GM Shathira's Skull and Shackles

Game Master Kelarith

Skull and Shackles campaign

Boarding Party

Man's Promise Main Deck

Arron's Journal

PBP Player Expectations

Treasure Sheet


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Lantern Lodge

Well, along those lines, Ri'el will be happy enough so long as none of the crew are sympathetic towards or hoping to join the Red Mantises, or worship Achaekek, or have anything against lizardfolk/kobolds. He'll get along fine with anyone else. XD

Also, good to see that the ACG classes are decently-represented amongst the applicants. I count 5 out of 12. =)
Surprised to see that the 2 swashbucklers are not listed as martials though. IIRC they're full a BAB class?

Dark Archive

I'm looking forward to this. Some interesting submissions :)


I was thinking of a Brawler for this one, sticking with the Ulfen sea raider motiff, but the Sea Reaver archetype sounds like a lot of fun for a Barbarian.

I totally agree though, it's a very eclectic mix, however it falls.

Lantern Lodge

For me, I was keen on trying out the shaman, but I rewrote Ri'el from being an animist to a witch-doctor 'cos I thought a tribal-medicine-man fit the setting better. When there's magic in a pirate story, it's usually some tribal mystic or crone of some description. And when the Ilizmagorti Native campaign-trait led me to read up on the history of Mediogalti island, the rest of the backstory just kinda fell into place. =)


Heh Esra will get along with everyone and no one at the same time. So long as they don't mind waking up to find her hovering over them or the random looking at them, then through them and reminding them they are going to die. :P

Jack and Andrea would have to put up with the occasional outbursts of "But Molly says Besmara/Urgathoa told HER it should be this way!" *Warning, doll may not actually speak for said deity but don't even TRY and tell Esra that :P


Would you mind an investigator, refluffed into being a quartermaster and the administrative member of the crew? After all, even pirates requires someone to count the gold such?

Oh! A ship medic/alchemist would be amusing as well. I am going to start with the crunching and the fluffing at once.

Lantern Lodge

Victor Ravenport wrote:

Would you mind an investigator, refluffed into being a quartermaster and the administrative member of the crew? After all, even pirates requires someone to count the gold such?

Oh! A ship medic/alchemist would be amusing as well. I am going to start with the crunching and the fluffing at once.

A vivisectionist "doctor" by the name of Tweeney Sodd? XD

Moonlights as a barber. ;)


Ri'el wrote:
Victor Ravenport wrote:

Would you mind an investigator, refluffed into being a quartermaster and the administrative member of the crew? After all, even pirates requires someone to count the gold such?

Oh! A ship medic/alchemist would be amusing as well. I am going to start with the crunching and the fluffing at once.

A vivisectionist "doctor" by the name of Tweeney Sodd? XD

Moonlights as a barber. ;)

Woah there. buddy. Let us not get too obvious, shall we?

<.<
>.>

I was actually considering Tweeney Zodd.


Bow before Zodd!


Ri'el wrote:


Also, good to see that the ACG classes are decently-represented amongst the applicants. I count 5 out of 12. =)
Surprised to see that the 2 swashbucklers are not listed as martials though. IIRC they're full a BAB class?

I listed them as an "other" since they're light armored, more skill based than a fighter. I see them as more of a skirmish fighter, like the rogue, so they seemed to fit in better in that category than with the fighter/barbarian/Paladin/Cavalier type. They can kind of fit a lot of niches, which makes them an "other" ;)


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I am typing up my submission now.

She will be a Half-Orc Mobile Fighter. With, if things work out a focus on Whip and tridents style of fighting. Unique I will say but I like the idea forming in my head.


Pathfinder Adventure Path, Rulebook Subscriber

May post something for this after all, really enjoy the campaign.


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Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Do you have any issues with someone familiar with the campaign throwing in a submission? I'm currently running my group through book two at this point in time and I do not want to step into the "arena" if you would prefer I not.

Otherwise, I was contemplating throwing my Human Archaeologist into the mix.


@ Joshua Hirtz I am not turning away anyone. There are other people here that are very much in the running that are currently in other S&S campaigns. It'll depend on the backstory and how well they mesh with others.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Detail Lite Crunch:

Class Mobile Fighter

Stats
14 Str
13 Dex
16 Con (+2 Racial)
12 Int
11 Wis
13 Cha

Skills

Acrobatics
Diplomacy
Handle Animal
Profession:Sailor
Survival

Racial Trait Replacements

Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces orc ferocity.

Ship Climber AKA Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Feats
Weapon Focus:Whip
Weapon Focus:Trident

Traits
Natural Born Sailor
Armor Expert

Background:

Looking at Tania you wouldn’t at first take her for a half-orc, or partial orc, but upon closer inspection you could see it. Her skin had a slight greenish red tint. Her ears were slightly pointed and when she grinned she had pronounced lower canines that looked like miniature tusks. Her build was fairly sturdy and it is clear that she spent a lot of time outdoors.

In fact Tania spent most of her days on a sailing vessel that went out in search of exotic beasts to tame and hunt. Her father was a pirate of sorts and as a gift when she was young gave her a slightly oversized set of armor to run around in while on the ship. This of course made the other men laugh and her mother to tell her, to not mind them.

Sailing on the seas came natural to her and she loved it when they were out on a hunt.

Her father taught her to fight the hard way. By using her as his own sparring dummy. She knew he was doing this to toughen her up and make her strong or out of some sick glee. She wasn’t really sure but to her it was what she was use to. Her mother taught her how to read and write and started working with her to be more flexible and mobile in her armor. Her mother often preached the freedom of the open seas and that a quick wit was needed also. A devout follower of Besmara. She tried hard to listen to her mothers teachings. She also gave her tips on how to climb a ships riggings and demanded she practice that and her ability to move and be flexible.

She knew her mother longed for the open sea again but could not. She was chained to the ship, literally. Her father had taken her as his “wife” and when she tried to escape many times he finally chained her to the bed in his cabin with a magical shackle.

While her father taught her to fight and wield nets and whips to capture the monster they hunted she found herself favoring the whip and a trident. Mostly because some of the creatures they captured were aquatic and the trident worked well for striking them while in water without her losing to much effect.

The crew taught her that being friendly with those around you made your life quite a bit easier and she quickly learned how to cater to various people’s wants and desires and if all else fails how to be diplomatic.

Her mother was getting more and more depressed as the years had gone on. Her father was also getting more and more vicious with her and had been giving her long hate filled looks as she looked more and more like her mother.

By this time she had learned the basics of sailing a ship and had a good grasp on how to pilot one.

Her father gave her a trident and net as a “gift” for coming of age. Her mother gave her a gift she treasures. It was a whip. Her mother had made the whip from strips of manticore leather and her own hair, weaving it tirelessly into a, (to her) beautiful whip sized just for her hands.

Eventually she came of age and she made a decision that would change her fate. It was at this time she decided that her mother must be set free.

During a stop in Port Peril she stayed on the ship while others disembarked. While she couldn’t get the magical shackle off of her mother, she could break the bed it was attached to and did so. Sneaking her mother off the ship she made her way into Port Peril looking for a place to hide her away and get them on a ship out of there so they could earn some money and one day, own and Captain their own ship. Little did she know that her life was going to change. They stopped at a tavern and she was sharing a few drinks with her mother. She knew it was only a few. Less than she normally drank with her father and she found herself passed out on the table.


Amid the clamor and bustle of the busy port town, Jack was delighted. Stepping off the deck of the Grizzled Grindylow, the trade vessel that had carried him all the way here from Devil's Arches, Jack tipped his tricorn hat to the boatswain before strolling down the dock, whistling a jaunty tune. Port Peril, along with all its dangerous delights, awaited him!
From the grinning cutthroats to the bar toughs, he could see that this place was the spitting image of a pirate port. Rapier at his side, he sidled into a tavern whose appealing-seeming sign bore the image of a buxom serving maid with the type of bosom a charming young halfling man could get lost in. "Formidably Maid," he thought to himself. "That's either a good pun or the spelling's a bad joke."

As his eyes adjusted to the gloom of the busy tavern, he sidestepped past a serving wench carrying a platter of drinks and made his way to the bar. It wasn't long before he caught sight of a beautiful red-haired human beauty with a gleaming cutlass at her hip, whose fierce glare told the drunken mass to keep its distance. That obviously didn't apply to Jack, he reasoned, so he downed his drink, ordered two more, and strolled over to her table with both of them. In the hours that followed, the two of them learned a great deal of things from one another. She learned that size isn't everything, and one should never judge a halfling by his cover. Jack, on the other hand, learned that you shouldn't trust strange pirate women you meet in bars, as he was ambushed by several thugs leaving her room, and knocked unconscious before he could even draw his sword.

Jack has been in and out of various recruitment threads and half-started S&S campaigns (none quite getting very far... yet). I'll make a new alias for this game if selected, to keep his character sheet distinct between campaigns. He's a charming halfling scoundrel who's got more daring than sense, but his incredible luck gets him out of trouble as often as his recklessness gets him into it.

While swashbucklers do wear light armor, Jack is in every sense a front-line fighter, and loves showing up bigger and stronger duelists with his speed, agility, and good fortune.


For your consideration....

Appearance:
Striding into the Formidably Maid is 3' of unconventional gobbo pirate. Red eyes stand out against the green skin of the pantaloon-wearing miniature corsair. Dragging over one shoulder is a heavily laden waterproof sea-bag. Slung rakishly across his chest is an oversized bandolier. Slung through the bandolier at shoulder height, is an almost full sized boarding axe whose end bangs against the floorboards. Completing the pirate look, Eli wears a large salt-sprayed leather tricorn hat. He whips the hat off in a debonair fashion for a passing trollop who he mistakes for a lady of high standing. Covering his skull (also at a rakish angle) is a 'pirate necessity' - a red silk bandana. Unfortunately, Eli doesn't realise what most of the people in the room do, that his bandana is actually a pair of women's panties.

Goals & Motivations:
Eli wants to become an salty old sea-dog with a flinty glance and more stories of great adventure than a dog has fleas. He hasn't quite realised that the realities of piracy, privateering, and sailing may be far less glamorous than he hopes. He thinks it will be a life of grog and wenches... and while he doesn't quite understand the 'wench part', he definitely knows wenches are a requirement. He is friendly and well intentioned with just a hint of goblin cold-blooded pragmatism about combat. He is keen to master all of the sailorly arts and plans to send 'booty' home to enrich his family and village.

Story:
Ba'wo was a 9th generation Bonuwat fisherman from Ijo working the shoals and deep waters surrounding the Eye of Abendego. A skilled sailor, Ba'wo hunted game fish across the region from Mediogorti to the Sodden Lands down to the Shackles and Sargava.

On one such trip near Mediogorti, Ba'wo found a sqalling infant wrapped in seaweed, abandoned on a beach... being stalked (or preparing to ambush) some hungry gulls. To his surprise it was a baby goblin. How the toothy child got there, Ba'wo couldn't say. Possibly it was all that remained of a goblin tribe hunted down by the Mediogortians in the constant warfare between the two races, or possibly it was left to die by its own people. In any case, pity moved the fisherman and he took the baby with him, unsure exactly what he would do with the strange little creature.

To his surprise the babe was well-behaved on his fishing boat, comfortable with the rocking of the ocean, the salt spray, and the roar of the waves. It took Ba'wo weeks to make his way home to Ijo on Desperation Bay. In that time, Ba'wo decided to keep the child and raise it as his own. Ba'wo's wife, Mi'asa wasn't easily convinced but, as she hadn't provided the fisherman with a child. she eventually relented and accepted this unconventional addition to their family.

The goblin proved a relatively good child with a knack for boating and sea-faring (Trait: Besmara's Blessing, Trait: Born to the Water [Ijo]), pleasing his adopted parents greatly. Knowing the hurdles a goblin would likely face in the human world, Ba'wo, Mi'asa, and their village spent a great deal of time raising the goblin to understand and be comfortable around humans. They raised him to worship Shimye-Magalla as all the villagers did and even gave him a Taldane name - Elias - to help him fit in. To increase his son's knowledge of the world and chances for success therein - and curb his sometimes quick goblin temper - Ba'wo tithed a local monastery to ensure the brothers would educate Elias and provide moral and martial instruction.

Their efforts were far more successful than they could have ever imagined. Eli sees the world through mostly human eyes. Admittedly, he sees himself as a short, shark-toothed, red-eyed human with a monstrous appetite... but close enough. Admittedly, there are some holes in his education, in part to due the naivete of his village about the world at large and the limitations of his monastic instruction... but Eli is feeling his way through these minor issues.

Ba'wo wasn't rich but he was a successful fisherman, so when Eli announced his desire to see the world and have all sorts of adventures, Ba'wo smiled and funded his son's desires. The old fisherman equipped the youth well - providing him with a sturdy bow, boat-mending tools, suitable clothing, strong rope, a water-proof kit bag, a rakish bandolier, and a boarding axe. Upon arriving at Port Peril, Eli - still a bit naive himself - bought himself a leather tricorn 'pirate' hat for a gold piece. The man who sold it to him assured him that the hat was specially-magicked to ensure smooth sailing and grand adventures... well worth a mere piece of gold!

Crunch:
Eli
Male goblin monk (zen archer) 1
LN Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7

--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+4 DEX, +1 size, +2 WIS)
HP 8 (1d8)

Fort +2, Ref +6, Will +4

--------------------
Offense
--------------------
Speed 30 ft.

Melee boarding axe +5 (1d4+1/×3) or
. . unarmed strike +5 (1d4+1)

Ranged shortbow +5 (1d4/×3)

Special Attacks flurry of blows

--------------------
Statistics
--------------------
Str 12, Dex 19, Con 10, Int 13, Wis 14, Cha 8
Base Atk +0; CMB +0; CMD 16
Feats Improved Unarmed Strike, Perfect Strike, Precise Shot, Weapon Finesse

Traits Adopted + born to the water (ijo), besmara's blessing

Skills Acrobatics +12, Climb +9, Perception +7, Profession (sailor) +7, Stealth +12, Swim +6;
Racial Modifiers +4 Acrobatics, +4 Climb

Languages Common, Goblin

Gear
Peasant clothes
Leather tricorn hat (1 GP)

Shortbow
Boarding Axe

Quivers
> (30) Arrows
> (30) Blunt Arrows
> (2) Grappling Arrows

Bandolier
> Whetstone
> Money: 4 SP, 8 CP

Waterproof Bag
> Artisan's tools
> silk rope (50')

--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Born to the Water (Ijo) Swim checks to avoid fatigue are made every 2 hrs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and bow as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Perfect Strike (2d20, 1/day) With bows, roll twice, higher is attack, lower is confirmation roll.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


@Victor Submit the character and the background, is the best that I can say. ;)


GM, I am concerned that the "personality" portion of my character is too much of a history and concerned that there'll be overlap. What are your thoughts on this?


Is meshing with the others a concern? I created this guy with story in mind... for example, he'll (initially) have lots of misgivings about any and all females on the ship, because "it's bad luck having a woman on board." I was thinking about the roleplaying opportunities this would create. But if you're looking for a party that gets along from the start, I might have to withdraw.

Lantern Lodge

Marklin Rincher wrote:
Is meshing with the others a concern? I created this guy with story in mind... for example, he'll (initially) have lots of misgivings about any and all females on the ship, because "it's bad luck having a woman on board." I was thinking about the roleplaying opportunities this would create. But if you're looking for a party that gets along from the start, I might have to withdraw.

Heh. Nevermind the players. What if there's a misandristic female half-orc NPC barbarian on board? XD


I'll keep my boy as is for now. Personality-wise, he'll get along with others so long as they pull their weight. Practicing physically what's boasted with high-sounding words goes a long way for him too.

Ri'el wrote:
Heh. Nevermind the players. What if there's a misandristic female half-orc NPC barbarian on board? XD

Heh, Heregrihm might hit on her...


I am going to have to bow out.


Will you allow the occult playtest classes (note that is a playtest as such balance isn't a definite)?

http://paizo.com/paizo/blog/v5748dyo5lgna?Uncover-the-Truth-Occult-Adventur es-Playtest#discuss


Pathfinder Adventure Path, Rulebook Subscriber

Just to check, are the tiefling/aasimar variants allowed?


Pathfinder Adventure Path, Rulebook Subscriber

I'll get an alias built up later, I know the remaining gold is less than it should be, there are story reasons why so I am not that worried about it. I did not fill in traits yet as I was unsure if we were allowed any since nothing was said. I think I have it all here, let me know if I am missing anything and I will correct it. Appearance description to come tomorrow.

Presenting Davina Kurikami, celestial sorceress. I gave her Tien instead of common due to her origin story, but took common as a language with a point in linguistics as she has been learning it as she goes.

Build:

Davina Kurikami
female aasimar sorceress 1
CG medium outsider (native)
Init +2; Senses darkvision 60ft, Perception +0
--------------------
Defense
--------------------

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Defensive Abilities resist acid, cold, and electricity 5
--------------------
Offense
--------------------

Speed 30 ft.
Melee dagger +0 (1d4 19-20x2)
Ranged +2
Special Attacks heavenly fire (7/7 per day),
Spell-like Abilities (CL 1, concentration +5)
daylight (1/1 per day)
Spells (CL 1; concentration +5):
1st (n/day)—color spray (dc 16), charm person
0 (at will)—ghost sound (dc 15), mage hand, prestidigitate, ray of frost
--------------------
Statistics
--------------------

Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0;CMD 12
Feats spell focus (illusion), eschew materials
Traits trait 1
Skills Diplomacy +5, Heal +4, Linguistics +3, Profession (sailor) +4
Languages celestial, tien (common), sylvan, elven, abyssal, common (taldane)
SQ favored class (sor), celestial resisitance, darkvision 60ft, spell-like ability, true speaker (replaces skilled), cantrips, spells, bloodline (celestial), bloodline arcana, bloodline power (heavenly fire)
Combat Gear silken ceremonial armor, dagger Other Gear potion of cure light wounds
Misc Gear spell component pouch, backpack, mirror (small steel), backpack, bedroll, mess kit, water skin, trail rations (5 days), belt pouch, 5 gp
--------------------
Special Abilities
--------------------

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Personality:
Davina is a fairly intelligent woman, who tries to help others as she can and has a big heart. She enjoys the open seas now after her travels in pursuit of her sister, and has learned a measure of restraint she was once lacking. She has little faith in the gods after what has happened in her life, and is very driven to accomplish her goal, saving her sister. She accepts that cruelty is a fact of life, especially on board a ship, and while she dislikes it, and strives to mitigate it to the best of her ability, she knows that she can only do so much and must fight these battles as she can, not as she wants to. She has an ear for language and diplomacy, and has some talents as a medic, though she can not come close to what a cleric or other divine caster can accomplish.

Backstory:

Davina was born to a tien warlord in the country of Kwanlai on the continent of Tian Xia. The blood of a lillend ran in her mothers family and occasionally would manifest an aasimar every few generations. She was raised in her father's court, but never fit in very well, not being very orderly, her azata blood made sure of that. Her family was considered blessed by her birth and this led to their downfall.

The advisor began to manipulate her father, raising him up above his fellow countrymen, especially the tengu, and convinced him to begin a war of conquest. As the fighting grew worse, her mother tried to stop him, but the advisor was ready for this and convinced her father that his wife was a traitor, something that he should never have believed. While he could not divorce his wife, he gave her to the advisor to punish as a reward, and the revelation was horrific. Davina had gone to see her mother when the monster arrived, the advisor was no mortal at all, but a succubus that was known as Anakerie.

Davina had to hide in the closet while her mother was...used...by Anakerie, resulting in a pregnancy that should have brought about a half-fiend. As it was, the aasimar blood in her countered enough of the demon's to create a tiefling instead, a cruelly beautiful baby that killed their mother during birth. With her dying breath, their mother told Davina to take her little sister and run south to Tianjing, a country made up of almost all aasimar, and seek shelter at the temple ran by father Tenshi.

They fled there when Davina was only seven years old, and were raised by him over the next sixty years. There life was plain but pleasant, at least Davina's was, her sisters on the other hand, not so much. Nisha proved to be almost as volatile as Anakerie must have been, and was strongly driven by lust. Just when it seemed like her sister would learn restraint, a disaster occurred, Anakerie found them, and brought their late father's army.

During the resulting slaughter, Nisha became separated from the Davina and the paladin assigned to get them to safety before anyone noticed and was left to Anakerie's not so tender ministrations. Determined to get her sister back, Davina aided in preparing to retake the temple and destroy the demon, but they were too late, when they arrived, the demon was already destroyed by father Tenshi in his last moments, but her sister was gone, taken to be sold at a slave auction as a well trained pleasure slave.

Thus began Davina's chase for her sister, she arrived too late to save her from the auction, and when she tracked the man who bought her down, she found his ship had been taken by pirates, his crew killed, and the cargo taken. Rumor had it that a tame succubus was taken as well, but lost in Port Peril when she murdered the ships captain. The vessel her mother's family had loaned her could not go on, and the paladin had to return with it. The only member of the crew to go with her was a tengu ninja who was pledged to protect her and, while he was looking for clues, Davina made a major mistake, she went to the Formidably Maid, and that is where our story begins.


I would like to submit Bennevy Innswell, archaeologist (bard), for a spot on this crew.

Let me know if I need to make any adjustments to his stats.


@Viluki - I'm not allowing the playtest classes. I haven't had the opportunity to even look at them yet.


@drogeney - Yes variants are allowed.


Pathfinder Adventure Path, Rulebook Subscriber

Awsome, I'll tweak the build then.


There alias built, description to come later still, gotta get the notebook with it from my car today. Made her a musetouched aasimar got the spell-like ability changed, and added the favored class bonus (forgot it)


I think I've made my decisions, and let me tell you they were difficult. Just know that none of the submissions were poorly done, and much like casting a play or show, it came down to which characters fit better together. That also gave me a hell of a time.

Here are the choices:

Jack Warpriest of Besmara
Elias Goblin Monk
Ri'el Tian Shaman
Astein Longblade Varisian Witch
Davina Kurikami Aasimar Sorceress
Arenya Tiefling Bard
Garavaen Drusus Gunslinger - Bolt Ace

Those chosen, please head over to discussion and gameplay boards.

Thanks everyone for your submissions.


Thanks for the chance GM Shathira, will make an alias asap.


Excellent choices. Have fun you guys!

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