GM Ragged's Core Rules Souls for Smuggler's Shiv

Game Master waynemarkstubbs

Smuggler's Shiv- the name sends shivers down the spine of even the most hardened Shackles pirate, Mwangi slaver or Sargavan corsair. A grave to a hundred unlucky ships, the island is populated with fierce monsters, dread horrors and savage cannibals. Not the place you would want to be shipwrecked.

But you are.

MAP OF THE SHIV - updated with ambush location

Tentacles on the Causeway



It is often said that "Restrictions breed creativity", so let's see if it is true. I'd like to see if there is interest for a Core Rules only game - no web-enhanced gunslinging drow, no advanced gestalt alchemical half-fey. Core rules only.

And since we're being old school, let's choose an old-school adventure - Smuggler's Shiv is basically the Isle of Dread, so seems a good place to start.

So, rules are:

Core Rules only except you may also take one free campaign trait from the Serpent's Skull Player's guide to get you going. The guide is a free download.
20 point buy
1st level, max hp at this level

I'll be looking for about 5 players who can post every other day at least.

Anyone interested?


Doting for interest


dot for interest.

Question. Would a Paladin fit into this AP? or would a Fighter be better?

-- david


Heh. Was all ready to dot, hoping to play a cleric of Besmara...but Besmara's apparently not in the Core Rulebook.

I hate to be the one who starts you down this slippery slope, but...are you 100% committed to Core only?


Core dotting!


Papa-DRB wrote:

dot for interest.

Question. Would a Paladin fit into this AP? or would a Fighter be better?

-- david

No reason a paladin wouldn't be a good fit. Just two things to consider:


  • It's unlikely that there will be a priest around to atone you if you fall. So choose your deity carefully.

  • Choosing a mount as your Divine Bond may not be sensible in a jungle setting.


Profession Smith 6 ranks wrote:

Heh. Was all ready to dot, hoping to play a cleric of Besmara...but Besmara's apparently not in the Core Rulebook.

I hate to be the one who starts you down this slippery slope, but...are you 100% committed to Core only?

Thanks for bringing this up. As long as the domains, favoured weapon etc. are all in the Core Rules, you can choose pretty much any Golarion deity you like.


GM_Ragged wrote:

No reason a paladin wouldn't be a good fit. Just two things to consider:


  • It's unlikely that there will be a priest around to atone you if you fall. So choose your deity carefully.

  • Choosing a mount as your Divine Bond may not be sensible in a jungle setting.

Yes, the Divine Bond would be the Enhance Weapon ability.

I am thinking of Iomedae. Do you have any suggestions for a code?

-- david


Corin was a divine tracker in a previous build, but I have rebuilt him as a core ranger (though I will admit to preferring the divine tracker over yet another vanilla TWF ranger).

Silver Crusade RPG Superstar 2013 Top 8

GM_Ragged wrote:

Core Rules only except you may also take one free campaign trait from the Serpent's Skull Player's guide to get you going. The guide is a free download.

20 point buy
1st level, max hp at this level

I'll be looking for about 5 players who can post every other day at least.

Anyone interested?

What is starting gold? You are giving us a free Serpent's Skull campaign trait, but may we also have one (or two) traits from the character traits web enhancement used in the PFS core campaign as well?


Dot


GreySector wrote:


What is starting gold? You are giving us a free Serpent's Skull campaign trait, but may we also have one (or two) traits from the character traits web enhancement used in the PFS core campaign as well?

No other traits please - the campaign ones are basically roleplay/plothook traits with a tiny mechanical effect thrown in.

Details of starting gold per class is on page 140 of the Core Rulebook. Either take the average or roll in this thread. If you don't have this because you are working off some sort of Reference Document, then message me privately. Also, why not fork out for at least a PDF of the rulebook? - it's really cheap and gives Paizo their due!


Papa-DRB wrote:


I am thinking of Iomedae. Do you have any suggestions for a code?

-- david

Iomedae is basically the 'classic' paladin, although given that this a wilderness adventure, I suggest you focus on the 'right wrongs, protect the innocent' side, rather than the 'justice, law and authority' side of things.

Silver Crusade RPG Superstar 2013 Top 8

GM_Ragged wrote:
GreySector wrote:


What is starting gold? You are giving us a free Serpent's Skull campaign trait, but may we also have one (or two) traits from the character traits web enhancement used in the PFS core campaign as well?
No other traits please - the campaign ones are basically roleplay/plothook traits with a tiny mechanical effect thrown in.

Even more restrictive than PFS Core? OK, I guess I'll have to remove my other trait...


Dotting for interest. I've had this dwarf ranger 1/ wizard x on my mind for a while now. Optimal? Heck no. Fun? Should be. He'd start ranger but then go up wizard (focusing on abjurations, transformations, divinations, and conjurations) from there. Possibly EK if the game goes past Smuggler's Shiv.

What would you be looking for in terms of fluff?


Fighting Chicken wrote:

What would you be looking for in terms of fluff?

As much as you care to provide - certainly an idea of what motivates him and why he is on a voyage to remote parts.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Lost Omens Subscriber

Here's my partially completed submission. A half-ekujae exiled from her village in the eastern Mwangi Expanse who longs to understand her place in the world. I'll take her first level as barbarian and then probably switch to druid.

Soki:
Soki
Female half-elf barbarian 1
N Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 13 (1d12+1)
Fort +3, Ref +1, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee scimitar +3 (1d6+2/18-20)
Ranged javelin +2 (1d6+2)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 13, Wis 17, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Extra Rage, Skill Focus (Knowledge [nature])
Traits jenivere crew, suspicious
Skills Handle Animal +4, Knowledge (nature) +9, Perception +9, Profession (sailor) +4, Sense Motive +4, Survival +7, Swim +0; Racial Modifiers +2 Perception
Languages Common, Elven, Polyglot
SQ elf blood, fast movement
Other Gear scale mail, heavy wooden shield, javelin (4), scimitar, 74 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Soki was born to a human mother in the western reaches plains of the Mwangi Expanse. She did not know much about her father, and ekujae elf who died when she was still young. Always an outsider within her tribe, Soki left as soon as she was old enough. She hired on as a shipmate in the Shackles, sailing under various crews through the years.

Soki yeans to understand her role in the world, but has trouble making friends, as she has a terrible temper.


1 person marked this as a favorite.

Here's my rough creation. I used the average for her starting money.

crunch:

Karia Sandleton: Female Half-Elf Bard 1,

CR 1/2 Medium Humanoid (Elf, Human);

HD (1d8)+1; hp 9; Init +2; Spd Walk 30 ft.;

AC 14, touch 12, flat-footed 12,

Base Atk +0; CMB +1; CMD +13;

Atk: +2 Ranged 1d8/19-20/x2, *Light Crossbow or +1 Melee 1d4+1/19-20/x2, Dagger or +2 Ranged 1d4/19-20/x2, Thrown

SA: Adaptability (Ex), Armored Casting (Ex), Bardic Knowledge (Ex), Bardic Performance, Boarded in Mediogalti, Bonus Bardic Performance Round, Cantrips, Countersong (Su), Distraction (Su), Elf Blood (Ex), Elven Immunities (Ex), Fascinate (Su), Immunity to Spider Vine Poison (Ex), Inspire Courage (Su), Keen Senses (Ex), Low-Light Vision (Ex), Multitalented (Ex), World Traveler (Sense Motive), ;

SQ: Low-Light Vision; AL: CG; SV Fort +1, Ref +4, Will +2;

STR 13, DEX 14, CON 12, INT 16, WIS 10, CHA 14 .

Skills and Feats: Acrobatics +6, Diplomacy +6, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Untrained) +4, Perception +2, Perform (Oratory) +9, Perform (String Instruments) +6, Sense Motive +5, Stealth +6; Combat Casting, Skill Focus (Perform (Oratory)).

Possessions: Leather; Outfit (Explorer's); Musical Instrument (Mandolin); Dagger; Light Crossbow ; Backpack, Common [ Blanket; Waterproof Bag; Soap (per lb.) (x2); Survival Kit (Common); Waterskin (Filled); ]; Waterproof Bag [ Ink (1 oz. Vial); Stationery; Inkpen (x2); ]; Belt Pouch [ Mirror (Small/Steel); Sewing Needle (x2); ];

Bard: Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:12+spell level) Known: 0th - Detect Magic, Know Direction, Mending, Spark
1st - Cure Light Wounds, Grease

background:

To go somewhere she's never been before. Learn stories and histories never seen or heard till now. This is Karia's life and love.

Born to a human woman and an unknown Elf, Karia was named after the small village her mother caravan was passing through at the time.

She's never met her father, her mother died soon after she was born and none of the other members of the caravan knew of him. Raised by those members of the caravan Karia grew up travelling.

She doesn't really care who her father was, 'Far more interesting stories to discover than such a common thing.' Is her opinion.

Even a travelling caravan follows the same roads, when her love of the unexplored grew too strong Karia said her goodbyes and set off to make her way in the world with her wits and charm.

Her first venture into an unexplored site left her with her hair permanently white, and a great tale to tell. She regards it as a fair trade.

She's always been interested in the stories of the Mwangi expanse, and sees now as her chance to journey there and learn many more. Boarding the Jenivere at Mediogalti, where she learned that some secrets are too deadly to tell, Karia looks forward to her adventures in the expense, and breathes a sigh of relief, leaving Ilizmagorti with some relief.

Hopefully I have everything correct.


1 person marked this as a favorite.

Paladin Starting Wealth * 10: 5d6 ⇒ (6, 4, 6, 1, 5) = 22 = 220gp

Here is the crunch. Still working on background and fluff.

Santrin Starchild:

Santrin Starchild
Male Human paladin 1
LG Medium humanoid (human)
Init +0, Senses Perception +0
Aura aura of good,
=================================================
DEFENSE
=================================================
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield, )
hp 13 ((1d10)+3)
Fort +4, Ref +0, Will +2

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee shield, heavy wooden +4 (1d4+3)
Melee mace, heavy +4 (1d8+3)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

=================================================
STATISTICS
=================================================
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (Longsword)
Skills Diplomacy +7, Heal +4, Sense Motive +4,
Languages Common
SQ aura of good, bonus feat, detect evil, humanoid traits, skilled,
Combat Gear rations (trail/per day) (5), sunrod (5),
Other Gear longsword, outfit (traveler's), chainmail, shield, heavy wooden, backpack, blanket (winter), waterskin (filled), pouch (belt), coin (gold piece) (19), mace, heavy, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura of Good (Ex) You project a faint good aura.

Aura of Good

Bonus Feat Humans select one extra feat at 1st level.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.


@Soki - please remove the Suspicious trait. This will affect your Sense Motive skill as it is no longer a class skill for you.

@Karia Sandleton - please remove the World Traveller trait, and replace with one from the Serpent's Skull guide. I think you are also short of either one hp or one skill rank, unless you have not chosen Bard as either of your favoured classes.

@Santrin Starchild - Please take a trait from the Serpent's Skull guide.

As a general comment, it's probably worth spending as much of your starting gold as you can, as shopping opportunities will be few once the adventure starts.


@GM_Ragged.

'Boarded in Mediogalti' is Karia's SS campaign trait. Do you still wish me to change 'World traveler'?

Added the extra skill point into Profession Cook as a background skill, it shows she's used to cooking for herself while traveling in places without inns or other places to eat.

As a half-elf Karia gets two favorite classes, one is Bard, the other Ranger. If I do get to play Karia she will take a level or two of Ranger to reflect her love of traveling and the skills it's taught her about surviving in wild places.


DBH wrote:

@GM_Ragged.

'Boarded in Mediogalti' is Karia's SS campaign trait. Do you still wish me to change 'World traveler'?

Added the extra skill point into Profession Cook as a background skill, it shows she's used to cooking for herself while traveling in places without inns or other places to eat.

As a half-elf Karia gets two favorite classes, one is Bard, the other Ranger. If I do get to play Karia she will take a level or two of Ranger to reflect her love of traveling and the skills it's taught her about surviving in wild places.

Sorry, my mistake, missed Boarded in Mediogalti. That's fine. Please remove the other trait though, as traits are not in the Core Rulebook.


OK, it's gone.

'Sense motive' Drops by one.


Updated with Trait, Description and Background. If chosen I will set up the appropriate alias.

Santrin Starchild:

Santrin Starchild
Male Human paladin 1
LG Medium humanoid (human)
Init +0, Senses Perception +0
Aura aura of good,
=================================================
DEFENSE
=================================================
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield, )
hp 13 ((1d10)+3)
Fort +4, Ref +0, Will +2, +1 trait bonus on saves vs. disease.

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee longsword [power attack (one-handed)] +4 (1d8+5/19-20)
Melee shield, heavy wooden +4 (1d4+3)
Melee mace, heavy +4 (1d8+3)
Melee mace, heavy [power attack (one-handed)] +3 (1d8+5)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4+3/19-20)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

=================================================
TACTICS
=================================================
Temporary Effects power attack (one-handed),
=================================================
STATISTICS
=================================================
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 14
Feats Power Attack, Weapon Focus (Longsword)
Skills Diplomacy +7, Heal +4, Sense Motive +4,
Traits Colonial,
Languages Common
SQ aura of good, bonus feat, detect evil, skilled,
Gear rations (trail/per day) (5), sunrod (5), tindertwig (5), longsword, longsword, outfit (traveler's), chainmail, shield, heavy wooden, backpack, blanket (winter), waterskin (filled), rope (silk/50 ft.), pouch (belt), pouch (belt), holy symbol (wooden), mace, heavy, mace, heavy, dagger, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura of Good (Ex) You project a faint good aura.

Aura of Good

Bonus Feat Humans select one extra feat at 1st level.

Colonial You come from a long line of Sargavan colonists, stretching back to Cheliax's original expansion into the land during the Everwar. While your people's control of Sargava wanes every day, and Eleder has functioned independently from Cheliax since House Thrune brought diabolism to the political forefront, you nevertheless maintain a hardy Chelish constitution and natural sense of survival. What took you away from home is up to you, but you return to the land of your birth on the Jenivere in the hope of putting Sargava back on the map. You gain a +1 trait bonus on Knowledge (local) checks relating to Sargavan settlements and politics and a +1 trait bonus on saving throws against disease.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

PbP stats:

Race Line in Profile:
LG Male Human
paladin
1
Class Line in Profile:
(HP 13 AC:18 T:10 F:18 Saves F:+4 R:+0 W:+2 CMB:+4 CMD:14 Init:+0 Perc: +0

Description:

Santrin is a young man. Six feet tall and about 180 pounds (sans gear). He carries himself with a self assurance and confidence that is unusual for one just out of his teens.

History:

During his youth, his personality permitted him to settle disputes between rivals and usually come to an equitable settlement. It seemed that he had a budding interest in politics, however an incident involing his best friend, showed him what he was really called to do. His friend was wrongly accused of a crime, and about to be hung for it, when a grizzled old man who had witnessed what truly occured came forward and saved the boy. The man, Crotalus by name, took the two boys under his wing and showed the two of them the way of Iomadae, as he was a paladin of her.

After being accepted into the church, Santrin and his friend went off to the the Worldwound war as Crusaders. After a few battles, his friend was killed, and Santrin decided that was enough for him. He did not need to go off to foreign lands to right wrongs and protect innocents, the tenets of Iomedae he most identified with, but he could do that back home, so he began the long journey back to Eleder to begin his life anew.

Created using PCGen 6.06.00 on Jun 3, 2016


I'll keep recruitment open over the weekend, and probably make selections on Monday.

Silver Crusade

Dotting for interest

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am interested


1 person marked this as a favorite.

Sarin Loker
Halfling Rogue

Stats:
Appearance: Sarin is a small black haired halfling with a hardened body and soul. He was forced to grow up fast and his street smarts shows it. He often wears patchwork leather armor over his patched up pants and shirt. His bow on his back, sword at his waist, and daggers tucked into the small of his back.

Init: +4

Senses: +6

AC: 17 (Dex +4, Size +1), touch 15, flat-footed 13

HP: 8
Current: 8

Saves
Fort +1, Ref +5, Will +2
Languages: Common, Halfling
Speed: 20' (4 squares)

Melee: +0
Ranged: +4

Base Atk: +0; CMB: -1; CMD DC: 13

Skills: 10 (8+2Int)
Acrobatics +10 (1 rnk + 3Cls + 4Dex + 2Race)
Appraise +2 (0 rnk + 2Int)
Bluff +5 (1 rnk + 3Cls + 1Chr)
Climb +6 (1 rnk + 3Cls + 2Race)
Diplomacy + 1 (0 rnk + 1Chr)
Disable Device +8 (1 rnk + 3Cls + 4Dex)
Disguise +1 (0 rnk + 1Chr)
Escape Artist +4 (0 rnk + 4 Dex)
Intimidate +1 (0 rnk + 1Chr)
Knowledge(Local) +5 (1 rnk + 3Cls + 2Int)
Perception +6 (1 rnk + 3Cls + 1Wis)
Sense Motive +5 (1 rnk + 3Cls + 1Wis)
Slight of Hand +8 (1 rnk + 3Cls + 4Dex)
Stealth +13 (1 rnk + 3Cls + 4Dex + 4Race + 1Trait)
Swim +0 (0 rnk + 0Str)
Use Magic Device +5 (1 rnk + +3Cls + 1Chr)

Traits: Stowaway
Feats: Weapon Fineese
Talents:

Class abilities
Sneak Attack +1d6
Trapfinding

Weapons
Short Sword, One-Handed - Attacks: +4; Damage: 1d4 (Piercing Or Slashing);Critical: 19-20/x2.

Dagger, One-Handed, Thrown - Attacks: +4; Damage: 1d3 (Piercing Or Slashing); Critical: 19-20/x2; Range: 10 ft.

Shortbow, Two-Handed - Attacks: +4; Damage: 1d4 (Piercing); Critical: x3; Range: 60 ft.

Armor: Leather

Possessions
On Body: Short sword, 3 Daggers, Shortbow
Belt pouch: Acid, candle, thieves tools, flint and steel, Potion of Cure Light Wounds, 0 pp, 38gps, 6sp, 2cps
Backpack: candle, flask, arrows X 20, rations X 4, bedroll, water skin, Torch x3, Lantern (hooded), oil x2.


Here's this character of mine, a female elf barbarian. I played her back in a campaign that died unfortunately. I'll have to fix her equipment though but other than that she's good to go!


Here's my submission (Corliss Blackboots, Human Cleric of Besmara).

Corliss Blackboots:

Corliss Blackboots
_____________________________________________
Race Human
Gender Male
Age 22
Class Cleric (Besmara) Level 1
Init +6; Senses Perception +3
AL Neutral (formerly CN)
________________________________
DEFENSE
_____________________________________________
AC 17, touch 12, flat-footed 15
(+4 armor, +2 Dex, +1 shield)
hp 10
Fort +3, Ref +3, Will +5
____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee rapier +1 (1d6+1 piercing/18-20) or dagger +1 (1d4+1 piercing, slashing/19-20)
Ranged sling +2 (1d4+1 bludgeoning)

Special Attacks channel positive energy 7/day (1d6; DC 12), Storm Burst (Sp): 6/day (ranged touch +2; 1d6 nonlethal plus more)
Cleric Spells Prepared (CL 1st; concentration +3):
1st—bless, magic weapon, obscuring mistD
0 (at will)—create water, guidance, light
Domains: Trickery, Weather
_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 14, Con 12, Int 11, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Extra Channel, Improved Initiative
Trait Boarded in the Shackles (took +1 reflex save option)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics +
*Appraise +
*Artistry +
Bluff +
Climb +
*Craft +
Diplomacy +
Disable Device +
Disguise +
Escape Artist +
Fly +
*Handle Animal +
Heal + (+1 rank, +3 class, +3 Wis)
Intimidate +
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) +
Knowledge (planes) +
Knowledge (religion) +
*Linguistics +
*Lore +
Perception +
*Perform () +
*Profession (sailor) + (+1 rank, +3 class, +3 Wis)
Ride +
Sense Motive +
*Sleight of Hand +
Spellcraft +
Stealth + (+1 rank, +3 class, +2 Dex)
Survival +
Swim +
Use Magic Device +

* Background Skill

Languages Common
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ aura, Copycat (Sp): 6/day, spontaneous casting (positive energy)
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear rapier (20/2), dagger (2/1), sling (-/-) with 10 bullets (.1/5), chain shirt (100/25), buckler (5/5), 2 wooden holy symbols (Besmara) (2/-), backpack (2/2), belt pouch (2/,5), spell component pouch (5/2), waterskin (1/4), explorer’s outfit (free/8)

Gold 1.9 gp (140 gp originally)
____________________________________________
APPEARANCE
_________________________________________
Height 5’11”
Weight 173 lbs.
Eye Color Blue
Hair Color Black
Region of Origin The Shackles?
Parents Regions of Origin ????
Deity Besmara

Appearance Corliss has wavy black hair and a matching goatee. He is usually pleasant and smiling, but occasionally his facial features turn despondent when he tries to think of his past. He has a bump on his skull from a sailing accident.

Personality Usually pleasant and outgoing, Corliss becomes thoughtful when trying to recall his past. His personal tribulations have taught him to be more patient.

Backstory: Corliss was once a happy-go-lucky pirate on the high seas…or so he believes. An accident (a heavy boom fell on his head) nearly killed the man, and he woke up over a week later in an inn on Crescent Harbor isle in Port Peril. The poor man had no memories of his life before the accident, and though a few crewmates stopped by to check on him and try to raise his spirits, he didn’t recognize a one of them. His ship left port, but his captain and crew left the innkeeper with enough coin to support their fallen mate for several months. Indeed, Corliss remained bedridden for almost another month, and it took two more months beyond that before he felt like his mobility and thought processes were indeed fully restored.

Corliss looked into serving aboard another pirate ship but discovered that he disliked many of the scoundrels who would be his crewmates. He never felt that Besmara had abandoned him (nor he her), but something seemed off…changed with him. In the end, he opted to try to become an honest sailor and healer aboard a merchant vessel. Using up most of his remaining coin, he booked passage aboard The Jenivere, bound for Eleder in Sargava (the city's name sounded vaguely familiar). He had to promise to work as a part-time member of the crew to pay off the portion of passage he couldn’t afford.

Trickery Domain
Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd— nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—screen, 8th—mass invisibility, 9th—time stop.

Weather Domain
Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th— control winds, 7th—control weather, 8th—whirlwind, 9th— storm of vengeance.


Equipment fixed!

Scarab Sages

Pathfinder Lost Omens Subscriber

Here's an updated version of my character submission.

Soki:
Soki
Female half-elf barbarian 1
N Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 13 (1d12+1)
Fort +3, Ref +1, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
. . morningstar +3 (1d8+2) or
. . scimitar +3 (1d6+2/18-20)
Ranged javelin +2 (1d6+2)
Special Attacks rage (5 rounds/day)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 13, Wis 17, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Extra Rage, Skill Focus (Knowledge [nature])
Traits Jenivere crew, suspicious
Skills Handle Animal +4, Knowledge (nature) +9, Perception +9, Profession (sailor) +4, Sense Motive +4, Survival +7, Swim +0; Racial Modifiers +2 Perception
Languages Common, Elven, Polyglot
SQ elf blood, fast movement
Combat Gear alchemist's fire, oil (4); Other Gear scale mail, heavy wooden shield, dagger, javelin (4), morningstar, scimitar, backpack, bedroll, bullseye lantern, fishhook, flint and steel, sack (5), shovel, signal whistle, silk rope (50 ft.), tindertwig (5), trail rations (5), waterskin, whetstone, 6 gp, 5 sp, 8 cp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
Soki was born to a human mother in the western reaches plains of the Mwangi Expanse. She does not know much about her father, and ekujae elf who left when she was still young. Always an outsider within her tribe, Soki left as soon as she came of age. She hired on as a shipmate in the Shackles, sailing under various crews through the years.

Soki yeans to understand her role in the world, but has trouble making friends, as she has a terrible temper. After having been rejected numerous times throughout her life, she also has trouble trusting others.


Lots of martial types - probably room for an arcane caster of some sort.

GM Ragged (shamelessly bumping the thread!)


Something has come up. Please drop Santrin from consideration.

-- david


Dotting if recruitment is still open.


Recuitment will close lunchtime-ish Monday, UK time.


Okay, I have my submission here.

Pamela Aguan:

Female human sorcerer 1
CG Medium humanoid (human)
Init +2; Senses Perception +1

Defense:

AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 6 (1d6)
Fort +0, Ref +2, Will +2

Offense:

Speed 30 ft.
Ranged crossbow, light +2 (1d8/19-20)
dagger (thrown) +2 (1d4/19-20)
Melee dagger +0 (1d4/19-20)
Special Attacks elemental ray (1d6+0 touch, 7/day)

Known Sorcerer Spells (CL 1st, concentration +5):
1st (4/day)—charm person (DC 15), comprehend languages
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), mage hand

Statistics:

Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 19
Base Atk +0; CMB +0; CMD 13
Feats Combat Casting, Dodge, Eschew Materials
Skills Bluff +8 , Intimidate +8 , Perception +1 , Spellcraft +5 , Use Magic Device +8
Trait Boarded in Varisia - +2 on all Bluff checks against jungle natives

Languages Aquan, Common
SQ bloodline arcana, elemental bloodline (water)
Gear rations (trail/per day) (4), candle, crossbow, light, dagger, backpack, bedroll, chalk (1 piece), flint and steel, ink (1 oz. vial), inkpen, parchment (sheet) (4), signal whistle, bell, coin (copper piece) (6), fishhook, manacles (medium), whetstone, waterskin (filled), bolts, crossbow (10)

Special Abilities:

Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's type to Cold.
Bonus Feat Humans select one extra feat at 1st level.
Elemental Bloodline (Water) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage. You can use this ability 7 times per day.

Personality:
Pamela is an attention loving sorcerer, preferring herself to be in the spotlight. She views her magic as a means to capture that attention, viewing others without magic on a lower tier than herself. While sometimes rude or annoying, Pamela still has a good heart when it comes to making friends, working out situations, and even showing mercy. However, she often forgets to warn others about her occasional pranks she likes to pull.

Background:
Pamela hails from Varisia, and has wondered the area a long while before deciding to explore new lands and expand on her arcane knowledge. Not yet having mastered her affinity with water, Pamela boards a ship named the Jenivere.


Recruitment closed.

Thank you all very much for your submissions. Lots of female elf-blooded characters, and lots of names starting with 'S'! They were all excellent. Those who are not selected, please feel free to follow along as the Shiv is a deadly place and who knows what shipwrecked souls will wash up on its shores? (See, you've got me at the 'S' thing now!)

That said, will the following please check into the discussion thread, while I get the RP thread set up:

Corliss Blackboots, Male Human Cleric
Pamela Aguan, Female Human Sorceror
Karia Sandleton, Female HalfElf Bard
Corin Aldesi, Male Human Ranger
Sizara, Female Elf Barbarian


SEEKING NEW PLAYER

Due to player attrition, we have a vacancy for this ongoing campaign. The new player has a choice:

1) You can take on the role of 'Pamela' - a female human arcane spellcaster. Pamela was one of the original survivors of the shipwreck of the Jenivere, but the player dropped out very quickly, and poor Pamela wandered off into the jungle never to be seen again. The advantage of this choice is that the group still has Pamela's equipment at their base camp (you can recreate Pamela as you wish, as a 2nd level wizard or sorcerer, decide her personality, and choose a new set of 1st level equipment).

2) You can be an entirely new character - a survivor of another shipwreck, or a crew member from the Jenivere who washed up somewhere on the island. You probably won't have much equipment, but the party has some resources that they can share with you. Keep in mind though that party currently consists of

Barbarian
Bard/Rogue
Cleric

and have a number of NPC fighters/rangers available to them, so they could really do with some sort of arcane caster.

Rules for character creation are further upthread, except that the character you create should be 2nd level. You should read the Serpent's Skull Players Guide (free download from Paizo) and if you wish to play Pamela, you should read the gameplay thread up to the point where she disappears.

Ask if you have any questions. I would like to fill this vacancy fairly quickly.


So core for you is no Archetypes as well?


Purely Core Rulebook and AP Players Guide.

Grand Lodge

Hamual:

Hamual Nit
Male human (Chelaxian) transmuter 2
LN Medium humanoid (human)
Init +5; Senses Perception +1
—————
Defense
—————
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 15 (2d6+6)
Fort +2, Ref +1, Will +3; +1 trait bonus vs. disease
—————
Offense
—————
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +6)
1st—floating disk , mage armor , magic missile , reduce person (DC 15)
0 (at will)— dancing lights , detect magic , flare (DC 14), mage hand
Opposition Schools Illusion, Necromancy
—————
Statistics
—————
Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Improved Initiative, Scribe Scroll
Traits colonial
Skills Appraise +8, Bluff +3, Diplomacy +4, Knowledge (dungeoneering) +9, Knowledge (geography) +8,
Knowledge (local) +9, Knowledge (planes) +8, Perception +1, Sense Motive +1, Spellcraft +9
Languages Common, Gnome, Halfling, Polyglot, Thassilonian
SQ arcane bond (familiar), physical enhancement (+1)
Other Gear wizard starting spellbook, 150 gp
—————
Special Abilities
—————
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains
enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon
dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Hamual was returning to Sargava when his ship crashed, being born in Sargava as a Chelaxian citizen gave him certain privileges. This island is giving him none of those and he is rather worried about getting home.

I gave him no gear because I assume you want him lost and wandering.


SOLD - please dot the Gameplay thread here - Hamual will be introduced soon.

Community / Forums / Online Campaigns / Recruitment / Ragged's Core Rules Campaign - Souls for Smuggler's Shiv All Messageboards

Want to post a reply? Sign in.