Adventurer#33's Untitled Campaign

Game Master Adventurer#33



We are at the beginning of the first module in the Skull and shackles adventure path and we have lost 2 players. We are looking for 2 or 3 to replace them. We need Martial, Skill, and arcane caster classes we have 2 divine caster classes already.

Character creation rules are as follows:
Stats 20 point buy
Core races only: human, dwarf, elf, half-elf, halfling, half-orc, and gnome
Core classes only: I will allow some archtypes from the pirates of the inner sea players companion, and Ultimate Combat/Ultimate magic. The players guide suggest ones that are appropriate to this campaign.
Traits 0 to 2 traits. If you don't choose a campaign trait you need to provide a reason for your character to be at the Formidable Maid in Port Peril in your background.
sources I would like to limit sources used to the core rules, players guide, and pirates of the inner sea players companion.
Starting Cash average
Alignment neutral, Chaotic neutral, and Chaotic good are recommended.
HP Max on first level. 2nd and above 1/2HD+1
Background Fluff is important to me. I don't know the rules well so I won't be able to tell if your crunch is perfect. A good background is going to play a big part in getting picked.

The game is underway so the recruitment period will be short.

I will be putting up some information in the campaign info section but it would be a good idea to go and look at the players guide at the link provided above. I am new at this so if there are any question let me know.

One last thing I would really appreciate it if character submissions would be complete as possible when submitted.


check on this character, created for S&S- a human wizard from Chellish.
Unfortunatly, he is LE, as I originally planned to dual class him as Monk-Wizard.


I submit Kiddobunckle for consideration.

He was originally made for different S&S PbP game but did not make it.

There is some stuff form ARG (alternative racial traits) and has archetype Archeologist (basicaly a cross between bard and rogue). Although the archetype is not nautical, it should well suit to a game centered in Shackles.

Please let me know if anything needs changing.


I wouldn't mind submitting a Corsair fighter for consideration, however I am currently GMing a Skulls and Shackles game so I do not know if this is a problem for you. Let me know and I can make up a character today.


that isn't a problem for me Cuc


How about a sorcerer?
I've been in the mood to try one of those.

Stats:
Amamer
Female Human (Mwangi) Sorcerer (Wildblooded) 1
CN Medium humanoid (human)
Init +8; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5):
1st (4/day)—touch of the sea (DC 15), color spray (DC 15)
0 (at will)—ray of frost, detect magic, dancing lights, prestidigitation (DC 14)
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 12, Wis 12, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Cosmopolitan, Eschew Materials, Improved Initiative
Traits besmara's blessing, reactionary
Skills Diplomacy +8, Perception +6, Spellcraft +5, Use Magic Device +8
Languages Aboleth, Common, Cyclops, Polyglot, Sahaugin
SQ frost ray, mutated bloodlines (marid)
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Frost Ray (1d6) (7/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability
Marid You were born with the power of water genies, and the magic of the marids is strong in you.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge {planes}), Weapon

Story to follow soon.

Story:
Amamer knew she was meant for a life at sea since she could remember. She grew up in a bonuwat fishing village along the Slithering Coast, her family trading with the pirates, offering fersh water and food, as well as more exotic things from the interior. When she was a child, she idolized the brave men and women that sailed the sea and earned their keep at the edge of a knife. She yearned to board the tall ships that she saw, and join their number.

In the long stretches between visits from pirates, she wandered the jungle and the shoreline, and it was on a stormy night on a small islet far from the village that she met her ancestor Ahwaetayyoh, the Marid. He smiled to see his great great grand-daughter so bold, and taught her the beginnings of her power. He gave his blessing to her, and carried her out to a ship bound for Port Peril.

The pirates welcomed her, thinking that she would make a fair enough prize in the slave markets, but she made a friend on board, who smuggled her off the ship when they reached Port Peril.


This is Connor Peril, Corsair Fighter from DM Cuc. Any questions just let me know, thanks! I hope I get a chance to play!


Sandman, Scarred Witchdoctor, reporting for piracy.

Sandman is a 1/2 orc, but looks mostly human. He's a Witch, so he's great for the arcane role, but he's also a pretty competent brawler.

His concept is based on a mash-up of tribal witch doctor lore, hatian voodoo beliefs, and aboriginal dreamtime shamans.

His primary themes are dreams and nightmares, and how pain and hardship are the best teachers. He's an adept healer and sailor, and can brew Alchemist's Kindness, which tends to make him friends among whatever crew he's on.

In spite of his rather stark and brutal outlook, he's a pretty jovial guy, until he's not.

Please let me know what you think.


@The Sandman I like the character but I can't imagine him ending up on any ship he didn't voluntarily walk on to. Sorry he is too epic. feel free to submit another character, but do it quickly.

@ The rest good characters I am getting imput from the remaining players and I am going to make a decision tomorrow morning GMT.


Would it be so bad for him to volunteer? Or be brought in under false pretenses?

He's the kind of guy who would volunteer to take someone's place if he saw them being press ganged, so there's an option.

What can I change to bring him more in line with your vision?


I wonder if I am still on time to drop a line here? I have two ideas that I think would fit in nicely with Skulls and Shackles.

I started playing this AP, but the group fell apart almost immediately after it started, so no spoilers there - I was entertaining the idea of an Invulnerable Rager/Urban Barbarian trying to carve a place in Golarion for himself, much like Conan :D This would obviously fall into the martial category, and in a frontline role.

The other one would also steer to a martial stance, but with a very different approach, definitely not 'up front' if possible, and with a decent set of skills - a gritty, dark and moody knifemaster/scout rogue - more of a 'go with the flow' character, perhaps running from the Law :D (would love to give him a level or three of the Assassin prestige class further down the road, but I don't want the character to be evil so... That's that)

Core classes only leaves my scurvy goblin brawler out of the equation ;)

I won't have much time to fluff them up fully before the submission deadline is upon us - will try to have the crunch up in a few hours. Let me know if I'm too late to jump in, and if any of the character ideas is automatically out.

Cheers.


@Edeldhur you are not too late to submit a character.

@The Sandman you all aren't joining the Wormwood the normal way. I am bringing you on board eight days into the voyage. The main problem I have with your character is he doesn't feel like a lvl one character he feels too far along in his career. That is the vibe I am getting from the background. The crunch is fine.


Hey, this is an Ulfen sea reaver barbarian I've played in a previous skull and shackles game that fell through. His speech is mangled and difficult to understand, but I can provide translations in spoilers. I'll level him down to one again if he's accepted.

Full disclosure- I've run the first and second adventure in the AP for my own group irl, but I will separate player and character knowledge. I can also provide advice if needed.


Ok, so... I just went ahead and done the basic crunch on both of my options, since I would be happy to play either one:

Zed:

Zed
Human Rogue (Knife Master, Scout) 1
CG Medium humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +6, Will -2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+2/19-20/×2) and
. . dagger +1 (1d4+2/19-20/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 14, Wis 7, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Skill Focus (Bluff), Two-weapon Fighting
Traits buccaneer's blood, river rat (marsh or river)
Skills Acrobatics +8, Bluff +9, Climb +5, Diplomacy +6, Disable Device +6, Intimidate +7, Perception +2, Profession (sailor) +3, Stealth +8, Swim +6, Use Magic Device +6
Languages Common, Cyclops, Polyglot
SQ hidden blade
Other Gear Leather armor, Dagger, Dagger, 136 GP
--------------------
Special Abilities
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Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

The basic idea behind the character, as I had hinted at is of an outlaw living somewhat on the edge [if using Drawbacks, he would probably take Pride :D] - as I imagine it, I see him as originally from the Shackles, but having been take away by a family member - maybe an aunt - to live in Absolom once things got rought in the aftermath of his great grandfather reputation of piracy. Having never adapted to the city life, and a 'firecracker' by nature, the boy was constantly in trouble with the law. When one day he came across an old diary detailing the exploits of his ancestor, he immediately felt that the corsair life was the one he wanted. Running away from home as a stowaway at a very early age, I picture him as travelling the inner sea for a short period, picking tidbits of sailing here and there, and finnaly establishing himself halfway across the world, taking odd jobs here in there (driving river barges, some minor robbery, breaking and entering, etc.) in Katapesh first, and then in the Mwangi Expanse outskirts, circling it all the way through the south, as he made his way into the Shackles - the place where he really feels he should be.

Targ:

Targ
Human Barbarian (Invulnerable Rager, Urban Barbarian) 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bardiche +4 (1d10+4/19-20/×2)
Ranged sling +3 (1d4+3/×2)
Special Attacks rage
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 12, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Combat Expertise, Extra Rage
Traits barroom talespinner, threatening defender
Skills Climb +7, Diplomacy +3, Intimidate +2, Knowledge (local) +6, Perform (percussion instruments) +3, Profession (sailor) +5, Swim +7
Languages Common, Cyclops, Polyglot
SQ controlled rage, controlled rage: constitution, controlled rage: dexterity, crowd control
Other Gear Lamellar (leather) armor, Leather armor, Bardiche, Sling, 57 GP
--------------------
Special Abilities
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Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Targ's separation from his clan was somewhat of a big issue - he faces the prospect of living one's life as free as possible with a natural approach, but it was not taken lightly by the Shundar-Quah elders, nor by his family. He understood his wanderlust much better than any other could ever fathom, by the first time he travelled with his father in a trading venue to Riddleport - it had been a particularly harsh winter, and the Quah was compelled to travel much farther than usual to sell their wares. As soo as he took the first glimpse of the ocean, he was captured by its call, even though he kept the feeling to himself. He insisted that they should maintain the trade route open with Riddleport, defeating his father's argument that the city was riddled with dishonest people by claiming that all that mattered was that the trade provided them a wealthy return - not fully convinced, he allowed him to travel there regularly, an opportunity Targ grabbed with both hands staying more and more time with each trip, as the call of the Sea got stronger and stronger. When the time of his rite of passage was upon him, he had no doubt what his Journey would be - instead of the traditional 'pilgrimage' undertaken by all of the Shundar-Quah when they came of age across the Storval Plateau, sharing their lives with each tribe at a time, and learning their ways, he decided to go outside the borders of their ancestral land, and live in Riddleport - the shock to the Quah was enormous but his mind was set. After living in Riddleport six months, and learning all he could about sailing and the sea, he understood how strong the pull was to him - he needed to understand why, and decided to go even further boarding a ship headed to the Shackles, where it is said all maritime routes of Golarion meet.

The above are basic crunches and backstories, simply to try and impart the idea behind each character - let me know if the correct thing is to narrow it down to a single submission (as in to be fair with the others, etc.) and I will do so.

Thanks


Submitting Randall McNally, Sea Singer Bard, for your consideration.

Randall McNally:

Randall McNally
Male Human (Varisian) Bard (Sea Singer) 1
CN Medium Humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee Club +1 (1d6+1/x2) and
. . Longsword +1 (1d8+1/19-20/x2) and
. . Scorpion whip +1 (1d4+1/x2)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks bardic performance (standard action) (7 rounds/day, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire courage +1
Bard (Sea Singer) Spells Known (CL 1):
1 (2/day) Grease (DC 14), Cure Light Wounds
0 (at will) Detect Magic, Read Magic, Prestidigitation (DC 13), Light
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1 (+3 Tripping); CMD 13 (15 vs. Trip)
Feats Combat Expertise +/-1, Improved Trip
Traits Barroom Talespinner (1/week), Fast-Talker
Skills Bluff +8, Climb +5, Diplomacy +4, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nature) +7, Perception +4, Perform (keyboard instruments) +7, Perform (oratory) +7, Perform (sing) +8, Profession (sailor) +4, Survival +0 (+2 to avoid becoming lost when using this)
Languages Common, Elven, Polyglot, Varisian
SQ bardic performance: sea shanty, world traveler (1/day)
Other Gear Leather armor, Club, Light crossbow, Longsword, Scorpion whip, Bedroll, Belt pouch (1 @ 0.44 lbs), Compass, Flint and steel, Ink, black, Inkpen, Journal, Mess kit, Mirror, Musical instrument (Concertina), Pirate clothes, Signal whistle, Spell component pouch, Trail rations (4), Waterproof bag (13 @ 12 lbs), Waterskin, 20 GP, 2 SP
--------------------
Special Abilities
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Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Sea Shanty (Su) Allies use your perform for saves vs. Exhaustion, fatigue, nausea, or sickening, or can reroll.
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Improved Trip You don't provoke attacks of opportunity when tripping.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

Background:

Born the son of a fisherman, Randall grew up in Riddleport, listening to the other men spin their tales while mending their nets. At the age of thirteen Randall joined the crew of a ship as cabin boy. Once at sea the vocation of his ship became apparent as it came upon another merchantman and raided it.
Arriving in Magnimar with more money in his pocket than he had ever seen in his life Randall joined another crew and then another taking on all manner of maritime activity, some honest, some...not.
As he grew older Randall matured into a ruggedly handsome man with a quick wit and an even quicker tongue. He was often able to talk his way out of many situations and talk others, mostly ladies, into still others.
Life was good for Randall until an incident with his latest ship's owner over his daughter came to light. Unable to talk his way out of it and unwilling to kill the man for protecting his daughter's "honor" (although Randall was sure he wasn't her first) He decided discretion was the better part of valor and abandoned ship. Although this wasn't good enough for the disgraced father who soon had the Harbormaster's Watch out after him.
One step ahead of the law Randall signed with the first ship he could find, leaving port the soonest, heading for he didn't care where. As luck would have it the ship was sailing for The Shackles where he was sure he could shake off this latest setback and be back at sea again soon. Sitting in a dockside tavern called the Formidably Maid, Randall sits nursing his drink and making plans to get out of Port Peril as soon as possible. Heading out the door for the privies Randall began to feel light headed and the world began to spin. The last thing he felt was the cool sensation of the cobblestones as his face hit the ground and then...nothing.


I ask this completely genuinely, and I ask this having experience playing the bottom section of the alignment grid, but would you allow an LE fighter if his background was good and proper?


This is somewhat cursory, but this is an outline for a crossbow-focused freebooter ranger. I don't have access to my character gen software, but this should give you the idea.

Wambua

stats:

Neutral Male Human (Bonuwat Mwangi, Ombo Tribe)
Ranger (Freebooter)
Str 14
Dex 16
Con 14
Int 12
Wis 14
Cha 8

HP 10

BAB +1

F 5 R 5 W 2

Climb +6
Craft (Siege Engine) +5
Intimidate +4
K(engineering) +6
K(nature) +5
Perception +6
Profession (Sailor) +6
Survival +6
Swim +6

EWP (siege engine(ballista))
Power Attack

Languages: Aquan, Common, Polyglot (bonus from race)

Traits:
Peg Leg
Mathematical Prodigy

Backstory:

The Ombo Tribe of Bonuwat Mwangi are known as both seafarers and slavers. The frequently prey upon the other Mwangi, particularly the Ijo tribe, capturing the men and women in raids and purchasing other slaves from inland tribes. In turn, the Ombo make a handsome profit selling their countrymen to less scrupulous countries in the Inner Sea.

Growing up in such a culture demands a certain balance of bravado, intelligence, viciousness, and moral flexibility. Although Wambua ("Born in the Rain") had plenty of the first two qualities, he had no stomach for the wanton cruelty of his tribe. Wambua always preferred calculations, experimenting with various clever devices, and studying stars and plants rather then the bloody ways of his kin. He mustered enough bluster and presence to provide keep his mocking peers away... usually... but lacked the killers heart. Wambua simply preferred time by himself to think. For this reserved outlook he was often taunted and preyed upon with nasty pranks.

It is as a teenager that the great wrong befell Wambua. As is often the case, his tribe was bartering with the Sahuagin of Desolation Bay, trading slaves and loot for fish and magical items. Having grown tired of his strange, reserved ways, his tribesmen decided to gift the Sahuagin with entertainment. They cast Wambua into the waters, where the Sahuagin set sharks upon him. They sharks bit off Wambua's leg, but before they could finish him a lucky Merfolk raid distracted both the Sahuagin and the Ombo. Wambua made an escape to shore, where he managed to bind his wounds and fashion a crude leg for himself.

Since then, Wambua wandered far from his tribe and to Port Peril, where he took work as a sailor. Eventually his talents for math and mechanisms were discovered, and he has come to specialize in siege engines. He has made some steps to break out of his shell and years of abuse, and has slowly learned to direct the artillery teams so critical to ship-board combat. He is especially roused to anger when he pitted against slavers, Sahuagin, sharks or his fellow Ombo.


Hello!

I realize it's 11th hour, but I would like to submit Allie "Cat" Calico for the skill-role.

She was part of another Skulls and Shackles campaign that struck a reef somewhere off the coast of Port Peril.

Let me know what you think.


Just realized that I made a few mistakes with Connor, as I was simply copying and pasting a format from my other characters. They are now corrected and his Profession is Sailor not Brewer (My other character is a brewer). Sorry about that!


Okay here are the players that have been selected

Amamer
Connor Peril
The Sandman
Allie "Cat" Calico

All the characters offered were great and I am sorry I couldn't include everyone. Thank you for your interest

Those selected please report in at the discussion thread here


Good luck to all..
i succombed to Allie "Cat" Calico good looks. I liked the character, and will probably use it as a Npc

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