Bahar the Bloody |
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Any alignment is permitted EXCEPT chaotic evil (it just does not work if played properly), but I encourage you to remember that you are a pirate.
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.
We are specifically seeking someone with healing magic! You don't have to be a cleric, but having the ability to at least cast healing spells will factor heavily into your chances of being selected! Any of the core or base classes is permitted, however, I will tell you that I'm not partial to gunslingers, ninjas, or samurai. Paladins and cavaliers, for obvious reasons, should carefully consider their reasons for applying.
Archetypes are fine.
You have 6,000 gp with which to purchase equipment.
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.
Bahar the Bloody
Dwarf cleric of Besmara 4
CN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 19, touch 10, flat-footed 17 (+7 armor,+2 shield)
hp 39 (4d8+16)
Fort +8, Ref +2, Will +10
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Offense
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Speed 20 ft.
Melee gauntlet (from armor) +3 (1d3) or
unarmed strike +3 (1d3 nonlethal)
Cleric Spells Prepared (CL 4th; concentration +10)
2nd—slipstream[D,APG] (DC 18)
1st—obscuring mist[D]
D Domain spell; Domains Water (Oceans subdomain),
Tactics inquisition
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Statistics
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Str 10, Dex 12, Con 17, Int 10, Wis 22, Cha 5
Base Atk +3; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Craft Wondrous Item, Heavy Armor Proficiency, Toughness
Traits buccaneer's blood, water brave (river kingdoms)
Skills Acrobatics
-4 (-8 to jump),
Appraise +0 (+2 to assess nonmagical metals or gemstones),
Climb -5,
Intimidate -2,
Perception +13
Profession (sailor) +14,
Survival +10 (+12 while at sea),
Swim +6;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ inquisitor's direction, saltbeard, surge, variant channeling (ocean/sea/water variant channeling[UM])
Combat Gear pirate's eye patch[UE];
Other Gear lamellar (iron) armor[UC], besmara's bicorn, boots of the cat[UE], headband of inspired wisdom +2, ring of swimming,Heavy Steel Shield, 33 gp, 3 sp, 3 cp
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Tracked Resources
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Inquisitor's Direction (9/day) (Su) - 0/9
Pirate's eye patch (1/day) - 0/1
Surge (CMB +10, 9/day) (Su) - 0/9
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Special Abilities
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Cleric Domain (Oceans)
Cleric Domain (Tactics Inquisition)
Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
Darkvision (60 feet) You can see in the dark (black and white only).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor's Direction (9/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.
Ocean/Sea/Water Variant Channeling (±1 Sacred) Climb & Swim bonus/enhanced harm for aquatic creatures
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Surge (CMB +10, 9/day) (Su) Create a wave that can bull rush or drag a target.
Its been along time since I had any kind of company, just a crew of skeletons that the mighty Queen gifted me, seems they be paying a fine of some kind or another, while I be made to wait for something, or perhaps someones. The storm, it wasn't natural, the one that took the Captains entire fleet. I was but the Helmsman at the time, and a loyal Priest to mah goddess. She spared me she did, and in a way the rest of the crew with me, be woking off all that debt they had wit her. I keep repeating myself but it because I be lackin in company for so long. We had stolen something, something sacred, I was over ruled by the captain, the fleet had taken gold and plunder, and women, and all sorts of things. The ship i steered, she was carrying food enough to last several lifetimes, all of it somehow mysteriously preserved. Glad I was of that, Since I have no way of knowing how long I was stuck in tha fog. It rolled so thick that had I ever not been paying attention when the anchor was up we would have been destroyed on the wreckage of boats.
"Oh it be all right, if the wind was in our sails,
Oh it be all right, if the wind was in our sails
Oh it be all right, if the wind was in our sails
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a night on shore wouldn't do us any harm
Well a night on shore wouldn't do us any harm
Well a night on shore wouldn't do us any harm
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a nice watch below
Well a nice watch below
Well a nice watch below
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a nice glass of beer
Well a nice glass of beer
Well a nice glass of beer
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well night with the girls
Well night with the girls
Well night with the girls
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a big pot of gold
Well a big pot of gold
Well a big pot of gold
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And, we'll, all, hang, on, behind!
The sound of the Haul Along song went up into the air as the Dwarf Captain of the dilapidated ship approached, the Skeleton Crew ordered about by a Dwarf both in Full Armor of War, and bearing the holy symbol of the Pirate Queen. The Skeleton Crew rattled as they went to work, but at the same time they seemed to be working out some of thier debt to something. The Dwarf at the Helm bellows when the song ends, "Ho There" he waits afterwards, before bellowing again, so as to make sure that all heard him, as well as gives the other time to ascertain if he is real or fake.
Coming down off the ship, you can see that he wore the thick beard of thier kind, though looking at him you could swear that the Salt of the Sea fell from him as if they had been sailing for years if not longer.
"I be supposin that ya be wanting to know about me. To tell you tha truth I be sailing for so long, that I do not know how long it was. The Goddess has allowed me to continue on, even after I should both have been dead. The crew though, they be not so lucky, as ya can see. We were lost in one of them Storms, tha kinda that swallows entire fleets of ships. It only be in the last Month that we be returning to waters that we be knowing. We be hearin from other ships about how ya won tha race, there was other things that be whispered about all of you, Pirate Kings in the making. Me and mine were once upon a time trying to do this as well. Be learnin from the old dwarves, take us along. There be time for you to become what you wish to be, but not if you go half cocked.
Javell DeLeon |
Gonna throw this guy in there: Rajah
Should be pretty much done but I tend to miss things.
WhtKnt |
You're looking for someone with healing magic?
What is the build on the Oracle?
The existing oracle is primarily an arcane role in this one.
The party is currently on an uncharted island, undertaking a side quest to look for treasure in a network of caverns. We are in the early stages of book 2.
Ajani Ihejirika |
I know it's a non-core race, but I would like to submit Ajani Ihejirika, Vanara Storm Druid, for your consideration. Right now he's as his stats were when the last game he was in died in the early stages of the first book but I will modify him to campaign requirements when I get home from work today. The character fluffy would remain largely the same; if you have any questions about the build, I'd be happy to answer them!
Othniel Laurentius |
This is Ouachitonian's submission. Othniel is an Arsenal Chaplain, a veteran of the Andoren Privateers. He tries to be unassuming, looking a simple sailor, armed with only a pair of unremarkable daggers. His dark hair and tanned skin mean he looks little different from thousands of other ethnically Chelaxian sailors, his only distiguishing mark the Milanite tattoo on his right forearm (a blood-soaked pavement design sleeving his arm, with a single blood-red rose growing up onto the back of his hand. It is specially blessed and serves as his holy symbol). He finds looking innocuous to be a better way of avoiding trouble than braggadocio and looking intimidating. This conceals the fact that his sailor's garb is in fact enchanted Milanite armor, daggers deadly in his highly-trained hands. As a devotee of the goddess of freedom fighters, he opposes slavery and oppression in all its forms.
Arsenal Chaplains give up Channel Energy for Fighter Training, but he still has spontaneous Cure spells, access to the full Cleric spell list (up to Level 6 spells, of course), and Fervor (1d6 points 5/day right now). In combat he isn't a high damage guy just yet, but once Fighter Training starts kicking in, his bonus feats start to build up, I sink some more gold into weapons, etc he'll become a pretty capable TWFer.
Raltus |
Jenk Gull feather learned to sail from his father, he learned to fish from his uncle and learned the ways of healing from his mother. He learned skills from each of his parents and uncle, from a young age he was on a boat, sailing and fishing helping his family anyway he could. His mother never travelled on the boats but she did teach Jenk how to tie knots and how to dress wounds.
As Jenk grew older he developed in power, he could treat wounds better than with just normal bandages and salves that his mother showed him. He didn't follow any of the Gods and not matter how hard he prayed he never felt closer to them.
When his father and Uncle stopped at an island one day he discovered an animal that was injured. Jenk feeling sorry for the animal took it with him back to his home, he feed and looked after the animal, never using his power unless it was absolutely necessary. His mother helped him also when necessary, his father and uncle not really understanding but never interfering.
Jenk eventually signed on with a ship as their surgeon, he never showed off his powers in a grand display. One night when organizing the supply room their ship came under attack by a pirate, Jenk rushed up to the deck to assist in anyway he could. As men started to die on both sides Jenk looked on death everywhere, he drew in his powers and started to heal those on his crew with a mere touch. He allowed his power to bound out of him in waves healing all those not close to him as well. This turned the tide of battle and saved the men on his side. His crew felt that Jenk had lied to them all along and they didn't trust him, he was dropped off at the next port.
He learned more of his own powers and skills while living in a port city. Learning from a local doctor about how to combat disease and infection without the aid of magic. Jenk continues his work with the doctor but ranges out of the city at times to adventure with those who ask his help.
Jenk Gullfeather
Male human witch (hedge witch, hex channeler) 4 ( Pathfinder RPG Advanced Class Guide 132, Pathfinder
RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
CN Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 23 (4d6+8)
Fort +3, Ref +3, Will +7
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Offense
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Speed 30 ft.
Melee heavy mace +2 (1d8)
Ranged mwk light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 4/day (DC 13, 1d6), hex (ward APG)
Witch (Hedge Witch, Hex Channeler) Spells Prepared (CL 4th; concentration +8)
2nd—burning gaze APG (DC 16), glitterdust (DC 16), lesser restoration
1st—ears of the city , frostbiteUM, mage armor , read weather
0 (at will)— dancing lights , detect magic , detect poison , stabilize
Patron Healing
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Statistics
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Str 10, Dex 12, Con 13, Int 18, Wis 14, Cha 13
Base Atk +2; CMB +2; CMD 13
Feats Cleansing Burst, Scribe Scroll, Selective Channeling
Traits ship's surgeon, urban acolyte
Skills Acrobatics +3, Appraise +4 (+6 for small or highly detailed items when using a magnifying glass),
Climb +2, Craft (carpentry) +9 (+11 on checks made to repair damaged items), Heal +17, Knowledge
(arcana) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (planes)
+8, Perception +5, Profession (sailor) +7, Spellcraft +11, Swim +2, Use Magic Device +6
Languages Azlanti, Common, Dwarven, Elven, Polyglot
SQ spontaneous healing, witch's familiar (platypus named Dengi)
Combat Gear wand of cure light wounds , antiemetic snuff ACG (2), antitoxin (2), bloodblock APG (3),
bodybalm, foaming powder UE (2), healer's kit, heatstone ISWG, meditation tea UE (2), smelling salts APG,
soothe syrup APG (2), tanglefoot bag (2), thunderstone (2), vermin repellent UE (5); Other Gear crossbow
bolts (10), heavy mace, mwk light crossbow, bandages of rapid recovery APG, cloak of resistance +1 ,
healer's gloves UE, belt pouch, belt pouch, belt pouch, blue book UE, cards UE, doctor's mask, flint and steel,
ink, inkpen, magnifying glass, masterwork backpack APG, mending kit, night tea, pipe (worth 10 gp, 0.1 lb),
sunrod (4), teapot UE, 306 gp, 6 sp
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Special Abilities
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Cleansing Burst Channeling energy causes undead to lose ability to cause disease or +4 sacred bonus vs. disease.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Swim checks You gain the Alertness feat while your familiar is within arm's reach.
Selective Channeling Exclude targets from the area of your Channel Energy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Witch Channel Positive Energy 1d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Dengi
Platypus ( Pathfinder RPG Bestiary 4 96)
N Tiny magical beast (animal)
Init +2; Senses electrolocation 30 ft. (while underwater), low-light vision; Perception +7
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 11 (1d8-1)
Fort +1, Ref +4, Will +5
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Offense
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Speed 10 ft., swim 40 ft.
Melee spur +6 (1d3-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 2, Dex 14, Con 8, Int 7, Wis 13, Cha 11
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +7 (-1 to jump), Climb +7, Heal +5, Perception +7 (+11 while underwater), Spellcraft +2,
Swim +15, Use Magic Device +2; Racial Modifiers +4 Perception while underwater
SQ improved evasion, semiaquatic
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Special Abilities
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Electrolocation (30 feet) (Ex) Sense living creatures while underwater, as lifesense.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Spur-injury (DC 9) (Ex) Talon—Injury; save Fort DC 9; freq 1/rd for 4 rds; effect 1 hp; cure 1
save.
Semiaquatic (Ex) Hold breath for up to 5 min before risk drowning.
Swimming (40 feet) You have a Swim speed.
Victoriana Whitecap |
Raltus wrote:You're looking for someone with healing magic?
What is the build on the Oracle?
The existing oracle is primarily an arcane role in this one.
The party is currently on an uncharted island, undertaking a side quest to look for treasure in a network of caverns. We are in the early stages of book 2.
I'm a siege oracle! Catapults, scorching rays, etc. It's a bit of a goofy build. *Can* heal, forget to sometimes, wouldn't mind more healing power (and I think I might currently be the accidental tank?). Currently in charge of making half-hearted inspirational speeches and building new ship parts.
Rest of the party is a fighter hybrid cannibal who just became captain, and a scheming wizard quartermaster who probably hoards things.
We're currently a bit bogged down in cave exploration, because while our characters are super into forgotten ruins and things, I think I (and possibly a few others) got distracted and forgot this fact? Whoops.
Chumtooth |
Our captain was the one who (we presume due to inactivity) dropped from the game. Chumtooth, here, was the captain's muscle/boatswain and primary melee fighter. He's now been promoted (sort of).
He's got a basic fluency in Common, and has taught the other crew members Kuru as an intra-crew code language.
His personality is primal and predatory. He does not harm or inflict pain sadistically, but will readily use pain to assert dominance or control over those who challenge or threaten him.
He doesn't do diplomacy well, but is a darn good intimidator. He also collects trophies (shrunken heads, teeth, talons, etc). The ship has a skull rack on deck, also.
He was inspired by Queequeg, from Moby Dick, but is growing into something a bit more complex. He may eventually become something like Charles Vane from Black Sails.
Victoriana Whitecap |
He doesn't do diplomacy well, but is a darn good intimidator. He also collects trophies (shrunken heads, teeth, talons, etc). The ship has a skull rack on deck, also.
He was inspired by Queequeg, from Moby Dick, but is growing into something a bit more complex. He may eventually become something like Charles Vane from Black Sails.
Yeah! We got weird.
Vic just wants to ride around on flying catapult some day.
Alexander Drake |
Melee oriented oracle is mostly done. Still have some left over cash I might spend later and another language to pick. Chose rapier and fencing because there is no penalty to damage underwater. Also saved on armor since he will be using Ice Armor most of the time. No encumbrance. Spent the money on a handy haversack.
TL:DR backstory. He used to live on an island large enough to support a town too small to be anything but a waystation for large vessels. Sahuagin attacked for some nefarious purpose. Alex manages to hide but spies a mermaid near the docks. She convinces him to follow her. He discovers that the Sahuagin have captured a nereid. He saves the nereid, who then washes away the Sahuagin from the island. Most of its human population survive but the waters are corrupted. People begin going their separate ways to find a new home while Alex decides to wonder the oceans to find the mermaid that risked her life to save him and the island.
He doesn't really have a lead since mer-people are very secretive so he just hops on whatever vessel will take him. His magic comes from saving the nereid. A blessing of the waves that grows stronger as he wanders the oceans. It also makes him highly valuable on ships with the ability to keep food clean and able to create pure water.
Chumtooth |
For anyone who's curious about Chumtooth's nature as a cannibal and how that will relate to your character's moral compass:
As such, he doesn't feel the need to hunt and kill sentient beings as he probably would have had he remained with his people. Instead, he primarily engages in ritualistic cannibalism by eating from the bodies of vanquished foes.
For example, when Plugg was killed, Chumtooth cut off his right arm and gnawed on it in front of the remaining members of the crew.
Another example: when our crew took a ship on one occasion, one of the defending sailors cut Chumtooth with his cutlass. After they surrendered, Chumtooth did not want this sailor to brag to others that he had wounded him, so he bit out the sailor's tongue (Hannibal Lector style). He also bit off the two smallest fingers of each of the man's hands, so that he would never be able to effectively wield a sword again. He let the man live, however, as he did the rest of the crew who did not choose to join ours as pirates.
Chumtooth also has profession (tanner) and the Harvester trait. He uses these skills to collect and clean skulls (for the ship's skull rack), as well as to make shrunken heads to adorn his necklace and belt. The heads are all of powerful foes he killed in battle. He also collects teeth and talons from larger, less humanoid creatures.
Victoriana Whitecap |
Yeah, it's basically an overall neutral party (or possibly CN). I'm CG and the "real" wizard is LE, but what that mostly comes down to is "everyone in the party can agree on extreme violence as long as it's directed towards worse people than us." I think the only deity actually worshipped on this ship right now is Shimye-Magalla, which is just sort of Vic using religious knowledge to play a really long-duration prank? But I'm curious to see what a new character brings to the table.
Chummy's skull totems are more arts-and-crafty than terrifying at this point, I think.
Cuàn |
I have an idea for a character but I do have a question for the current crew: What is your position on slavery?
I'm asking as I have an idea for a character from the city of Genzei, which lies within the Sublime Shogunate of Ushinawa in the Shackles. As is the standard there, the character would have been raised with a hatred of slavery.
Chumtooth |
Well, we did raid a slaver's encampment on one occasion. Our former captain (the one who recently went AWOL) had strong views against slavery. We defeated the slavers and freed the slaves.
Chumtooth, for his part, was irritated that none of the slaves were grateful enough to join the crew, but it did not occur to him to take the slaves as goods to be sold. People can be food, sure, but not property.
Javell DeLeon |
What's up, thunderbeard?! markofbane?! You two still causing all kinds of trouble on these boards? Y'all were always the worst about such things. ;)
All kidding aside, hope you cats are doing well.
And last and probably least, I think I'm gonna go ahead and respectfully withdraw from this one.
You guys be good!
Javell
Othniel Laurentius |
I didn't really make any consideration of the current party when I worked up Othniel, but that can make for fun RP too. He's strongly anti-slavery like the old captain, also anti-Cheliax. Working for Andoran will do that to you. But "good" doesn't always mean "nice", and sometimes slavers richly deserve to be fed to the sharks. Or the captain. lol
Syvrenu |
Alright here we are! This is SCKnightHero1 here, and this is my undine cleric/corsair of Calistria, Syvrenu! Thank you again GM for this opportunity and good luck everyone!
I should mention that the paper cut feature on her masterwork cold iron rapier is not 3PP. It's from Bestiary 2. It causes 1d6 bleeding damage on a successful hit. Just wanted to let you know.
Cuàn |
As of now I'm a bit in doubt as to what to make.
It will be either a human Shaman devoted to Qi Zhong who will use the Witch Doctor archetype and the Ancestors spirit.
The other idea is a Tengu Cleric of Kofusachi. This character would be a Jinx Eater, like many other Tengu in the shackles, but would take the job very seriously. I'd grab at least the Luck ddomain and and then either Chaos or Travel(or a sub domain)
WhtKnt |
APPLICANTS
Sabine Finn - ROBOGEISHA
Syvrenu - SCKnigthHero1
Othniel Laurentius - Ouachitonian
Alexander Drake - Zane Iwatani
Jenk Gullfeather (see above) - Raltus
Bahar the Bloody - Grogimus
Giving a few hours for any last minute submissions. We'll say that applications close at [color=red]6 PM CST[/color] tonight.
Ouachitonian |
I'm going to back out. I'm about to change jobs and move, and while I think things will shake out, I don't want to be rarely available for the first month while I get used to my new routine. Also, I was recently picked as a replacement in another Skulls & Shackles game, and while I definitely think I could separate IC/OOC knowledge when this one reaches the point that one's at, when you throw in the move I figure its better just to let someone spelled have a go than worry about partitioning my brain, lol. Good luck all!
WhtKnt |
1 person marked this as a favorite. |
We are recruiting to replace a lost crewmember!
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.
Any alignment is permitted EXCEPT chaotic evil (it just does not work if played properly), but I encourage you to remember that you are a pirate.
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.
We are specifically seeking someone with healing magic! You don't have to be a cleric, but having the ability to at least cast healing spells will factor heavily into your chances of being selected! Any of the core or base classes is permitted, however, I will tell you that I'm not partial to gunslingers, ninjas, or samurai. Paladins and cavaliers, for obvious reasons, should carefully consider their reasons for applying.
Archetypes are fine.
You have 10,500 gp with which to purchase equipment. I realize that this is low for the WBL chart, but the current party doesn't have a lot of magic yet, either.
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 are fine, so long as it intrigues me.
The final selection will be made with input from the existing party since they will be adventuring with you. Any questions should be posted here and the current players are invited to comment. We'll leave recruiting open for a week at first (Wednesday, Oct 31), longer if necessary.
Posting rate is not every day, but in general, I try to post at least every few days (except weekends, which are extraordinarily busy for me). We're slow but steady. Foreknowledge of the AP will not kill your selection chances, but we do demand a separation of character and player knowledge.
Currently, the party has a kuru fighter (captain), a shark-kin ranger, and a dwarven wizard. We are currently nearing the end of Book 2.
Cuàn |
I'd love to join this game with a Tengu Cleric of Hei Feng.
I do have a question in regards to that though. If at all possible I'd like to use the Divine Paragon archetype (as seen here) for him. However the information on the obedience and boons for Hei Feng won't be available until Faith's of Golarion comes out next December.
So the question is, would you allow me run the archetype already and just leave the part normally filled by the obedience and opens empty until they are available?