Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5
We need a new name for the Kurstav.
I suggest the Manticore, following the theme of magical creatures to be afraid of.
Suggestions?
EDIT: Wow did I have that wrong! I was calling it the Aspis because I saw the name Aspis Consortium and thought that was it. My mistake! Too much booze.
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Minus one plunder? How's that for an idea to make amends?
As noted in the gameplay, Rogar opposes that idea. But I can understand if good-aligned characters are feeling regret now... This might lead into interesting in-character fights over morality :)
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5
Hello again!
So after a couple days of driving, I'm finally in Des Moine, IA! I don't have a place to call mine yet, nor a job, but things will work out for me! I know it will!
I can still post, but for whatever reason the Wayfinder App is being stupid. Thankfully I can still post from my hotel room!
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Des Moine won't know what hit it. Best of luck Ethron.
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Female Half-Orc Slayer 7 AC 19 [T 15 FF 14] | CMB +9 | CMD 24 | HP 59/59 | Fort +7 | Ref +11 | Will +3 | Init +5 | Percep +10, Darkvision 90 ft
Well done, Ethron!
Sorry for the holdup guys/gals, RL is giving me a kicking right now. I'm hoping to resolve things this weekend, and resume posting next Monday with more frequency.
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Yeah being sick sucks. Glad to see you're feeling better.
The AP has you guys randomly pirating for a bit, either attacking ships, or raiding coastal villages and such. Gathering plunder, selling ships and plunder.
Event 7 is pirating and ship to ship battles, all pretty much the same, except differing on what type of ship. None of those encounters, as you saw from the last, would be difficult for you, and each brings a couple points of plunder, a magic item, and maybe something special.
Event 8 gives the same results as Event 7, but is if you decide to raid villages
Event 9 describes selling loot and ships, which you're already in port to do.
Event 10 is a specific ship encounter, but nothing really different than in Event 7
Event 11 becomes a little interesting.
Event 12 is a slightly different ship fight against a stronger foe
Event 13 then becomes more interesting
Event 14 culminates this act, at which point you should be ready to move on to "Crack the Rock"
Now, this AP appears to really have some drawn out "hurry up and wait" sections. We saw that in book 1, and now in book 2 with, what feels to me like drudgery of attacking a fundamentally similar ship over and over again in Acts 7, 8, and 10.
I feel like we're in a bit of a funk, here. and that can be death to PBP games.
I propose we speed things up a bit. I'll give you a list of ships, their origins, etc. You tell me which ones you ravaged and such, if you sold the ships, etc. Then you'll have a pile of plunder, and a bunch of loot. You can equip yourselves with the money and gear.
We'll blow through to Event 11, which you'll smoke, you'll get the loot and story from it. I can lay out Event 12, and see if we want to play it, or not, but again, it's not more difficult.
And then we'll definitely play through events 13 and 14.
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
Sounds like a plan. No need to fight numerous identical and pointless battles.
Raiding villages is something we could discuss on, and if we decide to go for it, then we could play it? But I'm not sure if we're really village raiding -type of a party.
Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5
Instant Karma for laughing at your failed crit!
What's more, since I didn't have Improved Trip, I provoked an AoO. He must be within melee range since he attacked me last turn, and no warrior in their right mind ignores an AoO.
Even worse, a failed trip attempt by 10 or more results in myself getting tripped up...
For laughing at a missed crit, I end up falling on my ass just as a BBEG is towering over me, about to take his AoO...
Looks like I'm going to be using that Ioun Stone I bought...
Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5
GM, I have a question for you.
Would I be able to retrain the feat Weapon Finesse for Power Attack? Using the Retraining rules, it would cost me 200gp and 5 days of training, 8 hours a day with no distractions if I'm able to find a trainer, or 10 days of training by myself.
I'd effectively loose weapon finesse and gain Power Attack afterwards, not costing me a lvl up feat.
If you want me to have to deal with the consequences of my actions in my feat choice, I understand as well.
Male Human Inquisitor/5 | AC 19/12/17 CMB +4 CMD 16| F+6, R+3, W+8 | Per +11, Init +5 | HP 36/36 | Domain Rounds: 5/5
Thank you! Glad to know I can get this to work. I'm going to be taking the Exotic Proficiency feat next level. Any idea when that is?
Better question would be when can/should I start training? If I have to skip out on a combat or two, I'm certain my fellow adventurers would be able to handle themselves.
My thought would be that you can start the training when you want. Then for however long it takes, you don't get the benefit of the old feat, or the new one, until you are done training.
We'll do training similar to crafting. You can train at 1/4 speed if you did "adventuring stuff" that day, or at full speed if you didn't.
FYI - We're doing encounter 13 now, with the Dominator. There will be an encounter 14.
Then you make 5th level!
Then, it's on to "Crack Tidewater Rock" and within that is the part that is "Sanctioned" by the Pathfinder Society, although I think only Doc asked for a cert for the Sanctioned portion of the first module.
Anyone else playing PFS, and need a cert for the first module?
Female Elf Witch/7 | HP 38/38| AC 17 T 11 FF 16 | Saves F 6 R 5 W 8 | CMD 14 | Per +10 | Init +1 | Active Spells False Life 11/11, Flight Hex, Mage Armor (AC 19)
I was thinking that maybe we could sabotage the ship somehow as well but I don't think we have the skills for that. Chaenath can give people water breathing for a minute.
I'm looking for four swabs to join the crew of The Wormwood. The campaign will be set in Golarion but with Clockpunky overtones. I want players who can post frequently and will advise ahead of time if they can't post for more than a day.
Characters should be interesting, flawed, and willing to become a pirate!
Character Creation:
Stats: 15 point buy but only spend on 5 stats. The last must be rolled (4+2d6) AFTER the 15 points have been allocated. (this is to ensure some unusual characters – maybe the fighter is smart or the alchemist is charismatic.) Min-maxers less likely to be chosen.
Classes:All Paizo classes including gunslinger, Ultimate Classes playtest may be OK (best to check first though). Spellcasters are uncommon – I’m much more likely to accept an alchemist than a standard caster, and more likely to accept a spell-less ranger archetype than one with spells. In this version of the world Alchemists fulfil most of the roles more usually filled by clerics, wizards and sorcerers. – I’m not banning the spellcasting classes (they do exist, especially in uncivilized cultures) but you are less likely to be selected so you'd better have a great background!
Starting wealth: Average
HP: Max at 1st, 1/2 + 1 from then on.
Alignment: Any (but I won’t be selecting more than 1 evil character!) - even evil characters need to be able to work with everyone else.
Traits: 1 campaign, 1 other, can use a drawback to get a third
Skills: All characters get 1 free skill point which must be put into a USELESS profession or craft skill to represent a hobby or past experience. eg Craft (pottery), Craft (brewing), Profession (barmaid) This skill is considered a class skill even if it wouldn’t usually be one for your class.
– Profession (sailor), Craft (firearms) and similar do NOT count as useless for this campaign!
Races:Core races only
XP:Levelling will happen at critical story points not through the accumulation of XP.
House rules::
Fighters get +1 skill points / level
Acrobatics can be used to make climb checks when unencumbered & wearing armour with no armor check penalty or no armor.
Dervish Dance works with Cutlasses.
Commonplace firearms rules but NO advanced firearms!
Provide:
A good background that explains your class, skills and traits, and how you ended up in the Formidably Maid
A full description of what you look like/wear etc.
A Description of your personality
Feel free to ask any questions! - I haven't decided when i'll close recruitment yet. It'll depend on when i feel like i've got enough applicants.
How do you feel about the swashbuckler?
And how mature do you think this can be?
My idea knife wielding Ex-barkeeper who burned his bar and wive and her lover when he found them together in bed.
And how mature do you think this can be?
My idea knife wielding Ex-barkeeper who burned his bar and wive and her lover when he found them together in bed.
I have no problem with the swashbuckler. How mature the game is depends on how the players as a group want things to go.
What variety of drawback are you using? The ones from Ultimate Campaign or the ones from rpgnexus? I'd imagine the former, but it's worth asking since I've seen enough folks using the latter.
I'm considering putting in a monk. We'll see if he comes together in time.
Is recruitment open for a period of time or first come first served?
What variety of drawback are you using? The ones from Ultimate Campaign or the ones from rpgnexus? I'd imagine the former, but it's worth asking since I've seen enough folks using the latter.
I'm considering putting in a monk. We'll see if he comes together in time.
Is recruitment open for a period of time or first come first served?
Drawbacks from Ultimate Campaign. I'll be selecting 4 pirates once i've got somewhere in the region of 15-20 applications (unless I don't get that many!)
Have to adjust for character for your creation rules but here is a character I have played in another S&S that didn't get past the second day. Background et all in his profile.
The other regions won't come into the game much but, so that people can create characters without having to learn all about a whole new world, i've decided to leave the game in Golarion. - Not just rare magic, there are common firearms too!!!
Amid the clamor and bustle of the busy port town, Jack was delighted. Stepping off the deck of the Grizzled Grindylow, the trade vessel that had carried him all the way here from Devil's Arches, Jack tipped his tricorn hat to the boatswain before strolling down the dock, whistling a jaunty tune. Port Peril, along with all its dangerous delights, awaited him!
From the grinning cutthroats to the bar toughs, he could see that this place was the spitting image of a pirate port. Rapier at his side, he sidled into a tavern whose appealing-seeming sign bore the image of a buxom serving maid with the type of bosom a charming young halfling man could get lost in. "Formidably Maid," he thought to himself. "That's either a good pun or the spelling's a bad joke."
As his eyes adjusted to the gloom of the busy tavern, he sidestepped past a serving wench carrying a platter of drinks and made his way to the bar. It wasn't long before he caught sight of a beautiful red-haired human beauty with a gleaming cutlass at her hip, whose fierce glare told the drunken mass to keep its distance. That obviously didn't apply to Jack, he reasoned, so he downed his drink, ordered two more, and strolled over to her table with both of them. In the hours that followed, the two of them learned a great deal of things from one another. She learned that size isn't everything, and one should never judge a halfling by his cover. Jack, on the other hand, learned that you shouldn't trust strange pirate women you meet in bars, as he was ambushed by several thugs leaving her room, and knocked unconscious before he could even draw his sword.
Third time's the charm! :P I'll put up the rest of the details soon.
Question for you, Lodestone: Do you envision this campaign to be more combat centric or will there be a lot of RP opportunities?
EDIT: I haven't played this AP before and I'm still relatively new to Pathfinder, but not PbP games. I'm considering working up a gunslinger for this game.
I've GMed the whole AP and am playing it currently, but like Mr. Sweetman, I know the difference between me and my character.
2d6 + 4 ⇒ (2, 4) + 4 = 10
I think a swashbuckler (the rogue archetype) with a possibility of multiclassing gunslinger to get that nifty rapier & pistol thing that seems so piratey.
I've GMed the whole AP and am playing it currently, but like Mr. Sweetman, I know the difference between me and my character.
2d6+4
I think a swashbuckler (the rogue archetype) with a possibility of multiclassing gunslinger to get that nifty rapier & pistol thing that seems so piratey.
Don't roll the 6th stat till you've allocated the others! - The point is to have a stat you can't optimise for your class.
That's OK, but I'm going to bed in five minutes (literally) so no-one should expect any answers for about 8 hours. - Looking forward to seeing the applications that come in!
Would you consider allowing a PC to take Perform as their useless skill? I like the image of a monk playing the flute for meditative purposes and, other than maybe brewing, don't know what profession or craft he'd have.
Would you consider allowing a PC to take Perform as their useless skill? I like the image of a monk playing the flute for meditative purposes and, other than maybe brewing, don't know what profession or craft he'd have.
As long as you're not a bard or similar, perform is fine.
@Lodestone,it looks like you and I are on opposite schedules. I don't imagine this is conducive to the best pbp session. I'll bow out but watch interestedly from the sidelines. Best of luck in this.
I'm looking at either a Brawler who was a former gladiator or an Investigator who's having to get out of town because he found out the wrong thing about the wrong person (that is assuming the classes are available :) )
I'll play around with the points a bit and see where his roll goes :)
I've GMed the whole AP and am playing it currently, but like Mr. Sweetman, I know the difference between me and my character.
2d6+4
I think a swashbuckler (the rogue archetype) with a possibility of multiclassing gunslinger to get that nifty rapier & pistol thing that seems so piratey.
Don't roll the 6th stat till you've allocated the others! - The point is to have a stat you can't optimise for your class.
Oops. Well, if I was a real masochist I'd put the random in dexterity, but I think maybe strength.
You don't mention specific sources, so I have to ask about archetypes, are things like Holy Gun, Musketeer, or maybe even Trench Fighter allowed?
And then a question regarding spellcasters, you mention that most spell casters would be in uncivilized areas, does this mean that Druid, Witch, Sorcerer and Shaman are more likely to be accepted then Wizard, Cleric, and Arcanist?
If you'll take a chance on a complete newbie (new to PbP I mean, not to Pathfinder) then I'm definitely interested in this one – it's one of the few AP's I haven't DM'd or played, for some reason
Concept:
“If I've got a flaw,” Alessandra said to herself while running full-tilt through the crowd “- apart from carving people's bones (which frankly I see as more of a character quirk) – it's that I tend to over-complicate things...”
The half-orc girl had been offered a tidy sum of gold by one of the local gangs to take out their rivals, and afterward had then had the idea of turning her erstwhile “employers” in to the City Watch for their bounty. Needless to say, it hadn't gone well – the Watch had blundered in and now Alessandra was being pursued by both the gang and the Watch sergeant, who was convinced that he had been tricked somehow.
“Hm.” Alessandra realised she was running toward a part of the city she rarely visited – the docks; some places were just too unsavoury. “On the other hand, perhaps this is a sign that I need to leave this dump behind me and move on.”
She gave a wry, lop-sided smile at the sight of the nearest inn – the Formidably Maid. “ok, ok, I'll take that as a sign; rub it in, why don't you,” she addressed whatever patron was Up There. Pushing her way through the crowd, she satisfied herself that she had indeed lost her pursuers before entering the tavern. She glanced ruefully at her purse – so much lost – but she had long ago learned that money may come and go, but mayhem lasts forever.
Sizing up the rest of the bar, she headed for one of the less repellent males and flashed her lop-sided grin: “Care to buy a girl a drink?”
APPEARANCE
Taller than most women (but not unduly so), the most striking thing about Alessandra's appearance is the way she tries hard to pass for human: her hair is streaked with bright dye (or even bleached completely) in order to draw attention away from her orcish complexion; and she has perfected a lop-sided grin, which is both charming and prevents her from having to show her fangs to the world. Her clothing is a mixture of rich purples, dark reds, and the occasional pink for contrast – she favours long sleeves and leggings in preference to dresses, to protect her skin from sunlight and to hide the fact that it is not human-coloured. It is not unusual for her to wear gloves, from a variety of fabrics.
Inquisitive and fundamentally chaotic, Alessandra is rarely in one place for long; she has a light-hearted contempt for most people (but works well with those she respects) and is not shy of violence and even murder. Her hobby is carving, particularly bone – she isn't fussy about whose...
CLASS
If you'll accept her as the evil character, I'm thinking of playing her as an antipaladin (a nihilistic one who realises that sometimes chaos loves company, rather than a Chaotic Stupid “Thog smash!” egotist, in case you're wondering). Alternatively, she'd make a decent rogue – possibly the knife-master archetype if that's allowed.
EDIT - just realised you said core races only - changed from dhampir to half-orc...
Let me know what you think - if you like the concept I'll stat the character up
@Lodestone,it looks like you and I are on opposite schedules. I don't imagine this is conducive to the best pbp session. I'll bow out but watch interestedly from the sidelines. Best of luck in this.
Im in Australia (East coast) so time is out for most places. I've found that it tends to work OK anyway though.
Karma wrote:
Can this be played for PFS credit?
Sorry, but because of the house-rules that's a no.
Arknight wrote:
I'm looking at either a Brawler who was a former gladiator or an Investigator who's having to get out of town because he found out the wrong thing about the wrong person (that is assuming the classes are available :) )
Brawler's fine
Tylos wrote:
You don't mention specific sources, so I have to ask about archetypes, are things like Holy Gun, Musketeer, or maybe even Trench Fighter allowed?
And then a question regarding spellcasters, you mention that most spell casters would be in uncivilized areas, does this mean that Druid, Witch, Sorcerer and Shaman are more likely to be accepted then Wizard, Cleric, and Arcanist?
Most archetypes are fine, but Trench Fighter (which I hadn't seen before) is a bit too modern, so no.
Yes, Druids, Witches, Sorcerers and Shamans are more likely to be accepted then Wizards, Clerics, and Arcanists?
Feats: Power attack,Improved Initiative
Traits: Dockside brawler (+1 damage with brass knuckles),Deft dodger(+1
reflex)
Special Abilities:Fast movement,rage (6 rounds)
Stats While raging 20 str 20 Con +1 Will save 10 AC HP 17 Fort save +6
Noonan is a slave who has been emplyed as laborer, pit fighter, and most recently, bouncer at the Formidably Maid. He has been lacking in any education that does not relate to the life he has lived and has a rather simple set of needs: Food,Job,Money and nice liquer. Perhaps if exposed to more oppurtunities, he will begin to become more complex.
Noonan is big, bald, beefy and other than a loincloth, scars and a
perpetual scowl, has little in the way of possessions other than a belt
pouch and his brass knuckls. Everythinh has been provided by his masters. He does have a rather pungeant body oder.
As stated, Noonan is a veru low-maintinance with simple needs. He does
have this starange urge where he would like a parrot but there has been a severe lack of parrots where he is now.
I'm playing with plans for a quirky, nautical Inquisitor. How do you feel about the "reflavoring" of spells to make them less magical and more mechanical/alchemical? I like your plan on having magic be an extremely uncommon thing, but since the Inquisitor has minor casting ability, I was hoping I could find a way to explain how this stuff happens without it being "magic".
I'm playing with plans for a quirky, nautical Inquisitor. How do you feel about the "reflavoring" of spells to make them less magical and more mechanical/alchemical? I like your plan on having magic be an extremely uncommon thing, but since the Inquisitor has minor casting ability, I was hoping I could find a way to explain how this stuff happens without it being "magic".
What do you think?
Reflavoring spells is A-OK... Great in fact. I'll have a think about divine magic and how to work that out.
Andrea1 wrote:
Crunch
What do you think?
A bit more background would be good... How did he become free? Where was he a slave? How did he get to Port Peril?
Darkness Rising wrote:
Concept
Not a huge fan of Antipaladins but I'm not going to ban a submission of one - so long as the character can work with the rest of the group. Other than that, the concept is good but a bit more about where she grew up, how she ended up on the street, why she's evil etc. would be good.
He is still a slave and is owned by the innkeeper of the FM as a trade to pay for debts of a pirate captain who owned Noonan as shiphand. Gettign traded by people is something he has gotten used to in the past. The innkeeper used him as a bouncer and did a few ring fights 'Beat Noonan for prize money!"
Jagray Hamfur: Dwarven Cleric
Jack Thimble, Jr: Halfling Swashbuckler
Alessandra: Half-orc Antipaladin or Rogue (still to decide)
Noonan: Human Barbarian
And a few who still need to write up some stuff. I want a few more applications before making a decision (probably some time towards the end of the week, depending on when there's enough.
Remember, everyone, I will be selecting based on the best backgrounds and to make a party work (roles etc.),... looking forward to reading some more stories!
Thanks for your reply; I've gone with Rogue as Antipaladin is a bit anti-social and I want to see what rogues can do in a low-magic environment - I suspect they might be quite handy. So, alignment no longer evil - although pretty dark.
Details and Crunch for Alessandra Strathpride are below - I'll put together an alias and avatar later.
Description & Personality:
At 16 years old, Alessandra has the confidence of youth and the assurance that she knows it all. Her acquaintance with a younger son of the nobility has taught her a better way of speaking than the street lingo she grew up with, and she occasionally entertains herself by offering a detached, amused comment on her predicament, replete with subordinate clauses (and parenthetical statements).
In keeping with this detachment, she has a light-hearted contempt for most people but occasionally finds someone she respects. In her view, everything breaks, everyone dies, so you might as well go with the flow: "eat, drink and be merry; for tomorrow I'll kill every last one of you" is one typical sentiment. Fundamentally chaotic, she enjoys creating mayhem and complexity for their own sake, but is prone to over-complicating things and thereby landing in further trouble. So far, she has been able to talk, threaten, or fight her way out of anything.
Not religious, but slightly superstitious, Alessandra follows no deity but occasionally thanks (or swears at) her "patron" while being unsure whether they exist or what their name might be. If she finds out about Besmara, she might be tempted to become a follower in due course.
At 5 ft. 10 inches tall, Alessandra looms over most of the women she knows (and some of the men), but is careful not to do so obviously; she often converses while kneeling down or squatting, in order not to appear out of the ordinary - unless of course she's trying to intimidate.
Her crooked smile is the result of many hours' practice in front of a mirror, training herself not to show her teeth and thereby give away her half-orc ancestry too obviously.
Her appearance changes depending on her whims: her coarse, black hair is frequently dyed with streaks of colour, or even bleached completely; and her long-sleeved garments and leggings tend to be dark hues of crimson, purple, or midnight blue, with the occasional pink scarf or belt sash thrown in for contrast.
The one colour she avoids wearing is green.
Alessandra carries a variety of items in her cloak and at her belt: in addition to the usual assortment of weapons and thieves' tools, she carries a small box of carving implements and spends her free time whittling decorative patterns into bones (usually fingers, knuckles, toes) of assorted people she has collected over the years (where there has been time to 'harvest' them after the kill, of course - sometimes the need to run is more pressing).
Background:
Alessandra is what is euphemistically known as a 'child of the streets': her mother was one of the many women who sell themselves at the docks for sailors' favours. Alessandra's mother always insisted that Alessandra's father was a famous orc pirate, but the name changed on each telling and Alessandra finally settled on "Orcbeard" as apparently (unusually for an orc) he had a great deal of facial hair.
When Alessandra was 11, her mother was beaten to death by a "client" - the girl brought herself visibly to the attention of her peers by tracking the man down and savagely cutting him apart (she still has a few bones of his in her collection). After this, some of the dockside gangs employed her as an enforcer (and occasional murderer) - she would doubtless have lived a short and violent life had they not one day sent her to collect a gambling debt from Torquin "Tor" Strathpride, one of the younger sons of the (minor) nobility.
Impressed by her direct approach, Tor instead offered to hire her on the spot as his assistant; while keeping him safe, he taught her some of the more subtle arts that she would never have learned in the docklands: forgery, fencing, card-sharping and (most importantly of all) how to dress so as not to look like a street urchin.
Alessandra has since that time stayed away from the docks, uncomfortable with the reminders of her former life - she has acquired a taste for nice things and comfort, but always with the knowledge that everything breaks, and everyone dies. Since Jored's death from a broken neck (he fell from a roof while making a getaway) 18 months ago, Alessandra has drifted through the city from one scheme to the next, until her final escapade resulted in pursuit from both a powerful gang and the City Watch (unfairly in her view). She still doesn't know whether her retreat back to the docks was deliberate choice on her part or just a memory, or just chance. The name of the tavern - the Formidably Maid - was just too enticing...
Not knowing either of her parents' last names, Alessandra tends to adopt a surname as required, but has defaulted to using Tor's last name as a way of remembering him - they were never lovers: this is a rare instance of sentimentality on her part. Whether his family would approve, she neither knows nor cares.
Crunch:
Female Half-orc Rogue 1 CN Medium Humanoid (human, orc)
Age16; Height 5 ft. 10 in. Weight 175 lbs.
Languages: Common, Orc, Goblin, Draconic
Deity None
Init +3; Senses Perception +4, Darkvision 60 ft.
_________________
DEFENCE
_________________
AC 13, touch 13, flat-footed 10
hp 9
Fort +0, Ref +5, Will +0
_________________
OFFENCE
_________________
Speed 30 ft.
Melee Dagger +2 (d4+2); or +1 (d4+4) with Power Attack
Ranged Dagger +3 (d4+2)
_________________
STATISTICS
_________________
Str 14, Dex 16, Con 10, Int 12, Wis X, Cha 13
BAB +0; CMB +2; CMD 15
SQ Sneak Attack +1D6; Orc Ferocity; Intimidating (+2 racial bonus); Trapfinding (+1)
_________________
FEATS
_________________
Power Attack
_________________
TRAITS
_________________
Almost human (+4 to disguise checks to pass as human)
Buccaneer's Blood (+1 to Intimidate; +1 to Profession (sailor); +1 Disrepute; +1 Infamy)
_________________
SKILLS - 9 pts/lvl
_________________
Acrobatics 1 (7)
Craft (carving/whittling) 1 (5) bonus skill
Diplomacy 1 (5)
Disable Device 1 (7) +1 versus traps
Disguise 1 (5) +4 to pass for human
Intimidate 1 (8)
Linguistics 1 (5)
Perception 1 (4) +1 versus traps
Sleight of Hand 1 (7)
Stealth 1 (7)
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GEAR
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Assuming none due to starting scenario
I've chosen Wisdom as the random score: her tendency to overcomplicate things suggests either a weakness or a potential strength that isn't properly harnessed... Let's find out
I will bow out and wish little Jack all the luck. Big Jack got a spot and I think my workload will kill me. Do not get me wrong it is Interesting and tempting... but, as I said, workload and playing around 8APs is hard enough as it is.
Ok, I think I'm going to go with a Varisian Harrow Bloodline Tattooed Sorcerer.
I will note that the Harrow Bloodline From the Harrow Handbook isn't on d20pfsrd.com yet, if that is an issue, I can consider a different bloodline. The character will later enter into the Harrower PrC.
I'll wait to know if there's issues with the Harrow Bloodline before moving forward.
Posting interest as Carl Nemo, a failed bounty hunter from Ilizmagorti who is on the run for his life after having accidentally crossed the Red Mantis.
Mechanically I'd like to try out a Slayer from the ACG playtest, going for a gun-using build. However I'd like to ask - since the game has commonplace guns, and as such they don't require the Exotic Weapon Proficiency feat to use, making the Firearm Training trick obsolete, can I take the Grit trick directly without Firearm Training as a prerequisite?
The random stat will be Con: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Got this half-elf bard, waiting to clean the decks.
The background is already there, just going to work on the crunch.
for random stat will be Str: 2d6 + 4 ⇒ (2, 3) + 4 = 9
and for the skill it would be Profession(woodcutter), he usually helped with the repairs on the ship and would steal pieces of wood to create small ocarinas so he could play.
Ok, I think I'm going to go with a Varisian Harrow Bloodline Tattooed Sorcerer.
I will note that the Harrow Bloodline From the Harrow Handbook isn't on d20pfsrd.com yet, if that is an issue, I can consider a different bloodline. The character will later enter into the Harrower PrC.
I'll wait to know if there's issues with the Harrow Bloodline before moving forward.
No problem - I'm sure it won't take to long to go on the pfsrd.
Ok, instead of going for the Inquisitor (inspiration wasn't as striking), I'm going for a Bard. The concept is to build on the whip capabilities for reach and debuffs, which I know can be a strange build but it really intrigues me...
Here's the concept (though I'm still working out the specific crunch, i.e. feats and skills.):
"But to ask pity of our body is like discoursing in front of an octopus, for which our words can have no more meaning than the sound of the tides, and with which we should be appalled to find ourselves condemned to live. ~ (Marcel Proust, "The Guermantes Way")
Diego Vallenci
Male Human Bard 1 CG
Description Image Link
Diego is a spindly man, of medium build and a mop of black, wavy hair. His green eyes are accentuated by a black outline tattooed beneath his skin, amidst a face of dark freckles that cluster like stars in the night sky. His most extensive tattoo, however, bursts from the base of his neck where a number of inky tentacles snake down his back, wrap around his shoulders and torso, and wind down his arms to end at his wrists.
He is that enigmatic, artsy person who befuddles people to determine whether he's really impressive or simply off-putting. He's keenly invested in everything going on around him, but on a different level than most, and insistent upon avoiding the status-quo. In this manner he is constantly present, but seemingly absent within his own thoughts.
His fashion is blatantly outlandish, and his social skills at times are lacking tact - but mostly because he's more fascinated in understanding people and situations than he is in navigating them well. His performance is oratory, often in the form of dry mockery or befuddling poetry. His weapon of choice is the whip, of which he carries two that have been tattooed deep into the leather with the suction cup pattern of tentacles.
He loves to draw, which he does constantly when bored or stressed. It's what led him to be an ink artist, serving as an apprentice under "Three Strike" McGunners at McGunner's Siren down in the Docks District of Port Peril.
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I know I still need to get background and crunch together, but this is the start.
I intend to approach the Bard spells in a more mechanical or physical manners, but I'm having trouble finding a cohesive way of doing so short of someone who simply has a TON of gadgets. I'll keep thinking on it as I know you wanted this campaign to be low magic.
Stats:
15 point buy for 5 stats:
Str 10, Dex 14, Int 14, Wis 8, Cha 15 (+2 Human)
If this is too min/max with 8 Wisdom, I can raise that to 10 and drop Cha to 14 before racial bonus.
Randomized Stat: Mechanically, this is a horrible plan, but so is going for a whip based character...
Constitution!:2d6 + 4 ⇒ (1, 5) + 4 = 10
Traits: Attached (Drawback) - you as the GM would pick this, whether it's a trinket/possession, person, etc. You could even establish this with another character or NPC once the game starts... I'm fine either way., Prehensile Whip (Equipment Trait), Barroom Talespinner (Campaign Trait), Auspicious Tattoo (Racial Trait) Mostly flavor
Alessandra (Darkness Rising): Half-orc Rogue
Sai Ling: Rogue (Swashbuckler archetype)
Cyber Mephit: Slayer
Alesan (Andrea 1): Human Barbarian
Annn: Bard
Diego Valenci (GM Mogthrasir:) Human Bard
Jarad Fonn: Half-elf Bard
Twilsemail: Monk
Dylos: Harrow bloodline Tattooed Sorcerer
Mark Sweetman: Probably a Card Caster/Staff Magus
Rogar "Doc" Ironsail (Karma): Alchemist
Veltharis: Something
Anjum: Something....
Keep 'em coming,... I like reading character backgrounds, but aren't too concerned about mechanics. Details like equipment etc. can wait until you're selected (if necessary). A good background (and a decent party mix) is what'll get you into this game! Especially if it looks like you're getting into the theme (Clockpunky pirates - see initial post).
Darkness Rising:
Like the background. Looks like you're about ready to go. Stand by for a decision once I've got enough applications to compare.
Jarad Fonn:
Probably Craft (carpentry) would be better than Profession (woodcutter) if you work on wood. Woodcutting is about felling trees not working wood.
Cyber Mephit:
No problem taking the Grit Feat - effectively everyone has firearm training.
GM Mogthrasir:
8 isn't too min-maxed, the stat array looks fine, especially as the build itself isn't very min-maxed. Look forward to reading your background.
I have a few ideas about how to approach spells etc. - Haven't got a great idea for bards yet but stay tuned.
Traits: Attached (Drawback) - you as the GM would pick this, whether it's a trinket/possession, person, etc. You could even establish this with another character or NPC once the game starts... I'm fine either way.,
This would be from your background so I'll wait till then before deciding on one. Feel free to make suggestions.