Do What You Want 'Cause a Pirate is Free! [[S&S PbP]] (Inactive)

Game Master Rorrix

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Mighty Beowulf wrote:
Question while I throw something together; I'm considering Dervish Dancing. How do you feel about using a cutlass instead of a scimitar (as they are identical in stats and damage type) and flavoring as more of an... Outlaw's jig or something.

I can get behind that. It's mechanically the same, so it's basically flavor at that point. I'll approve as long as there aren't some special feat shenanigans with cutlasses that I don't know about.


Sarrien the Tiefling Witch of Shadows, seeker of powerful magical treasure has arrived in Port Peril. Accompanied by his trusty raven familiar they seek wealth and power on the seas. For Besmara has favoured him saving his life when he was just a baby. Posing as a cook he has sailed with a merchant for several months before hearing of a map to a lost ruins in Port Peril. So he plans a meeting with a contact one night at the Formidably Maid.

I'm intending to be a debuffer/buffer witch and take improved familiar at 7. Basic idea is that the familiar that he thinks he has now will reveal itself as an Imp and that it has been pretending to be a raven the whole time via their Change Shape ability.

Equipment:

7 x scrolls taught to familiar 175gp (Bungle, Unseen Servant, Identify, Mount, Command, Hypnotism, Strong Wings)
Explorer's outfit 0gp
Compass 10gp
Spring-Loaded Wrist Sheath 5gp - 1lbs
Cold Iron Dagger 4gp - 1lbs
Coins 3gp, 25sp, 50cp

total = 200gp


Witch Stats:

Sarrien
Tiefling Witch 1
LE Medium Native(Outsider)
Init +5; Senses Darkvision 60 ft; Perception +3
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 9 (1d6+3)
Fort +2, Ref +3, Will +2
Resistances Cold 5, Electricity 5, Fire 5
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Offense
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Speed 30 ft.
Melee Unarmed +0 (1d3/x2)
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Spellcasting CL 1; Concentration +7
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Spell-like Ability Darkness 1/day
0th level spells DC 14(3 slots) Daze, Guidance, Resistance
1st level spells DC 15(2/day) Mage Armour, Obscuring Mist
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Extra Hex, Alertness
Traits Ancient Explorer(Local), Reactionary, Desperate Focus
Drawback Attached
Skills(6/level) 0 Appraise +3, 1 Arcana +8, 0 Fly +4, 1 History +9, 1 Local +9, 1 Perception +3, 1 Profession(Cook) +4, 0 Sense Motive +2, 1 Spellcraft +8
Languages Common, Abyssal, Draconic, Dwarven, Elven, Halfling, Cyclops.
Gear
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Special Abilities
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Favoured Class Bonus(1hp) 1hp or 1 skill point per level or the witch's familiar gains resistance 1 against cold, electricity, or fire to a maximum of five of each typeof resistance.
Weapon and Armour Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
1st Level Spells Known(7) Enlarge Person, Ill Omen, Infernal Healing, Mage Armour, Air Bubble, Obscuring Mist, Charm Person.
Cantrips(3 slots) Known = All. These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
1st level Hex[Misfortune(Su)] The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Feat Extra Hex[Cackle(Su)] A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Patron: Shadow At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Patron Bonus Spells 2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow evocation (greater), 18th—shades.
Witch's Familiar(Raven) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Share Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
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Racial Traits
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Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Spell-like Ability Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
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.


Familiar Stats:

Xavier the Raven
N Tiny animal
Init +2; Senses low-light vision; Perception +6
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Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural armour)
hp 4 (half master's hp)
Fort +1, Ref +4, Will +4
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Offense
--------------------
Speed 10 ft., fly 40 ft.(average)
Melee bite +4 (1d3–4)
Space 2.5 ft.; Reach[/b] 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus(Perception), Weapon Finesse
Skills Fly +6, Perception +6
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Special Abilities
--------------------
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Backstory:

When Sarrien was born with mishappen wings and a tail his parents were horified. How could this have happened in their family. They had been simple fishermen for as long as they could remember. Why would an outsider deem to take an interest in any of them. They decided to do what any sane person would do. They took him out on a boat in the middle of the night and tossed him into the sea to drown.

How he survived no one knows. But the truth is Besmara was angry with the fisherman. Years ago she had saved his life in the danger of a storm and he had done little to spread her name for it afterward. She decided that his luck had run out. The same night a wind caused a storm to drive his little boat far out to sea. He was never heard from again. The poor lone mother wasted away the rest of her days as a beggar widow. She lost the house, the business, everything. The little Tiefling was found fast asleep on a beach by an old hag. She took the babe in and cared for him, giving him the name Sarrien.

He grew up in the shackles but away from the ports and cities. The old hag Maria taught him the ways of the sea, Besmara, pirates and many other things but his fascination was always the locations of lost magical treasures and the old ruins. They lived not a few miles from one where he often went to think. Though he had been learning from Maria it was one of these days when he fully became a witch...

The stone pillars surrounding him rising up 15ft. He sits at the base of one of them staring into the distance. Then he heard a voice speak Infernal, "You came from the sea and you must go back to the sea Sarrien." This caused him to jump up from where he was sitting and look around to find what had made that sound. Nothing was there. The trees growing through the ruins didn't allow him to see far. "Who and where are you? he called back in the same language. "Above you. I am but a raven and you have called me yourself. I am to be your familiar. You're a witch Sarrien. Destined to be powerful before the end." He looked up and sure enough a black raven was perched atop the pillar he had been sitting beneath. It took off and slowly flapped down to land on his outstretched arm. It's feathers, though black, gleamed in the light. It was not completely black however. One solitary main flight feather on its left wing was white. "I do not remember calling anyone." he said. "No? But in your sleep last night you called out. The patron of shadows has answered you and sent me. Your time here is finished. The pathetic and weak old witch has nothing more to teach you." the raven said to him then flew off ahead of him towards his home. He chased after it before realising where it must be going and deciding to walk instead. The idea of leaving this place and walking among others worried him. He had been warned that other people may not like him at all or even try to kill him if he wasn't careful. Well if this Patron that had answered him deemed it his destiny then what else was there than to go. The raven was right. This place held nothing for him. Less than 100ft from their hut he found the raven again. When you leave this place you must not have any reason to return. Tonight in her sleep, kill her and her familiar. Then you will be free and she can have no hold on you."

Sarrien returned and later that night when all was quiet he took his dagger and slew the old hag in her sleep. The raven flew out of the darkness and landed on top of the hut. "What do I call you?" Sarrien asked. "My name is Xavier."

They both left the next day and headed to the nearest port. Using his cooking skills he got a job on a merchant's ship for several months. Hearing rumors of a map to lost ruins he disembarked at Port Peril. Someone here had what he needed.


Yo ho:
You are a pirate! Yo ho, ahoy and avast, being a pirate is really badass! This is Mighty Beowulf. There are not cutlass specific feats that I have ever heard of. XD

I am planning on being a free-hand fighter for 3 levels, then a pirate/scout rogue for 5 levels, then a duelist. I'm no one specific role, though combat maneuvers and being tricky to hit are my specialties. Oh, and being a pirate of course.

This is a post example. It's actually a scene in Annabel's backstory that I didn't explicitly share with her memories.

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Picture

Annabel walked onto the deck with an evil grin sliding across her face. She loved her crew, she'd do anything for them. That, ladies and gentlemen, included slaughtering these poor fools for having too much money on their ship. It was an interesting relationship to say the least, but the strangeness of it didn't stop the feeling. No, it made the feeling stronger. It was like her law fueled her chaos and her love fueled her hate. Each tap of her boots against the deck was growing more and more satisfied as if it was being personified into who she believed she would be in a handful of hours. A personification the crew had grown to respect. There aren't many pirates that had been sailing as long as Annabel and she wore that experience with pride.

The waters were turning bloody on the far reaches of the horizon as the sun appeared almost as if it were dipping below the surface of the water. Nighttime was the only thing standing between her, her crew, and their prize. It was going to be vicious, but what pirate didn't get into the business if not for a little excitement? There she was, though, Captain Flint as she had been known. The ruse that she was a human man had been holding steady for several decades and it was a name like Captain Flint that kept that fear alive. As she leaned against the railing of her own ship and watched the last bit of the sun minimized and hid itself beneath the water. They would be ready for the morning and they would all leave these waters rich and she would have her great treasure.

"Rest up, men. You're going to need it."

Slowly from the pocket within her coat she pulled a locket and used what light was available to just look at its outer coating of gold for just a moment before shifting it in her hands so that she was just holding it by the chains.

"After tomorrow you can be whoever you want to be."

And after a quiet whisper of a few elven words, she let the locket drop into the water.

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Aaaand, with relevance to backstory, the next morning didn't go as well as it could have.


RP Sample:

Essar calmly sat at the docks, he read one of his numerous, small booklets that he kept to both pass the time and to assist in his guise. While the binding itself said that the booklet concerned itself with the arts of magic in truth it was a rather lurid tale straight from the printing presses of the local Calistrian temple...

As he read the booklet a woman came to him, in her arms she cradled a sick and weak boy of about eight years. She stepped forward and spoke in a desperate, whimpering voice, "please priest, please heal my son! I'll give you whatever coin I have, just save him please!" As she said this she dropped ten gold coins into his lap, perhaps her entire life's saving. He took the coins and pocketed them.

For the next fifteen minutes he performed a rather trumped up ritual, he waved his holy symbol around slowly above the boy. He spoke in a reverent voice and praised the joys of magic and it's god Nethys, in truth this was all just an act while he stole the divine energy from one god or another to fuel the spell that he had been hired to cast... Then Essar put out his hands, enclosed around the holy symbol upon the boy's chest and spoke a single word. A flash of white light emerged form his hands and the boy at least for the moment seemed healed of his affliction.

In truth Essar did not particularly care, as the woman walked off with her son walking besides her Essar went over to the local tavern to spend his gains for the night...

GM do you like the concept?


This is to help me keep track. I think I got everyone. I left out people who submitted unapproved races. People in OOC text have incomplete submissions.

Melee
Jack Thimble Jr. - (Halfling Swashbuckler, already accepted)
Bartholomew - (Barbarian, waiting on crunch and fluff)
Markelle Flies-By-Night - (Bloodmarked Skinwalker Magus, waiting on fluff and crunch)

Ranged
Serenna, "Peggy" Crusilva - (Human Ranger (Skirmisher/Falconer))
Risam Wakoshi - (Ratfolk Alchemist, waiting on roleplay post)

Divine
Ri'el - (Archon-blooded Aasimar Shaman)
Essar Kalvin - (Human Cleric of Nethys)

Arcane
Sarrien - (Tiefling Witch)

Miscellaneous
Shenar - (Unknown, waiting on crunch)
Annabel Flint - (Elf Free-Hand Fighter)


I have a rough background up. I will work on a RP post shortly. ;)


The old quartermaster knocked three times on the captain cabin's door.
On the other side a feminine voice replied "Come on in"
The Captain was on deck, the quartermaster knew, and the only person allowed to be in his cabin in his absence was his lover, Astrid.
She was slouching on the captain's bed, sipping on spiced wine.
"Did you need something?" she asked with a smirk.
She knew exactly why the quartermaster was here, she was almost surprised that it took him so long.

"You tell me. answered the old pirate We are short one man. Kyle is nowhere to be found, and the men say he was arguing with you last night over some gambling debts."

Astrid nodded, and with a seraphic smile said "That's right. Kyle left us last night. But don't worry, he paid me back before he was gone."

"Left us you say? We have been in the open sea for the last 4 days." The quartermaster face started to turn red as he shouted at Astrid, her calm demeanor and general indifference only made it worse.

"I may have helped with that when I sank a blade into his throat. Right before I threw him overboard."

The Quartermaster was shocked. Not for the act, he expected that much, but rather for how boldly she confessed her crime.
"You don't even try to deny it then. You've been nothing but trouble since you boarded, but that's it. I'll have you thrown out of this ship for this."

Astrid laughed at the quartermaster.
"I really don't think so. You really think you are more precious than me to the captain? or to the crew? Kyle had plenty of debts with many men on the ship. Some of them cheered as I killed that rat in front of them. They love me, and they have nothing but contempt for all your rules."
Astrid took another sip from his wine, as soon as the quartermaster started to talk back she showed him her palm ordering him to stop.
"No... I'll tell you what you are going to do. You are going back to the deck, you will do your work, and you will never question me again.
Because if you don't, I'm pretty sure that the captain will not be happy to know that you sneak in here while he's absent, and we all know that you are not a good enough liar to deny it.
I wonder what he will think of you then..."

All the anger flushed out of the quartermaster immediately. He became pale and started to babble "But I never... I only..."

Astrid giggled as she leaved the bed and approached the quartermaster. She threw her arms around his neck and whispered in his ear with a sultry voice.
"You know pretty well you will never convince him that you don't want me. I bet you have troubles convincing yourself of that..."

The quartermaster leaved the captain room.
He would never question Astrid again.

P.S.:

I'm kinda surprised to be one of the very few evil entries in a non-good campaign.
Anyway... before people start to panic seeing a CE alignment.
Astrid will be an opportunist, and quite devoid of any remorse. But she's not a psycho.
I'm not going to burn orphanages to prove how evil she is.
And I plan to work with the party, Astrid wants a party. gutting the people that are supposed to be her allies is not good for her.
Manipulating them .. sure. but killing them, no.

Her role would be Face/SkillMonkey/Support
I may or may not play heavily the demonic cult part of her character, depending on how the campaign goes.
I do not expect the GM to allow me to take the transformation ritual to become a demon (Book of the damned 2 Page 45) but if it is allowed, I would gladly perform it to become a succubus or at least half-succubus. I loved the concept of demon/pirates in the savage tide AP
If there is any doubt or anything you feel is not good for the campaign let me know, I may be willing to tweak it


Here it is, hopefully it's good. xP

Role Play Intro:

A small figure sits on the dock his little legs dangling under his mantle of brown cloth, a simple mask upon his face and over his head. Thinking of yet another refusal to serve on a pirate ship, still he left them a little bomb for their troubles and good fortune. Perhaps if they had taken the time to listen to him of his alchemic abilities they would have considered things properly. Now here he was still in Port Peril with little to no prospects.

A sudden tugging on his mantle, a roar of a curse, and the thump of a heavy foot fall brought him out of his thoughts. Turning to spy the source he saw a lean muscled and somewhat ugly human, clearly a pirate recently come ashore for some drink and fun. The human glares at him as he speaks.

"Oi you juju looking midget, why don't ya sit somewhere else. How ya gonna make this right you pipsqueak?"

Unseen due to his mask he gave a wide needle toothed smile. Picking himself up he raised his hands.

"Pardons good sir. How about I buy your first round and even a second if you think me insincere."

The pirate seems taken aback for a moment but quickly grunts what could be taken for acceptance. Shortly they are both at one of the countless taverns near the dock, not to long after the man is deep in his cups while Risam keeps buying. The pirate softening with each empty bottle.

"Your a small one but a prince ya know."

Risam pats him on the shoulder as his other hand, not for the first time, lightens the man's purse of a few coins.

"Let me go get you another good sir."

Dodging between the many long legs and moving like a shadow he makes his way to the bar.

"The man over there wants another and a room to sleep it off. Give him a message from me too. I had some business to tend to and I wish him good fortune."

He leaves a few coins to pay for what he requested. After all the pirate had given him double that without knowing, least he could do for the man after his generous gift.


Introducing Sharissa:
Sharissa arrived at Port Peril, she disliked such large groups of people, but it was the best place to get work on a ship - she'd spent too much time with her feet on the earth lately.
The tavern was named Formidably Maid, Sharissa didn't even register the pun, she went straight to the bar.
"Drink, strong and dark", upon being poured a dark rum she glanced around the tavern, her eyes narrowing with a predatory gaze. Slim pickings on this night, still someone may show up.
Hours later Sharissa was a little the worse for wear, some said she drank like a fish, the thought amused and a grim smile briefly skipped over her lips... Speaking of Fish... She should go check on Ripper, this tavern was yielding nothing.
She remembers steps behind on the route to the docks, her dulled reactions being a moment too slow and a sharp pain on the back of the neck... then...

Sharissa evokes the predatory aspect of druidism, Evil in the selfish sense. Spells will be mostly support/post-battle healing, may get a level or two of barbarian somewhere down the line, but staying mostly druid.
While Sharissa is a loner by nature, I will of course play as part of the team for an RPG


hi, im new to online campaigns, but i was wondering if i could join this campaign?


I'm really torn between my two concepts.

On the one hand I have the daughter of am unknown Shackles pirate (could be one of the game's major male NPCs, at the GM's discretion) and a Seascarred-Skinwalker priestess of Besmara who simply used the man to get pregnant. She'd be raised by her mother to be a priestess of the Pirate Queen and would be fiercely independent. She is, of course, a Seascarred Skinwalker herself.

On the other hand I have a Changeling. She is originally from Sandpoint and is teh daughter of the Sea Hag Peg o'Ness who lives along the Lost Coast of Varisia. She initially fled to Riddleport when she started hearing her mother's call. After being safe there for a few months she started hearing the call again and boarded the first vessel she could find, which brought her to Port Peril and a much desired end to her mother's calls. She is a follower of Sivanah who appeared to her as a reflection in the water when she prayed to whichever god would hear her for help in escaping her mother.

Both would be Clerics but the exact nature of their play style would differ.


I'd like to present for your consideration Edward Irmington.
Riddleport's most devious tongue and parttime musician/bard.

Edward's role will be supporting his allies' performance via songs and jokes, social dealings and being a sarcast. He will fight mainly with the bow and prefers to confuse or incite internal conflict with the enemy prior to a fight. If there is a chance he could persuade opponents to join his own side, he would certainly take the opportunity.

Background

Spoiler:

Edward was born in Riddleport from a short fling between a notorious pirate and a hooker from the more expensive brothels. With the pirate quickly gone after 2 days in riddleport, Edward was raised mainly by his uncle who was captain of a big fishing ship, and to a lesser degree his mother, if she had the time that was.
In his spare time he had joined a group of bards, whom were known fortheir "colorful" songs and performances.
He never knew why, but sailors seemed to know of him, nodding when greeting him. His uncle told him bits and pieces as he was a teenager.
This smoothtalker found his way throughout riddleport with his born charms and sharp but sarcastic tongue.

Crunch

Spoiler:

Human Bard lvl 1
CN
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DEFENSE
Hide shirt +3 AC
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AC: 15, 12 Touch, 13 Flat.
Hp 9 (8+1Con)
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OFFENSE:
Melee:
Rapier (1d6), 18-20 x2

Ranged:
Shortbow +2(1d6), x3
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Initiative (+2)
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Save rolls: Fort: +1, Ref +4, Will +2
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STATISTICS
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Human: +2 stat of choice. Chosen: Charisma
Fav class bonus: Extra bard spell known per lvl. Must be a spell from below your highest possible spell lvl.

Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 18 (16+2)
Base Atk +0 CMB +0; CMD 12
Feats:
-Spellfocus: Enchantment. +1 to DC for this school
-Voice of the Sibyl: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill.
Traits:
-Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
-Basmera's Blessing: 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).

Skills: Bluff +11(12 vs female), Diplomacy +11 (12 vs female), Disguise +8, Intimidate +8, Perception +5, Profession [Sailor] +5, Sense Motive +4
Skillpoints per lvl 7(6+1 int)

Languages: Common, Giant.

Encumbrance: (1-33=light)
Starting money: 105gp average.
Money left: gp spent, gp left
Favored Class Bonus: Bard (+1HP)

Known spells
Cantrips x4: Dancing Lights, Daze DC 15, Message, Resistance, Summon Instrument
1st lvl x2: Disguise Self, Hideous Laughter DC 16

Spells per day:
1st lvl x2
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Special Abilities
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Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skilled racial replaced by alternate:
Silver tongued, +2 to Diplomacy & Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.

Weapon and Armor Proficiency

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

Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Personality & Appearance

Spoiler:

Edward is a modestly reserved guy. A sarcast to those he doesn't like, he might appear as anti-social. Which is totally contrary to what type he really is. Edward is well versed in bluffing or persuading his way around, learning the social subtleties from his mother. His uncle taught him the tricks of being a sailor, though Edward hasn't had to put these into practice....yet.
A bit of a manipulative type, he likes to talk his way around situations, sometimes trying to sow competition within enemy ranks to get himself to safety. Why risk yourself when the enemy can turn on one another?

Edward has medium long brown hair and matching eyes. Not the most muscular of men, he's more of a pleasant look-at.

Bit of RP

Spoiler:

Edward was in the best tavern of Riddleport, as far as that's possible, having a drink with some friends of his when a large group of strangers he'd spotted the day before came in. One of his friends was a woman whom, to his annoyance, was spotted and improperly hit on. (As in trying to chat her up)
<Say now lass, care for some quality time?>
Edward leaned back with a smile as if nothing was going on.
"Hello, can i help you with something?"

<Why certainly, kindly hand over your money and ladyfriend here.>
Edward leaned his head sideways.
"Whoa now, that's unfair, i paid that guy a large sum of money yesterday on condition he'd leave us alone.", as he pointed at the most sneaky looking type.
The group raised their eyebrows and turned their heads towards the guy, whom suddenly felt nervous.

"100 gold pieces to be exact, he's got my year's salary and now i'm broke again."
The group angrily turned upon the guy, dragging him out, muttering something about why he'd kept silent about such a loot.
Edward smiled deviously as he and his friends continued their talk.


A recently out of a job, Mullic Hatchet was recently replaced at the local tavern for a better cook. At a distance he's unassuming, average hight,slightly obese, with brown hair and brown eyes. yet with a wild, unsettling look in his eyes, a strong jaw, and large muscles; he seems more apt to kill you rather than serve you dinner. Mullic is a man on the run with a terrible secret, taking a job as a cook as cover from the authorities. Recently,as people have been disappearing off the streets, things have started heating up again as the local authorities begin investigating the disappearances. Grabbing his trusty butcher tools, he seeks to skip town on the nearest ship.


The idea with Hatchet is to be the shady cook for the crew/group. whats a pirates tale without a cook?


anyway; sorry for all the posts,at im new to this online thing. as well as the cook; lets say he's more apt at using his kitchen implements for killing and dismemberment than actually cooking. he's a close range sea rager barbarian apt at duel-wielding and hacking people apart.


Oh, and for future reference, Annabel Flint is a self-given name. Her real elven name is Calaerel Taenil Galanodel Jhaelian. But that's knowledge very few people should have. Pirate's honor and all that.

Oh, and to explain alignment (because there is some amount of debate on how to approach Annabel's alignment), she is good with respect to her crew and her friends-in-crime, but she is completely evil with respect to anyone else. "I will slaughter every man on that ship if it'll help my crew" type deal. I listed her as lawful neutral, but I could see lawful evil as well.


No guns in a pirate game?


"Cold in port today...Fishing isn't any good in the cold..." The last words spoken to Father before the torches. The villagers had never really appreciated him. Never really understood. They were going to kill him and Father. Years of searching, years of seeking for refuge, and it was going to end at water's edge....To die for just the nature in which you lived...for what burden your line carried? Inconceivable, really.

Drums. Now to match the torches, there were drums.

More coming as time allows.

Grand Lodge

This is Valarael Shadowsong Elf Mindchemist Alchemist (bomb throwing type). Her role will be textbook (Knowledges), diplomat, and once she's actually decided on a life at sea I'll pick up a relevant craft. In combat, she'll be ranged damage and, thanks to fire bombs, enemy ship destroyer. I assume my poor mule will be stolen and I'll have to con some big, strong guy into carrying my stuff around.

She's a devotee of Calistria and served, among other things, as a sacred prostitute for the church. Her backstory is mostly written, but that and an RP sample will be forthcoming in another post.

Stat Block:

Valarael Shadowsong
Female Elf Alchemist (Mindchemist) 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)
Ranged bomb +5 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Mindchemist) Spells Prepared (CL 1st; concentration +5):
1st—shield (2)
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 10, Int 18, Wis 9, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits calistrian courtesan, firebug, ship's surgeon
Skills Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +6 (+7 to gather information, reduced to +4(+5) for 24 hours when you fail an opposed Charisma based check), Heal +4, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5, Profession (courtesean) +3, Sense Motive +0, Spellcraft +8, Use Magic Device +6 (+4 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception, alchemy
Languages Common, Elven, Gnome, Sylvan, Varisian, Polyglot
SQ cognatogen, weapon familiarity, vain
Other Gear studded leather, rapier, belt pouch, flint and steel, wooden holy symbol (Calistria), trail rations, mule, alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day), formula book, lamp, mess kit, night tea, oil, pack saddle, pack saddle, rope, soap, sunrod, trail rations, waterskin, 7 gp, 1.5 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can identify potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Calistrian Courtesan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) becomes a class skill.
Cognatogen (DC 14) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Firebug +1 to attack rolls with thrown splash weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.
Ship's Surgeon - You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

Mule Stat Block:

Flagg
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Perception +5
Combat Gear oil (2); Other Gear alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day) (3), formula book, lamp, mess kit, night tea (10), pack saddle, pack saddle, rope, soap, sunrod, trail rations (2), waterskin
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Appearance:

Valarael is a tall, thin, elven woman, with long, straight, platinum-blonde hair. She has a beautiful, angular face, with striking blue, tilted eyes. Her skin is very fair, smooth, and unmarred. She wears well-cut but utilitarian yellow linen, with a black leather vest and overskirt. Her studded leather armor is black with studs of yellow-dyed metal. Her belt and boots are of the same black leather, and a painted wooden holy symbol is displayed prominently on thong around her neck. She carries many small vials in slots on her belt and bandoleers, and carries a sheathed rapier at her waist.

Personality:

Valarael tries to embody the detached, feylike nature of the elves like her goddess, Calistria. She chooses her path and holds to it, not because of some higher calling or sense of duty, but because she chooses it. While she harbors a grudge once given reason, she is not cruel to those who do not deserve it, and she has a soft spot for children, slaves, and mistreated animals. She is a sensual being, charismatic and beautiful, and she uses that aspect of herself to hide her intellect and agility from others. Valarael lacks strong moral convictions, and any appearance of a moral code is simply expediency and self-preservation. For example, senseless killing goes past her bounds, as it would merely cause another to visit vengeance upon her.


So no to fletchling?

My bad for assuming, I switched it from drow without approval.


You are ok with the concept in the profile GM? Just making sure, if I get selected and you and I are thinking two different things it could get confusing real fast...


@Bane88: Fetchling is alright by me, I think I just accidentally skimmed past you, whoops.

@Essar: Nothing unusual about a human cleric, unless you're telling me you did something extra that I didn't notice. Fluff is fluff, that just comes down to however you roleplay, so that's fine. I'm not sure what you're asking for approval on.

Lantern Lodge

Pretty sure it's 'fetchling', Bane88. They don't have feathers. ;)

Also...are there any Calistria-worshipping player characters out there who are not temple prostitutes? I sure as heck have not seen one...
That's not supposed to be the reason they're called "player" characters! XD

As for Essar, I think what he's asking about is the "Path of Ur". He's asking about importing an 'ur-priest' concept from 3.5. The ur-priests were divine casters who stole divine energy rather than obtaining it by supplication to any specific deity. It's why he doesn't have a divine patron listed in his profile, but instead has that bit about the "Path of Ur".


Ah, I see, thanks for the clarification. As long as it's just flavor, it sounds fine to me. It would have been nice if that was explained better originally.

Lantern Lodge

Rorrix wrote:
Ah, I see, thanks for the clarification. As long as it's just flavor, it sounds fine to me. It would have been nice if that was explained better originally.

No worries. =)

To my (admittedly imperfect) knowledge there aren't any deities with both the trickery and magic portfolios (as well as not needing to answer to any deity), so there's a slight mechanical significance if it matters to your decision as the GM. Me, I'm just happy he can channel positive energy.


DM, I am thinking that Markelle will be focusing on spells that involve blood, as he moves along. I'm trying to figure out how to balance his cursed nature, and what's thematically appropriate with spells. :)

But I'm going to get more fluff going. And get him crunched out. I'm thinking he's NG, seeing the uses of laws and freedom, but believing happiness is the most important thing.

Just curious of what you think about the fluff so far.


Actually Asmodeus last time I checked did have both the domains of trickery and magic, he had a different subdomain though for Magic. These domains aren't particularly over powered, unless of course we make it the ninth level of spells in which case Miracle comes into play... If your fine with the flavor GM everything else should be settled.

Lantern Lodge

Essar Kalvin wrote:
Actually Asmodeus last time I checked did have both the domains of trickery and magic, he had a different subdomain though for Magic. These domains aren't particularly over powered, unless of course we make it the ninth level of spells in which case Miracle comes into play... If your fine with the flavor GM everything else should be settled.

I stand corrected. Well, as long as you can channel positive energy and don't bring down the wrath of Besmara on the ship, Ri'el won't care too much. ;)

That said, sailors are traditionally very superstitious, so might be a good idea to ramp up that bluff modifier to hide the fact that you give the collective gods of Golarion the proverbial double-finger each time you prepare spells. XD


Markelle Flies-By-Night wrote:

DM, I am thinking that Markelle will be focusing on spells that involve blood, as he moves along. I'm trying to figure out how to balance his cursed nature, and what's thematically appropriate with spells. :)

But I'm going to get more fluff going. And get him crunched out. I'm thinking he's NG, seeing the uses of laws and freedom, but believing happiness is the most important thing.

Just curious of what you think about the fluff so far.

Vampiric touch would be a good one, especially since you can deliver it through a spellstrike.

Character creation rules for this game state no Good alignments, sorry.

Not much to go on there. Try posting it all together once you have everything fleshed out, for wholeness and my own convenience.

Essar Kalvin wrote:
Actually Asmodeus last time I checked did have both the domains of trickery and magic, he had a different subdomain though for Magic. These domains aren't particularly over powered, unless of course we make it the ninth level of spells in which case Miracle comes into play... If your fine with the flavor GM everything else should be settled.

It all sounds good to me, then! Sorry for the confusion.

Shadow Lodge

While we are at it ... is Astrid entry Ok?
Anything that need to be changed or clarified?


No problem Rorrix, sadly the bluff modifier can only be brought up so high... Question of note Rorrix, would you prefer a personality rework to be more like the prestige class this guy was modeled on (evil alignment, god hater the whole shebang etc...)?


Scarletrose wrote:

While we are at it ... is Astrid entry Ok?

Anything that need to be changed or clarified?

Looks like a CE human bard to me. :3 The fluff is fine.

Essar Kalvin wrote:
No problem Rorrix, sadly the bluff modifier can only be brought up so high... Question of note Rorrix, would you prefer a personality rework to be more like the prestige class this guy was modeled on (evil alignment, god hater the whole shebang etc...)?

Nah, do it how you like. I'm not gonna railroad you like that.


How does the GM feel about a full blooded Orc, intentionally min'd fiercely (5 will, int and cha)? I once started a S&S game that fizzled very quickly due to players with life problems, and one of them played an Orc called Grunt that'd I'd love to take a crack at.


NerdOfTheYear wrote:
How does the GM feel about a full blooded Orc, intentionally min'd fiercely (5 will, int and cha)? I once started a S&S game that fizzled very quickly due to players with life problems, and one of them played an Orc called Grunt that'd I'd love to take a crack at.

Go for it. You'll probably never get a chance to submit anything that ferociously minmaxed on these boards again, so make it count haha.


Oh, I certainly will :)


Cuàn wrote:
I'm really torn between my two concepts.

Shaaaaaaark. Do the shaaaaaark!!

Lantern Lodge

Rats, sharks, orcs and fetchlings... and here I was worrying that an aasimar from Tian Xia might be a little too exotic... XD

Good for developing a reputation on the high seas though. =)


Jack Thimble, Jr. wrote:
Cuàn wrote:
I'm really torn between my two concepts.
Shaaaaaaark. Do the shaaaaaark!!

I agree, do the shark.


Jack Thimble, Jr. wrote:
Cuàn wrote:
I'm really torn between my two concepts.
Shaaaaaaark. Do the shaaaaaark!!

Just don't jump it in the process!


Rorrix wrote:

This is to help me keep track. I think I got everyone. I left out people who submitted unapproved races. People in OOC text have incomplete submissions.

Melee
Jack Thimble Jr. - (Halfling Swashbuckler, already accepted)
Bartholomew - (Barbarian, waiting on crunch and fluff)
Markelle Flies-By-Night - (Bloodmarked Skinwalker Magus, waiting on fluff and crunch)

Hmm... did I get lost in the page break, or are you not a fan of merfolk?


Longhaired Nori wrote:
Rorrix wrote:

This is to help me keep track. I think I got everyone. I left out people who submitted unapproved races. People in OOC text have incomplete submissions.

Melee
Jack Thimble Jr. - (Halfling Swashbuckler, already accepted)
Bartholomew - (Barbarian, waiting on crunch and fluff)
Markelle Flies-By-Night - (Bloodmarked Skinwalker Magus, waiting on fluff and crunch)

Hmm... did I get lost in the page break, or are you not a fan of merfolk?

Quote on Merfolk from previous post:

Rorrix wrote:

@Ridge: Of course archetypes are okay!

@Shisen: Whoops, missed that. I'm going to go ahead and say no on Merfolk. While they're somewhat thematically appropriate, they're too strong compared to other races, especially for this adventure.


Hi Rorrix! Very interested in this campaign--what are your feelings on a gillman? It won't change the character too much if they're a nay (looking at making an alchemist, probably vivisectionist, of the "Ship's Surgeon" background); I just play a lot of humans and demi-humans, and would enjoy playing something slightly more exotic.


Ooh, I really like the idea of a Vivisectionist ship's surgeon. Do that.


Sounds good to me!

Grand Lodge

I have 4 Calistria worshipers, only this one is a sacred prostitute.


I'd like to submit Lazha Slicksheen, a Half-Orc Cleric of Naderi. Lazha was in an earlier PbP S&S game which unfortunately died a very early death.

Crunch is all in the Profile. I've put the Background here so it's a little easier to see.

Everything appears to match your creation guidelines, but I'll do a once over to see if I need to make changes. Tell me if you see anything that looks off.

Background:
Slicksheens have been pirates for over ten generations, since Capt Gorak earned the name from the shimmer of blood trailing behind his storied ship, The Maw . Lazha's mother, Bonkru Slicksheen was the last captain of The Maw, and she fit the usual mold of ruthless orcish piracy, until her fate changed twenty years ago.
After a routine boarding, Bonkru spared the life of a delicate young Taldan nobleman. She'd intended to ransom him back to his family, but by the time The Maw made port, they had quite improbably fallen in love. This was Lazha's father, Selvi. Bonkru was charmed by his winsome ways, while he became enamored of her curvaceous tusks.

They were an odd couple, but somehow it worked, Bonkru scourging the seas while Selvi raised Lazsha at their seaside home in Port Peril. But shortly after Lazha's fourteenth birthday, Selvi's family learned he yet lived, and sent adventurers to rescue him. But when the adventurers discovered his situation, they mocked him instead. That night, overcome by shame, Selvi leapt from the widow's walk of their home into the sea, while Lazha watched from her bedroom window.

Bonkru flew into a rage and pursued the adventurers, but in her recklessness sent The Maw into a storm it could not weather, where it sunk without survivors.

Lazha adored her father, and began her worship of Naderi as a way to honor his final choice. But as her faith has deepened, she has grown to see her role as more than that -- it is about advising all those who walk difficult paths, whatever strange choices they shall make. "You shall not die alone" is the promise she makes to those she watches over.

Lantern Lodge

Hey Rorrix, a couple of questions:

1. I intend to have Ri'el take a couple of monk levels. In your view, will the Shaman's nature's whispers and Monk's AC bonus stack?
For your reference, there are three different threads with varied opinions on this and similar rule situations. To my knowledge, there has been no official ruling thus far.

2. Any indication of when you intend to make a decision on the party (or should I just keep hitting F5 every couple of hours)?


I'll put an RP sample up tomorrow. Lazha's pretty well-rounded, so her role is going to depend on who else is in the crew. I expect her to be a primary healer/buffer, and secondary face and combat.


Lazha Slicksheen wrote:
Everything appears to match your creation guidelines, but I'll do a once over to see if I need to make changes. Tell me if you see anything that looks off.

I think there are only two things I should probably ask about.

Any problem with using the Water Variant Channeling? (She channels positive at the moment, but I do intend for her to go Versatile Channel eventually, so check out the variant negative channel as well.)

I refluffed her Birthmark trait as Stigmata. Instead of a dagger-shaped birthmark, she starts bleeding at the wrists whenever she channels or casts spells. Seemed much more Naderi-flavorful, but let me know if you'd rather I did it straight.

Everything else looked pretty straightforward, but again, let me know if you have any questions.

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