The Sea Of Evil- Skulls and Shackles (Inactive)

Game Master william Nightmoon

An Evil PC pirate game!
Details On Ship Actions

Map of the Wormwood


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Sovereign Court

Δaedalus wrote:
Δaedalus wrote:
Also, do you allow the 'switch SLA' tables for tieflings from Blood of fiends? I'm going daemonkin, and while Death Knell as a SLA is somewhat thematic, I'm not sure how much use if get out of it.
It asking this again, as I think you might have missed it.

I'm gonna say yes to this, but roll three times and take the one you think fits best.


Below are links to characters with statblocks, blurbs, and/or backstories. If I missed you, feel free to throw your character's link on to the list. Also, if anyone has a good method of sorting submissions (by role, caster type, or BAB), feel free to sort away!
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Black Caul (Master Elodin): CE Human Barbarian (Unchained, Sea Reaver)
Chirrup Quon (HedwickTheWorldly): NE Grippli Alchemist (Beastmorph, Bogborn, Vivisectionist)
Dart Quina (Artemis Moonstar): NE Grippli Alchemist (Eldritch Poisoner/Toxicant)
Molly May Woodson (John Gs): CE Aasimar (Emberkin) Alchemist (Chirurgeon)
Ero Berer (Gramork): LE Vanara Monk (Zen Archer)
Ordrax Silentback (Jovich): CE Kobold Rogue (Unchained)
Murat (dickie): LE Hobgoblin Brawler
Heartrender (Philo Pharynx): CE Sprite Hydrokineticist
Rokea Razortooth (Seth86): LE Wereshark-Kin Monk (Unchained)
Sairuka Kithlan (BeastMasterFTW): CN Kitsune Ninja
Antha (colin spear): NE Nagaji Barbarian (Unhained, Sea Reaver)
Azacca (ObsessiveWiz): NE Dhampir Oracle (Juju)
Shunsen Daigoshi (Spazmodeus): LE Tiefling (Oni-Spawn) Monk (Unchained)
Zakgrob Quickblade (ignuspyre): CE Goblin Rogue (Unchained, Knife Master, Scout)
Cain d'Mondego (Professional Calvinball): LE Tiefling (Kyton-Spawn) Oracle (Divine Herbalist, Life)


Here's my backstory for Veltisiel Ekai. Tell me if it's too long, not to your taste, or I should otherwise edit it to improve my chances.

Vrog- how do we want to work together? A more meshed backstory, a recent partnership, or just meeting on the ship?

Backstory:
Veltisiel was marked as different even from birth. Very smart, charming, and hardy, he was very clearly 'different.' Oh, and the eyes that glow depending on his mood, the long, prehensile tail, the stunted, bat-like wings, horns, and the shadow that seemed to have a mind of its own also helped. Unlike most tiefling, however, his parent race was not human. Rather, his tribe was that of the Ekujae elves, a fact that is still echoed in his appearance. The elves had little patience for one corrupted by daemonkind, and, as soon as he was old enough, cast him out of their tribe into the jungle. As the little boy stumbled through the treacherous jungle, day by day growing hungrier and weaker, he called out to any that might listen, and that they might destroy his family that had treated him so callously.

Much to his surprise, he got a response. Suddenly, an angelic being stood before him, twisted and deformed. An Erinyes devil had answered his call, and offered the young fiendling his service in revenge upon his tribe.

While the eight year old didn't understand why, the twisted child looked in satisfaction as the devil struck down one elf after the other, leaving the village in ruins. The Fury left shortly after, leaving the young grimspawn alone with his thoughts.

The young boy's eyes flashed with the red-black of hellfire as he surveyed the massacre. This power, he decided, would be his. All of Hell would be his servants, and he their instrument of vengeance. No slight would go unpunished, no broken contract would be left alone. He would be the mightiest of them all save Asmodeus, that was his goal, and he would sell his soul to ensure that. Then, as the sun started to fade, something caught his eye. It was his shadow. Disobedient as always, it was headed towards his family's hut. Curious, he followed, and in the wreckage of his former home, he found a ruined infernal contract. From his deductions and discoveries, Veltisiel concluded that one-or both- of his parents had formed and broken an infernal contract in such a way that he, their child, would be infused with evil quintessence- Abbadon would be infused into his very soul. He stayed in this hut for a long time, slowly growing to understand the magic that created him, learning a thousand and one stories from scrolls that never seemed to end, and reading tomes with a thousand pages.
It was here that he began his path in the arcane. He read for what seemed like forever, but never got hungry, thirsty, or tired. By the time he left the hut, it was full daylight. Looking around, Veltisiel noticed the village was overgrown with plant life. Looking at himself, he found himself fully grown. He spent literal years learning, but had unlocked great arcane potential along the way. The now fully grown wizard made his way, gradually, to the coast, where he met a small dragon with similar ambitions to his own. Together, the two of them eventually came to Port Peril, where Veltisiel regaled a thousand and one stories to the patrons. By the time he had finished, his mouth was so dry he unthinkingly drank the entire drink someone handed him. That is the last he recalls as everything went black.


Dotting in with my alias as well- incomplete, but just so it's here.


Hey, people. If anyone is interested in my progress: I am currently planning a Ghoran Vigilante, which I should be able to post within a day.


Just finishing up the build. It's late though, so it'll be up tomorrow. DM, before I roll on the table, if I don't like any of them, can I just not take any of them?


Background story pending collaboration.

Kathandrax:

LN Taninim Draconic Exemplar 1

STR 14
DEX 20
CON 16
INT 13
WIS 10
CHA 13

HP 16
AC 19 (+5 Dex, +2 Size, +2 Natural Armor), Touch 17, Flat-Footed 14
BAB 1 CMB: +1/4; CMD: 16
Init +5

Fort +5
Ref +7
Will +2

Speed 20'; 60' fly (good)

Bite (5' reach): +8 to hit; 1d3+3 damage; x2 crit
Claws (0' reach): +8 to hit; 1d3+2 damage; x2 crit

Skills: Fly r1 +15, Perception r1 +6, Sense Motive r0 +2, Spellcraft r1 +5, Stealth r1 +17, Swim r1 +7

Feats: Weapon Finesse

Class Features: Draconic Essence (Militant), Powerful Claws, Draconic Weaponry (3/day; Primal Spelltrick)


Submissions
LE Hobgoblin Brawler- dickie
LE Grimspawn Tiefling Exploiter Wizard- Δaedalus
Kobold Mesmerist- Gobo Horde
CE Sprite Hydrokineticist- Philo Pharynx
NE Skinwalker Unchained Monk- Seth86
CN Kitsune Ninja- BeastMasterFTW
CE Goblin Unchained Rogue (Knife Master/Scout)- ignuspyre
CE Kobold Unchained Rogue- Jovich
LE Vanara Monk (Zen Archer)- Gramork
LE Oni-spawn Tiefling Unchained Monk- Spazmodeus
NE Grippli Alchemist (Beastmorph, Bogborn, Vivisectionist)- HedwickTheWorldly
LE Assimar Wind Shaman (Speaker for the Past)- Wade Willhelm
NE Dhampir Oracle- ObsessiveWiz
CE Human Unchained Barbarian- Master Elodin
NE Grippli Alchemist (Eldritch Poisoner/Toxicant)- Atremis Moonstar
CE Peri-blooded Aasimar Alchemist (Chirurgeon)- John Gs
LE Kyton-Spawn Tiefling Life Oracle (Divine Herbalist)- Professional Calvinball
LN Taninim Draconic Exemplar- Vrog Skyreaver

Updated. Let me know if any corrections need to be made.


GM what would you think about a witch, I know some people are not big fans of them and if you are not please let me know. I feel like a witch could work well in a evil AP like this. Witch's are also commonplace on ships, the idea of a weather witch seems like it could be very interesting. Please let me know what you think.

Sovereign Court

All Seeing Eye wrote:
GM what would you think about a witch, I know some people are not big fans of them and if you are not please let me know. I feel like a witch could work well in a evil AP like this. Witch's are also commonplace on ships, the idea of a weather witch seems like it could be very interesting. Please let me know what you think.

People don't like witch? When did this happen? I'll allow it for sure! Is it like the Hexes or something? :/


Sounds awesome! I've been itching to try out In the Company of Dragons for a while now. Dotting for later.


DM waz up? wrote:
All Seeing Eye wrote:
GM what would you think about a witch, I know some people are not big fans of them and if you are not please let me know. I feel like a witch could work well in a evil AP like this. Witch's are also commonplace on ships, the idea of a weather witch seems like it could be very interesting. Please let me know what you think.
People don't like witch? When did this happen? I'll allow it for sure! Is it like the Hexes or something? :/

I've seen a few comments about how the sleep hex is overpowered...


Spazmodeus wrote:
DM waz up? wrote:
All Seeing Eye wrote:
GM what would you think about a witch, I know some people are not big fans of them and if you are not please let me know. I feel like a witch could work well in a evil AP like this. Witch's are also commonplace on ships, the idea of a weather witch seems like it could be very interesting. Please let me know what you think.
People don't like witch? When did this happen? I'll allow it for sure! Is it like the Hexes or something? :/
I've seen a few comments about how the sleep hex is overpowered...

Yep I have seen the same thing, because it does not have a hit dice limit it can be powerful and then there is eternal slumber which really can ruin someones day but there is still a saving throw so I don't really see that much of an issue, save or die has always been in pathfinder.

Shadow Lodge

I am running a weather shaman which are similar to witch, except wis baser instead of int


Haven't gotten to really try out a shaman yet, they look cool on paper but I want to play one some time.

Sovereign Court

Hey, it's only one automatically confirmed critical hit at maximum damage, I'm pretty sure a fighter can survive that.


DM waz up? wrote:
Hey, it's only one automatically confirmed critical hit at maximum damage, I'm pretty sure a fighter can survive that.

Yeah and he can easily make the DC 60+ fortitude save as well. :)


Most witches have to get close for their hexes, as a squishy class that seems plenty dangerous enough to justify their abilities. Really I would say it's their debuffing that can be scary, you can be immune to sleep. You can't be immune to debuffs and rerolls. xP


Ah, I'll just take the risk. He's otherwise done.

1d100 ⇒ 90 (+2 wisdom)
1d100 ⇒ 46 (+2 intelligence)
1d100 ⇒ 88 (melee weapons treated as Evil for DR)

...Well okay then. I will happily trade a 1/day Death Knell for a starting INT of 22. I have no problems with that. I'll recalculate some things, and I'll have the final build up before too long.


Well since Slumber Hex is based on the sleep spell, regardless of Hit Dice requirements it's mind-affecting which means it won't work on constructs and undead and whatnot, right?

In fact most of the offensive Hexes (like Evil Eye and such) are mind-affecting. So there's that. =)


1 person marked this as a favorite.

I figured I would split the submissions into roles to make things easier sense we have so many now. If the old format is preferred let me know and I will change it back.

Submissions

Melee

LE Hobgoblin Brawler- dickie
NE Skinwalker Unchained Monk- Seth86
LE Vanara Monk (Zen Archer)- Gramork
LE Oni-spawn Tiefling Unchained Monk- Spazmodeus
CE Human Unchained Barbarian- Master Elodin
LN Taninim Draconic Exemplar- Vrog Skyreaver

Skill
CN Kitsune Ninja- BeastMasterFTW
CE Goblin Unchained Rogue (Knife Master/Scout)- ignuspyre
CE Kobold Unchained Rogue- Jovich

Arcane

LE Grimspawn Tiefling Exploiter Wizard- Δaedalus
Kobold Mesmerist- Gobo Horde
CE Sprite Hydrokineticist- Philo Pharynx
NE Grippli Alchemist (Beastmorph, Bogborn, Vivisectionist)- HedwickTheWorldly
NE Grippli Alchemist (Eldritch Poisoner/Toxicant)- Atremis Moonstar
CE Peri-blooded Aasimar Alchemist (Chirurgeon)- John Gs

Divine

LE Assimar Wind Shaman (Speaker for the Past)- Wade Willhelm
NE Dhampir Oracle- ObsessiveWiz
LE Kyton-Spawn Tiefling Life Oracle (Divine Herbalist)- Professional Calvinball

Let me know if any corrections need to be made.


All Seeing Eye wrote:
Spazmodeus wrote:
DM waz up? wrote:
All Seeing Eye wrote:
GM what would you think about a witch, I know some people are not big fans of them and if you are not please let me know. I feel like a witch could work well in a evil AP like this. Witch's are also commonplace on ships, the idea of a weather witch seems like it could be very interesting. Please let me know what you think.
People don't like witch? When did this happen? I'll allow it for sure! Is it like the Hexes or something? :/
I've seen a few comments about how the sleep hex is overpowered...
Yep I have seen the same thing, because it does not have a hit dice limit it can be powerful and then there is eternal slumber which really can ruin someones day but there is still a saving throw so I don't really see that much of an issue, save or die has always been in pathfinder.

The main issue is that Slumber is basically a save or die that has "unlimited" uses; it can be used on each new enemy. While the sleep spell is limited by both hit dice and number of times it can be cast, Slumber has that restriction removed. It's more powerful at lower levels, when enemies don't have as many immunities, and save or die spells don't really come online for most classes until later in the game.

The other complaint I've heard about the Witch is the infini-Fortune-Hex. Basically the Witch hits someone with Fortune, and then spends the rest of the day following them around using Cackle to extend the duration.

There are simple GM fixes for both issues, but by RAW (and at PFS tables), it can be a bit cheesy.


Really, I have seen a witch get killed after using slumber once on the second round. At early levels that 30 ft. range is a real gamble with any half decent melee enemies, archers murder them if they expose themselves early too. Also didn't know they counted as mind affecting, narrows down the ability a good deal actually. Vermin, construct, undead, dragon, ooze, plant, and that's not counting those with a special trait, item, or ability.

As for cackle outside combat. That's got to be awkward having someone laughing behind you every few seconds. For everyone involved really, has to be tough on the throat and sanity. xD


I'm still trying to come up with something. The biggest problem is that all my best ideas are semi-close to characters I'm playing in other games, and I'd rather not run several characters in different games that are too similar.


While I love the idea of playing villains, and I'd love to play the particular villain I had in mind, I'm actually already in a skulls and shackles game, so Imma bow out of this one, sadly.

Best of luck!

Shadow Lodge

Lots of alchemists it seems


I am likely going Daemonspawn tiefling, will get to building it, should have it up by tomorrow night. I am currently at the beach and don't have as much time to build characters.


DM, how long will recruitment be open, and how many people will you be taking?

Also, how common are guns?


Reposting my question in case it's missed. (I know you said you've seen us all, DM, and I don't doubt that--but I do know it can be helpful to have things repeated more recently in the thread, so you don't have to keep going back through old posts.)

Loup Blanc wrote:

A question for the GM: Would you be willing to let me use the Virtuoso Bravo archetype with the Antipaladin class, rather than the Paladin? It would just replace the similar class features--no deflection from smite good, no spellcasting, Nimble replacing Cruelties, no Aura of Vengeance, and no Unholy Champion.

If not, that's fine and I'll play just a Swashbuckler (or maybe a Daring Champion Cavalier), but I figured I'd ask to see. Still planning on Dhampir either way.

Sovereign Court

OmniChaos wrote:
Most witches have to get close for their hexes, as a squishy class that seems plenty dangerous enough to justify their abilities. Really I would say it's their debuffing that can be scary, you can be immune to sleep. You can't be immune to debuffs and rerolls. xP

That's why the beginning if legacy of fire is tough despite all the enemies having 3 hp, that need to roll all d20 twice and take the lower...

Yeah, about that Archetype, I'll allow it so long as you can convert it to an evil equivalent. Infact, I'm very lenient about Palidan alighment. I believe a champion of their God can be any alighment, and restricting paladan to just good gods is kinda lame... Same with anti-palidan.

And as for my solution to cackle, I treat hexes as spells, and they do infact require consentration if they are attacked or damaged.


That sounds fair to me so I will begin my witch, seems as though you are not opposed to me.


DM, can I start with additional spells in my spellbook if I pay for the inscribing cost?


This may have been answered already but what's our starting wealth?

DM:

As long as my rolls are not horrid. I am thinking of a cleric of besmara or antipaladin of besmara. I have not played ether as a PC very much. So wanted to see how you felt about that for your game.

2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 2) + 6 = 10
-
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 5) + 6 = 14


Veltisiel is finished (pending backstory collaboration with Vrog), and now of NE alignment.

Just your general purpose fiend summoner, sadist, wrathful wizard, vengeful foe, and charming storyteller, perfect for kids parties!


My favorite AP... and I can get away with a follower of Zon-Kuthon... is it my birthday or something?

I see we already have a doctor of pain, and I would never try to compete with a brother in suffering, but I don't see the most appropriate character for this module... a swashbuckler.

2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 5) + 6 = 12

2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14

Well, that second stat block looks pretty good for an inspired blade.

Sovereign Court

OmniChaos wrote:

This may have been answered already but what's our starting wealth?

** spoiler omitted **

According​ to the campaign you start with starting gold (I'm saying maximum) however your stripped of that equipment and have the chance to get it back shortly after the start. And to be honest, those of you who begin with a peg leg or a hook hand I won't take those away(Infact I wanna see someone use that hook-hand to really show someone a good time ;)).

I'm also allowing gunslinger because after all what's a good pirate without a backup pistol?


Oh, max gold? Okay, I'll add on a few more spells to my book, then. I was assuming average.

Question/note: by RAW, a tiefling/aasimar using disguise self cannot disguise themselves as a humanoid, but they can disguise themselves as any outsider. This seems... easily breakable, as an Invisible Stalker's appearance is... invisible. And an outsider. Therefore, with a 1st level spell, an outsider could become invisible for 10 mins/level. What is your ruling regarding this?

Sovereign Court

Δaedalus wrote:

Oh, max gold? Okay, I'll add on a few more spells to my book, then. I was assuming average.

Question/note: by RAW, a tiefling/aasimar using disguise self cannot disguise themselves as a humanoid, but they can disguise themselves as any outsider. This seems... easily breakable, as an Invisible Stalker's appearance is... invisible. And an outsider. Therefore, with a 1st level spell, an outsider could become invisible for 10 mins/level. What is your ruling regarding this?

Correction: they can disguise themselves as any native outsider. However because the spell wasn't created​ with native outsider in mind, they can use it as if they where humanoids, not outsider.

So, they can disguise themselves as any small or medium humanoid


Ah cool. Updated gear then (not that Zakgrob can CARRY it all - another reason for a big and strong friend!!). =)


Whoa you're right, lots of alchemists. The lure of bombs on pirate ships is why I went with it. Too tempting.

I need to update Molly's gear a little then for max starting funds.


With the extra money, Molly will pick up some leeches and a saw. Can't be a sawbones without a good saw. Don't worry if she has to take the leg, she's a decent carpenter. She'll make you a right pretty replacement.


I think you missed my last question in the spoiler DM.


So many ship doctors! I left Dart open to be the ship doctor or a basic sailor.

Maybe I should drop a second character? Or replace Dart with something else? Always intrigued by the idea of a Spellslinger in a pirate campaign (Magic Cannon! Fire!), but I hate prep spells and there's no similar Arcanist archetype xD.

... I wonder about a Hangman Vigilante on a pirate ship. Noose people and throw them over the edge, let them hang from the railing. Perhaps let them hang from the rigging too... A broken man, an ex-Executioner, gone mad and convinced all the world is evil and chaos, so there's no reason to try people before hanging them... Run his social and masked sides as alternate personalities.... Now I kind of want to change my character, lol.


I've been wanting to play this AP for a while, and an evil game sounds like a lot of fun. I want to play either a gunslinger or some kind of fiery wizard. Let's see what I can roll

Roll:

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 6) + 6 = 17

Not bad, but I'll see what the reroll gives me.

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13

Yeah, I think I'll stick with the first roll.


I'll be submitting Gabria Tovanu, Godclaw Skinwalker Druid using the Nature Priest archetype. She's a devotee of Achaekek but not that fond of the Red Mantis assassins.

As for the Godclaw thing, that's what she calls herself. After all, her shape changing ability is in the image of her god.

Now I just can't decide whether I want the Trickery domain or a Giant Mantis companion.

Shadow Lodge

Do aasimars also get to do the whole roll three times thing?


The crunchy bit of this submission, I will be posting a backstory sometime today or tomorrow.


Dotting in. With the submissions I've seen so far, it looks like we could use someone well-versed in the art of sea shanties! I will hopefully be a bard of some type, if the dice gods are kind.

Roll: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Roll: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Roll: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Roll: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Roll: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Roll: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Apparently they were. I'll take that set.


(The alias's name is locked, which caused some minor hoops in the background to explain the surname away. Just so you know.)

This is Ouachitonian, presenting Thorfinn Wyrmblod, Gorum-worshipping Coldborn Barbarian(Armored Hulk). Need things destroyed? He's your man. Why is he wearing the heaviest metal armor he con acquire on a sea-going vessel? GORUM! GORUM! GORUM! That's why. Speaking of, maybe I'll take him into Sentinel of Gorum eventually. Maybe. Also, being able to grow a climb speed by changing shape, he's really good at climbing trees. Or masts. Or the sides of ships. Or anything else he needs to.


Submissions

Melee

LE Hobgoblin Brawler- dickie
NE Skinwalker Unchained Monk- Seth86
LE Vanara Monk (Zen Archer)- Gramork
LE Oni-spawn Tiefling Unchained Monk- Spazmodeus
CE Human Unchained Barbarian- Master Elodin
LN Taninim Draconic Exemplar- Vrog Skyreaver
CE Skinwalker (Coldborn) Unchained Barbarian (Armored Hulk)- Ouachitonian
LE Tengu Swashbuckler(Inspired Blade)- Havocprince

Skill
CN Kitsune Ninja- BeastMasterFTW
CE Goblin Unchained Rogue (Knife Master/Scout)- ignuspyre
CE Kobold Unchained Rogue- Jovich

Arcane

LE Grimspawn Tiefling Exploiter Wizard- Δaedalus
Kobold Mesmerist- Gobo Horde
CE Sprite Hydrokineticist- Philo Pharynx
NE Grippli Alchemist (Beastmorph, Bogborn, Vivisectionist)- HedwickTheWorldly
NE Grippli Alchemist (Eldritch Poisoner/Toxicant)- Atremis Moonstar
CE Peri-blooded Aasimar Alchemist (Chirurgeon)- John Gs

Divine

LE Assimar Wind Shaman (Speaker for the Past)- Wade Willhelm
NE Dhampir Oracle- ObsessiveWiz
LE Kyton-Spawn Tiefling Life Oracle (Divine Herbalist)- Professional Calvinball
NE Godclaw (Weremantis-kin) Druid (Nature Priest)- Cuàn

Let me know if any corrections need to be made.

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