DM Cuc's second Skull and Shackles Campaign. (Inactive)

Game Master moafnsteel


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Kelarith wrote:

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

Don't forget Quillon Sarbrides, human investigator!


"And don't be lettin' the dashing Jack Thimble slip yer list either, matey! I be intendin' to join this voyage, for gold and glory! And booty. Ye dogs be knowin' what kind I mean!"


Thank you Kelarith for putting that list together, I am seeing a lot of really good submissions, but not too many skill monkeys, but overall this is going to be tough, just with these submissions.


"And ye be fergettin' me elven magus, as well... I think this list be rigged! String 'em up, boys!"

Crunchies:
Sylvia de'Karne
Female Elf Magus (Bladebound, Kensai) 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7

DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2; +2 vs. enchantments

OFFENSE
Speed 30 ft.
Melee scimitar +2 (1d6+1/18-20)
Magus Spells Prepared (CL 1st; concentration +4):
...1st-shield
...0 (at will)-acid splash, detect magic

STATISTICS
Str 13, Dex 17, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse, Weapon Focus (scimitar)
Traits besmara's blessing, magical lineage, seeker
Skills Perception +7, Perform (dance) +1, Profession (sailor) +5, Spellcraft +7 (+9 to determine the properties of a magic item), Use Magic Device +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ arcane focus, arcane pool, chosen weapon, elven magic, mark of slavery, spell combat
Combat Gear acid (2), alchemist's fire (2), smelling salts, tanglefoot bag, thunderstone; Other Gear scimitar, backpack (masterwork), belt pouch, eye patch, flint and steel, hammock, hip flask, ink (black), inkpen, rum (half a doubloon rum), silk rope (50 ft.), soap, spell component pouch, spellbook, tobacco, trail rations (5), waterskin, 6 sp

Backstory:
Sylvia was born and raised in Westcrown, port town of Cheliax. The time of her birth was an auspicious day, old salts and sea dogs just nodding and whispering that she had been marked by the goddess of piracy for a greater destiny. Her family were merchants before House Thrune came into power and the elven merchant family was enslaved shortly thereafter, and the "prophecy" was forgotten shortly after. Just a young girl at the time, Sylvia remembers nothing of the more innocent times before House Thrune.

At a young age, the elven maiden was sold to a band of sailors for a pittance, having no use to the noble family that currently owned her family. The sailors were pirates from the Shackles, and saw much use in the fiery young girl after a scuffle aboard the ship caused a bucket to mysteriously go flying and knock an overseer unconscious during a heated beating. Grabbing up the man's blade, the young girl was able to hold off a handful of men before the first mate of the vessel was able to intervene.

From that point on, the girl was freed from her slavery and trained in the ways of magic and blade. She was even instrumental in helping the first mate get his own ship by deposing the previous captain. Celebrating their success, they came dock in Port Peril and settled in the Formidably Maid, and aptly named tavern. A free woman and with allies in her debt, now was the time for Sylvia to find her destiny. She doesn't remember how many drinks she had in that night's celebration, but they quickly went to the elf's head and she passed out on the table with uproarious laughter and singing around her before she could find her destiny. Unless it lay in the bottom of the bottle... in which case, maybe she has truly found her destiny after all.


DM Cuc wrote:
Thank you Kelarith for putting that list together, I am seeing a lot of really good submissions, but not too many skill monkeys, but overall this is going to be tough, just with these submissions.

Allie's a skill monkey, she got listed under the martial tab for some reason.


DM Cuc wrote:
Thank you Kelarith for putting that list together, I am seeing a lot of really good submissions, but not too many skill monkeys, but overall this is going to be tough, just with these submissions.

Alright, I'll bite. I am going to throw together an Elven rogue with the pirate archetype. I plan on being Neutral Evil. Of note, I did play once in a S&S game that I played a character who was NE, and it was most fun. I didn't play in any chaotic way either. They knew the value of having real friendships and were not always out for just themselves. They protect their friends too.

The game didn't last long but it was fun while I was in it.


Dotting.

Hmm, Was going to do a freewheeling ranger of some sort, but I think I may be doing an oracle or a bard instead. We;ll have to see when I get home.


I didn't put this in the first post, and I know some things get missed when I reply, but I am not allowing evil characters in the campaign. Sorry for the inconvenience.


Allie don't worry I didn't miss you as a skill monkey :) I was just surprised by the lack of skill monkey submissions as they can be very valuable in this campaign.


Grand Moff Vixen, I am having second thoughts, I will take Lawful or neutral Evil on a case by case basis. So go ahead and submit and I will let you know.


Okay, made up my mind. Going with a bubbly, mischievous Sea Singer bard.

Liberty's Edge

I will later be submitting Janis Talon, a CG human oratory bard from Andoran for the face/buff role.


Allie,

I just made the list quick, figured it'd be spellcasters and non spellcasters, really. I knew you were the skill maven ;)


No offense taken. Just makin' sure. ;-)


DM Cuc wrote:
Grand Moff Vixen, I am having second thoughts, I will take Lawful or neutral Evil on a case by case basis. So go ahead and submit and I will let you know.

Thanks! I will make a character and see where it takes me. I should have a partial background by tomorrow evening.


Terz can go skill or martial. I plan on the trapfinding next lev.


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Vixen, wait, you mean you play evil in an intelligent way, and don't just use the "evil" alignment as an excuse to be a murderhobo? I thought that people like that didn't exist, just like there weren't people that played lawful good as lawful stupid ;). Thank you!


Kelarith wrote:


.Keanu: 1/2 Elf Barbarian

... You cheeky m!#*%!*#@+%#...

:3


I'd be very interested in this game

Working on a Human Empiricist Investigator. Thinking either Ancient Explorer or Barroom Talespinner, likely the former. Basic idea is for the fellow to be truly out of his element on the ship at the start as he's more used to the controlled environment of a library or study.


Keanu Lusk wrote:
Kelarith wrote:


.Keanu: 1/2 Elf Barbarian

... You cheeky m&+~#*@~*#+!...

:3

I have no idea why that just made me crack up like it did. Like full on belly laugh at the feigned offense. Well played sir.


Submitting this guy for consideration. Going to fix up his gear, but otherwise he is good to go.


I present Allysen, who goes by Al, a smart, charming youngster that's light on her feet. She dresses like a boy and has the lack of curves to pull it off. If someone catches her with no pants or without her shirt, though, it's pretty obvious what sex she is.

Allysen's Stats:

Allysen
Female Human Bard (Sea Singer) 1 (Pathfinder RPG Advanced Player's Guide 0)
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 8 (1d8)
Fort +0, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
. . gladius +0 (1d6/19-20)
Special Attacks bardic performance 7 rounds/day (distraction, fascinate, inspire courage +1, sea shanty)
Bard (Sea Singer) Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—cure light wounds, grease
. . 0 (at will)—dancing lights, detect magic, mending, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 14
Feats Dodge, Extra Performance
Traits ilizmagorti native, reactionary
Skills Acrobatics +7, Diplomacy +7, Perception +4, Perform (dance) +7, Perform (sing) +7, Profession (cook) +4, Profession (sailor) +4, Sense Motive +5, Sleight of Hand +7, Stealth +7
Languages Common, Polyglot, Varisian
SQ world traveler
Combat Gear potion of cure light wounds (2); Other Gear leather armor, dagger (6), gladius, belt pouch, cooking kit, silver holy symbol (Besmara), 16 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Ilizmagorti Native Can make untrained Knowledge (local) checks about Shackles pirates.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

Allysen's Story:
Ilizmagorti.

Hot.

Humid.

Full of loons.

That was what Allysen told the young sailor sitting next to her when he asked her where she was from. Two minutes ago, she was dancing through the doors of the Formidably Maid. Just happy to be in any port but that gods-forsaken place. Now, her mood was sour.

"Huh?"

"Ever heard of the Red Mantis? The guys that wear tight red leather pants and kill people? They worship this big hulkin' red bug and they are the ones in charge of the place."

"Pff! Everyone knows they're a myth!"

"Ever been there?"

"Well, no."

"Then who'd know better, you or the person who grew up in that hellhole."

The lad stood with a huff and stormed off.

Serves the idiot right if he got his feelings hurt. She was enjoying herself until he asked that question. She looked down into her untouched drink and listened to the noises of a dock-side tavern. It was different here. Everything felt more free here than back home.

Home.

HA! No, her home was whatever ship would take on a slip of a girl that looked like a boy four years younger. She'd enjoy tonight and tomorrow she'd be scouring the docks for anyone with a spare place to hang a hammock.

The stomping of a familiar beat rips Allysen from her thoughts back to the present. She starts to sing along when the back of her neck went cold as ice.

Across the room were a few rough characters with mean streaks a mile wide and tempers like the most capricious of seas from the looks of them. What's worse is all their beady eyes were aimed at her. Sticking around didn't seem like a good idea, and she still didn't have anywhere to sleep for the night. Pieces of a puzzle clicked to place. They wanted something, but what? She didn't have much gold on her, and the two potions, the most valuable things she owned were hidden in the sash she used as a belt.

That left her.

It was a simple plan, finish the drink, pay up the minuscule (by comparison of losing her freedom) tab and find a ship that'd take her.

Easy does it. Don't panic.

The rum burned her throat as she downed it, but she barely noticed. A small corner of her mind noted that she didn't even get a chance to savor it like she'd planned to do. Then, as so often plans are wont to do, her plan fell apart. Her vision swam and her knees refused to support her, causing her to sit rather abruptly back onto the bar stool.

"Hey," she said weakly, her throat bone dry, "I-- I thi-"

Blackness took her and she never felt her head hit the bar.


Alleysen's appearance and personality:
Allysen is a few inches shy of five feet tall. She weighs ninety-five pounds soaking wet. Her brown hair is kept cut short and out of her dark gray eyes. Her skin is a deep tan. She wears a pair of loose pants that fall to about mid-calf, a baggy, white linen, shirt, a vest with plenty of places to hide her half-dozen daggers and a sash that she uses as a belt.

She's whippet thin from a life of malnutrition and she keeps what little bosom she has wrapped up. At first, and even second glance, she looks like a young boy of about twelve years. An image she is all to happy to let others believe.

She tries to look on the bright side, but a lifetime of living in the Red Mantis' shadow has left her distrustful and has taught her to survive she needs to look after herself. She helps others when she is certain that any negative repercussions can be easily dodged. She is a trickster at heart, though, and will try to prank anyone she thinks needs to loosen up.


Hi Zack, DM Cuc, this is Azih, can you please replace 'Mereen' with this alias. Fleshed her out a bit and this seems a better fit.

Backstory:
A family of elven traditionalists should never have spawned one such as me. All of them, all they care about is keeping Kyonin pure and isolated from the rest of the world. But I never cared about the sanctity of the forest. It was always the lake that called to me and because of it the sea. Its islands, its power, its creatures. Especially a young otter that I befriended and bonded with. Where the rest of my family shunned the coastline I was always drawn to it and thus they shunned me too. Despondent I threw myself in to drown but found to my surprise,as my friend the Otter pawed at my face, that I could breathe!. Something in the water.. a power.. it found me and claimed me, giving me powers arcane and mysterious.

I left the forest behind and travelled to the seas seeking to find out everything that I could about the waters that were the source of my comfort and strength. I heard a rumour about a map to Cycolpean ruins and the broker... he must have spiked my drink!


Crunch:
Str:10, Dex:17, Con:12, Int:10, Wis:12, Cha:17

Halfling - Swashbuckler (Mouser) 1

DEFENSE
AC 19, touch 14, flat-footed 14 (10 +3 Dex +1 Size +4 Armor +1 Shield)
CMD: (10 + BAB + Str + Dex)
Hit Points: 12 (10 +1 Con +1 FC)
Fortitude: +3 (2 +1 Con)
Reflex: +5 (2 +3 Dex)
Will: +1 (0 +1 Wis)

OFFENSE
Speed: ft
Melee: +5 (1 +1 Size +3 Dex) for 1d4
CMB: +1 (1)

Feats:
Combat Expertise: can take a -1 penalty on melee attacks to gain +1 dodge to AC.

Traits:
Besmara’s Blessing: +1 on Perception and Profession (Sailor). 1/week can reroll a Profession (Sailor) check.
Wanderlust: consider base speed 10ft higher for overland travel.

Racial Traits:
Small: +1 size bonus to AC, +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: base speed of 20 feet.
Fearless: +2 racial bonus on all saving throws against fear.
Adaptable Luck: 3/day can gain a +2 luck bonus on ability check, attack roll, saving throw or skill check.
Keen Senses: +2 racial bonus on Perception checks.
Sure-Footed: +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Common and Halfling.
Favored Class – Swashbuckler: +1 HP

Skills: (4 +Int)
Acrobatics (Dex): +8 (1 +3 Dex +3 Class +2 Race)
Climb (Str): +6 (1 +3 Class +2 Race)
Perception (Wis): +8 (1 +3 Class +1 Wis +2 Race +1 Trait)
Swim (Str): 4 (1 +3 Class)

Class Abilities:
Weapon and Armor Proficiency: simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): At the start of each day, gain panache equal to Charisma mod. Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Swashbuckler Finesse (Ex): gain Weapon Finesse with light or one-handed piercing melee weapons, and can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Deeds:
Derring-Do (Ex): can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Underfoot Assault (Ex): if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser.

Gear: 300gp
Rapier – 20gp
Buckler – 5gp
Chain Shirt – 100gp

Still need to buy the incidentals.

Appearance:
Dressed simply in muted tones and loose cloth the halfling doesn’t look like much worth noticing. A second glance takes in the manicured facial hair, queued ponytail and eyes that twinkle and always seem but a moment from winking mischievously. His waist bears a thin blade with basket grip and beneath the billowing shirt lies a chain shirt. Light on his feet and with a penchant for smiling he seems affable enough.

Personality:
Though his height is small, Tobar is blessed with a resilient skin. Early years a shipborne slave, middle years in the rough and ready environment of freed slaves and now his burgeoning adulthood spent in the Shackles alone have given him a wide point of reference for all facets of society. But being quick to smile and fast to laugh doesn’t mean that his memory isn’t long for slights against him. Naïve is a word that holds some truth… for now, but he’ll learn… he’ll learn.

Backstory:
Born to parents and slaves that served aboard a Chelish merchantman Tobar spent his early youth without his feet touching soil. The merchantman plied the route from Varisia to Taldor and the view of the world that Tobar saw through the salty spray always left him yearning for what lied around the next ridge. The tapestry of people and places etched into his memory in bas-relief.

As he neared his teenage years though, the merchantman was taken by pirates as it rounded the spit of land near Corentyn. Blood, smoke, fire and death… and when the fog cleared his mother lay dead, collateral damage of the fray. The merchantman was sent with a skeleton crew South, limping past the eye and into Slipcove on Bag Island. The slaves taken with the merchantman were then surprisingly set free, given an opportunity to either make a home on Bag Island, or resign to join Jolis Raffles crew and set back to sail. His father, a near broken man bereft of wife had no heart to travel – and settled in Rumbutter.

The contrast was stark and like a slap in the face. No longer the constant movement and motion of being afloat, no salty stories to eavesdrop nor sailors to watch at training for war. Instead it was bloody bees and apiaries, sheep and cattle, and four walls that seemed to get smaller by the day. It was endured a few years, until the adventurous Tobar could take no more… he needed to feel the salty spray against his face and watch the waves and land roll by. Stealing away to Slipcove he stowed aboard the first ship to leave harbor and was disgorged in Port Peril. Still wide eyed and bushy tailed he meant to somehow find a ship and captain worth sailing for… which led him to the Formidably Maid…

This is Mark's submission - I'll finalise and update the profile with the necessaries if chosen.


Cuc is a good gm definitely get in!


Dotting, have a couple of concepts I'll try and work up.

Liberty's Edge

I submit this face/buff bard.

Bard:
Janis Talon
Chaotic Neutral Female Human (Chelaxian) Bard (Negotiator) 1
Abilities: Str 10, Dex 10, Con 10, Int 13, Wis 10, Cha 20
Region: Cheliax
Race: Human
* Focused Study (Free Skill Focus at levels 1-8-16, replaces bonus feat)
* Silver Tongued (Bluff +2, Diplomacy +2, can shift attitude three steps)
Traits: Campaign/Touched by the Sea (Swim +1 and class), Social/Natural-Born Leader (Aura Will vs Mind-Affecting +1, Leadership +1)
Feats: Noble Scion [War] (Knowledge (nobility) +2, Cha to Initiative), Skill Focus (Diplomacy)
Skills: Bluff, Diplomacy, Intimidate, Knowledge (local), Sense Motive, Perform, Profession (sailor), Swim
Spells: (0) Know Direction, Light, Mage Hand, Mending, (1) Adoration, Cure Light Wounds

Background: Janis Talon grew up in a minor Chelish noble house, taught to be a proper little lady with perfect manners, to delight and please everyone around her. She was the most important decoration at their house, the little prize that her parents could parade around at parties to amazed oohs and aahs. A gem, a treasure. But always a thing, without her own desires. A tool to be used by her parents to always climb higher on the Chelish social ladder. Never a single thought spared to what Janis herself wanted, or what she was like on the inside. Lots of little ladies are raised like that in the infernal realm, to be nothing but manipulated little pawns. But Janis...Janis was of a slightly different cloth. She was a manipulator herself.

During her early teens, she started to realize that she wanted nothing more than freedom from the oppression of her house and parents. By her mid-teens, she had subtly engineered both of her parents to end up having affairs, including one where her mother got pregnant by a tiefling slave, just so that the child could not possibly be mistaken as her father's. With her parents' feud starting to tear the house down the middle, she made sure that the house's opponents were fed some tactically valuable information, thus putting the house at an even more precarious position. When both of her parents were nearing breakdown and the house was about to fall, that was the right time to disappear.

Janis had been well taught by her parents to obtain what she needed through negotiations, and the teenage girl easily bargained her way through the underworld of Cheliax to arrange transportation from city to city, and then onto a merchant vessel bound for the southern continent of Garund. She decided that the lawless region of the Shackles would be the perfect place to lie low and find out who she was.

Unfortunately, she had not placed a lot of emphasis on cleaning up after herself, and when she was gone, her parents started to reconcile and pull their house back up from the edge of disaster. As they did so, they realized who was missing and who they had been underestimating. While parts of them were proud at what their daughter had accomplished, she had still made herself into an enemy of the house, and blood or not, her actions could not be forgiven. It took the House of Talon years to pull themselves back together, allowing for Janis to grow up into a woman of her early twenties in the Shackles, but as the campaign begins, she is now her own woman, and her family wants her head.


Thanks MiniGM!! There are some great submissions rolling and are giving me a lot of different ideas for group compositions and how the parties would mesh with each other.


Chaenath perches at the edge of the seat in the bar. Thin and slight by even elven standards there seems something strangely flighty and awkward about her, as if she's more used to the company of animals and books than people.

The smell! The salt! It is everything I could have dreamed of. We are among friends here little Swum. I know it she speaks into the sleeves of her travel stained robe from which occasionally a small otter peeks out his head before darting it back in.

She turns towards the boastful halfling Why would you need boots Master Jack? Do you not have enough shoes?


Quiet all of you gum flappers! This here raccoon is telling me about a buried treasure. A ragged and drunken Gunter bellows, as he crouches down next to a surprisingly unafraid rat.


"Hereby I present myself, Salden Seafoam for recruitment, the human Shark Shaman Druid."


Trust me, MiniGM, I'm doing all that I can ;)


Leaning a hip against the bar, Rask either looks like he enjoys the pirate motif and took it to the extreme or he picked out a costume that plays their extravagances to hyperbole. He wears a colorful fencing blouse and breaches, a wide brimmed hat with a feather, and even completes the look with an eye-patch of questionable necessity.

He smirks a bit as he sees the elf looking around with such wonder and the grouchy dwarf reprimand her. "Salt is the pleasantest of smells you'll find around here, that is for certain." He gives a tip of his head towards the dwarf as if to prove the point. His eyes flick to the otter for a moment before he adds. "If you're counting weasels as friends, I imagine you have indeed found good company."


Um, could we save any in-character stuff for spoilers? I find that role-playing in the recruitment thread clogs it up.


A particularly muscular man strolls in and looks around

I remember when I was a bouncer here. Got myself press ganged and had quite the adventure. I am sure nothing like that will happen to you all though.. He saunters to his old stool and sits and watches


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Everybody, unless the DM specifically asks for it, in character posts are unnecessary and clutter up the thread.


Now that I have had a chance to think and plan, here is my submission.

Cyranal Dannicen

fluff:

Was born of a human woman, and an elf that lived along the coast near the shackles. During the time that he was growing up, he realized that he was different, due to the fact that he was able to see further in the darkness than others like him. Later, he realized that he was able to swim longer, and was not bothered by the ocean as much. Much later, when he was shipwrecked he turned to Besmara, to provide him the strength to survive. When he was picked up, he vowed his service to her, and has been following her ever since. He came ashore in the shackles in Port Peril, and looking to get the taste of seawater out of his mouth and look for work aboard another ship, he went to the formidably maid, where he was drugged.

crunch:

Male Half-elf Cleric 1
N medium humanoid
Init +1 Senses Low-Light Vision Perception +6

DEFENSE
AC 15, touch 11, flat-footed 14
hp 9
Fort 2 Reflex 1 Will 5

OFFENSE
Speed 20 ft
Space 5 Reach 5

STATISTICS
STR 13 DEX 12 CON 10 INT 16 WIS 16 CHA 10
BAB 0 CMB 1 CMD 12

FEATS
Fast Learner

SKILLS
Acrobatics -1, Appraise 3, Bluff 0, Climb -1, Diplomacy 0, Disguise 0, Escape Artist -1, Fly -1, Heal 9, Intimidate 0, Knowledge (religion) 7, Perception 6, Cook 7, Ride -1, Sense Motive 3, Spellcraft 7, Stealth -1, Survival 3, Swim 4

LANGUAGES
Elven, Common, Aquan, Celestial, Polyglot

GEAR
Longspear, Mace - Heavy, Dagger, Sling, Bullets - Sling (20), Kit - Cleric's , Kit - Cooking (AA), Kit - Dungeoneering, Kit - Gear Maintenance, Kit - Grooming , Acid (flask) (2), Bandolier, Blanket (2), Healer's kit, Grappling Hook

If selected, I will create an alias


DM Cuc wrote:
Grand Moff Vixen, I am having second thoughts, I will take Lawful or neutral Evil on a case by case basis. So go ahead and submit and I will let you know.

I don't have the crunch finished or posted yet, but I do have a full background and alias up.

I give you Nessa Maltaneth Linthdel, an elven rogue pirate.

I will finish the build tonight or tomorrow afternoon. For now, I have placed what crunch I have done so you can see where I am going with this.

I look forward to your thoughts on Nessa.


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)
Jack Thimble, Jr - Halfling Swashbuckler (Inspired Blade)
Garnnack: 1/2 Orc Fighter (Corsair)
Tobar Pannell: Halfling Swashbuckler (Mouser)
Grand Moff Vixen: Nessa Maltaneth Linthde Elf Rogue (Pirate)

Divine:
.Gunter Bilgebeard: Dwarven Cleric
.Rehvi: Human Cleric
.RD: Unknown Race Life Oracle
Salden Seafoam: Human Druid (Shark Shaman)
Mokshai: Cyranal Dannicen Elf Cleric

Arcane:
.Chaenath Woodsea: Elf Witch
.Aghhh: Dwarven Sorceror
.Cadj: Lawful Evil Human Wizard
.Dran Yslander: Elf Wizard
KBoom: Sylvia de'Karne: Elf Magnus (Bladebound, Kensai)
Samy: Janis Talon Human Bard (Negotiator)
AdamWarnock: Allysen: Human Bard (Sea Singer)

Since I didn't feel like redoing this list to add skill monkey, I just kept the same list that Kelarith did lol, also I am unsure if a Swashbuckler is a skill monkey or martial lol. Please let me know if I missed anybody or messed something up and if I did I am sorry.


Strong competition. Have any feedback for anybody yet Cuc?


All the submissions look really good, I have read through everybody's backstories, as that is my main decision maker. There is a good variety of characters submitted with a lot of different flavors to each. I don't see anybody with glaring problems that I have with their characters.

Liberty's Edge

Swashbucklers fall pretty heavy on the martial side, they are basically light armor fighters with a system that works a bit like the gunslingers(minus the guns).

The side of skills where they can really shine, however, are the more flashy physical ones. Acrobatics, climb, escape artist, ect. Not only are they likely to be highly dexterous anyway, but they can use their panache to add to those rolls.

As a side note, while they don't have the huge amount of skillpoints to drop, swashbucklers have an ability to place the social one if needed, all the talkative skills are on their class list and their second most important attribute is charisma.


Thanks Tarlane, I bought the ACG and have read through it but still don't have much experience with it yet.


Today is the last day to submit a character, so far there are a lot of great submissions! This is going to be tough.


Here's my application. Koteros, at your service. He was going to be a cleric, but for an enchantment-focused party face support caster, you just can't beat a bard!

Stats:
Koteros
Male Half-elf Bard (Daredevil) 1
CN Medium humanoid (human)
Init +2, Senses low-light vision; Perception +2
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex)
HP 9 (1d8+1)
Fort +1, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
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OFFENSE
----------------------------------------
Speed 30 ft.
Melee rapier +2 (1d6+1/18-20) or whip +2 (1d3+1 nonlethal)
Ranged dagger +2 (1d4+1/19-20)
Special Attacks bardic performance 13 rounds/day (countersong, derring-do, distraction, fascination)
Bard Spells Known
1st (/day)-cure light wounds, grease
0 (at will)-dancing lights, detect magic, ghost sound (DC 13), resistance
----------------------------------------
STATISTICS
----------------------------------------
Str 12 (+1) [0 points], Dex 14 (+2) [5 points], Con 12 (+1) [2 points], Int 10 (+0) [0 points], Wis 10 (+0) [ points], Cha 17 (+3) [13 points] (Human +2 to Constitution)
BAB +0; CMB +1; CMD +13
Feats Extra Performance, Skill Focus (Perform [string]), Weapon Finesse
Skills Acrobatics +6, Bluff +8, Climb +5, Diplomacy +7, Knowledge (local) +4, Perform (string) +10, Profession (sailor) +5, Sense Motive +4 (Favoured class bonus: +1 skill rank)
Traits Buccaneer's Blood (+1 on Intimidate & Profession (sailor) checks), Enchanting Conniver (You gain a +2 trait bonus on Bluff and Diplomacy checks against creatures affected by one of your charm or compulsion effects)
Languages Common, Elven
SQ agile
Gear
studded leather armour (-1 ACP) (25 gp, 20 lbs.)
3 daggers (6 gp, 3 lbs.)
rapier (20 gp, 2 lbs.)
whip (1 gp, 2 lbs.)
3 flasks of acid (30 gp, 3 lbs.)
masterwork backpack (50 gp, 4 lbs.)
common lyre (5 gp, 3 lbs.)
belt pouch (1 gp, .5 lbs.)
chronicler's kit (40 gp, 4.5 lbs.) [contains: map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord]
1 gp

Encumbrance: 22 lbs.
----------------------------------------
SPECIAL ABILITIES
----------------------------------------
Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Adaptability:
Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Weapon and Armor Proficiency:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:
A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Agile (Ex):
A daredevil adds half her class level (minimum 1) on Acrobatics, Bluff, Climb, and Escape Artist checks. This ability replaces bardic knowledge.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Derring-do (Su): A daredevil can use her performance to bring out grace in the clumsiest allies. The daredevil and any allies who see her receive a +1 morale bonus on Reflex saving throws and a +2 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +1 dodge bonus to their Armor Class until the start of their next turn. At 5th level, and every six bard levels thereafter, the saving throw and Armor Class bonuses increase by +1, to a maximum of +4 at 17th level, and the skill check bonuses increase by +2, to a maximum of +8 at 17th level. This is a mind-affecting ability that uses visual components. This ability replaces inspire courage.

Description:

Koteros is tall, at 5'8", and lean in build. He has bronzed skin thanks to his Taldan mother, with copper-red hair worn in a short ponytail and blue eyes. He wears a suit of black studded leather armour with yellow fringes along the arms. He carries a rapier at his right hip, with black and yellow tassels on the hilt, and a whip on his left. He wears his lyre in a backpack. Three daggers are sheathed on the front of his waist. His armour is cut in a V-neck down to his navel, exposing a tattoo of Calistria's symbol over his sternum

Backstory, personality:
Koteros was born to a minor Taldane noblewoman and a dashing half-elf sailor, who engaged in a tempestuous romance during a sea voyage. Raised among Taldane society by his mother, Koteros bristled at all attempts to follow etiquettes and protocol, feeling a curious distance from them. His family, House Geltonas, are noted sailors, and Koteros spent as much time on boats in his youth as on land, proving quite a natural. Eventually, he did some inquiry into his father, and discovered that he is a descendant of an elf who was once a Free Captain of the Shackles. Though his forebear is long dead, Koteros became determined to uncover what he thinks of as a storied legacy and a promising destiny. Arriving in Port Peril only recently, he followed an attractive bar patron for a moment of passion in an alleyway and ended up unconcious.
Koteros does not acknowledge his mother's heritage as a rule. He feels no love for 'polite society' and its arbitrary restrictions. A boisterous and flamboyant man, he loves being the life of the party. He is bisexual and a relentless flirt, sure to hit on virtually anyone he meets until they tell him to stop. He is devoted to Calistria, especially her aspect as the Unquenchable Fire, patron of lust. But don't be fooled; underneath a charming exterior lies one who never forgets a slight.


Pathfinder Adventure Path Subscriber

At the last moment I’m applying for the job of pirate.

CRUNCH:

Jack of Hearts
Male Human Rogue 1
CN Medium
Initiative +4; Perception +5
--------------------
Defense
--------------------
AC 17, Touch 14, Flat-Footed 13
HP 9
Fort +, Ref +, Will +
Speed 30 ft.
--------------------
Offense
--------------------
Crossbow, light +4 1d8
Dagger +4 1d4
Rapier +4 1d6+1

Dagger +2 1d4 / Rapier +2 1d6+1
--------------------
Statistics
--------------------
Str 12 Dex 18 Con 12, Int 12, Wis 12, Cha 12

Base +0; CMB +1; CMD 15

Feats

Two-weapon Fighting, Weapon Finesse

Traits

Besmara’s Blessing, Grief-Filled

Skills

Acrobatics 1+7=8, Appraise 0+1=1, Bluff 1+4=5, Climb 1+4=5, Diplomacy 0+1=1, Disable Device 1+7=8, Disguise 0+1=1, Escape Artist 0+4=4, Fly 0+4=4, Heal 0+1=1, Intimidate 0+1=1, Knowledge Local 1+4=5, Perception 1+4=5, Perform 0+1=1, Profession Gambler 1+4=5, Profession Sailor 1+4=5, Ride 0+4=4, Sense Motive 1+4=5, Sleight of Hand 1+7=8, Stealth 1+7=8, Survival 0+1=1, Swim 1+4=5

Languages

Aquan, Common
--------------------
Equipment

Bolts(40), Crossbow, light, Dagger, Rapier, Studded leather, Thieves’ Tools


Reposting everything for convenience's sake. I did some rework on feats and skills. She's more effective at chucking knives now and she can actually climb the rigging. I plan on getting Dodge, extra performance, and quick draw for her first few feats. Her main spells are going to be buff and debuff.

Allysen's Stats:

Allysen
Female Human Bard (Sea Singer) 1 (Pathfinder RPG Advanced Player's Guide 0)
CN Medium humanoid (human)
Init +5; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) and
. . gladius +0 (1d6/19-20)
Special Attacks bardic performance 7 rounds/day (distraction, fascinate, inspire courage +1, sea shanty)
Bard (Sea Singer) Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—cure light wounds, grease
. . 0 (at will)—dancing lights, detect magic, mending, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot
Traits ilizmagorti native, reactionary
Skills Acrobatics +7, Climb +4, Diplomacy +7, Perception +4, Perform (sing) +7, Profession (cook) +4, Profession (sailor) +4, Sense Motive +5, Sleight of Hand +7, Stealth +7
Languages Common, Polyglot, Varisian
SQ world traveler
Combat Gear potion of cure light wounds (2); Other Gear leather armor, dagger (6), gladius, belt pouch, cooking kit, silver holy symbol (Besmara), 16 gp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Ilizmagorti Native Can make untrained Knowledge (local) checks about Shackles pirates.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

Allysen's Story:
Ilizmagorti.

Hot.

Humid.

Full of loons.

That was what Allysen told the young sailor sitting next to her when he asked her where she was from. Two minutes ago, she was dancing through the doors of the Formidably Maid. Just happy to be in any port but that gods-forsaken place. Now, her mood was sour.

"Huh?"

"Ever heard of the Red Mantis? The guys that wear tight red leather pants and kill people? They worship this big hulkin' red bug and they are the ones in charge of the place."

"Pff! Everyone knows they're a myth!"

"Ever been there?"

"Well, no."

"Then who'd know better, you or the person who grew up in that hellhole."

The lad stood with a huff and stormed off.

Serves the idiot right if he got his feelings hurt. She was enjoying herself until he asked that question. She looked down into her untouched drink and listened to the noises of a dock-side tavern. It was different here. Everything felt more free here than back home.

Home.

HA! No, her home was whatever ship would take on a slip of a girl that looked like a boy four years younger. She'd enjoy tonight and tomorrow she'd be scouring the docks for anyone with a spare place to hang a hammock.

The stomping of a familiar beat rips Allysen from her thoughts back to the present. She starts to sing along when the back of her neck went cold as ice.

Across the room were a few rough characters with mean streaks a mile wide and tempers like the most capricious of seas from the looks of them. What's worse is all their beady eyes were aimed at her. Sticking around didn't seem like a good idea, and she still didn't have anywhere to sleep for the night. Pieces of a puzzle clicked to place. They wanted something, but what? She didn't have much gold on her, and the two potions, the most valuable things she owned were hidden in the sash she used as a belt.

That left her.

It was a simple plan, finish the drink, pay up the minuscule (by comparison of losing her freedom) tab and find a ship that'd take her.

Easy does it. Don't panic.

The rum burned her throat as she downed it, but she barely noticed. A small corner of her mind noted that she didn't even get a chance to savor it like she'd planned to do. Then, as so often plans are wont to do, her plan fell apart. Her vision swam and her knees refused to support her, causing her to sit rather abruptly back onto the bar stool.

"Hey," she said weakly, her throat bone dry, "I-- I thi-"

Blackness took her and she never felt her head hit the bar.


Alleysen's appearance and personality:
Allysen is a few inches shy of five feet tall. She weighs ninety-five pounds soaking wet. Her brown hair is kept cut short and out of her dark gray eyes. Her skin is a deep tan. She wears a pair of loose pants that fall to about mid-calf, a baggy, white linen, shirt, a vest with plenty of places to hide her half-dozen daggers and a sash that she uses as a belt.

She's whippet thin from a life of malnutrition and she keeps what little bosom she has wrapped up. At first, and even second glance, she looks like a young boy of about twelve years. An image she is all to happy to let others believe.

She tries to look on the bright side, but a lifetime of living in the Red Mantis' shadow has left her distrustful and has taught her to survive she needs to look after herself. She helps others when she is certain that any negative repercussions can be easily dodged. She is a trickster at heart, though, and will try to prank anyone she thinks needs to loosen up.


Tatooed sorcerer and natural smoothtalker.

Fiery former slave who is ready to sail.

Warren has tried to get to level 2, but the ship founders when the GM stops posting in his previous 3 tries at a pirates life.

Check out this alias for his posting history and RP examples.

If drawbacks are not allowed -- though mark of slavery fits -- remove mark of slavery and magic lineage


Wow... this is going to be tight. My elf is still unconscious by the way, hoping in his dreams that he'll wake up somewhere safe :)

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