Welcome to the Sweet Trade - An S&S PbP Adventure

Game Master ICTSpiceMerchant


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"In an honest service there is thin commons, low wages, and hard labor; in this, plenty and satiety, pleasure and ease, liberty and power; and who would not balance creditor on this side, when all the hazard that is run for it, at worst, is only a sour look or two at choking. No, a merry life and a short one, shall be my motto." - Pirate of the Shackles, deceased

Because I’m a dope, I had to cancel my Carrion Crown campaign (I no longer have the book for the AP - smooth move on my part).

As such, I’d like to open up recruitment for my second PBP game here on the boards: a Skull & Shackles PbP adventure.

How to Apply
1. Download the S&S Player's Guide

2. Create a Character using the following guidelines (you don’t have to go through all of these steps to apply - and if you have an alias from a previous game or application, don’t feel compelled to update it to these guidelines - these are simply posted here so you know what you’re signing up for):

• 2nd Level Characters
• All Paizo-created classes are allowed. We'll be playing with emerging guns
• Max HP at level one, roll or average+1 thereafter
• Paizo-created archetypes allowed, and may be stacked, if not replacing identical abilities
• Core races preferred, but featured races from the Advanced Race Guide will be considered if the background is strong enough.
• All alignments allowed, but you and your character must be able to play relatively well with others.
• 15-point buy
• Two traits - one should be a campaign trait. If the flavor of a trait isn't perfect for your character, I'm fine with tweaking the fluff.
• Max gold for your class

3. Come up with your character's story. I don't want to applicants to feel like they have to flesh out a complete backstory - in my brief perusal of the boards, I've seen how many applicants there can be for a game, and making players write a novel for applications seems harsh.

What I'm Hoping For

I'd like at least one post a day on weekdays, slowing down on the weekends. More would be awesome, but I understand how these games go.

I love gaming groups of four players, but I think I may go for up to six - assuming there are six quality applications (of which I have little doubt will be the case).

Lastly, I'd like narratively interesting characters, more than mechanically sound characters. I have no problem with players who like to min/max - it's just not my cup of tea (and I'm pretty bad at it).

Any Questions? 

That's it - I hope this will give me enough info to make a smart decision without asking too much of you. If you have any questions, or if I've left anything out, please let me know.

I look forward to the applications!


I've been wanting to do this adventure for a while. Finally! Sign me up for some forced service on a ship! (After a tiny bit of profile work, obviously...)

Edit: Can we pick a Drawback? Even if it doesn't get me an extra trait, my character has a phobia that I think it fairly flavorful and would really like to include it in his creation. (Thalassiphobia- fear of the ocean)


Stats:
Ford Benett
PFS#115026
Male Human Gunslinger(Buccaneer) 1
CN Medium Humaniod (Human)
Deity: Cayden Cailen, Faction: None Homeland: Riddleport, Taldor

Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 16, Touch 14, Flat-footed 12
HP 11/11
Fort +2 Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cutlass +2 (1d6+1/18-20,x2)
Ranged Pistol +5 (1d8/x4)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +; CMD
Feats Extra Grit,
Traits Bullied, Eye for Plunder, Phobia (Swimming)
Skills Climb +5, Craft (Alchemy) +3 Perception +4,
Languages Common
Combat Gear Pistol (30 bullets); Cutlass (); Leather Armor
--------------------
Special Abilities
---------------------
Gunsmithing
Grit (4/day)
Deeds

History:
Ford grew up an orphan in Riddleport, learning to fend for himself against the city guards and dodging the local bullies. He spent a great deal of time around the docks, since security was slightly more lax and the giant ships always fascinated him. Some of the sailors took a shine to him, finding his idea of sailing the seas kinda cute, and humored his ambitions.
In time, Ford began to find a use for all the gunpowder and non-edible supplies on board, learning to tinker with the spoils of his minor heists and developing a love for them. After plenty of risky work, he managed to smuggle and sell enough supplies to purchase all he needed to become a full fledged sea dog; a rusty old cutlass, a battered, beat-up pistol, his garb and numerous other minor supplies. Returning to the docks to sign up for a sea expedition, Ford found himself laughed at and humiliated for his get-up. "Pirates only have one destination, boy: the gallows!" as he was told.
Infuriated by the scorn and mockery, Ford resolved to show them all what he could do. Stowing away on a ship bound for the Shackles, Ford was carried all the way to Port Peril... well, most of it. He had to jump ship in a nearby port and walk the rest of the way.
Still! Ford now finally finds himself in the land of his dreams; pirates, cutthroats, sea dogs and more surrounded him. Now... it was simply a matter of getting a crew, reinventing himself, and becoming the greatest pirate ever sail the seas of the world!

Personality:
Ford is, ironically, thalassiphobic; he's afraid of the ocean, specifically swimming in it. Regular waters and clear waters don't bother him, but having to get close to murkier waters freaks him out; who KNOWS what's hiding below the surface!? In spite of his fear, and his precious little time onboard an actual ship, Ford remains undaunted in his quest to become the greatest pirate in the world. Indeed, it's a testament to his bravery that he continues to pursue his goal in spite of his fears.
Ford's extremely egocentric and loves to let everybody know it... subtly. He makes a pass at any woman who catches his attention for even a moment, he boasts about his successes no matter how minor and plans his next move less on how effective it will be, and more on how cool it will look. As such, he has a regular habit of getting into trouble, as well as causing it for others. He considers anybody who might show him up a threat, and will do everything in his power to outperform his supposed rivals. He considers himself a natural leader and thus, will demand everyone refers to him as "Captain" which can get annoying quite fast, as one can imagine.
Ford, naturally, has a habit of... embellishing his accomplishments. At other times, he straight up lies and makes things up off the top of his head. Anything to make him look cooler or more competent in the eyes of others. Not that it's hard to see through his attempts at boosting his perception by others.
It's a shame his surface appearance is so barbed, because underneath is a remarkably good friend and potential leader. He insists on doing things himself, and being the first to charge into danger. He says he prefers to have things done right the first time, but the truth is he'd rather let harm come to him before putting any of his crew or friends in danger. Ford is exceptionally loyal; a secret is guaranteed to stay safe with him, and when he makes a promise, you can be sure he will die trying to make sure he fulfills it. Ford will never ask more of his crew than of himself, and his attempts at looking cool are typically him trying to inspire others to be as awesome as he is. To him, being as amazing as he is comes with perks and burdens: he feels he should be allowed to get away with certain things, because only he can do things that the rest of his crew couldn't do, and it is his responsibility to ensure those under his command are taken care of.

Envoy's Alliance

glade in, will need minor adjusments to fit this campaign and will have to lower point buy from 25 to 15.
How do you feel about gold gaining traits?


@Glade - I think they'd be unadvisable for this game, but I invite you take that risk!

Envoy's Alliance

ICTSpiceMerchant wrote:
@Glade - I think they'd be unadvisable for this game, but I invite you take that risk!

so accepted, but not recommended, the worst that can happen is I waste one trait.

also, what about stat dropping and drawbacks and feats that allow more traits?


Not a fan of stat dumping, but I'm fine with drawbacks and feats that grant traits.


The campaign Akadi's in hasn't been updated for near a month, so I'm assuming its died. Should there be posts on there before recruitment for this finishes, I'll withdraw.
She's currently built to 25 points buy (and 1st level), but I can adjust if required.

Grand Lodge

I'd like to submit my Gnome/Aasimar Druid for this. I created him for another campaign, so I can do some tweaking if there's anything that needs to be changed, and I need to raise him to level 2.

Really looking forward to this, thanks for considering me!

Liberty's Edge

I've wanted to do Skull & Shackles for AGES, so I'm definitely going to put in something for this! Thinking witch, oracle or bard...


S&S? My favorite AP! I'm definitely gonna get involved in this one! Consider something upcoming soon!


Dotting with my favourite dwarf bard (not very min/max), he will need re-modelling for this AP and I'll get on it in the morning.

cheers


Dotting will have something soon.


Tossing my hat in.
Water child half-elf Seaborne sorcerer

I have been looking for the opportunity to play an aquatic themed character. Fluff and crunch to follow.


I'm assuming only published classes? Not the playtests?

Envoy's Alliance

say, dm, I'm surprised those other players didn't transfer over their character yet, or make a new one.


I'll submit Sativon. His background will need some tweaking, and if you dislike his trait selections I can easily adjust those to fit the campaign.

Envoy's Alliance

do you change our alingment based upon our actions, or do you take alignment vaguely? How well do you enforce alignment on classes that require it. Druid must be any Neutral, Paladin must be lawful good, etc.


This is Gaius's player. I have changed my mind and wish to present Alfonso for your consideration. He is a very functional Arcane caster but more importantly as a Cheliaxian (very) minor noble he will be a true fish out of water in this AP.

CN or N alignment (will decide soonish) means no real difficulty with piracy and his history with Cheliax means he more than most would love to take the devil worshipers down a peg or 3.

Background under alias is largely accurate. Some things will be changed to reflect the darker nature demanded by this AP. Stats/feats etc also a work in progress

Core data: Human tattooed abyssal blooded sorcerer.
Likely to take dual talented alt racial trait and fast learner as the first level feat.
Will likely take Ancient Explorer as a campaign trait.

Really looking forward to seeing how an overbread minor noble with a very sharp tongue does in this AP.


dont know much about this ap yet (at work so cant really dl the handbook) but was thinking if making a ninja for this. I think it would be fun running a ninja pirate.


"Howay there boys! I'll be throwin' me hat and hoistin' me flag to get on this ship."

Concept is still being nailed down. Possibly a advanced playtest class. Maybe a Shaman.

Liberty's Edge

Ci-Laine
Female Undine Oracle

Abilities: Str 10 Dex 14 Con 8 Int 14 Wis 10 Cha 16

Race: Undine with the following alternate racial traits: Amphibious (water breathing), Flesh Chameleon (at-will human skin color) and Hydrated Vitality (heal 2hp/lvl/day when in water).

Class: Oracle with the Lame curse (-10' land speed) and the Heavens mystery. Her level 1 revelation is Guiding Star (under open sky at night, know precise location and add Cha bonus to Wis-based checks), and her known spells at Level 2 are: (Level 0) Detect Magic, Detect Poison, Light, Mending, Purify Food & Drink, (Level 1) Cure Light Wounds, Color Spray, Bless, Shield of Faith. Her favored class is Oracle and she will take +1 skill point per level.

Traits: Buccaneer's Blood (+1 Disrepute, Infamy, Profession (Sailor), Intimidate), Natural-Born Leader (+1 Leadership, +1 Will save aura), Patient Calm (Profession (Sailor) Take 12), Hedonistic (fatigued if goes a day without pleasure)

Feats: (1) Cosmopolitan (+2 languages, +2 class skills)

Skills: Bluff, Diplomacy, Intimidate, Perception, Profession (Sailor), Sense Motive, Survival

Question: Do you allow picking regional languages such as Polyglot for Int bonus languages, or are we strictly limited to those determined by our race?

I will come back with a full personality and background later tonight... I just wanted to get the mechanics out there in case you had something to object about any of it.


I will be applying with this here sea rat. Backstory to come.


Do we get 2nd level gold + max for class?


Gonna go with a Half-elf ninja that decides to follow his mothers foot steps and become a pirate using the skills his father left him.


From Island Rat to Pirate in two years:
Kaars journey to Port Peril began on an uninhabited island of the Shackles themselves. Uninhabited except for a few wild animals and a den of Ratfolk. Half a dozen families lived in peace on this unknown island for many decades before Kaars was born. It had been forgotten, not on the charts of any but the oldest maps. It was a peaceful life. Until one day a ship arrived. Battered by a storm it had been stuck on some rocks and needed repair. The ratfolk had forgotten what pirates were like and offered to help. Instead the men had raided the island and killed many of them. Finding the ratfolk possessions were worthless they left as soon as they could. Not before taking prisoners. Kaars was among the lucky ones to be taken and forced to work on the pirates ship. For months he was subjected to their harsh treatment of him and the other two ratfolk. One of his cousins was fed to the sharks for sport and the other barely survived the same due only to the Captain's whim. There was no chance for them to escape either. Then one night they were attacked by another gang of pirates and boarded. In the confusion of the battle Kaars accidentally saved his Captains life by skewering an attacker in the back with a boarding pike he had tripped over and picked up. After that battle the Captain rewarded him and made him one of the crew. He was treated like one of them for the most part. In the same battle his other cousin had disappeared. He hoped that he had made it out of there and lived in peace somewhere safe by now. Kaars continued to sail with the pirates, always with his boarding pike at his waist. The captain picked up an alchemist on one raid who he forced to help him and Kaars took an interest. Every day he would ask the alchemist to show him more and teach him to do what he did. When Kaars found he could produce potions just as well as the alchemist the Captain killed the troublesome alchemist and told Kaars that all the alchemist's possessions were his if he would continue to serve the ship. He had little choice but to agree and keep his life. Soon after they came to Port Peril, Kaars was allowed to leave the ship for the first time. The last he remembers is wandering the streets looking for an alchemists shop to purchase more supplies...


also a quick question can i take the extra rouge talent to gain a ninja trick instead?


"Call me Foddertooth. Everyone on me good side, but mention me ears and I burn you." The goblin takes a large swig of frothy ale provided by the strange gentlemen who inquired about his story. "Hey, why this taste o' sea water? And why everythin' spinnin. Why everyt...uh oh." With that, Foddertooth falls from the tall stool and crashes to the ground unconscious. That's the last he can remember at least.


Revised version of Akadi, lowered to 15pt buy but raised to 2nd level.
Also re-jigged some bits around.
Most definitely not min-maxed, as I don't tend to do it very well. Will update the profile with this version if accepted (still need to do a little gear as well, I suppose)

Akadi Tana
Female human Oracle
History

Spoiler:

Akadi grew up in a fairly typical Mwangi coastal village, one of the more sought after girls there, if not for per peculiarities.
She would often grow distracted and appear is if listening to voices. If pushed she'd say nothing, or that she was listening to the wind, which did little for her reputation.
Eventually the gentle push of the Winds made her leave the village, to see what else was out there. She kept to the coast, enjoying the play of the wind and the water, acting like lovers whispering to each other with their gentle caress, or howling at each other come the storms.
Eventually finding work on a ship, where her talents at predicting the weather and healing the wounded came to light, and she became a valuable assett. Most of the ships were simple traders though, not willing to stray and wonder, see the horizon.
So with some degree of trepidation, but eager for new sights Akadi visited the Formidably Maid, discovering that her resistance to drink was painfully underdeveloped.

Persona
Spoiler:

Akadi is just a little bit crazy, her motivations are wonderlust and the drive to experience new things, she's not evil by any degree, and tries to avoid hurting others, but doesn't worry too much if she gets in people's way. She does take some affront to slavery, believing that no-one should have rights to own another.
She also believes that she follows the will of the Wind, and the voices she hears in the air sometimes give her their own little missions, which she tries to fulfill as best she can, after years of trying to ignore them when living in her little village.
If she is said to have any goals, it is to learn the language of the waves, so she can hear both sides of the conversation when the wind and wave talk to each other. Otherwise to experience as much as she can of life and die with a smile on her face.

Appearance
Spoiler:

Akadi has deep smooth brown skin, and dark brown dreadlocks of varying lengths and widths hanging down her back. Her eyes are an intriguing pale blue-gray, not a colour known among her people, whether this is due to some freak mutation or is a clue to something other in her ancestry isn't something Akadi has dwelled upon.
Her body is lithe and fairly girlish by mainland standards. Though Akadi is often off-puttingly cavalier in her attitude to proper dress and modesty, she doesn't let on whether she enjoys others reaction or just enjoys the feel of the wind upon her skin.

Attributes

Spoiler:

15pt buy
STR 10 (+0)
DEX 14 (+2)
CON 10 (+0)
INT 13 (+1)
WIS 12 (+1)
CHA 16 (+3) (+2Human)

Statistics

Spoiler:

Attack Bonus: +1Melee / +3Ranged
Armour Class: 16 (+2Dex +4Armor)
HP: 13
Fort: +0
Ref: +2 (+2Dex)
Will: +4 (+3Class +1Wis)
Languages: Common, Auran

Skills

Spoiler:

4+Int(1)+class(1)
Acrobatics (c) +6 (+1Rank +3Class +2Dex)
Appraise
Bluff
Climb
Craft (c)
Diplomacy (c) +7 (+1Rank +3Class +3Cha)
Disable Device
Disguise
Escape Artist (c) +6 (+1Rank +3Class +2Dex)
Fly (c)
Handle Animal
Heal (c)
Intimidate
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Engineering)
Knowledge (Geography) +4 (+2Improv +1Trait +1Int)
Knowledge (History) (c)
Knowledge (Local)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Planes) (c)
Knowledge (Religion)
Linguistics
Perception
Perform
Profession (Cook) (c) +5 (+1Rank +3Class +1Wis)
Ride
Sense Motive (c)
Sleight of Hand
Spellcraft (c)
Stealth (c) +6 (+1Rank +3Class +2Dex)
Survival +4 (+2Improv +1Wis +1Trait)
Swim (c) +4 (+1Rank +3Class)
Use Magic Device

Abilities
Spoiler:

Feat: Fast Learner: 2 different favored class benefits (+1skill point & +1Spell known)
Feat: Improvisation: +2 on all skills that have no ranks in, can use any skill untrained.
Trait: Touched by the Sea: +1 Swim always class skill. 1 less penalty attacks underwater
Trait: Adventurous Explorer: When fightened or shaken, only suffer -1 instead of -2
Class: Mystery: Wind
Class::Revelation Air Barrier: +4 AC for Oracle Level hours/day. Improve at 7th.
Class::Oracle's Curse Tongues: Speak only Auran in combat.

Spellcasting

Spoiler:

Cast: 5x1st
Level 0
Create Water
Detect Magic
Guidance
Light
Spark
Purify Food and Drink
Stabilize
Level 1
*Alter Winds
*Cure Light Wounds
Endure Elements
Magic Weapon

Gear:

Shortspear (1d6; x2; 20ft; 3lbs; P)
Dagger (1d3; 19-20/x2; 10ft; 1lb; P/S)

Armored Coat (+4AC; +3MD; -2ACP; 20ft)

Oracle's Kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)

61gp


@Glade - I don't look at alignment very closely or use it to restrict classes. I consider it more of a guide for rp'ing - if your character acts dramatically different from scene-to-scene, I'll call motivations and rp'ing ability into question.

@shadowy - I'd prefer published classes as I haven't even looked over the new class guide. But if someone were to build an interesting character with one, I'd certainly consider eh concept.

@lilwilly - I'm fine with that.

@everyone - sorry, forgot to clarify that you only get first level gold for your class. The second level is to increase survivability and make your characters more interesting - particularly with the 15-point buy.

Excited by all the initial interest. Looks like I have another tough decision ahead of me.


Kaars is complete and ready to sail.

The Exchange

If I don't get chosen for another campaign, I might toss in Kerak, the Crab King after appropriate adjustments. Though I'm sure some of you are sick of me plastering him all over recruitment.

Envoy's Alliance

okay, what I was going to do is set my guy to neutral, everyone plays neutral differently. I play neutral as in I switch back and forth between good and evil between scenes, like act really good in 2 scenes then act really evil in the next, then back to good again. And then Neutral on the other axis where I switch between lawful and chaotic, because that is how I enjoy playing the Neutral/Neutral thing.


Taking a rope and swinging onto the ship, and jumping down into the fray, a tanned man with a wide brimmed hat and an wicked looking rapier at his side makes his entree. Swiping the hat from his head he bows and smilingly says. You can call me Mitleid. I apply for this little voyage.

Envoy's Alliance

All finished, Gunslinger 1, Druid 1.


I just realized it was second level characters, not first (for a change.) Gotta do some retooling...

Revised Stats:
Ford Benett
PFS#115026
Male Human Gunslinger(Buccaneer) 2
CN Medium Humaniod (Human)
Deity: Cayden Cailen, Faction: None Homeland: Riddleport, Taldor

Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, Touch 14, Flat-footed 12
HP 21/21
Fort +3 Ref +7, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cutlass +2 (1d6+1/18-20,x2)
Ranged Pistol +5 (1d8/x4)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 8, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 17
Feats Extra Grit, Toughness
Traits Bullied, Eye for Plunder, Phobia (Swimming)
Skills Acrobatics +8, Bluff +6, Climb +5, Craft (Alchemy) +3 Perception +5
Languages Common
Combat Gear Pistol (30 bullets); Cutlass; Leather Armor
--------------------
Special Abilities
---------------------
Gunsmithing
Grit (4/day)
Deeds
Liquid Courage (1 Grog point)


Crunch grinds on under the alias

Backstory is finished

Choices made: Cheliaxian Human abyssal bloodline tattooed sorcerer.
Raven familiar.
Conjuration mage tattoo

Traits
~Campaign, Ancient Explorer: Kn(History) & Cyclops
~TBD

Feats:
Human, Cosmopolitan (polyglot & thassilonian)(Perception and Sense Motive)
First level, Spell focus conjuration (+1dc to conjuration spells) <effing augment summon feat tax!%@$#^&#%>

Spells and gear TBD


K will have a character posted sometime tonight.

Dark Archive

Maybe the fifth time will be the charm. Actually got into one game, but it died before the first move.

In the interest of full disclosure, I am running this AP both for my tabletop group and as a PbP on here. However, I am well-versed in separating character knowledge from player knowledge. I've been GMing for more than 30 years and I'm looking forward to maybe experiencing this AP as a player.

Anyway, here's Isabella. Don't be put off by her attitude. Once you get to know her, you'll know what standoffish really is.


Wow - even more applicants! The task grows more difficult...

Here's a list of who's applied - let me know if I missed yours.

Ford Benett - Human Gunslinger
Glade Wolf - Druid/Gunslinger
Akadi Tana - Human Oracle
Cerinnibert Daergel - Aasimar Druid
Bedu the Barber - Dwarven Bard
Gaius Gracci - Half-Elf Oracle
Sativon Preitan - Halfling Rogue (Trapsmith)
Alfonso - Human Sorcerer
Isabella D'Rosini - Half-Elf Rogue/Fighter


Gaius and Alfonso are the same person please delete Gauis from consideration.

Thank you.


you can add Ezreal Connors Half-elf Ninja. will post a profile later when I'm not at work.


I'm going to start putting him together, but put me down for a half-orc fighter. I don't know if I'm going to give him an archetype yet or not, possibly, but don't know for sure. I'll post again with more info once I finish designing him.


Kira is missing, she will likely be a rogue. Or possibly a freebooter ranger.


Whoops - looks like I missed a couple. Updated list below.

Ford Benett - Human Gunslinger
Glade Wolf - Druid/Gunslinger
Akadi Tana - Human Oracle
Cerinnibert Daergel - Aasimar Druid
Bedu the Barber - Dwarven Bard
Sativon Preitan - Halfling Rogue (Trapsmith)
Alfonso - Human Sorcerer
Isabella D'Rosini - Half-Elf Rogue/Fighter
Mitleid - Aasimar Inquisitor
Kira Waveheart - Human (?) Rogue/Freebooter Ranger
Torke Steelpike - Half-Orc Fighter
Ezreal Connors - Half-Elf Ninja


The basis of Green Minnow's crunch is on his profile, I'll be building a character sheet and linking it through the homepage when i get access to a better computer. It's torke, to reduce confusion...

As for background, his is simple.

background:
For most of his life, Green Minnow was a slave in a large fishing town along the coast. Slaves never got real names, typically a color and some useless animal became their name (might have borrowed that from Game of Thrones' Unsullied). There he worked on the docks with other slaves, usually cleaning ships or loading cargo. As he got older his owners took notice of his quiet large appearance and started using him in underground fights after hours. During one fight, he had enough and escaped. The spiked chain he uses is the same chain that was once used to bind him to servitude. He knows nothing of his parents or his lineage. He has little patience for those abusing the weak as they remind him of his slave-hood.

Liberty's Edge

Missed me too.

Envoy's Alliance

Race Human, no big deal, but when you duel classed me, you didn't put in my race =). Gunslinger before Druid, something minor, but affects starting gold and HP.


And updated profile with my character sheet.


Foddertooth "Blazing Plank" is missing from the list

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