[Open] Utopian Skull and Shackles / Dragon's Demand - PFS credit only (Inactive)

Game Master nightdeath

"And the Devil will drag you under by the the sharp lapel of your checkered coat".
-Sit down, you're rocking the boat
Maps:
Main Deck
Upper Deck
Middle Deck
LowerDeck
Bilges
Island Harbour
Belhaime Map
Loot Sheet


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Shadow Lodge

Ambitious and long term undertaking.

I will be running a full Skull and Shackles campaign. PFS credit will be given for the sanctioned content sections, as for pre-gen characters. I'll also be weaving in Dragon's Demand.

Characters will be built using PFS rules (20 point build, etc.). However.. all Paizo content is fair play (my access to 3rd party content is very limited, so I'm going to keep it to Paizo stuff). Faction traits (or other Pathfinder-specific content) will require a strong justification. Playtest material (advanced class guide...) is also acceptable. Advancement will use PFS-style XP awards, and 'disrepute'/'infamy' (not prestige/fame) - which will be used as GM guidance on access to magic items and vanity.

In selecting submissions, I will be looking at PFS content as a guideline for abusive material. I will not be selecting a crew full of goblins.

Expected posting rate will be roughly one post per day. Communication about lags or breaks is encouraged and expected (real life happens to all of us). Communication is important - that's what the discussion thread is for.

So - I'm looking for six scurvy dogs with some reason to be in Port Peril. I'll be accepting submissions through 1/11. Questions/clarifications/setup for several days, then setting sail 1/14.

So down your cup of grog, hoist the sails, and set a steady course for the Shackles, where plunder and infamy galore await those who can seize it!

Scarab Sages

dotting for interest, i will have something worked up tommorow after work.


My submission is an Oracle of the Waves. All relevant information should be under the spoiler. If accepted into the game, I'll create an alias for it.

Yuki Okano:

Yuki is descended from a long line of Tian-min Naval greatness, but a series of military setbacks and scandals left the family disgraced and scattered. Her grandfather eventually settled in the Shackles in the Ushinawa Isles and turned piracy into the new family business.

After a number of relatives had perished by various ignoble watery fates, a superstition began to spread in the family that their ancestors were cursing those who became pirates for dishonoring the family name. Thus, Yuki's family sought to keep her out of the life, but the girl grew up to be headstrong, gregarious, and adventurous, so eventually her parents broke down and allowed her to join the same crew as her father. The elder Okano sought to teach Yuki everything he knew about piracy, taking extra time to teach her how to use various pirate armaments properly so she could defend herself.

After a few months, Yuki's time with her father came to an end one night when a sudden storm hit their ship. A series of lightning bolts sheared the mainmast, causing it to plunge into the hull and sink the ship. Yuki's father did his best to save the girl, but the storm was too strong and both father and daughter drowned. As her lungs filled with seawater, she asked the oceans for another chance to live.

When she awoke the next day on a nearby island, Yuki had mixed feelings about having her prayer answered. Sure, she was still alive, but her father was gone and she had become both physically and spiritually altered by the experience. Her eye color had turned to ice blue and she now felt a divine connection with the sea as if she had absorbed some of its essence. This affinity gave her access to strange new powers, but now she was haunted by the spirits of her ancestors, who were angry that she had somehow evaded their deadly curse and her rightful watery grave.

Eventually discovered and picked up by a friendly pirate crew looking for her father's ship, Yuki discovered that she was the only survivor. Picking up the pieces of her life and coming to grips with the Mystery of the Waves that has been thrust upon her, she heads to Port Peril to find a new start.

Description
Age: 18
Height: 5'3”
Weight: 90 lb

An attractive young woman of Tian-Min ancestry. Her jet-black hair is kept in a bouncy ponytail under her worn tricorne hat, but her most striking feature are her ice blue eyes. Her slender figure is clad in a form fitting pirate outfit when not wearing her armor. Friendly and adventurous, she smiles easily, especially when getting into trouble.

Game Statistics
Name: Yuki Okano
Race: Human (Tian-Min)
Classes/Levels: Oracle (Waves) 1
Alignment: Chaotic Good

(Ability Scores generated using 20-point buy)
Strength 12
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 11
Charisma 18

XP: 0
Initiative: +2 [+2 Dex]
Senses: Perception +0;
Speed: 30 ft.

AC: 15 (10 + 2 Dex + 3 armor)
Touch: 12 (10 + 2 Dex)
Flat-footed: 13 (10 + 3 armor)
Hit Points: 9 [1x(d8+Con)]
Current hp: 9
Fort: +1 Ref: +2 Will: +2

Combat:
Base Atk: +0; CMB: +1; CMD: 13

Melee
Rapier +2 to Hit; Dmg 1d6+1 (P); crit 18-20/x2
or
Dagger: +2 to Hit; Dmg 1d4+1 (P or S); crit 20/x2;
or
Quarterstaff: +2 to Hit; Dmg 1d6+1 (B); crit 20/x2;

Ranged
Light Crossbow: +2 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft
or
Dagger: +2 to Hit; Dmg 1d4 (P); crit 20/x2; range 10 ft

Armor
Studded Leather: +3 AC, Light Armor, -1 Armor Check Penalty

Skills
Skill Ranks Per Oracle Level: 4 + 0 Int modifier + 1 Human bonus + 1 Favored Class
Acrobatics +5 (1 rank + 3 class + 2 Dex - 1 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff +4 (0 ranks + 4 Cha)
Climb +1 (1 rank + 1 Str - 1 ACP)
Craft +0 (0 ranks + 0 Int)
Diplomacy +8 (1 rank + 3 class + 4 Cha)
Disguise +4 (0 ranks + 4 Cha)
Escape Artist +1 (0 ranks + 2 Dex - 1 ACP)
Heal +0 (0 ranks + 0 Wis)
Intimidate +4 (0 ranks + 4 Cha)
Knowledge (Nature) +4 (1 rank + 3 class + 0 Int)
Perception +0 (0 ranks + 0 Wis)
Perform +4 (0 ranks + 4 Cha)
Profession (Sailor) +4 (1 rank + 3 class + 0 Wis)
Ride +1 (0 ranks + 2 Dex - 1 ACP)
Sense Motive +0 (0 ranks + 0 Wis)
Stealth +1 (0 ranks + 2 Dex - 1 ACP)
Survival +0 (0 ranks + 0 Wis)
Swim +5 (1 rank + 3 class + 1 Str + 1 trait bonus - 1 ACP)
Languages: Common

Feats

Martial Weapon Proficiency (Rapier): Yuki is proficient with a rapier. (1st level Feat)

Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons, elven curve blade, rapier, whip, or spiked chain. (Human Bonus Feat)

Traits
Touched by the Sea: After becoming an Oracle of the Waves, Yuki felt the call of the sea and her blood surges with the ebb and flow of the tides. She is comfortable in the sea as she is on land. Benefit: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. [Skull & Shackles Player's Guide Trait]

Charming: Yuki is blessed with good looks and uses that to her social advantage. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. [Basic (Social) Trait]

Oracle Abilities

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Spells
0-Level Spells Known:
Create Water
Guidance
Mending
Purify Food and Drink

Bonus Curse Spells:
Mage Hand
Ghost Sound (DC 13)

1-Level Spells Known (3/Day):
Bless
Doom (DC 14)
Cure Light Wounds

Revelations

Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier.

Curse

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Equipment
Starting Wealth = 150 gp

Weapons
Rapier 20 gp [2 lbs]
Dagger 2 gp [1 lbs]
Quarterstaff [4 lbs]
Light Crossbow 35 gp [4 lbs]
10 Bolts 1 gp [1 lb]

Armor
Studded Leather 25 gp [20 lbs]

Gear
Sack 1 sp [1/2 lb]
Compass 10 gp [1/2 lb]

150 gp – 93.1 gp = 56.9 gp left

Total Weight carried: 33 lbs (Light)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs

Lantern Lodge

I would love to play this with my swashbuckler although if she isn't level I have plenty that would.

Sovereign Court

I must say this is quite a difficult AP to run as I'm running one now. I'll keep IC and OOC knowledge seperate.
I'll also be interested in Dragon's Demands as well. That's a nice scenario to be running.

I'm also able to post multiple times per day.

I have either a Viking or a Bloodrager to submit.

Just to clarify a few questions.
For char generation.
20 Point Buy
2 Traits
Starting gold 150
Max Hitpoints. Subsequent Half Hit die+1 per level.
PFS allowed races or all races. I'm assuming only Core and featured races at the moment.


Hey I would add for consideration Chilly, a brawler (the fighter archetype, not the playtest class). He's a knife fighter. I'll put his details up a bit later.
btw do you mean to have two recruitment threads?
(Spoiler) human fighter 1, male
Brawler archetype
Str 14 dex 18 con 12 int 12 wis 8 cha 12
Hp12 ac 19 CMB+3 CMD18 INIT+4
Feats two wpn fighting, dodge,
Equipment
Two cold iron punch daggers
Chain shirt
Adventurers kit (/spoiler)


Hmm spoiler didn't work

Sovereign Court

wrong brackets.

use these [] instead


I would like to submit a gnomish bard(sea singer) for consideration. Fluff and crunch are in the profile.


Human Bekyar Mwangi Summoner for consideration. All details in profile.

Question: Will the credit be applied to characters of our choosing? Or to the characters being played?

Shadow Lodge

@Japheeth - credit & chronicle applied as though running a pre-gen (apply to any character once they reach the level of the chronicle).
@Chillblane - intentionally 2 recruitment threads - 2 tables to be run in parallel under slightly different conditions.
@Nightdeath - yes to all character construction questions. races are open - surprise me :) Keep in mind I'm looking for long-term campaign characters, with story and interaction. Also be aware S&S is full of a lot of... not-open-minded characters. Playing through some of the vol. 1 with my kobold magus was very cool - i really liked the character - but he drew a lot of flak, just by dint of being a real oddity.
@Daway - starting level 1. Campaign narrative is S&S, but the first sanctioned content area will be the portion of Dragon's Demand that's level 1-3. Then the S&S sanctioned content at 2-4. Then DD at 3-5... And this is NOT the full-on PFS-legal characters recruitment. These characters will receive XPs for non-sanctioned content as well.


nightdeath wrote:

wrong brackets.

use these [] instead

Thanks for the info.

I'm was using a tablet that doesn't use them so I tried it wth () . Oh well I know better now.

The Exchange

This is chillblame, trying out my characters profile pic.


Interested, but not sure what I'd make yet. I'm leaning toward a drow something-or-other at the moment.


I don't play PFS, so I'm not sure what PFS Credit is, but it seems to be less restricted than PFS Legal? So in which case, Kiana might work. If that's allowed. I'd created her for a pirate campaign that sputtered out in 2 weeks when the GM vanished on us.

She's been tweaked a couple of times for other submissions (never made it though). :( I can tweak her back to a pirate relatively easy if she's acceptable otherwise.

EDIT: And tweaked back to first level with pirate background.


Decided to go with sorcerer. Will work out crunch later.

Sovereign Court

For Now I have the following to submit.
Am getting mind drained at the moment after trying so many apps and getting rejected again and again.

Character list and brief desciptions
Lars Boulderstep Dwarven Cleric (Forgemaster)
Interested in Crafting and tends to ignore everything and everyone else.

Brek Korum Cleric (Mendevian Priest)
Always looking for a fight but tends to be more bark then bite.

Slaynn Lysander Elf Barbarian
A little touched in the head, this frail but dangerous elf has a tendency to laugh and sing while in the middle of combat. Unnerving in any case.

Brok Thundershams (Not created yet)
A Dragoon fighter who is a little on the plump side but acts as if he's a bunny on steroids. More than likely to get himself hurt.

Dark Archive

Submitting this fellow to the list. I will figure what 2 traits to use soon, Do we have to choose one from the skull's & Shackle campaign guide?


Percival Asploric wrote:
Submitting this fellow to the list. I will figure what 2 traits to use soon, Do we have to choose one from the skull's & Shackle campaign guide?

Good Question.

Shadow Lodge

@Percival - no requirement to choose a trait from S&S. I am looking for a story reason that the characters would be in Port Peril.


Any changes on Kiana needed, or is she good for submission as is now?


Still gotta buy equipment and cook up a backstory.


All done :)

Dark Archive

Updated the sheet with the two traits, Charming (social) and Tactiction (combat)I dont have a full charector progression planned out, i almost always take a dip somewhere and multiclass a bit, just a heads up. If that might be a problem i could just go all out fighter.

The Exchange

Character updated with background info and corrected some muck ups.
Check profile for details


I started a character. I have more to do to finish the mechanics and then I need to write-up the simplistic outline I have in my head.

Half-Orc escaped slave (from an oar crew, naturally - ARG modified to match) Brawler (ACG playtest)

He can easily be set to play in either group, but I think I would prefer this group as there's no chance for pressure to play other things to increase his capabilities between certed sections . . ..

I'll post his write-up in spoilers after I finish constructing it. I don't generally make an alias until I'm in a game. Sometimes I can reuse an existing one.


Okay, here's most of a character inside spoilers. I haven't bought any gear, yet. Hos story actually supports him having very little . . ..

I present Grunt, a former slave half-orc Brawler

Background sketch:
Grunt was sold into Cheliaxian slavery while still an infant. He has memories of several people who took care of him while he was small. A couple with care and concern, even. Grunt was originally used as a house boy, learning to do whatever tasks came up. His native intelligence helped him be far better in this role than anyone expected from a half-orc. He even managed to learn to read before he was 8! Once he started filling out, though, nd started gaining the size of his heritage, far ended his realtively easy slave life. He was sold to a shipping concern, and they tethered Grunt to an oar station. The constant labor really helped Grunt fill out, and he became far stronger and larger than anyone had expected. He also became very bitter, angry, and heavily scarred.

Eventually, his Cheliaxian owners found themselves less alone than they wanted to be while near the Shackles. The boarding party of pirates took control of the upper decks easily enough. When they got down to the oar deck, most of the slaves sat in fear of what the pirates might do. Grunt ordered the first few into the room simply enough "Free us."

The first, with his blade out, got very close to Grunt (mistake 1) and replied "I'll free ye, then" while moving to skewer the half-orc on that blade (mistake 2). Grunt used the thick oar grip to knock the blade aside, and then punched the pirate, once. The man collapsed.

The half-orc then looked at the next pirate into the room and tried again, "Free us." The response, though less violent, was also not what Grunt wanted. The pirates left. He roared in anger, and then tried something he couldn't while the overseers were present. He started trying to break the chains (or anchor, or lock, he really didn't care which) holding him at his station. It took him several tries, but he eventually got loose. He retrieved the keys used by the overseers, Experimenting until he found the one for the locks holding everyone at their stations and handed it to the closest other slve, so that they could begin freeing each other. Then he moved to the locked door to the slave sleeping hold and opened that door as well.

"Let's see what the pirates left us. We need to find out what we need to do next."

A quick survey of the ship revealed that the pirates had cleared most everything of value above the oar deck before checking on the slaves. This included the food and fresh water. "That limits our choices very nicely, now, doesn't it? We need to get to land as quickly as we can manage. If we want to live, we need to row!" Pointing out men who had been rowing on The Gilded Lilly since before Grunt had been brought aboard. "You four, get a group on the oars and then man the drums. I'm going to steer her into the islands. We should get one in the nest and another at the bow to wach for shoals or wrecks, too. Let's go find ourselves LIVES!"

The group of slaves worked their way to Port Peril, where they sold the ship, probably for far too little, split the coin as evenly as they could, and went their own ways.

This is how Grunt, the former oar slave half-roc, found himself in Port Peril, looking for something to do.

Combat w/o Gear:
+2 Init

30' Move
Darkvision 60'

BAB+1 Melee+5 Ranged+3 CMB+5 (Str+4, Dex+2)
Unarmed Strike +5 for 1d6+4 @ x2

Power Attack -1 Attack for +2
Sunder +2 to CMB (or to Str to break objects)

HP 12 (1x10 + 1x[Con+1 + Favored Class+1])

AC12 T12 F10 CMD17 (Dex+2, Str+4, BAB+1)

Fort +3 (Con+1)
Ref +4 (Dex+2)
Will +0

Skills:
4+2Int
Bonus Skill Attribute+Ranks+Class+Specified(+Circumstantial)
+6 Acrobatics +2+1+3
+7 Climb +4+1+3
+6 Craft (Sails) +2+1+3
Escape Artist
Handle Animal
+8 Intimidate +2+1+3+2 Racial
Knowledge (Dungeoneering)
Knowledge (History)
Perception
+4 Profession (Sailor) +0+1+3
Ride
Sense Motive
+8 Swim +4+1+3

Traits/Feats:
Campaign: Touched by the Sea - +1 Trait to Swim; Swim is a class skill; underwater attack penalties reduced by 1
Social: Bruising Intellect - Intimidate is a class skill; can use Int instead of Cha for Intimidate

Power Attack

Attributes/Generation Notes:
10 16 S 18 +4
.5 14 D 14 +2
.2 12 C 12 +1
.5 14 I 14 +2
.0 10 W 10 +0
-2 8 H 8 -1

Half-Orc (ARG)
+2 Str
Medium
Normal Speed
Darkvision, 60'
Intimidating +2 Racial on Intimidate
Orc Blood Count as both Human & Orc for effects & targetting
Gatecrasher (replaces Orc Ferocity) - +2 Racial on Str to break objects & Sunder CMB
Chain Fighter (replaces Weapon Familiarity) - proficient with flails & heavy flails; dire flails & spiked chains are martial weapons
Languages Common, Orc (Draconic, Gnoll)

Brawler (ACG - Playtest)
D10
+1/+2/+2/+0
Unarmed Damage 1d6
Martial Maneuvers (Move action to claim unknown COmbat Feat as known for 1 minute, 1/day
Martial Training (Class levels count as both Fighter & Monk levels)
Simple weapons, handaxe, short sword, close fighter weapon group
Light armor

Dark Archive

I Did have a slight question with the gm on my build

question:
As far as i understand it, taking improved unarmed strike means I can attack with my fists without provoking. I also read that as able to disarm attempt with no weapons without provoking. Do you read it the same way? If not thats cool I just might slightly adjust my build. My thought process for this charector was essiantially to 'borrow' the weapons of my opponents obviously. Thanks in advance for any input you have.

Shadow Lodge

@Percivel - the short answer is... nope.

SRD wrote:
If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

Improved unarmed strike negates the -4 penalty (you count as armed), but not the AoO - you need improved disarm for that.

Dark Archive

Thank you, that is indeed how i interpreted it, but a friend was all no 'it works this way.' then i started to question things. Thank you


Been interested in starting a PFS character for a while, dotting for interest. I'll have something up soon :). I'm in love with pirates, so this could be a good start if I get picked.

Liberty's Edge

dotting


This is krash4031 with my submission, as it is so far. Will finish later, but right now I have a Christmas party to go to

Shadow Lodge

@Faratim, Krash4031, CarconticSqurl - There is much time. I intentionally set the recruitment long during the holidays, so folks can hit it at their availability. And still get to Christmas Parties. :)


Dotting for interest as well. I will have a character for this soon.

I'm actually finishing up holiday stuff, so I will have the time. Nice lull between prepping for the holiday and the holiday hitting ^^

Liberty's Edge

Ok so now I have 2 concepts, Faratim and Khafir, and I am not picky about which one I play cause I like them both.

Faratim is a halfling from the Mwangi expanse who is now an alchemist that will focus on bombs and poison (hence the blowgun) I picture him as sort of a voodoo alchemist.

Khafir is a pirate from Okeno, Qadira. He is a former slaver and bosun, who decided he would rather hunt for gold than for people. Quicker profit, see? He has the peg leg campaign trait, because personally I think it is kind of awesome. He also will be focused on whips, because I see that fitting the character.

Grand Lodge

Hey this is my submission.
As for story background as to why he would be in the port.
Hoggard taught a man in the way of martial arts, only to find out later that he had given a man a means of cruel revenge on an innocent lady. The man beat the woman to death.
Hoggard feeling dreadfully guilty about the incident fled the city on the next boat.
Arriving at Port Peril early in the morning, Hoggard looks forward to moving on and putting the past in the past with a fresh start.


One week left, right?


okay, so i reconsidered my character submission (as well as which campaign i wanted to be a part of). i'm not certain i'd want to confine the search for gil's sister to an adventure in piracy. part of it perhaps, but not the entire thing. i am, however, interested in trying out a swashbuckler, and PFS is too restrictive about how much you can change your build once the final version of the class is released. depending on how flexible you'd be about that, i would like to submit my swashbuckler concept Tirmariah Hermosa Cervera. her father was a navy admiral who died in an unfortunate incident i can/will describe in more detail later. the result being that he died saving the lives of his daughter and a pirate captain who swore to take care of the child as if she were his own. the relationship between her fathers (as it were) was one of respectful rivalry as she understands it, and Tiah does not feel she offends the late admiral with her ambitious pursuit of piracy. crunch to come, and i'll make an actual alias w/profile if selected.


Crunch for Tiah:
TIRMARIAH HERMOSA CERVERA
Human (Varisian) Swashbuckler 1
CG Medium human
Init +4; Senses Perception +2

DEFENSE
-------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +2, Ref +6, Will -1

OFFENSE
-------------
Speed 30 ft.
Melee cutlass +5 (1d6/18-20)
Ranged dagger +5 (1d6/19-20)

STATISTICS
-------------
Str 11, Dex 18, Con 14, Int 13, Wis 7, Cha 14
Base Atk +1; CMB +1; CMD 16
Traits Threatening Defender, Auspicious Tattoo
Feats Dodge, Slashing Grace (Cutlass)
Skills Acrobatics +8, Bluff +6, Climb +4, Diplomacy +6, Perception +2, Swim +4
Languages Common, Varisian
SQ panache, swashbuckler finesse
Combat Gear ; Other Gear cutlass, dagger, leather armor
Wealth 123 gp

edit: So... mechanically the intended build would work out better with dip of Maneuver Master, but then she'd have to start as a Monk and Lawful. Conceptually, I don't have a problem with the transition from more lawful to more chaotic, but I'm not sure Monk fits in at all.


Faratim grew up in the Mwangi expanse. His parents had been shipwrecked along the shore before he was born, and made a life in the jungle, where they were eventually adopted by one of the jungle tribes. Faratim was fascinated by the shaman's studies of magic and poison, and he wondered if he could learn how to make other alchemical substances.

Armed with the favored weapon of his tribe, the blowgun, he set of to see the world and discover alchemy. He ended up in Port Peril, where he apprenticed himself to a master alchemist. The alchemist knew the secrets of naga poison, and had a strong love for exploring the secrets of the many ancient ruins scattered throughout the Shackles.

Last night, Faratim was back in Port Peril, at a tavern called the Formidably Maid. He was there to meet a man that claimed he had an old map of lost cyclops ruins. While the two were exchanging stories, Faratim ordered a drink. Apparently the drink was a little stronger than he recalled, because everything got foggy after that...

@cuatroespada, would not brawler from the Advanced Class Guide work rather than monk?

Liberty's Edge

Khafir hails from Okeno. Home of the Flesh Fairs. Capital of slavery. He got a job on one of the infamous yellow-sailed slave galleys, and found that while he loved to whip people (and was good at it), he had no taste for slavery. He found the whole thing rather disturbing, and often wondered what was keeping him from being one of the sellers to becoming one of the sold.

So, he fled Okeno. He traveled as far away as he could think and still be able to keep his profession as a sailor, the Shackles. He quickly found work on a pirate crew and set sail. During the first fight of the voyage, Khafir was knocked overboard in a storm, and while he was waiting to be rescued sharks circled. One them attacked him from below, grabbing his leg. Khafir was able to fight off the shark, but he lost his leg in the struggle, making him a peg leg.

As time went on, Khafir adjusted to his injury and finally found a good use for his love of whips: ship's bosun. On his ship, he was quickly made the ship's bosun, and discipline aboard went up, greatly increasing the crews success.

Last night, the crew was berthed in Port Peril celebrating the success of their last voyage. Khafir tends to get shaky after a few drinks, and that must be why he fell over as soon as he tried to stand up and leave. he doesn't quite remember what happened... but he is pretty sure he was dragged out of the Formidably Maid and onto a strange vessel...


@Faratim it's close, but you can't take more than one class with the same alternates. brawler and swashbuckler both have fighter as alternates. unarmed fighter might work though... oh wait... it's a fighter archetype. this alternate class thing is stupid. it made a little more sense with ninja and samurai, but this is stupid...


I thought WotC got it wrong in the base 3.0, and Paizo's just expanded upon the error.

In order to provide the illusion that 3.0 was still D&D, 3.0 identified all of the familiar core classes as core classes. I said then that there should have been no more than 6 core classes, and it could have been done with 4:

Combatant
Expert
Prepared Caster (Arcane & Divine)
Spontaneous Caster (Arcane & Divine)

EVERYTHING else should have been a prestige class a character grew into.

The team who put 3.0 together, though, were explicitly tasked to create a product that would be as familiar as possible to TSR's faithful customer base while producing a much cleaner game engine. Much of the difficulties with the 3.x engine are a result of keeping things that could easily have been dropped.

Just an opinion.


eh... i like the idea behind what they're doing. i just think the execution is poor sometimes. hybridization is perfectly fine for inspiration, but at a certain point the concept of "parent classes" started to hurt design. for instance when people were like "oh well if rogue is a base class of investigator, the investigator shouldn't be as good as one." that line of thinking is silly for several reasons, but i think the most important reason is that the investigator is not a rogue. "talents" are hardly unique to the rogue and ninja. nothing stops a vivisectionist from taking rogue levels. even ninja and samurai are more like archetypes, but at least you can reason that they are alternate because this is how a certain culture defaults to completing that role. when you consider how little some of the ACG classes actually rely on base class mechanics, it makes you wonder why te magus isn't restricted from levels of wizard or fighter.


Saturday is the scheduled close of recruitment.

I will be heading out for a Boy Scout Camporee and will be out of pocket until Sunday. So, just in case Grunt gets selected (and I would be reasonably happy in either group, I think), I wanted to ensure that nobody thought I was ignoring the offer. I'll be ignoring the entire internet instead.


This character is also applying for another skull and shackles so I would have to drop the point buy a bit and gold a bit but otherwise this is him

Dark Archive

Getting close. Good luck to all involved.


Ditto.


Tirmariah's Backstory (... sort of.):
Growing up the daughter of a navy admiral in port town, Tirmariah was always facinated with ships and sailing and adventure on the (open/inner) sea. Nothing against her mother, but Tiah was a daddy's girl. She would her hours watching the sea were often spent imagining where he was or what he was doing or anticipating his return. All she wanted was to join him. As Fate would have it, her mother contracted a terminal illness and was taken from them before Tiah was 8. The admiral barely had time to lay his wife to rest when he was obligated to return to sea. With no nearby family to care for her, the admiral asked a trusted neighbor to look after her but she quickly sank into a depression. In order to lift her spirits the admiral moved her onto the ship with him. At first she clung tightly to her father at all times but slowly, Tiah's mood began to improve and she seemed to enjoy life again.

One seemingly pleasant day on the sea the admiral spotted the ship of a notorious pirate he had been thus far unable to apprehend. They gave pursuit and it seemed as though they would finally catch Captain Roberts. However just as they were closing in the sea turned angry and violent. The waves tossed the massive vessels around like they were merely toys. By the grace of some benevolent gods, the admiral and his daughter washed up on an island somewhere along with Captain Roberts whose wife, a mermaid, managed to save him. Only an assorted handful of members of both their crews managed to survive. The mermaid left promising to return with help and the admiral and Captain Roberts agreed to work together until they could safely escape the island.

I don't want to share what exactly happened on the island because I want to run it for a group soonish.

And, yes, good luck everyone!

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