GM WhtKnt's Open Water - A Skull & Shackles Adventure Path

Game Master WhtKnt

Do you have what it takes to rise from the ranks of a lowly deck-swab to become a captain of your own vessel and sail the seas of Golarion with intent to commit acts of piracy? Find out in this adventure path!

Current Map
Loot Sheet

Chumtooth: HP 91/91; AC 18/13/14; F+8 R+8 W+3/+5; Init +3; Perception +13 (+12 in bright sunlight); Sense Motive +1
Dantes Goldforge: HP 50/50; AC 15/15/14; F+6 R+5 W+7; Init +5; Perception +0 (+2 w/familiar); Sense Motive +0
Faengrim: HP 84 (92)/84 (92); AC 19/12/17; F+9 R+9 W+4; Init +2 (+4 in water); Perception +14 (+2 in urban terrain; +2 vs aquatic humanoids; +4 in water terrain; +4 vs humans); Sense Motive +1 (+2 vs aquatic humanoids; +4 vs humans)
Carmelia Torvé: HP 61/61; AC 25/14/22; F+8 R+9 W+11; Init +3; Perception +14 (+1 vs traps); Sense Motive +15
Navasi: HP 75/75; AC 12/11/12; F+5 R+3 W+8; Init +1; Perception +8; Sense Motive +6

Plunder: 0
Infamy: 20
Disrepute: 15


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Dark Archive

1 person marked this as a favorite.

I must be out of my bloody mind. That's the only explanation.

This is the official recruitment thread for my Skull & Shackles campaign. I have tried six times to get in on a game and failed to do so, so I guess I'll run one instead.

Recruitment will begin today and will remain open until Friday, October 25, at midnight CST. Gameplay will begin Monday, October 28. The reason that recruitment will remain open for such a long period of time is that I am taking a vacation from the 19th to the 27th. This gives everyone plenty of time to get their characters in.

Six characters will be chosen from the lot that reply with completed characters. I prefer you have an alias, but I understand if you don't want to build one for a game you may not play.

I strongly recommend reading the Skull & Shackles Player's Guide before building your character. Doing so will maximize your chances of being picked.

Character Creation:

  • All characters are 1st level.
  • Any alignment is permitted EXCEPT chaotic evil (it just does not work if played properly), but I encourage you to remember that you are (or will be) pirates.
  • 20-point ability buy; no exceptions!
  • Core races are preferred. That doesn't mean that you can't have a different race, just that you will have to work harder to convince me to allow it.
  • Any of the core or base classes is permitted, however, I will tell you that I'm not partial to gunslingers, ninjas, or samurai. Again, I'm not saying that they won't be chosen, just that you will have your work cut out for you. Paladins and cavaliers, for obvious reasons, should carefully consider their reasons for applying.
  • Archetypes are fine.
  • No third-party anything. Period. If it isn't from Paizo, chances are I don't have a copy and will not allow it.
  • Your character should have max hit points at 1st level, and will use the average (PFS rules) thereafter. It just makes things easier.
  • Characters have two traits; one must be a campaign trait for Skull & Shackles. You may modify the non-mechanical parts of the background to better fit your concept.
  • I'm a believer in background, and I will probably use some of the PC backgrounds as side treks during this AP. You don't have to write a novel. Three sentences is fine, so long as it intrigues me.

Characters will be chosen based on adherence to the rules I have set here, party balance, and the most interesting or entertaining entries. Okay, go... before I regain my senses.

Dark Archive

Oh, and if you use Hero Lab to create your characters, it would be appreciated if you send me a copy of the .por for your character if chosen. Having Hero Lab is NOT a requirement and will not factor into whether or not you are chosen to play.


Quick question, what does running a game have to do with you being out of your mind?

Dark Archive

Just the number of games I'm involved in, that's all.


S&S is a complicated adventure to run,(first module at least) many different variables to track such as relationships between PCs and NPCs. I also suggest checking up the alternate rum ration rules since the original ones are brutal.

Dark Archive

True, but it is also one of the more popular and entertaining adventures, and I am running it for my tabletop group (which, while a whole different dynamic, still provides experience). I think I will have a look at the optional rum rations rules, however.


Dotting for interest. Background will be completed tomorrow.


Male sorcerer planned. Aquatic or similar.


Interested. I will build a half-orc Ranger (Beast Master). Clarifying, and about frequency of posts?

Dark Archive

Posters should be able to post at least once a day during the week. My weekends are pretty busy, but I might manage to get in post once a day on weekends as well. Usually during the day, I can keep pace.


I'm interested, as you can probably guess, but I'd like to wait until the results of the other two S&S games get announced before I officially apply.


Here he is, once again hoping to be hit on the head and begin his new career.

Everything about Chumtooth is Paizo-published. Kuru are an unsual race, but native specifically to the Shackles.

Anyone who's read Moby Dick knows that being a cannibal doesn't preclude one from being an invaluable member of a ship's crew.

That being said, please give ol' Chummy a chance!


Also interested - though I noted that you didn't give a starting gold amount for buying equipment. Maximum, average, a set amount? I have an elven freebooter ranger I'd like to apply with here.


Definitely interested in this. I'll toss up a character later tonight, probably a rogue of some shape. I've never played S&S but I have the books and it looks fun.

Dark Archive

Gold won't be too much of an issue, as anyone familiar with the AP can tell you, but let's say average.


I'm going to be putting together a devout follower of Besmara who has been gifted their very own "sea monster" through the goddess for loyal servitude. The character will be a salty dog summoner with a serpent eidolon.

It'll take a couple days to put together, but that is the gist of my idea right now.


Okay, I'm gonna try this guy again. Sh'torek

I use herolabs, but I have no idea what you mean by the term, ".por".

Dark Archive

".por" is the file format that Hero Lab stores your character in. If you look where you store your HL files, you will see that they are portfolios (.por).


I'll be running a Smuggler if I get accepted, which I will (of course) make an Alias for before gameplay starts.

Kataran Var:

Kataran Var
Dropbox Link for HeroLab

Female Human (Chelaxian) Rogue (Smuggler) 1
CN Medium Humanoid (human)
Init +9; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4/19-20/x2) and
Dagger +3 (1d4/19-20/x2) and
Rapier +3 (1d6/18-20/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Weapon Finesse
Traits Eye for Plunder, Reactionary
Skills Acrobatics +7, Appraise +7, Bluff +7, Climb +4, Diplomacy +7, Disguise +7, Escape Artist +7, Perception +4, Profession (sailor) +4, Sleight of Hand +8, Stealth +7, Swim +4
Languages Common, Elven, Orc
SQ conceal item +1
Other Gear Leather armor, Dagger, Dagger, Rapier, 116 GP
--------------------
Special Abilities
--------------------
Conceal Item +1 Can use sleight of hand to conceal items in container or room, not just on the body.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
--------------------

Backstory:

Kataran wasn't a smuggler by birth or trade originally. As the daughter of a moderately successful river trader in Cheliax, she was exposed to her father's business from an early age but led an otherwise mundane childhood. Set to take the helm of the business alongside her father when she came of age, Kataran began accompanying her father's merchandise on barges and caravans.

During one such barge that carried the cargo for a particularly lucrative deal between her father and another river trader, river raiders assaulted the floating convoy and effectively wiped out most of her father's ability to conduct any meaningful business deals. The aftermath of the attack saw Kataran narrowly escaping capture and returning to her father with what little remained of his merchandise.

Her father's declining business saw more and more shady characters approach the businessman and before she knew it, Kataran was riding with much more illicit cargo. As she grew older she grew tired of living in her father's shadow. She struck out as a freelancer, offering her skills and experience to the highest bidder. Her first contract went well and she soon found herself spending the gold from her first successful job in Port Peril.

Which, of course, was when someone spiked her drink and knocked the smuggler out cold.

Dark Archive

Participation in the tavern in the Discussion thread is voluntary and will in no way affect your chances of being chosen. I offer it for those who wish to partake of it, but it is not required. Chances are good that I won't even read it, to be honest, but some people enjoy it, so there it is. It's primary purpose is to provide a place for those who wish to role-play early without cluttering up the recruitment thread.


Yiola's Basic Sheet, her history and motivation will be ready soon.

Darkest Child on the Woods:
#writing#

Sheet:

Yiola
Female Half-orc , Ranger (Beast Master) 1
N Medium Humanoid
Init +4; Senses Low-light vision, Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dexterity)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longbow+5 (1d8/x3) 110ft or Cutlass+1 (1d6/18-20x2) or Net (entangled ranged touch) 10ft
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk+1; CMB+1; CMD15
Feats Precise Shot
Traits Illizmagorti Native, Born to the Water
Skills Acrobatics 7 (+1+3+4-1), Climb 5 (+1+3+0+2-1), Handle Animal 6 (+1+3+0+2), Perception 6 (+1+3+2) {8 to find hidden objects}, Sense Motive 3 (+2+1), Survival +6 (+1+3+2), {7 to track}, Swim 4 (+1+3+0+1-1).
Languages Common,
Combat Gear Longbow (75gp), Cutlass (15gp), Net (20gp)
Other Gear Hide shirt (20gp), Arrow(s), common [40] (2gp), Backpack (2gp),Waterskin (1gp), Belt Pouch (1gp). 39gp
--------------------
Racial
--------------------
Forest Walker More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
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.
Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
--------------------
Traits
--------------------
Ilizmagorti Native You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious-looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.
Born to the Water You gain a +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour.
--------------------
Class
--------------------
Favored Enemy (Ex)
1º Humanoid (human)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, andSurvival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as afavored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


I'll submit Alwen Gaelarean for this. Created for another S&S campaign a while ago, never chosen. Hopefully I can redeem him here.


WhtKnt wrote:
Participation in the tavern in the Discussion thread is voluntary and will in no way affect your chances of being chosen. I offer it for those who wish to partake of it, but it is not required. Chances are good that I won't even read it, to be honest, but some people enjoy it, so there it is. It's primary purpose is to provide a place for those who wish to role-play early without cluttering up the recruitment thread.

Sweet. That'll work.

Okay, do I send you the file to you by PM? Email? Or something else?


Bangkha here, for your consideration.

Drenchport:
Rain was the one thing Drenchport was never short on. It blew in sideways across the fever sea and hammered the roofs and walls. It hammered a young half-orc who squatted on his heels outside a local tavern, hunched low with a spotted cat huddled under his coat, glaring at the sky as if it would scare the rain back into the clouds. The people coming in spared them an odd glance, but no coin.

A ragged looking orc stumbled out of the tavern, unsteady on his feet, and uglier by far than the average Shackles orc. Bangkha sighed as his father fell face down in the muddy street and went to help the old drunk to his feet. He tugged on the old man's arm and that was when he saw the slit across his throat, and the blood still leaking out into the mud.

"Talked too much, that one," said a voice behind him. Bangka turned to see who else had come out of the tavern. A trio of big men, cultists of the Eye, grinned down at the young half-breed. The cat hissed, arching his back, and the men grinned.

"You'll want to watch your mouth, unless you want to end up like your father," the leader said. He had a scrubby black beard and was missing two fingers on his left hand. Bangkha watched him with the same sullen hatred he had watched the sky with moments earlier. Eventually the men left.

He buried his father in the woods near their shack. When he was done, he found old Thorny, one of his father's old shipmates, a withered old human who'd lost his eyes experimenting with gunpowder a few years back.

"They'll have second thoughts on letting you live," Thorny said. "They won't want you coming after them for revenge, so don't. Get a place on a ship, go to Port Peril, or anywhere. Just don't come back to Drenchport til you're ready for them."

Bangkha:
Bangkha
Half-Orc Druid 1
NE Medium Humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d8+6)
Fort +4, Ref +2, Will +4
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Falchion +4 (2d4+6/18-20/x2)
Druid Spells Prepared (CL 1):
1 (2/day) Shillelagh (DC 13), Faerie Fire
0 (at will) Know Direction, Purify Food and Drink (DC 12), Detect Magic
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 15, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Toughness
Traits Besmara's Blessing (1/week), Deft Dodger
Skills Acrobatics -2 (-6 jump), Climb +1, Escape Artist -2, Fly -2, Handle Animal +2, Intimidate +0, Perception +7, Profession (sailor) +7, Ride -2, Stealth -2, Survival +8, Swim +1; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ animal companion link, nature bond abilities (animal companion, cheetah), share spells with companion, spontaneous casting, wild empathy
Other Gear Hide armor, Falchion, 150 GP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Dark Archive

If you are selected, I'll provide an email addy for the file.

One final thing that I should mention (and it really should have gone into the first post, but...)

I will be leveling characters using the suggested guidelines in the adventure path, not by tracking experience. So, you will make 2nd level when the adventure suggests that you should be 2nd level, etc. I have done this with my tabletop group and it seems to work out well and figures to be pretty close if experience were to be tracked anyway. Sorry if this offends anyone's sensibilities, but I find it frees the players up to focus on role-playing rather than worrying about killing sea turtles to get the XP needed to level up.


WhtKnt wrote:
If you are selected, I'll provide an email addy for the file.

Ah, gotcha. Makes sense.

The Exchange

I had a few ideas for a character for a S&S game, so I'll narrow it down and get something up soon.


Interested!


dotting for interest. I think I'll put together an alchemist ship surgeon... hmm might have to convince you on ratfolk for this one heh


One post per day will be no problem. Providing a por file won't be a problem either.


I am going to make a half-elf sea reaver barbarian as I have not played one before and feel it would be fun. The alternate racial traits should have something for me to use.

Since the recruitment period is long I will have time to come up with a good background.

As for posting frequency, I have no problems keeping up with a post per day. My time currently allows for more as well.


I was about this close to submitting a Summoner version of Molly Ringwald on the Breakfast Club, but I decided that wouldn't be the best idea. I'll be back later with either a witch, ranger or bard, in that order.


I would like to apply with a charming, dual-cutlass-wielding human fighter, "Chez".


I was trying to decide what to submit, and this came to me. If you are looking to use our backgrounds against- I mean, use our backgrounds to enhance the story, then feast your eyes.

Tolyn:
Full Name: Tolyn Brinely
Race: Gillmen
Class: Witch
Gender: male
Size: 6'2” 185lbs
Age: 28
Alignment: Chaotic Neutral
Deity: Besmara
Location: Shackles
Languages: Common, Aboleth, Aquan, Draconic, Elven
Occupation: Pirate

Strength 10
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 10
Charisma 12

Background:

Tolyn's family lives near the shore to hide from their Aboleth foes. They have long fought against them, with limited success. The Brinly family has long since resorted to piracy to help finance their private war, though it seemed as though Tolyn was destined to stay on the sidelines of it, since he lacked the usual hereditary resistance to the Aboleths' mental domination. It seemed that way until Tolyn one day noticed a parrot speaking to him in the Aboleth language. It promised him power, and fortune for his family. Knowing this must be a servant of his hated enemies, he first tried to kill the animal, but was unable to. The bird told him that there were no expectations of him, he was free to act as he wished, his patron would grant him powers over time, and all he had to do was wait until he was called.

The only hint that Tolyn's patron actually is an aboleth is the language that his familiar speaks. Regardless, he regards himself as a traitor to his family, and has stayed away since then. He has tried his hand at sailing, though he thinks he would be better in an advisory position. He found himself in the Formidably Maid just after he accepted the parrot's bargain, wondering what he'd gotten himself into. Also, it should be noted that his last name is actually Brinly, though he goes by Brinely, he's gotten so used to people making the joke that he's come to accept it as his name.

Since becoming a Witch, Tolyn's faith in Besmara has strengthened, as he believes, or hopes, that she will give him the strength to use his newfound abilities to fight against the Aboleths. He plans to do this by sailing on a pirate vessel, and turning over some of the money he makes to his family. He has been warned that he lacks a certain resistance to mental domination, and so he is to keep away from the hated enemy as best he can. Despite his suspicions over his patron, he enjoys the company of his familiar, treating it like something in between a pet and a friend.

Combat stats:
Perception +6 (Parrot)
Initiative +4

Saves
-Fortitude +1
-Reflex +2
-Will +2

AC/Flatfoot AC 13/11
Touch AC 12

CMB +0
CMD 12

Hit Points: 7

BAB +0
Speed: 30
Swim Speed: 30

Skills:

5 skill points per level

Appraise +6 (0 ranks)
Knowledge (Arcana) +7 (1 rank)
Knowledge (Local) +3 (0 ranks)
Profession (Sailor) +4 (1 rank)
Sense Motive +5 (1 rank)
Spellcraft +7 (1 rank)
Swim +8 (0 ranks)
Use Magic Device +5 (1 rank)

Feats and Traits:

Traits:
Ilizmagorti Native: +1 Sense Motive checks, can make untrained Knowledge (local) checks regarding pirates or the Shackles
Reactionary: +2 to initiative

Race Abilities:
Amphibious: have aquatic subtype, can breathe air and water
Enchantment Resistance: +2 racial saving throw bonus against enchantments, but take a -2 penalty against enchantments by Aboleths
Water Dependent: Require complete submersion in water at least once per day

Class Abilities:
Cantrips
Hex
Patron Spells: Time
Witch's Familiar: Parrot that speaks Aboleth

Feats:
Scribe Scroll

Hexes:

Evil Eye: Must target a foe within 30 feet that can be seen, choose which the target takes a -2 penalty to: AC, ability checks, attack rolls, saving throws, skill checks. Duration of 3 + intelligence modifier.

[spoiler=Spells]
Level 0
All Cantrips known
Prepared: Dancing Lights, Detect Magic, Read Magic
Level 1
Known: Charm Person, Enlarge Person, Mage Armor
Prepared: Enlarge Person, Mage Armor

Familiar:

N Tiny Animal
Initative +2, Low light vision, Perception +6
AC 14, touch AC 14, Flat footed 12
speed 10ft, Fly 40ft
Melee bite +4 (1d3-4)
Str 2 Dex 15 Con 8 Int 2 Wis 15 Cha 7
Base Atk +0, Cmb +0, CMD 6
Feats: Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6

[spoiler=Weapons]
Dagger 2gp 1d4 19-20/X2 10ft 1lb P or S

Armor:

Armored Kilt 20gp +1ac +6dex 0armor check penalty 0% 30ft 10lbs

Equipment:

123 Gold
Total Weight 13lbs

Spell Component Pouch 5gp 2lbs


I m interested in joining this adventure....
Cadj is Evil, but Loyal

I have decided to get a bonded object (the ring he wears on his left ear, if allowed by the DM)


Applying with this character.


Dotting for interest. After I read the player guide I will post my character concept. Out of curiosity, are you planning on handling combat free form, or use MapTool to take screenshots of a grid?

Dark Archive

Free form where possible, but should a map become necessary, I will use Google Drive.


Alias ​​updated. History and sheet.

Darkest Child on the Woods:
Yiola, this is the only name that her have. The name she won living on the streets of Ilizmagorti. At Mediogalti learned to eat the remains, the timing of when was needful flee by the water, or, the sapience to survive in the jungle. In wilderness had inured living together with animals. On time she began her understand them. Their needs, their desires.
Living with murderous pirates, Yiola learned to "read" these "biped". But she has always preferred the animals, and with them built her personality. The pirates were cruel and killers, but she don’t care, the meaning of what was good or bad does not matter. She sold her services to anyone who could pay the price. Bit by bit she managed to get service like guide, someone who could provide information how to survive in the jungles or in the sewers of Redshore.
Yiola never knew who are her parents, never cared. She only had been wanting survive. Her look (a green bluish skin and a lot of body hair) was never a problem, because she lived most of your life with animals than people. But her only curiosity was how she had been conceived. If your parents had loved or hate each other, and if your birth was due to violence. Always believed that love did not exist among the people, just hate, self-interest and evil means.

Sheet:

Yiola
Female Half-orc , Ranger (Beast Master) 1
N Medium Humanoid
Init +4; Senses Low-light vision, Perception +6
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 13 (+3 armor, +4 dexterity)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cutlass+1 (1d6/18-20x2)
Ranged Longbow+5 (1d8/x3) 110ft or Net (entangled ranged touch) 10ft
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10
Base Atk+1; CMB+1; CMD15
Feats Precise Shot
Traits Illizmagorti Native, Born to the Water
Skills Acrobatics 7 (+1+3+4-1), Climb 5 (+1+3+0+2-1), Handle Animal 6 (+1+3+0+2), Perception 6 (+1+3+2) {8 to find hidden objects}, Sense Motive 3 (+2+1), Survival +6 (+1+3+2), {7 to track}, Swim 4 (+1+3+0+1-1).
Languages Common
Combat Gear Longbow (75gp), Cutlass (15gp), Net (20gp)
Other Gear Hide shirt (20gp), Arrow(s), common [40] (2gp), Backpack (2gp),Waterskin (1gp), Belt Pouch (1gp). 39gp
--------------------
Racial
--------------------
Forest Walker More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
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.
Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
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Traits
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Ilizmagorti Native You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious-looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.
Born to the Water You gain a +1 bonus on Swim checks and only need to make Swim checks once every 2 hours to avoid fatigue, instead of once each hour.
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Class
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Favored Enemy (Ex)
1º Humanoid (Human)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


All apologies to Chumtooth, but i've had this character for a while and have been dying to use him in a Shackles Game. 1st lvl Barbarian but will then shift to Inquisitor of Besmara as per backstory, if accepted. Campaign trait is Pegleg.


I would like to submit Dara Seawind. I'm still working out her stats and backstory, but here is the concept. She is a half-elf Pirate (Rogue). The unwanted bastard of a pirate lord who will do anything to gain her father's favor.

The Exchange

I am submitting myself. I will change up my traits on here to suit this task, I also will provide a .por if I get selected.

Thank you
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I will be getting RID of these 2
Traits:
Ear for Music (Shelyn)
Benefit: You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

Magical Lineage
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.(Chord of Shards).

For
Barroom Talespinner:You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

I'll change the Backstory a little to make it more piratey tonight as well


Hello again Ayaki. I played Rorrath in that Ptolus game we were in a while back.


I would like to apply Oliver for admission to your Skull and Shackles campaign.

Thanks


Dotting for interest... I am thinking about submitting Dantes Goldforge, a dwarven wizard. I'll work on the background and stats and check back in when he's ready.


Chumbeard wrote:
All apologies to Chumtooth, but i've had this character for a while and have been dying to use him in a Shackles Game. 1st lvl Barbarian but will then shift to Inquisitor of Besmara as per backstory, if accepted. Campaign trait is Pegleg.

No different than a guy named Bob running into a guy named Bobby. It's all good.


Sorry @WhtKnt I will have to withdraw my application. Good luck to you all.


I believe this is the list of applicants we have so far:

Javell DeLeon - Sh'torek - Male Undine Barbarian (Sea Reaver) 1
MightyDuck - Kataran Var - Female Human (Chelaxian) Rogue (Smuggler) 1
Azrael Dukshi - Alwen Gaelarean - Male Elven Ranger (Freebooter) 1
Sai Ling - Bangkha - Male Half-Orc Druid 1
Kor - Chesley "Chez" Saryn - Male Human (Taldan) Fighter (Two-Weapon Fighter) 1
wolfman1911 - Tolyn Brinely - Male Gillmen Witch 1
Escharid Blackrose - Cadj Nassen - Male Human (Chelaxian) Wizard (Evoker) 1
Algar Lysandris - Jake Cassard - Male Aasimar Scion of Humanity (Angel-kin) Oracle 1
Devastation Bob - Chumbeard - Male Dwarf (Saltbearded) Barbarian 1
EdwardNightingale - Dara Seawind - Female Half-Elf Rogue (Pirate) 1
Krumthi - Ayaki Kitsune - Female Kitsune Bard 1
Jeff Baylor - Oliver Tressilian - Male Human Ranger (Freebooter) 1


And me!


And maybe not. It seems that my idea for a Sea Reaver has already been done by Javell. With the same traits no less. I am withdrawing. I have been having trouble trying to think up a background anyways. Good luck to everyone.

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