
John Rhasp |

Wanted to put my dot in with John Rhasp. Human Death Mage
I don't have time to work out the crunch tonight, but as far as theme goes, John is the classic Pirate Ghost Story character.
I'll be able to flesh him out tomorrow.

Deevor |

Cecic changed skills and feats, so taken Childlike as a feat instead of Selective Channeling and taken a point out of Stealth and put it in Bluff.
Removed the trait, Armour Expert and replaced it with Magical Knack.
CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
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OFFENSE
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Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
--------------------
STATISTICS
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Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Childlike
Traits Magical Knack: Cleric, River Rat (marsh or river)
Skills Bluff +6, Escape Artist +1, Perception +5, Profession (Sailor) +7, Ride +1, Stealth +5, Swim +2
Languages Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.
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As a young halfling in the Shakles, his father is a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.
It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.
Tonight though, he drinks, he's been 3 months at sea and now its time to forget the rigors and hardships and enjoy what the land has to offer, in the nearest Inn.
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scranford |

Re-dotting. I've been tinkering with herolab to get it to accept the 25-point buy and the extra feat. It's complaining more about the latter than the former, but it does save.
Here's how you do it. For the 25 point buy...either on the opening tab when you create a new character, or go to the top menu and choose [Character],then [configure hero], then click on the arrow beside "Pick/roll ability scores". You can choose 25-point buy there.
For adding an extra feat. Open the character. Click on the [Personal} tab. At the bottom of the Left hand pane, (Where the portrait is chosen)there is a bar at the bottom of that window that says [Permanent Adjustments] Click on the greyed out area below that and a pick list comes up with the option to add permanent feats, skills, etc to your character.
Hope that helps.

Faey Vallidorn |

1d100 ⇒ 46 "You gain an additional +2 racial bonus to your Intelligence score." Um, yes please!
1d100 ⇒ 75
1d100 ⇒ 14
If I'm understanding the character creation point thingy right, here's what I'd like to select:
3 points-bonus feat
1 point-2 extra skills per level
1 point-2 extra skills per level (are we cool to double up like that?)

Gene Sancti |

Here is Gene, A drow Oracle of Life, looking for his next gig. Background and sheet are in the profile, and I will work on a appearance here soon.
Lets get these rolls under way.
1d100 ⇒ 25
1d100 ⇒ 27
1d100 ⇒ 24Once per day, you can produce a sharp barb from your body. This barb is removable and is treated as a dagger.
I'll take ye third option, never know when you'll need an extra tool, hehe.
For creation options
2 points for 25 point buy
3 points for extra feat.
Traits
Fast Talker
Ship's Surgeon
Let me know any questions or concerns

Erdthira Raskin |

@Faey-- I think you had to spend 2 creation points to roll the 3 d100's. It looks like you got yer money's worth tho'. Best o' luck.
No, you get one roll set of three rolls by default, see DM Calcifer's response on the first page. You can purchase a second roll for more tiefling abilities for an additional 2 points. I doubt that you can buy the same character creation bonus twice, but it is a good question for the DM.

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No, you get one roll set of three rolls by default, see DM Calcifer's response on the first page. You can purchase a second roll for more tiefling abilities for an additional 2 points. I doubt that you can buy the same character creation bonus twice, but it is a good question for the DM.
Oooh Thanks E! And sorry 'bout the misinformation Faey. Good luck all around. This looks to be a fun campaign.

'Sunny' |

Sooo...is our illustrious Dm starting the 'winnowing' precess? Or are they perhaps thinking of running two adventure paths side by side and eventually having the two groups face each other down upon the high seas of Golarion?
Here's to wishing every one and theirs the very best of health! (^_^)
Much cheers t'ye and yours!.

Erdthira Raskin |

With Erdthira's tip, I'm tweaking Kestryl, slightly.
2- 25 point build, 1- Extra 2 skill points/level, *2-Bonus Feat*And I'm reallocating the first feat. So my two feats are both range attack related.
Thanks for consideration. This game looks like so much fun.
Look at the DM's Character Creation spoiler. I think that the bonus feat is 3 points. So the build you are proposing would be 6 points, not 5. Otherwise I know I would have done that.

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Gah! I'm usually sharper than this. Thanks for the tip again, E.
Ok, 2- 25 pt buy, 3 for bonus feat, skip the skill points. Although it's really not about the build for me. It's about the chance to play a fun, quirky character, with other fun, quirky characters with a fun GM and campaign setting-- which this looks to be.
Bestest luck everyone.

'Sunny' |

True...however..it would also give a bigger 'pool' of people such that if too many people dropped out of one game, the lesser game could be 'folded' into the game with the more posting players.
I have been in quite a few PbP's that have faded due to Real Life taking away players.
Still...will par back this iteration depending upon who the Dm chooses and how many the Dm want to play with.
*Bows*

Deevor |

Ohhh best do the twiddley bits of character creation....
1d100 ⇒ 21 - You possess fiendish luck. Once per day, you can reroll one die roll. You must take the result of this second die roll.
1d100 ⇒ 44 -
1d100 ⇒ 87 -
So if I increase the point buy to 25 and add a bonus feat ...
Cecic takes Selective Channeling as a bonus feat.
For 25 pt buy, increases Int to 12 and Wis to 17
extra skill point in stealth.
S&S Trait is Touched by the sea, not Expert Swimmer as previously stated.
CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 12, Wis 17, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Childlike, Selective Channeling
Traits Magical Knack: Cleric, Touched by the Sea
Skills Bluff +6, Escape Artist +1, Perception +5, Profession (Sailor) +7, Ride +1, Stealth +9, Swim +2
Languages Abyssal, Common, Halfling
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Cleric Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.
Touched by the Sea Underwater attack penalties are lessened by 1.
Fiendish Luck; Once per day, you can reroll one die roll. You must take the result of this second die roll.
--------------------
As a young halfling in the Shakles, his father is a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.
It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.
Tonight though, he drinks, he's been 3 months at sea and now its time to forget the rigors and hardships and enjoy what the land has to offer, in the nearest Inn. After a few drinks, he returns to take the evening air, looking over the shi

Sharice |

Here's my semi-final version of Sharice, courtesy of Hero Lab:
Female Human (Ulfen) Barbarian (Urban Barbarian) 1
CN Medium Humanoid (Human)
Init +4; Senses Perception +6
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DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +4 Dex)
hp 13 (1d12+1)
Fort +3, Ref +4, Will +1
DR 2/good or cold iron
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Sharice's Rage +6 (1d6+1/18-20/x2) and
. . Unarmed Strike +5 (1d3+1/20/x2)
--------------------
STATISTICS
--------------------
Str 13, Dex 18, Con 13, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats Extra Rage, Power Attack -1/+2, Weapon Finesse
Traits Besmara's Blessing (1/week), Deck Fighter
Skills Acrobatics +8, Escape Artist +5, Intimidate +6, Perception +6, Profession (Sailor) +6, Sense Motive +2, Swim +5
Languages Common, Skald, Varisian
SQ Controlled Rage (Ex), Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control (Ex), Rage (11 rounds/day) (Ex)
Combat Gear Lamellar cuirass, Sharice's Rage; Other Gear Bedroll, Flint and steel, Grappling hook, Pouch, belt (1 @ 0.34 lbs), Pouch, belt (empty), Rope, hempen (50 ft.), Sack (4 @ 19 lbs)
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SPECIAL ABILITIES
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Deck Fighter Your long experience in compensating for the pitch and yaw of ocean-going ships grants you a +1 trait bonus on attacks of opportunity when fighting aboard a ship.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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Background and personality are in my profile.

DM Calcifer |

Sorry for the late responses
@John Rhasp I'm going to say no to deathmage, if it had less third party aspects to it I probably wouldn't mind, but it has 3rd party spells with 3rd party templates applied to the summoned monsters, that's too deep for me.
So before we go ahead with this, I'd like to let everyone know that this campaign will most likely be very different than what everyone is normally used to.
If you're still interested in playing please repost with your your character, there have been a lot of applications and I know that I've missed people.