The Many-Faced GM's Skulls and Shackles (Inactive)

Game Master Nickadeamous

Skull & Shackles roll20
The Covenant
Crew

Current Plunder: 5
Infamy: 2
Disrepute: 2


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I am recruiting EVIL(ish) characters for the Skulls and Shackles adventure path.

This will be my first effort at DMing a PBP game on these forums. I have played through the adventure path myself to it's end and enjoyed it. I have run numerous games in-person and I have been playing games for 20+ years.

Character Generation:

Level: 1st
Wealth: Max starting money, no crafting before the adventure begins.
Attributes: 25-point build
Hit Points: Max at 1st level; see below for each level after first:
1d6 = 1d3+3
1d8 = 1d4+4
1d10 = 1d5+5
1d12 = 1d6+6
Traits: 2 + 1 campaign specific (only Campaign traits from Skulls and Shackles)
Drawback: 1 to receive an additional trait.
Classes: Any paizo, Unchained allowed, Variant Multiclassing allowed. No 3rd party, No psionics, No Path of War, No exceptions.
Races: Core, Featured, and Uncommon are allowed.
Skills: Background skills from unchained will be used.
Schedule: 1 post a day at minimum, more posts are encouraged.
Mapping: roll20.net will be used for combat encounters where appropriate
Craft: crafting will be allowed AFTER the adventure begins. There will be downtime.
Alignment: Any, although Lawful Good characters will have an extremely tough time. You don’t have to be evil, but these characters will not be heroes in the traditional sense. You will be pirates.

To get selected, you will need to submit the character details as well as background. Please also include a description of your character's appearance. You don't need to use aliases before selected, but feel free to use them if you have them. I'm looking for 5 characters. Originality gets you bonus points. For example, If you're going to submit a hexcrafter magus who likes shocking grasp, you better have something that really makes you stand out. I like well crafted, interesting characters. Background stories are nice and flush out characters, but will rarely get looked at once recruitment is over. Your character details will come up several times a week.

I will close recruitment sometime on Saturday morning, June 13th, at the VERY LATEST. The game will start Monday the 15th.

Please do not fill up this recruitment thread with unrelated chatter, that will definitely count against you.

Dark Archive

Very interested in playing. I have a Mordant Spire Elf magus who I am putting together to submit. He will have the Spire Defender and Blackblade archetypes.

Appearance:

Cutting a very tall and lithe figure, the elf seems out of place. Dressed in a belted loincloth, a pocketed sash with a pouch hanging off of it strapped over one shoulder, he has several nets hanging from his waist as well as a whip. One hand is encased in a coral glove, some kind of aquatic cestus, the other has a dagger sheathed in the wrist. He holds a trident in his hands, an oiled bag slung to his back along with a pair of swim fins and a couple of strange devices. Long white blond hair streams from behind the mask falling well past his shoulders. His skin is well tanned. Thee second most disquieting thing about him is the grotesque mask covering his features. It seems like some kind of foul aquatic creature from the darkest myths. It's the strange way he stares at you with his head slowly tilting one way then the next which makes the graven image seem to writhe and undulate that's the worst thing about him. Then he speaks...

Background:

Aerel was born and raised in the Mordant Spire. That lonely elven bastion in the middle of the ocean, ever watching over the ruins of their most hated enemies, the Azlanti. He was raised to swim before he could walk and spent years aboard the sleek sailing ships which are rightly feared by all other pirates for their unmatched speed and maneuverability.

His family sent him to formally train with the wizards of their academy. Aerel gravitated towards the magi, those masters of blade and spell. Whereas the traditional teaching included the sword, the elves of the sea relied on other, more practical weapons. He trained in the spear, the net and trident, learning to mix his spellcasting with these weapons to deadly effect.

When he was old enough, he was apprenticed to a renowned magus and archaeologist to learn how to become one of the Spire Defenders. She was known for her use of the whip and Aerel was not about to be outdone. He trained for many years to become competent with yet another exotic weapon. While a whip could not function in or under water, it's greater reach was a boon on land. Added to that, it's weakness against armoured opponents disappeared as his magic coursing through the fifteen feet of braided leather was just as lethal as any other weapon.

His own master's whip was a masterful example of craftsmanship. Black as the midnight of a new moon, it seemed to absorb the light. That it was magical was plain to see even without the aid of arcane aid. Esoteric symbols had been worked into each of the long leather strips. The ingenious way those lengths were then braided made the symbols change meaning as the overlaps created new words and phrases. It never left her side and he would often spy her stroking it and speaking in a small quiet voice. Her skill was outmatched only by her talent and there was none who could defeat her. That made their final adventure so much more jarring and painful.

They had sailed south into the the Shackles and were exploring ancient cyclopean ruins for proof to stories that the Azlanti had allied with the one-eyed tyrants before the Starfall. It was in the heart of the ruins that they were beset by seemingly feral cyclopes. They attacked without warning and several large stones had already hit them before they were aware of the ambush. Being outnumbered and unable to outrun them, she handed him that whip and ordered her student to run. Taking up the net and trident, she bravely held out to buy him time to escape.

Aerel ran for days with hardly a stop for rest. Vowing revenge for the cruel death of his master, he stumbled into Port Peril and found the Formidably Maid, a tavern there on the docks. Gasping for breath, he went in and ordered a drink which he took to a dark quiet corner of the room. It was just minutes later that all went black...


Sandman, 1/2 Orc Dreamspeaker Scarred Witchdoctor reporting for duty, Cap'n!

His background is pretty simple. He's a no-questions-asked medicine man with a small amount of fame around Port Peril for his distinctive appearance and skill with needle and thread.

He's also a subtle kind of sinister. Not obviously evil, but definitely not good either.

Originally Sandman was built for another game where the Racial requirement for Dreamspeaker was waved to make the concept work, but if you'd rather not wave the requirement I can take Racial Heritage to make it work. I am not really a fan of feat taxes, but I'm willing to do it for the character.

I haven't picked my second trait yet. Other than that, I think his mechanics are complete.


--Sandman-- wrote:

Sandman, 1/2 Orc Dreamspeaker Scarred Witchdoctor reporting for duty, Cap'n!

His background is pretty simple. He's a no-questions-asked medicine man with a small amount of fame around Port Peril for his distinctive appearance and skill with needle and thread.

He's also a subtle kind of sinister. Not obviously evil, but definitely not good either.

Originally Sandman was built for another game where the Racial requirement for Dreamspeaker was waved to make the concept work, but if you'd rather not wave the requirement I can take Racial Heritage to make it work. I am not really a fan of feat taxes, but I'm willing to do it for the character.

I haven't picked my second trait yet. Other than that, I think his mechanics are complete.

If you really want the dream speaker archetype than you're going to have to spend the feat. Looks like he's only a 20-point build so you have a few more stats to work with. I only saw one trait so you'll need to pick two more. Very cool concept though.


drayen wrote:

Very interested in playing. I have a Mordant Spire Elf magus who I am putting together to submit. He will have the Spire Defender and Blackblade archetypes.

** spoiler omitted **

** spoiler omitted **...

After reading the background and appearance, I admit I'm intrigued.

Shadow Lodge

I'm already building two other characters in this timeframe, but if I have time I'm interested in knowing whether you'd be okay with the Skinshifter race.

If they're allowed, I'm interested in a wereshark-kin bloodrager.

They're gonna need a bigger boat...


The Morphling wrote:

I'm already building two other characters in this timeframe, but if I have time I'm interested in knowing whether you'd be okay with the Skinshifter race.

If they're allowed, I'm interested in a wereshark-kin bloodrager.

They're gonna need a bigger boat...

I will allow skinwalkers and the wereshark-kin variant.


1 person marked this as a favorite.

Dotting while I think of something


1 person marked this as a favorite.
The Many-Faced GM wrote:
--Sandman-- wrote:

Sandman, 1/2 Orc Dreamspeaker Scarred Witchdoctor reporting for duty, Cap'n!

His background is pretty simple. He's a no-questions-asked medicine man with a small amount of fame around Port Peril for his distinctive appearance and skill with needle and thread.

He's also a subtle kind of sinister. Not obviously evil, but definitely not good either.

Originally Sandman was built for another game where the Racial requirement for Dreamspeaker was waved to make the concept work, but if you'd rather not wave the requirement I can take Racial Heritage to make it work. I am not really a fan of feat taxes, but I'm willing to do it for the character.

I haven't picked my second trait yet. Other than that, I think his mechanics are complete.

If you really want the dream speaker archetype than you're going to have to spend the feat. Looks like he's only a 20-point build so you have a few more stats to work with. I only saw one trait so you'll need to pick two more. Very cool concept though.

Finished the mechanics. Took Racial Heritage. Looks like I won't get Slumber hex until 3rd level. Until then I'll just be a healer.


Here is drayen's submission. I believe everything is there except for the gear which he won't have anyway. I'll add it later today.

I am happy to see that you are intrigued by the character. If you have any questions, please ask.


Made a few adjustments.

Speed adjusted for armor (not that he's going to be wearing it any time soon)

Drawback and additional trait added. (super cool stuff, normally I don't take Drawbacks, but in this case its perfect) Description altered by this change.

So now, Sandman's shadow matches his mask's monstrous nature. He's becoming more and more like a fantasy version of a voodoo priest. I really like that angle.

Silver Crusade

dotting for interest

Shadow Lodge

The Many-Faced GM wrote:
The Morphling wrote:

I'm already building two other characters in this timeframe, but if I have time I'm interested in knowing whether you'd be okay with the Skinshifter race.

If they're allowed, I'm interested in a wereshark-kin bloodrager.

They're gonna need a bigger boat...

I will allow skinwalkers and the wereshark-kin variant.

Many thanks. I'll try to get him ready before the deadline.


1 person marked this as a favorite.

Here is my submission:

Story:

Hunched over barley 5ft high an elderly man from Tian Xiar stands at the docks.

His beard is mattered and covered in salt, his clothes raged and riddled with holes and his feet bare and dirty.

He waits as sailors come and go, each time a new group pass as the leave for their voyage he hears their whispers.

"That be the Jinx eater that ol'pete be talk'n bout, said if it wer'not for him they would have gone to meet besmara"
a second man chimes in
"Aye looks like the poor bugger has all the bad luck, that's a man ye needs on ye crew, keep the bad juju away from the rest of ya!"

It was true enough, Fae-Tan had know much mis-fortune in his life, being born deaf was hard enough, and being cast out on the streets as a babe once his parents figured out his defect had made for a rough stuff for an even rougher life.

Taken to a temple of Pharasma as a infant to die, Fae-Tan some how managed to survive through sheer fate, clearly Pharasma had plans for him.

As Fae-Tan entered puberty more misfortune found him, everything he touched would break in his hand, once sturdy furniture would crumble or splinter at his touch, perfectly good iron would rust, it appeared he was cursed.

News traveled of the cursed orphan around port peril and soon a superstitious captain sought him out and paid him to be a Jinx eater aboard his boat. Apparently all he had to do was come along for the voyage, no work, no fighting nothing just be there.

It seemed good fortune found this captain and they had the best plunder for many years, the captain was so please he accredited the sudden luck to his new jinx eater and Fae-Tan found that he soon had a permanent job.

Fae-Tan sailed with the captain and his crew for many years and as he matured he learnt the ways of the sea. During one particularily bad storm Fae-tan decided instead of staying below decks where he would spend the majority of the voyage he would go atop and see if he could help.

Lightning struck the main mast and cracked it asunder, the mast crashed into the deck and the rigging entangled several sailor including the captain. Seeing the captain trapped and some what injured Fae-Tan went to help him and as he touched the rope they frayed and fell apart freeing the captain.

Suddenly a loose pulley swung around in the wild seas crashing into fae-tan and the captain shattering Fae-Tans arm and bowling both of the over, Fae-Tan let out a cry of pain and then a pulse of white light exploded from him covering all of the sailor on the main deck.

All of the sailors seemed dazed for a second and then realize that their injuries, like rope burn, knocks and cuts had all but healed, most miraculous was Fae-tan's arm was no longer broken.

With renewed vigor the crew was able to secure the rigging and they all survived the storm and were able to sail the badly damaged ship to a near by port for repairs.

It has been decades since that night, and Fae-Tan still sails from time to time for superstitious captains, while stories of his bad luck and good fortune for the crews he sails with grow more wild every year.

Stats:

I have used the variant multiclassing rules from unchained for a oracle/cleric

Fae-Tan the Jinx Eater
Male human (Tian-Shu) oracle (dual-cursed oracle) 1/cleric*
N Medium humanoid (human)
Init -5; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 6 (1d8-2)
Fort -2, Ref -1, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged sling -1 (1d4-2)
Special Attacks channel positive energy 7/day (DC 16, 1d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +7)
1st (5/day)—bless, cure light wounds, sanctuary (DC 17)
0 (at will)—detect magic, light, purify food and drink (DC 16), stabilize
Mystery Life
--------------------
Statistics
--------------------
Str 7, Dex 9, Con 7, Int 16, Wis 13, Cha 22
Base Atk +0; CMB -2; CMD 7
Feats Selective Channeling, Silent Spell, Versatile Channeler[UM]

Traits adopted, besmara's blessing, blessed touch, faith healer

Skills
Diplomacy +10,
Disable Device +3,
Heal +6,
Knowledge (history) +7,
Knowledge (nature) +4,
Knowledge (religion) +7,
Linguistics +4,
Perception +3,
Profession (sailor) +6,
Sense Motive +5,
Spellcraft +7

Languages Aquan, Auran, Celestial, Common, Sylvan, Tien

SQ disable by touch, oracle's curses (deaf, wrecker), paranoid,
revelation (channel)

Combat Gear scroll of cure light wounds, cure light wounds, cure light wounds, cure light wounds; Other Gear leather armor, sling, bandolier, 39 gp, 5 sp
--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.

Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.

Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.

Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.

Faith Healer Can make a Heal check weekly to earn money.

Oracle/Oracle/Oracle Channel Positive Energy 1d6 (7/day, DC 16) (Su)

Positive energy heals the living and harms the undead; negative has the reverse effect.

Paranoid Aid Another DC 15 for attempts to help you.

Selective Channeling Exclude targets from the area of your Channel Energy.

Silent Spell Cast a spell with no verbal components. +1 Level.

Versatile Channeler Channel both positive and negative energy

Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed
--------------------


You see a man sitting alone in a corner. He has a drink in his hand and another on the table. Occasionally he would grab a coin out of the pocket of a passerby (unknown to the passerby), which he then uses to tip a waitress as she continues to bring him drinks. After surveying the room for several more minuets he gets up and approaches.

Hello,
My name is Davian Carter

You catch him as he tries to loot your own pockets

I'm terribly sorry my hands have minds of their own sometimes. You see, they are very useful for a man of my skills. They have a way of...obtaining what I want
He easily lifts a small coin purse off the belt of yet another passerby. As he holds it up it appears to come out of one of the many pockets on his vest, he exclaims loudly
WAITRESS! HOW ABOUT A ROUND FOR ME AND MY FRIENDS HERE

Davian (Day-vee-an) Carter, Unchained rogue - Two weapon fighting while being semi capable with ranged weapons, background and appearance both below and on the character profile page. Thanks for considering me

Background:

Davian Carter, Born in the slums of an outlying village to a family with very little. His father was a footman in the village militia and his mother spent her time tending the the soldier’s wounds. At the age of 3 his village was attacked by a band of orcs, his parents never came home. He was sent to an orphanage where there was very little supervision or funds. The food was scarce, the clothing was ragged and the children fought over what little was provided to them.

He spent most of his time running around the village gathering food to eat, mostly unattended breads left in the window to cool, or a bit of cheese or fruit from a food cart when the vendor was distracted with a customer. By the time he was old enough to leave the orphanage his skills had developed. He could now easily open locked doors or chests. Sometimes there were traps which he taught himself to identify and after several mishaps and close calls involving things like fire, shooting darts, and poison clouds he was soon able to disarm them with just as much ease.

As he grew older he started working with a group of other thieves, liberating coin and valuables from those who had plenty and those who just happened to be passing by. His gear and weapons were all bought with gold he “earned” through his life of stealing. He was able to train himself to use short swords and bows, practicing mostly on hay bales or the unlucky chickens that were to be his meal. He had no problem killing someone if needed, or at least that’s what he told himself. He had yet to come across a time where this would be tested. This day of course soon approached

He and a few of his fellow gang members had broken into the butcher’s house looking for valuables. The butcher was fat, obviously wealthy and the perfect target as he was unmarried and out of the house for hours at a time working his shop in town. As he and his “friends” were searching the house, a patrol from the town guard happened to pass by. Seeing the window slightly open, something the butcher never did when he left, he entered the house looking to catch whoever was inside. His fellow gang members saw him first while Davian had his head buried in the bottom of a dresser drawer. They managed to run out the door, but Davian wasn’t so lucky. The guard quickly drew his weapon and called out. Startled, Davian quickly turned to face the guard. as he did the guard swung his sword but Davian was able to avoid the attack. Davian quickly drew his weapons and pointed them at the guard. The guard swing again catching him across his eye and leaving a wound that would mark him forever. After only slight hesitation the guard was taken care of, Davian fled. Sticking to the shadows in fear of being seen he traveled to other villages practicing his craft.

After a year of traveling from village to village he found himself amongst a group of pirates. sailing from port to port taking what they could of merchant vessels along the way. While in town they would plunder the homes of the townspeople stealing gold valuables and what ever else they could easily carry and sell. After their adventure he would find himself at the local taverns spending his, and others, hard earned gold on drinks, food and women. He was a pirate now, something he was fine with from the day it started, and he had no problem doing whatever it took to get what he wanted to make himself happy.

Appearance and Personality:

Age: 19
Height:: 6ft 1in
Weight: 190 lbs

A tall, thin man wearing basic clothing with lots of pockets and a patched up dark cloak that covers most of his face. Noticeably though is a long thin scar across his left eye from an encounter with the town guard while he was practicing his “trade” at a younger age. His hair is thin, dark and clearly unwashed and tangled. He carries two short swords at his sides, which his hands are never far from, and a short bow and quiver across his back. He sits in the shadows constantly surveying over and over. He will steal coins even with a full purse, and he is always on the lookout for valuable items. When he speaks it’s in lower volumes and a gruff voice. You can tell he does more with his hands than he can with his words. He’ll do whatever it tkaes to get what he wants.


Interested in joining.

Background:
Unexceptional... Average... Boring... Insignificant...

All good words to describe the little sh*%. It is exactly how he likes it, and it is exactly what has kept him alive in this den of pirates, murderers and thieves known as Port Peril.

From afar he looks like a young human child, with soft brown hair and deep blue eyes. His life has been hard, growing up on the streets of Port Peril, abandoned by his parents and quickly finding himself press ganged onto the "The Fury". His small stature and weak limbs meant he was destined to be the cook's assistant, far away from the fighting and hard work that it takes to run a successful privateer.

Besmara? The Pirate Queen entered his life how she insinuates herself on all crews: praying for a break in the storm, pleading for a boon before the ships engage, and thanking her when spending coins on wenches and drink. Yet after his first year on "The Fury" the siren call of the Pirate Queen pulled him into a small shrine in a now long forgotten port. There he found his true calling at the hands of a cruel mistress he called "Lady Crowdeen". Training under her watchful and unforgiving eye Rhemus learnt the secrets of the Sea, the precision of the Rapier and the doctrine of Besmara.

Now, a few years along he finds himself again at Port Peril. This time seeking a new Captain and Crew. One of his own choosing with which to share adventures, find vast treasures and wench and drink the nights away.


Interested in playing a Chelaxian woman who was a slave and eventually turned pirate. She'd be an unchained rogue with the pirate archetype and variant multiclass into gunslinger. Will post more soon.


Will you allow merfolk?


Yes, merfolk are allowed.


I would like to present Bilge, but don't call him that. A ratfolk alchemist.

Stats:

Rillum “Bilge” Jimmings
Male ratfolk Alchemist 1 (Plague Bringer)
NE small humanoid (ratfolk)
Init +3; Senses darkvision 60 ft
Perception +8, Sense Motive +2
(favored bonus: 1/6 of a discovery)

_____STATISTICS_____
Str 5, Dex 16, Con 14, Int 18, Wis 15, Cha 12

_____DEFENSE_____
AC 16, touch 14, flat-footed 12 (+3 [Dex] +1 [size] +2[armor])
HP 10 (1d8 + 2 [Con])
CMD 9 (10 +0 [BAB] -3[Str] +3[Dex] -1[size])

Saves
Fort +5 (+2[base] +2[Con] +1[trait])
Ref +5 (+2[base] +3[Dex])
Will +2 (+0[base] +2[Wis])

_____OFFENSE_____
Speed 20 ft. Space 5 ft., Reach 5 ft.
CMB +7 (+0 [BAB] -3 [Str])

Bomb – +6 (+0 BAB +3[Dex] +1[size] +1[feat] +1[trait]) 20ft. range inc. (1d6+4[fire] and 5[fire] splash)
Acid flask – +6 (+0BAB +3[Dex] +1[size] +1[feat] +1[trait]) 10ft. range inc. (1d6+4[acid] and 5[acid] splash)
Light Crossbow – +4 (+0BAB +3[Dex] +1[size]) 80ft. range inc. (1d6+disease maybe)

_____EXTRACTS_____
[1st] 1+1

Prepared
1st – Cure Light Wounds, Monkey Fish

Spellbook
1st – Adhesive Spittle, Ant Haul, Crafter’s Fortune, Cure Light Wounds, Firebelly, Monkey Fish

_____SPECIAL ABILITIES_____
Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.

Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal. This racial trait replaces rodent empathy.

Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—these are detailed in their own sections below.

Extracts: Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (barring the use of the “infusion” discovery). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Bombs: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Plague Vial: At 1st level, an alchemist can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A alchemist can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a alchemist's possession becomes inert until the alchemist picks it up again.

It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the alchemist's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become sickened for 1 round per alchemist level. The alchemist is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.

As a standard action, the alchemist can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).
Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, an alchemist can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.

All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect.

Brew Potion: At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Drawback
Foul Brand: You have the symbol of an evil deity burned into the flesh of your face. You take a –2 penalty on Bluff, Diplomacy, and Disguise checks.

Traits
Peg Leg (campaign): One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You've long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You've had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you've hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype

Firebug (combat): You were the child of a gunsmith or alchemist and always enjoyed experimenting with fiery alchemical items and minor explosives. You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Alchemical Adept (magic): You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Bandit (regional): Since you were young, you’ve been a member of one bandit gang or another. Choose one of the following skills: Escape Artist, Intimidate, or Stealth. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Feats
[1st]Potion Glutton
[Alchemist bonus]Brew Potion
[Alchemist bonus]Throw Anything

Skills
+13 Craft: Alchemy (1 [Rank] + 4[Int] +3[class] +2[race] +2[trait] +1[comp])
+8 Disable Devise (1 [Rank] + 3[Dex] +3[class])
+4 Escape Artist (1 [Rank] + 3[Dex])
+8 Knowledge: Arcana (1 [Rank] + 4[Int] +3[class])
+8 Perception (1 [rank] + 2[Wis] + 3[class] +2[race])
+7 Slight of Hand (1 [Rank] + 3[Dex] +3[class]) (+2 to hide small object on person)
+8 Spellcraft (1 [Rank] +4[Int] +3[class])
+12 Stealth (1 [Rank] +3[Dex] +4[size] +3[class] +1[trait])
+6 Survival (1 [Rank] +2[Wis] +3[class])
+7 Use Magic Device (1 [Rank] +1[Cha] +3[class] +2[race])

Languages: Common, Aklo, Draconic, Goblin, and Undercommon

_____GEAR/POSSESSIONS_____
Outfit, pickpocket’s 0gp 1.5lbs
Leather armor 10gp 7.5lbs.
Light crossbow 35gp 2lbs.
Quiver, 10 bolts 1gp .5lbs

Backpack, masterwork 50gp 2lbs.
-Alchemy crafter’s kit 25gp 5lbs.
-Thieves’ tools 30gp 1lb.
-Acid flask x2 20gp 2lbs.
-Grooming kit 1gp 1lb.
-Formula book 0gp 3lbs.

Carrying Capacity Light: 12(15) lbs. | Medium: 24.75(30) lbs. | Heavy: 37.5(45) lbs.
Money: 0 PP -- 8GP -- 0P -- 0CP
Total Weight: 24.5lbs. (Medium Load)


Background:

Rillum was born the runt of a family known for their small size, of a people small to begin with. He had to battle with his many brothers and sisters for everything, for anything, and he usually lost. He left young to seek knowledge, not willing to settle for the scraps left for him. His first attempt to ingratiate himself with a local gang led to him being used jokingly as bait over the harbor. He was good bait; a shark took his leg, and he survived. The next year was a near unending series of cuffs and beatings. He stole when he wasn’t observed and taught himself from window sills and market corners the beginnings of hedge alchemy.

Finally he made a big score, a pouch of gold near his own size from behind the tent of an unobservant merchant at the end of a long day. His first purchase was his first decent set of clothes, but on his way to pick up more from his stash, he was accosted by a drunken group of thugs who stripped him down. As a joke they carved a crude symbol of Urgathoa into his flesh with a dagger heated over hot coals.

They left him bleeding in a ditch for dead, but he crawled into the darkness and recovered. He learned about the symbol, and instead of disgust, reacted with curiosity, then wonder. He replaced his clothes, then outfit himself with supplies that provided new insight to his alchemy. His first use of his new knowledge was to find the rakes who lost him his legs. They were left burned beyond recognition. He found the men who introduced him to the Pallid Princess and rewarded them with permanent skull-toothed grins with slow drips of acid. Now it is time to take the next step.

Personality:

Wary is the best word to describe Rillum, Bilge to those who think its funny. He’s smarter than any of them; he deserves more. And now he’s going to take it. But he knows he has to be careful. Too often the big folk (which to him, often includes most halflings) have beaten him and taken those things he deserves. That is going to stop happening – The Pallid Princess has shown him the way. It is his life, and he will do with it as he pleases!

description:

Small, even tiny, the mottled grey and brown ratfolk before you looks barely larger than the wharf rats scuttling in the corners. He can barely hold the crossbow at the ready, as his deep red pupil-less eyes dart back and forth in paranoia. Though well-groomed now, life has obviously treated the young rat poorly. A wooden stick replaces his right hind leg, and a deeply scarred brand in the shape of a skull-backed fly (recognizable to those who it, a symbol of Urgathoa) stains the whole of the right side of his cheek to under his ear. His seemingly laughably oversized pack balances on his back like a burden.

I am relatively new to PbP, but have been playing various forms of DnD (and other games) since the early 80s. Thanks for your consideration.

DM, I sold down Strength as far as I could because I wanted Bilge to be a real pipsqueak. I can easily undo that if you don't like attributes to sink too low.


dotting. Have a few busy days ahead, will barely make the deadline but will submit something!


Would cg or ng be appropriate for this campaign?


SCKnightHero1 wrote:
Would cg or ng be appropriate for this campaign?

Chaotic Good would probably have an easier time surviving than Neutral Good, but both are going to face numerous hurdles. I would not recommend it, but alignment itself will not disqualify a submission.


Is the Occult Adventures playtest material allowed? If so, I might switch my concept to a kineticist.


Updated character associated with Profile. Many thanks for your consideration.


Forgive me as I do not currently possess the unchained pdf or book. What is the background skills you mentioned?


Characters receive an extra 2 skill points per level that can only be put into the following skills. Any class that grants Craft or Perform as a class skill also grants Artistry. All classes treat Lore as a class skill. Otherwise you must still get the skill from your class normally to consider the skill a class skill. Lore is basically a more specific knowledge. Instead of having Knowledge (history), you may have lore (elven history). So an elven rogue for example, could use Lore (elven history) as a class skill even though they don't get Knowledge (history) as a class skill.

Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

Regular skill points can also be spent on the above skills.


Hell yes. I love the Background Skills rule. Makes for much more well rounded characters.


Ah, yes that lovely thing that most GMs toss in there to make for better characters. I am glad to see that it has gotten the attention it deserves as a house rule to make it to the status of a proper rule.


alientude wrote:
Is the Occult Adventures playtest material allowed? If so, I might switch my concept to a kineticist.

Nope, not allowed.


Stat Block:

Sarhashil
Male Brawler (Wild Child) 1
N Medium humanoid (Nagaji)
Init +2
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +6 1d6+4
Melee Bone armor spikes 1d6+2
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 17/15Fl
Feats Improved Unarmed Strike, Weapon Focus (grapple)
Traits Bully, Vengeful, Touched by the Sea, Strong Swimmer
Drawbacks Cruelty
Skills Acobatics +4, Climb +2, Craft (tattoo) +5, Handle Animal+5(+7 Reptiles), Intimidate +6, Perception +6, Profession (Gladiator) +4, Swim +8
Languages Common, Draconic, Sylvan
Combat Gear Lamellar Leather Armor (w/ Bone Armor Spikes)
Other Gear Explorer's outfit, Animal Call (Monitor Lizard), Artisan's tools (Craft [Tattoo]), Waterskin x2, Backpack, Rations x10, carnivore's rations x10
--------------------
Special Abilities
--------------------
Cruelty
Low Light Vision
Improved Unarmed Strike
Martial Flexibility 4/day (Improved Grapple)
Resistant +2 to saves vs mind affecting and poison
Serpent's Sense +2 Handle animal against reptiles
Strong Swimmer
Touched by the Sea
Unarmed strike
Vengeful
--------------------
Animal Companion
--------------------
Str 13 Dex 17 Con 12
Int 2 Wis 12 Cha 6
HP (2d8+2) AC 16/15tch/12fl
CMB+1, CMD15/11FL
Grapple +5, Trip +1 (CMD 19)
Bite +3 1d4+1 grab, Unarmed Strike +3 1d2+1 non-lethal
+5 Perception, +8 Stealth, Climb -2, Swim +6
Dodge
Tricks
Attack, Attack any Target, Down, Fetch, Heel, Hunting, Seek, Track
+4 stealth in undergrowth
Hunting Trick, Attack Any Target
Low Light Vision
Scent
Swimming 30ft

Backstory:

There are many truths in the world; evil will always exist, slavers will travel to great lengths to bring home slaves worth selling, and with those truths there will always be a coliseum. It was with these truths that began Sarhashil began his life. While he doesn't remember much of his early life, he does know these truths...He was born on the continent Tian Xia, was found or perhaps enslaved was the better word from the Valashmai Jungles, and he had Monty.
As far back as he can remember, he was locked in a cage. He grew up in the dungeons of Cheliax with only Monty as a companion. He didn't have much to occupy his time, a bit of chalk and his daily bread and water. He grew large in a short time and while he enjoyed his doodling on the walls, he always payed for it harshly. He grew up with a great deal of hate in his heart, beginning to strike back against his captors. It was then that the demons of Cheliax felt that they had done what they needed to nurture a ruthless Gladiator.
He went out into the coliseum for the first time with Monty by his side and nothing on his back. He was hungry, he was scared, and he angry. His opponent was a pack of wolves, something that the Chelaxians believed would be enough of a challenge without killing him. He savored his first fight, eagerly killing them and savoring their flesh like a demon. The battles continued, each a little more challenging then the last. His armor slowly began to come about from those he fell, piece-mealing it together piece by piece from the sentinets he killed and adorning it with sharpened bones from the fallen beasts he slain. He grew primal in nature, bullying those around him for their food and always making sure to pay back those who did any damage to him in kind.
He began to be known in the coliseum for his patented way of killing his opponent. It always ended in blood and nearly always as the opponent was being held up broken and bloodied, he'd look to the crowd seeking their approval before latching his teeth down upon the jugular of his opponent and crushing or ripping it out. The taste of blood was something that he began to become used to, the smell of it, the texture of it made him hungry.
He killed his handlers in a fit of rage one faithful eve, they had come to feed him and he felt that the share was not well enough. He snapped their necks and stole the keys. He walked out on a killing spree, taking gold wherever he could find it and caught the first boat out that he could. It was as the ship sat sail that the guards finally started showing up at the port, he may be a savage but he was smart enough not to kill once he was out of the coliseum. He didn't care where he was headed as long as it was away from there. He began to plot his vengeance upon the races that had enslaved him, soon their reckoning would come. He laughed in his cabin and fed Monty a couple more fingers as treats.

Description:

He is a behemoth of a man...lizard...guy, standing up at about six foot eight and weighing at least two hundred and fifty pounds. His scales are a greenish color but often stained and coated with the dried blood of his last meal or last fight. He worries little about hygene only bothering with it when he enters civilized society or at the behest of others around him. His arms and sides are covered in scars and missing scales from his life spent in the Colesium and he doesn't speak much of it lest he is heavy in drink. His tongue, unusual even for a serpent kind had been forked twice more through injury and so his speaking skills are perhaps all but understandable at times.

Personality:

He is a rather irksome kind of a person, always haughty and a bit aggressive in nature. He tries his best to change that about himself, trying not to snap at others when they can't understand him or when they accidentally insult or irk him. He has at least managed to try to talk first and punch later (or after). He carries with him a bit of parchment and some charcoal for when he can't say what he thought with his messed up mouth.


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Considering an Undine Beast-Bonded Sea Witch - ...I run into one problem though, with using a Octopi-Patron sent by the Deep Ones.

Would you allow "Gills" to be "Lungs" instead?
More accurately, I planned on taking a aquatic familiar for her, then use "Evolved Familiar" Feat to gain a 1-point evolution to make it amphibious, basically.
But there's only an evolution to allow breathing and staying underwater indefinitely. It stands to reason it should also work the other way round, but it's a DM call.


Here is Looper

Fluff:

backstory
Looper was born to a poor fishing couple. When they saw him they assumed he was diseased and left him in the street to die. But he didn't die, he grew up catching fish and birds along the shoreside. When Looper was young he befriended a wild monkey and the two became inseparable. He named the monkey Patch and they would perform dancing shows for people along the docks and outside the taverns.

As he grew older Looper developed a desire for attention, his preferred ways of getting it a were pain and laughter. When Looper met someone he decided whether or not he liked them, then depending he either tried to make them laugh or tried to hurt them. He followed this pattern for a long time until he was eventually picked up by the guards. When the took him, Patch was left behind. Looper spent the first week in prison crying nonstop. Eventually an old man was put in his cell with him. The man introduced himself as Quentin, he calmed looper down and had him explain what had happened. Quentin didn't stay for long but while he was there, he sewed a doll in Patch's image. When Quentin left Looper only had the doll for company. He began to pretend that the doll really was Patch. Eventually he became entirely convinced that the stuffed doll was really his friend. Two years ago Looper was finally released. Now he travels around continuing to perform with Patch and causing mayhem and fun everywhere he goes.
Personality
Looper, is not entirely sane. That being said he functions fine as person in most situations. The only time his true crazy comes out is when he speaks with Patch, or when he fights. Otherwise he just seems a bit eccentric.

Keywords to describe looper.
Friendly
eccentric
childish
bad-tempered
Description
looper is very short (5 feet) and doesn't way much (110 lbs) but his little body packs quite a bunch. His hair is wild and red, his face in covered in scars and his eyes are catlike and yellow. His skin is grey and feels cold and hard to the touch. he wears loose fitting pants and a heavy armored coat left open to show his chest.


Crunch:

Male Tiefling Barbarian 1
CE Medium Outsider (native)
Init +2 Senses perception -1
----------------
DEFENSE
----------------
AC 17 {15}
T 12 {10}
FF 15 {13}
hp 16 {18}
resist cold 5
Fort +5 {+7}
Ref +2
Will -1 {+1}
----------------
OFFENSE
----------------
Spd 40ft (30ft in armor)
Melee +5 {+7}
Greataxe +5 {+7} 1d12+7
x3 slashing

Bite +5 (0) {+7 (+2)} 1d6+5
x2 piercing
Ranged +3
Chakram +3 1d8+5
x2 slashing 30 ft.
Space 5 ft. Reach 5 ft.
----------------
STATISTICS
----------------
Str 20 {24}
Dex 14
Con 16
Int 7
Wis 8
Cha 11
Base Atk +1
CMB +5 {+7}
CMD 17 {19}
Feats
Power attack
Traits
Touched by the sea
freed slave (prisoner)
Horrifying mind
Drawback
Attached (Patch doll)
Skills
Perform (dance) +5
handle animal +5
Intimidate +5
Total Points: 1 + background
Languages Common, Abyssal
Combat Equipment
greataxe
armored coat
5 chakram
Other Possessions
stuffed monkey (patch)
105 gp
----------------
SPECIAL ABILITIES
----------------
bite
prehensile tail
stone skin (+1 nat armor, resist cold 5)
skilled (+2 disable device, perception)
fast movement
uncontrolled rage 7/day (dc 15)


I am placing Rance for your consideration. He is a swashbuckler. I will get his crunch posted soon.

A note to anyone who reads this profile, the characters mindset is used for humor purposes only. If used in a campaign it will be kept PG13 at worst. The intention of this characters personality is comic relief only.

---------------

Apperance and personality: :

Rance has short brown hair and fair completion. He is very attractive in a boyish kind of way. He is also surprisingly charismatic when he wishes to be, though when things do not go his way he reverts into a childlike behavior that is not easily reconciled.

"All the beautiful women belong to me!"

A sadistic warrior, Rance is motivated by his sexual instincts instead of love or justice. Hes not above taking various odd jobs when money runs out, but his true goal in life is to be with all the beautiful women he lays eyes on. He'll go to any extreme to prove his "love" for a woman. Even risking his life. (As he has at the request of many women who hoped he'd die in battle.) His heroics have saved quite a number of damsels in distress. He is very uncomfortable in the face of romance from other girls that end up genuinely falling in love with him. Rance is extremely possessive and protective of women and finds rape detestable. (It only feels good if it's consensual.) Many evil men have been killed for mistakenly considering Rance's tastes were like their own.

Personal History::

Rance's parents abandoned him when he was only four. He was taken in by the village chief's elder. He was raised a fairly normal boy. When he was 8, he became lost in the woods crawling with monsters. He returned days later covered in blood. Even Rance himself has no memory of what happened in those woods.
At 13 his perverseness awakens. He became quite a pro at flipping girls' skirts.

At 14, he had his first experience with the village chief's second daughter. Later on, he made moves on the village chief's elder daughter, as well as numerous other girls in the village (8 girls). As a result, he got chased out of the village. Upon being chased out he met and tried to bed a female warrior at first sight. After getting beaten up by her, she took him under her wing. Rance then began adventuring with the female warrior, named Kairen Vasaam.

At 15, Kairen, taught him how to interact with girls though he mostly ignored these lessons. He was also trained in basic survival techniques and swordsmanship. He continued to try and bed the female warrior at every chance, but was defeated every time. He grew to respect her as a teacher and a mother figure.

At 16, the female warrior died during an adventure while saving a man named Petros Lorrimor. The man promised to repay Kairen sacrifice but to this day Rance has heard nothing. Rance is left alone again.

At 18, Rance learned of a religion that employed male prostitutes into their numbers. He traveled far and wide to find a temple of Calistria and was quickly put to work. After four years he found himself growing tired of the lack of challenge in these women. The itch to adventure stirring up in him he prayed to Calistria to lead him to a land full of beautiful women. (Still not knowing any tenants of the faith itself.)


general but not dully completed Otto Otto von Kielson

background and appearance:

Background
Otto is the most recent in a long line of half-orc sons named Otto who have a most unusual past. This past started with a human naval engineer from another world named Otto who came from a city named Kiel in some land referred to as Imperial Germany (thus the name Otto von Kiel). During a hurricane he was thrown overboard off the coast of a place called Africa during a hurricane (in the year 1907 AD) and was deposited, half drowned, in the Shackles as the Eye of Abendego formed and rent reality asunder.

Otto was saved by a female orc shaman who nursed him back to health as the Eye raged in its throes of formation. Eventually, marooned on the island with no way home, Otto did what many men would do. He made do with the woman he had, despite that she was an orc. Thus started a lineage of half-orcs named Otto von Kiel. Through the happenstance of language, people would point to one of the half-orcs in the line and ask, "Who is that?" The response would be "Otto, the son of Otto von Kiel." That eventually morphed into "Otto, Otto von Kiel's son" and then finally into the current form of the name "Otto Otto von Kielson".
The current Otto Otto was raised by an orc shaman who did her best to raise the buried memories from within his head. She succeeded to a degree. Although not living fully in thought as his ancestor, he has all the knowledge and benefits as if he has received an advanced education during the pulp fiction era of pre WWI Europe despite growing up in the Shackles.

Appearance
Otto Otto is a tall and slim half-orc sailor with steel blue eyes. Unlike many other half-orcs he keeps an immaculate appearance and is almost always wearing an old, but refurbished dark blue cap. This creates a stark contrast to his gaping toothy maw which somehow looks more goofy than intimidating. He also has on his chest a tattoo of a great eagle.

His old refurbished blue cap is the Imperial German Navy officer's cap worn by the original Otto. His tattoo is of the Imperial German war ensign.

not fully completed stat block w/o extracts and equipment:

Otto Otto von Kielson
half-orc investigator (steelhound archetype)
S: 14
D: 14
C: 10
I: 16 +2 racial
W: 14
Ch: 10
racial
scratch intimidating, replace with- shaman's apprentice
scratch orc ferocity, replace with- toothy or sacred tattoo
darkvision
weapon familiarity

traits
1. faith- reincarnated
2. regional- Sea-Souled (Coastline or Island, Ultimate Campaign): You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
3. S&S campaign trait- Besmara's Blessing

skills
2 bonus:
knowledge engineering
profession sailor
other (6 +4 int)
1. climb
2. disable device
3. craft ships
4. craft alchemy
5. knowledge arcana
6. knowledge local
7. knowledge geography
8. spellcraft
9. survive
10. swim

feats
shaman's apprentice endurance
1st storm lashed or perhaps skill focus profession (sailor) or skill focus knowledge engineering
or razor tusk (if sacred tattoo is taken)

later investigator talent
Expanded Inspiration (Ex): An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.


I'd think I'd like to toss a merfolk unchained summoner in.


Rance! wrote:
I am placing Rance for your consideration...

Almost tempted me to make a Sill...


I might be interested in playing my changeling (sea hag) wit... er I mean priest of Besmara

details:
(she's a witch, but has false focus and a tattoo of Besmara's holy symbol and code on her breast over her heart
Example picture of tattoo

(her faith is real, even if her power is not.) Her campaign trait is Besmara's Blessing) Her familiar is a Capuchin monkey)

Basic stats are on my profile already, I can get the rest up soon.

For the GM only please:
Also, I admit fully I do know the first book, but I have not read the rest of them. I do not believe I will have any metagaming issues (I GM a lot myself, so pretty much anything I do as a player, odds are against me that I'll probably know it already so I have learned to keep player knowledge separate), but I wanted to be upfront about that.


MordredofFairy wrote:

Considering an Undine Beast-Bonded Sea Witch - ...I run into one problem though, with using a Octopi-Patron sent by the Deep Ones.

Would you allow "Gills" to be "Lungs" instead?
More accurately, I planned on taking a aquatic familiar for her, then use "Evolved Familiar" Feat to gain a 1-point evolution to make it amphibious, basically.
But there's only an evolution to allow breathing and staying underwater indefinitely. It stands to reason it should also work the other way round, but it's a DM call.

The short answer is no. I've been thinking this one over for hours, and to be honest, a land walking octopus bothers me on numerous levels. That being said, I'm not opposed to you creating a new spell that is basically the opposite of air bubble to allow it some time out of the water.


Okay should be all the necessary stats (full character sheet is done)

stats:

STR 10
DEX 14
CON 10
INT 18
WIS 10
CHA 15

Alignment: Chaotic Neutral (Rebel code from Champions of Balance)

Changeling (Sea) Racial Traits: Sea Lungs, Darkvision 60 Feet, Natural Armor +1, Claws

Drawback: Cruelty
Traits: Besmara's Blessing, Cheat Death, Child of the Temple (religion chosen as class skill), The Mother

Class Abilities: Witch (Favored) Level 1 Sea Witch Archetype. Familiar is a monkey with the pilferer archetype named Romello

Skills (2+Int(4) + 2 background and 1 favored class bonus): Alchemy, Disguise*, Heal, KN Arcana, KN Religion, Linguistics*, Prof Sailor, Spellcraft, Use Magic Device

*Not class skill

Feat: False Focus (100g Besmara Holy symbol tattoo)

Equipment: Basic pirate themed traveler's clothes (free) and a 100gp value holy symbol tattoo, non-masterwork daggger (2g), and 7 platinum 8 gold remaining.

That should be about all you need, if anything is missing let me know!


The Many-Faced GM wrote:


The short answer is no. I've been thinking this one over for hours, and to be honest, a land walking octopus bothers me on numerous levels. That being said, I'm not opposed to you creating a new spell that is basically the opposite of air bubble to allow it some time out of the water.

Just to be clear on this: The idea was not for it to "landwalk", only for it to survive. I have never played this AP...if we are pirates, I assume we will be near water a lot, and thats where it should be. But considering a witch needs her familiar to prepare spells, thats quite a conundrum if we DO make landfall for extended times.

I am perfectly fine if I can pay "spells" to make it survive on land(operative keyword:survive...i don't expect it to operate in any other way), but I was also willing to pay the feat tax. Just wanted to clarify that the idea was not for it to walk around, just not die.

In that vein, I would also happily accept a variant of Tattoed Familiar or anything else that makes sure I don't have to leave my familiar alone in the ocean for extended periods of time. Either way, thank you a lot for thinking about it!

Also, just to add fuel to the fire: I could, technically, by RAW, simply use a land-bound familiar, like a snake, then give it Gills by evolution and make it aquatic.
But as you say, the idea of a aquatic housecat that happily breaths water while hunting for fish may seem amusing but just plain feels wrong on a couple of levels :) Just throwing that out there if you think that way around would work for you...I am early in the design process and not focused on the octopus yet...could also be a "sea serpent"(aka viper with gills).


MordredofFairy wrote:
The Many-Faced GM wrote:


The short answer is no. I've been thinking this one over for hours, and to be honest, a land walking octopus bothers me on numerous levels. That being said, I'm not opposed to you creating a new spell that is basically the opposite of air bubble to allow it some time out of the water.

Just to be clear on this: The idea was not for it to "landwalk", only for it to survive. I have never played this AP...if we are pirates, I assume we will be near water a lot, and thats where it should be. But considering a witch needs her familiar to prepare spells, thats quite a conundrum if we DO make landfall for extended times.

I am perfectly fine if I can pay "spells" to make it survive on land(operative keyword:survive...i don't expect it to operate in any other way), but I was also willing to pay the feat tax. Just wanted to clarify that the idea was not for it to walk around, just not die.

In that vein, I would also happily accept a variant of Tattoed Familiar or anything else that makes sure I don't have to leave my familiar alone in the ocean for extended periods of time. Either way, thank you a lot for thinking about it!

Also, just to add fuel to the fire: I could, technically, by RAW, simply use a land-bound familiar, like a snake, then give it Gills by evolution and make it aquatic.
But as you say, the idea of a aquatic housecat that happily breaths water while hunting for fish may seem amusing but just plain feels wrong on a couple of levels :) Just throwing that out there if you think that way around would work for you...I am early in the design process and not focused on the octopus yet...could also be a "sea serpent"(aka viper with gills).

Being pirates, you'll be around water nearly the entire adventure. I won't say you'll never make landfall for extended periods though, but for a large majority of the adventure, tying a rope to a bucket and throwing in over the rails of the ship would probably get you enough to prepare spells. The sea krait is a water snake if that helps.


Noonan, lover of Parrots:

Full Name : Noonan

Race Human

Classes/Levels Barbarian 1 (Invulnerable Rager) (Favored Class Bonus-HP)

Gender M

Size M

Age 22

Special Abilities :

Alignment: CN

Deity : Muscle Wizard

Location :Ship

Languages :Common

Occupation : Smiter of various bodyparts,

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10
Wisdom 10
Charisma 10
Height: Truck Weight: Truck Hair: None Eyes: Brown
Favored Class: Barbarian (HP)
EXP:
Hit Points: 18
Spd: 40 ft.
Init: +2
AC: 14( +2 armor shield)/Touch 12/FF12)
BAB: +1
CMB: +5
CMD: +18
Saves: Fort +5 Ref +3 Will +0

Weapons:
Greatsword +5 2d6+4 19-20
Dagger +5 1d4+4 19-20

Skills: Perception(1+3)4,Swim(1+4+3+1)9,Handle Animal(1+3+2 Bonus)6,Climb(1+4+3)8,Acrobatics(1+2+3)6,Prof-Seaman(1+3+1)5

Feats: Power attack,Toughness(+3 HP at 1,+1 hp/level after level 3)
Traits: Pirate(+1 Prof-Seaman and Swim))Deft Dodger(+1 reflex save),Dockside brawler (+1 damage with brass knuckles)
Special Abilities: Fast Movement,Rage(7 rounds),

Equipment:
Leather (10)
Greatsword (50)
Dagger (2)
Barbarian's Kit (9 gp)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches
trail rations (5 days)
waterskin
34 gp
Pluck the Parrot

General Appearance:Well over six feet, Noonan looks somewhat Shoanti and has sunburned skin littered with scars. He is bald but has a small scruffy chin beard.

Bio:Noonan has lived his live as either a slave,pirate or sailor. He was a child slave who served with halfling slaves on a Chelish ship before it was raided by pirates and joined up with them after joining in with the halflings stabbing the Chelish to death. Since then he has drifted between ships and ports, guided by the wise words of Pluck, who is the more intelligent of the two.

A waft of zesty sour human stench that surpasses that of the already ripe tavern stank announces the presence of a large, scarred and very still man. He stands to the side of the main entrance--back to the wall--taking everything in. Aside from his size and scars, the most notable thing about him is that, aside from a frown, all he wears is a strategically placed gourd (which appears to suggest either modesty or practicality).

He also has a parrot on his shoulder, unconcerned about the sharp claws on his skin.

He appears not to want company...or drink


Here is Inika, former slave and hopeful pirate.

Background:
Inika was born to a pair of slaves in Cheliax, and most of her life followed the path of her parents - hard work, no pay, little food, brutal owner. As childhood turned into adolescence, her fortunes changed; some would say for the better, others would disagree. He exotic beauty caught the eye of her owner's son, Geraldi Vestromo. He "rescued" her from her hard labor and installed her as his personal attendant.

Though Inika was showered with beautiful dresses, fine dinners, and countless other luxuries, she was little more than Geraldi's whore. Geraldi himself charming and handsome, but he had a rapacious appetite, and filled it to excess. Inika's multitude of scars bear silent testimony to his brutality, the most obvious of which is a scar that runs through the left side of her lips.

On the day of Inika's 22nd birthday, after 6 years of suffering through Geraldi's lust, a trio of Eagle Knights staged a daring strike against the Vestromo estate, slaughtering the entire family and freeing the slaves. The Eagle Knights led the slaves to a ship on the coast, the Freedom Flies, and fled Cheliax.

Inika, finally free of her bonds, discovered a deep love for sailing. After only a few days, she was climbing the rigging like a sailor born to it. Unfortunately, as they left Chelaxian waters, a pirate ship attacked the Freedom Flies and killed everybody but Inika, who managed to bluff Captain Hooktooth into accepting her as a crewmember. He agreed, but she was required to give up her portion of booty until he deemed her worthy. Desperate, Inika agreed, though she dreaded that she had, in fact, just become another slave.

Yet Hooktooth was true to his word, and he treated her as any other member of his crew. But only a few weeks into Inika's new profession as a pirate, Captain Hooktooth took a terrible wound and he was forced to retire. He dropped his crew off at Port Peril, sold his ship, and left. Inika, having just barely tasted the life of a pirate and finding it to her liking, is now looking for any opportunity to return to the sea.

Description:
Dressed in closely fitted leathers, Inika moves with fluid grace that somehow reminds you of the ocean's waves. Her exotic beauty is marred only by a scar that runs through the right side of her lip.

Inika typically keeps her long dark hair long and held back by a bandana. A rapier sits in a sheathe on her waist, and several other weapons are kept within easy reach.

Personality:
Raised a slave, Inika learned to keep her mouth shut. Yet when Geraldi took notice of her, he insisted she learn how to speak like a "proper Chelaxian." Free now, Inika tries to distance herself from his influence, and attempts to emulate the colorful language she's heard from other pirates. Yet when she's excited or not paying attention, she reverts to old habits.

Rebelling against her repressive past, Inika forces herself to be outgoing and cheerful. Any hint of a sexual advance, however, and she turns cold in an instant.

The closest thing Inika has had to a friend was her brief acquaintance with Captain Hooktooth. She is reluctant to share information about herself, preferring to shift conversation to other topics.

Stats:
Inika
Human (Mwangi) rogue (unchained, pirate) 1/vmc gunslinger
CN Medium humanoid (human)
Init +10; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
dagger +4 (1d4+1/19-20) or
light mace +4 (1d6+1) or

Ranged javelin +4 (1d6+1)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 14, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Improved Initiative, Iron Will, Sea Legs, Weapon Finesse
Traits freed slave, reactionary, touched by the sea
Skills Acrobatics +9, Bluff +5, Climb +6, Craft (alchemy) +6, Disable Device +7, Escape Artist +7, Perception +4, Profession (sailor) +4, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +7
Languages Common, Halfling, Infernal, Polyglot
SQ heart of the fields
Combat Gear acid, alchemist's fire, liquid traction; Other Gear studded leather, javelin (2), light mace, rapier, masterwork backpack, mess kit, pirate clothes, silk rope (50 ft.), spring-loaded wrist sheathe (dagger inside), thieves' tools, trail rations (3), waterskin, 33 gp, 2 sp


Isabelle Jackdaw; maker, builder, crafter, teller of tales, erm... oh, and builder! At your service!

Stat Block:
Isabelle "Ellie" Wynn Jackdaw
Female Aasimar (Peri-Blooded) Archivist Bard 1
N Medium humanoid (human) and outsider (native)
Init +1; Senses Darkvision 60 ft; Perception +3, Sense Motive +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16
(+1 Dex, +4 Armor, +2 shield)
Hp 7 (1d8-1)
Fort -1, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Ranged Light crossbow +1 (1d8/19-20/x2)
--------------------
Statistics
--------------------
Str 7, Dex 13, Con 9, Int 20, Wis 8 Cha 20
Base Atk +0; CMB -2; CMD 9
Feats Scribe Scroll
Skills Craft (Carpentry) 1 [+9], Craft (Mechanics) 1 [+9], Craft (Ships) 1 [+9], Diplomacy 1 [+10] Disable Device 1 [+6], Knowledge (Arcana) 1 [+11], Knowledge (Engineering) 1 [+11], Knowledge (History) 0 [+9], Knowledge (Local) 1 [+11], Knowledge (Nature) 1 [+11], Perception 1 [+3], Perform (Oratory) 1 [+10], Spellcraft 1 [+11], Use Magic Device 1 [+7]
Languages Teldane, Elven, Dwarven, Polyglot, Goblin, Draconic
Special Abilities Bardic Knowledge, Bardic Performance (Naturalist, Distraction, Countersong, Fascinate)
Favored Class Bard - treat level as 1/2 higher with Naturalist. )
Traits Historian (Race), Nimble Fingers; Keen Mind (Religion), Barroom Talespinner (Campaign), Hedge Magician (Magic)
Drawback Forgetful
Combat Gear Chainshirt, heavy wooden shield, light crossbow, 20 crossbow bolts.
Other Gear Backpack; 0 pp, 34 gp, 0 sp, 0 cp
Encumbrance 0 – 26 lbs; 27 – 53; 54 – 80; [Current Weight: 41/ Medium Load]
--------------------
Magic
--------------------
Bard Spells Known {CL: 1st; concentration +6)}
Cantrips Ghost Sound, Mend, Detect Magic, Read Magic
1st 3/day Saving Finale, Cure Light Wounds
--------------------
Special Abilities
--------------------
Scion of Humanity Count as outsider and human for any effect related to race, no need to make disguise checks to appear human.
Celestial Resistance Character has resistance Acid 5, Cold 5, Electricity 5.
Immortal Spark Lesser Age Resistance 1/day, +2 knowledge (history) and saves against death effects.
Darkvision Can see in perfect darkness up to 60 ft.
Bardic Knowledge +1/2 level to all knowledge checks.
Bardic Performance 9 rounds/day
-Naturalist Any ID'd creature, allies get +1 attack, AC, and saves.
-Countersong fairly useless.
-Distraction use Perform in place of saves for visual based spells.
-Fascinate Force one target to sit down and chill out (DC 15)

Background:
Ellie was born about 151 years ago to a fairly well off human family. As the only daughter in a family of 7, and a family of builders, crafters, and artisans no less, she had to find a way to stand out next to her four brothers. While she was never very strong or tough, she loved to experiment with and build things out of the extra materials lying around her parents' workshop. By the time she and her brothers were grown, it was clear who was the most qualified to take over for her parents.

After an embarrassing reveal made by her parents that she would be taking over for the shop, there was some strife within the family until Ellie revealed she wanted to leave the shop behind and explore the world. She split before she had time to really hear what her family had to say about that. Her absent-mindedness and overly curious nature got the better of her. That's exactly what would carry her through the remainder of her life.

It has been over 120 years since that incident. After a lot of study and travel, she has discovered that has the blood of a Peri somewhere down her family tree, which was fascinating since she certainly didn't look the part. Now that she's finally aged to the point that she should have been all those years ago, she wonders if her other siblings could possibly be alive somewhere.

Ellie finds little use in squabbles over morality and believes that balance is a natural tendency. She has recently decided to take up the pirate life as a way to explore and learn more about the world. Making money to fund her crafting and experiments never hurt either. While she has never been a sailor before, she has worked on ships through odd jobs and apprenticeships in the past and she believes she has a skill set and knowledge base that could prove useful on a pirate crew.

Appearance:
Ellie stands about 5'4" tall and only weighs 128 lbs. She has a slender build that doesn't clearly lend itself to appearing stout, indeed quite slender and fragile, or tough. She does have a slighter build that may look agile to the trained eye, though even then it's unlikely that she's much quicker than average.

She has a gorgeous face. Her eyes are a vibrant hazel/green color and her hair is long and red with strangely perfect waves throughout it, which might seem strange to anyone who knows her and her absent-mindedness and the likelihood of her to brush her hair as often as would apparently be needed. She has a few very lightly colored freckles that dot her cheeks and nose, mostly notable because of her fair skin. She has a strong jaw, just a step from being considered masculine, that accents her small chin and long face.

She's often dirty from working and building things, though if there's a time that she's not covered in wood shavings or black dust, she has likely been studying instead.

Portrait

Personality:
Ellie is extremely personable, fun to be around, and scarily intelligent. One thing becomes extremely clear to anyone who is around her for long though; she has the attention span of a gold fish. She's extremely forgetful, occasionally talks about things that she forgets other people don't know, and is prone to zoning out. A lot.

Ellie knows how to get down to business. While she isn't naive, she sometimes forgets what others are capable of and what the consequences of her actions might be. She is absent-minded, but she's aggressively focused on any task at hand. She's the type to remember the exact specification of a complex artifact, but turn around and forget her pouch of gold on the bar and forget the name of the bar she was just in.


Well, still working on a background, but info is on the profile.


MordredofFairy wrote:
Rance! wrote:
I am placing Rance for your consideration...
Almost tempted me to make a Sill...

Please do. Also Rance's profile is updated with his crunch.


I actually made a mistake or two on my previous post. All of my info is on my profile too though, so it's there if you'd like to view it anytime, sir DM.


@DM is there anything else you would like to see form Looper?


I am viewing submissions pretty much as they come in. For the most part, I don't have any questions. When I do, I will post them if they offer benefit to everyone, or PM you if it is specific to your submission. I'm not really looking for 100% correct and completed characters. It's great if you have that, but it's not a requirement and won't disqualify a submission. I will work with those selected to make sure all characters are finished, but it would be too cumbersome to correct every little flaw or mistake encountered for the 15+ characters already submitted. As we all know it can take several hours to make a character from scratch and it can take almost as long to review every facet of a character. Rest assured though, I'm very excited about this campaign and the incredible mix of fantastic characters submitted so far is inspiring.

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