GM Shade |
Plunder & Peril Module the search for treasure begins\
Pathfinder rules.
1. 3 Chances at a 4d6 drop the lowest if do not like it you can use a 20 Point Buy.
2. 4th Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. 6,000 Gp
5. Paizo Only
6. I will allow most races but reserve the right to say no if it's too far out there.
7. Background Skills will be used.
8. Two Traits
9. No Evil
10. Please include a background explaining why you are venturing into piracy.
Recruitment will END when I feel I have a sufficient number of high quality applications
Selections will be slightly biased towards those who are newer but don't let it dissuade you from applying.
I will take 4 players.
-------
Characters can be from wherever they want but I you will all start on a ship headed for Lilywhite to begin your careers as pirates.
GM Shade
Ierox |
Thank you!
Is guns allowed?
One concern though; I feel like "no evil" is fundamentally at odds the pirate profession. We're essentially voluntarily deciding to rob people to get wealthy, I have a hard time seeing how we could *not* be evil, or perhaps a grubby sort of neutral at best.
4d6 ⇒ (5, 2, 6, 4) = 17
4d6 ⇒ (6, 5, 2, 6) = 19
4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (6, 5, 1, 6) = 18
4d6 ⇒ (5, 5, 2, 6) = 18
4d6 ⇒ (4, 2, 6, 2) = 14
15, 17, 12, 17, 16, 12. This is more than fine.
GM Shade |
I'm going to have to say no to guns, I really don't like the way they affect a module. I understand your no evil qualms but this module is built to give some pirate flavor without giving good characters any problems so I am keeping the no evil. Imagine more as seeking out lost treasure than robbing and ransacking.
psionichamster |
4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (5, 6, 3, 6) = 20 17
4d6 ⇒ (1, 3, 3, 2) = 9 8
4d6 ⇒ (3, 6, 2, 1) = 12 11
4d6 ⇒ (5, 1, 3, 5) = 14 13
4d6 ⇒ (1, 5, 4, 1) = 11 10
4d6 ⇒ (6, 5, 1, 5) = 17 16
4d6 ⇒ (3, 4, 1, 6) = 14 13
4d6 ⇒ (4, 1, 2, 5) = 12 11
4d6 ⇒ (1, 1, 6, 6) = 14 13
4d6 ⇒ (3, 1, 2, 3) = 9 8
4d6 ⇒ (6, 5, 2, 2) = 15 13
4d6 ⇒ (6, 2, 2, 3) = 13 11
4d6 ⇒ (2, 1, 1, 3) = 7 6
4d6 ⇒ (4, 3, 1, 5) = 13 12
4d6 ⇒ (6, 3, 1, 2) = 12 11
4d6 ⇒ (4, 5, 6, 1) = 16 15
4d6 ⇒ (2, 4, 3, 3) = 12 10
I'm guessing a 20 pt buy is in order...
EmissaryOfTheNorth |
Got a couple ideas in mind for piratey (more scavenging and plundering than pillaging) characters.
First one I'd like to put before the GM (mostly so he can approve or prohibit the race) would be Scalybeard. A lizardfolk whose tribe got almost wiped out by an enemy tribe because he was distracted during his watch. He was cast out by the survivors and made ends meet with mercenary work and meager adventuring,
trying to carve a place for himself on the world outside the swamps as the first lizardfolk who owned an inn (He loved the concept, reminding him of the times at the campfire where everyone shared food, drinks and tales). Knowing from his experience with humans and other humanoids that money would greatly help achieve his dream, he accepted the piratey job.
If it helps in any way (I know some people dislike natural weapon builds) I don't plan to focus on that part of being a lizardfolk, mostly using the bite as secondary attack and perhaps the claws too if disarmed or in extreme situations.
In any case, stats!
Stats: 4d6 - 2 ⇒ (4, 4, 2, 5) - 2 = 13
Stats: 4d6 - 4 ⇒ (6, 6, 4, 4) - 4 = 16
Stats: 4d6 - 4 ⇒ (6, 4, 5, 5) - 4 = 16
Stats: 4d6 - 1 ⇒ (1, 1, 4, 5) - 1 = 10
Stats: 4d6 - 1 ⇒ (4, 6, 3, 1) - 1 = 13
Stats: 4d6 - 3 ⇒ (3, 5, 5, 3) - 3 = 13
Stats: 4d6 - 2 ⇒ (2, 4, 5, 2) - 2 = 11
Stats: 4d6 - 4 ⇒ (5, 4, 4, 4) - 4 = 13
Stats: 4d6 - 2 ⇒ (2, 5, 6, 2) - 2 = 13
Stats: 4d6 - 2 ⇒ (5, 2, 5, 2) - 2 = 12
Stats: 4d6 - 4 ⇒ (4, 5, 5, 5) - 4 = 15
Stats: 4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12
Stats: 4d6 - 1 ⇒ (4, 4, 4, 1) - 1 = 12
Stats: 4d6 - 1 ⇒ (1, 6, 3, 4) - 1 = 13
Stats: 4d6 - 1 ⇒ (1, 4, 1, 2) - 1 = 7
Stats: 4d6 - 1 ⇒ (1, 3, 5, 6) - 1 = 14
Stats: 4d6 - 4 ⇒ (4, 6, 5, 5) - 4 = 16
Stats: 4d6 - 1 ⇒ (5, 4, 2, 1) - 1 = 11
ignuspyre |
Is it okay if we don't know anything about the module other than it's "pirate-y"? =)
Set 1:
4d6 ⇒ (4, 3, 1, 5) = 13 = 12
4d6 ⇒ (5, 5, 3, 3) = 16 = 13
4d6 ⇒ (4, 5, 1, 6) = 16 = 15
4d6 ⇒ (1, 4, 5, 2) = 12 = 11
4d6 ⇒ (4, 1, 1, 1) = 7 = 6
4d6 ⇒ (5, 6, 6, 1) = 18 = 17
Set 2:
4d6 ⇒ (4, 5, 2, 6) = 17 = 15
4d6 ⇒ (5, 2, 4, 4) = 15 = 13
4d6 ⇒ (1, 2, 1, 4) = 8 = 7
4d6 ⇒ (6, 5, 1, 1) = 13 = 12
4d6 ⇒ (6, 1, 6, 6) = 19 = 18
4d6 ⇒ (6, 1, 1, 6) = 14 = 13
Set 3:
4d6 ⇒ (6, 4, 5, 6) = 21 = 17
4d6 ⇒ (5, 4, 5, 6) = 20 = 16
4d6 ⇒ (6, 4, 5, 2) = 17 = 15
4d6 ⇒ (3, 1, 4, 1) = 9 = 8
4d6 ⇒ (5, 4, 6, 5) = 20 = 16
4d6 ⇒ (4, 6, 6, 2) = 18 = 16
So...Set 3 looks....really good and still has one low roll for a 'flaw', which I like.
Jesse Heinig |
I am not a new player by any means, but if there winds up being an opening, I have a somewhat unconventional character that I've been wanting to get into an oceanic adventure for a while now.
Niobe Aptos is a merfolk druid. With the skinshaper archetype, she can assume a human form and move about on land for short periods of time, but of course she really excels in the water. The character's currently set at level 4 as I previously worked it up for another recruitment for a game that didn't go off.
GM Shade |
Honestly I had intended to give new players a better chance to get in a game but few have showed interest so please go ahead and apply regardless of experience.@ JAF0
Your character seems interesting but I do want to warn you that there are long land periods where you are trekking over islands and I worry about that duration not being long enough. @ Jesse Heinig
I will allow a drawback in place for another trait but it must be explained in the backstory. That also sounds like a cool character concept, sounds good to me. @ ignuspyre
I want to include a formal disclosure, I included it in my interest check but forgot to now. This will be my first time running a game on pbp, I have run them IRL many times but never in a pbp format. I apologize if this is a massive inconvenience and if you feel I am not up to the task I do not blame you from not wanting to apply. For those who are still interested keep it coming.
HedwickTheWorldly |
Rolling SO hard! This looks fun
4d6 ⇒ (5, 6, 2, 5) = 18 - 16
4d6 ⇒ (6, 5, 3, 6) = 20 - 17
4d6 ⇒ (5, 6, 1, 5) = 17 - 16
4d6 ⇒ (3, 1, 2, 4) = 10 - 9
4d6 ⇒ (1, 2, 3, 3) = 9 - 8
4d6 ⇒ (6, 5, 2, 2) = 15 - 13
17, 16, 16, 13, 9, 8
4d6 ⇒ (3, 4, 2, 6) = 15 - 13
4d6 ⇒ (5, 6, 3, 1) = 15 - 14
4d6 ⇒ (2, 1, 6, 6) = 15 - 14
4d6 ⇒ (4, 3, 3, 3) = 13 - 10
4d6 ⇒ (5, 2, 6, 4) = 17 - 15
4d6 ⇒ (2, 6, 3, 4) = 15 - 13
15, 14, 14, 13, 13, 10
4d6 ⇒ (2, 4, 5, 4) = 15 - 13
4d6 ⇒ (4, 3, 2, 3) = 12 - 10
4d6 ⇒ (1, 5, 3, 6) = 15 - 14
4d6 ⇒ (6, 2, 5, 2) = 15 - 13
4d6 ⇒ (1, 1, 6, 6) = 14 - 13
4d6 ⇒ (1, 6, 2, 3) = 12 - 11
14, 13, 13, 13, 11, 10
I think I'm taking the first set. I'm excited to play around a 9 and an 8. :D
JAF0 |
set 1:
stats: 4d6 ⇒ (6, 4, 1, 3) = 14=13
stats: 4d6 ⇒ (5, 2, 1, 4) = 12=11
stats: 4d6 ⇒ (5, 6, 4, 4) = 19=15
stats: 4d6 ⇒ (4, 4, 6, 1) = 15=14
stats: 4d6 ⇒ (5, 5, 1, 6) = 17=16
stats: 4d6 ⇒ (4, 4, 6, 6) = 20=16
set 2:
stats: 4d6 ⇒ (4, 1, 6, 4) = 15=14
stats: 4d6 ⇒ (4, 5, 5, 3) = 17=14
stats: 4d6 ⇒ (4, 6, 6, 1) = 17=16
stats: 4d6 ⇒ (6, 2, 4, 1) = 13=12
stats: 4d6 ⇒ (2, 3, 1, 2) = 8=7
stats: 4d6 ⇒ (1, 6, 2, 5) = 14=13
set 3:
stats: 4d6 ⇒ (1, 2, 3, 3) = 9=8
stats: 4d6 ⇒ (2, 6, 6, 6) = 20=18
stats: 4d6 ⇒ (3, 5, 3, 5) = 16=13
stats: 4d6 ⇒ (3, 3, 3, 6) = 15=12
stats: 4d6 ⇒ (1, 2, 2, 6) = 11=10
stats: 4d6 ⇒ (2, 1, 1, 2) = 6=5
I can definitely work with one of these...
Jesse Heinig |
Your character seems interesting but I do want to warn you that there are long land periods where you are trekking over islands and I worry about that duration not being long enough. @ Jesse Heinig
Thanks GM. If you don't think it'll work that's understandable. There's always the possible edge case of taking the Extra Wild Shape feat at level 5 and applying it to skinshaping, which would let me do it 3/day instead of 1/day, but that's probably really stretching things as the character is enough of a strange case as-is.
GM Shade |
I would allow that as I think it is a cool character concept and I don't see it unbalancing things. It seems as though the progression for skinshaping and wild shape is the same and it replaces wild shape. I see no reason to not let you apply Extra Wild Shape at level 5 to your skin shaping class ability. Until level 5 however it could be tough while you are in Lilywhite but certainly manageable. I will leave the decision up to you but I support applying Extra Wild shape to skinshaping. @ Jesse Heinig
Anadajii |
Here's the die rolls. I'll post a character concept tomorrow.
Set1/Roll1: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (4) + (4) + (5) = 16-3=13
Set1/Roll2: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (5) + (3) + (5) = 18-3=15
Set1/Roll3: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (6) + (6) + (4) + (5) = 21-4=17
Set1/Roll4: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (1) + (5) + (3) = 12-1=11
Set1/Roll5: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (4) + (1) + (2) = 8-1=7
Set1/Roll6: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (5) + (6) + (6) = 20-3=17
Set2/Roll1: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (4) + (1) + (3) = 13
Set2/Roll2: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (6) + (1) + (6) + (6) = 19
Set2/Roll3: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (6) + (2) + (4) + (3) = 15
Set2/Roll4: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (1) + (6) + (2) = 12
Set2/Roll5: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (1) + (2) + (3) = 7
Set2/Roll6: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (4) + (4) + (2) + (3) = 13
Set3/Roll1: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (6) + (4) + (4) = 15
Set3/Roll2: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (2) + (3) + (3) = 13
Set3/Roll3: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (1) + (2) + (6) = 14
Set3/Roll4: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (1) + (1) + (6) = 13
Set3/Roll5: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (3) + (1) + (2) = 7
Set3/Roll6: 1d6 + 1d6 + 1d6 + 1d6 ⇒ (2) + (3) + (4) + (5) = 14
Zektolna |
4d6 ⇒ (4, 5, 6, 4) = 19
4d6 ⇒ (1, 2, 3, 6) = 12
4d6 ⇒ (6, 1, 5, 3) = 15
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (5, 5, 1, 4) = 15
4d6 ⇒ (2, 6, 4, 4) = 16
15, 11, 14, 14, 14, 14
4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (2, 1, 3, 6) = 12
4d6 ⇒ (1, 1, 2, 1) = 5
4d6 ⇒ (1, 2, 3, 5) = 11
4d6 ⇒ (2, 4, 2, 5) = 13
4d6 ⇒ (5, 1, 5, 3) = 14
16, 11, 4, 10, 11, 13
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (1, 4, 5, 2) = 12
4d6 ⇒ (6, 1, 3, 3) = 13
4d6 ⇒ (2, 5, 5, 6) = 18
4d6 ⇒ (1, 1, 2, 5) = 9
4d6 ⇒ (5, 4, 4, 3) = 16
13, 11, 12, 16, 8, 13
I think I'll go with the first one. I'll try to get a concept submitted sometime tomorrow. This sounds like fun.
YoricksRequiem |
4d6 ⇒ (3, 1, 2, 2) = 8 - 1 = 7
4d6 ⇒ (2, 1, 2, 4) = 9 - 1 = 8
4d6 ⇒ (2, 3, 1, 4) = 10 - 1 = 9
4d6 ⇒ (6, 5, 2, 1) = 14 - 1 = 13
4d6 ⇒ (5, 4, 2, 4) = 15 - 2 = 13
4d6 ⇒ (2, 3, 4, 4) = 13 - 2 = 11
4d6 ⇒ (3, 6, 6, 6) = 21 - 3 = 18
4d6 ⇒ (3, 4, 5, 4) = 16 - 3 = 13
4d6 ⇒ (4, 6, 6, 2) = 18 - 2 = 16
4d6 ⇒ (6, 6, 4, 4) = 20 - 4 = 16
4d6 ⇒ (5, 2, 1, 6) = 14 - 1 = 13
4d6 ⇒ (1, 3, 3, 2) = 9 - 1 = 9
4d6 ⇒ (5, 1, 6, 5) = 17 - 1 = 16
4d6 ⇒ (5, 6, 3, 2) = 16 - 2 = 14
4d6 ⇒ (3, 5, 3, 3) = 14 - 3 = 11
4d6 ⇒ (2, 1, 6, 2) = 11 - 1 = 10
4d6 ⇒ (6, 2, 6, 3) = 17 - 2 = 15
Middle set it is.
18, 16, 16, 13, 13, 11
Rannik |
I would like to throw my name in the pool of potential players.
I'm thinking an Areokineticist, if it's possible.
After looking at my rolls, it's a hard choice, but I guess I'll take the third rolls. ;)
4d6 ⇒ (2, 1, 1, 3) = 7 6
4d6 ⇒ (6, 6, 4, 1) = 17 16
4d6 ⇒ (4, 3, 3, 5) = 15 12
4d6 ⇒ (1, 4, 1, 2) = 8 7
4d6 ⇒ (2, 4, 6, 6) = 18 16
4d6 ⇒ (6, 1, 3, 1) = 11 10
4d6 ⇒ (6, 4, 1, 6) = 17 16
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (6, 2, 2, 2) = 12 10
4d6 ⇒ (3, 4, 3, 5) = 15 12
4d6 ⇒ (3, 5, 6, 6) = 20 17
4d6 ⇒ (6, 1, 4, 6) = 17 16
4d6 ⇒ (1, 1, 5, 2) = 9 8
4d6 ⇒ (1, 6, 4, 1) = 12 11
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (1, 4, 6, 5) = 16 15
4d6 ⇒ (3, 1, 3, 6) = 13 12
Philo Pharynx |
Okay, it's still an interesting character.
4d6 ⇒ (2, 6, 5, 3) = 16 = 14
4d6 ⇒ (4, 2, 5, 2) = 13 = 11
4d6 ⇒ (3, 4, 2, 6) = 15 = 13
4d6 ⇒ (3, 3, 4, 1) = 11 = 10
4d6 ⇒ (5, 2, 3, 4) = 14 = 12
4d6 ⇒ (6, 6, 2, 3) = 17 = 15
4d6 ⇒ (3, 4, 4, 5) = 16 = 13
4d6 ⇒ (2, 5, 6, 5) = 18 = 16
4d6 ⇒ (6, 4, 6, 4) = 20 = 16
4d6 ⇒ (4, 6, 6, 1) = 17 = 16
4d6 ⇒ (2, 5, 1, 6) = 14 = 13
4d6 ⇒ (6, 5, 3, 3) = 17 = 14
4d6 ⇒ (2, 4, 3, 1) = 10 = 9
4d6 ⇒ (6, 1, 2, 6) = 15 = 14
4d6 ⇒ (6, 5, 2, 2) = 15 = 13
4d6 ⇒ (1, 5, 6, 5) = 17 = 16
4d6 ⇒ (6, 2, 6, 6) = 20 = 18
4d6 ⇒ (1, 5, 4, 1) = 11 = 10
HedwickTheWorldly |
Okay, it's still an interesting character.
** spoiler omitted **
I can say from experience that Grenadier + Explosive Missile on an archer is great fun. I have one at level 9 in Carrion Crown right now, and between Hybridization Funnel (Alchemist's Fire + Acid), Unstable Accelerants, and bombs, he's shooting a single arrow for 8d6 + 1d8 + 18ish (2*5 int, Point-Blank, Deadly Aim, +1 bow, +2 Str). Plus he's got all of the fun Alchemist toys to play with.
Profession Smith 6 ranks |
Interested.
SET #1
Ability #1: 4d6 ⇒ (4, 2, 6, 4) = 16 - 2 = 14
Ability #2: 4d6 ⇒ (4, 2, 2, 3) = 11 - 2 = 9
Ability #3: 4d6 ⇒ (3, 4, 2, 2) = 11 - 2 = 9
Ability #4: 4d6 ⇒ (6, 2, 4, 1) = 13 - 1 = 12
Ability #5: 4d6 ⇒ (5, 4, 4, 4) = 17 - 4 = 13
Ability #6: 4d6 ⇒ (1, 6, 5, 6) = 18 - 1 = 17
SET #2
Ability #1: 4d6 ⇒ (2, 1, 4, 6) = 13 - 1 = 12
Ability #2: 4d6 ⇒ (2, 2, 4, 4) = 12 - 2 = 10
Ability #3: 4d6 ⇒ (6, 1, 4, 1) = 12 - 1 = 11
Ability #4: 4d6 ⇒ (3, 4, 3, 5) = 15 - 3 = 12
Ability #5: 4d6 ⇒ (2, 1, 1, 1) = 5 - 1 = 4
Ability #6: 4d6 ⇒ (4, 1, 6, 4) = 15 - 1 = 14
SET #3
Ability #1: 4d6 ⇒ (6, 6, 1, 3) = 16 - 1 = 15
Ability #2: 4d6 ⇒ (2, 4, 5, 1) = 12 - 1 = 11
Ability #3: 4d6 ⇒ (3, 6, 6, 1) = 16 - 1 = 15
Ability #4: 4d6 ⇒ (6, 5, 3, 2) = 16 - 2 = 14
Ability #5: 4d6 ⇒ (5, 4, 6, 4) = 19 - 5 = 15
Ability #6: 4d6 ⇒ (5, 1, 3, 2) = 11 - 1 = 10
Ierox |
Philo Pharynx wrote:I can say from experience that Grenadier + Explosive Missile on an archer is great fun. I have one at level 9 in Carrion Crown right now, and between Hybridization Funnel (Alchemist's Fire + Acid), Unstable Accelerants, and bombs, he's shooting a single arrow for 8d6 + 1d8 + 18ish (2*5 int, Point-Blank, Deadly Aim, +1 bow, +2 Str). Plus he's got all of the fun Alchemist toys to play with.Okay, it's still an interesting character.
** spoiler omitted **
Personally, I'd like using a heavy crossbow with that build, just for style points.
psionichamster |
[/b]
[b]Male Undine Unchained Monk 4
LG Medium outsider (native, aquatic [amphibious])
Init: +3; Senses: Perception +11; Darkvision 60’
Speed: 30 (40); Swim: 30, Languages: Common, Aquan, Elven
DEFENSE
AC 16 (Dex +3, Wis +4, Monk +1, Dodge +1) Touch 16 FF 10
HP 27 (4d8+4)
Fort +6 Ref +8 Will +6 (+2 vs enchantment)
Resist: Cold 5
OFFENSE
Melee: Unarmed Strike +7 (1d8 20/x2) (Flurry +7/+7)
Ranged: Shuriken +7 (1d2 20/x2) Range 10, Ammo: 25
BAB 4 CMB +4 CMD 21
STATISTICS
Abilities: Str 10 Dex 16 Con 12 Int 13 Wis 18 Cha 10
SQ: Favored Class (Monk), Evasion, Fast Movement (+10’), Ki strike (magic), Amphibious, Still Mind
SA: Stunning Fist (4/day, DC 16, Stunned 1rd or fatigued)
Ki Pool / Ki Powers: 6/day; High Jump
Feats: Improved Unarmed StrikeB, Stunning FistB, DodgeB, 1, Deflect ArrowsB, Weapon Finesse
Traits: Acrobat (+1 skill, -2 instead of -5 for accelerated climbing), Stealthy Escape (sleight of hand rather than escape artist to escape manacles, +2 Bluff to appear still bound up)
Skills: Acrobatics +13 (4+3+3+2+1), Climb +7 (4+3), Perception +11 (4+3+4), Profession (Sailor) +8 (1+3+4), Knowledge (geography) +6 (2+3+1), Sense Motive +11 (4+3+4), Sleight of Hand +10 (4+3+3), Stealth +10 (4+3+3), Swim +8 (1+3+4)
Combat Gear:
Equipment: aquatic cumberbund, cloak of resistance +1, bracers of armor +1, backpack, belt pouch, blanket, 50’ silk rope, soap, torches (10), trail rations (5 days), waterskin, quarterstaff, dagger, shuriken (25)
Coin 6000gp -2600-1000-1000-2-5
Elevator pitch: Undine privateer driven to travel the seas and explore as much as possible. Turns to piracy to "pay the bills," especially if he can aid the Eagle Knight fleet and inconvenience Cheliax.
Jack Daniels |
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (2, 3, 4, 3) = 12
4d6 ⇒ (4, 1, 1, 5) = 11
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (1, 4, 6, 6) = 17
4d6 ⇒ (6, 3, 5, 6) = 20
4d6 ⇒ (1, 5, 1, 1) = 8
4d6 ⇒ (5, 2, 5, 6) = 18
4d6 ⇒ (4, 1, 3, 5) = 13
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (2, 4, 1, 5) = 12
4d6 ⇒ (5, 4, 3, 3) = 15 12
4d6 ⇒ (4, 4, 3, 6) = 17 14
4d6 ⇒ (3, 6, 5, 6) = 20 17
4d6 ⇒ (2, 4, 3, 5) = 14 12
4d6 ⇒ (4, 2, 2, 6) = 14 12
4d6 ⇒ (6, 6, 6, 3) = 21 18
Hey, I'm thinking Dwarven Saltbeard Barbarian (Sea Reaver). Will post background shortly.
Roll for hps: 3d12 ⇒ (12, 9, 10) = 31
Jesse Heinig |
I've gone ahead and changed gear so that Niobe has a druid's vestment. This lets her skinshape 2/day (total of 8 hours), so as long as we aren't traveling overland more than 8 hours in a day she should be fine. This reduces her melee ability slightly but really she should be casting spells in combat.
Anyone playing a Pathfinder (or former member of that organization) who might have connections with a curious young mermaid?
JMG021283 |
Dot and will come up with a concept shortly.
4d6 ⇒ (4, 5, 2, 5) = 16 14
4d6 ⇒ (6, 6, 6, 6) = 24 18
4d6 ⇒ (6, 1, 6, 3) = 16 16
4d6 ⇒ (4, 4, 6, 4) = 18 12
4d6 ⇒ (4, 1, 5, 3) = 13 12
4d6 ⇒ (2, 5, 1, 5) = 13 12
4d6 ⇒ (6, 2, 5, 3) = 16 14
4d6 ⇒ (3, 1, 5, 1) = 10 9
4d6 ⇒ (6, 2, 6, 1) = 15 14
4d6 ⇒ (4, 5, 2, 4) = 15 13
4d6 ⇒ (1, 5, 4, 5) = 15 14
4d6 ⇒ (5, 5, 2, 4) = 16 14
4d6 ⇒ (6, 2, 2, 4) = 14 12
4d6 ⇒ (3, 5, 1, 1) = 10 9
4d6 ⇒ (4, 6, 6, 4) = 20 16
4d6 ⇒ (6, 3, 6, 3) = 18 15
4d6 ⇒ (3, 6, 4, 5) = 18 15
4d6 ⇒ (6, 3, 2, 1) = 12 11
Elias aka 'Eli' |
Oh, DM, how do you feel about a naive, human-raised gobbo with dreams of becoming a salty sea-dog?
Obviously, I'd have to change his stats and level him up... but you can see where I'm going with his backstory, etc. He was originally built for a good-aligned Skull and Shackles campaign. Let me know if he is just too far off the beam for you.
Stats Roll
4d6 - 2 ⇒ (5, 4, 2, 3) - 2 = 12
4d6 - 4 ⇒ (4, 5, 6, 5) - 4 = 16
4d6 - 1 ⇒ (5, 1, 3, 6) - 1 = 14
4d6 - 4 ⇒ (4, 5, 6, 4) - 4 = 15
4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6 - 2 ⇒ (2, 5, 5, 4) - 2 = 14