Pathfinder Plunder and Peril Table 1 (Inactive)

Game Master Alaric the Barbarian

Loot Sheet


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Okay here is my submission: Barnabus Blackrock - dwarf barbarian - to fill out the intimidate-tank with reach weapon role. Thank you for consideration. Here is his crunch and story and he looks something like this physically: Pic

Crunch:

Barnabus Blackrock
Dwarf barbarian (sea reaver) 4
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9
—————
Defense
—————
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 67 (4d12+24) (12+12+9+10)
Fort +9, Ref +4, Will +3; +2 vs. poison, spells, and spell-like abilities
—————
Offense
—————
Speed 20 ft.
Melee cestus +7 (1d4+9/19-20) or
mwk dwarven longhammer +8 (2d6+13/×3) (with power attack)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork dwarven longhammer)
Special Attacks rage (15 rounds/day), rage powers (intimidating glare, reckless abandon)
—————
Statistics
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Str 20, Dex 14, Con 20, Int 12, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Combat Reflexes, Power Attack
Traits grounded, omen
Skills Acrobatics +8 (+4 to jump, +10 on balance-related checks), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +12, Intimidate +8, Lore (Pirates) +8, Perception +9, Profession (sailor) +6 (+8 at sea), Survival +6 (+8 while at sea), Swim +12; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Orc
SQ eyes of the storm, marine terror, saltbeard, savage sailor
Combat Gear potion of enlarge person (4), potion of shield of faith +2 (4); Other Gear mithral chain shirt, cestus, mwk dwarven longhammer, belt of giant strength +2 , backpack, belt pouch, blanket, flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 115 gp
—————
Special Abilities
—————
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Eyes of the Storm (Ex) Ignore less than total concealment from weather & ½ perception penalty.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Marine Terror (Ex) Hold breath Con x4 rds, unslowed by 1 ft water/bog & ignore cover from water.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+2/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survival checks at sea.
Savage Sailor +1 (Ex) Bonus to Acrobatics/Climb/Prof (Sailor)/ Survival/ Swim on ship, shore, or sea.

Background:

Barnabus remembers little of the dwarven citadel where he was born; what he does remember is that his mother died during his childbirth. He also remembers his father Barrakus waking him in the middle of the night when he was 5 years old, telling him to grab his things and that they had to flee the citadel because something about an omen foretold by his birth or something or other. Barnabus did not quite understand what it all meant but he listened to his father and they fled the citadel together. They did not stop fleeing until they came to rest in the port city of Ilizmagorti. Why there Barnabus had no idea, other than his father telling him that dwarves don't liked the sea, so this was as safe a place as any. For the next 30 years of his life, Barnabus grew up in the port city, coming to love the sea and hating everything about his former life in the citadel. The dwarves could keep their underground kingdoms for all he cared...he had the sea and his father! His father's stash of gems ran out soon after they arrived and his father found work repairing ships. Dwarves were nothing if not industrious! Eventually, his father found jobs on ships and he was away for weeks but the gold helped support the two of them. Meanwhile, Barnabus learned to fish and swim and run the docks. He also learned to fight and how to take a punch. Over the years, he developed his mass into muscle and strength. He could outdrink many of the sailors and longed for his father's return to hear the tales of sea monsters and pirates, whether they were true or not. Life was good...until 5 years ago, when his father embarked on the Sea Wyvern for a four-week trip and never returned. The ship, the Sea Wyvern, was reported lost at sea and all are aboard were presumed dead. Barnabus was shocked and distraught. He asked anyone who could help him for passage to the site of the disappearance but no one helped him. It was rumored that his father owed the Red Mantis assassins money and they made him disappear or that the ship was raided....whatever the truth is, that is what drives Barnabus now. He longs to be a pirate and plunder the coasts for treasures, until he can afford to captain his own ship and go seek out his father's fate. He has acquired sailing experience like his father and now seeks opportunities in Lilywhite to further his personal goals.


I think both of these concepts sound fine to me. @ Jack Daniels @ Eli


Cool! I'll update and submit him.


Just submitting my interest and wondering if I could play an Orcale? Want an Aasimar preferably, but human works too, it's more the class I'm wanting.

Aasimar BG:

Character premise (for the Aasimar) is that she hated being doted on and seen as special, especially since things always went missing around her (haunted curse).
She found two escapes, reading and the sea. She always felt a connection with water (Waves mystery) so when she turned 14 she stowed away on the next ship out.
Having been on ships for a while, she's gotten a bit bored of just being a sailor, and compliant with her situation. She used to have all kinds of nice things, and she never gets to use her magic just sailing around on merchant ships or ones transporting civilians.
Always being told to stay away from 'shady' pubs, she decides one day to head on over to see what the fuss is about. There she hears of the opportunity in Lilywhite to become a pirate. Suddenly, what she had read about what the high seas life was supposed to be like seems achievable.
Adventures! Combat! Treasure!
She wants that, cause even though she hated being doted on, she wants nice things, to be known, to be revered.
But she'll achieve it through how she lives, not by what she was born as.

I'll roll stats anyway, just to have something to work with while I wait for a reply :P

stats:

4d6 ⇒ (5, 6, 3, 4) = 18
4d6 ⇒ (3, 5, 6, 3) = 17
4d6 ⇒ (1, 5, 1, 5) = 12
4d6 ⇒ (4, 6, 2, 6) = 18
4d6 ⇒ (4, 4, 5, 3) = 16
4d6 ⇒ (5, 6, 6, 2) = 19

15, 14, 11, 16, 13, 17

Second chance
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (6, 2, 5, 2) = 15
4d6 ⇒ (4, 1, 6, 3) = 14
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (3, 6, 3, 1) = 13
4d6 ⇒ (3, 2, 3, 2) = 10

10, 13, 13, 8, 12, 8

Third chance
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (1, 2, 3, 4) = 10
4d6 ⇒ (6, 5, 6, 2) = 19
4d6 ⇒ (2, 2, 1, 1) = 6
4d6 ⇒ (1, 1, 6, 5) = 13
4d6 ⇒ (4, 4, 4, 6) = 18

14, 9, 17, 5, 12, 14


Health Roll
3d8 ⇒ (2, 5, 8) = 15

Also, upon reading up on Aasimar, saw that they don't reach adulthood until 60, so her sneaking out at 14 became unlikely.

I'll be writing a much better BG story after choosing all the skills, feats etc.

BGs are my jam ;P


I am perfectly fine with an aasimar being selected. @ TheoreticallyYours


How much of this will be fighting in the water? In certain other pirate games there were enough significant battles to make it a consideration but not a focus.


Alright, here is the Undine Shaman on behalf of Ignuspyre.


Very minimal fighting in water unless you specifically choose to do so. @ Philo Pharynx

Sovereign Court

TheoreticallyYours wrote:

Health Roll

3d8

Also, upon reading up on Aasimar, saw that they don't reach adulthood until 60, so her sneaking out at 14 became unlikely.

I'll be writing a much better BG story after choosing all the skills, feats etc.

BGs are my jam ;P

Aasimar age categories were errata'd and they now age at the same rate as humans. (Same for tieflings and dhampir.)


OK, Eli's crunch is pretty much done. I just need to clean his sheet up a bit more. Let me know if there's anything else you'd like me to add/change.

Thanks!

HPs: 3d10 ⇒ (10, 6, 9) = 25 nice!


Morgana Thrift, Aasimar Oracle of the Waves

Haven't gotten to adding her second trait, or choosing her feats yet, but this is her.


Rolls:
4d6 ⇒ (3, 4, 5, 2) = 14
4d6 ⇒ (2, 2, 2, 4) = 10
4d6 ⇒ (3, 2, 3, 4) = 12
4d6 ⇒ (4, 4, 5, 1) = 14
4d6 ⇒ (3, 1, 2, 4) = 10
4d6 ⇒ (6, 2, 2, 3) = 13

4d6 ⇒ (4, 6, 5, 4) = 19
4d6 ⇒ (4, 1, 4, 1) = 10
4d6 ⇒ (2, 3, 2, 3) = 10
4d6 ⇒ (6, 5, 6, 5) = 22
4d6 ⇒ (4, 2, 5, 2) = 13
4d6 ⇒ (6, 1, 4, 2) = 13

4d6 ⇒ (3, 4, 6, 6) = 19 16
4d6 ⇒ (5, 3, 2, 4) = 14 12
4d6 ⇒ (2, 6, 5, 5) = 18 16
4d6 ⇒ (3, 4, 3, 4) = 14 10
4d6 ⇒ (5, 5, 6, 3) = 19 16
4d6 ⇒ (1, 6, 5, 5) = 17 16


Stats: 4d6 ⇒ (1, 5, 6, 5) = 17
Stats: 4d6 ⇒ (5, 1, 3, 1) = 10
Stats: 4d6 ⇒ (1, 3, 1, 2) = 7
Stats: 4d6 ⇒ (6, 1, 2, 3) = 12
Stats: 4d6 ⇒ (1, 5, 4, 3) = 13
Stats: 4d6 ⇒ (1, 2, 3, 4) = 10 Ugh.

Stats: 4d6 ⇒ (4, 4, 4, 3) = 15
Stats: 4d6 ⇒ (3, 4, 3, 4) = 14
Stats: 4d6 ⇒ (3, 6, 2, 4) = 15
Stats: 4d6 ⇒ (1, 1, 2, 3) = 7
Stats: 4d6 ⇒ (4, 3, 3, 5) = 15
Stats: 4d6 ⇒ (6, 4, 4, 4) = 18 Again with an Ugh.

Stats: 4d6 ⇒ (2, 6, 5, 4) = 17 15.
Stats: 4d6 ⇒ (1, 6, 2, 5) = 14 13.
Stats: 4d6 ⇒ (6, 6, 3, 4) = 19 16.
Stats: 4d6 ⇒ (6, 3, 6, 2) = 17 15.
Stats: 4d6 ⇒ (4, 5, 4, 1) = 14 13.
Stats: 4d6 ⇒ (6, 4, 6, 6) = 22 18. Very nice. I can work with this.

Thinking of a Brawler who wants to get out of pit fighting and find a career where his talent for hitting things is an advantage.

Do we still add racial ability mods?


Yes you do use racial mods. @DBH


My submission:

Capricia Belacrest-Maxeme:

Capricia Belacrest-Maxeme
_____________________________________________
Race Human
Gender Female
Age 20
Class Fighter (Rondolero [Buckler] Duelist) Level 4
Init +4; Senses Perception +0
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC 21, touch 14, flat-footed 17
(+5 armor, +4 Dex, +2 shield)
hp 40 (10/6/6/6+12)
Fort +6, Ref +5, Will +1
Defensive Abilities buckler catch
_____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee +1 falcata +6 (1d8+7 slashing/19-20/x3) or mwk buckler +8 (1d3 bludgeoning) or mwk silver dagger +9 (1d4 silver, piercing, slashing/19-20) or cold iron dagger +8 (1d4+1 cold iron, piercing, slashing/19-20) or unarmed strike +8 (1d3 bludgeoning, nonlethal)
Ranged mwk composite longbow +8 (1d8 piercing/x3)

Special Attacks buckler bash, buckler catch
_____________________________________________
STATISTICS
_____________________________________________
Str 11, Dex 18, Con 15, Int 14, Wis 10, Cha 15
Base Atk +4; CMB +4 (+8 disarm; buckler catch); CMD 18
Feats Exotic Weapon Proficiency (falcata), Slashing Grace (falcata), Taldan Duelist, Weapon Finesse, Weapon Focus (falcata), Weapon Specialization (falcata)
Traits River Rat (regional), Reckless (combat)
____________________________________________
SKILLS (Class Skills In Bold)
____________________________________________
Acrobatics +12/+14^ (+4 ranks, +3 class, +1 trait, +2^ feat, +4 Dex)
*Appraise +2 (+2 Int)
*Artistry n/a
Bluff +2 (+2 Cha)
Climb +7 (+4 ranks, +3 class)
*Craft (carpentry) +8 (+1 rank, +3 class, +2 circumstance, +2 Int)
Diplomacy +2 (+2 Cha)
Disable Device n/a
Disguise +2 (+2 Cha)
Escape Artist +4 (+4 Dex)
Fly n/a
*Handle Animal +6 (+1 rank, +3 class, +2 Cha)
Heal +0
Intimidate +9 (+4 ranks, +3 class, +2 Cha)
Knowledge (arcana) +
Knowledge (dungeoneering) +6 (+1 rank, +3 class, +2 Int)
*Knowledge (engineering) +6 (+1 rank, +3 class, +2 Int)
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) +
Knowledge (planes) +
Knowledge (religion) +
*Linguistics +
*Lore (Shackles Pirate Lords) +6 (+1 rank, +3 class, +2 Int)
Perception +0
*Perform () +2 (+2 Cha)
*Profession (sailor) +7 (+4 ranks, +3 class)
Ride +8 (+1 rank, +3 class, +4 Dex)
Sense Motive +0
*Sleight of Hand +
Spellcraft +
Stealth +4 (+4 Dex)
Survival +5 (+2 rank, +3 class)
Swim +8 (+4 ranks, +3 class, +1 trait)
Use Magic Device +
* Background Skill
^ Taldan Duelist feat
Languages Common, Elven, Polyglot
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear +1 falcata (2318/4), mwk buckler (155/5), +1 mithral shirt (2100/12.5), mwk backpack (50/4), mwk silver dagger (322/1), mwk composite longbow (400/3), 20 arrows (1/3), sleeves of many garments (200/1), belt pouch (1/0.5), flint and steel (1/-), waterskin (1/4), hollowed pommel (mwk falcata; 5/-), signet ring (5/-; inside hollowed pommel)

large chest (10/100) with good lock (40/1)
40 arrows (2/6), 3 lbs. soap (2/4), fishing kit (.5/3), grooming kit (1/2), perfume (5/-), bedroll (.1/5), 2 empty sacks (.2/1), 50 ft. silk rope (10/5), 2 waterproof bags (1/1), mess kit (.2/1), mwk artisan’s (carpenter’s tools) (55/5), whetstone (.02/1), cold iron dagger (4/1), everburning hooded lantern (117/2)

Str 12 Carrying Capacity
Light: 43 lbs. or less; Medium: 44-86 lbs.; Heavy: 87-130 lbs.

Gold 192.98 gp
____________________________________________
APPEARANCE
____________________________________________
Height 5’ 6”
Weight 132 lbs.
Eye Color Green
Hair Color Red
Region of Origin Little Oppara, the Shackles
Parents Regions of Origin Little Oppara, the Shackles
Deity Besmara

Appearance
Capricia in Little Oppara, during her ‘Princess’ days

Although still recognizable as the “Princess” who sailed into Port Peril over two years ago, Capricia’s once-pale skin is now slightly tanned and her innocent green eyes now hold the knowing glint of a world traveler. Her red hair is kept short and straight, parted in the middle, in the same style it was when she departed Little Oppara. At first Capricia considered letting it grow to disguise her, but then she figured her fighting style was a dead giveaway anyhow and stuck with what she was comfortable with. Her magical sleeves of many garments allow her to take on a myriad of different looks, but her favored look is a simple blouse over her comfortable and supple mithral shirt, snug breeches, and knee-high boots.
Personality
Capricia is friendly with those who show her kindness, and professionally respectful with most others. She rarely smiles, but when she does it’s a winsome yet vaguely melancholy sight. When presented with an obstacle, the young woman doggedly pursues options of overcoming the problem, and rarely shows frustration. She has a curious nature and enjoys exploring new places and experiences. Although the blood of a pirate runs through her veins, Capricia has grown to value the lives and liberties of others, though she still fosters a love for the sea, exploration of the unknown, and enough gold to surround herself with a few well-deserved luxuries.

Background

Born on the pirate holding of Taldas Isle, in the quaint and (some would say) charming town of Little Oppara, Capricia grew up in a society that was at the same time cultivated yet savage. A cousin of Iolandra and Petrina Maxeme, who together inherited the title of pirate lords from their grandfather and conqueror/founder, Danziul Maxeme, Capricia was raised in an isolated lap of luxury. Her father (Trentham Maxeme) is a pirate captain in the Maxeme fleet, while her mother (Ellamara) owns and operates a small but opulent theater in the heart of Little Oppara. Although her mother was the only full-time parent in her life and tried to instill a love of music and the theater in her daughter, part of the girl’s heart belonged to her father and his often violent profession. So while Ellamara succeeded (for the most part) in teaching her daughter her letters and proper etiquette in the pirate town’s version of high society, Capricia resisted becoming a singer, dancer, or actress, instead fully dedicating herself to mastering another Taldan art form: the rondelero, a combat discipline featuring the complimentary use of a falcata and buckler. While the master who taught her found her technique to be exceptional, her potential damage output was disappointing. Capricia responded to what she felt was an insult by beginning a regimen of fitness and strength training that morphed some of the fat from soft living into the lean muscle of a fighter and, perhaps, a pirate like her father.

Capricia’s growing reputation as a warrior of some potential brought her to the attention of the Maxeme pirate lord sisters, who quested her with a simple mission: travel to Port Peril aboard a fleet ship and report to another relative, Maxene Maxeme, who operated an intelligence-gathering operation out of the family’s small High Eastwind villa there. During the voyage, Capricia heard the deprecating comments from the crew toward her, especially the nickname they’d given her: Princess. Though the moniker caused her blood to boil, Capricia knew from whence it came: her pale skin, perfectly-coiffed hair, professionally-fitted attire, and air of dignity and intelligence was everything a normal pirate was not.

Once the ship docked at Crescent Harbor, Port Peril’s offshore island “quarantine zone,” Capricia’s romantic preconceptions of life as a pirate were put to a sore test: she witnessed captured passengers—now either to be sold as slaves or held for ransom—separated forcibly from their loved ones or family members; she saw a pirate carried off a ship, a bloody bandaged stump where his left leg had once been; and in one tavern she looked on in horror as a pirate ran through his “cheating” wife who he’d found in the arms of another man, apparently not hearing or caring for her explanation that she’d assumed him dead, as he hadn’t been home in over four years nor sent her any letters or gold that whole time.

While the Blue Barracuda waited in dock on Crescent Harbor for its weeklong quarantine, the Maxeme name was sufficient for Capricia to catch a ferry across the bay to Port Peril proper. She immediately visited her relative’s manor in the city’s wealthy High Eastwind district, located atop a rocky bluff. She discovered that the place had recently been ransacked and there was no sign of her contact. Capricia was assaulted by a pair of hooded figures, and it was only due to a lucky, reckless, acrobatic series of controlled tumbles down the bluff’s steep incline that she was able to escape her attackers. These people followed her to the docks, inquiring after her, and Capricia realized that she wouldn’t simply be allowed to catch the next ferry back to Crescent Harbor island. She hid by day and that night shimmied up the anchor line of a merchant caravel that was scheduled to depart the next morning, stowing away. When she was discovered at sea, she offered to pay for her passage with a combination of coin and labor.

When the ship next reached port, Capricia made a fateful decision. She penned a letter to her parents telling them what had happened in Port Peril and letting them know that she was all right. She also told them that she now planned to spend the next few years sailing the seas and seeing new places and peoples. She wrote that she hoped to return to Little Oppara one day…but that a pirate’s life was not currently for her.

Capricia has spent the better part of the past two years sailing through the Inner Sea, though she’s made it as far north as Riddleport in Varisia (more pirates!) and the Fever Sea to the south. She’s recently mastered a new technique (slashing grace) that allows her to make quick and precise cuts with her falcata that do more damage to her foes. In addition to beefing up her basic seamanship skills in the process, Capricia was also forced (by necessity) to briefly apprentice as a ship’s carpenter during a long voyage aboard a battered, run-down ship and learned the basics of that trade, making her an even more valuable crewmember.

When she’s out in the civilized world, Capricia drops her Maxeme family name (and its pirate connotations) and uses her mother’s maiden name (Belacrest); when her travels bring her back to the Shackles, she occasionally lets her true heritage slip if she thinks it’ll benefit her. She keeps her Maxeme family signet ring hidden inside a hollow compartment in the hilt of her falcata.

Her latest voyage left her stranded in the town of Lilywhite after she spurned the advances of one of the ship’s officers.

*****************************

Taldan Duelist (Combat): You trained at one of Taldor’s elite fighting schools and are skilled at rondelero, the art of fighting with the falcata (see the Advanced Player’s Guide) and buckler. Prerequisite: Dex 13, Exotic Weapon Proficiency (falcata), Shield Proficiency (buckler), Weapon Focus (falcata).
Benefit: When fighting with the falcata and buckler, your shield bonus to AC increases by +1 and you gain a +2 bonus on Acrobatics checks.

BUCKLER DUELIST ARCHETYPE

These duelists use their bucklers both to defend themselves and to launch unexpected strikes while chopping and hewing at their foes’ unprotected bodies and heads with their falcatas. They wear any type of armor, but favor bucklers, and are comfortable using both hands for offense and defense.

Buckler Bash (Ex): At 2nd level, a buckler duelist can perform a shield bash with a buckler (use the same damage and critical modifier as for a light shield). This ability replaces Bravery.

Buckler Catch (Ex): At 3rd level, a buckler duelist can catch his opponent’s weapon between his buckler and his forearm, effectively wedging the hafts of polearms and hammers or the flats of blades. This functions as a disarm combat maneuver, and the buckler duelist gains a +4 bonus on the roll. If the buckler duelist’s attack fails by 10 or more, he suffers a –2 penalty to his AC until the start of his next turn. This ability replaces Armor Training 1.

Strong Swing (Ex): At 5th level, a buckler duelist gains a +1 bonus on attack and damage rolls when wielding a falcata and buckler that applies to attacks made by either hand. These bonuses increase by +1 for every four levels beyond 5th. With a full-attack action, a buckler duelist may alternate between using his falcata or his buckler for each attack. This does not grant additional attacks or incur penalties as two-weapon fighting does. This ability replaces Weapon Training 1.

Armor Training (Ex): At 7th level, a buckler duelist gains Armor Training 1, and can move at his normal speed in medium armor. At 15th level, the buckler duelist gains Armor Training 2, and can move at his normal speed in heavy armor. This ability replaces Armor Training 2.

Chopping Blow (Ex): At 11th level, as a standard action, a buckler duelist can make a single melee attack with a falcata. If the attack hits, he may make a sunder combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces Armor Training 3.

Suggested Feats: Exotic Weapon Proficiency (falcata), Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Slam, Shield Master, Duelist, Two-Weapon Fighting, Weapon Focus (falcata), Weapon Specialization (falcata).


Nearly Complete/ Complete
Profession Smith/ Capricia Belacrest-Maxeme/ Fighter (Rondolero [Buckler] Duelist)
TheoreticallyYours/ Morgana Thrift/ Aasimar Oracle
Stormraven/ Elias "Eli"/ Goblin Unchained Monk
Ignuspyre/ Dhavyn Stormborn/ Undine Shaman
Jack Daniels/ Barnabus Blackrock/ Dwarf Barbarian
Jesse Heinig/ Niobe/ Merfolk Shapeshifting Druid
psionichamster/ Male Undine Unchained Monk
JAF0/ Zeex/ Goblin Swashbuckler
Zektonla/ Welsh Meloi/ Rouge
Rannik/ Cael Melum/ Kineticist

Interest
DBH/ Brawler?/ Rolled Stats
Master Han Del of the Web/ Rolled Stats
JMG021283/ Rolled Stats
Anadaji/ Rolled Stats
Derz/ Rolled Stats
YoricksRequiem/ Rolled Stats
Lerox/ Rolled Stats


Recruitment will end Sunday night, as long as your submission is mostly complete and has a background it will be considered. Please get all submissions in by then.


Really need to get that background finished. I've been doing more time at work lately to prepare for the 2 weeks that I need to take off.

I'll try to get in at least more detailled tonight. It won't be perfect, but it will be a lot better then what I put down so far.


I'm gonna have to withdraw. Have fun people!


Looking at the roster I see plenty of muscle and divine casters, but no real arcane users. So I'll make up a caster instead of a Brawler.


GM Shade wrote:
Recruitment will end Sunday night, as long as your submission is mostly complete and has a background it will be considered. Please get all submissions in by then.

Would you mind giving us the cut off date in hours for those in different time zones?

Dark Archive

Story about how he got on the boat:

You see a procession of three guards and a man in ropes, being dragged behind…

The strange man calls out, “I ain’t done nothin!! Ain’t my fault your captain found my dagger in his leg…..”

Guards pauses for a moment and he goes dead still, thinking of what he said then continues, ”….well maybe it was? Darn thing must of feel out of my pocket!! Maybe a thief? Yea a thief musta did it…..I’m just a harmless drunk.“

Flip winces in pain, as a guard smacks him with a club, ”You’ll shut your mouth or you’ll get more of my club. If it was up to the captain and us, you’d be floating in the sea and not being removed from town.”

Flip shoots back, ”Aint my fault you’re bad at cards…..and your captain cheats!”The guard cracks him once more and then a third time. Another guard steps in between, preventing Flip from being hit again. The guard mutters something to the other and he seems to calm.

Flip couldn’t hear what he said but knew he should be worried. Everything went black…..

Quick Background::

Flip tends to be a bit of a trouble maker. Known to keep to himself, he’ll tend to help people when it’s “convenient” for him.

He will tend to open his mouth a bit more than most people would like. Which can get him into trouble.

Recently, he happen to put a knife in the captain of the guard’s leg for cheating while they were playing cards. He was beat near death and the captain hope to “be rid of him”, but the inn keeper and town magistrate saved him. By saving they decided to exile him.


Rolling for hit points.

Hp: 1d6 + 2 ⇒ (2) + 2 = 4
Hp: 1d6 + 2 ⇒ (6) + 2 = 8
Hp: 1d6 + 2 ⇒ (1) + 2 = 3

One good, two poor, I'll go with the average.


Yes I will end it 12 PM eastern time, selections in the next 24 hours after that.


Would a Ganzi Kineticist be too far out there to submit?

Set 1:
Set1: 4d6 ⇒ (3, 3, 2, 2) = 10 = 8
Set1: 4d6 ⇒ (6, 5, 5, 4) = 20 = 16
Set1: 4d6 ⇒ (1, 4, 5, 6) = 16 = 15
Set1: 4d6 ⇒ (6, 1, 2, 1) = 10 = 9
Set1: 4d6 ⇒ (4, 1, 6, 5) = 16 = 15
Set1: 4d6 ⇒ (2, 4, 4, 5) = 15 = 13

Set 2:
Set2: 4d6 ⇒ (5, 3, 3, 4) = 15 = 12
Set2: 4d6 ⇒ (6, 3, 1, 1) = 11 = 10
Set2: 4d6 ⇒ (5, 2, 2, 4) = 13 = 11
Set2: 4d6 ⇒ (1, 4, 1, 1) = 7 = 6
Set2: 4d6 ⇒ (2, 6, 5, 1) = 14 = 13
Set2: 4d6 ⇒ (6, 3, 1, 6) = 16 = 15

Set 3:
Set3: 4d6 ⇒ (6, 5, 6, 3) = 20 = 17
Set3: 4d6 ⇒ (6, 2, 5, 4) = 17 = 15
Set3: 4d6 ⇒ (2, 1, 1, 4) = 8 = 7
Set3: 4d6 ⇒ (6, 2, 6, 5) = 19 = 17
Set3: 4d6 ⇒ (5, 1, 4, 2) = 12 = 11
Set3: 4d6 ⇒ (1, 6, 6, 4) = 17 = 16

.... Geezus. I like #3 but that 7.....


DBH here, with my Wizard.

Crunchie bits:

DAIN WESTHOOK

Male Human (Ulfen) universalist 4, NG medium humanoid (human) Init +3; Senses Perception +9,

Languages Aquan, Common, Draconic, Dwarven, Elven, Osiriani, Polyglot, Skald, Tien, Varisian

AC 14, touch 13, flat-footed 11, hp 32 (4HD), Fort +4, Ref +4, Will +5

Abilities: STR 13 (+1), DEX 16 (+3), CON 16 (+3), INT 20 (+5), WIS 13 (+1), CHA 15 (+2)

Speed 30 ft. (6 squares)

Ranged crossbow, light +1 +6 (1d8+1/19-20), within 30 ft. +7 (1d8+2)
Melee dagger (cold iron) +3 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +5 (1d4+3/19-20), within 30 ft. +6 (1d4+3)

Base Atk +2; CMB +3; CMD 16. Special Actions Hand of the Apprentice,

Prepared Spells Prepared Spell List
Wizard (CL 4th):
2nd - glitterdust (DC 17) , scorching ray , see invisibility (DC )
1st - gravity bow (DC ) , grease (DC 16) , magic missile , protection from evil (DC 16) , shield (DC )
0th - acid splash , dancing lights , detect magic , mending (DC 15) Abilities Str 13, Dex 16, Con 16, Int 20, Wis 13, Cha 15

Special Qualities Arcane Bond, Arcane School, Bonus Feat, Cantrips, Familiar, Familiar's Alertness ability active, Skilled, Universal School,

Feats Alertness, Combat Casting, Point-Blank Shot, Precise Shot, Scribe Scroll

Skills:
Appraise +9,
Fly +7,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +9,
Knowledge (Engineering) +9,
Knowledge (Geography) +12,
Knowledge (History) +9,
Knowledge (Local) +10,
Knowledge (Nature) +10,
Knowledge (Nobility) +9,
Knowledge (Planes) +9,
Knowledge (Religion) +9,
Linguistics(Dwarven, Osiriani, Varisian) +11,
Perception +9,
Profession (Cook) +5,
Profession (Sailor) +7,
Spellcraft +10,
Swim +8,

Possessions bracers of armor +1; outfit (traveler's); spellbook (wizard's/blank); Crossbow, Light +1 ; Handy Haversack [ Shaving Kit; Survival Kit (Masterwork); Waterproof Bag (x2); Lantern (Hooded/Waterproof); Bedroll; Blanket (Winter); Chocolate (Bar) (x2); Coffee (Cup) (x20); Rations (Trail/Per Day) (x10); Rope, Spider Silk (50 ft.); Bolt (Grappling); Oldlaw Whiskey (Bottle); Oil (1 Pint Flask) (x2); Crowbar; Soap (per lb.); Wine (Fine/Bottle) (x2); Crossbow Bolts (10) (x4); ]; Waterproof Bag [ Ink (1 oz. Vial) (x2); Stationery; Inkpen (x2); Paper (Sheet) (x10); ]; Belt Pouch [ Fishhook; Sewing Needle (x2); String (50 feet); ]; Wrist Sheath [ Dagger (Cold Iron); ];
Spellbook (Wizard's/Blank)

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 8 times per day.

River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Universal School You have chosen not to specialize in a single school of spells.

Fluffy bits:

Dain is a tall, easygoing man, his brown hair kept tidy and brushed back . A neat beard on his chin. He usually has a smile on his face and looks to enjoy life as easily as possible.

Born in the Shackles Dain took to the sea early and worked as a sailor, discovering his talent for magic when he browsed an stolen spellbook Dain took to magic quickly and well. Since then he's used his brain to avoid the harder work shipboard. Taking work as a navigator when possible. He can work as a sailor or even a ships cook if needed, but much prefers to be an officer.

Dain isn't too concerned with legalities, he like to travel, enjoys good food and drink, and always tries to have a pretty lady or two for company. He doesn't have a cruel side and will act strongly if he sees such things happening when he's around.

His colorful Parrot familiar, whom he fondly calls Betty is normally perched on his shoulder, watching things happening around them with a curious and often greedy eye.

He still carries the crossbow that was his preferred weapon until he developed his spell casting, and has a dagger up his sleeve just in case.

That's Dain, fairly basic at the moment, but I think he's a fun character to try out.

Any questions or suggestions just let me know.


Kineticists are welcome. @Artemis Moonstar

Looks good. @ Dain


It's inevitable that ships end up having rats. In this case, it's a good thing. Rikkivar is useful. He's an alchemist providing useful items for the ship. He shoots his concoctions and bombs and poison when need be. The poison is from him, scraped from the oily green sheen on his fur.

stats:

Rikivar Greenfur
Male ratfolk alchemist (grenadier, toxicant) 4 (Pathfinder Player Companion: Dirty Tactics Toolbox 7, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 3 231, Pathfinder RPG Monster Codex)
N Small humanoid (ratfolk)
Init +4; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 42 (4d8+16)
Fort +7, Ref +8, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee tailblade +4 (1d2)
Ranged acid bomb +10 (2d6+5 Acid) or
. . bomb +10 (2d6+5 Fire) or
. . mwk composite longbow +9 (1d6/×3)
Special Attacks bomb 9/day (2d6+5 fire, DC 17)
Alchemist (Grenadier, Toxicant) Extracts Prepared (CL 4th; concentration +9)
. . 2nd—dongun shaper's touch, lesser restoration
. . 1st—adhesive spittle[ACG] (DC 16), cure light wounds, targeted bomb admixture[UC], targeted bomb admixture[UC], touch of the sea[APG] (DC 16)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 16, Int 21, Wis 14, Cha 13
Base Atk +3; CMB +2; CMD 16
Feats Ability Focus (toxic secretion), Extra Discovery[APG], Martial Weapon Proficiency (longbow), Throw Anything
Traits firebug, shackles seafarer
Skills Acrobatics +5, Appraise +9, Bluff +1 (-3 to affect animals), Climb +1, Craft (alchemy) +14 (+18 to create alchemical items), Craft (leather) +10, Diplomacy +1 (-3 to affect animals), Disable Device +10, Disguise +1 (-3 to affect animals), Heal +7, Intimidate +1 (-3 to affect animals), Knowledge (arcana) +12, Knowledge (nature) +12, Perception +11, Sleight of Hand +7, Spellcraft +9, Stealth +11, Survival +6, Swim +7, Use Magic Device +10 (+6 to affect animals); Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling
SQ alchemical weapon, alchemy (alchemy crafting +4), cheek pouches, discoveries (acid bomb, explosive missile[UC], immolation bomb[UC]), precise bombs, secreted toxin condition (bleed), surface sprinter, swift alchemy, toxic secretion (5 dmg, 2 rounds, DC 19), unnatural[ARG], weapon secretion
Combat Gear wand of cure light wounds (20 charges), acid (9), air crystal (6), alchemist's fire (3); Other Gear studded leather, arrows (40), mwk composite longbow, tailblade[ARG], bag of holding, minor, headband of vast intelligence +2, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork leatherworking tools, mess kit[UE], soap, thieves' tools, trail rations (5), waterskin, 6 gp, 8 sp, 10 cp
--------------------
Special Abilities
--------------------
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bleed Toxic Secretion deals 1d6 bleed.
Bomb 2d6+5 (9/day, DC 17) (Su) Thrown Splash Weapon deals 2d6+5 fire damage.
Cheek Pouches You can store things in cheeks, but suffer 20% failure with verbal spells.
Explosive Missile Use bomb with ranged weapon.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage d
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Surface Sprinter Gain low-light vision and 30 ft. base speed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Toxic Secretion (1/day, DC 19) (Ex) Secrete a poisonous toxin that affects those striking you with natural or unarmed attacks.
Unnatural -4 to CHA skills vs. animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Weapon Secretion (9/day, DC 19) As a swift action, the toxicant can collect and concentrate this secretion into a poison she can deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving throws as if they had touched the toxicant’s toxic secretio


Looks good, just need a backstory and you are good to go. @ Philo

Sczarni

Backstory:

K'Wai was born on board a ship. His family, all undine themselves, owned and operated a medium sized fishing and whaling vessel in the seasame around Absolom. K'Wai grew up sailing, swimming, and fishing, learning how to move on deck or among the rigging equally easily. As he came of age, however, he began to feel a deep desire to see the world. Fishing and whaling was good, honest, profitable work, but he felt a drive to go out and explore, to challenge himself and learn even more of the sea.

His first voyages took him up the inner sea coast, with stops in Korvosa, Magnimar, and finally Riddleport. Along the way, he picked up tricks and skills, earning his way as a sailor, stevedore, and juggler. Although capable of joining the pickpockets and sneak thieves thick among the docks, his sense of honor and responsibility prevented him from taking what was not earned.

Now a fairly seasoned adventurer and sailor, K'Wai looks forward to real adventures and the treasures found therein. He wears a simple outfit, cotton tunic and pants with a woven belt. Everything was well worn but clean, in light gray. His teal skin and bright violet eyes stood out, with his darker blue hair cut into a topknot, tied back with leather thongs and shaved on the sides. He carries a spear and belt knife, with a battered leather backpack well packed in a sailors fashion. He smiles frequently, especially on deck of a ship or in the water, but listens more than he speaks.


Still working on it and a back story but I should be done by tonight. Had an unexpectedly busy morning. (Artemis here btw)

Edit: er, just realized everything I wrote out for him so far besides his stats is off-site... Derp.


Just informing you that I am considering running 2 tables of this module because there were more applications than I thought and picking just 1 will be so hard. I will be deciding while I pick the players after recruitment closes.

Liberty's Edge

Will you give PFS credit?


After looking at some of the other players profiles, I've updated mine to be more thorough.

She's also had a little bit of a name change after I decided that she was from Qadira, and had to lose Ever home when I realised it was a human feat.

Everything has been done except for adding the spell descriptions, though the spells I've chosen are listed in spell backgrounds, and I need to spend all her money :P

Morgana Nahari, Aasimar Oracle of the Waves


This is Han's submission, I'm writing up the fluff now. Still needs equipment picked out too.


I have no experience with Dming Pfs and I don't think this is the time to start so sorry but no. @ Qstor

Just make sure you get the crunch and fluff in, items are not essential but nice. @Fingal

Looks good, and again equipment is not essential but nice too see. @Theoretically Yours


GM Shade wrote:
Just make sure you get the crunch and fluff in, items are not essential but nice. @Fingal

Fingal is pretty much done now, I might pad out his fluff some ad I'll get his gear sorted soon enough.

He's an odd duck so I am interested in hearing what you have to say.


The only thing I would change is that you have yet to join a crew, it would make more sense for you to have washed up on Lilywhite. @ Fingal


Got it, what's the name of the port we'll be starting in?

Edit: I changed his background to remove mentions of the crew. Gear has been handled too.


Lilywhite is the port you will be starting in. @Fingal the Odd

Recruitment will be ending in ten minutes.


Ah, excuse me, I misread.


And that will be all folks, place final finishing touches on characters, I will be making my selections with in the next 24 hours. I am still debating on running two tables and will select more if I do so. Thank you to everyone who applied.

Sovereign Court

Excitement builds!


Good luck to all.


Rikkivar's background:

Rikkivar's family were wharf-rats in Port Peril. On good days, they were guides and brokers. They kept their ear to the ground and were always ready to pass on news of opportunities for a few coins. Brokering warehouse space, connecting clients and merchants in order to get tips from both, running messages.

There are rat clans in most of the big ports of the shackles, and Rikkivar was often tasked with bringing messages and a few valuables between them. Doing so, they've developed ties with a few pirate-captains through the area. They often had the fastest ships.

He was home when the accident happened. One of their clients was Lysmith the Alchemist. His known business was the standard alchemical items, but the rats helped him move his poisons. He had a secret lab to brew them accessible by tunnel. Rikki was helping him move out the waste from that to be dumped when a barrel slipped and broke. Rikki should have died, but he managed to hold on. For a while he needed constant alchemical care and needed to live with Lysmith. He ended up picking up how this worked and when he was back to health, he became his apprentice.

From his accident, his body became toxic. Between that and his concoctions, he's been able to help the family in many ways. Including fighting off competitors for their business. Still, now that he's learned all that he can from Lysmith, it's time to move on. To see new shores and see what he can make of himself.

Post with stats


This was far tougher than I had thought it would be when I set out. I have been part of these recruitments before but mostly with AP's where there are so many applicants. I assumed a smaller module would not draw as much attention but it has and here we are. I loved so many of the applications, that I will be running two tables of five but even as it is I still have to select so here it goes.

Table 1, Zeex, Rikkivar, Morgana, Cael, K'wai

Please dot in the discussion thread on this campaign

Table 2, Dain, Dhavyn, Barnabarus, Welsh, Capricia

Hold and I will create a second campaign and post the link here

Thank you so much to all that applied, this was extremely hard to do and I wish everyone the best of luck in future recruitments. In addition if any players are missing or drop out I will come looking for you so be ready for a possible PM.


Enjoy the game, guys!


Alas, alack! A woeful tide has swept in! And so I bid a tearful farewell to these coastlines and carry on to seek a shore to which I might sing my mournful song.

Have fun everyone! :D

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