The Chess |
Hi people!
We’re searching for an opportunity to play S&S from the start, with a solid and active group. At the moment we have only two players (one is a rogue or shifter, the other is a warpriest). I had the opportunity to play in the past with an awesome group, but unfortunately the game died before the end of the first book because the GM had real life issues. I’d greatly appreciate if someone would want to give us the opportunity and hopefully take the party for a long spin :)
I’m imagining the rules to be something more on the heroic side, with 25 point buy, 2 traits (different categories, one from the AP, drawback for a third), only Paizo official material (no third party), no templates or level adjusted races, no extraplanetary races, emerging guns, background skills, VMC, PFS-style HP, average gold per class, unchained classes use unchained, combat stamina free for fighters and unavailable to others, and feat taxes rules (elephant in the room). Obviously whoever decides to help us and GM can change such rules and establish their own, I’m just trying ting to set a good base. Probably five players is a good number.
If you want to submit as a player, please present also a background and link to sample RP and make sure to keep the pirate theme. Paladins don’t really fit well on the game and ideally I’d like it to stay mostly good or neutral. No backstabbing on the party type of playing.
I’ll help the GM choose the players and manage the party, loot, XP, whatever the GM needs.
Thanks a ton! Hopefully we can find someone to host for us :)))
KingHotTrash |
Alrighty. I thought about warpriest and then I remembered my friend's kraken caller from my real life game and couldn't resist it. So I present Beket Runetooth, the Seascarred Kraken Caller.
Male Seascarred Druid (Kraken Caller) 1
N Medium Skinwalker (Human, Shifter)
Init: +2 Perception: +11
--------------------
Defense
--------------------
AC 16 TAC 12 FF: 14
HP 10 Fort +4 Ref +2 Will +6
Special Defenses:
+2 v.s. Charm & Compulsion
--------------------
Offense
--------------------
Melee
club +2 (1d6+2/x2)
longspear +2 (1d8+2/x3)
dagger +2 (1d4+2/19-20x2)
Ranged
dagger +2 (1d4+2/19-20x2/10ft)
sling +2 (1d4+2/x2/50ft)
Speed 30 ft.
--------------------
Statistics
--------------------
Str14 (+2) Dex 14 (+2) Con 14 (+2) Int 8 (-1) Wis 18 (+4) Cha 10 (+0)
Base Atk +0 CMB +2 CMD 14
Feats SF: Conjuration
Skills Profession: Sailor +9 (1), Profession: Cook +8 (1), Swim +8 (1), Perception +11 (1), Kn: Nature +5 (1), Survival +10 (1)
Languages: Common
SQ: Animal-Minded (+2 Perception, +2 Swim), Change Shape, Charm Animal (Aquatic Only) 3/day
Traits Family Ties, Birthmark, Besmara's Blessing, Cheat Death
Favored Class: Druid - +1 Skill
Combat Gear: hide shirt (+3 AC, +4 Max Dex, 0 ACP), light wooden shield (+1 AC), shortspear, club, dagger, sling, 20 bullets
Mundane Gear: animal feed (five days), backpack, belt pouch, blanket, flint & steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, trail rations (5), waterskin
Magical Gear:
--------------------
Special Abilities
---------------------
Call of the Waves: A kraken caller must choose a deity of piracy, strife, and sea monsters as her deity. If she ever changes her deity, she loses this archetype and becomes a normal druid.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
---------------------
Spellcasting
---------------------
Caster Level: 1
Spell DC: Spell Level + WIS (4) + 10
Orisons (3): purify food and drink, create water, mending
1st Level (2): touch of the sea, shillelagh
---------------------
Animal Companion
---------------------
Rytys
TN Medium Animal (Roc)
Init: +4 Senses: Low-light Vision Perception: +5
--------------------
Defense
--------------------
AC 20 TAC 15 FF: 15
HP 14 Fort +2 Ref +7 Will +1
Special Defenses:
--------------------
Offense
--------------------
Melee
bite +5 (1d6+1/x2)
talons x2 +0 (1d4/x2)
Speed 20ft., 80ft.(fly)
--------------------
Statistics
--------------------
Str12 (+1) Dex 19 (+4) Con 9 (-1) Int 2 (-4) Wis 13 (+1) Cha 11 (+0)
Base Atk +1 CMB +2 CMD 15
Feats Dodge
Skills Perception +5 (1), Fly +8 (1)
SQ: low-light vision
Tricks: Combat Training, Aid
Combat Gear:
Mundane Gear:
Magical Gear:
--------------------
Special Abilities
--------------------
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
--------------------
Beket was born to this family with a skull & crossbone upon the back of his neck, a sure sign of blessing by Besmara. From his early childhood, he was raised as a prodigal son by the clan and treated like royalty. With his early training, he learned the connect with the power of the ocean winds, to hear the call of the depths below, and even was taught the forbidden secrets of power that Besmara herself stole from the powerful krakens hidden so deeply within the darkest parts of the sea. It was his destiny to become great and powerful, to bring his clan into a true age of prosperity and strength. All of it fell apart when the Coldbloods found them.
The Coldbloods, a wandering tribe of true weresharks, had come across rumors of this supposed enclave of skinwalkers. Their leader, a pirate by the name of Lito Casca, was disgusted by these supposed imposters and led an attack on Beket's home. His people fought valiantly but the power of the weresharks as well as their surprise attack left their home in shambles and many of their most powerful warriors dead. Fearing for Beket's life, his family stowed him away upon a ship and sent him off to sea to escape their fate. Swearing vengeance for this heinous act, Beket swore to gather as much power as he could and take Lito's head for what he had done.
Vengeance comes slowly, especially to the inexperienced, and soon his quest for vengeance was sidelined with the monotony of sailing. Merchant ships, pirate ships, privateers, Beket joined what he could but not a single one ever ended with a real amount of coin in his pocket or an increase in his stature and power. He desired his own crew, his own destiny, and not that of a common pirate.The only shining moment was when, while stuck at a port, he caught sight of a group of smugglers transporting some sort of eggs. There was the the shrill cries of guard whistles spurred them to run and in the heat of the moment, Beket stole one of the eggs and ran with it. On his way back home, the egg hatched and this massive bird emerged. After arguing with the crew about eating it, his captain was at least gracious enough to let the ambitious young man keep it. Naming it Rytys after a Mwangi spirit of the air, the two quickly grew inseparable. Years would pass, with Beket finally perfecting his training while also teaching the quickly growing roc how to fight and aid in battle. Yet with that passing of time, no real coin was ever collected, no items of power ended up in the young pirate's hand, and he was no closer to achieving his goals or his vengeance.
After being released from a crew at his home of Port Peril, Beket fell in a dark mood full of ale, tears, and anger. Why did Besmara abandon him after giving him her mark? Why grant him such power if he was not to take the sea like she had? Not even Rytys's concern shook him from his sadness and the druid stumbled into the Formidably Maid already half-drunk. Drowning his sorrows in even more drinks, a crowd formed around him to offer their sympathies. Wasted, Beket barely even noticed how they carried him out of the tavern and past his home to the docks. He barely complained when they hoisted over the gangplank and onto the notorious ship known as the Wormwood. Below deck, he slumbered with all the rest of the unfortunates to have been press-ganged while the ship began to sail out to sea. Only Rytys flew after him, catching itself upon the thermals and soaring after the ship that had taken its master and father away from him. Beket could only dream in his drunken stupor, a dream that Besmara was finally going to show him the way to greatness.
I almost forgot. Here is a link to one of my best posts and here is another one.
Ironperenti |
2 people marked this as a favorite. |
I'm interested in the GM job. I have not done a lot of pbp on here but I have two full pbem games taking characters from 2nd to 18th level and 2nd to 14th level in pathfinder. I have also done three superhero pbem campaigns. I spent a lot of time deployed or otherwise unavailable for live games so I ran what I could. I have also run virtual tabletop games (most notably ROTRL) and have run numerous face to face games. I have been a DM/GM since 1986 in a whole variety of games. I have only looked at the summary for skull and shackles but I'm willing to buy the first two books and read up on them this holiday week if you will have me. If selected as GM, I'll post build specifics using most of Chess' recommendations.
The Chess |
Hey guys! Please read the UPDATED RULES by our GM on the campaign info, as well as details on how to submit your characters. It's very similar to what I originally suggested but there are some important differences, so please pay attention ;)
I will go through all the submissions together with Iron to help assess the list. I'll keep the recruitment open for some more days (let's say, until next week) or until Iron decides to close and review the applications. There are only 2 reserved spots so we're trying to recruit more 3 or 4 adventurers, depending on the quality of the submissions.
Let's swim with the Shackles sharks! Yarr!
KingHotTrash |
I have my Kraken Caller all updated now. He isn't really into healing, being much more of a melee fighter and caster support. A cleric or someone else with healing abilities would still be very useful for the group as a whole.
Male Seascarred Druid (Kraken Caller) 2
CN Medium Skinwalker (Human, Shifter)
Init: +2 Senses: Low-Light Perception: +12
--------------------
Defense
--------------------
AC 18 TAC 12 FF: 16
HP 17 Fort +5 Ref +2 Will +7
Special Defenses:
+2 v.s. Charm & Compulsion
--------------------
Offense
--------------------
Melee
club +3 (1d6+2/x2)
longspear +3 (1d8+2/x3)
dagger +3 (1d4+2/19-20x2)
Ranged
dagger +3 (1d4+2/19-20x2/10ft)
sling +3 (1d4+2/x2/50ft)
Speed 30 ft.
--------------------
Statistics
--------------------
Str14 (+2) Dex 14 (+2) Con 14 (+2) Int 8 (-1) Wis 18 (+4) Cha 10 (+0)
Base Atk +1 CMB +2 CMD 14
Feats SF: Conjuration
Skills Profession: Sailor +10 (2), Profession: Cook +8 (1), Swim +5 (2), Perception +12 (2), Kn: Nature +5 (1), Survival +10 (1), Handle Animal +4 (1), Kn: Geography +3 (1), Stealth +0 (1)
Languages: Common
SQ: Animal-Minded (+2 Perception, +2 Swim), Change Shape, Charm Animal (Aquatic Only) 3/day
Traits Birthmark, Besmara's Blessing
Favored Class: Druid - +2 Skill
Combat Gear: masterwork lamellar (horn) (+5 AC, +3 Max Dex, -3 ACP), light wooden shield (+1 AC), shortspear, club, dagger, sling, 20 bullets
Mundane Gear: animal feed (five days), backpack, belt pouch, blanket, flint & steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, trail rations (5), waterskin, 2pp, 5gp, 9sp
Magical Gear:
--------------------
Special Abilities
---------------------
Call of the Waves: A kraken caller must choose a deity of piracy, strife, and sea monsters as her deity. If she ever changes her deity, she loses this archetype and becomes a normal druid.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy: A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
Dauntless Swimmer: At 2nd level, a kraken caller can always take 10 on Swim checks, even if she is rushed or threatened.
---------------------
Spellcasting
---------------------
Caster Level: 1
Spell DC: Spell Level + WIS (4) + 10
Orisons (4): purify food and drink, create water, mending, detect poison
1st Level (3): touch of the sea, shillelagh, magic stone
---------------------
Animal Companion
---------------------
Rytys
TN Medium Animal (Roc)
Init: +4 Senses: Low-light Vision Perception: +5
--------------------
Defense
--------------------
AC 20 TAC 15 FF: 15
HP 21 Fort +2 Ref +7 Will +2
Special Defenses:
--------------------
Offense
--------------------
Melee
bite +6 (1d6+1/x2)
talons x2 +1 (1d4/x2)
Speed 20ft., 80ft.(fly)
--------------------
Statistics
--------------------
Str12 (+1) Dex 19 (+4) Con 9 (-1) Int 2 (-4) Wis 13 (+1) Cha 11 (+0)
Base Atk +2 CMB +2 CMD 15
Feats Dodge, Toughness
Skills Perception +5 (1), Fly +8 (1), Survival +2 (1)
SQ: low-light vision
Tricks: Combat Training, Aid
Combat Gear:
Mundane Gear:
Magical Gear:
--------------------
Special Abilities
--------------------
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
--------------------
Beket was born to this family with a skull & crossbone upon the back of his neck, a sure sign of blessing by Besmara. From his early childhood, he was raised as a prodigal son by the clan and treated like royalty. With his early training, he learned the connect with the power of the ocean winds, to hear the call of the depths below, and even was taught the forbidden secrets of power that Besmara herself stole from the powerful krakens hidden so deeply within the darkest parts of the sea. It was his destiny to become great and powerful, to bring his clan into a true age of prosperity and strength. All of it fell apart when the Coldbloods found them.
The Coldbloods, a wandering tribe of true weresharks, had come across rumors of this supposed enclave of skinwalkers. Their leader, a pirate by the name of Lito Casca, was disgusted by these supposed imposters and led an attack on Beket's home. His people fought valiantly but the power of the weresharks as well as their surprise attack left their home in shambles and many of their most powerful warriors dead. Fearing for Beket's life, his family stowed him away upon a ship and sent him off to sea to escape their fate. Swearing vengeance for this heinous act, Beket swore to gather as much power as he could and take Lito's head for what he had done.
Vengeance comes slowly, especially to the inexperienced, and soon his quest for vengeance was sidelined with the monotony of sailing. Merchant ships, pirate ships, privateers, Beket joined what he could but not a single one ever ended with a real amount of coin in his pocket or an increase in his stature and power. He desired his own crew, his own destiny, and not that of a common pirate.The only shining moment was when, while stuck at a port, he caught sight of a group of smugglers transporting some sort of eggs. There was the the shrill cries of guard whistles spurred them to run and in the heat of the moment, Beket stole one of the eggs and ran with it. On his way back home, the egg hatched and this massive bird emerged. After arguing with the crew about eating it, his captain was at least gracious enough to let the ambitious young man keep it. Naming it Rytys after a Mwangi spirit of the air, the two quickly grew inseparable. Years would pass, with Beket finally perfecting his training while also teaching the quickly growing roc how to fight and aid in battle. Yet with that passing of time, no real coin was ever collected, no items of power ended up in the young pirate's hand, and he was no closer to achieving his goals or his vengeance.
After being released from a crew at his home of Port Peril, Beket fell in a dark mood full of ale, tears, and anger. Why did Besmara abandon him after giving him her mark? Why grant him such power if he was not to take the sea like she had? Not even Rytys's concern shook him from his sadness and the druid stumbled into the Formidably Maid already half-drunk. Drowning his sorrows in even more drinks, a crowd formed around him to offer their sympathies. Wasted, Beket barely even noticed how they carried him out of the tavern and past his home to the docks. He barely complained when they hoisted over the gangplank and onto the notorious ship known as the Wormwood. Below deck, he slumbered with all the rest of the unfortunates to have been press-ganged while the ship began to sail out to sea. Only Rytys flew after him, catching itself upon the thermals and soaring after the ship that had taken its master and father away from him. Beket could only dream in his drunken stupor, a dream that Besmara was finally going to show him the way to greatness.
ElbowtotheFace |
Sold into slavery as a child Cathirix's upbringing was brutal and unkind, more so than normal Hobgoblins. After escaping slavery he lived on the streets falling in with a group of young thieves and found himself an adept at picking pockets. As they grew older the group started to fall apart, Cathirix and one other boy joined up with a pirate crew. Working his way up from a deck hand he learned how to fight and us fire arms, and found himself to be quite adept at working on and using the latter. After a mildly successful few years, one failed raid and it was all over and he found himself washed up in the Shackles.
jscroggs |
Read some previous RPG posts here. This was an Exalted 2nd Edition game, but one of my favorite scenes with my character, Nadak.
Beket Runetooth |
This is KingHotTrash here with my alias all set up for the game ahead. It has all the information from above, just lacking the roleplay references.
@Chess - Nah, go for the peg leg if you'd like! He has no special attachment to sharks, he actually despises most weresharks because of the way they slaughtered his clan.
KingHotTrash |
@theasl - After the first book, we'll have our own ship and can begin upgrading it and arming it. So the first few levels might not be the most important. Besmara is an easy goddess to worship, seeing as she is the goddess of piracy, storms, and sea monsters. There are plenty others that could be chosen though!
Ironperenti |
I'm thinking we will look at making selections on Monday. That gives a week. I'll spin myself up on the storyline and post any recommendations for the players.
Speaking of recommendations. If you read the player guide or the intro to book one it is obvious that the players should be oriented toward being pirates. Good characters may want to be privateers or have a romantic view of sailing the seas and charming ladies on ships while robbing them. Either way, being a pirate should be an acceptable goal if not primarily desired. I don't see how a paladin could fit this, there may be a few other classes that have meshing problems. Just think about that when you make your characters and create their background.
Grumbaki |
Race Gnoll
* Darkvision (60ft)
* Natural Armor (+2)
Alignment
* Chaotic Neutral
Str (18) Dex (14) Con (16) Int (10) Wis (12) Cha (13) HP (24/24) AC (20/12/18) Saves (6/2/2) Land/Swim Speed (35 unarmored 25 armored)
Traits
* 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).)
* Former Slave (+1 Will)
Class: Urban Bloodrager Aquatic Bloodline
* Fast Movement (+10ft)
* Controlled Bloodrage: 4+Con+2/Lvl after 1. +4 Str
* Underwater Attacks (At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties)
Feats with Oracle VMC Deep One Curse and Battle Mystery
* Curse: Deep One (You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.)
Lvl 1: Power Attack
Skills
* Perception: 2 SP (+7)
* Intimidate: 2 SP (+6)
* Survival: 2 SP (+6)
* Profession Sailor: 2 SP (+7)
* Linguistics: 2 SP (+2, speaks and reads gnoll, common, aquan)
Equipment
* Breastplate
* Falchion
* Fighter’s Kit
* 11 gold
Yhess has proven himself to be a natural born pirate. Everything nautical seems to come easy to him, in large part because it brings him such joy. He wants nothing more than to swim and to sail. The taste and smell of salt water is like ambrosia to him...even if the smell of wet dog isn’t the same for his crew. And, as a gnoll, he shares his race’s love of easy living and easy money. And what easier money is there than stealing whatever one can and running before the enemy knows what is happening? Granted, his first attempt at becoming a pirate led to him being captured, enslaved, and almost sold. But, a quick dive into the ocean and a near death experience with a shark saw him to safety. Ever the optimist he is ready to try again.
And yet, as a gnoll, he has his own version of morals. The pack is everything. One does not hurt the pack. One does not steal from the pack. One doesn’t murder the pack. And to him, what else is a pirate crew but an ugly, hairless, pack?
There we go! A gnoll pirate. Ready to join a pirate crew. Packs a healthy +7 Hit with 2d4+12 damage. Can fight underwater without penalty. 25ft land and swim speed. For defense he has 25HP and AC20. So he can hit hard and tank fairly well.
The only problem is that he loves to swim and will likely smell like wet dog.
The Chess |
Selected
adsapiens - Bleepos Droppo - CN Goblin Unchained Rogue (Pirate, Scout) - OK
KingHotTrash - Beket Runetooth - CN Skinwalker Druid (Kraken Caller) - OK
Applicants
jscroggs - Urslaw - Human Fighter (Corsair)? - Concept & sample RP only, missing background and sheet
Grumbaki - Yhess - CN Gnoll Bloodrager (Urban)? - Missing sample RP
Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Jovich - Nymz Mlezziir - CN Drow Swashbuckler? - Background and sheet needs to be updated, missing sample RP
RobL8675309 - VladimirOleg - N Human Skald (Dragon Skald) - Missing sample RP
Interested
R0B0GEISHA
Ouachitonian
theasl
Jon, The Evil DM
ElbowtotheFace
DinosaursOnIce
Grumbaki |
http://paizo.com/campaigns/RiseOfTheRunelords6qcet/gameplay&page=27#131 8
Back in Sandpoint, Drazh stared at the helmet. It had been a team effort to haul it back. Ferocia had claimed an amulet that hardened her skin. Marten had claimed a Spellbook, Azalia had an enchanted blade, Miron had a magical breastplate. And he...had this.
The familiar on his shoulder hopped down and paced around it. He could feel it’s excitement. He was sure that the others thought him crazy when he claimed the massive helmet. He was certain that the townspeople thought him mad when he had spent nearly every last gold crown he had renting this forge and the supplies he needed.
But he was not crazy. That he knew. The helm...within it, under the gold and bronze, was Mithril. He could smell it. He could feel it calling to him in his soul. With a grin he went to work.
For days Drazh worked. He didn’t eat. He barely slept. He had a vision! The core of the helm was made of Mithril. And he knew that he could make it into a suit of armor. Something worthy of Torag’s name. His familiar, a gift from the gods, worked furiously beside him. It kept the billows going, it cooled heated metal, and it brought him the tools he needed.
By the third day, the proprietor was getting worried. The sound of hammer on anvil did not cease. It was as if though there was an entire team of craftsmen in the small forge. On the fourth day she peeked inside. What she saw was a dwarf, with giant bags under his eyes, cursing as he worked.
On the fifth day she snuck in food and water. The two were wolfed down without a word.
On the seventh day the ranting started. It was all in dwarven, but a few words crept in that were common. Vengeance. Giants.
On the ninth day the dwarf cried as he worked, calling out for his wife. The name Brunhilda was roared to the heavens. He was shaking, seeing things. At times he thought he was at Grung Varn. His clothing had been soaked through with sweat several times over.
On the tenth day she had come back with a physician. The dwarf had finally passed out. Before him was a suit of fullplate, made from Mithril. It was covered with gold filgree, the names of the dead written upon it.
A miracle had occurred. Something which should have take years had been made in a week and a half. It had nearly driven him to madness. It had nearly claimed his life. But the hand of the divine was evident in the marvelous construction.
The Chess |
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
Partial Applications
jscroggs - Urslaw - Human Fighter (Corsair)? - Concept & sample RP only, missing background and sheet
Qstor - Barlo Underhill - NG Halfling Rogue (Acrobat)? - Missing background & sample RP, sheet needs to be updated
Jovich - Nymz Mlezziir - CN Drow Swashbuckler? - Background and sheet needs to be updated, missing sample RP
Interested
R0B0GEISHA
Ouachitonian
theasl
Jon, The Evil DM
ElbowtotheFace
DinosaursOnIce
Edward Sobel
theasl |
Haven't finished up gear yet, but here's a look at Ariana, warpriest of Hai Feng and siege weapon specialist.
As she grew, Ariana formally joined her parents the workshop, fixing up and testing the ship's many ballistae after every combat. At the same time, Tokko, seeing a spark of talent in the girl unmatched by even the most skilled tengus on board, began instructing Ariana in both the tengu martial arts and divine magic, and how to weave the two into a special fighting style.
Unfortunately, her time on the seas was cut short with disaster before she even came of age. After a skirmish with a force of Chelish frigates scouting the outskirts of the Shackles, the Black Feather was heavily damaged and drifted, uncontrollable, towards the edge of the Eye of Abendego. The crew hastily abandoned ship, but besides Tokko and a few other children who she ended up with in one of the ship's rowboats, she has never seen any of them - including her family - ever again.
After drifting on the edge of the Eye for days, the rowboat eventually landed near Drenchport, where the survivors made their home for the next few years under the watchful eyes of the aging Tokko. Eventually, though, Tokko's time came, and the remaining survivors split up and went their separate ways. Ariana returned to Port Peril, former home of the Black Feather, with little but Tokko's rapier, her faith in Hai Feng, and a dream of one day serving on a well-known pirate ship much as her family had done.
===Statistics and Skills===
F Warpriest of Hai Feng 2
CN Medium Humanoid (human)
Languages Common, Tengu, Polyglot
HP 15/15 Initiative +3 Speed walk 30 ft Senses perception +3
STR 13(+1) DEX 16(+3) CON 12(+1) INT 14(+2) WIS 16(+3) CHA 10(+0)
Climb +6 Craft (Siege Weapons) +7 Intimidate +6 Knowledge (Engineering) +7 Profession (Sailor) +9 Profession (Siege Engineer) +8 Swim +6
===Offense===
BAB +1 Melee +2 Ranged +4 CMB +2
Weapons
Masterwork Rapier (+6, 18-20/x2, 1d6+1 P)
Dagger (+4, 19-20/x2, 10/50 ft, 1d4+1 P or S)
===Defense===
AC 13 (17 with armor) TAC 13 FFAC 10 (14 with armor)
CMD 15 FFCMD 12
Fort +4 Reflex +3 Will +6
Damage Resistance none
Energy Resistance none
Spell Resistance none
Armor/Shield
Chain Shirt (+4 AC, -2 ACP, +4 max DEX)
===Feats and Traits===
Feats
Weapon Focus (Rapier) [Focus Weapon]
Exotic Weapon Proficiency (Ballista) [Human]
Weapon Finesse
Traits
Buccaneer's Blood
Signature Moves
===Special Abilities===
Race
Skilled
Bonus Feat
Class
Weapon Proficiency (Simple/Martial/Deity)
Armor Proficiency (All)
Shield Proficiency (except Tower)
Aura (Ex) - Chaotic
Blessings (Su)
-Air
--Zephyr's Gift (minor)
-Weather
--Storm Strike (minor)
Focus Weapon (Rapier)
Sacred Weapon 1d6 (Su)
Bonus Languages
Fervor 1d6 (Su)
Favored Class Warpriest
+2/6 bonus combat feat (0 total)
===Spells===
Bonus Spells/Day 1:1 2:1 3:1
Spells/Day 0:4 1:2
Spell DC 13 + spell level
Concentration +5
0
1
===Gear===
pp gp sp cp
Weight ( in backpack)
Carrying Capacity // (Masterwork Backpack //)
Basic Pirate Clothes
Chain Shirt
Masterwork Rapier
Dagger x2
Yan Sabele |
Hello! This is TheSuperDodo, applying for this game with Yan Sabele, a Bonuwat human diviner. His sheet and background can be found on his profile page.
RP post example with very minor War for the Crown spoilers, I guess?
ElbowtotheFace |
Cathirix, Criminal Par Excellence
Male Hobgoblin Gunslinger
CN Medium humanoid
Init +4; Senses- Darkvision 60ft, Perception +7
_____________________
Defense
_____________________
AC 19, touch 15, flat-footed 14, CMD 16
HP 22 (2d10+6)
Fort +6, Ref +7, Will +2
_____________________
Offense
_____________________
Speed 30ft
Pistol: +6 (1d8) x4 20ft
Dagger: +3 (1d4+1) 19-20x2
Kukri: +3 (1d4+1) 18-20x2
____________________
Statistics
_____________________
Str 12, Dex 18, Con 16, Int 12, Wis 14, Cha 11
Base Attack +2, CMB +3, CMD 16
Feats: Gunsmithing, Rapid Reload (One hand firearm)
Traits: Never Stop Shooting, Eye for Plunder
(A) Skills:
Acrobatics 9 (2 Rank, +4 Dex, +3 Class),
Bluff 5 (1 Rank, +3 Class),
Climb 5 (1 Rank, +1 Str, +3 Class),
Intimidate 4 (1 Rank, +3 Class),
Knowledge Local 5 (1 Rank, +1 Int, +3 Class),
Perception 7 (2 Rank, +2 Wis, +3 Class),
Swim 5 (1 Rank, +1 Str, +3 Class),
Survival 6 (1 Rank, + 2 Wis, +3 Class)
(B) Skills:
Appraise 6 (1 Rank, +1 Int, +3 Class, +1 Trait)
Sleight of Hand 8 (1 Rank, +4 Dex, +3 Class)
Craft Gunsmithing 5 (1 Rank, +1 Int, +3 Class)
Profession Sailor 6 (1 Rank, +2 Wis, +3 Class)
____________________
Racial Abilities
____________________
Sneaky: +4 to Stealth
Darkvision 60ft
Favored Class Bonus 2/4th Grit
______________________
Special Abilities
_______________________
Grit 2 point
Deeds: Deadeye, Gunslinger’s Dodge, Quick Clear
Gunsmith
Nimble +1
________________________
Equipment
________________________
Battered Pistol
Gunsmith’s kit
Dagger
Kukri
Chain shirt
Bullet (30)
Black powder (30)
Powder horn x3
Back pack
Bedroll
10 days rations
50ft rope
Flint and steel
Sold into slavery as a child Cathirix's upbringing was brutal and unkind, more so than normal Hobgoblins. After escaping slavery he lived on the streets falling in with a group of young thieves and found himself an adept at picking pockets. As they grew older the group started to fall apart, Cathirix and one other boy joined up with a pirate crew. After a mildly successful few years, one failed raid and it was all over and he found himself washed up in the Shackles.
Unable to find a crew Cathirix slipped back to low level crime, pick pocketing and cheating at cards. Having made himself a pretty copper and one night was spending a little too liberally and making a show of himself at the Formidably Maid in Port Pearl, because the last thing he remembers was dancing on a table before it all went black…
Nikolas Besmara |
Still working on the details for Nikolas, but the concept is solid...for consideration:
Nikolas was born on a ship to mother who died giving birth and was left at the next port with a priest of Besmara. Nicolas grew up in pirate ports and on ships, sometimes pirate, sometimes victim. But he always saw something in the pirates, although lawless and free, they still had a Code. And there were those that broke it. An odd desire grew within the boy - protect the free spirited pirates and hold those unworthy to the Code. Besmara's will be preserved that pirates should sail free and to the worthy - the plunder.
jscroggs |
CG 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: 78gp left for mundane gear and other
I'll get my full background typed out later. Orslaw is a damage dealer who should get a good number of crits and still maintain a decent AC.