WaterSprite's Seafarers of Galorian (Inactive)

Game Master Joy


1 to 50 of 98 << first < prev | 1 | 2 | next > last >>

To anyone interested, I am looking to recruit 3-4 players for a PbP seafaring campaign that I plan on running. Two spots are already reserved. I would like players who can post daily or at least every other day.

Character creation will be as follows:

• Races: All standard races from the PFRPG (Core Rulebook) will be allowed. Racial options from the Advanced Player's Guide (APG) will be allowed. (Also, I will allow a half-elf to be half-aquatic elf.)
• Classes: All classes (Base and Prestige) from the Core Rulebook and the APG will be allowed. Any Archetype for these base classes from the APG will be allowed. Material from Ultimate Magic may be allowed, with DM approval and compelling character backstory.
• Favored Class: The favored class options from the Core Rulebook and APG will be acceptable.
• Alignment: Characters can be any Good or Neutral alignment. No evil alignments will be allowed. (Though I do recommend against playing lawful good.)
• Abilities: Characters will be based on the Epic Fantasy (25 point buy) found in the Core Rulebook. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability can be lowered below 10 and that ability cannot be lowered below 8 (after racial modifiers).
• Feats: Any feat from the Core Rulebook or APG will be acceptable.
• Traits: Character's will start with two traits.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level.
• Starting Gold: Characters will start with Maximum Starting Gold for their base class.

If you have any questions feel free to ask. Please post at the minimum a character synopsis and short back story as a resume.

About the campaign:

It will start out with your characters being hired by a Lord in the city of Corentyn in Cheliax. His seaside holding have recently been raided by pirates and a number of his people taken as slaves, including his youngest and most favored daughter. Since the Shackles is the most likey destination of the ship, he wishes to hire you help crew a ship he wishes to send there in search of her. You will be posing as smugglers so any characters with a high moral code may not be recommended for this adventure.

I will be accepting applications until noon next Sunday.


Just dotting for interest at the moment, but I do have a water elemental sorceror I've been wanting to play. I'll try to get him written up asap.

Just out of curiosity, would you allow a genasi-type character? (Can't recall what Pathfinder calls them.)


Rotolutundro wrote:

Just dotting for interest at the moment, but I do have a water elemental sorceror I've been wanting to play. I'll try to get him written up asap.

Just out of curiosity, would you allow a genasi-type character? (Can't recall what Pathfinder calls them.)

As long as the CR is normal, yes, I will allow it.


I'll toss my name in. One of my other APs has slowed to a crawl, and I have a feeling it won't last much longer. I'm going to go ahead, take a gamble, and submit a CN elven Magus with the Bladebound archetype. It is possible that he will multiclass into rogue, or pick up the Duelist prestige class.

Aldorel Fae'Dareth is the only son of a well-off family in Corentyn. His family descended from a minor noble house of Kynonin, though they moved to Cheliax centuries ago following a bitter feud with another family. They carved out a niche for themselves there, and though they have no official status within Chelaxian society (especially after the Thrune Ascendancy), they consider themselves nobles.

Aldorel was brought up with a fierce sense of racial pride and deep devotion to Calistria, as is his family tradition. As the eldest son, he was also trained to blend spellcraft and swordplay, weaving them together until it he became an artist on the battlefield. He recently mastered the fundamentals of his craft, and was soon to inherit his family's heirloom weapon, a powerful rapier named "Spitenail" in honor of their patron goddess. Unfortunately, his house was broken into last week, his father severely wounded, and several valuables stolen, Spitenail among them. The other treasures taken are mere trifles, but the sword must be recovered, and with his father in recovery, the task falls to Aldorel.

He has learned that the sword was recently sold for a pitance to a crewman of a ship visiting from the Shackles, and he now seeks vessel that will allow him to pursue his mark.

Aldorel is an acrobatic warrior and a disciplined fencer, and he takes great pride in his grace in battle. Beyond that, he is extremely proud of his heritage, his wit, and his style, and never turns down a chance to showcase any of these traits. He's a fop and a bit of cad, always preferring to look his best, and he has a habit of talking down to others, though anyone can offer a witty retort to his vitriol may gain his respect. He has an unusual code of honor that he adheres to at all times - he makes it a point to at least flirt with any attractive woman he might come across, he always repays his debts, and he never lets a slight go unpunished, though he makes sure that his retribution is proportionate to the wound given (in many cases this is nothing more than trading an insult for an insult). Though he likes to display a face of cynicism, he can be roused to uncharacteristic zeal in pursuit of the right cause, usually one involving the defense of his family, Calistria, or the elven race.

For now, Aldorel is single-minded in the retrieval of his family's blackblade (which he shall inherit upon its recovery). That being done, he is flexible in his motives and goals. He enjoys exotic luxuries, and loves high adventure, especially when it takes him to places ancient or forgotten.


I'd be keen to join. I haven't done much Play-by-Post -- I'm currently GMing one for some old friends, and I could use the experience of gaming as a player. Plus your campaign sounds like great fun.

I'd be happy to play just about any class, to round a party out. For now, here's my proposed character:

Sekele is a human Oracle with the Wind mystery and the Haunted curse. Sired in Sargava by a Chelaxian merchant and an escaped Mwangi slave, Sekele was raised on the run, hustled from port to port, driven to the fringes of Sargavan culture by intolerance, corruption, and disdain.

When she was young, superstitious ships' captains (who would normally refuse to bring a girl on board) found a use in her talent for interpreting the "wind's song" to predict the weather. One captain seemed to fall in love with her, after she saved his vessel from a fierce tempest. But, jealously, her favourite winds began to do more than just sing to her. Invisible spirits (Sekele calls them "williwaws") began to blow all around her, causing all manner of mishaps on and below decks. After her captain-suitor was knocked overboard by an errant mast, and nearly drowned, Sekele was promptly put ashore, abandoned yet again.

Sekele's wanderlust keeps her on the lookout for opportunities to sail, but she is equally comfortable traveling on land. Wherever she goes, the winds follow, stirring her long dark hair into a tangled, shifting nimbus 'round her face.


I thought I'd come at the adventure from another direction. Suggestions are welcome. :) Patch Cullen is a undine elemental water sorceror.

Patch Cullen, destitute and imprisoned pirate:

Port Peril is known for lawlessness, mercantilism and piracy, and Jonathan Cullen fit right in. Born to a dockside whore, Jon never knew his father's name. As a penniless street urchin he haunted the wharf, talking to the sailors and shipwrights. Eventually he signed onto a ship, where he intended to learn the healer's craft from the shipboard surgeon. He soon fell in with less savory types, crewing smuggler's vessels and forging false manifests, and finally he took a berth on a pirate ship. In one of the frequent ship-to-ship battles, Jon barely avoided a swordthrust that left a scar across his left eye. Fortunately, it didn't blind him, but he gained the nickname Patch while the cut healed, and became known as Patch Cullen.
In a desperate escape from a failed raid on a shipful of adventurers, Patch’s ship was swept into the Eye of Abedego and smashed to smithereens. Somehow Patch washed up hundreds of miles distant, near the city of Corentyn. It wasn’t long before a city patrol picked up the suspicious-seeming pirate and hauled him in to be judged by their Lord.
Now Patch Cullen awaits his fate in a dungeon in Cheliax, longing for the wild freedom of the stormy seas.

I've left a good bit of background and personality out so as not to swamp you, but if you're interested I can post more.


Will you allow a gunslinger because to me this sort of mission screams for a reformed pistol wielding smuggler. If so may I present Jumpin' Johnny Finn, rogue, ne'er do well, and scoundrel of the highest order. He is quick with his guns and quicker with his wits. He has been at sea most of his life and picked up quite a few tricks of the trade dealing with pirates and smugglers, having been one himself for a while before he was caught by a harbormaster and thrown in jail. In jail he met an old pirate that had been in their for many years. They became friends and the old pirate told him that Johnny should not waste his life as he had been and instead try to give back to the world instead of just taking from it. To do something good with his life. He was soon freed after receiving 10 lashes for smuggling and kicked onto the street to make his way.

If the Gunslinger is a no no, he can work just as well as a swashbuckler archetype rogue. I will make both and see which one you like.


Dotting this for tomorrow. I'm interested but don't have time to work anything up right now.

Dark Archive

I am interested in this also. I have a Mordant Spire elf sea singer (bard) that I would love to bring aboard.


Here is the character submission for drayen. I look forward to seeing the great ideas that everyone comes up with for this adventure.


Presented for your consideration: Cavoresh, a CN tiefling alchemist. Abandoned at birth by an ashamed and superstitious mother, Cavoresh grew up in an orphanage before becoming an apprentice to a perfumier. Unfortunately, his experiments with various chemicals caused a massive fire, and he was dismissed from service, despite his talent. He has since fallen through the cracks of society, picking up odd jobs just to survive from day to day. If there's some opportunity to see the world, he'd jump at the chance.


Sorry, but I'm going to say no to Gunslingers.


Here is my submission for Patch Cullen. I'd love to play, so here's hoping!


Ah ok no problem. Here is my submission for the game.

Jumpin' Johnny Finn

spoiler:
JUMPIN' JOHNNY FINN CR 1/2
Male Human (Chelaxian) Rogue (Swashbuckler) 1
CG Medium Humanoid (Human)
Init +4; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13. . (+3 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4+2/19-20/x2) and
. . Masterwork Rapier +3 (1d6+2/18-20/x2) and
. . Shortsword +2 (1d6+1/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Ranged Longbow, Composite (Str +2) +4 (1d8+2/20/x3)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 13
Base Atk +0; CMB +2; CMD 16
Feats Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Traits Armor Expert, Rich Parents
Skills Acrobatics +8, Bluff +5, Climb +6, Disable Device +8, Escape Artist +8, Perception +4, Perform: Sing +5, Profession: Sailor +4, Sleight of Hand +8, Stealth +8, Swim +6, Use Magic Device +5
Languages Common, Orc, Varisian
Combat Gear Arrows (40), Arrows, Blunt (20), Arrows, Flight (20), Dagger (5), Longbow, Composite (Str +2), Masterwork Rapier, Shortsword, Studded Leather; Other Gear Backpack, Masterwork (empty), Blanket, Case, map or scroll (empty), Disguise kit (10 uses), Fishhook (3), Flask, Flint and steel, Mirror, small steel, Pouch, belt (empty), String (50'), Thieves' tools, Whetstone, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'll cast my hat in the ring with a Human Fighter specialising in grappling / unarmored strikes.

He washed up in Corentyn after getting kicked off his previous crew for drunkenness. Mercenary outlook with a mean streak, but currently struggling with kicking the drink and starting afresh.

Stat Block:
Str: 16, Dex: 14, Con: 14, Int: 14, Wis: 12, Cha: 13
Feats: Improved Unarmed Strike, Improved Grapple, Power Attack
Skills: Acrobatics; Profession (sailor); Intimidate; Survival; Swim
Will expand later when I get a chance.


This sounds like fun, and I can play every day.

Character:

Hoga:
Hoga is a half orc fighter/rogue who remembers little of his childhood beyond his given name. He remembers that he seemed to have a human mother, but his life took a traumatic turn when he was only five. He was taken from his slave shanty in a town he can't name by Hellknights, as a sort of payment for some transaction he still doesn't understand. Thrown in with young slaves, he was taught to know his place and serve at the whims of his "betters," who named him "Tesk."

Brighter than he looks, Hoga adapted to the loneliness and the often cruel treatment he received at the hands of a string of owners, slavers, and even fellow slaves. As he grew stronger, he grew bolder, learning that his intimidating strength could earn him the respect of taunting halflings and humans, who learned that beneath his laconic exterior raged a brutal fighter who brooked no insults from other slaves. His reputation as a headstrong and troublesome servant got him sold to yet another Chelaxian house.

His last owner decided to put him into the gladiator's arena. Hoga was trained to fight, though he resented his lack of agency and always dreamed of freedom. If he couldn't have it in this life, he'd seek it in the next, and lose his owner a pretty sum in the process; a last act of defiance.

In his first official fight, he didn't even draw his weapon, letting his opponent cut him down in a single blow. Left for dead in a pile of other losers, Hoga awoke to find that he was yet alive. With the last of his strength, he extricated himself from the gory mound of death and hid in a closet. Pharasma had not taken him, leading him to wonder if perhaps he could find a better way in this life.

Hoga managed to escape detection, dressing himself in cleaner (if not clean) clothes, and walked out into the streets of Corentyn, horribly scarred, but free. Tesk was dead. Hoga was born anew.

With his strong back, he easily found work on the docks, and eventually on some fishing boats. Untrusting of others, he hoarded his meager pay, biding his time and occasionally finding more lucrative work as a bouncer or resorting to petty thievery so he could arm himself and seek better opportunites. He'd been given a second chance, though he didn't know why.

It was enough to know he was free.

1st level:

1st:
Fighter 1, Two-handed (falchion). He'll take his next level in rogue. S 18, D 14, C 14, I 14, W 10, Ch 8. hp 13.

I'll give you a full list of everything else if I end up playing. I usually play casters, but a straight-up meleer on a ship sounds like a blast. Good luck on the campaign, and have fun!


I would like to apply please.

You look for this ship my lord? I, or rather we can find it. You say that is a bold statement and you are correct. But look around you. We stand here in your harbor and what do you see? Ships, ocean, coils of rope. You have missed something my lord. You also see birds. Gulls and terns and a thousand others to common to mention, or notice. These are my eyes. In every port they are watching. They will remember the ship you seek, they will lead me to it.
When they do, my lord the pirates will learn to fear the talons and beaks as well as the eyes of my friends.

Sea elf or half-sea elf eagle shaman druid. I just saw "The Birds" and I want to see just how nasty our flying friends can be. I just hope the daughter looks like Tipi Hedren.


Would you prefer an IC sample, WaterSprite? I generally abstain for RP until I'm in the game, but I know some GMs like to see an example of how the character plays in conversation.


martinaj wrote:
Would you prefer an IC sample, WaterSprite? I generally abstain for RP until I'm in the game, but I know some GMs like to see an example of how the character plays in conversation.

I pay more attention to backgrounds and skills so that I can try to make sure the characters will fit the game and to make sure that all the needed skills are covered by someone.


Have updated my proposal with some more crunch and fluff. Have a couple of selections from non-Core / APG (but still Paizo product) that I've noted for your review and approval / disapproval

Poldrin Tharan - Human Fighter (Unarmed Brawler)

Relevant Stat Block:
Str: 16, Dex: 14, Con: 14, Int: 14, Wis: 12, Cha: 13; Alignment: CG
Feats: Improved Unarmed Strike, Improved Grapple, Free Spirit (p287 Inner Sea World Guide - +2 morale on saves vs mind-affecting effects and on grapple checks made to escape a grapple or escape from bonds) though can change if you prefer only Core / APG
Skills: Acrobatics; Profession (sailor); Intimidate; Survival; Swim
Traits: TBC

Background:
Poldrin didn't have a happy childhood and ran away from home early to strike out on his own. Was lucky to get a gig as a cabin boy on an Andoran merchant ship and plied his trade back and forth between Cheliax and Andoran for many years. The rough and tumble life on board suited him well and he also grew to be a fair bareknuckle boxer / wrestler.

Then the ship was sold to a new captain who took a dislike to Poldrin instantly. The bosun's whip was never too far away and his days were filled with backbreaking labour and nights spent with the bilge pumps. To find solace he turned to drink. After one bender in Corentyn he failed to awaken in time and the ship had already cast off when he reached it. Swearing off the drink on the spot he chose to see this as an opportunity rather than a set-back.

He is therefore in need of a ship to work on, and has applied to a fine prospect that has just come his way.


actually due to my busy schedual(and deciding to run an AP on top of the module I'm already running) I'm going to have to back out of this.

Sovereign Court

I'm so down for this. I have an oracle (http://plothook.net/RPG/profiler/view.php?id=8748) ready to roll, but am also desiring to play total caster - pious cleric, dastardly wizard, etc. so given your needs and hopefully my desires we can work something out.

-

Name:Uriel
Class: Oracle - Time
Age: 23
Race: Human
Sex: Female

Appearance:
Through the luminescent mist of Pharasma's domain stands the stark contrast of a young human's form. Her sleeveless white gown opens at the hip to allow her legs to move freely while the main garments draws to calve length. Silver bands coil round her limbs and blue face paint shields her eyes, nose and mouth in a mysterious T shape. Uriel's blonde hair is cut extremely short and she smells of salt water braced over the wind.

Background:
Free from the traditional trappings of a priestess of Pharasma, Uriel's calling was never asked for. It came to her like a possession, twisting and altering the very duration and fabric of time within and beyond her understanding.
She avoided the large city cults, studying and channeling her powers through forest glades and mountain heights where she felt most attuned with the magic that pressed it's self upon her like a curse. Images of the future, past and burgeoning present cascaded as blue fire yet drew like a multicolored vortex blending together into a cascade of what was, what is now and what her world could be.. pulling the human into a journey to either accept the stream of this world or change it's course to better it's very outcome.


Hello. I am interested in submitting this character for consideration.

The character race is "Gillman" from the new Inner Sea Guide, which is, as far as I can tell a +0 level adjustment. I hope this will be acceptable.

Thanks!


Here are Aldorel's stats, if you'd like to have a look at them. Still haven't bought gear yet, but everything else is done (and I've filled in the information for a rapier, since that will be the first piece of equipment he buys)


Hi, it's Gonturan again. Here are Sekele's stats, together with a more detailed description and background. Enjoy!


Kehlysch wrote:

Hello. I am interested in submitting this character for consideration.

The character race is "Gillman" from the new Inner Sea Guide, which is, as far as I can tell a +0 level adjustment. I hope this will be acceptable.

Thanks!

+0 level adjustments are being accepted for consideration.


Here is Jumpin' Johnny Finn. This game sounds awesome! Good luck to everyone!


As an alternative character idea, I present Athriel, an aasimar oracle of waves with a horrible tendency to chatter in Infernal when under stress. He had taken shelter from otherwise judgmental Chelaxians in an old lighthouse, from which he could peacefully watch the seas, but a building committee from a nearby town sent representatives to remove him, as they'd rather have a functional lighthouse, and had already chosen a keeper. Dismayed, Athriel ventured out into the city, picking up odd jobs to support himself and desperately hoping he could find some opportunity to travel the seas.


Pathfinder Adventure, Adventure Path Subscriber

{dotting to lurk later maybe....}


What's your thoughts on the magus? Specifically using the hexcrafter, bladebound, and spellblade archtypes? Also, what sort of post frequency are you looking for? Lastly, pirate types need aply (true neutral alignment, decidedly not evil)? This post is from the alias I would like to use, he isn't done, but can be finished quickly if accepted.


For ease of DM Review:
Rotolutundro / Patch Cullen - Undine Sorceror
martinaj / Aldorel Fae'Dareth - H-Elven Magus (Bladebound)
Gonturan / Sekele - Human Oracle (Wind)
Drayen / Nimwi - Elf Bard (Sea-Singer)
DayvDaRayv - Tiefling Alchemist or Oracle (Waves)
imimrtl / Jumpin' Johnny Finn - Human Rogue (Swashbuckler)
Mark Sweetman - Human Fighter (Unarmed Brawler)
Benicio Del Espada - Half-Orc Fighter (Rogue at 2nd level)
Poor Wandering One - Sea-Elf Druid (Eagle Shaman)
Sharp Spark - Human Oracle (Time)
Kehlysch - Gillman Sorceror
Qualin Lyir - Magus?

I'm assuming that you have enough of my proposal to make a decision. Let me know if you need anything more :)


I've been wanting to play a ships Mage forever. No one ever does boat adventures.


Mark Sweetman wrote:
For ease of DM Review...

Wow, that's more oracles than I expected. Imagine having all of them on one ship!

1ST ORACLE: The waters say we must sail north.
2ND ORACLE: But the winds say we sail south.
3RD ORACLE: And the hourglass says, we're wasting time!

Sovereign Court

Lol. I also would like to play a Cleric build or any of the magic based classes needed. Witch, Alchemist and Oracle are all ones I have interest in.


Qualin Lyir wrote:
What's your thoughts on the magus? Specifically using the hexcrafter, bladebound, and spellblade archtypes? Also, what sort of post frequency are you looking for? Lastly, pirate types need aply (true neutral alignment, decidedly not evil)? This post is from the alias I would like to use, he isn't done, but can be finished quickly if accepted.

My thought is that since I'm getting enough submissions from caster types that I would rather use, I'll most likely not bother with magus.

About alignments, non-evil and would prefer non-lawful, which means CG, CN, N, CN are preferred.

I'm going to aim for daily for post frequency.


Here's a quote from me pimping Qualin in another thread. Classes are tight today, so I doubt I'll get much further on him until at least tonight, but this might give you an idea of what he's all about. Also, first level is ranger...then he goes into magus

Quote:

Depending on how optimized things are with the group he'll either level up as a magus from now on (if we're needing to be more optimized) or bounce back and forth between ranger and magus.

He uses three archtypes, which as far as I can tell is legal, as each archtype doesn't modify something another does, but if that's not kosher I can adjust as needed.

Going to try working on his background next, though basically he's the son of a Taldan woman who dallied with a shackles pirate. His athame and black blade are going to be inheritance from his pirate father who died recently (or did he...dun Dun DUN), in the form of a ghostly main gauche (the athame) and a sentient falcata that tracks him down to finish the goal his father died trying to complete.

Obviously the athame and black blade are things that will happen during game, not things he's starting out with. His fathers death, and his response to it can play as much a part of the story as you'd like, with Qualin either trying to find out how/where his father died if you want to integrate it...or it can take a back seat, and just be the "fluff" text of how he gains his special weapons as he levels up.


Ah. Looks like I'll be resigning my application then. Hope you all enjoy yourselves.


This is the profile for the Human Fighter App from Mark Sweetman.


Jumping in with an application- seems I play nothing but rangers, but I had what I thought was a good idea for the game. Spoilered for length.

Garren Baltimore- Human Ranger:

Spoiler:
The Baltimore family has a deserved reputation as solid, dependable folk working to make the seas a safer place. Alden Baltimore, Garren's grandfather, was a Knight of Salvation working to save those endangered by the Eye of Abendego after Aroden's death. His mother, Moira Baltimore, is a corsair for Andoran, attacking slaver ships off the coast of Garund.

Garren doesn't much resemble his mother, a tall and dashing beauty the very picture of the heroic marine. He's stocky and of average height, his hair shaved short but his beard grown out thick- Garren resembles more a tall dwarf than a swashbuckling bravo and he's heavily tattooed from a lifetime on ships. Where his mother and grandfather focused on the people who ply the seas, Garren's interest was occupied by the things dwelling in the depths and the legends surrounding the seas. He's grown into an expert in sea monsters- physiology, mating and methods of slaying them. A youth spent chasing tales and dissecting specimens left him with few of the social graces his mother was blessed with and most folk that know the name write him off as a disappointment. Coin and curiosity seem to be greater motivation to the young sailor than the ideals of his family. But other things are whispered of the Baltimores by old sailors and elves that plied the seas- that the name used to be a black one in the Arcadian ocean and that the elves of the Mordant Spire still bear a grudge against a distant relation. Perhaps the family tradition of heroics was all started to bury an ancient shame.

In Corentyn, Garren sought answers but the call for employment was of greater interest. Pirates of the Shackles may have a better memory for the family history- and it's a chance to show Mom that he isn't a complete disappointment.


Hoping to get in on this. I'm an avid fan of all things sea/water related in gaming so here's hoping.

Zolus Keltan - Human Monk (Drunken Master):
Zolus had spent much of his young life in quiet study and contemplation. Months were spent honing his body and his mind until the two seemed to flow as one, every movement and thought perfectly in balance. Having passed his iniate's tests for the order, he packed his few meager belongings and embarked on an ambitious trek to see the world.

It only took his first visit to a portside tavern to throw all of that out the window. Hours later and smelling of something dragged from the sewers, Zolus has discovered a new and much more gratifying means of universal perfection. Whiskey. And ale. And wine. And pretty much all of the various libations from across the face of Golarion.

Zolus spents months, drinking his way from port to port, before it finally dawned on him. If he were to hire on to a ship, he'd be able to travel the world inexpensively and at the same time, get to visit all of the best portside taverns, enjoying all of the fruits of the vine. Since then, when not nursing a blinding hangover, Zolus has plyed his new trade, enjoying his unfettered freedom and all of the various libations it afforded him. Wherever the wind, and booze, blew him.


I'd like to throw in a character for consideration, so I'll start writing one up. For now I'm thinking possibly an aged Bard (probably about 50 or so), plays the guitar and has a pet hound. We'll see. I'll post something up by Sunday :)

EDIT: Alright, I settled on a 51-year old Inquisitor, but I have a few questions.

1: Do you, as a GM, use the rules about ability score adjustments depending on age categories? I've partially designed the character concept around those adjustments, but if you're not using them then I can change things as necessary.

2: I would like to use the Heretic archetype from Ultimate Magic. It is available on the Pathfinder SRD, if you don't have access to the book, so you can read it over and give me a yay or nay :) Actually, here it is, for ease's sake:

Spoiler:
While all inquisitors hunt the enemies of the faith, sometimes, either through political maneuvering by her enemies or an unyielding tenacity that breaks her faith’s basic tenets, an inquisitor can find herself a heretic. Still unyielding in her cause, these heretics are accustomed to using guile and deception to hide themselves and their activities while they continue to hunt their enemies.

Judgment (Su): A heretic gains the following judgment in addition to the normal list of inquisitor judgments.

Escape (Su): Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, she can use a move action attempt to create a diversion to hide (see the Stealth skill).

Lore of Escape (Ex): At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

Hide Tracks (Ex): At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.

For character concept I'm thinking a seemingly crotchety old man who is actually very kind, perceptive, and wise. He especially enjoys the act of caring for the ill or wounded, and has spent many hours at the side of bedridden strangers, helping them through the healing process as best he can. He established a name for himself on a pirate's ship, where he worked undercover for some time trying to unearth information about the slave trade and trying to help those captured by his crew to freedom via manipulation and guile. Since then, he hides his heresy as best he can, but whenever the past shows up to haunt him he is prepared to do what he does best: disappear and avoid confrontation with the good people who hunt him.


Jonasty1031 wrote:

Hoping to get in on this. I'm an avid fan of all things sea/water related in gaming so here's hoping.

** spoiler omitted **

Fair warning, I dislike monks if you'd like to try again.


Good to know and thanks for the heads up. If there is a class preference, I'll happily explore other options. For your consideration:

Submission the Sequel:

Calvorel Jeselon, Elf Witch (Sea Witch from Ultimate Magic)

(Note* The sea witch Archetype from UM fits the theme but is not necessary for the build so if you don't want to use/allow it, it won't impact the character. It will still be a "sea witch" based on how it's played versus the mechanics.)

Calvorel looked appreciatively at this new berth. The ship was a fine vessel, clearly well maintained and a veteran of many voyages. It had been many years since Calvorel first made his pacts with the unknowable forces of the Inner Sea and he had never once regretted his decision. He didn't know why he traveled but an uncontrollable sense of wanderlust had gripped him ever since. As long as he was on a boat or in a port, he felt peace but if he spent too long away from the ocean's call he could feel the pull almost as a physical sensation.

Gathering his kit, he boarded the ship and got a look at his new home. Given the nature of sea life, he recognized a few of the deck hands from other voyages and vessels and nodded amiably to them. While many on the land viewed his witchcraft as something to be feared and mistrusted, Calvorel often found that most sailors had a strong superstitious streak and appreciated having someone on board who could apparently talk to the waves. Of course for this same reason some blamed him needlessly when things went wrong but on the whole Calvorel enjoyed the companionship he found on these long voyages.

The ship began its slow departure for the open sea and Calvorel breathed the sea air a little easier, being back in his element.


Since I care more about the character concept than the statistics I'm going to apply with nothing more than background and intended character. I'll flesh it out mechanically if I'm accepted.

The Human Suiton K'hara was never much liked at home, the fourth child of six his father was always busy in his trade as a fisherman and his mother far too busy coping with his many (and often mischievous) siblings to pay him much attention; particularly once the eldest was awarded a grant for schooling.
His siblings were too busy for him as well. Kai was the eldest and spent much of his time studying affording Suiton (or Sweet as he called him) his time when he could, the twins were always off on their own little adventures often ending up in watch custody and his sister was obsessed with catching the eye of a passing trader, desperate to leave town. With only his younger sister Alya for company (the youngest, Katana was but a babe in arms) Sweet found himself spending more time among the caves and beaches of his coastal village. He always found the sea beautiful, especially during the stormy seasons and would catch and train sea creatures to entertain his younger sister. So it was that Sweet and Alya spent their time by the watersides.

Things didn't last however and when Sweet was thirteen he took his sister out to watch the storm. The huge wave that hit that day took half the fishing fleet with it when it left along with Sweet and Alya. He looked everywhere for her that day. Sweet swam and swam and called until his lungs filled with water. After waking up lost and disorientated he faced the truth: Alya was dead, he could never go home without her.

Sweet is now a young and fairly anti-social man that is afraid to get close to others lest they be taken from him. He spends more of his time interacting with animals than other people (He is a druid) and spends much of his time on or by the sea... as close to his lost sister as he can get. Sweet is an excellent choice for this mission as he shares a special empathy when it comes to the cases of missing children or girls.


Alright, I'm not going to make an alias unless I get chosen, but here is the character I've fleshed out. Meet Winston Chareth. I might have gotten carried away, but he was really fun to make and I'd never played with age categories in this way before. (If you're curious about the ability scores, all of the physical abilities were dropped by 1 and all of the mental abilities were raised by 1 because of his age). Again, if the Heretic archetype doesn't work, or that ability score adjustment, I can rearrange some things.

Winston Chareth:

Winston Chareth, Age 51
Male Human
Inquisitor (Heretic) 1
Chaotic Good Medium Humanoid (Human)
Init: +4, Senses: Perception +8
Languages (3): Common, Elven, Orc, Dwarven

=================================================
=====================DEFENSE=====================
=================================================

AC 15 or 17, Touch 12, Flat-footed 13 or 15, CMD 13
HP 9 (1d8, +1 favored class)
Fort: +2, Ref: +2, Will: +6
Spell Resistance: NA

=================================================
=====================OFFENSE=====================
=================================================

Speed: 40ft (8 Squares)
Orisons DC 14: Detect Magic, Read Magic, Guidance, Light
1st Level Spells DC 15: Cure Light Wounds, Disguise Self
Melee:
Rapier +1 vs AC (1d6+1)
Ranged:
Light Crossbow +2 vs AC (1d8)*
Space: 5 ft. Reach: 5 ft.
Base Atk: 0, CMB: +1

* +1 when within 30 feet

=================================================
====================STATISTICS====================
=================================================

Abilities: Str 12 (+1), Dex 14 (+2), Con 11 (+0), Int 14 (+2), Wis 18 (+4), Cha 14 (+2)
Feats (2): Point Blank Shot, Precise Shot
Skills (9): Bluff +10; Heal +8; Knowledge (local) +7; Knowledge (Nature) +6; Linguistics +7; Perception +8; Profession (sailor) +6; Spellcraft +6; Stealth +10
Class Skills (3 Ranks per Level):
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

=================================================
=================SPECIAL ABILITIES=================
=================================================

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Trait: Without a Past
Winston began his career working in the name of the Lucky Drunk as a young deck hand on a pirate ship. He earned his keep by scrubbing floors and serving food, but he was classified as a pirate and disowned by his family and hometown, where he is now a wanted man. He was always good at covering his tracks, so his crew didn't know his real mission: to learn the methods and manners of pirates, to understand how to fight and defeat them better. He also helped several captives escape the bonds of slavery during his time on the ship, though the law fails to recognize it. You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them. You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.
Trait: World Traveller
Having served on dozens of vessels, Winston has visited countless foreign lands. Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.
Domain: Travel
Judgment (1/day):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Lore of Escape: At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.
Hide Tracks: At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.

=================================================
===========DESCRIPTION AND INFORMATION============
=================================================

Winston is getting up in his years, and he knows it and shows it: his shortly cropped hair has started to grey, and the once finely-tuned body of a young sailor has slowly lost it's edge, though his mind is as sharp as ever and he still has an uncanny knack for getting from one place to the next. His life of adventure has been slow in its launch, but he knows that his time for glory is coming soon. Because of his age and slowly slacking able-bodiedness, Winston has instead made it his personal goal to be as useful and welcome on any ship's crew as possible. He knows his way around the humanoid anatomy well enough to administer medical attention without the help of magic (though he does that sometimes, as well), and he's had to forge a few official documents in has past just to get into and out of ports where his vessel was overwhelmed by suspicion. He loves people, and he understands people, and he knows that people are the most useful tools there are. While he refrains from manipulating his friends, he sees no wrong done if he manipulates the political, judicial, or economic system to gain a few favors or advantages. When he's not chatting with his crewmates or friendly patrons at a local tavern, Winston is scribbling away in his journal: sometimes he writes about himself and his own life, but sometimes he writes solely to practice the art of writing. He understands that language links all of the races together, it is what created and runs this world in the fashion we see now. Winston generally prefers to avoid combat, but when faced with no other choice he is as determined to survive as the next sea-swaggering swashbuckler. He carries a hefty wooden shield and a sharp rapier into melee combat, but generally prefers to stay at a distance with his crossbow and rely on his magical abilities to help him and his friends survive the fight.

=================================================
===================BACKGROUND===================
=================================================

Winston was born and raised in Riddleport, a fitting place for someone who would eventually be condemned a pirate. He was a curious boy on the bustling streets, and his parents were very fond of him, though they still feared the dangerous city's potential effects on him. Their fears were confirmed, they thought, when the then-17-year-old Winston disappeared one night. He had taken with him a sack of food, a blanket, and a dagger, and left a note saying he was off into the real world and would return home one day with rich stories and pockets to share with them. His parents searched for him, and discovered he had signed up as a crewmember on the Huntress, a vessel notorious for it's pirate activities. Heartbroken, they disowned their now-missing son, and announced to the world his tragic turn to piracy. Since then, he has been a wanted man on several accounts of piracy, though nobody actually has any direct memory of him ever committing such deeds.

What actually happened onboard the Huntress, however, was very different than what Winston's parents had imagined. He had heard the call of Cayden Cailean, the Lucky Drunk, and set off to do what he could in his patron deity's honor. Enlisting on a pirate's ship seemed like a dangerous but good idea, for it would teach him much about the ways of the world, and would put him in a situation to help people who had lost all hope. Winston spent a lot of time with the crew's chef, and even more time under the deck scrubbing the floors, cleaning the holding cells, and earning his keep through more menial tasks. He was well-liked by the pirates, so none of them suspected that he had been the cause for the multiple slave escapes that took place. Then everything changed. One fateful night when he was almost 24, Winston hatched what he thought to be a perfect plan. His crew had just raided a seaside village and captured several strong-willed Andoran citizens, but Winston figured out how to jimmy the hinges of their cells loose so they could free themselves during the night. However, instead of simply slipping away and swimming for shore, like all the others had done, this group of captives consisted of several trained warriors who wanted blood. They raged onto the deck, wielding clubs and other various heavy equipment, and quickly subdued the few guards who were actually awake. Stealing their blades, the captives then led a pirate massacre that haunted Winston for many moons. He would be spared for his mercy, they told him afterwards, but he should abandon ship before they arrived at their new port of destination or he would be handed over to the law, to which mercy means nothing. Winston gathered his belongings and fled in one of the Huntress' rowboats, shaken by the quick, brutal end of that chapter of his life.

Since then, he has been searching for a new way to serve the Lucky Drunk--a new calling, as he likes to think of it. He's picked up several useful skills and even some knowledge in his many years, but has yet to accomplish something he considers worthy of his life's great adventure. His time left is dwindling, he knows, and it has driven him to a somewhat strange, enexpected, and eccentric outlook on life. Some call him crazy, some call him quirky, and most call him kind--but nobody who's met Winston can really put their finger down about the crafty, clever old man. He's either thinking several steps ahead of everyone else, or thinking about something completely unrelated and irrelevant. He's proven time and time again, however, that he is a good asset for any sailing expedition, especially when avoiding the laws of the land might be more prudent than usual: Winston holds no fear for authority itself, but he is not ashamed to skirt legal confrontations if possible.

=================================================
============EQUIPMENT AND POSSESSIONS=============
=================================================

Light Load: 43 lbs. or less
Medium Load: 44-86 lbs.
Heavy Load: 87-130 lbs.

240 gp
Possessions,
Travelers Outfit, free, 5 lbs.
Leather Armor, 10 gp, 15 lbs.
Armored Kilt, 20 gp, 10 lbs.
Rapier, 20 gp, 2 lbs.
Heavy Wooden Shield, 7 gp, 10 lbs.
Light Crossbow, 35 gp, 4 lbs.
Bolts (x30), 3 gp, 3 lbs.
Dagger, 1 gp, 1 lb.

Backpack, 2 gp, 2 lbs.
Bedroll, 1 sp, 5 lbs.
Compass, 1 gp, 1/2 lb.
Flint and Steel, 1 gp, -- lbs.
Silver Flask (whiskey), 5 sp, 1 lb.
Healer's Kit (10 uses), 50 gp, 1 lb.
Waterskin, 1 gp, 4 lbs.

Money Pouch, 1 gp, 1/2 lb.
8 pp
7 gp
4 sp

Total Weight: Winston only carries around what he knows he will need, so this will fluctuate throughout the campaign depending on what he brings with him each day.
Total Value: 152.6 gp


garabbott wrote:
Alright, I'm not going to make an alias unless I get chosen, but here is the character I've fleshed out. Meet Winston Chareth. I might have gotten carried away, but he was really fun to make and I'd never played with age categories in this way before. (If you're curious about the ability scores, all of the physical abilities were dropped by 1 and all of the mental abilities were raised by 1 because of his age). Again, if the Heretic archetype doesn't work, or that ability score adjustment, I can rearrange some things.

That, sir/madam, is a brilliant character. If you don't get into this campaign, I'd bloody start one just so you get the chance to run him.


Gonturan wrote:


That, sir/madam, is a brilliant character. If you don't get into this campaign, I'd bloody start one just so you get the chance to run him.

Awww, thanks, I was inspired by the concept of a friendly butler.

Scarab Sages

There's a serious lack of trapfinding in this application field for a group that plans to pose as smugglers and rescue people from pirates. Do either of the rogues submitted plan on filling that role? (And in Jumpin' Johnny's case, do you plan on dropping the swashbuckler archetype if the group doesn't have trapfinding at all?)


aptinuviel wrote:
There's a serious lack of trapfinding in this application field for a group that plans to pose as smugglers and rescue people from pirates. Do either of the rogues submitted plan on filling that role? (And in Jumpin' Johnny's case, do you plan on dropping the swashbuckler archetype if the group doesn't have trapfinding at all?)

The half orc will have it.


aptinuviel wrote:
There's a serious lack of trapfinding in this application field for a group that plans to pose as smugglers and rescue people from pirates. Do either of the rogues submitted plan on filling that role? (And in Jumpin' Johnny's case, do you plan on dropping the swashbuckler archetype if the group doesn't have trapfinding at all?)

Yeah definitely can. The concept works just as well without swashbuckler.

1 to 50 of 98 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruiting for a seafaring game in Golarion All Messageboards

Want to post a reply? Sign in.