison use, toxic (2/day) (dc 12), track, wild empathy
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Iron Liver +2 to Fort saves vs. poison and drugs, or +4 vs. alcohol.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Resistance +1 Gain listed bonus to saves vs poison.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Toxic (2/day) (DC 12) (Ex) Can apply poisonous blood/saliva to a weapon as a swift action.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Zenu |

Oh! Crusty, would you rule that my bloodline arcana only works when I am in water myself, or also while onboard a ship? Just out of curiosity: it might make me switch back to Aquatic from Seaborn.

Crustypeanut |

Oh! Crusty, would you rule that my bloodline arcana only works when I am in water myself, or also while onboard a ship? Just out of curiosity: it might make me switch back to Aquatic from Seaborn.
You have to be actually in the water and swimming in it - being in a ship does not count.

Zenu |

As expected! Hm… is the flavor worth it? I mean, a glorified hydraulic push isn't really doing it for me…
Well, I'll think on it some.
EDIT: Ooh. Found a Story Feat I'm so taking. It fits so well!
Unforgotten.

Mabelode |

Welcome, new players! Mabelode is much more subtly nasty than Caerlei.
Crusty
Does the crew wear armor? Meaning, if we get our armor, can we wear it?
How much private space do we have to hide things? Meaning, what's the likelihood that I can hide a greatsword? And if someone steals it, where they could hide it? In the ceiling or floor?
thanks

Crustypeanut |

Welcome, new players! Mabelode is much more subtly nasty than Caerlei.
Crusty
Does the crew wear armor? Meaning, if we get our armor, can we wear it?
How much private space do we have to hide things? Meaning, what's the likelihood that I can hide a greatsword? And if someone steals it, where they could hide it? In the ceiling or floor?
thanks
The crew wears armor, yes. Most of it is leather armor, but a few guys wear armored coats. So yes, you can wear it. Though if you're wearing anything heavier than an armored coat, you might get laughed at as being a living anchor.
You have a single locker (with a poor lock) each to yourselves. It won't really be big enough to hide a greatsword.
However, there aren't really a ton of good places to hide a greatsword period. They might be able to put it in a barrel and then cover the end of the sword that sticks out in canvas, or perhaps hide it in the filthy water in the Bilges.. but there aren't any secret hiding spots in the floor or ceiling. Such a big weapon is rarely seen on ships.
*Edit* though, the book describes the place where your stuff is kept in the Quartermaster's office as a locker, so actually, nevermind that previous statement. Your locker is big enough to hide the greatsword.

Saranaja |

Despite the fall from grace her mother invested her dowry into her husband’s family farms, and a ship and crew, eventually establishing a modestly successful shipping business. Their first child turned out to be twins, a boy and girl who seemed blessed with promise. Kalelja and brother Lanek seemed to be the perfect children, and it almost seemed like their birth had been a miracle as after almost another decade Gahnasaj failed to grow pregnant. Having such wonderful twins they grew content with their small family, and so it came as a surprise when Gahnasaj became pregnant again, and Saranaja was born.
Though she was welcomed gladly into the family her parents seemed almost unsure of what to do with her. She was not neglected, but neither did she receive the same attention as her siblings who were already on the paths to greatness. Kalelja was granted a position at The Conservatory--the secret and greatly respected academy upon Grand Sarret--thanks to one of their mother’s younger brothers who had become a teacher there. Lanek meanwhile tested for and was accepted into one of Jalmeray’s Houses of Perfection.
Living in her sibling’s shadows she could never hope to compete. She certainly had the looks of her mother and elder sister, but lacked discipline and was constantly getting into trouble. The only family member who seemed to pay her any real attention was Etzil, her uncle on her father’s side, and her little sister Aeri—born three years after Saranaja.
Etzil had risen with the new family business, learning sailing and helping the business to prosper, before moving to Absalom and becoming a bounty hunter. Throughout her childhood he visited Saranaja and showered her, and Aeri with gifts, affection, and tales of fantastic adventure on the high seas and beyond; daring exploits hounding smugglers into the jungles of the Mwangi, of risking life and limb in the storms of the Abendego Gulf, of repeling Ulfen raiders in their strange oar-propelled ships, and countless others. The stories fascinated her, but all her mother seemed interested in was sending Saranaja along the path of her sister, Kalelja.
Needless to say Saranaja had neither the interest, nor temprement to become a proper courtesan like her ‘great sister’ who plied the intrigues of Niswan. Despite her protests she was shipped off, given into her other uncle’s care at Grand Sarret. As a testament to his patience and endurance the young girl lasted for over a year before her flagrant disobedience, and unsuitability—culminating in her badly burning another girl-student with a cup of hot oil—resulted in her being expelled from the organization.
The Conservatory had not been a kind place to Saranja; her sister had been an exemplary student and the same was obviously expected of her. She actually tried to live up the high standards her teachers held for a time, but the behavior of the other girls soon soured any hope of making something of the time there. Seeing only the younger sister of Kalelja they bullied her terribly and she retaliated in kind, and lashed out in other ways. She was almost kicked out when she was discovered in a compromising situation with a male student several years her senior, but her uncle managed to smooth that first incident—and many others besides—over successfully. When she was finally returned to her parents in disgrace they made little effort at bridging the gap when she shut herself off from them. They were less ambivalent when her acting out continued, but Saranaja no longer concerned herself with the opinions of anyone except Aeri and Etzil.
The next time her uncle visited them Saranaja begged him to take her with her. He intially refused, but after speaking to his brother and sister-in-law, he took pity upon the wayward teen and agreed to take her to Absalom with him, though he flatly refused to allow Aeri to come with him despite her and Saranaja’s pleading. Aeri had not suffered as Saranaja had, but still she loved her sister and uncle perhaps more than her own parents—it seemed Gahnasaj and Janin had realized their fault with Saranaja and had made some effort at ensuring their youngest daughter did not go the same way.
Freed from the tyranny of her uncaring parents Saranaja started to actually blossom. As she’d dreamed she found her uncle’s lifestyle much more to her liking. She showed only a modicum of talent at the tasks expected of a sailor aboar her uncle’s ship, The Wandering Cutlass, but proved her real worth when her uncle and his crew put a blade in her hand—albeit a wooden practice one. As young and scrawny as she was brute force was out of the question, but she showed a skill for a finer blade and other more delivate—though no less deadly—weapons. Even some of the skills they’d crammed into her at the Conservatory proved to be of use--she was quite good with a needle and thread when a sail needed mending, and was adept at gathering information without arousing suspicion. She learnt to climb, swim, read charts, and plot a course, and Eztli’s crew loved her—a little too much in some cases, the girl experiencing her first, meaningful relationship with the quartermaster of the ship, an attractive young Osiriani named Olet.
She could have happily continued on in that lifestyle, but after several years as she was reaching full maturity, tradgedy struck. She and Eztli had been on the trail of >insert semi-powerful pirate of GM’s choice here<, and had ventured cautiously into the Shackles to sniff about for their target. She’s still not sure how it happened, but it seemd their presence had been betrayed during the night, and while she had been on shore maintaining their cover, >Pirate’s< forces had taken the Wandering Cutlass. The ship was gone when she arose, and she found no sign of her uncle, or any of the other crew; and so she found herself stranded in Hell Harbor with nothing but her sea bag and a burning need—for she had long ago converted to the faith of Calistria—to track down the man who’d killed her Uncle, for surely he was laying somewhere at the bottom of the sea. The transition to pirate was an easy one for the young lass, who shared many of the scum’s vices and proclivities.
Ended up rearranging her skill points to fit better with the background (and make her more useful as a sailor :p) Should otherwise be ready to go and wreak havoc.
EDIT: Whoops. Have to do personality and appearance still.

Saranaja |

Alright, now I should be done :p Probably anyway...

Zenu |

Description added! Zenu is ready to go, boss!
EDIT: Although, you may want to establish whether any of the other players have heard of his mother's ship, and if so, what they have heard - That'll be one of his first questions of them all. xD

Trevor Quartermane |

Making final adjustments to my character, as trying to build a character in the middle of two 12 hour shifts is probably not the best thing to do. Only significant change I made was to pick up the Swashbuckler archetype (how could I resist in a Pirate themed game?). With the Martial Weapon Proficiency I picked up Pistol, even though I don't own one. Might come across one eventually. Also picked up a spring loaded wrist sheath if it's allowed, if not I'll remove it.

Zenu |

Making final adjustments to my character, as trying to build a character in the middle of two 12 hour shifts is probably not the best thing to do. Only significant change I made was to pick up the Swashbuckler archetype (how could I resist in a Pirate themed game?). With the Martial Weapon Proficiency I picked up Pistol, even though I don't own one. Might come across one eventually. Also picked up a spring loaded wrist sheath if it's allowed, if not I'll remove it.
You could do the Smuggler archetype, too, Trevor, but yes, the swashbuckler is awesome. xD
I just got the Magic of the Inner Sea book, and now I want to make a tattooed sorcerer. Doesn't work for Zenu, though, so I'll do it for someone else. xD

Zenu |

Not working for me. x_x Also, when I downloaded it, it... was wonky.
I'm getting this. And here's why.
EDIT: Rather, I'm getting that result from the things I downloaded earlier.

Crustypeanut |

Anyways, here are the list of Minor NPCs on the Wormwood: (Yes I changed quite a few of them, excluding the officers (mostly))
Ratline Ratsberger (Male Ratfolk)
Jack Scrimshaw (Male Human)
Shirtless Shag (Male Human)
Niffer Tobbs (Male Gnome)
J'Zarrgo (Male Catfolk)
'Ears' Ortov (Male Hobgoblin)
Aretta 'Half-Elf' Bansion (Female Elf)
Fipps Chumlette (Male Human)
Jaundiced Jape (Male Half-Orc)
Maheem (Male Human)
Tam 'Narwhal' Tate (Male Dwarf)
Grubgrub (Male Monkey Goblin)
New Recruits:
Sandara Quinn (Female Human)
Rosie Cusswell (Female Halfling)
'Blackjack' Chak-Chak (Male Tengu)
Krigger the Rigger (Male Human)

Zenu |

Likewise!
EDIT: I do worry, just a little, however, about our evil compatriots. I mean... I don't want to start the whole "evil characters debate" here, but I would really rather not deal with PvP stuff, which is a potential outcome of any game where the evil characters act like, well, villains, and especially when there are nonevil party members, too. I really don't want to sound like I'm telling people what to do or how to play their characters, I'm just looking for a way to make sure we all enjoy this. :) I'm sure it'll work itself out, in any case. Looking forwards to getting in on the action!

Mabelode |

Mabelode is evil from the point of view of anti-altruism and no respect for other people's lives. That being written, the party members and allies are viewed as more valuable alive than dead. Of course, poorly role-playing that relationship with him could change the calculation. And unreasonably betraying him will be asking to be killed. That's as nice as neutral evil can be, right?