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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DBH here with my Life Shaman Kaede. Her wandering spirit is Waves.

Crunch:

KAEDE

Female Human (Tian-Shu) shaman 6. CG medium humanoid (human)

Init +2; Senses Perception +15,

Languages Aquan, Common, Polyglot, Tien

AC 18, touch 13, flat-footed 16. hp 45. Fort +4, Ref +5, Will +9

Abilities Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 14

Speed 30 ft. (6 squares)

Ranged masterwork crossbow, light +7 (1d8/19-20), within 30 ft. +8 (1d8+1)
Melee dagger +1 (alchemical silver) +5 (1d4/19-20)
Ranged dagger +1 (alchemical silver/thrown) +7 (1d4+1/19-20), within 30 ft. +8 (1d4+1)
Melee dagger (cold iron) +4 (1d4/19-20)
Ranged dagger (cold iron/thrown) +6 (1d4+1/19-20), within 30 ft. +7 (1d4+1)
.
Base Atk +4; CMB +4; CMD 17

Special Actions Misfortune, Wave Strike,

Prepared Spells Prepared Spell List
Shaman (CL 6th):
3rd - dispel magic , fly (DC 16) , water breathing (DC 16)
2nd - cure moderate wounds (DC 15) , flame blade , hold person (DC 15) , restoration (lesser) (DC 15)
1st - bless , cure light wounds (DC 14) , monkey fish (DC ) , protection from evil (DC 14)
0th - create water , dancing lights , detect magic , stabilize (DC 13)

Special Qualities Bonus Feat, Channel (3d6, DC 15, 3/day), Familiar's Alertness ability active, Healing, Hex, Life (Spirit), Orisons, Skilled, Spirit, Spirit Animal, Spirit Magic, Wandering Hex, Wandering Spirit, Water Sight, Waves (Wandering Spirit), Weapon and Armor Proficiency,

Feats Alertness, Fast Learner, Point-Blank Shot, Precise Shot, Selective Channeling

Skills
Bluff +5,
Craft (Untrained) +2,
Diplomacy +10,
Fly +6,
Handle Animal +7,
Heal +12,
Knowledge (Nature) +10,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Perception +15,
Ride +6,
Sense Motive +5,
Spellcraft +11,
Stealth +2,
Survival +10,
Swim +10,

Possessions ring of protection +1; mithral shirt +1; cloak of resistance +1; pirate clothes (basic); dagger (cold iron); Masterwork Crossbow, Light ; Handy Haversack [ Alchemist's Kit; Grooming Kit; Healer's Kit; Survival Kit (Masterwork); Waterproof Bag (x2); Oldlaw Whiskey (Bottle) (x2); Stove Can; ]; Waterproof Bag [ Coffee (Cup); Honey (Jar); Coffee Pot; Chocolate (Bar) (x2); Powdered Milk; ]; Wrist Sheath, Spring Loaded [ Dagger +1 (Alchemical Silver); ]; Belt Pouch [ Sewing Needle; String (50 ft.); Wire Saw (Adamantine); ];

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

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 3 times per day.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Healing (Su) A shaman soothes the wounds of those she touches. This acts as cure moderate wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is 16.

Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

Misfortune (Su) The shaman causes a creature within 30 feet to suffer grave misfortune for 1 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw (DC 16) negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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

Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Wandering Hex A shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. This ability otherwise functions as the hex class feature.

Wandering Spirit (Su) A shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature.

Water Sight (Su) The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. She can use these abilities for 6 rounds per day, but these rounds do not need to be consecutive.

Water Sight (Wandering)

Waves (Wandering Spirit) Spirit Magic Spells: hydraulic push (1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami (9th)

Wave Strike (Su) As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6+3 points of nonlethal damage and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability 5 times per day.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.

NALA

Male Familiar Viper animal 1

None tiny animal/magical beast (familiar, augmented magical beast, familiarbase)

Init +3; Senses Low-Light Vision, Perception +14, Scent,

Communication Empathic Link, Speak with Master,

AC 19, touch 15, flat-footed 16. hp 22 (1HD), Fast Healing 1
Fort +1, Ref +5, Will +6

Speed 20 ft. (4 squares) Climb 20 ft. Swim 20 ft.

Melee bite +9 (1d3-3)

Base Atk +4; CMB +5; CMD 12

Special Actions Poison,
Abilities Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2

Special Qualities Alertness, Deliver Touch Spells, Deliver Touch Spells, Empathic Link, Fast Healing 1, Improved Evasion, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells, Speak with Master, Spirit Animal,

Feats Weapon Finesse

Skills Acrobatics +3, Acrobatics (Jump) -1, Appraise -1, Bluff -4, Climb +17, Craft (Untrained) -1, Diplomacy +1, Disguise -4, Escape Artist +3, Fly +11, Handle Animal -2, Heal +7, Intimidate -4, Knowledge (Nature) +4, Knowledge (Planes) +2, Knowledge (Religion) +2, Perception +14, Perform (Untrained) -4, Ride +4, Sense Motive +1, Spellcraft +5, Stealth +15, Survival +5, Swim +20,

Possessions

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Deliver Touch Spells (Su) Your spirit animal can deliver touch spells or hexes for you. If you and the spirit animal are in contact at the time you cast a touch spell, you can designate your animal as the "toucher." The spirit animal can then deliver the touch spell just as you would. If you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your spirit animal can be used to make the touch; you don't have to be in contact with the animal to use this ability with hexes.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Intelligence Score

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus

Poison (Ex) Injury; Save Fort DC 9; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life.

Background:

Background.

Growing up on Shenchu bay in the Shackles is a good preparation for a life of piracy. Kaede showed early signs of being gifted in the art of healing and as soon as she was able enlisted as a ship’s surgeon on the Golden kiss.

Kaede served well until the Kiss went down off the Devil’s arches after a running battle with two Chelaxian pirate hunters. The crew managed to get the dying ship close enough that the survivors were able to reach the shore alive.

Kaede has been hiring on as ship’s surgeon with anyone who needs a good healer since then. Though she avoids ships with a reputation for cruelty. Being Shackles born Kaede regards piracy as a normal part of life, but she thinks evil acts are needless and wasteful.

Kede is a short, slender Tien woman, her long black hair kept back in a braid and tied up when she’s working. She is pleasant company socially, likes a drink and a bit of fun. When working she’s no nonsense and pragmatic. A career of dealing with the wounds and injuries of pirates means she’s seen a lot of blood and gore.

Kaede is built as a ships surgeon, though she can also cover cook and work as crew if needed. Her spells are healing and buffing.

Any problems or questions let me know?

Liberty's Edge

Bumping the thread. This is a re-recruitment to replace lost crew!


Still working out a few things on the build. I will update tomorrow.

Bounce has been working as a dock and ship-hand for nearly a decade. He rarely speaks and is nearly 7 feats tall, which has lead to rumors that his mother was part giant. Having seen him lift nearly 2800lb no one talks about it in his presence.

He earned his nickname a few weeks after mysteriously appearing at the dock when he threw a few misbehaving drunks from the Formidably Maid. He still provides pro bono when needed. Aside from moving crates he often helps in the galley. He is not a great cook but it seems to make him happy and the ship's cooks are often happy to oblige as he seems to be good luck for preventing disease from spreading on the ship.

Strength, tight lips and a rumor of being a lucky rabbit's foot keep Bounce happily employed.

@GM There is the other half of this backstory that I think is better-kept secret at least for now. It concerns why a person with his particular talents is working where he is working I can pm you a write up if you want. The back story is designed for him to either be on the ship already or be hired on as additional staff.

Grand Lodge

Sorry about the above submission I missed the band on hybrid classes. I tried to delete it but it did not take.


I need to do the fiddly bits of calculations and equipment, but Janus is ready to come aboard if chosen. Background is in the description and feel free to check the previous RP for an idea of how he will be.


I'd love an answer to my question from last page so I can get to building Stormfeather.

Dark Archive

Cuàn wrote:

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?

Sorry, I missed this earlier. Yes, that would be fine.


Here is a bard I made for a S&S game that never got off. Would love to join you! He can fill a variety of roles. Will update to level 6 and other build rules.


A note, I have some unspent gold, and if selected, will likely spend it on scrolls and the like.

Dark Archive

We have decided to take on three extras: Alexander Valdell Caladir, Kaede Tenko, and Janus Ult. I thank everyone who applied for your patience while this decision was made. Will the three who were accepted please report to the Discussion and Gameplay threads. Introduce yourselves in Discussion and then join the Gameplay.

Most recently, your vessel, under the capable command of Chumtooth, put in at a mysterious island where there is said to be a great treasure for those bold enough to take it. Your landing party followed the map but has not returned and the three of you grow concerned. You decided to follow the landing party and find a hole that leads into an underwater cavern system. You quickly catch up to the group as they are finishing a fight with sahuagin.


*bows* I assure you, you wont be dissatisfied with your decision.

Thanks for having me, I'll finilize the build/items and hop into the gameplay hopefully tonight.

Dark Archive

I am going to be at a con until Monday and will likely be unable to post. Please bot me as necessary or, if you are in my game, be patient and I will pick up on Monday evening or Tuesday morning.

Dark Archive

We are recruiting for the Skull & Shackles adventure path. We are seeking for a spy/face-type of character. We are currently in the middle of book 3 (right in the middle of the regatta, specifically).

Character Creation:
* All characters are 9th level.
* Use standard WBL to purchase your gear (46,000 gp).
* Any alignment is permitted EXCEPT chaotic evil (it just does not work if played properly), but I encourage you to remember that you are pirates.
* 20-point ability buy; no exceptions!
* Any of the core or base classes is permitted, however, I will tell you that I'm not partial to gunslingers, ninjas, or samurai. 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.

We only have one slot available at the current time. If we have multiple interested parties, I will base my decision on both the best fit for the party composition and I will be asking the other party members who they would to invite.


My favorite AP! I can't even begin to describe all the crazy stuff I did with my players when I GM'd it. We took the entire sandbox part (where they just navigate around to get to a certain infamy level) for months because they just wanted to pirate their ways to hell!

That said, I never actually played it, and would love to apply if possible. I just want to put in full disclosure that I have all books and GM'd it to the end - I guarantee I won't use my knowledge, but if it's not okay for me to apply, I understand. Otherwise, I already have a ton of ideas to fit this role for the party!

Liberty's Edge

Hey, cool! Quick question about classes: are Unchained Rogue and Swashbuckler allowed? Neither is technically a core or base class, so I figured I'd ask before I get started on anything.


What is the current party makeup?


Okay. I should have gone with a bard I suppose but I've got one of those in another game and it's been awhile since I played an inquisitor... so, here's Zube, an Inquisitor of the Infiltrator archetype so she can add her Wisdom bonus to her Bluff , Diplomacy and so on. Deceptive skills are her focus.

Subject to change as suits you but I hope you like what you see on the profile


Thoughts on a human ninja using Gang-Up and Close-Quarters Thrower with shurikens for combat? Don't know much of anything about the game though. Gotten in to it once but it didn't go very far.

I don't have the character online but can have a CS up for review in a day if needed. ??


Hello all!

I was in a S&S game, but unfortunately our boat never really got wet.

I would like to jump into a strong game already being carried on the tide!

Face (as your dwarven wizard is aware) is my specialty...lol.

I shall flip through the pages of my mind for something...interesting.

Thank you for running!


This is Dorian Grey's possible submission?

I created him for a Falcon' Hollow campaign that unfortunately (hmmm) ended due to DM disappearance. Actually the same DM as the S&S game.

Anywho (hehe) I really was enjoying him, so with some tinkering I will bring him around for this particular party's needs.
He was fun during the short while....

I shall begin the tinkering!

EDIT: going for Buffer, healer, face roles.


Dotting but I won’t get a chance to make any crunch till Sunday. I’m thinking of a seasinger bard initially, I can have up some fluff for him early tomorrow if the submissions will be open still on Sunday.


Holy crap, this game has been going since 2013? And you're in book 3?


???? How about "Holy crap, this game has been going since 2013! That's incredible that all of the players have stuck around. They must love the game!"

Dark Archive

We are slow at times because my wife is blind and I serve as her eyes. This means taking her where she needs to go and reading and responding to her emails. I try to post at the speed of the players, but she must come first and on occasion, I may go a week or so without a post if we get extraordinarily busy. However, we have a solid group that works well together and is heavy on the RP.

I will refrain from making any decisions until Monday because I am at a con this weekend. Ya'll have fun!


Hey new recruits: I'm Carmelia, the newest addition to the party. I joined about this time a year ago. I'm playing a changeling shaman/slayer. The next newest character (to me) is Faengrim, a wereshark ranger, who joined in 2016. Captain Chumtooth (a kuru fighter/rogue) and quartermaster Dantes (a dwarf transmuter) have both been around since the beginning.

I appreciate the relaxed speed here, and don't feel like we're going too slow. When I joined a year ago, we were level 7. We're currently level 9, and I definitely enjoy our dynamic!

Dark Archive

Untamed rogue and swashbuckler are certainly permitted! Party makeup is as Carmelia noted above.


Hi GM and fellow players, here's Lapyd with my proposed character: Prasi is a free-spirited buccaneer bard, and while not really a powerhouse in combat, I feel she can be useful in different situations (plus, allows me opportunity to RP as well!). Hoping she fits well, and best of luck to all who apply! :)


I's like to submit Randall McNally, a Sea Singer Bard and a friend to all. I'd have to restat him to 9th level but you can get a barebones gist of the character from his alias.
Also, are Background Skills a thing?


Hi again. Lemming here with my Ninja for submission.... Level set and I hope I didn't make too many mistakes.
Some assistance for your rogue and the face skills.
Anything the character would know about what is going on? Or save that for the lucky selected character? I did download the Player's guide so I do know that little bit.


Character which I think may fit the need.

Fair amount of tweaking required to adjust for the call, but I'll get on that.

I appreciate slower games and have the patience for recurring absences due to real life obligations.

I'll post again after adjusting Terry. Maybe. 3 flat out evil characters. More to consider.


Okay, I've re-statted Randall up to 9th level and kitted him out with new gear. If you've got any questions feel free to ask.

Dark Archive

I'll fill in what has been going on when we choose our player, or you can feel free to read the gameplay thread to get an idea.


Hello! I'm submitting the illustrious Flynwrick Greenbottle to join your merry band of cutthroats and thieves. This dashing gentleman halfling of the reknowned brewing family of Greenbottle. Impatient and with a mischievous streak, Flyn (as his friends call him) snuck away from his familial duty to help liberate his fellow halflings in Cheliax. As it turns out, fighting against the devil kingdom is hard work too but Flynwrick found he both: 1.) had a knack for fighting, 2.) found it exciting as long as the odds were better in his favor. Sneaking out of Cheliax, he found himself stowing away on some ship or another (they all looked the same at the time) and thus began the piratical adventures of Flynwrick Greenbottle, Dreaded Scourge of all the seas.

Here's where I'm going with the crunch. I still want to fiddle with equipment and spells, but this is indicative of what I'm trying to go for.

Flynwrick Crunch:

Unnamed Hero
Halfling investigator 8/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 125)
CN Small humanoid (halfling)
Init +5; Senses Perception +14
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 20 (+6 armor, +1 deflection, +5 Dex, +1 insight, +1 natural, +1 size)
hp 68 (9 HD; 8d8+1d10+18)
Fort +8, Ref +14, Will +7; +6 bonus vs. poison
Defensive Abilities trap sense +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 inspired rapier +15/+10 (1d4+6/18-20) or
. . mwk rapier +15/+10 (1d4-1/18-20)
Ranged mwk light crossbow +14 (1d6/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+4, 4 rounds), studied strike +3d6
Investigator Extracts Prepared (CL 8th; concentration +12)
--------------------
Statistics
--------------------
Str 8, Dex 20, Con 14, Int 18, Wis 10, Cha 12
Base Atk +7; CMB +5; CMD 22
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Great Fortitude, Lunge, Weapon Focus (rapier)
Traits barroom talespinner, resilient
Skills Acrobatics +16, Appraise +8, Bluff +13, Climb +3, Craft (alchemy) +11 (+19 to create alchemical items), Diplomacy +14, Disable Device +22, Fly +16, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (local) +13, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +8, Perception +14, Perform (oratory) +6, Profession (sailor) +4, Sense Motive +12, Sleight of Hand +11, Spellcraft +13, Stealth +18, Swim +3; Racial Modifiers +2 Perception
Languages Auran, Common, Dwarven, Gnome, Goblin, Halfling, Kelish
SQ alchemy (alchemy crafting +8), inspiration (8/day), inspired panache, investigator talents (expanded inspiration[ACG], infusion, mutagen[UM], quick study[ACG], underworld inspiration[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 80 minutes), poison lore, skulker, swift alchemy, trapfinding +4
Combat Gear boro bead (2nd level)[UE], potion of barkskin +4, potion of cat's grace, potion of cure moderate wounds (2), potion of endure elements, potion of invisibility, potion of jump, potion of protection from law, potion of shield of faith +3, blood-boiling pill (2), burst jar[UE] (2), ghast retch flask[UE] (2), tangleburn bag[UE] (2); Other Gear +2 mithral chain shirt, +1 inspired rapier, mwk light crossbow, mwk rapier, admixture vial[UE], amulet of natural armor +1, belt of incredible dexterity +2, dusty rose prism ioun stone, formula alembic[UE], handy haversack, headband of vast intelligence +2, hybridization funnel[UE], ring of protection +1, backpack, bedroll, belt pouch, flint and steel, grappling hook, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], portable alchemist's lab[APG], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 110 gp
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Special Abilities
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Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Deeds
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Quick Study (Ex) Use studied combat as a swift action.
Skulker +1 racial bonus to attack foes denied their Dex AC bonus.
Studied Combat (+4, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).


I have been reading the Game Thread. The race is really exciting!


Here is just an excerpt of our Mad dwarf. I figured it would be a good starting point placement-wise...lol!

Somewhere about a small islet called Coaming Point:

Circling high above the lone dwarf's position; down amongst the rocky terrain dotted with sparse shrubbery, a flight of vultures circled lazily. The faint vibrations of the waves lapping off the rocks echoed off the rugged terrain. Sniffing the air, licking a grubby finger and holding it high into the air, the rustic (appearing in need of a bath) looking dwarf frowns.
Be un bit 'til day be appearings. Be starting wit all dat durn noise!

Mad Marvin Dundlerock is a Hermit. The dwarf once belonged to a Dwarven Clan Mbe'ke
Dat been sum years!

The crazy-eyed dwarf turns his head quickly around.
Who be dere?

Hearing the impatient caw of the vultures, Mad Marvin returns his attention to the annoying sounds of ships in the distance. Picking up his rucksack, stretching his legs a bit, the dwarf begins yawning.
Be hoping un ov dem boats be un trad'n. Be need'n new boots!

The Mad dwarf stops, looks down on his pegleg, and grins.
Be need'n just un boot nowadays!

He absently swats at the chicken bone circling his head, as the Hermit stares out at sea....

His profile should be ready for your pursual(s). He would fill Buff, Debuffs, Healer, Face and Tank roles.

Happy Gaming! And thank you!


You'll have better options than this one, and I'm not even sure if Occult classes are allowed, but I'm writing her up as an exercise: Shoann the Mist-Eyed, Half-Orc Spirit Walker Mesmerist. Reputedly the daughter of a pirate who had an unholy tryst with a Shackles witch in exchange for power.

Basically she's a evil eye, necromantic witch type with the spellcasting toned down in favor of more skills. Plenty of debuffing potential and can hit undead with mind-affecting spells/abilities


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A lore note for Mad Marvin Dundlerock (because I play a Mbe'ke dwarf in another campaign): the Mbe'ke dwarves by and large have a heated relationship with Shackles pirates because of three Corsair Wars.

Lost Omens wrote:
More recently, the Corsair Wars (4607–4611 ar, 4695–4699 ar, 4718 ar–Present) have occupied Mbe’ke attention. Being a populous, urbanized realm, the Mbe’ke dwarves thrive on trade. Dwarven vessels carry wool, fine wares, and on rare occasions chests of gold up along the Garundi coastline to the ports of Western Avistan, bringing back hardwoods, textiles, and even silks or spices from Jalmeray and the anadi nation of Nurvatchta. The wealth of this cargo drew the eye of the Shackles’ pirates, and so a brutal struggle soon developed. The pirates would congregate in packs and take on the slow but heavily armed Mbe’ke merchantmen, and then scatter before a cloud dragon could come and shatter their hulls with breaths of lightning. Twice during the reign of Hurricane King Kerdak Bonefist did these irregular skirmishes grow into full-scale naval battles, with dozens of ships lost on both sides.

The 4718 war hasn't started yet in our timeline (because I think we're still somewhere around 4712-14 AR), but the memory would certainly be there. So I feel like there would be some contention, as your dwarf would certainly have been alive and aware during both wars.

Hi and welcome to everyone else!

For anyone who's reticent about coming aboard with a decidedly evil-aligned party, I encourage checking out some thoughts from this thread. While our party is largely "evil", that seems so far to refer to the sorts of things we're willing to do and condone. We're pirates. This is not Hell's Vengeance. We're growing our power and profile throughout the Shackles, and we have gained numerous allies and made plenty of enemies. For instance, this was my character's thoughts about how to deal with our nemesis. We all wanted to screw with him. But we're not stupid evil. We're practical.


Nice to meet you Carmelia! Well, my Prasi is chaotic neutral and couldn’t be more practical :) she’s a Besmara worshipper, and loves adventure, coins, rum and romance, not necessarily in this order!


I know how the system defines evil alignments, and I assume that when someone advertises they are playing an evil alignment, that they intend to play a character with that sort of outlook on life.

People who choose to play that way are still playing the game, but they aren't playing the way I choose to play it. Not every game is a match for every player. It is important to acknowledge the indications that you won't enjoy a game when they show up. Anything else has the potential to negatively impact everyone at the table AND whomever would have been there instead of you.

I hope the group continues to have fun. But I'm going to take you at your word when you say you are playing evil characters, and look to game elsewhere.


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@Carmelia As I was reading Gameplay, I wondered if you would catch that bit of foreshadowing...lol.
Mad Marvin was a part of the Corsair Wars (4695–4699) sailing for the Mbe'ke. But, alas, his greed (and madness) manifested at the most inappropriate moment. He was keelhauled and left for dead on a small islet.
He has become a Hermit, living alone and developing his connection to Life.

I plan on dropping his history along the way.

Thank you for taking the time to read it. I really like him.


I'll be changing my submission to Level U-Monk level 1/U-Rogue level 8. Still going with the shirikens as my main attack, but I didn't really like the ninja build. I'll have the updated CS up tomorrow.


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Oh! I almost forgot, I'll eat every character submitted that doesn't make the cut.


Carmelia Torvé wrote:

A lore note for Mad Marvin Dundlerock (because I play a Mbe'ke dwarf in another campaign): the Mbe'ke dwarves by and large have a heated relationship with Shackles pirates because of three Corsair Wars.

Lost Omens wrote:
More recently, the Corsair Wars (4607–4611 ar, 4695–4699 ar, 4718 ar–Present) have occupied Mbe’ke attention. Being a populous, urbanized realm, the Mbe’ke dwarves thrive on trade. Dwarven vessels carry wool, fine wares, and on rare occasions chests of gold up along the Garundi coastline to the ports of Western Avistan, bringing back hardwoods, textiles, and even silks or spices from Jalmeray and the anadi nation of Nurvatchta. The wealth of this cargo drew the eye of the Shackles’ pirates, and so a brutal struggle soon developed. The pirates would congregate in packs and take on the slow but heavily armed Mbe’ke merchantmen, and then scatter before a cloud dragon could come and shatter their hulls with breaths of lightning. Twice during the reign of Hurricane King Kerdak Bonefist did these irregular skirmishes grow into full-scale naval battles, with dozens of ships lost on both sides.

The 4718 war hasn't started yet in our timeline (because I think we're still somewhere around 4712-14 AR), but the memory would certainly be there. So I feel like there would be some contention, as your dwarf would certainly have been alive and aware during both wars.

Hi and welcome to everyone else!

For anyone who's reticent about coming aboard with a decidedly evil-aligned party, I encourage checking out some thoughts from this thread. While our party is largely "evil", that seems so far to refer to the sorts of things we're willing to do and condone. We're pirates. This is not Hell's Vengeance. We're growing our power and profile throughout the Shackles, and we have gained numerous allies and made plenty of enemies. For For instance, this was my character's thoughts about how to deal with our nemesis. We all wanted to screw with him. But we're not stupid evil. We're practical....

I'm another player in the game. I agree with what Carmelia says. Though we are evil, we are also a crew that works together toward a goal. To reiterate, But we're not stupid evil. We're practical.


Faengrim wrote:
Oh! I almost forgot, I'll eat every character submitted that doesn't make the cut.

Long Pork for dinner... AGAIN?


"not stupid evil".... That's parallel to what I always used to use for Paladins. "Lawful Good doesn't have to mean Stupid Good".
And it makes sense. Murder only makes money if you're being paid. But I do like the idea of painting the ship pink! And if you were invisible, painting the ship isn't an attack so it wouldn't end the invisibility spell.


Some background for Shoann Haabo. Still got some shopping to

background/personality:

Even among pirates, the story of Captain Calais Haabo’s rise to power a quarter-century ago was a grim one. Marooned by the ship Stirge on the Cannibal Isles for some forgotten crime, he reappeared some weeks later commanding a group of lacedons. Within an hour, Calais was the Stirge’s new Captain, with his old crewmates either drowned or devoured.

Shoann was born some months later on the island where Calais had been left, daughter to the Orc necromancer Lum, Daughter of Dust. Lum often took lost or abandoned sailors as lovers or partners, rewarding her most faithful with summoned or commanded minions, and raising the resulting offspring that showed magical prowess (and eating the rest).

Shoann showed enough talent to avoid the cooking pot. But proved incapable of the sort of magic Lum craved, and her mother eventually lost interest in her. She made her way off the island as her father arrived, entrancing a pirate crew to sail her away.

Both mother and father issues. Her mother cast her out, obviously, so there’s some bitterness there and a desire to prove herself. Her father denies she’s his. He’s sought to tamp down rumors of exactly how he came to command the Stirge, and the existence of a enchantress daughter raises questions he doesn’t want to answer.

Leans into the creepy-witch vibe, but it’s only partly sincere — she is her mother’s daughter when it comes to the dead, but she’s also aware how off-putting it is to others, which she feels gives her and advantage.


Be on da looks outs fer dem incoming boats...

The dwarf looks up from his pegleg to turn about!
Who be dere! Durn wind agin?

Nope...

Dark Archive

Okay, it seems that most people have their submissions in, so I'm going to cut off submissions as of midnight CDT tomorrow. I'll make a choice within two days afterward (and I will try to get a listing of the submissions up soon, so as to ensure that no one is missed).


List of Candidates (so far):
"Mad" Marvin Dundlerock-Dwarf (Saltbeard) Oracle (Hermit)-Dorian 'Grey'
Shoann Haabo-Half orc Mesmerist (Spirit-Walker)/Swashbuckler (Inspired Blade)-Infomatic
Shawn Ashler-Human (???) Monk (Unchained)/Rogue (Unchained)-AGM Lemming
Zube-Human (Garundi) Inquisitor (Infiltrator) of Besmara-Ridge
Prasi Marin-Kitsune Bard (Bucaneer)-Lapyd
Flynwrick Greenbottle-Halfling Investigator (Empiricist)/Swashbuckler (Inspired Blade)-Rikash
Randall McNally-Human (Varisian) Bard (Sea Singer)-Michael Lenehan

KeeperofRunes-Interested, no submission...yet

If I missed anyone, my apologies and let me know.

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