DM Cuc |
Hello Everybody, I will be starting up a second Skull and Shackles game, my first game has taught me a lot and I want to be able to build off what I learned in that game to make the next game even better. I am still very new at GM and PbP but I am getting the hang of it better and better everyday. The creation rules are as follows:
- Point buy is 20 point. Max HP at first level, roll for future levels (minimum 1/2)
- Max starting gold [I recommend having MINIMAL gold left over ;-) ]
- Only Core races (From Core Rule Book)
- All classes, except Ninja, and Samurai.
- All Offical Pathfinder books are okay
- HIGHLY recommend to read the Skull and Shackle's Player Guides.
- 2 traits- one must be from the Player's Guide and the other MUST be incorporated into the backstory.
- I LOVE good backstories and role playing (not big into optimization only).
- I am okay with Pathfinder official Archetypes
- No third party materials, I am very firm on this one
- Any questions just ask me! :-)
- A disclaimer, if I ever state a rule wrong or mess up something, please feel free to correct me, I am still learning, and will not take offense to this.
I am looking for 4 or 5 players for the game, and plan to leave the recruitment thread open till probably Sunday or Monday depending on the response.
Disclaimer: My first game I did not allow gunslingers into the game and this time I am considering it, if you choose a gunslinger it needs to be very solid background and, I won't lie, but you will probably have to help me out with some of the mechanics as I have never played or played with a gunslinger before.
Tiaburn |
Are good characters OK? Good as good intended, good guys in wrong places. Not paladin, but buccaneer type guy?
And evils? Like Lawful Evil, motivated to party, but pretty cruel ones?
I am capable playing any, but my alignment will depend on what GM prefer to see in party.
I'm very interested, will try to come up with story in couple days.
How intensive and accurate fighting might be? Is it worth to do some precise fighter or combat will be as fast as possible?
Can we get PFS credit after finishing first book?
R D |
Sounds like you'll run this in "campaign mode." Will you award chronicle sheets for the Pathfinder Society sanctioned portions of this AP? If so, I'm very interested! I am happy to fill in for any party role needed: melee, ranged, divine, arcane, skill (though it sounds like somebody has already claimed melee and skill-monkey).
That said, I prefer to play the stereotypically "good guy" classes: clerics and paladins. I also have a lot of fun right with other classes, though.
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It would be cool to play an Oracle with the Life mystery.
He is dual-cursed (tongues, legalistic), and he sees that as punishment for his lack of moral conviction/strength. :-)
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Or a wizard with the conjuration/teleportation school.
With his indefatigable fanboi fervor, he only presents a one-dimensional front. It will be cool to have him anguish over moral choices that come in shades of gray. :-)
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Or a Zen archer.
He is arrogant, has a false sense of entitlement, and feels justified about it because he's really good at something: using his bow.
Kelarith |
Here is Reginald Kretch, Varisian Swashbuckler with the Inspired Blade archetype. A sailor with a goal ;)
KBoom |
Ooh, I've always wanted to play S&S. I'm thinking a magus of some sort. Definitely interested.
And if accepted and there's enough desire, I can handle PFS chronicle sheets. Since I've never played Skull and Shackles before, though, I'd have to wait until DM Cuc says we've finished a book, since I don't want to spoil myself looking at the chronicle sheets before the appropriate sections. That's assuming I get accepted and there's enough interest, though, which is a lot of assuming!
Grand Moff Vixen |
Sounds like you'll run this in "campaign mode." Will you award chronicle sheets for the Pathfinder Society sanctioned portions of this AP? If so, I'm very interested! I am happy to fill in for any party role needed: melee, ranged, divine, arcane, skill (though it sounds like somebody has already claimed melee and skill-monkey).
That said, I prefer to play the stereotypically "good guy" classes: clerics and paladins. I also have a lot of fun right with other classes, though.
Or a wizard with the conjuration/teleportation school.
Spoiler:He's a super-nerd who wanted to adventure because he has a bad case of hero worship. Despite being very weak, he wants to prove himself "out in the world" and live out his adventure fantasies. He is a fanboi seeking approval from anyone and everyone. The problem is that he's smarter than most others, so he comes across as super annoying. He studied magic, not so much to plumb arcane secrets, but because he wants to be Gandalf or Merlin or even Penn & Teller!With his indefatigable fanboi fervor, he only presents a one-dimensional front. It will be cool to have him anguish over moral choices that come in shades of gray. :-)
In Golarion, no such persons exist by the name of Gandalf, Merlin, or Penn & Teller.
Terz "Lux" |
This is Terz poor cat has not been as lucky as the nick name "Lux" would suggest he has been in 3 campaigns to hit a reef. I adjusted him from Ranger to Slayer. My intent is to take the talent that gives trapfinding at 2nd level. So I am intending him toward the skilled role more than melee though I don't think he is a slouch. Full disclosure I have GMed this AP through book 2 so far but I have a very severe sense of player verses character knowledge.
Allie "Cat" Calico |
This poor little miss has been in 2 prior Skulls and Shackles campaigns that were lost at sea. She then ventured into Sandpoint for Rise of the Runelords, which only made it past the initial goblin fight.
She's interested in giving it another go.
Meet Allie "Cat" Calico!
QUESTION: Do you allow taking a drawback for an extra trait?
Doomguide |
Here is my idea for a rather disreputable dwarven priest.
Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.
When they first see him, he is wearing nothing but a ragged and patched pair of pants, and a desperate expression. He has a rusty boats anchor slung over his shoulder and a satchel of tools on his back. he doesn't seem to notice anyone for a while as he rushes from one broken bottle to the next looking for a drink.
Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
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Offense
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Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
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Statistics
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Str 16, Dex 10, Con 15, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
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Special Abilities
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Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.
Totally willing to adjust diety or non-campaign trait if they don't seem right. Sadly there are no dieties that give me anchor as favored weapon. I figure the Dwarven Dorn Derger should work for it mechanically. It is basically just a big lump of metal on a chain.
Rask Mitrus |
Rask Mitrus, at your service.
From his youth, Rask was raised on legends. Tales of the unnamed soldier who gave their all for the glory of the empire. His time was split between living and breathing his father's ship while it was in port or drilling at a youth's military academy while he was at sea. The dream, to be one of those heroes his father spoke of. That his father was. Raising the empire to greatness and being elevated by it.
By his early teenage years he had proven himself an able warrior with the troops on land and could dance his way around the rigging of the ship, and it seemed clear he was destined for recruitment in the naval academy and a rapid rise to prominence. But then his father was wounded. Not gravely, falling as a hero would have cemented his legend in Rasks' mind. Instead it was a cruel wound. A poisoned blade that didn't heal well and left him hobbled.
It seemed the expected rise in Rask was mirrored by the fall of his father. No longer having the ability he once did he was quietly shuffled from active duty, his officer's home replaced with squalor for the next able body to give to the empire. The old man took it all stoically, he gave what he could to his country and he had no more to offer, but Rask saw it differently. Those heroes he had idolized didn't carve a dais out of the surrounding realms that they could stand stand proudly upon, their people stood upon their backs.
His studies fell away as did his promise as Rask had a crisis of faith. Not disillusioned by a deity, but by his home and the code he had held so dear. He found himself seeking answers in the wildest of places. If Taldor was so wrong, certainly those they oppose must have some knowledge of what is right. The Chelish... They have no heroes, they too are ground into the empire. Andoran? Noble, certainly, its freedom fighters ready to die unknown for their ideals.
What of those that his father faced at sea? Those pirates, each floating upon a country of its own, hoisting a banner that calls out their own legend to any who see it. Beholden to no one but those who truly were their brothers. Rask felt a fool when it struck him. The flashy style, the quips, the dramatic entrances, the fear brought about by raids, the love of a daring rescue, or the passions left at port are what give a legend name. Pirates aren't nameless bandits or brigands. Flaring out or smoldering, their legend is their own to build and if they are truly great, they will be known. And who knows piracy better than the shackles?
Still in his late teens, Rask's first act of piracy was stealing a small skiff, moving from one boat to another and beginning to long journey to the Shackles. Somewhere high above, Besmara smiled.
CampinCarl9127 |
I've been dying to get into a Skull and Shackles game. I'll be submitting a human cleric of Besmara who will be an aspiring pirate trying to live up to her father's reputation. In combat she will be a buffer and channeler, using a high charisma and a lot of channel feats (including versatile channeler) to do constant blasts of energy throughout fights. Crunch and backstory to come soon.
Azih |
Hi, here is the crunch for Meerin, a water patron Witch. Always an outcast in her home forest as she was never as comfortable among the trees as she was along the coast that bordered it. Forsaking the kin who never understood her and shunned her for the time she spent swimming and cavorting with the animals of the sea rather than those of the forest she learned as much as she could about the ocean that fascinates her so. This leads her to a tavern researching ancient ruins on an island. Her familiar is a playful otter that hides under her cloak.
"Meerin
Female Elf Witch 1
CG medium humanoid
Init +2 Senses Low-Light Vision Perception +6
DEFENSE
AC 12, touch 12, flat-footed 10
hp 7
Fort 2 Reflex 2 Will 3
OFFENSE
Speed 30 ft
Melee Shortbow +2 (1d6/x3) or Dagger +0 (1d4/19-20/x2)
Space 5 Reach 5
STATISTICS
STR 10 DEX 14 CON 12 INT 18 WIS 12 CHA 11
BAB 0 CMB 0 CMD 12
Feats Extra Hex
Skills Acrobatics 2, Appraise 4, Bluff 0, Climb 0, Diplomacy 0, Disguise 0, Escape Artist 2, Fly 2, Heal 1, Intimidate 0, Knowledge (arcana) 8, Knowledge (history) 9, Knowledge (local) 9, Perception 6, Ride 2, Sense Motive 3, Spellcraft 8, Stealth 2, Survival 1, Swim 4
Languages Elven, Common, Sylvan, Draconic, Celestial, Gnome
Gear Shortbow, Dagger, Arrows (40), Kit - Witch's (Medium creature), Acid (flask) (3), Alchemist fire (flask) (3), Cloak - reversable, Poncho, Traveler's outfit , Compass, Lantern - bullseye, waterproof, waterproof bag
"
Allie "Cat" Calico |
I just was taking a look at some of the other submissions(Oof, I hadn't realized there was another human swashbuckler in the mix) and noticed that Cat and I both picked up alchemist kindness.
We understand each other.
*Chuckle*
Cat's a hardcore partier, no doubt. It's all in the backstory and traits.
GM CUC: Allie has the drawback Hedonistic in order to take another trait, Inspired. They both, I believe, fit her backstory. However, I will defer to your ruling, if you wish me to change or remove them.
MannyGoblin |
Okay, crunch for Agghh the Unclean.
Full Name : Agggghh the Unclean
Race: Dwarf
Classes/Levels Sorcerer 1(Skill focused)
Gender M
Size M
Age
Special Abilities :
Alignment: CN
Deity : Besmara
Location
Languages Dwarf,Common
Occupation : Swab,Gofer
Strength 10
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 12 (+1)
Charisma 15 (+2)
Height: Weight: Hair:Bald Eyes: Brown
Favored Class: Sorcerer(Elemental-Cold) (Skill)
EXP: 0
Hit Points: 8
Spd: 20
Init: +1
AC: 12( armor shield)/Touch 12/FF 10)
BAB: +0
CMB: +0
CMD: 12
Saves: Fort +2(+4 poison) Ref +2 (+4 spells/SA) Will +3(+5 spells/SA)
Weapons:
Battleaxe +0 1d8 x3
Dagger +0 1d4 19-20
Skills: Swim (1+3)4,Spellcraft(1+3)4,Profession(Sailor)(1+1+3)5
Feats:Enshew Materials,Co0mbat Casting (+4 concentration when casting defensively or grappled)
Traits:Touched by the sea(+1 Swim Swim is class skill,Attack roll penalty underwater is 1 less)
Special Abilities:20 feet move speed not modified by armor or encumbrance
Darkvision 60 feet
+4 Dodge AC vs.Giants
+2 appraise to determine price of nonmagical goods with gemstones
+1 attack against goblinoids and orcs
+2 saves vs poison,spells,spell-like abilities
+4 CMD when resisting bull rush/trip on the ground
+2 Perception to notice unusual stonework such as traps and hidden doors in stone. Reciew check within 10 feet
Proficient with battleaxes,heavy picks,warhammers
Elemental Ray 1d6 cold 5/day 30 feet
Equipment:
Battleaxe (10)
Dagger (2)
Sorcerer's Kit (8)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin
CLW potion
Spells DC 12+Level 0/4/0/0
0 Detect Magic,Disrupt Undead,Ray of Frost,Message
1 Magic Missle,Mage armor
2
3
Backstory: "ARGGGGGHH!! What IS THAT SMELL?" Is what usually uttered when Argghh arrives. This dwarf often goes in just pants and battered boots which shows off his sweaty form , bald pate and crudely cut beard. Most dwarves would consider him insane and perhaps they would not be incorrect about that. Arrgghh has lived near his entire life on ships or by the shore and is known to be a dependable if stinky shiphand. Argh(Or Augy to some) often shows up to sign onto a ship and when a suitable port is found, rolls off to spend time in town or other places until the next ship comes in. His magical skills have ensured his acceptance onto ships with minimal buckets of water dousing him in order to wash the smell off of him.
CampinCarl9127 |
I present to you Revhi, human cleric of Besmara. She has a staggering +10 to Profession (sailor) checks, so that and her high wisdom and charisma makes her a natural leader. She will be picking up a lot of channel feats, and at level 3 will be channeling negative energy in addition to positive. Beyond that she's a backline divine support caster. Always love questions or feedback!
Jiraiya22 |
With the new Advanced Class Guide come out I have a ton of character concepts rattling about in my head that I'm really itching to play. I'll have full character sheets attached in a few hours.
Arcane Generalist
Rioc is an educated elf with many ideas about how to go about using magic that go against his teachers. He's running from his life and family from an arranged marriage with a woman he can't stand. His defining characteristic is his pride. He's quick to anger when insulted and holds to his word unto death.
Muscle
Freyja is from the wild frostbitten tundra, a place that has no cities and few villages. She awakened her bloodrage when her family's farm was ravaged by bandits after her family was killed and her home razed. After killing several men she fled from the leader of the band and has been travelling ever since. Her defining characteristic is caution. She avoids conflict when possible and strives to end fights quickly.
Adaptive Battlemage
(Uses the Eldritch Scion magus archetype, Charisma is casting stat and casting is spontaneous)
Aegin is from Taldor and believes in the principles of freedom and equality. He wants to spend his youth adventuring in the wide world before settling down a bit and joining the Taldan army, like his father. His defining characteristic is his humor. He laughs off insult and hopelessness, putting enemies at ease before bringing them defeat with shock and awe.
Skill-focused Assassin
Tul is an experimenter. Amoral, he enjoys nothing more than taking devices apart and putting them back together, even if those devices happen to be made of flesh and sinew. He's been on ships since birth, though this is his first voyage without a member of his extensive family on the crew with him. His defining characteristic is curiosity. He goes out of his way to study anything new he comes across, though protecting companions and the ship has been pounded into his head from a young age.
Tiaburn |
Ok. There are lot's of ideas in my heads, so somebody just stop me. First one
CG Human Master Summoner cook, who thinks he charmed a sea devil (his aquatic eidolon, soon to be orca), feeds fish outside ship and summons different animals, to bring him fresh meat for feeding crew. I expect Dolphin-boarding is soon to be discovered in Inner Sea region.
and another
CG Human Urban Ranger from Alkenstar, who lost his gun and flee country, because he was afraid, that someone will discover it. And he was working as sailor (gunner) and spend biggest part of his life in seas. He knows how to operate light ballista, but always wonders how it might be cool to bring siege cannon aboard :)
Detailed history will follow, this is just first draft and you can select which one you'd like most.
R D |
I do ask that everybody only submits one character though so its fair to everybody.
In that case, I submit my Life Oracle for your consideration and withdraw the Wizard and the Zen Archer. :-)
He is dual-cursed (tongues, legalistic), and he sees that as punishment for his lack of moral conviction/strength. :-)
Edmund Tack |
I am interested in trying out the human gunslinger(buccaneer). I enter Edmund Tack :
Edmund spent his days near the water watching the ships come in and dreaming of being a pirate. Not a violent pirate but one who traveled the seas adventuring, gathering treasure, and visiting ports around the Inner Sea. He mixed with the many other kids (half-orcs, half-elves, dwarves, and the likes) along the back alleys playing games of chance and learning to evaluate talent as well as cheat when he could. Edmund had very quick hands and a knack for tells in card games.
As he got older his dream of pirating only grew. Occasional he took a musket or pistol from the shop to play with it, learn its capabilities and power. He never kept any of his families goods but he did put together a little pistol from spare parts at the shop and named her "Suzy Firecrouch". It was something he heard that made him laugh much like the pistol.
Now of age he works part time in his father's shop but spends his nights along the waterline hoping for his chance to become a pirate.
Kelarith |
DM Cuc, I figured I'd help you out to try and get this ship to sail! Looking forward to playing. I listed those players that have settled on one character:
Martial:
.Reginald Kretch: Human Swashbuckler (Inspired Blade)
.Orthack Kalsor: 1/2 Orc Ranger
.Terz "Lux" : Catfolk Slayer
.Allie "Cat" Calico: Human Rogue (Cutpurse)
.Rask Mitrus: Human Swashbuckler
.Keanu: 1/2 Elf Barbarian
.Arasti Fadamlia: Human Ranger(Urban Ranger)
.Edmund Tack: Human Gunslinger(Bucaneer)
Divine:
.Gunter Bilgebeard: Dwarven Cleric
.Rehvi: Human Cleric
.RD: Unknown Race Life Oracle
Arcane:
.Meerin: Elf Sea Witch
.Aghhh: Dwarven Sorceror
.Cadj: Lawful Evil Human Wizard
.Dran Yslander: Elf Wizard
Jack Thimble, Jr. |
Amid the clamor and bustle of the busy port town, Jack was delighted. Stepping off the deck of the Grizzled Grindylow, the trade vessel that had carried him all the way here from Devil's Arches, Jack tipped his tricorn hat to the boatswain before strolling down the dock, whistling a jaunty tune. Port Peril, along with all its dangerous delights, awaited him!
From the grinning cutthroats to the bar toughs, he could see that this place was the spitting image of a pirate port. Rapier at his side, he sidled into a tavern whose appealing-seeming sign bore the image of a buxom serving maid with the type of bosom a charming young halfling man could get lost in. "Formidably Maid," he thought to himself. "That's either a good pun or the spelling's a bad joke."
As his eyes adjusted to the gloom of the busy tavern, he sidestepped past a serving wench carrying a platter of drinks and made his way to the bar. It wasn't long before he caught sight of a beautiful red-haired human beauty with a gleaming cutlass at her hip, whose fierce glare told the drunken mass to keep its distance. That obviously didn't apply to Jack, he reasoned, so he downed his drink, ordered two more, and strolled over to her table with both of them. In the hours that followed, the two of them learned a great deal of things from one another. She learned that size isn't everything, and one should never judge a halfling by his cover. Jack, on the other hand, learned that you shouldn't trust strange pirate women you meet in bars, as he was ambushed by several thugs leaving her room, and knocked unconscious before he could even draw his sword.
Jack's been in a S&S already which fizzled after only a few posts. I've been dying to get him back on the high seas, and this campaign looks really promising!
One day, upon returning to port, he discovered that his mother had fallen ill. Rushing to her side, he found her feverish and weak, unable to leave her bed. She revealed to him that his father had been one of the feared Free Captains of the Shackles, a pirate of great renown named Jack Thimble, rumored to have cut down men of twice his size with ease. She had seen his longing for the sea, and knew that to keep him from his father's legacy would be to deny him the destiny he deserved.
She passed away within the week, leaving Jack with little to tie him to the sleepy and peaceful village of his birth. Selling off his mother's home, he bought passage on a ship to the notorious pirate haven of Port Peril to seek his destiny.
Prideful of his talents and determined to prove himself, Jack nevertheless manages to maintain an optimistic outlook even when his pride is wounded. He loves making friends, enjoying helping an ally succeed as much as himself, and could potentially flourish into a talented leader if given the opportunity. If nothing else, Jack knows that lady luck has his back, and has been known to take crazy risks to meet his goals. His luck hasn't failed him yet, and despite all challenges, he eagerly looks forward to a life of adventure!