DM - Voice of the Voiceless |
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This is a recruitment thread for the new Paizo AP – Skull and Shackles… with a devilish twist
Campaign Summary:
The Paizo blurb is: There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?
However I would like to play this with a slight twist – being that all PCs are Tieflings of one kind or another. Not only will this give an additional reason for the characters to band together at the start of the AP – but will also give you an extra panache that you can eventually use to stand apart from the other Free Captains.
The Player’s Guide is located HERE
Posting Requirements:
I am looking for people that can check in on the thread at least a couple of times a day, and post at least 1/day on weekdays. Weekends are more relaxed.
Feel free to pop into my profile and take a peek at the campaigns that I currently DM if you’d like to get a feel for how I go about things.
Crunch Application Guidelines:
- 20 point buy
- Alignment is flexible – though see fluff guidelines below.
- HP Max @ 1st
- Tieflings only – all alternate types and traits in the recent Blood of Fiends book are allowed… and indeed recommended.
- Classes - no restrictions as long as they fit the campaign, though firearms will be strictly limited to basic level only
- You will be allowed only a single small item at the start of the campaign. It should be something that might easily be concealed within a sleeve or the pocket of your breeches. Everything else will need to be begged, borrowed or thieved.
- Two traits – one of which must be either a Campaign trait or a Tiefling race trait from Blood of Fiends.
- All Paizo content is fine (just give me a book reference if it is non Core / APG / UM / UC), and 3PP may be considered on a case by case basis.
Note: I will not be using Variant Tiefling Abilities. Instead you’ll get the specific replacement for the skill bonuses and SLA as per Blood of Fiends.
Asura-Spawn: +2 Dex and Wis, -2 Int; Skills: Appraise and Knowledge (Local); SLA: Hideous Laughter
Daemon-Spawn: +2 Dex and Int, -2 Wis; Skills: Disable Device and Sleight of Hand; SLA: Death Knell
Demodand-Spawn: +2 Con and Wis, -2 Int; Skills: Intimidate and Knowledge (Religion); SLA: Bear’s Endurance.
Demon-Spawn: +2 Str and Cha, -2 Int; Skills: Disable Device and Perception; SLA: Shatter
Devil-Spawn: +2 Con and Wis, -2 Cha; Skills Diplomacy and Sense Motive; SLA: Pyrotechnics
Div-Spawn: +2 Dex and Cha, -2 Int; Skills: Diplomacy and Linguistics; SLA: Misdirection
Kyton-Spawn: +2 Con and Cha, -2 Wis; Skills: Escape Artist and Intimidate; SLA: Web
Oni-Spawn: +2 Str and Wis, -2 Cha; Skills: Disguise and Intimidate; SLA: Alter Self
Qlippoth-Spawn: +2 Str and Wis, -2 Cha; Skills: Escape Artist and Survival; SLA: Blur
Rakshasa-Spawn: +2 Dex and Cha, -2 Wis; Skills: Disguise and Sense Motive; SLA: Detect Thoughts
For anyone lacking the book I can work with those who are selected to advise on traits, etc.
Fluff Application Guidelines:
At the start of the adventure you get shanghaied into service – that means that you do not start out explicitly as pirates. I’m interested in knowing what within your character’s background / personality that would influence him to taking to life as a buccaneer.
I also want you to be aware that you need to have unshakable bonds with your fellow PCs. Blood is thicker than water in this instance (especially when tainted with the heady scent of an outsider), and while you can backstab and freewheel the opposition I’ll brook no intra-party conflict. Sure the bonds can take time to develop with some initial friction, but there needs to be a shared ambition to make it work in the long run.
As you are all tieflings – please include some brief detail on how the outsider blood came into your lineage and how it manifests on your character physically. (ie – horns, tail, etc).
Lastly, as a bit of fun, I’d like to know who is your favorite pirate / privateer / naval character from either real life or fiction – and why?
What do you Need to Post Now for an Application:
- Stat breakdown
- Class and Tiefling Variant – including any Archetypes
- Skills, Feats and traits summary
- Basic backstory / personality
- Details on why your character would take to a life as a buccaneer
- Details on outsider heritage that tainted you as a tiefling and the way it manifests physically.
- Favorite Pirate / Privateer / Naval Character from real life or fiction
I don’t need full sheets or profiles at this point, they can come post selection.
Recruitment Timeline:
Recruitment will be up for as long as it takes to get a decent list of applicants together, though at least through to the end of this weekend (until 13th May).
I will be looking at a party of 5-6 for this PbP. However two spots are reserved – which leaves 3-4 spots available. I’m sure the players with the guaranteed spot will check in – but they are currently looking like playing a Bard (Daredevil) and either a Bard or Cavalier.
Fire away with any questions that you might have and I shall endeavour to answer them.
Some songs to get you in the mood for Character Creation:
Turisas – Hunting Pirates
Alestorm – Sunk’nNorwegian
Tim Curry / Muppets – A Professional Pirate
And to answer my own question posted – I’ll go with the tried and true: the one and only Horatio Nelson. His story speaks for itself.
Monkeygod |
I'm definitely interested,
Thinking Rakshasa-Spawn Rogue or possibly Ninja, without the Tian/Asian flavor if possible Not sure if I'll take an archetype or not.
Infiltration based with skills, but also able to kill quickly.
The rest I'll get for you later.
Favorite Pirate, is Jack Sparrow. Yes, I know mega, super popular(perhaps overly so), but his personality is very similar to my IRL.
Blackbeard is another strong favorite, just because he was just so badass.
Alexi "Crocodile" Montague |
Here's Alexi "Crocodile" Montague. Originally he was a human Rakshasa Blooded Sorcerer, but he can just as easily be a Rakshasa Blooded Tiefling. Give me a bit to change stats around and work on personality/backstory a bit more.
Btw, favorite pirate is without a doubt Edward Teach, aka Blackbeard. No contest.
Bleyz |
I'm also definitely interested:
str 18
dex 14
con 10
int 10
wis 16
cha 8
monk (tetori)
oni-spawn
skills:
acrobatics 6, climb 8, perception 8, prof sailor 8, swim 4
feats:
improved grapple
improved unarmed strike
toughness
traits:
besmara's blessing
reactionary
Personality: He tends to be quiet, but friendly, with a penchant for gambling and contests. He loves a good challenge, whether it's drinking or arm-wrestling.
Backstory: Takao was born to a human mother and a demon lover, who appeared to her in the guise of her own husband. She didn't know until her child was born that she had slept with another man. She was sent away in disgrace to raise her child in poverty. She loved Takao, but knew she couldn't raise him properly and left him on the doorsteps of a monastery. Takao was raised among the monks and learned monastic tradition early. The monks were kind enough to him and never really treated him differently from the human trainees and students. As an adult, he left the monastery and found himself working at a variety of jobs that required him to travel, which he loved. He especially enjoyed working as a caravan guard, but found his true calling on a merchant vessel. He learned a little about sailing and was loving the voyage, but was only on the ship for one passage. Takao got drunk and missed the ship's sailing from Port Peril, and found himself abandoned in a strange port of call.
real: Thor Heyerdahl because it took real guts to sail the Pacific in a raft
fictional: oh, I love Jack Sparrow because Johnny Depp is so delicious (yes I have a major crush on him) (player here is female btw)
If you have any more questions, please mail me and I'll be glad to answer them.
Doomed Hero |
I'm in! I've been wanting a SnS game for a while now. I'm actually glad I didnt get in to the others if it means a good shot of being in yours, Voice.
can I get your approval for a Death Mage? (would link, but I'm posting from my phone.) They're on the SRD if you care to do a search.
I want to play a classic pirate-ghost-story style necromancer. the character is all ready to go. he was originally human, but that's an easy tweak that I can do tomorrow.
John Rhasp |
doomed hero here.
take a look at the sheet. he was built for another game and will need a couple tweaks to fit yours, but the background and basics are all fine.
interestingly, the original game I submitted him for had us roll for special abilities on the random teifling variants table. my result (healed by pos and neg energy) was what made me choose to make a necromancer in the first place. You're not using those traits, which is a little sad, but I'd be happy to make him Kyton Spawn instead.
if you approve the Death Mage I'll have the mechanical tweaks and an official entry/character pitch tomorrow night.
Edward Sobel |
thought I would throw in a bit of fun video clip:
anyway I was wondering if this concept might work:
spawn from vampire (or other undead) and Orcus result a demonic tiefling but a sorcerer with the undead bloodline (wild blooded)
I was thinking along the lines of born on board a small ship and ther wildblood thirst took over and after nearly killing much of the crew managed to escape to the streets of Port Peril.
will have to work on details later
this is a first PbP game for me on these boards that in a very long time. last game just did not work out for me (long story).
Oh...favorite sea going character is Horatio Hornblower. just something about that character (much like a young Horatio Nelson)
DM - Voice of the Voiceless |
@ Monkeygod:
A non-Eastern Ninja is possible, but you'd need to proffer a decent fluff explanation on the Ki Pool related abilities.
@ Alexi:
Noted, look forward to the app.
@ Shifty:
Careful now, no taunting the DM before the game starts :P
@ Takao Masato:
Application noted and thanks. I'll likely have some questions a little later on when I've a chance to look over a few characters side by side.
@ Doomed / John:
I've cast an eye over the Death Mage and am open to the concept. I see you've taken the Corpse Mage for your Pale Road - what would be your future choice at 3rd for the Death Bond?
At this point it would be a qualified yes, with a potential for some discussion on abilities if selected.
On the Variant Abilities, biggest reason for not using them is that I'm not fond of the randomness involved. The new Blood of Fiends book has also given each sub-tiefling it's own SLA so there is still some variation (plus some of the swap outs are pretty decent too).
@ Edward Sobel:
I'm not sure entirely what you mean in terms of concept. Are you proposing an offspring of the union between a vampire and demon? I'm not sure I even want to know how that came to be...
A Demon-spawn tiefling with the undead bloodline is mechanically fine however.
Llaelian |
Hi there,
I'm planning to apply with an Oni-spawned ranger. Planning to go towards the sword and shield route. As a rough background, he will be a Chelaxian pit-fighter turned galley slave and "freed" by a pirate attack in the ship. I'll get all the details sorted out by tonight.
My favorite sea character is the infamous corsair/pirate Morgan who took Puerto Bello and sacked Panama in the 17th century and ended up governor of Jamaica.
Edward Sobel |
not a merge of a demon and a vampire but actually a merge of a humanoid and a demon in the service of Orcus and in some macabe experiment or Orcus to merge a demon with an undead. (an experiment gone loose type thing)
I also wanted to be small size (not sure about a young template) but small like a child. (if not feasable then that is fine)
I will not be a powerful as the "death mage" but unique concept I just came up with to see how it pans out.
I will throw something together on Hero Lab and see how it pans out.
I got the vampire thought when reading about the undead wildblood ability.
basic overview...
mother was diabolist attempting to sommon dark powers she also had a penchant for the undead seeking immortality for herself.
while she was finally able to summon a powerful demon lord she was unable to control the beast that she summoned.
The demon decided to use her as a vessel for a macabe experiment with the demon lord orcus and she was impregnated.
forced to flee the city of Ilizmagorti persued by the Red mantis Assassins she took flight on a ship heading south. In an effort to loose the persuers they entered the eye of abendego. the firce hurricane grew darker and more violent than before and in the chaos I was born. My mother died during child birth only to be reborn as a sea lich. I on the otherhand was soon tken by pirates of the shackles and left to be raised on the streets of Port Peril.
will need to flesh this out with better detail and better cohesion. this is just some intial rambling thoughts
Brass Pigeon |
Going to look into this, looks like great fun. I'm thinking about either a sorcerer or wizard. I'm also still considering a rogue archetype, boarding type.
Favorite naval character: Sir Richard Grenville
Who you say? I'm no Englishman but this story is awesome.
Text: http://www.bartleby.com/42/646.html
Music: no link, I'm at work but you should listen to it! It's a classical choir and orchestra piece, but it adds great tension and greatness to the story.
edit: since there's a few magic-users above and after reading the player's guide I'll go with someone of the boarding crew and perhaps able to handle a siege weapon.
edit: and there's a siege man now too so: pure boarding type coming up! Harpoon time?
flykiller RPG Superstar Season 9 Top 32 |
I'd like to submit Linard Toivan, a decommissioned naval artillerist.
Str 11, Dex 16, Con 12
Int 18, Wis 12, Cha 8
Core tiefling
Wizard with a Siege Mage archetype
Skills: Craft (siege engine), Knowledge (arcana, engineering), Perception, Profession (siege engineer), Spellcraft.
Traits: Peg Leg campaign trait.
I don't have the Blood of Fiends book yet, and I'd like to look at what racial traits are available there. Failing that, I'd take a Reactionary trait.
Feats: Improved Initiative.
Sometimes the fiendish heritage takes generations to manifest, and Linard is the case in point. The only son of a pure-bred aristocratic Corvosan family, he caused tremendous turmoil with his reddish skin and eyes and demonic facial features. After the death of the last of his great-grandparents, among his notes and documents some implications of consorting with Lower Planes have been found, which has cleared his parents' name.
His parents loved him despite his alien looks, and they were pleased when the boy manifested keen intellect. However, his obvious magical talent was hindered by the family tradition, which demanded that all boys should pursue a naval career. Linard's mathematical talents have earned him a place in the artillery corps. The years of study have been harsh on him, because his looks made him a pariah and a scapegoat among his peers and the target of countless pranks. This led him to devote all of his time to studies, and in the end he has graduated the academy with honor.
His woes continued after he got assigned as the artillery officer on one of the naval brigs. The crew hated him and believed he was bound to bring bad luck to their ship, so they rigged an accident when he was inspecting the cannons, which has cost him his leg.
Decommissioned and disillusioned, he fled to Port Peril in search of a less savory employer, who turn a blind eye to both of his physical deficiencies. However, up until now, his only business was drinking his pension off in the Formidably Maid...
As it happens, I'm not sold on pirate fiction. Captain Blood would probably count as a favorite. From real life I rather admire admiral Makarov, the hero of Russian-Turkish and Russian-Japanese wars.
Mihajlo Velickovic |
Hi there,
I'm planning to apply with an Oni-spawned ranger. Planning to go towards the sword and shield route. As a rough background, he will be a Chelaxian pit-fighter turned galley slave and "freed" by a pirate attack in the ship. I'll get all the details sorted out by tonight.
My favorite sea character is the infamous corsair/pirate Morgan who took Puerto Bello and sacked Panama in the 17th century and ended up governor of Jamaica.
Both dotting for interest, and to express "concern" - is it possible that this is the first and only mention of Sir Henry Morgan?!! I mean - that man did in real life what other did in movies and books, he was truly a pirate's pirate!
As for the campaign, I love your idea of tiefling only campaign. Honestly, I am not sure if I could find the proper inspiration to create tiefling character, but with or without me, this promises to be a great campaign. I hope to see you onboard ;-)
Mad Beetle |
I have a Demon-Blooded Sea Reaver going for Abyssal Eldritch Heritage and Spirit and Fiendish totems.
SIMION
Male Demon-Spawn Tiefling Barbarian (Sea Reaver) 1
CN Medium Outsider (Native)
Init +2; Senses Darkvision (60 feet); Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will -1
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
Unarmed Strike +4 (1d3+3/20/x2)
Spell-Like Abilities Shatter (1/day)
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 16, Int 8, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Power Attack -1/+2
Traits Besmara's Blessing (1/week), Flair for Destruction
Skills Climb +7, Intimidate +6, Perception +2, Profession (Sailor) +1, Swim +7
Languages Abyssal, Common
SQ Marine Terror (Ex), Rage (7 rounds/day) (Ex)
Combat Gear Dagger;
--------------------
SPECIAL ABILITIES
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flair for Destruction You have a talent for striking objects at their weakest points. You gain a +1 trait
bonus on weapon damage rolls made against objects and constructs.
Marine Terror (Ex) Hold breath Con x4 rds, unslowed by 1 ft water/bog & ignore cover from water.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shatter (1/day) (Sp) shatter once per day.
Now one would think life would be hard and short for little pretty demon-spawned brat in a town full of hardend criminals.
It sure looked like it would be for Simion, but luckely Simion was put in an orphanage. While Simion had always been a little tempremental,he was also quite likeable and strong for his age.
While the temper sometimes was a hindrance, his magnetic personality and strenght, that rivaled that of most young teens, kept him in top of the food-chain in the orphanage until one day, when he was 12 where his temper flared into pure fury after one of the other orphans started picking on him for his horns and tail.
After punting the kid sqarely in the face and sending him flying into a wall, Simion fled the orphanage and started working on the docks helping out with small tasks.
4 years of dock-work has now gone by, putting some extra hard muscles on Simions frame. He enjoys his work, but something in him yearns to travel the sea and one of these days, he might take hire on a ship, Besmara willing.
His demonic heritage is evident by his two small red horns just below his hairline, and the black-haired ottter tail growing from the base of his spine.
DM - Voice of the Voiceless |
Edward Sobel:
Noted and look forward to the compiled app.
With respect to size, I'm open to it - but not with the character being played as young or a child. It would need to be with the tiefling being based on a lesser race (such as a Demon-spawn Halfling). Mechanical bonuses would be the same as the normal tiefling, with a few extra changes due to the small size.
Brass Pigeon:
Look forward to it - I'd suggest you pitch the character that resonates strongest with you personally, whichever that might be.
flykiller:
Noted and looks complete - will likely have a few questions for you later.
Jarred Henninger:
Noted and look forward to it.
Mihajlo Velickovic:
Hopefully an idea surfaces for you.
Mad Beetle:
Noted and will have a better look for some likely questions later.
Tirion Jörðhár |
DM Voice, I think that the Qlippoth-Spawn should be -2 Int, not -2 Cha, unless this is a modification you want.
Well, seems I am late to the game. I am thinking about an Aquatic Druid - Oni Spawn, although I will have to think about it. A Bard is also a possibility. Will take a little while to put the background together, should have something up in a day or so.
Ander Tarvenio |
Male Daemon-Spawn Tiefling Wizard (Undead) 1 / Divination & Transmutation opposed
CN Medium Outsider (Native)
Init +3; Senses Darkvision (60 feet); Perception +1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6 +1 favored)
Fort +0, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee mw Dagger +1 (1d4/19-20/x2) (arcane bond) and
Unarmed Strike -4 (1d3/20/x2
Heavy Crossbow +3 1d10+3/19–20/x2 range: 120´feet
Spell-Like Abilities Death Knell (1/day)
Concentration check: +7
--------------------
Daily Spell
--------------------
SQ;
# Grave Touch melee (shaken / shaken->frightened) 7/7 per day
# Power over Undead (Su) Command Undead or Turn Undead 7/7 per day. Will save vs DC 12
0:level vs DC 14 (15 vs necromancy)
# Acid: Splash Deals 1d3 acid damage
# Resistance: Subject gains +1 on saving throws.
# Touch of Fatigue: Touch attack fatigues target.
1:level vs DC 15 (16 vs necromancy)
# Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
# Shocking Grasp: Deals 1d6/level (5d6max) point of electricity
--------------------
STATISTICS
--------------------
Str 10, Dex 16, Con 10, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Scribe Scroll, Command Undead, Turn Undead, Spell Focus(Necromancy)
Traits Focused Mind, Ancient Explorer
Skills Appraise (Int)+8, Craft (Int), Disable Device (Dex)+7, Fly (Dex), Knowledge (all) (Int) (Local* & History*)+9*, Linguistics (Int)+8, Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int)+8.
Languages Abyssal, Common, Infernal, Cyclops, Dranonic, Aquan, Necril, Elven
SQ
Combat Gear Dagger (Arcane Bond), Spellbook;
--------------------
SPECIAL ABILITIES
--------------------
# Arcane Bond ( Dagger)
# Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
# Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity
attacks.
# Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
# Darvision (60 feet) You can see in the dark (black and white vision only).
# Ancient Explorer You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.
# Focused Mind You gain a +2 trait bonus on concentration checks.
bonus on weapon damage rolls made against objects and constructs.
# Death Knell (1/day) (Sp) kill a dieing npc once per day for 1d6hp.
# Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
# Spell Focus (Necromancy) +1 bonus on save DCs for one school
# Power over Undead (Su) You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
# Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
# Command Undead As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead.
# Turn Undead You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute
-----------------
Spells: (next section)
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# Abjuration
Resistance Subject gains +1 on saving throws. CRB
# Conjuration
Acid Splash Orb deals 1d3 acid damage. CRB
Drench A sudden downpour soaks a target creature or object. Blog
# Divination
Detect Magic Detects all spells and magic items within 60 ft. CRB
Detect Poison Detects poison in one creature or small object. CRB
Read Magic Read scrolls and spellbooks. CRB
# Enchantment
Daze A single humanoid creature with 4 HD or less loses its next action. CRB
# Evocation
Breeze Create a light wind that blows against target from direction of your choice. Blog
Dancing Lights Creates torches or other lights. CRB
Flare Dazzles one creature (–1 on attack rolls). CRB
Light Object shines like a torch. CRB
Penumbra Protects creature or object touched from bright light. Blog
Ray of Frost Ray deals 1d3 cold damage. CRB
Scoop Create a scoop of force to pick up or carry liquids. Blog
Spark Ignites flammable objects. APG
# Illusion
Ghost Sound Figment sounds. CRB
Haunted Fey Aspect You surround yourself with disturbing illusions. UC
# Necromancy
Bleed Cause a stabilized creature to resume dying. CRB
Disrupt Undead Deals 1d6 damage to one undead. CRB
Touch of Fatigue Touch attack fatigues target. CRB
# Transmutation
Jolt Deal 1d3 electrical damage with a ranged touch attack. Blog
Mage Hand 5-pound telekinesis. CRB
Mending Makes minor repairs on an object. CRB
Message Whisper conversation at distance. CRB
Open/Close Opens or closes small or light things. CRB
Root Reinforces a subjects defense agaist being moved or tripped. Blog
# Universal
Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation Performs minor tricks.
# Necromancy
Cause Fear One creature of 5 HD or less flees for 1d4 rounds.
Ray of Enfeeblement Ray causes 1d6 Str penalty + 1 per 2 levels.
# Illusion
Vanish As invisibility for 1 round/level (5 max).
Color Spray Knocks unconscious, blinds, and/or stuns weak creatures.
# Evocation
Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
# Conjuration
Grease Makes 10-ft. square or one object slippery.
Air Bubble Creates a small pocket of air around your head or an object.
Ander is a young noble from Taldor. His family was one of the middle-class families who tried to reach the top via different ways. They had the plans for Ander who would raise their family to the top. He was educated and teached of various arts and languages and it was already decided on his birth that he would become a wizard.
Ander had the talent although it tended to take quite odd form time to time. Dark energies would surround him and he had more... talent in the dark side rather than the good ones, which were usually reflected in the art of wizardy. However, this was more than enough for his family due to their desire to advance in ranks... were they in good or bad light. Absorbing this idealism, desire and expectation Ander was studying hard but during one faithful night came the message that his family had been accused of slavery and murders of rival familys. Judged and swift execution put on act all the family members of Tarviano were to be disappear. The strange voice of his head warned him of the incoming catashrope. However, his unwavering feeligns almost cost his life when the Knights of Lion Blade appeared to take him. At that moment his potential heritage and abilities woke up. His body twisting and taking new form something took control of him, evading the assassins and killing them. Escaping from the academy and looking for a new place to life Arder found himself in the infamous isles owned by pirates.
His form twisted now more to that of a skeleton; flesh tightening around face and red glow in his eyes, his hands slender and skeleton figure with his nose sharper than it used to be. Swearing revenge on the Taldor Arder sweared that he would take the life of pirate, pillaging the ships of Taldor and restoring the power and glory of his family no matter what! He had the power to do so... and he would do anything to get it.
Ideal pirates or icons? This I have to say as a fictional= Davy Jones or when going for real character Sir Francis Drake. I have to admit that that guy got balls and he was one of the most wisest commanders who has lived
EDIT: Some edit needed still with the previous description-> how the appearance was more "not" so obvious before the radical changes. With the personality I will still need to play but I can at least say: revenge, ambitious and nobility (snobby and elegant) plus knows his worth
Brass Pigeon |
Intagh Calmheart (real name:Intagh son of Eumnus)
STR:10
DEX:17
CON:14
INT:14
WIS:11
CHA:13
Basic:Daemon-spawn Rogue (Swashbuckler)
Skills: Acrobatics, Disable Device, Intimidate, Escape Artist, Perception, Profession(sailor), Sense Motive, Sleight of Hand, Stealth, Swim.
Feats:Two-Weapon Fighting
Traits:Buccaneer's Blood, undecided
As the last son of the mediocre pirate captain Unlucky Eumnus, Intagh has been on the seas most of his life. He knows his way around ships and has witnessed many a naval battle. A few years ago, his father decided to chase after a merchant vessel which turned out to be a pirate-bait. The entire crew got captured and most of the pirates were hung on their own ship. Eumnus was crafty and managed to disguise himself and pretended to be a pirate's captive. He was still imprisoned for aiding the pirates but was murdered in prison by a piratecrew he had betrayed a few years before. Intagh, being still a child, was spared and ended up working on different ships before ending up without a job in Port Peril eager to join another pirate captain to prove himself a worthy son of a pirate captain.
[spoiler=Tiefling info]One of Intagh's male ancestors made a deal with Llamolaek the Asended to make sure he'd be able to rule a now lost sea kingdom. It's unknown what has become of that man, which points to an unhappy ending, but his descendants were more fortunate. Somehow most of them ended up at sea, some of them became legendary kings, some became notorious captains and many were pirates.
At first sight Intagh looks like a normal human being. He always wears something on his head though to hide a crown of algae-covered horns that grows from his skull through his curly hair.
Questions:
Does Weapon Finess work for the Cutlass? (compare to Rapier)
Do we use standard languages?
I haven't thought of an item to hide yet, maybe it should be something from his father, a heirloom of sorts.
DM - Voice of the Voiceless |
Ander Tarvenio: - noted and will review in a batch soon.
Brass Pigeon:
Noted and will review later.
As to questions:
1. Nope - cutlass is not able to be finessed.
2. Languages for tieflings are Common + Infernal or Abyssal; if you've a good reason for swapping out the bonus language for another I'd be willing to entertain it.
Will put together a list of apps when I wake up in roughly 10 hours or so.
Jonasty1031 |
Here's my application for Jorath Kilgoraen. Blood of Fiends is one of the only books I don't have access to currently so if accepted I might need a little guidance.
Str 15
Dex 13
Con 14
Int 10
Wis 12
Cha 16
Oracle (Outer Rifts mystery)(from Inner Sea Magic)
Demon-Spawn Tiefling
Skills: Craft, Diplomacy, Fly, Heal, Intimidate, Know: arcana, Know: history, Know: planes, Know: religion, Profession, Sense Motive, Spellcraft, Survival, Swim
Feats: Possibly Extra Revelation or maybe Toughness for the HP
Traits: Touched by the Sea (campaign), for the second I'd be open to something from Blood of Fiends but I'm not familiar with the book
Jorath's ancestor, tainted by the foul demon seed growing within her, fled far from her native lands to settle into the Shackles. The lawless place was perfect for hiding her disgrace and as soon as the child was born, it was abandoned to the cruel winds of fate.
By the time of his birth, Jorath's family had fully adapted to their new home. He himself was as at home on a boat as he was on land. Still there was no escaping his heritage and not only did he physically bear the traits of his demonic sire but he also could feel the stirrings of a power in him, something wild and chaotic that churned to be free. This fed only too easily into the life of a Shackles pirate.
Jorath's upbringing has fully idolized the pirate lifestyle around him and his chaotic nature truly appreciates the freedom that being a pirate can offer.
One of Jorath's ancestors was a Mendevian crusader who was captured and enslaved by a Kalavarkus Demon during a raid into the Worldwound. It forced itself upon her and Jorath's family line was the end result. Jortah is easily marked by this with his deep blue skin and 4 slight gray horns that curve back from his forehead.
One-Eyed Willie would be a big one for me.
Macharius |
Wow, this sounds incredibly fun. I'll have to stat up a character later when not at work, but I'm thinking of going for a Basic Tiefling background that is a cad-archtype fighter, possibly PrC-ing into Shackles Pirate.
Favorite pirate-type? Sir Francis Drake
Alexi "Crocodile" Montague |
Here's the edited character sheet. My plan mechanically for the character is that he'll be a buffer/battlefield controller who out of combat focuses on maxing out on charisma based skills like bluff and disguise in order to gather information, go unnoticed, and sabotage the enemy. Let me know if you see any errors in the character sheet and if this looks like the sort of character the party can use. Edited backstory, personality, motivation for becoming a pirate, and appereance are all forthcoming.
NE Hermaphrodite Rakshasa Spawn Rakshasa Bloodline Human Sorcerer 1
Medium Outsider (Native)
HP 8
Initiative +8
Str 8
Dex 14
Con 14
Int 10
Cha 19
Wis 10
BAB +0, CMB -1 CMD 11
AC 12, Touch 12, Flat Footed 10
Resistances: Cold 5, electricity 5, fire 5
Fort. +2, Will +2, Ref. +2
Move Speed 30 ft.
Skills: Diplomacy +9, Bluff +8, Disguise +10
Traits: Hermean Paragon (+2 to Initiative checks), Barroom Talespiner(+1 to Perform (oratory) checks, Diplomacy as a class skill)
languages: Common, Infernal
Feats: Improved Initiative
Racial Features: Fiendish Sorcery, Darkvision 60 ft, Detect Thoughts 1/day
Class Features: Eschew Materials, Bloodline Arcana (add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell selected by you when you begin casting)
Silver Tongue (at 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier)
Sorcerer Spells Known
0th Level Spells (4): Drench, Prestidigitation, Light, Detect Magic
1st Level Spells (2): Sleep, Disguise Self
Spells Per Day:
1st Level Spells: 4
Items On Person: Disguise Kit concealed in boot, all other items in Backpack, in Belt Pouches, or in Coat Pockets.
Jarred Henninger |
Here is the profile Shien
Str 16
Dex 13
Con 16
Int 10
Wis 14
Cha 5
Feats Power Attack -1/+2
Traits Buccaneer's Blood, Magical Knack: Ranger (Urban Ranger)
Skills Bluff -1, Climb +7, Disable Device +7, Intimidate -2, Perception +6, Profession (Sailor) +7, Stealth +7, Survival +6, Swim +7
Brass Pigeon |
Oh I just found out that one of our folk heroes apparently is called a pirate by non-Dutch. I've never heard anyone call him a pirate! But he's awesome (and XL hehe, that's pretty cool for a pirate who even lead an assault on a town himself).
Obviously, he's my favorite pirate now (and he's buried around the corner!)
Piet Heyn!His name is short, his deeds are great. That's a song we have about the man.... it should be the Dutch anthem imho.)
Tirion Jörðhár |
Ok, here is Obisyth. Female Oni-Spawn Tiefling Druid.
Favorite Pirate Short Film: The Crimson Permanent Assurance Pirates
Most of the background/class/stats/feats should be in the attached character sheet.
Favorite Pirate that is actually a pirate: Blackbeard. If your name is still spoken with reverence after 300+ years, you did something right.
Alexi "Crocodile" Montague |
Here's Alexi's Backstory. Still working on Appearance, Personality, and Motivation for Becoming a Pirate.
Alexi "Crocodile" Montague isn't Alexi "Crocodile" Montague's real name. It's merely his, or possibly her, current alias. Alexi has been on the run from Mengkare's agents ever since the Rakshasa conspiracy was uncovered when he was eight years old. Hunted across the globe, he's watched his siblings and protectors die at the hands of Hermean agents, one by one. Only he was able to survive due to his inborn talents for disguise and deception. Now twenty, he has escaped to The Shackles in hopes of finally finding a place where the vengeful agents of Hermea won't be able to track him down. He's been able to support himself thus far by going from town to town, running various confidence schemes and pulling various heists, robbing the town blind, and then leaving as soon as possible, never to return again. He has a quick tongue, fabricating elaborate yet believable lies swiftly and without conscience or remorse. He even goes so far as to fabricate entirely new personalities when the mood strikes him. Currently he's pretending to be a noble from Cheliax deposed by house Thrune who's seeking his fortune in the Port of Peril. Quickly after acquiring stolen capital, Alexi spends it recklessly on gambling and in bars and pleasure houses, indulging in vice as a way to fill the wound of being attached to no one and being constantly afraid of his death because of his heritage. Because of this nasty habit, despite pulling off many lucrative heists Alexi is currently broke. Alexi entered the Formidably Maid in order to amend this state of affairs. Impersonating one of the new waitresses, he planned to poison the drinks of the patrons and then steal everything from the bar while they were knocked out. Little did he know that his plan had the potential to backfire horribly.
Lunamaria Hawke |
dotting for submission
I have been dancing between three ideas of late...
one is a soulknife, the other a Cavalier using this archetype with the order of the dragon, and finally a vitalist aka medic type of hero. please tell me what you think of these guys and I will make up a story right away.
for your question I have to give props to Edward Newgate of one piece but also to Sir Francis Drake both worthy of the things they did...
DM - Voice of the Voiceless |
Rosa Luminass:
Of course she can be offered - but I would ask you to look over the requirements listed in the first post as to character creation.
Then you'll just need to comply with those and offer the character up for selection.
Jonasty1031:
Noted and will review in a bit. Lacking Blood of Fiends is not a problem, and if selected we can chat over any minor modifications needed.
dunebugg: noted and look forward to the app.
Macharius: noted and look forward to the app.
Alexi 'Crocodile':
All characters would be useful in their own way, and I tend to not do much overt character sheet factchecking until I've selected the group. The level of detail you've put forward is more than enough for me to get a feel for the character and how you'd likely play him. I'll follow up with any questions a little later.
Jarred Henninger:
Looks complete to me and I'll have a better look soonish.
Tirion Jörðhár:
Roger that - if you can put up the basic information in this thread in a spoiler that would be grand. Just makes it easier for me to look over the applications down the track.
Lunamaria Hawke:
Interest noted and look forward to the app. I don't like to tell people which characters I'd prefer or what would fit better. I'd just ask you to settle on whatever character concept resonates best with you and put that one forward.
On the 3PP classes I'm open to them, though would need to see which you decide upon as your choice before looking in a bit more detail at that specific one.
ThatEvilGuy |
EDIT: Going to actually think about this a bit more before choosing a character for this that I'd like to play forever if I'm chosen.
John Rhasp |
Official Submission for John Rhasp
8 str
12 dex
12 con
14 int
10 wis
19 cha
Kyton Blooded Death Mage (Corpse Mage). Will go with Fetish for his 3rd level bond.
-Skills-
+5 Acrobatics (1 rank, +1 dex, +3 class)
+9 Bluff (1 rank, +5 Cha, +3 class)
+6 Craft (skrimshaw) (1 rank, +2 Int, +3 class)
+5 Profession: Sailor (1 rank, +3 class, +1 trait)
+10 Intimidate (1 rank, +5 Cha, +3 class, +1 trait)
+5 Stealth (1 rank, +1 Dex,+3 class)
+5 Swim (1 rank, +3 class, +1 trait)
-Traits-
Captain's Blade: +1 climb and balance on ships. Acrobatics always a class skill.
Buccaneer's Blood: +1 Profession Sailor and Intimidate, +1 to Infamy and Disrepute.
Unnatural Presence: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.
River Rat:You gain a +1 trait bonus to damage dealt with a dagger and a +1 trait bonus to Swim checks. Swim is always a class skill for you.
-Feats-
Spell Focus Necromancy (race)
Extra Traits (1st)
John is an amnesiac. He is drawn to the sea, and seems to be recognized by some seafarers, but he has no idea who he is or what happened to him before he washed up onto the beach. All he knows is that he hears whispering voices and has marks on his palms in the shape of a ring of bones, interlocked like chains.
John's personality is something of a blank slate. Without much of a background to draw from, he relies instead on intuition and natural gifts. He is a natural leader and quite clever and witty, but has some trouble relating to others. He dislikes being told what to do, but will take orders if he needs to. He is patient, inspiring, and ruthless when necessary. He often gets lost listening to the voices of people no one else can hear.
[spoiler=why your character would take to a life as a buccaneer]
He is drawn to it somehow, taking to most things on ship like a fish to water. He has dreams of the sea, of grasping hands in the water and skulls in storm clouds. The voices he hears push him toward life at sea. He doesn't know if that's what he used to be, but it seems likely.
[spoiler=outsider heritage] John's skin is a pale blue, like a drowning victim. He has an uncanny way with rope and knots.
[spoiler=Favorite Pirate Character]
Tough call. I'm going to go with the Dread Pirate Roberts.
ThatEvilGuy |
Do you allow the synthesist summoner archetype before I go any further? I know some GMs have some serious issues with it.
I'm thinking of a tiefling that is soulbound to an ancient creature of the depths that can call upon a shard of its ancient, monolithic powers to encompass himself in a cocoon of magically solid seawater in the shape of a thing that acts as living armor as basic flavor.
DM - Voice of the Voiceless |
ThatEvilGuy:
I am open to just about everything, though I reserve my own grains of salt when casting my eye over the submissions. So feel free to pitch with a synthesist, but I'll likely be scrutinising it a little closer then I would other apps.
Sasha Neville:
For ease of my reference, I'd like to see the What do you Need to Post Now for an Application put in a spoiler within the thread itself. It just makes it easier for me later on to review as I don't need to trawl through multiple aliases since everything is in one spot.
Sasha Neville |
re-print here:
STR:12 / DEX:14 / CON:12 / INT:11 / WIS:14 / CHA:16
Race: Demon-Spawn Tiefling
Class: Wildblooded Sorcerer (Sanguine bloodline)
Alignment: CN
portrait
AC 13, touch 12, flat-footed 12
(+1 armor, +2 Dex)
HP: 7; (1d6+1);
Speed: 30 ft.
Melee: bite +1 (1d4 +1 20/x2)natural
Melee: Cestus +1(1d4+1 19-20/x2)
Ranged: Dart +2 (1d4 +1 20/x2, range 20')x10
Ranged: spell ranged +2 (as spell 20/x2)
Melee: spell touch +1 (as spell 20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +0; CMB +1, CMD 13
Initiative: +2 (dex)
Senses: darkvision 60 ft
Fort +1
Ref +2
Will +4
• +2 Strength, +2 Charisma, -2 Intelligence
• Base land speed of 30 feet.
• Darkvision 60 feet.
• Cold, Electricity, Fire Resistance 5.
• +2 Disable Device and Perception
• Bite Attack (Tiefling Ability replaces spell-like ability)
• Favored Class: Sorcerer
• physical manifestations: Jaw will split open to reveal razor sharp fangs when she intiates a bite attack.
• Sahsha has small horns that she has managed to keep hidden with her hair
• Sahsha has deep purple eyes and slightly sunken eye sockes that give her a demonic stare.
• Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
• The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability 6/day
• Level 0 (unlimited) (DC 13): Bleed, Detect Magic, Sotto Voce, Touch of Fatigue
• level 1 (4/day)(DC 14): Ear Piercing Scream, Ray of Enfeeblement
• Besmara's Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession
(sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
• Motherless: Your birth killed your mother, and you learned, even before words, how to manipulate others into looking after you. You gain a +2 trait bonus on Bluff and Disguise checks made for the purpose of making you seem injured, sickly, or weak in some other way
Acrobatics +2
Bluff +3
Diplomacy +3
Disguise +3 (+6 as human disguise)
Perception +6
Profession Sailor +7
Sense Motive +2
Spellcraft +4
Stealth +2
Swim +1
Intimidate¹ +3
Eschew Materials (Sorcerer)
Simple Weapon Proficiency (Sorcerer)
Fiendish Facade - human (level 1)
Haramaki armor - 3gp (Silken sash lined with metal or chain - +1 AC no armor check and no arcane spell failure)
Sasha loves to cause mischief and chaos whenever she can but she knows when to keep it in check when she needs to she is a conniving manipulator attempting to lure victims in when she is hurt to feed off of them as she needs to. She would never hurt those that she deems as friend and would give all she can to help them.
Shasha only recently heard the tales of what happened to her mother and her trasformation to some sort of Sea lich It is her goal to reconnect with her some day but to do that she must set sail and find her.
basic overview...
mother was diabolist attempting to sommon dark powers she also had a penchant for the undead seeking immortality for herself.
while she was finally able to summon a powerful demon lord she was unable to control the beast that she summoned.
The demon decided to use her as a vessel for a macabe experiment with the demon lord orcus and she was impregnated.
forced to flee the city of Ilizmagorti persued by the Red mantis Assassins she took flight on a ship heading south. In an effort to loose the persuers they entered the eye of abendego. the firce hurricane grew darker and more violent than before and in the chaos I was born. My mother died during child birth only to be reborn as a sea lich. I on the otherhand was soon tken by pirates of the shackles and left to be raised on the streets of Port Peril.
DM - Voice of the Voiceless |
Ok - first collated list. Apologies if I have anything incorrect or misrepresented:
Guaranteed Spots:
2 x TBC
The Pirates Elect:
- MonkeyGod - Rakshasa-spawn Rogue / Ninja (Incomplete)
- Alexi "Crocodile" Montague - Rakshasa-spawn Sorcerer (Rakshasa)
- Takao Masato - Oni-Spawn Monk (Tetori)
- Doomed Hero / John Rhasp - Kyton-Spawn Death Mage
- Edward Sobel / Sasha Neville - Demon-spawn Sorcerer (Wildblooded Sanguine)
- Llaelian - Oni-spawn Ranger? (Incomplete)
- Brass Pigeon - Daemon-spawn Rogue (Swashbuckler)
- flykiller - Tiefling Wizard (Siege Mage)
- Jarred Henninger - Tiefling Ranger (Urban)
- Mihajlo Velickovic - interest (Incomplete)
- Mad Beetle - Demon-Spawn Barbarian (Sea Reaver)
- Ander Tarvenio - Daemon-Spawn Wizard (Undead)
- Rosa Luminass - (Incomplete)
- Jonasty1031 - Demon-Spawn Oracle (Outer Rifts)
- dunebugg - Demon Disciple (Incomplete)
- Macharius - Tiefling Fighter (Cad) (Incomplete)
- Tirion Jörðhár - Oni-Spawn Druid (Aquatic)
- Lunamaria Hawke - (Incomplete)
- ThatEvilGuy - Synthesist? (Incomplete)
I think that's everyone... let me know if I've missed anyone or if anything is inaccurate.
Lloyd Jackson |
This is going to be excellent!
Introducing 'Fish' AKA Peq-pez, Elez-mek, or Zhou Yi.
Str 12
Dex 16
Con 12
Int 16
Wis 8
Cha 14
Daemon-blooded Witch, Sea Witch archtype
Feats: Extra Hex(Water Lung)
Traits: Touched by the Sea, River Rat (Don't have Blood of Fiends, if you know of a trait that would work better, please let me know.)
Skills: Climb +2, Swim +7, Spellcraft +7, Knowledge(Nature) +7, Knowledge(Planes)
If it would be agreeable to you, I would like to switch some skills around, so that survival and climb are class skills. Reasons are in the fluff.
Hydrodeamons are popular summons for wizards wishing to guard underwater treasures or entryways. How that relates to Fish, well, that's a good question. One that she's been working on for a while. Perhaps it was a summoning that went awry, maybe a daemon didn't kill a victim for some inscrutable reason, or, seems most likely, someone/thing was conducting an experiment and lost, or set loose, a subject.
Why so sure it was a Hydrodeamon? Various peripheral reasons, but mainly because Fish shares their clammy skin, dead white eyes, and love of water.
Why a buccaneer? The sea! The fishies, The shinies! It represents a chance to see new places and find new treasures. Most people forget the ships once they go down, but to Fish it means treasure hoards, playgrounds, and new friends that don't have to be shared with anyone. Besides, it may even mean the chance to find someone else who likes to play beneath the waves. Everyone else either runs away, or dies after a while, and that's boring.
Story so far
Life is tough for wharf rats. Never enough food, stuff, or privacy to go around, and always someone bigger than you who can take it. It sucks, but that's just the way it is. Unless you go beneath. And that is what Fish has always done. Long as she can remember the sea is where you run to when it looks like a beating is coming, if you want to keep something safe, or if you're just tired of being hungry. Just wait by a crab trap until a nice big one crawls by, then snatch it up and dinner is ready. It's also a good place to find all kinds of things: coins, knives, hooks, and other useful derelicts.
If you've lost something to the bay, the wharf rats say to put a message in a bottle, weigh it down with coins, and drop it over the end of the old pier just as the sun goes down. If Besmara favors you, you may find what you seek when the morning light dawns.
Even a comes up so times. And so it was that Fish was sitting on the dock, gazing at the setting sun through a new bobble she found, when she heard some one approach and then....?
ThatEvilGuy |
Here are the basics of Baeron Pyke. I decided against the synthesist since this idea called to me a little stronger.
Feats (still deciding)
Traits Hurricane Savvy, Touched by the Sea
Baeron is as mercurial as the storms he worships and the blood of demons runs strongly within him. Despite being soothed by something as destructive as hurricane force weather, Baeron enjoys the calm at sea as well. He genuinely loves sailing (especially in storms) and is rarely happier than when caught within a hurricane. Quick to violence, he's also quick to befriend when he finally trusts someone and despite his fiendish appearance, the dangers of the sea and need to trust one's life to another, made him quick companions on the salvage boats of Drenchport and his experiences aren't as bad as most tieflings. He is incredibly stubborn, hard-headed and can be quarrelsome, but has learned over the years to keep his mouth shut when the authorities on the sea speak. His back and arms are covered in lash scars from the long learning experience.
Tirion Jörðhár |
Ok, here is Obisyth. Female Oni-Spawn Tiefling Druid.
Str 16
Dex 14
Con 14
Int 8
Wis 17
Cha 8
--> Obisyth is fairly tough and agile and extremely strong for such a small and frail appearing girl. She may not have the best ideas, but she knows when to keep her mouth shut.
Race - Oni Spawn Tiefling
Class - Druid (I dropped the Aquatic Archetype, but am still considering it or some other variant because it works well with the Water Yai Oni.)
Feats - either Spell Focus(conjugation) so that I can get Augment Summoning, or Power Attack for more damage. Probably Spell Focus is better at 1st level.
Only 4 skill points - Survival, Perception, Profession(sailor) [from her time on fishing boats along the Sagava coast], swim
Not sure about traits, need to discuss this as none of them really fit her background. I do not have the Blood of Fiends.
Unknown background. Obisyth was born to the youngest daughter of a low ranking member of the House of Thrune. Unknown at the time, her father was a rare Water Yai Oni. A vile creature who lives only to inflict pain and suffering on others. In this case by assuming the form of a beautiful male suitor and seducing the young girl. Then, once he had gained her trust, he tortured and raped the young girl. And to gain the greatest satisfaction from his deeds, the Oni killed a servant and assumed his form to watch the girl suffer as her family disowned her and sent her child to far off Sargava as a slave.
____________
Obisyth does not know her heritage as she was too young to remember when she was taken from her distraught mother and sent into slavery. Her earliest memories were of being raised in the slave pens of Sargava. She always knew that she was not a human, but rather was a tiefling, as were the majority of other children she was raised with. Most were girls such as herself, although there was always a market for pretty boys as well. This was because most of the slaves being raised and trained by the cruel southern branch of the House of Dragor were being trained to be pleasure slaves, not common servants or laborers. Once properly trained, these slaves would be sold back to the noble houses of Cheliax, as well as to other locations such as Katapesh, Qadira and even distant Vuldra. Unfortunately for Obisyth, she was never the pretty girl that the others were. Her skin had a bluish-green tint. Whereas most of the other tieflings had vestigial horns and tails, Obisyth’s hands and feet are slightly webbed and on her neck are non-functional gills. And most noticeable was her birthmark, while many people have a small mark somewhere hidden on their body, Obisyth has what appears to be a third eye square in the middle of her forehead. The combination of rather strange physical attributes together with a lack of social skills resulted in Obisyth finding that simply not being seen or heard was frequently the preferred choice.
However, one thing that Obisyth excelled at was feats of strength. Even when she was young, she was unnaturally strong for her age. Despite having a frail, almost emaciated frame, by the age of ten, she was able to defend herself and when necessary beat multiple girls four to five years her age. In one case she was accosted by five girls several years older than her. When all was said and done, the teenagers required substantial magic to heal the damage done. Soon thereafter, it became apparent that her value as a pleasure slave was minimal at best. Thus, Obisyth was sold to work on a farm in the far south of Sargava close to the Mwangi border and on the coast. Although still a slave, Obisyth found that this work to be much more enjoyable. She liked working with the plants and animals. She felt almost a connection with the plants which grew from the seeds she sowed and the young animals she helped to rear. In addition she was frequently assigned to work on one of the estates fishing boats where she learned to man the sails and sail the boar while her unnatural strength allowed her to pull the nets with the men. However, always within her was a deep desire to be free, to throw off the yoke of slavery and experience the world. While working in the fields, she could see the sea to the west. Whenever she was on the fishing boats, she always wondered who was on the ships that sailed north and south. Some with strange and multi-colored sails.
As she grew older and wiser, she finally formulated a plan to escape. Although she was still a fairly small, almost tiny, girl, barely five feet in height, she was stronger than most men. Thus, she decided that when she turned eighteen, she would flee and be free. The guards were not that vigilant, especially if one were to head toward the coast as little existed there except the violent sea and death. Nonetheless, Obisyth chose this route. She would be free, she would experience the world, she would swim in the ocean and someday see where all those ships came from and went to. She knew that many of her childhood mates had been shackled and taken to those ships to be sent elsewhere, but where that elsewhere was, she never knew.
Shortly after her eighteenth birthday, Obisyth fled. She knew the basics of fishing from her time on the estate. And she had been in small fishing boats so she knew the basics of sailing. But doing these things as a slave job, and having to get your own food are two different matters. Over the next month, Obisyth scrounged for food on the coast eating crabs and seaweed to sustain her. But she could tell that her strength was waining. So she carefully made her way south soon reaching the town of Port Freedom. While she had never been to a place as large and magnificent as Port Freedom, she knew that the name was a misnomer. She knew that agents of the estate came here to trade, slaves and goods. Thus, she spent her time hiding in lofts and ruins, of which there were many. With her superior night vision, she would come out at night and steal food. While hiding and scrounging such, she discovered that she had a rather strange ability. She could change her appearance for a short period of time. At first she would simply alter her skin and hair color to that of a Mwangi or a Cheliaxian. But over a period of time, she found that she could make herself appear as almost anyone. Thus, she began wait for someone who appeared to have power to leave a building, she would then knock the person out with her strength, steal their clothes, change her appearance to match their, then return into the home or business from whence they had just left and gather food or money.
While Obisyth might not have chosen being a thief as her preferred occupation once free, she knew that she had little other choices. Eventually she came to realize that there were those who cared little for others and would have sold her, or their own children if the price was right, back into slavery. Focusing on those she believed would do wrong to her or others she viewed as less fortunate, she managed to acquire some coins and purchase simple gear, wooden armor and an old scimitar. However, all good things must come to an end. One day, she knocked out an old slaver, but as she was leaving his home, the guard arrived. She immediately fled as their arrows chased her. Not knowing where else to go, she fled south out of the city following the river south and east. Now, she was once again on her own. She managed to steal food from a few farms as she proceeded, but she knew that she could not sustain herself so. Thus, it was with great luck that approximately a week after fleeing Port Freedom, she became entrapped in a snare set by a hunter. But, before the hunter arrived an old man appeared. She did not know where he came from as she never saw or heard him arrive. All that she knew was that one moment she was hanging upside down from a tree, and then next the old man had released her and was asking who she was and whether she was okay. She nodded and asked who he was. He responded that he was an old man and that was all she needed to know. He invited her to his home for dinner which was a rich stew of native vegetables. After talking for a period she discovered that he called himself a druid and that he sought to protect the wilderness from evil, both manmade and natural.
Having no other place to go and having found one of the first people in her life who did not view her as an abomination and evil, Obisyth asked whether she could stay with him and learn his ways. She explained that one of the few things she enjoyed in her life was working with the animals and plants on the estate. He agreed and over the next few years she learned how to work with nature, how to call to and befriend the animals. During this time, she even gained an great seabird as a friend, a mighty albatross which she found injured and lying on the ground near the river one day. She picked up the Albatross, carried it back to her home and nurtured it back to health. This she thought was a life she could love.
Sadly, it was not to be. When she returned home one day from gathering plantain, she found the old druid skewered through with a spear and on it was a note which read - “The House of Thrune never forgets those who defy it and will track those guilty to the end of the world.” Stunned and shocked, Obisyth simply sat there staring at the dead body of the one person in her whole life who had been kind to her. After spending several days despairing over what she should do, she finally decided that the old druid would prefer to be returned to the nature he so loved. Thus, with great remorse, Obisyth dug a grave and carefully buried the old man. After placing several stones upon the grave in the sign of the Green Faith he followed, Obisyth stood up and swore to avenge his death. She did not know how, or when, but that she would dedicate her life to inflicting as much pain on this House of Thrune as she could.
Thus, was it several weeks later that Obisyth snuck aboard a ship heading north from Port Freedom. After several stops along the way, Obisyth found herself in the pirate haven of Port Peril. She quickly learned that those in the city were not to be trusted. Unfortunately merchant ships were not common in Port Peril, at least not when controlled by merchants. During this time, Obisyth came to a realization. While she did not approve of the evil ways and methods of many of the pirates, their willingness to attack Cheliaxian ships was something that she could believe in. By joining with the pirates she could exact her revenge on Cheliax and the House of Thrune, one ship at a time.
So was it that Obisyth found herself sitting in the Formidably Maid hoping to find someone looking to take on new deckhands. Little did she know just how soon she would experience life as a pirate.
Obisyth is more at home with animals than people, but she understands that working with others is necessary if she is to exact her revenge against those who killed her mentor. She is quiet and tends to stay back attempting to avoid trouble, but when necessary, she is willing to raise arms and join in any conflict. She knows that others tend to underestimate her due to her small size. When she does need to interact, frequently she will change her appearance so that others do not know they are dealing with a strange green person. Although preferring to not harm others who do not deserve it, she has seen the wild and seen many people hurt for minor things, thus she has no qualm using force to get ahead if necessary.
Obisyth has no other real option. All that she has know is slavery and the wilderness. To exact her revenge against the Chelaxians and the House of Thrune, she needs others. Pirates with their desire for wealth and violence are a great choice. She hopes to join a pirate crew and slowly work her way up to the point where she can persuade, probably through force, to focus their attacks more and more on Chelaxian ships.
Obisyth's father was a powerful Water Yai Oni. Obisyth never knew her father or her mother having been sold/sent at a very young age into slavery. As a result of her heritage, Obisyth's skin is a pale bluish-green and she has several vestigial physical remnants of her father, specifically slight webbing between her fingers and toes, non-functional gills on her neck, and a birthmark on her head which looks like a third eye. (Will probably switch back to the Aquatic Archetype as this would fit in perfectly with this appearance.)
S many to chose from. I like Edmund Condent because his ship was named The Flying Dragon which is a really cool name. Also, Blackbeard because anyone who was so notorious that his name is known by almost everyone today, 300 years later, obviously did something right.
Deevor |
I shouldn't be doing this ...but...
Demon-Spawn Cleric name will come along in a bit...
Demon-Spawn Cleric: +2 Str and Cha, -2 Int; Skills: Disable Device and Perception; SLA: Shatter
Starting Stat, points, Final Stat
Str 12 + 2 = 14
Dex 10
Con 10 + 2 = 12
Wis 10 + 13 = 17
Int 8
Char 12 + 3 = 15
1 skill pts per level + Favored Class +1 = 2 skill points
1 rank in Perception
1 rank in Know(Religion)
Probably Deity Besmara, Domains (Weather, Oceans)
Alignment: Chaotic Evil almost certainly, although Chaotic Neutral is also possible.
best get back to work now ...
Alexi "Crocodile" Montague |
Here's Alexi "Crocodile" Montague the Rakshasa Blooded Tiefling Rakshasa Bloodline Sorcerer in all of his glory. Let me know what you think of him or if you have any questions.
Str 8, Dex 14, Con 14, Int 10, Cha 19, Wis 10
Rakshasa Bloodline Sorcerer, Rakshasa Bloodline Tiefling
Skills: Diplomacy +9, Bluff +8, Disguise +10
Traits: Hermean Paragon (+2 to Initiative checks), Barroom Talespiner(+1 to Perform (oratory) checks, Diplomacy as a class skill)
Feats: Improved Initiative
Alexi was born on the island of Hermea in the captial city of Promise. Watched over by the magnanimous golden dragon Mengkare and the Council of Enlightenment, Hermea is a utopian experiment in the use of eugenics and strict government within a controlled setting to ensure that the best of humanity is brought forth into the world. However, a small cell of Rakshasa agents infiltrated Hermea's shores through stealth and trickery. They intended to use the breeding program put in place to their own evil ends. When a human and a Rakshasa mate, the result is sometimes a human, sometimes a Rakshasa, and sometimes something in between. By ensuring that they propagated their own seed amongst the genetically exceptional residents of Hermea, the Rakshasas intended to create an army of genetically perfect Rakshasas and Rakshasa blooded sorcerers capable of conquering the entire Inner Sea Region. They were wildly successful, and several sorcererous children and Rakshasas were born as a result of their efforts. However, a number of strange and unforeseen birth defects occurred as a result of their covert breeding program, including animalistic and hermaphroditic traits. When Mengkare investigated the cause of these strange birth defects, he uncovered the Rakshasa plot. Furious at the corruption of his grand experiment, Mengkare eradicated the Rakshasas and almost all of the Rakshasa blooded children on the island. However, some of the children were able to escape with their servitors. Mengkare sent several of his agents out into the Inner Sea region to ensure that all of the remaining children would be tracked down and killed.
Alexi "Crocodile" Montague isn't Alexi "Crocodile" Montague's real name. It's merely his, or possibly her, current alias. Alexi has been on the run from Mengkare's agents ever since the Rakshasa conspiracy was uncovered when he was eight years old. Hunted across the globe, he's watched his siblings and protectors die at the hands of Hermean agents, one by one. Only he was able to survive due to his inborn talents for disguise and deception. Now twenty, he has escaped to The Shackles in hopes of finally finding a place where the vengeful agents of Hermea won't be able to track him down. He's been able to support himself thus far by going from town to town, running various confidence schemes and pulling various heists, robbing the town blind, and then leaving as soon as possible, never to return again. He has a quick tongue, fabricating elaborate yet believable lies swiftly and without conscience or remorse. He even goes so far as to fabricate entirely new personalities when the mood strikes him. Currently he's pretending to be a noble from Cheliax deposed by house Thrune who's seeking his fortune in the Port of Peril. Quickly after acquiring stolen capital, Alexi spends it recklessly on gambling and in bars and pleasure houses, indulging in vice as a way to fill the wound of being attached to no one and being constantly afraid of his death because of his heritage. Because of this, despite pulling off many lucrative heists Alexi is currently broke. Alexi entered the Formidably Maid in order to amend this state of affairs. Impersonating one of the new waitresses, he planned to poison the drinks of the patrons and then steal everything from the bar while they were knocked out. Little did he know that his plan had the potential to backfire horribly.
Ever since Alexi was eight years old there have been constant attempts on his life. He has watched as one by one all of the people he was close to died at the hands of those he once regarded as his kin. He is aware that the Inner Sea Region regards Tieflings as no better than the fiends that they were spawned from. When the Hermean agents came for his fiendish brothers and sisters there was nothing he could do but run and hide. He often found himself in positions where he was forced to abandon those he loved in order to save his own skin. The world has given Alexi no quarter because of what he is and Alexi treats the world in kind. His early experiences broke down whatever moral compass Alexi may have once had, leaving him capable of committing unspeakable atrocities in order to ensure his own survival. Lying, stealing, and murdering have been constant fixtures in his life ever since he was forced out of his homeland. He is extremely paranoid, viewing every human as a potential Hermean agent waiting for the right chance to strike. He has cultivated his talent for duplicity as a defense mechanism against a hostile world, developing elaborate aliases both to conceal his own identity from Hermean agents, survive in the threatening human society surrounding him, and protect his core self from the pain of rejection and isolation he feels due to his lack of loved ones. Because of his talents he is able to ape human emotions in a social setting without opening himself up to the possibility of real vulnerability. But beneath the veneer that Alexi projects is an individual who’s simultaneously constantly calculating and cruel but also constantly terrified and lonely. Deep within, Alexi desires respect and friendship from true peers, but he believes that such a thing is not possible within the world that he lives in, and so chooses to hide himself instead. Alexi steals from others, indulges in vice, and seeks power both in order to protect himself and to fill the gaping wound that years of isolation have inflicted upon him. Possibly, kinship with fellow Tieflings will bring out a side of Alexi that’s been dead for a long time.
Alexi’s aliases tend to fall in one of three camps. First, there’s the mysterious gentleman, a man in his early thirties who dresses fastidiously and is overbearingly polite to all that he meets. He tends to speak in flowery language and attempts to impress all that he comes across with his wit as well as his nobility. When taking on this alias Alexi will often tell outlandish stories of fantastic lands and wondrous experiences that seem a bit hard to believe but likable nonetheless. Yet when questioned about where he comes from or what his name is, he will always refuse to answer fully, dropping only the very subtlest of hints. Alexi takes on this alias when attempting to infiltrate high society events, to seem impressive in a public place, or to go whoring, drinking, or gambling after procuring ill gotten gains. Second, there’s the bawdy maid, a woman in her early twenties with a winning smile and a friendly demeanor. This alias is usually meant to be a woman of common station yet well endowed with natural charms that make her desirable and noticed by all. When adopting this alias Alexi will often crack wise and make sarcastic comments, acting in a flippant but somewhat flirtatious manner. Always handy with an anecdote taken from personal experience or an old wives tale, the bawdy maid has a piece of advice for anyone and everyone. Alexi takes on this alias whenever he wants to gain the confidence of someone, pry a choice piece of information from someone, or infiltrate an organization as a maid or a server in order to complete a heist. Finally, there’s the dejected youth, the alias most in step with Alexi’s own personality. The dejected youth is a male or female teenager dressed in rags and covered in grime. When Alexi assumes this alias he typically dresses himself in ragged clothing and with dark tones. Sullen and hostile, the ragged youth is reserved and distant to all who approach. Putting on an intimidating exterior, the ragged youth exudes an aura of depravity and of ferocious strength. This is the alias Alexi assumes when leaving a town, travelling on the road, attempting to go unnoticed on the streets of a big city, or when attempting to find work of an illegal nature.
Alexi is both comfortable with and capable of stealing from others, regardless of the morality of such actions. Furthermore, deep down he seeks a substantial connection to a group of kindred souls, the sort of connection being a part of a pirate crew could potentially provide for him. Alexi views himself in opposition to a hostile society who seeks to destroy him. Becoming a pirate is a good way to establish his freedom from such a society and to oppose it. In addition, there's a powerful pull coming from his Rakshasa Heritage towards wealth and the accumulation of power over others that's difficult for him to ignore. Becoming a pirate offers endless opportunities for both wealth and power. Likely, if he came into his own within a pirate crew, he would eventually want to make himself its captain.
Before they were all killed Alexi's fiendish brothers and sisters bestowed upon him the nickname "Crocodile" due to his webbed feet, his claws, his pointed teeth, and his crocodilian left eye. Alexi's mother was a Rakshasa with a saltwater crocodile head, and so Alexi has inherited many of her natural traits. Additionally, due to the taint in his bloodline Alexi is neither male nor female, but rather a hermaphrodite. His face is androgynous leaning a little more on the side of the masculine, with a sharp jawline, distinctive nose, high cheekbones, large eyes, long eyelashes, thin arching eyebrows and a shock of black hair that covers his face. His right eye is a deep purple color, resembling the eyes of the ancient Azlanti. He's fairly thin and his skin is extraordinarily pale except for a few patches where green scales break out across his body. His body betrays what looks to be a slight feminine curvature, and there's evidence of a small pair of breasts around his chest. He manipulates his physical qualities by mundane and arcane means every day in order to hide his tiefling features and appear best as whatever alias he's attempting to impersonate at the time. He identifies slightly more as a man than as a woman.
Also, here's the character sheet again.
NE Hermaphrodite Rakshasa Spawn Rakshasa Bloodline Human Sorcerer 1
Medium Outsider (Native)
HP 8
Initiative +8
Str 8
Dex 14
Con 14
Int 10
Cha 19
Wis 10
BAB +0, CMB -1 CMD 11
AC 12, Touch 12, Flat Footed 10
Resistances: Cold 5, electricity 5, fire 5
Fort. +2, Will +2, Ref. +2
Move Speed 30 ft.
Skills: Diplomacy +9, Bluff +8, Disguise +10
Traits: Hermean Paragon (+2 to Initiative checks), Barroom Talespiner(+1 to Perform (oratory) checks, Diplomacy as a class skill)
Languages: Common, Infernal
Feats: Improved Initiative
Racial Features: Fiendish Sorcery, Darkvision 60 ft, Detect Thoughts 1/day
Class Features: Eschew Materials, Bloodline Arcana (add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell selected by you when you begin casting)
Silver Tongue (at 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier)
Sorcerer Spells Known
0th Level Spells (4): Drench, Prestidigitation, Light, Detect Magic
1st Level Spells (2): Sleep, Disguise Self
Spells Per Day:
1st Level Spells: 4
Items On Person: Disguise Kit concealed in boot, all other items in Backpack, in Belt Pouches, or in Coat Pockets.