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

Game Master moafnsteel

Skull and Shackles Campaign!


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I am currently thinking about trying out PbP again. I started a game back in June and due to family and personal issues it fell through. Also because I probably took on a lot more than I could handle at once. However, since I have not been able to find a local game I am wanting to try DM on a PbP. I will not lie and admit that I struggle A LOT with maps but I will at least create bare-bones versions. I am thinking about either doing Skulls and Shackles or Serpent's Skull. If any experienced GMs believe those are real hard to do and could suggest an easier AP, I will see if I or my friend has those PDFs. If I get enough interest from people who are willing to give me a try and/or help out a new PbP GM then I will post a recruitment thread or just use this one.


I'm interested in either game. I've got a character that I've been just itching to try for a pirate game.

I'm not really familiar with either AP, so I can't speak to their difficulty, but I think I've heard that Skulls and Shackles has quite a bit of Sandbox to it? Which as a new GM may be more difficult. But I also don't think it kicks in until the later issues, which is still, like, a year from now in PBP terms.


I have just now started to read through Skulls and Shackles, and I know that in later books, Serpent's Skull has some decent amount of sandbox in it. Not sure if that will make it a lot harder for me or not.


I would like to join any kind of game. I will give it a try.


If like to do skulls and would not mind helping with maps


Mini I am scared to let you play, because I have been following your Rise of the Runelords campaign and I think you do a kick ass job with describing things and GMing in general lol


Pshaw you should follow the way of the wicked I am in that is a kick butt game


I'd be happy to play myself, really I'm up for any AP. Any special rules or character setups?


I played in Serpent's Skull until about the end of the first book. We were on the verge of hitting fourth level when the DM went AWOL. I had fun while it lasted.

I also played in Skull and Shackles until some point in the first book. We had reached second level by then. I dropped out because the posting rate dropped to an anemic level; only I and another player posted more than once a week.

But it was a great AP in my opinion and I was sorry to leave the game.

Both APs are probably prone to a "sandbox" feel but that can easily be overcome by a bit of subtle railroading. I bet you would not have too much of a problem adapting. Also, in my experience, most PbP players are accommodating when it comes to following a story or prompts by the DM.


Well I see a few people mention they would like to play Skulls, anybody else have a preference between Skull and Shackles or Serpent's Skull? Im probably going to end up running one of these two games, depends on what more people would like to do?

MiniGM when you say you would be interested in Skulls do you man Skull and Shackles?


Yes skulls and shackles!

Off line I am running serpent and am almost through book 2


I really love Skull & Shackles and it's by far my favorite one. I'd happily join in that one.


Okay I will be doing the Skull and Shackles AP.
- 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 Gunslinger, Ninja, and Samurai.
- All Offical Pathfinder books are okay (Core Rules, APG, UM, UC, UE)
- HIGHLY recommend to read the Skull and Shackle's Player Guides- (The books they recommend to look at are also legal).
- 3 traits- one must be from the Player's Guide and the other two 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; especially the ones in the player's guide ;-)
- 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 there is a good chance that you will "magically" find something good (i.e. money).


I should note I will probably take 4-5 players (I personally like 5 players). I will close the recruiting down probably sometime this weekend. I do not have a concrete date, but if its Saturday and nobody new has posted I may close it down. If on Saturday, somebodies wants to be considered and needs a day I will leave it up until Sunday.


Only core races is not what I was hoping for, but I may yet be able to make due. Expect me to refluff the absolute hell out of the race to make it work for my character.

DM Cuc wrote:
- All classes, except Gunslinger, Ninja, and Samurai.

Does this include the Advanced Classes from the Playtest? Please say yes.


Hmm I'm thinking some kind of pure fighter unarmed. A tavern brawler maybe. A bouncer perhaps, maybe a barbarian.

I know unarmed strike is not optimized if you are not a monk but I like the idea


No Gunslingers in a Pirate themed game; that is too bad. Are all guns outlawed as well (a la gun focussed arch-types), or just the specific class? Don't know that I would necessarily pitch one, but clarification is always good for all concerned.

Either way, I'd say I'm interested, and I will try to come up with a pitch post haste.


Bill Lumberg here. This is my character from a prior Skulls & Shackles game. Everything should be in his profile. He reached second level in the earlier game, but I can drop him back down easily enough. I can separate player knowledge from character knowledge as well.


This is my submission for the S&S game everything should be in order, but if you do notice anything wrong please do tell me, and I'll fix it as soon as I can.

I won't beat around the bush, as far as personality goes Radval is extremely tough to get along with, I doubt he'll be making friends very quickly but what is important here is that its not a 'never make friends' given time he should warm up to the party members around him. I should also note that just because he hates acts that are excessively cruel, doesn't mean he's against pirating, raiding or whatever the party plans to do as long as it isn't cruelty for cruelty's sake, he'll work with you. I know its easier to have a Jack Sparrowish ladies man, who's great when it comes to dealing with people, but honestly I think its interesting having people who are a pain to deal with socially in a party of adventures, it just adds a whole lot to the RP aspect if played right.

Now for the crunch...I know, I know the shadow bloodline isn't very popular and probably isn't that optimal to pick(wouldn't know this is the first sorcerer I played...or will get to play if I get picked) but honestly it just fits with his storyline and seems like a fun bloodline to play around with. As far as feats go I'll pick improved counterspell and parry spell, dodge and you can already see toughness. I'll also pepper his build with some meta magic feats. Point blank shot and precise shot so he actually hit something with his ranged touch attacks.

I doubt I'll get picked but that feeling hasn't stopped me from applying to games before. Good luck ya landlubbers! ARRRRRRRR!!!


I will let the classes from the play test as I downloaded them and looked them over a little and will continue to do so. But I will also trust that the player isn't lying about the class that I am not familiar with.

Gun will probably be introduced, per the campaign. My big issue is that I do not want cannons, I like the idea of not having cannons and to me it wouldn't make sense to have pistols and/or rifles without cannons.

If somebody can make a REALLY REALLY good backstory for either a gunslinger or a class using a gun, I will consider it, but I will say that guns are extremely rare. (I know there is a term for the level of guns, but I am at work and do not know it off the top of my head).


I think its emerging guns, not entirely sure though.

Sovereign Court

Skulls and Shackles have guns but it's rare. You get to have a gun but it's quite far of so not to spoil it too much for all of you, I'd say leave it to GM.


Hey there DM

This is MiniGM's Unarmed Warrior Fighter. I have to put together his backstory, but the idea is that he is a bouncer (yes I put a rank in Profession Bouncer) in a bar in Shackles, his bonus style feat I took Tiger style which lets me do Slashing with his unarmed attack, his only purchased weapon is a single spiked gauntlet which lets him do piercing. His other feats are Combat Expertise and Improved Bullrush, from throwing people out of the bar. I also thought late on that could be fun to just bullrush people off the boat.

I hope to get some serious consideration! I will start working on the backstory, but that is certainly the gist of him.


Here's my character, a pirate archetype rogue. He's playing as a guy with a chip on his shoulder against ordinary naval activity.

Let me know if you have any reservations or concerns about my choices set up, and I hope you'll consider me!

Liberty's Edge

Potentially interested in applying. However, I've already applied for another Skull & Shackles PbP, so if I get into that one I won't apply to this one. I think I'll know in the next couple of days if I got into that other one; if I don't get into that other one, I'll apply here.

I should also note that I've read the beginning of the first book in the AP. (Had an idea once upon a time that I might run it.) I haven't run it all the way through, and it's been a little while (and as such I don't remember a lot of details), but I did read a bit of it at one time. If that's a problem, I will not apply.

Shadow Lodge

Have played S&S before but my group fell apart at the end of book one. Would love to sail Golarion's seas one more time.


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I am okay with people applying who have read it and/or played it as long as they can seperate their knowledge from player knowledge.


I'm very proud that I spent all but 1.8 gold :)

I have my backstory almost figured just have to get to a computer to type it


Okay so far we have
Holgur - Ranger
Radval Zardill - Sorcerer
Balthe Synder - Fighter
Mesdoram - Rogue

Balthe - not sure if you are still working on his backstory (which is completely fine) but the link in the profile is not there.


It's not there yet almost done w it!


IT is up, I am not happy with it, it is really general right now, I would like to tie it to other characters if possible, but of course that would have to wait until selection, but since I have him as a Bouncer in the Formidably Maid he should be able to have a relationship with some of the others, whether he threw them out, gambled with them or whatever.


I present Jasmine Rose, female, elf wizard (air). She is balanced, and not optimized, which is why she has points in her charisma and I did not dump stats. You can see that I'm a reliable consistent poster, and that I DM two successful PbP games.

I created her a couple years ago for Skulls and Shackles game that didn't make it out of the first book.

I only have 2 traits selected. Can I take a second campaign trait Buccaneer's Blood to round out the trait selection. I would have Touched by the Sea (CT), Buccaneer's Blood (CT), and Social Charmer (APG)

I'll need to purchase gear.

I understand Skulls can have a bit of bookkeeping tracking NPC's attitudes, ship and gear.


If I see right about rules for traits, you can't have two from the same category. Just forewarning.

And Cuc, I'll have something posted up in about an hour or so. Thinking of an elf magus.


I'll have a character posted up tonight.


Hi.
This is Merck's bones oracle. I played a S&S game with him that crumbled at the end of book one.


YoricksRequiem wrote:
I'll have a character posted up tonight.

Okay I lied, I had to work late. But I have the crunch all done(!), just need to hash out the background, so it'll definitely be up in the morning.


There is nothing like writing the background to make you realise that you chose entirely the wrong class. I had been planning on a Skald, but I think this will work much better. I haven't bought much equipment because it's tedious and I hate it, so I'll deal with that if I am accepted. The background is also a first draft so I'll likely refine it. Completely open to feedback / suggestions / critiques / etc.

Anyway, here's Ligeia, Half-Elf Bard (Sea Singer).

Ligeia Crunch:
Ligeia
Half-Elf Bard (Sea Singer) 1

Attributes
STR 14
DEX 13
CON 14
INT 12
WIS 10
CHA 16

Stats
Languages Known: Common, Elven, Aquan, Dwarven
Initiative: +1 (1 Dex)
Senses: +6 Perception (Low-Light)
Alignment: Chaotic Good

Offense
BAB +0

Trident
Attack: 1d20 + 2 (0 BAB + 2 Str)
Damage: 1d8 + 2 Str
Crit: 20 x2

Defense
HD: D8 + 2 Con
AC: 15 (10 Base + 4 Armour + 1 Dex)
FF: 14 / Touch: 11
CMB: 2 (0 BAB + 2 STR)
CMD: 13 (10 Base + 0 BAB + 2 STR + 1 DEX)

Saves
Fort: +2 (+0 Base +2 Con)
Ref: +3 (+2 Base +1 Dex)
Will: +2 (+2 Base +0 Wis)

Elven Immunities: Immune to sleep effects, +2 racial saving throws against enchantment spells and effects.

Skills (6 Base +1 Int +1 Favored Class)
Arcobatics +3
Diplomacy +4
Knowledge Geography +6
Knowledge Nature +6
Linguistics +6
Perception +6
Perform (Sing) +8
Profession (Sailor) +4
Swim +9

Notes: +1 Knowledge Nature and Geography on the Ocean.

Traits
Barroom Talespinner - +1 Diplomacy and +1 to one Perform.

Seafarer: +1 Knowledge (Nature) and Knowledge (Geography) when on the Ocean. +1 Swim and it becomes a Class Skill.

Heirloom Weapon: Proficiency with a single martial weapon (Trident)

Feats
Lingering Performance (Level 1): The bonuses and penalties from Bardic Performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific condition, must still be met for the effect to continue. If you begin a new Bardic Performance during this time, the effects of the previous performance immediately cease.

Special Abilities
Proficiencies: Simple weapons, longsword, rapier, sap, shortbow, shortsword, and whip. Light armor and shields, but not tower shields. A bard can cast spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Wearing medium or heavy armor incurs the chance, as do any spells gained from multiclassing.

World Traveler: The Sea Singer gains a bonus to half his bard level (Min 1) on Knowledge (Geography), Knowledge (Local), Knowledge (Nature), and Linguistics checks. He can reroll a check against one of these skills once per day, but must take the result of the second roll even if it is worse. This increases one additional time per day at 5th leve, and every five levels afterwards.

Bardic Performance
The Sea Singer is trained to use the Perform skill to create magical effects on those around her. This can be used for a number of rounds per day equal to 4 + her Charisma Modifier. At each level after 1st, the Bard gains 2 additional rounds per day. Starting a 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. The bardic performance cannot be disrupted, but ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. The bard cannot have more than one bardic performance in effect at one time.

Each 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 many such performances are language dependent (as noted in the description).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. Blind creatures are immune to bardic performances with visual components.

Distraction - The SeaSinger makes a perform check (act, comedy, dance, or oratory) each round of the Distraction. Any creature within 30 feet of the bard that is affected by an illusion (pattern), or illusion (figment) magical attack may use the SeaSinger’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw, but must use the SeaSinger’s Perform check for the safe. This ability does not work on effects that don’t allow saves.

Fascinate - The SeaSinger can use his performance to cause one or more creatures to become fascinated with him. Each must be within 90 feet and be able to see and hear the SeaSinger. He must also be able to see the creature. Nearby combat will be too distracting from this to function, and other things may prevent it as well. The SeaSinger can affect an additional creature for every 3 levels beyond first. The creature receives a Will Save (DC + ½ the SeaSinger’s Level + Charisma Modifier) to negate the effect. If the creature succeeds, the SeaSinger cannot attempt to fascinate it again for 24 hours. If it fails, the creature sits quietl and observes the performance for as long as the SeaSinger continues it. While fascinated, the target takes a -4 to Skill Checks made as reactions, such as Perception checks. Any potential threat allows the creature to make a new Saving Throw, and any obvious threat automatically breaks the effect. Fascination is an enchantment (compulsion) mind-affecting ability.

Inspire Courage - The Bard can use his performance to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects, and a +1 competence bonus on attack and weapon damage rolls. The bard must choose to use either audible or visual components while starting the Inspire Courage performance.

Sea Shanty - The SeaSinger learns to counter seasickness and exhaustion during long voyages. Each round of a Sea Shanty, she makes a Perform skill check. Allies within 30 feet (including the SeaSinger) may use her Perform check in place of a Saving Throw against becoming exhausted, fatigued, nauseated, or sickened. If already under such an effect, a new save is allowed eahc round of the Sea Shanty, using the bard’s Perform check for the safe. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Spells
DC: 10 + Spell Level + Charisma Modifier

Spells Per Day
0-Level: Infinite
1-Level: 2 (1 Base + 1 Charisma)

Spells Known
0-Level (4): Detect Magic, Ghost Sound, Mage Hand, Mending
1-Level (2): Cause Fear, Ear-Piercing Scream

Equipment
131gp (Still need to buy additional items)

Trident (15 gp / 4 lbs)
One-handed martial melee weapon
1d8 damage. 20 x2 crit

Studded Leather (25 gp / 20 lbs)
Light Armor
+3 AC, +5 Max Dex, -1 Check Penalty

Shield, Light Steel (9 gp / 6 lbs)
+1 AC, -1 Check Penalty

Racial Abilities
+2 Charisma
Humanoid (Elf, Human)
Size (Medium)
Speed: 30 (Land)
Languages: Common, Elven. With high intelligence, can choose anything except for secret languages.

Elven Immunities: Immune to sleep effects, +2 racial saving throws against enchantment spells and effects.
Keen Senses: +2 Perception
Low-Light Vision
Water Child: +4 Racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.

Ligeia Background:
"Darling, I am the sea."
It had seemed like a decent sized island, though strangely it didn’t seem to be on any of their charts and maps. Only a small contingency from The Dark Star left the ship to explore it, for many of them were too superstitious and the island gave them a foreboding feeling.

In the short time that they spent there, they saw nothing remarkable. It was an island like any other, and there were no signs of settlement or civilised life. As they were heading back to the ship, they saw a perfectly healthy-looking child playing and singing on the beach. She was using a large trident to dig, making castles in the sand, and laughing as they were washed away.

They could see no one else in sight, nor any evidence of where the girl had come from, or how she had survived. When they questioned her, she replied in a guttural sort of language that none of them could make sense of. Unsure of what else to do, the Captain decided to take her on board.

While he was something of a ruthless and cunning man, even notorious in parts, he was a patient and loving father. As time went on they learned to understand each other, with her learning to speak Common and the Captain learning to speak Aquan.

To his credit, he never pressed her for information about the island, and she never offered any. The only things she seemed to retain were the trident, the language and her name, Ligeia. With nothing of value and no strong desire from either of them, The Dark Star never looked for that island again. Instead, Ligeia grew up on the ship, learning to be a sailor, to be a fighter, to be a pirate.

Over the years she would rarely ever set foot on land, preferring the rocking ships and splashing sea. Though sometimes vengeful and unpredictable, Ligeia is a good person and a charming young woman, seemingly capable of alluring both men and women from a dozen walks of life. She can also be something of an anarchist, not fully understanding society as she had never been a part of one.

It’s entirely possible that, given the choice, Ligeia would have stayed on The Dark Star forever, but alas, it was not to be. A battle with another ship left them adrift at sea, and a storm tore apart what remained of the ship. To her knowledge, Ligeia is the only one to have survived. She washed up in Port Peril, and has since been making a living telling tales and singing at the Formidably Maid, all while searching for the right ship, one capable of taking her back out to the black-silver sea.


As far as traits it's one from the campaign and then the other two cannot be from the same type like you can't have two from social. Hope that clears things up, sorry for not going into more detail.


I am confused. Heirloom Weapon is an Equipment trait and Seafarer is a Regional trait. I don't mind changing one, I just didn't think that they were the same type?


Switched out Reactionary for Focused Mind, since both Deft Dodger and Reactionary were combat traits.


Oh whoops I totally misread. I thought that was addressed to me because I was the last to post - I didn't notice the discussion earlier regarding traits. Man, I'm having a really off week.


Just wanted to let everybody know, I will be sitting down tonight to read through everything and probably make my selection tomorrow. If you need more time of anything let me know by tonight. Thanks


I'm working on getting Jasmine equipped, it shouldn't take too long.


Bought Radval some more gear after adjusting for the max gold rule.


DM Cuc wrote:
Just wanted to let everybody know, I will be sitting down tonight to read through everything and probably make my selection tomorrow. If you need more time of anything let me know by tonight. Thanks

I'll be checking in with my fingers crossed tomorrow then!


Yep fingers crossed


Jasmine's equipped, I still have 51 GP so I'll add a few things if selected.


I had a few emails asking for an extension so I am going to keep it open for a few more hours. I live in eastern standard time zone and I may be this evening for me as I have two small kids and it depends if they want to cooperate. Sorry for the delay.


Ok! Fingers crossed

I would like to expand my backstory if chosen to include relationships w others since I have him set as a bouncer


Here'll be ol' Variel. This is ShadowyFox's character. If there are questions about the background or it needs to be enriched, just let me know.

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