Ironperenti's Skull and Shackles

Game Master Ironperenti

Character Treasure Tracker

S&S on roll20

Disrepute 3 Infamy 3

Crew Perilous Pearl 28 of 20 (Guillaume, Orslaw, Beket) Goblin's Prize 28 of 20 (Bessie, Bleepos, Nasifi)


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DM / GM / The man behind the curtain

Beket mounts the ladder and notices the extreme heat of the bilge. The weather combined with a high humidity results in a Very Hot bilge. Beket is still on the ladder when Crow casts dancing lights. The lights brighten up the small space and Beket and Crow are able to see a half dozen giant rats moving in and out of the crates and other items along the edges of the bilge. A large pair of holes in six bales of barley up on some crates hint at where the rats came from. The animals are the size of a medium dog and flee from the light.

The entire bilge area is considered difficult terrain, main effect is double movement per square and no 5' step. The heat will affect your ability to work the bilges, no real effect during the combat.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

"We have rats. Big rats." Beket says to the others. Staying on the ladder, he quietly casts a spell and the club in his hand would strengthen and seem to grow. The wood would become fortified, looking far more dangerous now in the large man's hand.

Casting shillelagh now, will take the round to head down into the water now.

The extreme heat resonating in the air brought sweat down his head as he looked into the dark corners of the room, growling softly. "Be careful. Rats are most fierce when they're cornered." Moving into the bilge properly, he'd give the others space to descend down and join him.

Moving fifteen feet deeper into the bilge. Will take a readied action to strike at any rat that comes within my threat range.

Readied Action:
Attack: 1d20 + 4 ⇒ (5) + 4 = 9Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Ya mean ya didn't have plans to go creepin' about below decks af'er rodents of unusual size? Bessie says as she smiles at Nasifi, before softly adding, Wha'ever ya be up to, I'll help ya if I can, later, and if ya like. the last part is said softly, and seriously with a nod and a pat on Nasifi's shoulder.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

"Yeow, it's as hot, wet, and smelly as Gozreh's codpiece down here," Crow says as he slides down the ladder. "I see ya came by the smell honestly, lad" he says to Bleepos. He moves forward through the muck to make way for others to come down as well.


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

I can provide all the water anyone needs, btw. Create Water as an SLA.

Guillaume follows the others down and tries to set up in a position where he can see as many rats as possible without getting too close.


DM / GM / The man behind the curtain

it takes a single move action to get down the ladder and step out of the way for the next. this means you get a standard action. If you have a chance to look at the roll20 map the bilge is near the bottom and shows the location of the rats. State what action you are going to take once you hit the water. I assume Beket swings at the rat at the base of the ladder.


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

If there’s one at the base of the ladder, I’ll attack that one. I can’t get on Roll20 right now, someone please move me.

Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 ⇒ 3

As he comes down the ladder, Guillaume swings ineffectually at the nearest rat with his new mace.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Beket will certainly swing at the closest rat that is down there.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13


DM / GM / The man behind the curtain

Beket's club crunches into the oversized rodent, with a series of cracks and an agonized squeak, the rat drops to the floor.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

as soon as it's Crows turn...
Noting that the bilges should make quite the echo chamber, Crow decides to give his comrades a bit of a buff down here. He starts weaving a tale of barbarian hordes that drove out all that opposed them. "Think of them as land-based pirates, if ye please," he snickers.

starting raging song performance: anyone who wants to benefit from it gains +2 STR and CON (adding temporary HP equal to HD), +1 WILL, -1 AC. It will prevent you from using most Cha, Dex or Int skills though, or from spell casting. I want to give people a chance to see how this works early in the game so you can think about it as we go along

After starting his tale, he steps up next to Beket, mace ready to strike.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie looks down at the boys as they start whomping rats. So far so good...

Ready action to join and heal if they get beat up too badly, otherwise she will watch from the hatch.


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

I am getting a "bad request" on the maps - is it just me?

Bleepos's mouth waters when he sees the large rodents. The goblin notices his companions advancing and making good progress, and moves to help as well.

Move to try to approach one of the rodents, or to go as far as possible (hopefully positioning for future flanking). Standard to go in full defense.


DM / GM / The man behind the curtain

Obviously, something has gotten these rats stirred up. No sooner do the men hit the water than the rodent's come splashing through the water. Half swimming, half running to close the distance. They attack the nearest person to them heedless of the size difference.

Crow: 1d20 + 4 ⇒ (13) + 4 = 171d4 ⇒ 2
Beket: 1d20 + 4 ⇒ (18) + 4 = 221d4 ⇒ 2
Guillaume: 1d20 + 4 ⇒ (9) + 4 = 13
Guillaume: 1d20 + 4 ⇒ (9) + 4 = 13
Bleepos: 1d20 + 4 ⇒ (18) + 4 = 221d4 ⇒ 4

The rats are quick and their teeth sharp. They manage to bite all but Guillaume.
Fortitude save please

In the one game I am playing in I almost never roll over a 5, in this thread I tend to roll high, odd.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

fort: 1d20 + 6 ⇒ (1) + 6 = 7
clearly, the GM is stealing our good rolls :)


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

A story begins to be told up above Beket as Crow begins to tell this colorful tale of the raiders from far North in the sea. The words were no ordinary words though, an essence in them that would bring out the strength and violence within him.

"I don't know what you're doing Crow..." Beket murmured, grinning wide and maliciously now. "...but I like it." A rage grew in the druid's heart as the rats came swarming in towards them all, hungry and just as angry as the Mwangi man.

I will happily jump onto that rage train, thank you very much.

Fortitude: 1d20 + 6 ⇒ (18) + 6 = 24

The rat would bite into Beket's arm, drawing blood, but it was as if he couldn't even feel it. His blood pumped through his form and all concerns and worries of his own safety disappeared. Almost gleefully now, he swung at the rat who caught him on the arm.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25Damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15

The rat leaps up to strike at him again and is caught in the mid-air by Beket's powerful swing. One could almost hear the way that its tiny bones shattered underneath the force of the strike. It'd collide against the wall, falling limply on the ground, and a wicked laugh would leave Beket's lips. "Yes! I like this a lot!

I realized I miscalculated my to-hits for melee that last couple times. I am more than happy now to get swinging properly.


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Fortitude: 1d20 + 2 ⇒ (15) + 2 = 17

The bite hurts Bleepos, who started to blink frenetically on his left eye. He was used to be bit by rats, and maybe the diseases were starting to become common nature for him. Nevertheless - he was also used to bite back! He lets himself get inspired by the skald's tale.

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 - 1 + 1 ⇒ (4) - 1 + 1 = 4 Inspired Song

AC 17-1=16 for the Raging Song. I need to get my armor quickly!


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie grimaces as the rats take a bite outta the boys, then has to laugh as Beket crushes another and Bleepos bites back, literally.

Besmara keep you safe boys. Remember her teachings - out fight 'em, out smart 'em, or out run 'em.

Iron - how would you adjudicate Bessie channeling positive energy from above... technically channel is a burst and would not go around corners, so how far into the hatch would she need to go to get the boys? Keep in mind, it also says I need to present my holy symbol, so could I just stick my arm down and get the bilges, but not those on the deck with me? I would assume Bessie would know how it works, and be able to act accordingly - just let me know how you want to work it. Thank you!


DM / GM / The man behind the curtain

Don't forget, a positive energy burst heals all living creatures in the burst. I think you could just present your wrist or hand, wherever the tattoo is, into the hatch and burst. As you said, it will hit the entire bilge.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Thanks Iron!
Selective Channeling allows me to exclude my charisma modifier (2)
holy symbol tattoo is on right forearm on the outer or back side.
I will channel after the rats and party next attack, targeting the boys and excluding the two most damaged rats within the 30' radius at that point.


DM / GM / The man behind the curtain

The wounded rat runs away and scurries back into the barley. As for the others, they lack any tactics and so they continue to overwhelm the target which they had chosen. Crow gets bit again FOR DC11 but Guillaume continues to be elusive and avoids the snapping jaws of the rats.

Crow: 1d20 + 4 ⇒ (17) + 4 = 211d4 ⇒ 3
Guillaume: 1d20 + 4 ⇒ (7) + 4 = 11
Guillaume: 1d20 + 4 ⇒ (9) + 4 = 13


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Seeing her chance to act, Bessie slides her forearm through the hatch and summons the powers of Besmara in a burst of pure energy to heal the wounds of her friends.
Amandla wesiteshi! and with a golden glow, a burst of positive energy radiates out from her.
Channel Energy: 1d6 ⇒ 3
Selective Channel to exclude the wounded rat. the rest heal the Channel Energy roll.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

fort: 1d20 + 6 ⇒ (3) + 6 = 9 oh for Pete's sake
Damn, those bites sting! Crow's tale of "martial bravery" (a kind term for looting and pillaging) continues to aid him and his allies. free action continue
Meanwhile he lashes out with his mace at that damned rat again.
mace: 1d20 + 5 ⇒ (6) + 5 = 11 damage: 1d6 + 4 ⇒ (5) + 4 = 9


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

This newfound rage continues to run through that rushed through Beket's body made him feel incredibly strong, the fierce grin on his face growing as he continued to laugh. That pulse of power came over his whole body and the sting from his body seemed to dissipate as the bleeding stopped and fresh skin knit the tear close. "Mighty thanks to ya, Bessie!" The Mwangi man said with a laugh, his voice booming before he brings the club down towards the one that Crow had been fighting.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16Damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Guillaume unleashes a stream of water at the rat in front of him.


DM / GM / The man behind the curtain

Bleepos wades through the water toward the rat biting Vladimir and pounces, teeth bared.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 ⇒ 1


DM / GM / The man behind the curtain

Feeling put upon, outnumbered and outsized, the last rat loses heart and flees back to the barley bales.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Nice goin' boys! Now lets get to pumping out 'ese bilges. I'll start, you stand guard. As she starts her climb down she gives Nasifi a "come with me head nod" with a finger pressed to her lips.
Bessie climbs down the ladder and looks around for some sort of bilge pump to operate. Once she has a little noise for cover,
Neat trick with the water blast Guillaume, while it is just us here lets compare some notes before Nasifi has to go... What else can you do?

Bessie will take some time to get an idea of who each member of the group is, what they are capable of and a lot of stuff we probably all know out of game from our classes and reading posts that we might not have communicated to each other in game yet. This would probably also include who else would be allies - Sandarra and Ratline, for example


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

are the rats on the map in the correct location? Shall we finish them off?


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Probably... from a practical standpoint, we would not want dire rats eating supplies, spreading disease, or attacking us as we skulk....


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

If Bleepos sees they're alone and people aren't hearing, he will reveal the new things he "found". If anyone wants anything, he will give them by night

@GM: Echoing the others, should we assume we simply finish the rats and move on? Do we need to declare daytime actions today, or do we skip directly to the bloody hour?


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Bessie calls for them to start pumping out the bilge and Beket shakes his head, gripping hard onto the club in his hand. "Shouldn't let the beasties get hungry again. It'll be best to kill them now." Licking his teeth like they were fangs, Beket would move after the rats, the bloodlust around him almost palpable. "How long have we had to be careful with our weapons, our strikes? No, this will be a useful vent for now." Beket thinks, the rage still pumping through his form.

Moved to engage the closest rat. I'm guessing the hay provides concealment? I'll roll for the 20% chance to miss.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20Damage: 2d6 + 5 ⇒ (6, 2) + 5 = 13Concealment: 1d100 ⇒ 59

I am for killing off the rats first and then sharing secrets. With them having some privacy, it'll be the best time to tell them about the roc as well as his actual heritage.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

assuming that we're finishing them off then...
Crow takes advantage of them bunching up to cast a spell. A horrific noise comes out of his throat, causing the rats to be splintered by shards.
continue perform, cast chord of shards. 15' cone, only affects creatures, Reflex negates, and he'll make sure Beket isn't caught by it

damage: 2d6 ⇒ (3, 5) = 8 piercing damage to any rat who doesn't make REF save DC14


DM / GM / The man behind the curtain

the shards rip through the barley bales (the rats ran back into the barley it's just not represented on the map) hampering the attack a bit (+4 REF save). The one rat that struggles free is quickly dispatched by Beket. Bessie starts on the pump.

Everyone is in the bilge for the day except for Nasifi. Daily actions can be taken. The rat menace was handled so efficiently that there is no additional penalties for the combat. As long as two characters make both of the checks, then no one takes any fatigue. Daily actions still affect any one character's ability to make the rolls.

Man the Bilges: Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 12 Fortitude check to avoid being fatigued at the end of the shift.

Nasifi finds Fishguts somewhat sober and cooking. He sends her out to catch some turtles.
Turtle Hunting: Hunting leatherback sea turtles with harpoons, treble hooks, and nets. A DC 10 Profession (fisherman) or Survival check provides enough food. A failed check results in a day in the bilges as punishment the following day. Kipper will man the ships boat while you fish.


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

@Team: please assume that during our workday Bleepos told everything he found on the storage, and let me know if you want any of the thingamagigs

Bleepos works normally on the bilges for the day.

Strength: 1d20 - 1 ⇒ (5) - 1 = 4
Fortitude: 1d20 + 2 ⇒ (6) + 2 = 8

I hope you guys make these checks...

Still on the day, Bleepos searches for one of the riggers to talk to. He has (Goblin) ideas on his giant, empty head.

Which rigger?: 1d6 ⇒ 5 Conchobhar Turlach Shortstone

The Goblin approaches with his usual semi-drunk smile.

Ahoy, mate! - he says, trying to sound friendly - Bleepos had seen you around. Did you came onboard recently too?

Diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9 Eeek! :P

@GM: I'd like to RP a quick interaction with this guy too, if you don't mind - could you please describe him physically, as well as clothing / anything out of the ordinary about him / etc.?


Female CG Human Alchemist (Grenadier) 5 | HP: 45/45 | AC: 17 (T: 13, F: 14) | CMB: +3, CMD: 16 | F: +6, R: +7, W: +2 | Init: +3 | Perc: +9, SM: +1 | Speed 30' | Bombs: 9/9

Although she has the dagger fro the kitchen, Nasifi hesitates when faced with the dark, wet bilge. It matters little, the rats are dispatched very quickly.

Feeling rather silly, Nasifi just tucks the dagger away. So much is happening so fast that Bessie's question startles her a bit.

"Oh! Well, I know some chymistry, mixing compounds for different effects. Some healing, some for my own body. Mostly my training is in making bombs, grenades."

She touches the small satchel attached to her belt almost lovingly, like a caress. "I've only just gotten by kit back though, so I've done nothing of the kind yet on board."

"What about you? You're a priestess right?

++++++++++++++++++++++++

Before going out on the boat to get turtles, Nasifi tells Fishguts she will need some time and space to work in the kitchen in order to make the curative she mentioned. "Maybe tomorrow."

Catching turtles later on in the day turns out to be fairly easy. Nasifi is used to using nets from a boat. She spends the time between casts talking with Kipper some, asking him about the gunnery aboard ship and what they use, how they procure supplies and equipment for it, and other things of the type.

Survival: 1d20 + 5 ⇒ (16) + 5 = 21

Diplomacy: 1d20 ⇒ 15


DM / GM / The man behind the curtain

@Bleepos: Conchabar Shortstone is a rather fastidious gnome to be a pirate. He appears to fancy himself a Captain and dresses as such. He wears a brown and gold striped shirt with a purple vest detailed in gold colored thread. He also wears a wide brimmed purple hat with a gold trim. He has a large handlebar mustache he is obviously rather proud of and he wears an eyepatch over his left eye.

"Get away from me goblin, I don't care for your kind. If you come near me again you'll regret it." The gnome says in response to Bleepos.

Bleepos Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22

It is obvious to Bleepos that Conchabar is scared of him.


DM / GM / The man behind the curtain

@nasifi:

Kipper seems rather bored but answers the question, "Most of what we've got is in the middle hold. You've probably noticed them if not step on parts of the stuff. Two ballista and a light catapult. the barrels around it has oil in it. The real dish is in the armory though. We have quite a bit of alchemists fire. You should see it. A cask of oil or two from the catapult, then followed up with some alchemists fire and poof," he makes the gesture of an explosion with his hands.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Besssie smiles brightly as Nasifi describes her alchemy skills, nodding approvingly.

Yes, I am a healer, blessed by the Pirate Queen, Besmara.As she speaks her goddesses name, she crosses her forearms in front of her with her fists up by her collar bones, showing the symbol for Besmara tattooed upon her right forearm - the skull and crossbones. With her arms and head she makes herself into the same icon. I am also knowledgeable in magic and spellcraft, and a fair sailor myself. I have worked a ship's surgeon on several crews.

She looks to the others and takes in all the information we share with each other. Before Nasifi leaves for the galley, she says to the group, Master Scourge has made us a target. We stand or fall together - with Besmara's guidance we can outfight, outsmart, or out run him.....Together!


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

--DOWN IN THE BILGE--

The others begin to share what it was that they were capable of and Beket points at the club that slowly begins to reduce in size and power. The impressive wooden weapon becomes simple once more before being stowed away upon the large man's side. "I have been given power by Besmara, power that will grow in time. In my sleep, she whispered the secrets of the krakens to me, secrets she stole away from the devilish beasts." A kraken caller, Bessie will have surely heard rumors of them. Druids capable of summoning tentacles from their form and having great affinity for the oceans."[/b]

He seems to hesitate for a moment, eyeing the rest of them carefully before letting out a sigh. "The priestess has a point. Outfight, outsmart, outrun." Beket becomes more resolute before he speaks up. "I am also more than I appear; I am a Runetooth. We find heritage with the shapeshifters in the sea but...it may be easier to just show you."

Beket seems to focus for a moment, eyes closing before his muscles tense. The already large man seems to grow larger now, knotted muscles twisting underneath his skin. The hue of his flesh becomes notably grayer, almost a blue-grey. When his eyes open, they have shifted in a pure blackness like the sharks of the sea. His lips split at revealing himself, like a weight has been taken off, and the razor sharp teeth he sported would bear a striking similarity to Bleepos's,

"I am of the Seascarred. descended from the greatest predator in the sea; the wereshark. This is my secret and I trust you all to keep it. Let the enemy think we're not as strong as we are, we shall prove them wrong." With a shake of his head, the muscles would relax and his human nature would resume control.

"Beyond that, I am an excellent sailor, cook, and my eyes see farther than most. I know the depths and I know the sea. My magic makes me stronger and will, in turn, make all of you stronger." Turning from the others, he gives a shrug. "Now, let us get to work."

Strength: 1d20 + 3 ⇒ (5) + 3 = 8Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17

Work in the Bilge, the most unseemly of work. Despite his strength, Beket cannot seem to give it all. Such work is beneath the pride of a Runetooth and he finds it hard to focus on clearing it. Only when he notices how badly they're lagging behind does he put his back into it. "No reason to let Master Scourge have a chance to beat us.

I'm going to work Diligently, which will bring up the 8 to a 12.


M Half-Orc Dragon Skald VMC Bard-4 | HP 36/36(+4Rage) | AC16 T11 FF15 (-1Rage) | F+7/+8 R+2 W+4/+6 (+4 vs. fear/intim) CMD17/18 | Init+1 Percep+5 darkvision 60' | Bard Rounds: 13/13 | Current effects:

str: 1d20 + 3 ⇒ (1) + 3 = 4 egad
fort: 1d20 + 5 ⇒ (19) + 5 = 24
"Besmara's boots!" Crow exclaims seeing Beket transform. His face cracks into a wide smile. "Oh, we've got quite a surprise for Scourge!" He laughs long and hard. "As fer me, you've seen most of what I can do. I've a little bit of magic, and a bit of the bard's tongue. It don't do much fer spell casters, but I can raise the hackles of most any crew."

He sets to working the bilges, but seems to be having some trouble. He's feeling a bit weak. He thinks it might be the rat bites... or the breakfast he wasn't able to hold down. He finally ties a bit of cloth around his nose and mouth and casts prestidigitation on it to give it a healthier smell. It seems to help him work through the day at least.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie had started pumping the bilges, she wasn't the strongest, and found herself struggling to make any headway.

STR: 1d20 + 1 ⇒ (4) + 1 = 5
Fortitude Save: 1d20 + 3 ⇒ (17) + 3 = 20


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Lol after your description, I had to google that guy's image. He's really quite the figure! Conchobar Shortstone

Bleepos feels the fear on the gnome, but doesn't really understand why. Yet, he likes it - Bleepos likes to fancy himself as a pirate captain as well, and seeing that there are already some (no matter how ridiculous) that fear him gives him great pride.

Meh! - he just says in disappointment as the gnome replies with his empty threats.

The Goblin then proceeds to pretend to leave, but tries to hide near Conchobar on the first chance. He tries to stay close and catch a moment when the gnome is by himself.

Stealth: 1d20 + 14 ⇒ (6) + 14 = 20

Finally, if succeeded, Bleepos will leave the shadows from behind the gnome and try to quickly "steal" a feather from Conchobar's hat.

Sleight of Hand: 1d20 + 10 ⇒ (17) + 10 = 27 I'm assuming this is the test

Not sure if this is possible - Bleepos will try to get it as subtly as he can, then stash in his clothes. Let me know if the enemy notices anything. Otherwise, I assume Conchobar might end up getting a scare when he sees the goblin near him after the fact!

If Conchobar doesn't notice Bleepos stealing the feather:

Bleepos smiles to the gnome as soon as he notices that the goblin is near him. Bleepos shows all of his teeth, and some of them are still bloodied with the rats from the bilges.

You sure you don't want to be Bleepos friend? - he asks, faking innocence - Ship dangerous, friends important!

Bluff: 1d20 + 6 ⇒ (14) + 6 = 20

If Conchobar notices Bleepos stealing the feather:

Bleepos smiles and steps back.

Oh! Bleepos thought it was big, juicy bird! Bleepos hungry, Bleepos always hungry.

Bluff: 1d20 + 6 ⇒ (14) + 6 = 20


DM / GM / The man behind the curtain

Bleepos manages to get the feather off the gnome's hat without being noticed. When Conchobhar turned around and saw Bleepos' smile he reacted. "Aaaghh!" Conchobhar exclaimed when Bleepos smiled. "Stay away from me goblin else I'll go to Master Scourge." Conchobhar squeaked as he hurried away. As the gnome hurried away, Bleepos recalled that gnomes, along with dwarves, tended to hate his people. Perhaps that was the cause of the gnome's reaction. (indifferent > unfriendly)

Bleepos Know Local: 1d20 + 6 ⇒ (20) + 6 = 26


Male Tiefling Bloodrager 4 (Primalist, Steelblood)

Guillaume regards Beket levelly as he transforms. Mildly impressed, he nods once. "Not bad." Turning slightly, to encompass the others (and especially Bessie), he shrugs. "What abilities I have come naturally to me, I often forget which ones normal humans don't have. Somewhere in my ancestry is a native of the Plane of Water, and that blood flows strongly in my veins. I can summon water directly from that plane, for blasts as you saw, but also for more mundane purposes like drinking. We need never fear a water shortage while I am here. I can also purify polluted water and dry wet things. In combat, I can summon armor made from the elemental matter of the Water Plane, but only for myself. I can swim and breathe water like a fish, and see in the dark." he stops for a moment, then begins again. "Oh, and in the water I heal a bit faster and can sense vibrations in the water. Not that any of that is much use here standing in a ship."

Sorry guys. My posting will pick back up next week.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Bessie is all smiles as they exchange information, and makes note to change her spells, as Guillaume can cover water and purifying, she can focus on other aspects.

Besmara has blessed us with the strife of being press-ganged aboard this ship to bring us together. Thank you Besmara, for the gift of these amazing crew mates. I promise to use your powers to keep them healthy and strong.

@Iron - I would assume that we have shared any individual knowledge at this point. Bessie will tell the others that she will identify the potions Bleepos found - unless Nasifi would like to do so.


DM / GM / The man behind the curtain

Guillaume STR: 1d20 + 0 ⇒ (14) + 0 = 14

Guillaume FOR: 1d20 + 6 ⇒ (9) + 6 = 15


DM / GM / The man behind the curtain

The team manages to work together and get the bilge pumped. Thanks to the efforts of everyone involved, no one walks away overly fatigued. (no fatigue for anyone in bilge) Again, the bloody hour comes and goes with no one punished. Grog is passed around (DC 5 FOR save) and the crew moves into evening entertainment.

Grog fortitude saves and evening actions.


CN Male Goblin Rogue (Unchained Pirate/Scout) 5 | HP 43/43 | AC 20 TO 18 FF 13 (CSFD 25/23/13) | F +3 R +10 W +2 | CMD 18 (CSFD 23) | Init +6 | Perc +10 DV | Rogue's Edge: Acrobatics

Right after the bloody hour, Bleepos hands to his companions whatever they asked for (on the list of things he "recovered" previously), such as the potions for Bessie to identify.

The Goblin drinks and dances happily with the others, hearing the stories but not sharing much.

Fortitude: 1d20 + 2 ⇒ (17) + 2 = 19

Gotta open sum'space for more rum in Bleepos green belly! - he says, getting ready to leave on the first chance.

Once he feels he has a small window to go explore, he sneaks out to go check on the Lower Hold and Crew Berths.

Stealth: 1d20 + 14 ⇒ (1) + 14 = 15 Eek! Glad to be a goblin rogue sometimes

His intention is to complete the exploration of the place. He takes his time, but as soon as possible he will return to the group and continue enjoying the "night time" before going to bed.

Will take 20 for the Perception check (+7 for a 27) to look around, careful with other crew members and traps.


| Speed 30ft | Active conditions: None | HP: 12/12 | AC: 17 (13 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +4 R: +2 W: +2 | Init: +2 | Perc: +2, SM: +2 | Combat Stamina: 3/3 |

Beket would settle in for the nightly revels, a wide grin on his face. Guillaume had helped him cover up the rest of the work in the bilge and they weren't even that tired. The spellcasters would make sure that the smell didn't linger on them. Out of the prying eyes of others, Beket would eagerly take one of the tanglefoot bags just in case things got hairy later on.

Up on deck, Beket eagerly drank down the strong ration of rum and savored the burn it left in his throat, grinning wide at the others. He would watch the others move and join in with Vladimir, whispering the the skilled bard.

"I...I am not good...with people." He said with a scowl, nodding softly. "I will follow your lead." Beket was willing to follow along the suave man's trail, helping him however he could as they talked to others.

Fortitude: 1d20 + 6 ⇒ (10) + 6 = 16
Diplomacy: 1d20 + 0 ⇒ (15) + 0 = 15

[ooc]Just enough to aid another.


F Human Cleric of Besmara 5 | HP 28/28| AC 13 TO 11 FF 10 | F +4 R +2 W +8 | CMD 15 | Init +1 | Perc +5

Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23

Bessie drink her grog and finds Tibbs to check on his bites. After checking on him she joins the others on deck, taking a moment to revel in the tales Crow tells. She is still looking for Habbly, for a chance to talk a little shop.

Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19

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Background is fixed and here is a sample of RP.
I did add this to my background as well.

Example RP:

The young drow sat up straight when the old merchant raised the stakes. He was in over his head and everyone knew it. With a little naive smile he called. He looked around at the table filled with professional gamblers, they were eyeing up his stack of coins. It was about to get a lot smaller. He had started the day off with such luck. Hand after hand he won and accumulated a very impressive winning streak. Then his luck had changed over the last couple of hands. He had maybe enough money left for one more hand and it needed to be a winning one or he would be broke. The cards were dealt and he was not happy with the cards he had. His hand was not strong but was not bad either. So he went with what he had and tried his best to bluff a win out of the game. The stakes were high as raise after raise came and went by. The time came where his pile of coins was gone and he needed to make the pot right. Why not put that blade of yours in the pot and we will call it even. The merchant went on about the craftsmanship that went into such a weapon. Knowing the value of the weapon and its nature tugged at Nymz. He could walk away with enough coin to keep even him happy for a very long time. If that blade leaves my hip...someone will get hurt...and we do not want that to happen do we. Besides we are here to enjoy a simple game of cards. Nymz had two gems left that was his emergency money in case things got bad. He reach into his boot and pull forth a small diamond. He looked at it for some time before he placed it on the pile. I see your bet and raise you 200...gold The room grew quiet very quickly and the gamblers looked towards him with interest. A few of them folded and sat back to watch the outcome. Some called my bet and waited for the last person to make the pot right. You aint got the the cards and I knows it. I do not have the coin to cover all of the pot but I have this note of passage for the port in Korvosa and this note of receipt for the Korvosian pleasure barge...the Peregrine, all inclusive. 4 days travel down the coast and back. I just paid it off and was going to take the wife out for a trip so she would shut up about not going anywhere. It took me 3 years to save up enough to buy it. It will cover the pot sure enough and then some. It cost me 300 gold coin and so that would be another 100 coin to you. The merchant let his eyes wonder down to his blade again. It was obvious that he coveted the blade for his own. Nymz was nervous and wished for this game to be over. He had never gambled so much money at once. He nods his approval and reached once more to get a gem from his boot but this time he also pulled forth the cards he had secreted there. He was going to make sure he won this pot. The ruby was smaller but would cover the bet. Cards are tossed in to the pot as more players fold. It was down to the two last players the old merchant and Nymz. I call.... The merchant lays his cards down on the table and starts to laugh as the crestfallen Nymz. He can not believe that this game had turned out this way. Nymz keeps looking at the pile of coins and then down at his cards.
What am I going to do...I mean I thought...two pairs would be enough to beat you.... The old merchants reaches across the table to pull his coins towards his side of the table.
I guess if the two pairs were Gold Dragons and....Gold Dragons...then I would win...right? He tosses his cards on the table to show not one pair but two pairs of Gold Dragons. He quickly collected his winning and left right away. He was the talk of the area for the next couple of days and when it came time to head out on that boat ride, he made sure he was good and ready to leave. He knew that trouble would come looking for him soon enough. He made his way to the docks and looked all over for his boat. It was not what he expected but then again he had never been on one of these boats and it just might be different below decks. He made his way up the plank and was wondering what he was getting into when he looked on his fellow passengers. They did not fit the bill of pleasure seekers. The ship started to cast off and he took one more look at the docks and smiled. He had some good times here and was now ready to seek fun down the coast. His smile fell away as he notice standing on the docks was the old merchant holding up a pouch and a huge smile. Nymz let his hand fall to his side and there he felt the cut strings of his money pouch. All that money was gone. He was not happy but he did enjoy the time he had with such a fortune. He turned to find his cabin and prepare himself for the pleasure that await him down the coast when he felt his head explode with pain and then darkness. Waking up he finds himself without his equipment and he is in chains. Later he finds out that he not only lost all his winnings and equipment but he willingly walked onto a pirate ship thinking it would take him to a pleasure barge.


Hey guys!

We're not using the feat taxes rules (please read the campaign tab for the exact rules). Ogres and sea elves are not allowed races either.

I'm updating here the list. Feel free to submit what you want to play, but as a matter of advice - as much as we prioritize player more than character, we need to be able to cover the roles so the group becomes effective (and fun for everybody).

Other words: to boost your chances of being picked, going for roles that are not filled yet probably will help you. For example, melee damage dealing seems to be the most prevalent role at the moment, and I don't see any dedicated healer.

Cheers! We'll keep it up until Monday, like our GM said.

---------------------------------------

Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - VladimirOleg - N Human Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK

Partial Applications

jscroggs - Orslaw - CG Human Fighter (Corsair) - Missing background
Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Jovich - Nymz Mlezziir - CN Drow Swashbuckler? - Sheet needs to be updated (game is not Gestalt?)
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background

Interested

R0B0GEISHA
Ouachitonian - ? - Undine Aquakineticist?
Jon, The Evil DM
DinosaursOnIce
Edward Sobel
GM Deekan - ? - Wizard? Barbarian?


This is Ouachitonian’s Kineticist. At this time I’ve got him built with the Elemental Annihilator archetype, but I’m having second thoughts about that. Utility talents would be pretty darn useful in this AP, so I might remove the archetype. Any thoughts on that, anyone?


Not sure what what you mean...I am confused

Character is not gestalt. The character is a 1st level swashbuckler and a 1st level magus. The campaign character rules say staring level is 2. Am I missing something?


My bad Nymz! I forgot it was a level 2 :)

Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - VladimirOleg - N Human Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK
Jovich - Nymz Mlezziir - CN Drow Swashbuckler/Magus (Blade Bound) - OK

Partial Applications

jscroggs - Orslaw - CG Human Fighter (Corsair) - Missing background
Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background
Ouachitonian - Guillaume Coeur-de-Lion - N Undine Hydrokineticist (Elemental Annihilator) - Need updates on sheet and alias

Interested

R0B0GEISHA
Jon, The Evil DM
DinosaursOnIce
Edward Sobel
GM Deekan - ? - Wizard? Barbarian?


I need to update to Level 2. My bad. As for sample RP, click here. That alias is an elf now, but in that campaign was used for a build very like this one. It should give a very good idea of what I’m planning for here.

Shadow Lodge

Here is my entire character submission. I updated the story a bit to make him a little more pirate friendly and updated his alignment to LN.

Orslaw character sheet:
Male Fighter (Corsair) 2
LN Medium Human
Init: +2 Senses: Normal Perception: +1
--------------------
Defense
--------------------
AC 17 TC 13 FF: 14
HP 22 Fort +4 Ref +2 Will +1
Special Defenses:
+1 Will saves vs Fear (Bravery +1)
--------------------
Offense
--------------------
Melee
Falchion +6 (1d4+9/18-20,x2) (P.A., W.F)
Short Sword +6 (1d6+4/19-20,x2)
Ranged
Light Crossbow +4 (1d8/19-20,x2)
Speed 30 ft.
--------------------
Statistics
--------------------
Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 13 (+1) Wis 12 (+1) Cha 10 (+0)
Base Atk +2 CMB +4 CMD 16
Feats SF: Power Attack (-1 Att, +2(3) damage), Dodge (+1 AC), Weapon Focus (Falchion) (+1 att), Cleave (extra attack, NO -2 to AC)
Skills Profession: Sailor +6 (2), Swim +5(armor)/+9(no armor) (2), Know: Engineering +6 (2), Climb +7 (armor) (2)
Languages: Common, Giant
Traits: Anatomist (+1 Crit confirm), Touched By The Sea (+1 Swim, -1 penalty to attack underwater)
Favored Class: Fighter - +2 hp
Combat Gear: Chain Shirt (+4 AC, +4 Max Dex, -2 ACP), Falchion, Short Sword, Light Crossbow, 20 bolts
Mundane Gear: 100' Hemp rope, Bedroll, Blanket, Fishing Kit +4 fishing hooks, Signal Whistle, Lamp, 1xLamp Oil, Eye Patch, Backpack, Waterproof bag, 5x trail rations, Waterskin, Masterwork Woodworking Tools, 13 gp

Background:
Orslaw grew up in a long line of naval guardsmen from Egorian in Cheliax. While most of his time was spent on the Adivian River, he loved the weeks his ship Devil's Delight spent on the Inner Sea patrolling their borders. Still young in his service, he volunteered for a longer expedition down to the Shackles. Orslaw begrudgingly took the position of ship's surgeon, but found he didn't take to it well and had no real talent at healing. He did great at the 2 amputations he had to perform, but he was unfortunately unable to stop the bleeding afterwards on either sailor. Unfortunately, one was the second cousin (twice removed) of Captain Renfield. This led to an unfortunate dismissal from the Chelaxian ship leaving him stranded at Port Peril.
Thankfully, he was able to get some basic work doing repairs on some of the smaller vessels that regularly came through. Orslaw was at the docks and managed to get a position on a "merchant" vessel, Diver's Joy, doing repairs and gathered what little he had been able to accumulate in the Shackles and decided to stop by the Formidably Maid for a celebratory drink, and hopefully, a roll in the hay with one of the locals. However, his normal ale wasn't as kind to him as normal...

Roleplaying:
Here's a link to the beginning of one of my favorite Exalted stories as Nadak: http://www.deepwyld.com/viewtopic.php?f=28&t=1319


Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - VladimirOleg - N Human Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK
Jovich - Nymz Mlezziir - CN Drow Swashbuckler/Magus (Blade Bound) - OK
jscroggs - Orslaw - LN Human Fighter (Corsair) - OK

Partial Applications

Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background
Ouachitonian - Guillaume Coeur-de-Lion - N Undine Hydrokineticist (Elemental Annihilator) - Need updates on sheet

Interested

R0B0GEISHA
Jon, The Evil DM
DinosaursOnIce
Edward Sobel
GM Deekan - ? - Wizard? Barbarian?


I will be pulling out of this, with the large number of applicants and so many already in.


There are only 2 already in (we're still recruiting more 3 or 4).

As for roles, we will probably try to find at least one person that can properly heal, and probably an arcane caster of sorts, or ranged DPS. To be sincere, there are so many ways in Pathfinder to accomplish what we need (so many classes and archetypes) that it'll be quite tough to actually define a group :)


It is true. Beket can -kinda- heal but my focus is more buffing/debuffing/and fighting upfront with my baby roc assisting me. I'm super excited by everyone's character concepts but I did want to let everyone know that Chaotic Good characters would still likely fit too. We're not aiming to play monstrously wicked pirates; just the kind that want your stuff is all.


Ok, from the way it looked on my phone I thought there were 4 pre selected., I try to get something together.

Human fighter, VMC rogue. Former taldan naval officer forced I to exile from a scandalous affair.


@Beket Runetooth Well, Yan isn't Chaotic Neutral in the "haha let's kill orphans because why not" way, but more of a "there's a thing I want (in his case, to increase his mentor's collection) and I'm not letting anything stop me from getting it". Guess it's just easier for people to imagine a CN pirate than a CG one, though I am interested in seeing how a LN character accepts a life of piracy.


Oh, I'm just saying that so people don't feel confined. That wasn't necessarily a poke at anybody's concept. When I played some of the campaign in a real-life game, we were all CN but not dicks, we just liked being our own people.


@Nymz: you seem to be missing the campaign trait, and I didn't find your list of spells

@Orslaw: we're not using the feat taxes rules

@Yhess: I didn't find your traits in my books. One of them I guess is Besmara's Blessing (but you're using a different name?) and the other one I don't know where it came from.


Natural Born Sailor (You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).)

https://www.d20pfsrd.com/traits/campaign-traits/skull-shackles/natural-born -sailor/

* Former Slave (+1 Will)

https://www.d20pfsrd.com/traits/regional-traits/freed-slave-regional/


@Grumbaki: Thanks! Got it. Natural Born Sailor is Besmara's Blessing, and the other one is a regional called Freed Slave for people freed by Andorans (assuming the Gnoll is from there, then? Can't really see much on the background on that matter, just asking).

Liberty's Edge

Alright, application time!
Marin
Half-Elf, Dual-Cursed Oracle, VMC Sorcerer
Marin, Wave Oracle Crunch via Mythweavers

Ruins of Azlant RP Sampler
Kingmaker Sampler
Dead Suns Sampler

Background:

Marin was born from the coupling of an Aquatic Elf Father and a Human Sorceress mother. His mother had been an agent of the Pathfinder Society, sent to seek out signs of the ruins of Azlant. She hired a ship and it's crew from the city of Corentyn, striking a deal with the Chelaxian navy that in addition to standard monetary compensation they would map their routes and turn over any such maps to Cheliax. During the course of her expedition, she spent some time underwater, having met a charming Sea-Elf who himself took great interest in surface dwellers, arcane magic, and lost artifacts. Thus he was happy to oblige her adventurous spirit and help to search for lost ruins. Though the two never found any significant signs or remnants of Azlant, they did find adventure and passion together during the months. Eventually, with supplies and money from the Pathfinder charter running short, the captain of the Dauntless decided they had to head back to Corentyn. Marin's father and mother parted ways, with talks of her return to the area, with the father staying to do further investigations. What happened to Marin's father is a mystery.

Marin has always felt a strong connection to the Sea. His mother had him below the deck of the Dauntless, in the middle of a nasty storm, one potentially sent by Besmara herself. During the trick back the ship was set upon by pirates, during the attack his mother saved his life, along with many on board the ship, climbing high onto the Crow's Nest and raining arcane fire upon the pirates that attacked them. She went overboard and was never heard of again.

Marin was taken care of during the remainder of the trip by the Dauntless's captain, Fole Ertel, in honor of his mother. He took Marin back to Crentyn where he was put into an orphanage. Captain Ertel used what was left of Merrin's mother's gear to pay for better schooling for him, and then let fate settle the rest. All that Marin has of his mother his her adventurous spirit, a compass with her initials (ML) etched into it, and diluted arcane magic coursing in his veins.

Marin grew up in Crentyn, always drawn to the water and to the thoughts of a life at sea. He spent his education learning about ships and about the history of the area, especially the Shackles. He would spend whatever time he could at the dockside of the city, he even tried to stow away on a ship more than a few times. Mostly though he just worked to help clean the boats and went out on smaller crafts whenever a fisherman or boatman would take him. Nevertheless, he was never very successful, though many of the crewmen in the area often would treat him warily, saying that Besmara herself seemed to follow him. As Marin grow older he tried to join these same ships, though Besmara's blessing seemed as much a curse as a blessing during this time as no Chelaxian Captain wished to be associated with someone who might have been touched by the Pirate Queen.

Growing desperate Marin joined the Navy, where he managed to win a few friends and impress with the foundational knowledge he had of ships and sailing. Marin grew during his time in the navy, though he quickly became disavowed with the rigid lifestyle of being a Sailor in a navy, the Chelaxian navy no less. He sought the freedom of the open sea, and the pursuit of his own, not those of some devil worshipers. He even almost deserted the Navy earlier on, but love would stop his initial abandonment.

Marin, soon after becoming a Junior Lieutenant, he probably would have advanced further if his disregard for rules and tradition didn't irritate his superiors to such an extent. He met a striking human named Maria, a senior Lieutenant in the Navy, she found his disregard for the rules irritating, but charming, they made him stand out. They served on the ship, 'Enduring Rule' together. The 'Enduring Rule' was part of a small fleet tasked with further improving their maps of the areas. They fell in love however briefly and took a small leave inland, taking upon deskwork for the Navy when Maria became pregnant.

It was during this time that Marin started to experience a deep longing to return to the sea. What at first was desire, turned into borderline sickness, turned something more. Marin had always been an excellent swimmer and somewhat uncoordinated on land, but he found his land balance falling ever more deeply off, struggling to properly balance himself when not in the water. As this happened he found that his natural swimming abilities vastly improved, as if the Pirate Queen herself beckoned him to return to the vast ocean. Eventually, he suffered a second curse, his left leg started to shrivel, like a dried fish out of the water, becoming more peg than a leg. His inability to flex his lower calf muscles well causing his rigid walk to even produce a wooden sound when he walked. Priests and healers alike had no idea what was wrong, it was a curse unlike any they had ever seen.

After his daughter was born, Meri, Marin found the deep longing in his soul growing stronger every day, this and a feeling of being trapped, as if he would forever be stuck doing deskwork with a life he wasn't sure at all he wanted became overwhelming to him, it drove him mad. He had dreams of swimming unfettered in the sea, of waves and water, his food tasted like fish, his drink of seawater. Often he heard the voice of a beautiful siren calling out to him. Perhaps Besmara herself, as he started to manifest magic that seemed divine in nature.

Finally, enough was enough. He left one day on a whim. Using Maria's higher rank (she had become a 2nd Lieutenant not long before Maril was born, and had it not been for the duties of parenthood, likely more) and a smooth tongue to help get him papers approved for a scouting trip towards the Shackles. Marin contacted an old acquaintance by naval magic, who had come to see him once or twice, Captain Ertel and tasked the old Sea Dog with helping him one last time. The Captain, whose health was waining with age agreed to help for a small price. Having a decent summed stored, Marin paid the captain to meet him just outside Botosani. Where he would ferry Marin to Mediogalti Island. Leaving the area long before any could question his absence.

Marin diverted most of his funds to his daughters future, putting them away in Chelaxian holdings so they couldn't be touched and then left, leaving a rigid life that had never been for him, the guilt he felt buried beneath the necessity of it all. He immediately abandoned his post at Botosani, he deserted the Navy and caught passage with Captain Ertel who took him to Mediogalti. Here, Marin used the remainder of his funds to purchase basic gear and took passage again, seeking out freedom in the only place he knew where to go. Port Peril. The life of a pirate is what he saught, a life on the open seas where one could be they wanted. Law, evil, even good, what good were they? The sea was where it was at. Unfiltered and seemingly infinite.

A few years later, he arrived at Port Peril. The journey had not been easy, if not for fate alone Marin may not have made it. His lack of planning had not made it an easy journey. During this time, his fascination with the pirate life only grew. Once at Peril, Marin started to ask around, politely as he could where he met join a crew. heard the best place to join a pirate ship. He ended up in the Formidably Maid, directed there by men happy to take his coin. His fate awaiting him behind one well-placed bottle.

Appearance and Personality:

Marin is a man of the sea. Years spent working on ships has the man sporting a sun-baked look. Blond hair and aqua eyes find themselves on a face of a Half-Elf with sea-elven blue/green ridden features that have been softened by his human heritage. He keeps his hair long and tied behind his head typically.

His right leg is shriveled like a dried fruit, product of his lameness.

Personality wise, Marin is a free spirit with a heart driven for the sea. Once a man drowning in order, his recent escapades to escape have left him free and reinvigorated.

He has guilt that he keeps locked deep down about abandoning Maria and Maril. Though however much guilt it is, it could never compete with a heart driven for the freedom of the open sea, nor of the curse that drove him there either.

He is a free spirit, who operates upon friendliness and pleasantries when able.

He is Chaotic Neutral but leans towards Goodness.

Marin respects his allies. It is a testament of his the love and respect for Maria that Marin fought the draw to the ocean and stayed in the Navy for as long as he did.

He can be short-sighted, he sometimes makes rash decisions without the wisdom to consider the long-term implications of his actions (leaving his wife/daughter without pursuing other options and doing so with little planning, for example).
[Spoiler=Character Advancement]
I plan on focusing more on spellcasting than say damage,. At lower levels surely some metal prodding won't hurt, especially at reach. Probably will split Marin between healing, buffing, control, and aquatic utility. I am flexible to help put spells where they best serve the group. Of course, any nautically appropriate spells are going to be on that list as well. I'd like to work some metamagic in there over time.

I don't plan on being a dedicated healer, but I am happy to pick up the more useful/utilitarian healing spells and help invest in scrolls/wands of the more situational stuff as needed.

The VMC will be in sorcerer (his heritage coming from his mother). I'm not sure on what sort of familiar I'd like yet, but I was thinking maybe a Sage for some knowledge help, and perhaps some sort of flying creature.

The items aren't complete, but I'll happily finish if selected!

Cheers.


Sorry. Will have to withdraw. Real Life getting in the way of things.

"I feel the Warp real life over taking me! It is a good pain..."

Much cheers to all. (^_^)


It was more for him becoming a slave the first time he tried to be a pirate.

But if the first trait is Besmara’s Blessing...then I suppose I could make the second Indomitable Faith. Also +1 Will, but that would make 2 Besmarian Traits for a pirate with a natural inclination for the sea.

Yeah..I’ll switch to that.


@Dinosaurs: Thanks! I will update the list. I believe some of the calculations on the sheet are messed (like Profession Sailor) but still, I'll add you to the list of complete and we can do the review/adjusts if selected later on.


Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - VladimirOleg - N Human Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK
Jovich - Nymz Mlezziir - CN Drow Swashbuckler/Magus (Blade Bound) - OK
jscroggs - Orslaw - LN Human Fighter (Corsair) - OK
DinosaursOnIce - Marin Snokers - CN Human Oracle (Dual Cursed) - OK

Partial Applications

Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background
Ouachitonian - Guillaume Coeur-de-Lion - N Undine Hydrokineticist (Elemental Annihilator) - Need updates on sheet

Interested

R0B0GEISHA
Jon, The Evil DM
Edward Sobel
GM Deekan - ? - Wizard? Barbarian?


Ok, I'm all updated and ready to go. I decided that Water's Utility Wild Talents are useful enough that I got rid of Elemental Annihilator. For my first Utility Talent I took Kinetic Healer, to help out with that role in addition to ranged attacking (and I took Extended Range as my first infusion, so range is something I can do well).


not a big change, but I changed Vlad to half-orc. There's a few half-orc feats that fit well with how I see him progressing


@TheChess Thanks for the head's up on feat tax rules. I missed that part and had to do a bit of research on that one. That'll free up a feat so I'll switch that out for Furious Focus and move Weapon Focus to (Heavy Blades). Thanks!


Just found the thread! Hope I'm not too late.

I'll have fluff and crunch posted before Saturdays over, but my concept is Rumlump Ruue, Grippli Herb/Hedge Witch with his trusty (if not generally angry) octopus Slish, hired as an absolute last choice to be the dockside doctor to "cure" what ails ya.

Serves as a fine healer and arcane caster; I promise a barrel of laughs with him around!


Orslaw wrote:
@TheChess Thanks for the head's up on feat tax rules. I missed that part and had to do a bit of research on that one. That'll free up a feat so I'll switch that out for Furious Focus and move Weapon Focus to (Heavy Blades). Thanks!

Err, the game is not using those rules.

Also, I'm completely done with Ariana now. Here's the updated gear.

Gear:
pp 0 gp 19 sp 0 cp 0

Weight 57 (21 in backpack)
Carrying Capacity 50/100/150 (Masterwork Backpack 58/116/175)

Basic Pirate Clothes
Chain Shirt
Masterwork Rapier
Dagger x2
Iron Holy Symbol
Spell Component Pouch
Belt Pouch
-Iron Holy Symbol (backup)
-Ioun Torch
-Compass
Masterwork Backpack
-Silk Rope (50 ft) x2
-Grooming Kit
-Common Artisan's Tools (Craft (Siege Weapons))


@ Chess
Sorry I missed those. Added spells and corrected traits.


I'm compiling another list with the applicants, their current (and possible future) roles and campaign trait. It's not a very accurate list but at least it'll give the GM an idea of what we have to ease up the choices coming next Monday. Anyway, here's the updated list of applications and interest:

Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - Vladimir Oleg - N Half-Orc Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK
Jovich - Nymz Mlezziir - CN Drow Swashbuckler/Magus (Blade Bound) - OK
jscroggs - Orslaw - LN Human Fighter (Corsair) - OK
DinosaursOnIce - Marin Snokers - CN Human Oracle (Dual Cursed) - OK
Ouachitonian - Guillaume Coeur-de-Lion - N Undine Hydrokineticist - OK

Partial Applications

Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background

Interested

R0B0GEISHA
Jon, The Evil DM
Edward Sobel
GM Deekan - ? - Wizard? Barbarian?
Guy With Hat - ? - Grippli Herb/Hedge Witch?


When I get home I'll be uploading my female elven stormborn sorcerer. Still working out the details of the story, but the crunch is at home


This seems to pop its head up every few posts. To try and reduce confusion I won't even mention the other phrase, [b]Standard feat rules are in play.[\b]

Liberty's Edge

The Chess wrote:
@Dinosaurs: Thanks! I will update the list. I believe some of the calculations on the sheet are messed (like Profession Sailor) but still, I'll add you to the list of complete and we can do the review/adjusts if selected later on.

Awesome. I think the Profession Sailor is correct, though perhaps I got a little excited in my fervor for sailing. Something like Hero Lab or a profile on here might have made things clearer.

Profession Sailor:

2 (Ranks) + 3 (Class Skill) - 1 (Wisdom Mod) + 1 Trait (Besmara's Blessing) + 3 (Skill Focus- Adaptability) + 4 Racial (Child of the Sea, alt racial ability).
Mind you, I'd considered going with Dual Minded over the Skill Focus to shore up my Will Save. So if selected and the Profession Sailor is a bit much, I could even myself down a bit.

Cheers!


As mentioned there seems to be an overabundance of blades and a total lack of dedicated healing. Given this, I would like to make an alternate submission to Nikolas Besmara and instead offer a healing (and non-combat focused) - Bessie.

Bessie was found as the sole survivor of a pirate raid on a merchant ship. Absolutely nothing was known about the little girl that the pirate crew of Ozzori's Dream found, not even her name, but the pirates took her in and raised her, mostly under the care of the ship's suregeon Allain Grimsaw. Around the age of 12, the last of the original crew left the Ozzori's Dream and the little girl who had been a helper to the ship's healer left too. Since then she has sailed with a dozen crews on twice as many ships and as a devout Besmaran she goes by the only name she remembers being called - Bessie Rodgers after her goddess and her flag.


Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - Vladimir Oleg - N Half-Orc Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK
Jovich - Nymz Mlezziir - CN Drow Swashbuckler/Magus (Blade Bound) - OK
jscroggs - Orslaw - LN Human Fighter (Corsair) - OK
DinosaursOnIce - Marin Snokers - CN Half-Elf Oracle (Dual Cursed) - OK
Ouachitonian - Guillaume Coeur-de-Lion - N Undine Hydrokineticist - OK
Grenfax - Bessie Rodgers - CN Human Cleric - OK

Partial Applications

Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background

Interested

R0B0GEISHA
Jon, The Evil DM
Edward Sobel
GM Deekan - ? - Wizard? Barbarian?
Guy With Hat - ? - Grippli Herb/Hedge Witch?
2ndGenerationCleric - ? - Elf Sorcerer (Stormborn)?


Ok, first time posting to this forum, hope I get the formatting right.

Rumlump Ruue everyone!

Da Crunch:
Rumlumn Ruue
Male Gripply Witch (Herb/Hedge)2
Neutral Small Humanoid, Aquatic
Init+2;
Senses Low Light Vision 60 ft;
Perception +2
--------------------
Defense
--------------------
AC13, touch 13, flat-footed 11 (+0 armor, +2 Dex, +0 natural)
hp15 (2d6)
Fort+3, Ref +2,

Will+4
--------------------
Offense
--------------------
Speed30 ft. Climb 20 ft.
Ranged
Blowgun +3 (1+2/x2) Darts (40) Net +3
Melee
Sickle +1 (1d4+1/x2)
Longspear +1 (1d6+1)

Spell-Like Abilities

Gift of Consumption (Su):

Whenever the witch is exposed to an effect that requires her to attempt a Fortitude save, as an immediate action she can curse a creature within 30 feet to share the effect. The hexed creature must also attempt a Fortitude save at the same DC as the witch’s, and on a failure it is subject to the same effects as the witch. Regardless of the outcome of the saving throw, the creature can’t be targeted by this hex again for 1 day. This hex does not function with effects that require additional types of save, such as phantasmal killer.

Witch(Herb/Hedge) Spells Prepared(CL 2):
Level 0
Create Water
Detect Magic
Dancing Lights
Guidance
Mending

Level 1
Detect Undead
Ill Omen
Mudball
Cure light wounds
--------------------
Statistics
--------------------
Str10 (+0), Dex 14 (+2), Con16 (+3), Int17 (+3), Wis 12 (+1), Cha8 (-1)

Base Atk +1; CMB-1; CMD11

FeatsExtra Hex: Gift of Consumption, Brew Potion

TraitsMagical Talent: Create Water, Iron Liver (+2 Fort vs poison/disease, +4 Fort vs alcohol), Pragmatic Activator (Int for UMD)
Drawback Sleepy: -2 vs sleep effects

SkillsCraft: Carpentry +7, Heal +7, Know Arcana +7, Know Nature +7, Know Planes +7, Profession: Herbalism +7, Spellcraft +7, UMD +7

LanguagesCommon, Grippli, Goblin, Draconic

SQJumper (Running start to Acrobatics Checks, Glider (Half falling distance, move horizontal = half distance fallen), Hex: Gift of
Consumption, Hex: Cauldron

Other GearAquarium Ball, Fishing line, Hook (4), backpack, a bedroll, a belt pouch, candles (10), chalk (10),a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), waterskin, Masterwork Boline (+2 Prof: Herbalism) Masterwork Healers chart (+2 Heal), Scroll box, Scroll: Air bubble (1) Comprehend Language (1) 34 GP
--------------------
Special Abilities
--------------------

Herb Lore (ex): Herb witches are masters of herbalism, and can use their herbs to duplicate many of the effects of alchemy, as well as
craft tinctures of their own. An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a bonus on Profession (herbalist) checks equal to half her class level. In addition, herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier. As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn’t allow saving throws, the remedy is ineffective.

An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a
Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an
effect that doesn’t allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.

Plague Patron

Da Fluff:
A low, throaty croak bellows from beneath a dirty canvas shawl which stirs from a slumped heap of slumber to an equally slumped heap rummaging for a pipe. If not for that rumbling groan, you might not have even noticed the warty, salt caked toad, as inconspicuous as a sack of refuse cast from the saloon next door.

"You're wunt sump'tin?" it grumbles up at you, bulbous yellow eyes blinking independently as it drags a sticky black smoke from a crumbling driftwood pipe. "Sumptin huuurtin?" A deeply purple bruise of a throat pouch ripples and swells with the lingering word.

The diminutive drifter shakily rises to splayed, webbed feet, shoulders hunched beneath canvas sackcloth rising no more than a foot an a half from peak to toe. You hear liquid sloshing faintly beneath the cloth as the amphibeous creature catches its unsteady footing.

"Come alung, I fix your huuurt good." He pauses, and for a moment theres a hungry gleam catching in the creatures eyes. "Bring coooin."

Rumlump Ruue may as well have never crawled from the mud as far as hes concerned, and good luck to anyone trying to convince him otherwise. His tribe, once a sprawling web of families minding the brackish mires of the central Mwangi Expanse, suffered heavy loss fleeing to the Kaava Lands where they now reside. A medicine man of a proud lineage, it seemed nothing could be done as fewer young were born year after year, until too few remained to care. The end of a family line, a plague had fallen, and no cure or power known to Clan Ruue could stave off the slow decay. A lifetime of wisdom could do little to save everything he ever knew.

Enough had been enough. Last remaining of his family, he took what little he had left and departed into the morning fog, taking the road all lost souls take when nothing left remains to anchor their life; the road to the sea.

His medicines, though unusual to those of a less toadly persuasion, proved effective enough to merit him the temporary tolerance of several merchant marine ships, and his small size kept him safely out of the way of the dangers partial to open waters. So, without a home, without a family to call his own, Rumlump drifts from port to port, sleeping in humid alleys, begging coin and curing what ails ya. Yet, beneath the surface lies the spark of anticipation. His life had suffered a great rot, this is true, but only through decay does the marsh give life. He waits now for that first bloom, that first breath of what next awaits him.

Rumlump is nothing to looks at, and he'd have it no other way. Barely standing a foot and a half at full height, the remarkably small toad boasts all the warts and leathery folds of the less intelligent tiny beasts, but with none of the charm. Thick rubbery lips often chew at the end of a driftwood pipe as strikingly yellow amphibious eyes blink lazily with no rhyme or reason. His complexion, a botched collage of muddy brown, algae green splotches and charcoal warts is broken only by the a brilliant purple bruise of a throat pouch which bulges and throbs when attempting to stymie his slurred attempts at Common tongue. Under the stained canvas sackcloth he calls a shawl, legs surprisingly powerful for one who spends to many hours asleep lay curled beneath squat mass.

His only companion, an ornery octopus hes taken to calling Slish, does his best to match the craggy and lackluster visage of its master, betraying its illustrious blue rings only when pertrubed; which these days is often.

Slumped, unassuming, wiling away the days until some new purpose strikes him on the squat nose; this is how Rumlump stays safe. Under foot is a dangerous place for a frog, but out of sight fits him just fine.


Well I did not get in the other game so might as well try here.

will re-work my idea


No problems! You guys still have time to complete the applications, as the choices will come only on Monday. I’ll build the characters on Hero Lab to match the sheets here so we can work together on the small errors/details of any.

@Everybody who submitted and is already complete, feel free to review and double check the sheets before Monday.

Cheers


ok here is my submission... decided to go cleric of Besmara also I can send the .por file for the character if you need it later:

backstory:

Lady Minerva Rosala, born in Cheliax into House Rosala. She was raised as a noble, A spoiled little rich girl, used to getting her own way. But the exact circumstances of her birth were not so noble.

Minerva’s mother was with child and was accompanying her husband on a discreet trade mission into the Shackles. The trip took longer than expected, and to avoid a pirate attack their ship ended up too close to the Eye of Abendego. The ship was tossed about in the raging storm but managed to pull through. It was during this storm that Minerva was born. The stories are told that the very Eye ceased when Minerva was born, allowing the ship to regain its course back to Westcrown.

Minerva grew up, never knowing the circumstances of her birth, but she always had a yearning for the sea. She would spend time at the docks, listening to the old sailors talk, hearing the tales told of pirates, and Naval officers that fought them.

At the age of 10 she was permitted on her first venture onto the sea. The ship’s name was “Imp’s Paradise” a small cutter, sturdy enough to go a good distance from shore. She learned the ropes of sailing and was getting the hang of it when suddenly a loose line gave way and the headsail caught the wind just right flailing about knocking Minerva into the sea.

By the time she was fished from the water, she was unconscious and not breathing. She was raced to Westcrown where she was taken to the healers. Minerva was presumed dead, but she managed to survive, but she was left scarred from the incident. A gash cut across her right eye leaving her partially blind in that eye.

As time went on after the incident, Minerva was different. Her connection to water was even stronger. Her family decided that she needed help, and it was requested that she be taken to a small temple on an island off the coast of Rahadoum near the port town of Botosani. Here Minerva learned the teachings of Besmara and the art of swordplay.

Upon completion of her training, Minerva was requested to remain at the temple, but her desire to be at sea was too great. She left the temple to return to Westcrown. There, she returned to her home only to find that House Rosala had fallen in status. Much of her father’s holdings had been transferred to House Thrune after her family’s warehouses were raided by a pirate flying under a Chelish flag. Wanting to restore her family’s holdings, Minerva looked to what she knew, the sea. She commandeered the last ship in port the family still owned. She set sail toward the Shackles following the charts her father had left detailing the trade agreements he had work on many years ago. She hoped to use her family name and call in old favors.

But as time passed since the first meeting her father had made, much had changed in the Shackles. Old contacts were no more, she had to now answer for debts her father had left, the pirates had swindled and stole large amounts of gold from House Rosala, raiding the warehouses and harassing merchant vessels, leaving them nearly broke. Minerva refused to accept her father’s failings as her own. She turned her small Chelaxian cutter into a pirate vessel, hunting down those that swindled her father and House Rosala, flying under the flag of a red rose over crossed sabers.

Her pirate career was very short lived, The Imp’s Paradise was attacked and taken as a prize by a group of pirate vessels known as “The Devil’s Own”, commanded by the frigate Tyrannous . Lady Minerva was pressed into service. Keeping her ancestry secret to avoid unnecessary ransoms that most likely could not be paid, especially considering the Captain that had taken her was none other than Arronax Endymion, the former Chelish Imperial Naval admiral; the very Captain that lead the pirates in betraying her family.

Lady Minerva managed to keep her heritage secret from her Captain, claiming the Chelish she commanded was captured as a prize. But each day she feared for her life, knowing that if he ever found out the truth, Arronax would kill her outright. Captain Arronax was the man that betrayed her father and raided her family’s assets in an effort to destroy House Thrune.

Minerva made her escape when the Tyrannous pulled into port Peril for a meeting of the Pirate Council. she soon found her way to the Formidably Maid, Minerva decided to seek out her former ship, she intends to retake the ship and find a way to get her revenge on Captain Arronax.

picture of “Imp’s Paradise”
Lady Minerva Rosala (with Petunia)
the flag of The Blood Rose
theme music
link to Rise of the Runelords game that I play as Noro the Barbarian (part 1)
link to rise of the Runelords game (part 2)

Lady Minerva Rosala:

Female human (Chelaxian) cleric of Besmara 2/gunslinger*
CN Medium humanoid (human)
Init +3; Senses Perception +7
* VMC gunslinger
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (2d8)
Fort +3, Ref +3, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . dagger +4 (1d4/19-20) (+5 to hit ranged)
. . rapier +5 (1d6/18-20)
. . unarmed strike +4 (1d3 nonlethal)
Special Attacks channel positive energy 5/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—icicle (1d6+1 cold)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—cause fear (DC 14), cure light wounds, obscuring mist[D], shield of faith
. . 0 (at will)—detect magic, mending, read magic, stabilize
. . D Domain spell; Domain Water
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 10, Int 12, Wis 17, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Weapon Finesse, Weapon Focus (rapier)
Traits besmara’s blessing, cheat death
Skills
Acrobatics +4
Appraise +8
Climb +2
Diplomacy +6
Heal +7
Knowledge (nobility) +5
Knowledge (religion) +5
Perception +7
Profession (sailor) +9
Sense Motive +9
Swim +2
Languages Common, Polyglot
Gear
potion of cure light wounds (hidden in holy Symbol)
mwk armored coat[APG]
dagger (2)
rapier
backpack
bedroll
belt pouch
candle (5)
flint and steel
hemp rope (50 ft.)
holy symbol of Besmara with compartment[UE]
holy text (Besmara)[UE]
mess kit[UE]
signet ring (House Rosala)
soap
spell component pouch
4 sp, 5 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

--------------------

Petunia
Female parrot (Pathfinder RPG Advanced Player's Guide)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8-1)
Fort +2, Ref +4, Will +5
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee unarmed strike +5 (1 nonlethal) or
. . bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +1; CMB +1; CMD 7
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Acrobatics +6 (-2 to jump), Appraise +0, Climb +7, Diplomacy -1, Fly +6, Heal +3, Perception +9, Sense Motive +3, Swim +7
Languages Common
SQ empathic link
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
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.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.


Here is my submission for the game. Nasifi Calaso is an Alchemist with the Grenadier archetype. Her information, both build info and backstory, is available in her profile. It's all complete except for finalizing gear, taking another look at her Formulae, and a last stab at editing.

For convenience sake I'll include her backstory here too with the submission vitals:

Character Role:
Nasifi is meant mainly for ranged combat, either bombs or crossbow. But she's an alchemist, so a good jack of all trades. She can backstop the party in skills, healing, traps and locks, and do some buffing.

I may consider a 1 or 2 level dip if it turns out she needs to up her combat game a little. Rogue or Swashbuckler could work to improve melee.

Her personality fit for the party would be as the clever one who thinks ahead, likes to plan for what's coming, and to keep things running smoothy. It isn't lost on me that she'd be a CG character in a crowd of CN characters. If that means what it usually means, she would be more team oriented, maybe a little "den motherly" if needed. But yeah, this is pirates so not overly stuffy or hectoring about things. A good rudder for the party I guess you could say. :)

Backstory:

Nasifi Calaso was born among the Mwangi neighborhoods surrounding the walls of Eleder, the capitol of Sargava. Her mother Abshir belonged to a Kalabuta family that had long lived in the area. They had for generations supplied labor and servants for Chelaxian colonials. Her father Faarax is from the Ijo fisher-folk living immediately north of the city on the coast. Her parents met, and then courted, walking into the city each day. Abshir ran a small bakery in the city. Faarax came to sell the day’s catch.
When they married, Faraax moved to live with Abshir near the city walls, rising very early each morning to walk back to the fishing boats. When she was old enough Nasifi would occasionally go with her father. Unlike her older sister, who had trouble with sea-sickness, Nasifi loved spending time out on the fishing boat, and the stories Faarax told about the sea.

Much more commonly she went with her mother and older sister to help out at the bakery. Nasifi came to alchemy through baking. Her mother was a baker of great artistry. As she taught the young Nasifi her craft, Abshir endlessly emphasized the mastery of fundamentals: exact proportions of ingredients, precision in timing and temperature. It was those things, Abshir said, that can make even the plain loaf of bread stand above the most delicious looking pastry or tart. “Baking is edible chymistry” Abshir asserted. Only after the fundamentals are mastered should one look to infuse baking with imagination, to follow one’s inspirations in creation. Nasifi is one hell of a baker as a result of her mother’s efforts.

In her teens Nasifi began looking beyond baking. She was very smart, and curious about what else in the world might follow similar rules. Using whatever texts or advice she could scrounge, Nasifi began taking her mother’s baking fundamentals, precise ratios of ingredients, careful application of heat, and exact timing, in other directions. Nasifi soon discovered she must have inherited some small spark of magic from someone among her ancestors. With practice she was able to move beyond mundane chymistry and herbalism to true alchemy.

Abshir died of a fever when Nasifi was seventeen. Her older sister Mosi, who had married by then, took over running the bakery. The place was not actually hers though. It was owned by a colonial man who left the place alone, except to come by occasionally to check the books and collect his profits. Nasifi did not want to continue working there, so she joined Sargava’s militia. The pay would be steady, and better than if she were a baker, especially since she would have to work in a colonial’s shop.

Her talents landed her a place as a sapper and grenadier, which is what she wanted. Nasifi had begun reaching the limits of what she could achieve with alchemy all by herself. At first she did learn quite a bit about the preparation and use of explosives, and she was delighted. But, before too long she found that the military was only interested in teaching her what they needed her to do, and exactly no more. Her career prospects in the militia were dim for other reasons as well. As a Mwangi, she could never become an officer.

Nasifi was perfectly willing to fight for Sargava against another Chelish invasion, treachery by the Free Captains, or Bandu raiders and slavers. She did in fact see some skirmishing against the Bandu. But as she learned more about Sargava outside the area around Eleder, she became troubled. More than anything the Sargavan militia was used internally against the increasingly restive Mwangi of the interior. It troubled her conscience as she became more aware that the colonists were not really trying to make a poor land something better. They, especially the families at the very top, were creaming off so much of a potentially wealthy land that everyone else, specifically the Mwangi, suffered.

After a little more than a year, Nasifi slipped away. Militia officers would call it desertion, but Nasifi didn’t see it that way. She had been conned into a contract that the Sargavan Militia had breached. She didn’t figure it was too serious anyway. If she stayed away for a couple of years nobody would even remember. There was some cachet in being a former officer among colonials, but not much in staying on for a career. Officers didn’t last long, and quality was low.

Nasifi went back to the coast to visit her father, who had moved back among the Ijo fishing boats after Abshir died. She told him she was taking some time away from Sargava to decide what to do next. She would try to earn enough money working aboard ships to study in another country. Thuvia was renowned by the quality of the alchemists it produced. If not that maybe something else, but regardless she would be back in a couple of years or maybe a little longer.

She went north to Crown’s End, where smugglers were common and red tape was not. She found a ship in need of a body and sailed north toward The Shackles. Over the next few months she became a Caydenite, although she had never thought much about religion before. She also began to wonder if what she has promised her father was actually true. She couldn’t see a future for Sargava that did not include much spilled blood, and she tired of trying to work out what her place there would be when that reckoning came.


I've been quiet for the most part. Chess and his partner started the thread looking for players and a GM. I offered to GM the game. Hopefully all goes well. Once we start I look for players to post daily during the week and once over the weekend. More is fine. I understand things come up but I think it is important that the game continues. I believe you lose players when there are long or numerous pauses. Therefore, if for whatever reason you cannot post within your 24 hours, I will have you make a practical combat decision or have you go along with the group (silence is consent) as long as it does not immediately endanger you. You will not become a red shirt, nor will I have you leap on a grenade, unless you have set a precedent of being the sort of person who would leap on a grenade.


At least once a day and once a weekend is exactly what I'd hope for for expectations! Here's my submission, though I'll be adding the rp sample on my lunch break


Here's my link to the sample rp from the game I've been keeping up with regularly. I play the dwarven gun bard Garfaulk Sharpstone, a dwarf who's a bit rough around the edges.

Sample Rp-The Interrogation

And yes, I know it's weird Animoira is currently lawful good. Realistically, she's probably more neutral good. But I do not expect her to stay that way and intend to evolve her as she progresses


Here's the final list of applicants! Recruitment is now closed. We will be compiling the list below with the GM and announcing the selections later today or tomorrow. Thanks everybody for the great submissions!

Pre-selected

adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK

Complete Applications

Grumbaki - Yhess - CN Gnoll Bloodrager (Urban) - OK
RobL8675309 - Vladimir Oleg - N Half-Orc Skald (Dragon Skald) - OK
theasl - Ariana - CN Human Warpriest - OK
SuperDodo - Yan Sabele - CN Human Wizard (Diviner) - OK
ElbowtotheFace - Cathirix - CN Hobgoblin Gunslinger - OK
Grenfax - Nikolas Besmara - CN Human Slayer (Deliverer) - OK
Jovich - Nymz Mlezziir - CN Drow Swashbuckler/Magus (Blade Bound) - OK
jscroggs - Orslaw - LN Human Fighter (Corsair) - OK
DinosaursOnIce - Marin Snokers - CN Half-Elf Oracle (Dual Cursed) - OK
Ouachitonian - Guillaume Coeur-de-Lion - N Undine Hydrokineticist - OK
Grenfax - Bessie Rodgers - CN Human Cleric - OK
Edward Sobel - Minerva Rosala - CN Human Cleric - OK
rdknight - Nasifi Calaso - CG Human Alchemist (Grenadier) - OK
2ndGenerationCleric - Animoira Halanaestra - LG Elf Sorcerer (Stormborn) - OK

Partial Applications

Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Sunset - Suny - Elf Fighter? - Sheet needs to be updated, missing background
Guy With Hat - Rumlumn Ruue - N Grippli Witch (Herb/Hedge) - Missing sample RP

Interested

R0B0GEISHA
Jon, The Evil DM
GM Deekan - ? - Wizard? Barbarian?


Good luck everyone!


indeed, good luck!


Yes, great characters; it will be a hard choice!


Good luck to everyone, and to Chess and the GM, it's going to be a tough job choosing!


I would have loved to have played with every character that is here on the list. Good luck to all of you!


So... This is it. Here are the chosen ones:

Beket Runetooth, CN Skinwalker Druid (Kraken Caller)
Bessie Rodgers, CN Human Cleric of Besmara
Bleepos Droppo, CN Goblin Unchained Rogue (Pirate, Scout)
Guillaume Coeur-de-Lion, TN Undine Hydrokineticist
Nasifi Calaso, CG Human Alchemist (Grenadier)
Vladimir Oleg, TN Half-Orc Skald (Dragon Skald)

Please post on the Discussion tab so we can start discussing the final details before starting.

Thanks for everybody that applied! Feel free to let us know if you’d like to stay as a backup in case someone drops. It was an incredibly tough choices and there are clearly several others I’d like bringing if we weren’t limited.

Cheers and yarrrr


Have fun yall

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