The passengers aboard the Throaty Mermaid are on a long voyage heading south towards Sargova. Everything is perfectly alright. Nothing unusual is happening...
ROLL20 COMBAT MAP
Viktorra, if you could go into the Roll20 map and post some words about your character and player, I can hook your token into the map so you can move it around yourself.
Viktorra, I always check that my post takes after submitting. When it doesn't (which seems to be about one in three lately...), I immediately click refresh in my web browser. That always makes it take for me.
Technically, I'd guess it's a bug related to AJAX requests taking too long to get data, coupled by the server probably just giving up (and without even a notice to the end user). Here's to hoping it gets fixed. Any day now...
I also frequently select all and copy my posts as I write them, and again just before clicking Preview or Submit Post. This way I can paste it as a new post in case something really goes awry where I'd otherwise lose it all.
Apologies, guys, I've been dealing with some personal issues lately, but I believe I am good to go now. I will catch up with the posts and have a post up tonight or tomorrow.
Also, the only way you can batten down the main hatchway is to stay out on deck. Are you striking the sails below instead?
Ah... I was imagining we needed to first bring the mail sail under, and then batten the hatches. This way, the crew is below deck (and therefore "safe" from being blown into the sea by the storm).
However, Reijo knows a lot more about sailing then I do. So he'll do whatever makes the most sense for a veteran sailor to do. IOW, if it makes more sense for him to help to batten the hatches, then that's what he'll do. :)
Female Human (Chelaxian) Unchained Rogue (Burglar) 2 | hp --8-- 17/17 [0 NL] | AC 18, t 15, ff 13 | Fort +1, Ref +7, Will +0 | Init +8 | Perc +5 (+6 to find secret/concealed things/+7 to find traps); Trap Spotter +7 | Conditions: none
Three and a half years playing this game and NONE OF US has ever looted an enemy for treasure or found anything of value (with the exception of Thurden discovering a sawtooth dagger in a big crate in the hold)! That ends now! If Reijo and Thurden forget to loot the mutineers they killed, Shae will get up from her deathbed and do it for them! ;)
Hmmm, I think I'm going to take a slayer level next. I've done barbarian/ranger/rogue before for Reijo, lets see how barbarian/slayer works out. I think I can get similar abilities to what I'm looking for this route...
Must admit in the time since we started the voyage I've had time to experiment with quite a few, different character builds. Still might throw my "Cavalier wi giant snek" into the mix of this Sunny build. XD
Enquiring person: So Sunny? Just were you keeping that thing?
Oil of Arcane Mark (cr, 25 gp)
Oil of Purify Food and Drink (cr, 25 gp)
Potion of Endure Elements (cr, 50 gp)
2 x Potion of Guidance (cr, 25 gp)
Potion of Virtue (cr, 25 gp)
Now is probably a good time to figure out how we are to split up loot as a party. Do you have a rule, Camris? If not, I'm deferential to splitting up loot as evenly as possible.
That said, I'd be interested in the masterwork chain shirt, the masterwork cutlass, and the +1 throwing axe. However, I don't want to be greedy! I mean, Reijo is greedy, but I the player am not. :) So if anyone else wants one of these, feel free to take it.
I'd definitely want to keep one of them, though. :)
So, maybe we should split up the weapons and armor at least. Before our next combat, that is...
I took the chain shirt. I'm also definitely interested in the cutlass and the throwing axe (cutlass & axe combat is kinda my thing...), but...
Sunny - I think we're both proficient with throwing axes. Want this one? I already took the chain shirt.
Thurden and Sunny - I think we're all proficient with the cutlass. Feel free to claim it if you want it.
On another note Sunny, I believe you are the only other PC proficient with chainmail armor. It's yours if you'd like it. I am proficient, but not interested: I prefer to keep my full speed in light armor.
As much as we all appreciate your nekkedness, having a decent AC is probably more important. ;)
We do need to find you a nice pair of bracers of armor, so you can get a decent AC bonus and wear your birthday suit, too. :)
...
EDIT: Actually, as I check out your stats and think about it some more, maybe we should switch armors: you take the chain shirt, and I take the full chainmail?
I didn't realize your strength score was only a 9. Full chainmail weighs 40 lbs and has a -4 penalty (masterwork) to Str- and Dex-based skill checks, so you'd be pretty encumbered and slowed down. I'm not pleased with that -4 check penalty and speed loss, but I'm not as burdened as you would be with a 16 strength score (you'd be close to a heavy load, which prevents you from running or benefiting from more than +1 to AC from Dex... possibly overburdened, LOL).
...
EDIT (AGAIN): You know what, just saw you already have lamellar armor. I don't think your stat block's AC reflects it though... should be AC 17, not 13? Anyway, maybe I'll stick with the chain shirt then; your existing armor is actually more or less the same as a chain shirt anyway.
Island Elf 'Pugalist':1/"Almost Monk":1 |Perc:+7|HP:18/18|AC:14|T:15|FF:10|Fort:+1|Ref:+5|Will:+4|Init:+4
Reijo Ilvonen wrote:
As much as we all appreciate your nekkedness, having a decent AC is probably more important. ;)
We do need to find you a nice pair of bracers of armor, so you can get a decent AC bonus and wear your birthday suit, too. :)
...
EDIT: Actually, as I check out your stats and think about it some more, maybe we should switch armors: you take the chain shirt, and I take the full chainmail?
I didn't realize your strength score was only a 9. Full chainmail weighs 40 lbs and has a -4 penalty (masterwork) to Str- and Dex-based skill checks, so you'd be pretty encumbered and slowed down. I'm not pleased with that -4 check penalty and speed loss, but I'm not as burdened as you would be with a 16 strength score (you'd be close to a heavy load, which prevents you from running or benefiting from more than +1 to AC from Dex... possibly overburdened, LOL).
...
EDIT (AGAIN): You know what, just saw you already have lamellar armor. I don't think your stat block's AC reflects it though... should be AC 17, not 13? Anyway, maybe I'll stick with the chain shirt then; your existing armor is actually more or less the same as a chain shirt anyway.
So, nevermind... :)
Well, yeah?
I in't stoopid. I knows they's things wiff pointy teeth and stuffs about.
Remember, we wus all sleepin' an' relaxin' when tha' bad things was happenin' doin' they's things. We wus doin' somat completely different when them bad peoples done showed up.
I is all okeys wiff throwin' things at other bad things, though.
Female Human (Chelaxian) Unchained Rogue (Burglar) 2 | hp --8-- 17/17 [0 NL] | AC 18, t 15, ff 13 | Fort +1, Ref +7, Will +0 | Init +8 | Perc +5 (+6 to find secret/concealed things/+7 to find traps); Trap Spotter +7 | Conditions: none
So...are we playing the Skull and Shackles AP or Serpent's Skull? Maybe parts of each? I know I took a campaign trait from Skull and Shackles, expecting Shae to one day become a pirate queen. Should I swap that out?
BTW--not complaining. Souls for Smugglers Shiv is one of my favorite Paizo adventures (though some later parts of the AP seem to have gotten mixed reviews).
There's a large section of the first adventure for Skull & Shackles I intend to fast forward through, because most of us have played through it several times.
I am substituting Souls for the Smugglers Shiv because it's pretty fun and... other reasons.
Avast me hearties! We be setting sail into the Skull & Shackles Adventure Path!
But first, a little adventure when you meet aboard the Throaty Mermaid on a long voyage south from Magnimar.
The party currently consists of:
*Reijo Ilvonen, Human Ranger (Freebooter) 1
*Nhati, Human Arcanist 1
*No-Eyes Bellamy, Human Oracle 1
*Sunny, Island Elf Pugilist 1
So they’re looking for a Druid/Naturalist and a skill monkey of some kind.
We need people that will check in probably at least once every two days so that we make sure to keep everything moving.
If you think the above is acceptable, phase two are the campaign standards
Character Creation::
- 20 point buy, 1st level.
- Core Races preferred, but any race can be accepted. Just make sure you have a backstory to justify your Drow/Klingon...
- All Pathfinder classes are allowed. Summoners are restricted to the Unchained version.
- 2 Traits, including one Campaign. You can take another trait if you take a drawback.
- Max HP at first, Average+1 on subsequent levels.
- Backstories are appreciated, but don't feel compelled to write a novel. You can keep your background as brief as you like it, just be sure to have some reason to be on a long voyage to Sargova.
- Early Firearms are allowed, but not common.
- The Skull & Shackles Players Guide is VERY handy. Pirates of the Inner Sea, Razor Coast Freebooter's Guide and Razor Coast Fire as She Bears will also be useful sources.
Table Rules:
If a character has not taken an action in two day's time, and the character is in a situation where all characters need to take an action for the story to progress (for example, combat, though not limited to combat), that character reverts to the GM's control until the player's next post.
In combat a GM controlled PC is invulnerable to damage, though they die if the rest of the party dies. The only actions a GM controlled character will take will be to move and to provide an "aid another" check for other characters.
The GM rolls all initiative rolls.
If you need to "pass a note," either to the GM or another character, use the spoiler tag, addressed to the party you want to read it. For example:
Try to keep in character comments and descriptions of actions in normal font, and use the [ ooc ] brackets for "game" actions.
Finally, if you don't already have one, you need to make up a separate message board alias with the name of your character, and fill out the profile with all of the information that you would normally have on a standard Pathfinder RPG character sheet.
To be considered, I NEED to see a solid overall concept, and a personality/background. Bonus if you can post the full mechanical build, but that's not critical for consideration.
I aim to start in a week.
Good luck!
Definitely interested. I was thinking of a Tiefling Unchained Rogue (Rake)
She was born in Cheliax, to a peasant family in a coastal town who tried to give her a good upbringing. Her parent being immigrants themselves were already outsiders and she was mistreated by everyone else in town for being what she was. She longed for the freedom of the sea and when the chance came she bluffed her way onto a ship.
If you allow variant heritages I'd like her to be a Rakshasa-spawn. If you don't like it standard tiefling works, or human although I would have to rework the background.
I'll try to have an alias prepared later with a full backstory/personality and her stats.
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
For your consideration Galen Baran Korvosan thief on the run! Human (Chellish) Investigator.
”Background”:
Galen Baran was a member of the Cerulean Society of Korvosa, his home city. There he learned the finer points of larceny as well as how to fight when the need arose. Though a competent thief in his own right it was noted Galen had a knack for details. If someone outside the guild tried to pull one over on them he might be called in to help discover a few clues. Recently one of these investigations helped track down a culprit who conned one of his seniors Cedric Duval. It was a young member of the Sczarni gang called the Dusters. Duval took a rather final retribution on the young man despite Galen’s protests. Taking back the value stolen with interest was one thing but just because the Sczarni prefered to avoid violence didn’t mean they weren’t proficient with it.
When outrage amongst the Dusters came at the discovery it was a bit greater than anticipated because as it turned out Duval’s victim was the son of one of the high ups in the Dusters. As this news came out and retribution seemed inevitable Duval decided to pin the blame on Galen. Given that one of the specialities held by this particular Sczarni gangs was kidnapping, Galen didn’t fancy his odds of evading them long enough to straighten things out.
He spent most of his savings (and pawned a few belongings) to buy passage on a few ships.
The gambit worked and he found himself safely in Magnimar but it’s not his final destination, if the Sczarni there took an interest in him and word got back to Korvosa it might not work out well for him. Using up the last of his funds he narrowed his choices down to two ships the Throaty Mermaid headed for Sargova and Roc’s Bounty headed for Kintargo in Chelliax. He’s leave the matter to fate he decided and flipped a coin.
”Mechanics”’:
Name: Galen Baran
Class: Investigator, Race: Human (Chellish)
Str 12, Dex 14, Con 12, Int 17(15+2), Wis 12, Cha 12
Defence
Hit Points: 10, AC: 15, Touch: 12, Flat Footed: 13, Fort +1=+0+1, Ref +4=+2+2, Will +3=+2+1
Offence:
Rapier: +1, 1d6+1, 18-20/20
Class Features: Inspiration (3/Day), Alchemy, Trapfinding
Traits: Touch of the Sea (Campaign), Armour Expert (Combat)
Feats: Fast Learner, Skill Focus (Perception)-Focused Study Alternate Racial
Formulae List: Cure Light Wounds, Identify, Monkey Fish, Shield, Heightened Awareness
Level 1 Extracts/2 Day
Skills: 11=6+3/Int+1/Human+1/Favoured Class
Acrobatics
Climb 5=1+1+3
Diplomacy 5=1+1+3
Disable Device 6=1+2+3
Knowledge
-History 7=1+3+3
-Local 7=1+3+3
Linguistics 7=1+3+3
Perception 8=1+1+3+3
Profession
-Sailor 5=1+1+3
-Cook 5=1+1+3
Stealth 6=1+2+3
Swim 6=1+1+3+1
Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
I'll be honest when I first saw the name of the thread I misread it seeing "Skull &S Shackles Chapter 0: Boatmurdered" to which I decided yes, dwarf ranger with favoured enemy animals to get those dastardly elephants!
I'll be honest when I first saw the name of the thread I misread it seeing "Skull &S Shackles Chapter 0: Boatmurdered" to which I decided yes, dwarf ranger with favoured enemy animals to get those dastardly elephants!
Background Skills - I believe Camris okayed them when I asked him earlier. So long as all players have access to the rules, he said. Since they're easily found online, I guess everyone does.
So, is this the type of campaign that an aquatic animal companion would be used in? Maybe a Merfolk Druid with a Shark Animal Companion. I know next to nothing about this campaign, but if I had to come up with some reason why I was travelling with you, it could be because I want to protect the waters of this city we are going to.
Does this concept sound acceptable, or am I way off base with thinking aquatic characters would work here?
Ok, I have been working on a concept for the Storm Druid I mentioned before. He would be a very caster-focused character, and would sacrifice the Animal Companion for a few extra spells. (So a very different sort of character than what Reksew is considering).
But I'd be focusing on control spells, summoning and to a lesser extent damage spells, etc.
I can get the crunch together, but I didn't want to go to the trouble if the team is looking for something else.
I have worked up a background, so see what you think:
Kelwyn:
Kelwyn was born near the docks of Magnimar to single mother of ill-repute. The skies were dark that day, with loud thunder, huge flashes of lightning and strong winds. It was worse than the average storm, and folks say that Gozreh and Besmara must have been having quite a row out at sea.
Since a young age, Kelwyn has seemed touched by the wind. He could stand in a gale that would drive older children backwards. And he seemed to have a sense for when the worst storms were coming and how best to avoid them.
After a rough life spent mostly on the streets near the docks, he hired on as a sailor and his connection to weather made him a valuable crew.
But Kelwyn is a restless spirit, and feels the call of the winds now more than ever. Also, life on the local fishing boats is not very "rewarding", and he hopes to find riches among the pirate ships of the Shackles.
I hope Camris doesn't mind me getting this involved, but if I may relay what I know thus far... I think we (the other players, myself, and Camris) were in agreement that a more creative and open-ended interpretation of "Druid/Naturalist" and "skill monkey of some kind" was in order. Meaning, I think every concept mentioned thus far would fit the bill quite nicely: Reksew's companion-based druid, Derek's spell-focused druid, the hydrokinetecist, the investigator (either with or without elephants in his pockets to astound the lovely Sunny), the slayer, and even the stinking gobbie "cook" as gross as that sounds... "Wha?! Bilge rat stew AGAIN?! Bloody 'ell!" Well at least it'll make Bellamy's boiled barnacles seem rather appealing by contrast. ;)
And as for trapfinding, I expect that would actually be a plus for the "skill monkey" role, so no worries Zak.
And Reksew, concerning the viability of an aquatic companion, I'd say this AP is perfect for that in fact.
I leave it to our GM to clarify further, but that's my expectation based on our previous discussion of party needs.
If you allow variant heritages I'd like her to be a Rakshasa-spawn.
I don't have that particular work, so I'll need the applicable passage on your sheet somewhere. If it becomes a problem I'll let you know, but usually these little variants are OK.
Keddah wrote:
Are Background Skills used?
Starting wealth? Class average?
Yes, I apologize for forgetting to put that in the Character Creation post. It is as Reijo said:
Background Skills are allowed and encouraged. The rules should be available in the SRD.
Starting Wealth is Average for your class.
Voyage to Sargova? Are you mixing Skulls and Shackles with Serpent's Skull?
The GM has no comment on such idle scuttlebutt. Even though the first module is the only good one in that Adventure Path.
ignuspyre wrote:
Didn't realize you need 'magical'.
Well, both the Arcane and Divine are sort of half covered, and the skill specialist will eventually be half covered as well. We just don't have a specialist in any of those.
I've added the differences between standard Tiefling and the variant under the Racial Abilities spoiler in the Alias.
Also added a link under the character name to show in her posts in the IC thread.
Luccia is (as obvious as it seems) based loosely off of Captain Amelia from Treasure Planet. An unchained rogue, she desires to be a pirate captain so she dresses and carries herself as such.
Luccia Montressor is the only daughter of Count Lucian and Countess Loria Montressor, a noble house near the river kingdoms. An ocelot breed of catfolk, Luccia enjoyed climbing and water even from a young age, until one day she was kidnapped playing alone by the docks by some pirates hoping to cash in on her family fortune. In response, the Montressor's dispatched one of their few agents, a black cat with no scruples. With the pirates responsible slain, and the girl rescued, her parents thought the job done.
However that brief moment of excitement, Luccia's heart caught fire for the world of piracy and adventures. She hatched a wonderful plan, requesting her family allow her to train with their agents to learn better techniques to defend herself. She studied the arts of claw combat and subterfuge with her black cat mentor, taking everything she could learn and practiced it for most of the day. At night, she studied books and learned of the shackles and the pirates that traveled their waters.
Years passed, and she managed to leave her family to pursue her own fortune. She has passed several pirate crews up, coming to the Formerly Maid in the hopes that she would find her true destiny.
Luccia Crunch:
Luccia Montressor
Female catfolk unchained rogue 1 (Pathfinder RPG Bestiary 3 47, Pathfinder Unchained 20)
CN Medium humanoid (catfolk)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +0, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee unarmed strike +4 (1d3 nonlethal) or
. . 2 claws +4 (1d4)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
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Str 11, Dex 18, Con 10, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits besmara's blessing, canopy prowler, expert swimmer
Skills Acrobatics +8, Climb +13, Diplomacy +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +7, Escape Artist +8, Intimidate +6, Knowledge (local) +6, Perception +5, Profession (sailor) +5, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +8, Stealth +8 (+9 while climbing), Swim +5
Languages Catfolk, Common, Goblin, Sylvan
SQ cat's luck, pride, trapfinding +1
Other Gear leather armor, 140 gp
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Special Abilities
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Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Arasei seem taken aback by the elf's enthusiasm but quicly regains composure and shake her hand firmly.
Pleased to meet you! =)
Grabs Arasei's hand with both of her own and vigorously, enthusiastically shakes them up and down.
"I am bin callin' 'Suny' in'a speakin' of tha' peoples." The naturally tanned Elf lass explains, "That be Reijo, an' that be Bellamy, an' that be Nhatia an' that be Tai!" She indicates varous people walking/working about on the deck of the vessel which has garnered the group's attentions.
"I is a Elf!" (^_^) Suny exclaims, stepping back and pointing to herself. "I am from tha' islands. I am learnin' people speakin'." She nods enthusiatically.
The man the cheery elf identified as Reijo (pronounced RAY-yo, roll the 'r') grimly stares back at you. Though relatively handsome and dressed somewhat neatly, his scarred face hints at the grim tale of his violent life. He sits at the bar, lazily reclined, puffing away at a billard-shaped pipe.
The unsavory types who frequent taverns in places such as this one are to be expected. But in stark contrast with the tan elf, a dark cloud of a cynicism most severe seems to pervade this tan man's very pores. Icy-blue eyes pierce you to the core as his intense gaze catches yours.
After chugging a gulp of rum, the intense man turns to an old man beside him. His gravelly voice is deep and slightly slurred from drink. "All them rainbows an'sunshine'll be gettin' us into another fine mess by the end o'the day, I reckon."
Thurden 'Salt' Leadbeard is a career ship's cook. After being captured from his home island many years ago he's moved from ship to ship plying his trade and searching for somewhere he likes enough to call home.
'I suppose yer ship is as good as any. I can fill yer bellies and, in a pinch, patch up yer wounded. I ain't poisoned a crew or burnt down a ship yet.'
If you're waiting on me to make your decision...don't. I didn't get a character done yesterday.
If there's still time for a submission, I'm working on a bard (duettist)--a girl singer and her monkey familiar. Which brings me to my question about exactly what sort of skill monkey you're looking for. Need an actual monkey? Got it covered! Need someone to make Knowledge checks? Well, bardic knowledge is what gets traded out to gain a familiar.
Speaking of familiars, is it OK to give the monkey the Valet archetype?