Darth Maximus |
1 person marked this as a favorite. |
Skull & Shackles
Alright, finally settled into a new home, and ready to GM some Pathfinder...
Wait, what is this 2nd Edition thing?
Ah, screw it, I'm gonna stick to what's tried and true.
So! I'm going to be running a high seas piratey adventure in true Golarion fashion! If you're not familiar with the AP, go pick up the Player's Guide and check it out! I've run it before with loads of success, at the table. Here's to hoping it goes just as smoothly as a PbP.
Relevant Info:
1st level
20pt buy
All Paizo material, no 3pp.
Max starting wealth by class
HP: Max at 1st level, when leveling you can take average+1 or roll, but you stick with your choice.
Alignment restrictions: None, but you MUST be able tow work within the party. No backstabbery.
Traits: 2, 1 must be a campaign trait. If you want to take a drawback to get a third, be my guest.
I'm looking to get 5-6 characters, but I'll take 4 in a pinch. If there are a ton of good submissions, I'll maybe ask for a few alternates.
As for character submissions, keep it short but interesting.
If you have any questions, lemme know!
Tamesis Kieran |
Dotting for interest. I've been trying to get into a S&S game forever. I have this character kicking around, I'll modify her as needed. A couple questions, since you're open to options:
Would you consider using this: http://michaeliantorno.com/feat-taxes-in-pathfinder/ ?
Also, what are your thoughts on custom made magic items (using the item creation rules) at chargen?
How do you handle tieflings/aasimars and their optional alternates for the SLA?
Darth Maximus |
Is prior knowledge a no-go? I've GM'ed S&S on these boards until Real Life® sucker punched me. We got up to near the beginning of the second book.
I'm ok with prior knowledge, but I'm not ok with metagaming. Just keep your player knowledge locked away, and you're good.
Would you consider using this: http://michaeliantorno.com/feat-taxes-in-pathfinder/ ?
Interesting. Let me think on that one overnight.
Also, what are your thoughts on custom made magic items (using the item creation rules) at chargen?
Eeeeeh. I'm iffy on that. I'll tentatively allow it, under the condition that you pay full price for it. No pre-game crafting. And if it's something that's broken, I reserve the right to veto.
How do you handle tieflings/aasimars and their optional alternates for the SLA?
Could you be more specific what you're asking here?
Tamesis Kieran |
Aasimars and Tieflings have these long lists of alternate racial traits that you can give up your spell like ability for. RAW you're supposed to roll on the table for it, but while some are useful (+2 to a stat, swim speed, DR) others are useless (tell if a woman is pregnant by looking at her). So I've seen some GMs say to roll multiple times and pick one, or just pick one off the list, or other stuff. So I figured I'd ask.
Introducing Randall McNally, Human (Varisian) Bard (Sea singer) for your consideration
Have we applied to the same game before? I feel like we've applied to the same game before...
Terry of Quent |
An character I built for an S&S game a few years ago.
I see a couple of updates I want to make to the build (Unchained Rogue instead of Rogue, probably change Favored Class Options from Rogue and Fighter to Unchained Rogue and Swashbuckler [but I have to think about it]).
Build is already 20 points but has to be dropped back to 1st level.
I need to finish a build I'm working for a different game application, so it may be a couple of days before I get the updates made. I'll comment when I have.
Sven Olaffson |
Time for a Viking to join this pirate crew!
Will be making a shifter build I’ve been wanting to try. The basics...
Race: Human
* Dimdweller (Darkvision)
* Bonus Feat (Racial Heritage Storm Giant)
Feats:
Lvl 1: Storm Soul (electricity immunity)
Lvl 3: Storm Warrior (+1d6 electricity damage with steel weapons)
Class: Air Elemebtalist Shaper
* Rather than claws he will add electricity damage to his weapons, can boost his dexterity, and can eventually shift into an elemental
Full build tomorrow. But yes. A very large Ulfen pirate whose hammer hits with the power of lightning.
Darth Maximus |
Aasimars and Tieflings have these long lists of alternate racial traits that you can give up your spell like ability for. RAW you're supposed to roll on the table for it, but while some are useful (+2 to a stat, swim speed, DR) others are useless (tell if a woman is pregnant by looking at her). So I've seen some GMs say to roll multiple times and pick one, or just pick one off the list, or other stuff. So I figured I'd ask.
It sounds like you have one in particular in mind.
What posting speed are you looking for?
Good question! I would expect one post per week day. I might delay a post to wait for someone, but after 2 days, I'm going to move the game along. That said, if there's a period of just straight roleplaying going on, I step back and let the players have it.
Edit: Looks like we're getting some interest. All melee, though. Hopefully we get some casters and ranged folks in here at some point. Anyways, it's late and I'm off to bed. See you all in the morning.
Noonan2 |
Been a long time since I have seen S&S here. S&S has been somewhat unfortunate in that many of the games fizzle.
How about a human barbarian who has a parrot friend? Big somewhat dim fellow who misses the point that he has been shangheid and thinks it is just another job
Parrot:Squack! You been shanghied!
Barbarian: Gotta job!
Tamesis Kieran |
Tamesis Kieran wrote:Aasimars and Tieflings have these long lists of alternate racial traits that you can give up your spell like ability for. RAW you're supposed to roll on the table for it, but while some are useful (+2 to a stat, swim speed, DR) others are useless (tell if a woman is pregnant by looking at her). So I've seen some GMs say to roll multiple times and pick one, or just pick one off the list, or other stuff. So I figured I'd ask.It sounds like you have one in particular in mind.
ShadeKyubi wrote:What posting speed are you looking for?Good question! I would expect one post per week day. I might delay a post to wait for someone, but after 2 days, I'm going to move the game along. That said, if there's a period of just straight roleplaying going on, I step back and let the players have it.
Edit: Looks like we're getting some interest. All melee, though. Hopefully we get some casters and ranged folks in here at some point. Anyways, it's late and I'm off to bed. See you all in the morning.
I mean, the ideal ones are the +2 to a stat (Dex or Int, in the case of my build). I wouldn't ask for one of those, though.
I guess my top 3 would be (in no particular order):
Swim Speed 30 (seems useful for a high seas adventure)
DR 2/silver
+1 Natural Armor
-
Also, I have a secondary build that's ranged. It required GM approval, though (kensai + eldritch archer, some of the kensai stuff doesn't work with bows, by RAW...)
Sven Olaffson |
Crunch is done!
Lvl 1, immune to electricity. Has +6 Hit and does 2d6 (base) + 1d6 (electricity) +6 damage.
Electricity will increase to 2d6 at lvl3, 4d6 at lvl4, 5d6 at lvl8, 6d6 at lvl12, 7d6 at lvl 16 and 8d6 at lvl20.
Will get background written soon.
——-
GM, a question. Can we get background skills? Would make it easier to get some ship-friendly skills.
Randall McNally |
Re:Background skills
Asked and answered
I see Randall as more of the face roll. He took some combat oriented feats because, you know, pirates.
Otherwise, how is anybody to know about your feats of derring-do unless you have a Bard to sing about them in every tavern you come to?
Darth Maximus |
I mean, the ideal ones are the +2 to a stat (Dex or Int, in the case of my build). I wouldn't ask for one of those, though.
That's good. Those would be declined immediately.
I guess my top 3 would be (in no particular order):
Swim Speed 30 (seems useful for a high seas adventure)
DR 2/silver
+1 Natural Armor
Hmmmm. I'll tell you what. You can either roll 3 times and pick one, or just take the swim speed. Your choice.
Also, I have a secondary build that's ranged. It required GM approval, though (kensai + eldritch archer, some of the kensai stuff doesn't work with bows, by RAW...)
PM me the details, I'll look over it.
GM, a question. Can we get background skills? Would make it easier to get some ship-friendly skills.
Yes, we are using background skills. I'll make a new post in a second with some extra details.
Darth Maximus |
***Attention***
A couple new things:
1. We will be using Background Skills. Please build accordingly.
2. We will also be using the feat tax fix. I wasn't all that impressed with their first iteration, but the revision that they put out is actually rather good. So, yeah, build accordingly.
If there are any other questions or things that you'd like me to consider, let me know. Feel free to run something by me, even if it bends the rules a little. I like to see unique and flavorful builds, even if they don't sit squarely within the rules. Just have a better reason than, "Because it's powerful."
Darth Maximus |
So here's a question, can a kineticist use feats like point blank shot, precise shot and rapid shot with his kinetic blast?
The first two, yes.
The last one, no.
It's effectively a ranged touch spell, so you can't get extra shots off, but you can use ranged feats that affect your attack roll.
Sir Longears |
Hi GM, thanks for hosting this game!
I'm thinking about an unchained rogue who uses combat maneuvers for a change. I've looked into the link of feat taxes and I believe there is a mistake there with this new edition...
The original edition Deft Maneuver feat englobed dirty trick, disarm, feint, reposition, steal, and trip. However, the new edition omitted the dirty trick, reposition and steal combat maneuvers, which is weird since it is against the purpose of the feat taxes.
I believe this was a typo, as if they forgot to add the 'new' combat maneuvers that appeared after the core rulebook. What are your thoughts?
Darth Maximus |
Hi GM, thanks for hosting this game!
I'm thinking about an unchained rogue who uses combat maneuvers for a change. I've looked into the link of feat taxes and I believe there is a mistake there with this new edition...
The original edition Deft Maneuver feat englobed dirty trick, disarm, feint, reposition, steal, and trip. However, the new edition omitted the dirty trick, reposition and steal combat maneuvers, which is weird since it is against the purpose of the feat taxes.
I believe this was a typo, as if they forgot to add the 'new' combat maneuvers that appeared after the core rulebook. What are your thoughts?
I'd say you appear to be correct. If I can figure out how to email them, I'll let them know. But for now we can say that Deft Maneuvers will include Reposition, Steal, and Dirty Trick.
Sven Olaffson |
In the beggarbriar district of Port Peril sat a dingy tavern. Inside the tavern, stooped over a table, was a very large and very loud ulfen. He had already drunk far too much.
"Drink hail! Wassail for all!" He raised his mug, spilling much of it's contents on himself and on the table. "Who am I?" He says, looking at the man across from the table with bewilderment. "Sven! Sven I am! Son of Olaff! Surely, you have heard of me?"
Sven was a large man. It was said that he had giant blood in him. Covered in tattoos and body hair, he was a larger than life figure...outside of his homeland, that is. "Refill this mug and I'll tell you my story. Deal?" He didn't wait for an answer, and instead launched right into his speech. "I come from Linnorn Lands. From Halgrim I came. You know Halgrim? Important city! As big as Absalom, where men are real men, and so are the women! Not like weak southerners. Halgrim! Where the entire imperial army of Cheliax was defeated! Halgrim..." He took another swig from his mug, burped, and then leaned onto the table, resting his head in his hands. Once certain that he wasn't going to throw up, he continued "Nothing was happening in Halgrim. Too small of a town. My grandfather was a great warrior. Killed a Linnorn with this hammer! But my father? He was happy being a fisherman. Said that his father was a fisherman, and his father before him, so I should do the same. But I have no patience for fish. So I left. Got on a ship that could use a hand and sailed away. Merchant ship. Learned alot about sailing on there. Not as boring as fishing. Went all the way to Rahadoum before I got kicked off. Cap'n couldn't handle the truth about his daughter, or his abyss damned goat! So I signed on with a Rahady ship. Was going through the Eye of Abendego, when one of those curs heard me praying to Gozreh. Told me that on their ship no praying was allowed, so I prayed for them to grow some balls. They didn't like that. Tried to throw me in the brig. I threw them."
Sven was smiling now, as he was truly getting into his story. Eventually his description of the brawl died down. One could easily infer that it did not go exactly as well as he remembered. "...and when it was done, the bastard capn' had me flogged and thrown in a lifeboat with barely any water. Said that I should ask my gods to save me. Fool! Fool on him, because look where I am now! Port frickin'...uhm...Peril!" He slammed his mug on the table. Luckily it was already mostly drained. "Best thing that ever happened to me! Fishing isn't the life for me. And what's the point of sailing if you aren't going to have anything to show for it besides an uneven tan? I say Besmara take him and every Rahady ship. I'm Sven Olaffson, and once I find a ship, I'm gonna raid these seas." He looked at the man across the table, a glint in his eyes. "Right after I finish another drink."
Sir Longears |
Sir Longears wrote:I'd say you appear to be correct. If I can figure out how to email them, I'll let them know. But for now we can say that Deft Maneuvers will include Reposition, Steal, and Dirty Trick.Hi GM, thanks for hosting this game!
I'm thinking about an unchained rogue who uses combat maneuvers for a change. I've looked into the link of feat taxes and I believe there is a mistake there with this new edition...
The original edition Deft Maneuver feat englobed dirty trick, disarm, feint, reposition, steal, and trip. However, the new edition omitted the dirty trick, reposition and steal combat maneuvers, which is weird since it is against the purpose of the feat taxes.
I believe this was a typo, as if they forgot to add the 'new' combat maneuvers that appeared after the core rulebook. What are your thoughts?
Glad to know we are in agreement!
Alas, I have another question. The disarm combat maneuver says that you suffer a -4 penalty when you attempt to disarm someone unarmed, but can grab the weapon since your hand is indeed free. The Improved Unarmed Strike feat makes you armed even when unarmed, while keeping your hands free. Most of the folk in these boards rule that with IUS you don't suffer the disarm penalty any more. What is your stand?
I know I'm asking a lot of questions regarding mechanics during the recruitment phase, but I really like to intertwine my PC's mechanics and background, so it is kind of important to know.
Nathan Tidesbane |
Here's a bit about Nathan.
Darth Maximus |
Darth Maximus wrote:Sir Longears wrote:I'd say you appear to be correct. If I can figure out how to email them, I'll let them know. But for now we can say that Deft Maneuvers will include Reposition, Steal, and Dirty Trick.Hi GM, thanks for hosting this game!
I'm thinking about an unchained rogue who uses combat maneuvers for a change. I've looked into the link of feat taxes and I believe there is a mistake there with this new edition...
The original edition Deft Maneuver feat englobed dirty trick, disarm, feint, reposition, steal, and trip. However, the new edition omitted the dirty trick, reposition and steal combat maneuvers, which is weird since it is against the purpose of the feat taxes.
I believe this was a typo, as if they forgot to add the 'new' combat maneuvers that appeared after the core rulebook. What are your thoughts?
Glad to know we are in agreement!
Alas, I have another question. The disarm combat maneuver says that you suffer a -4 penalty when you attempt to disarm someone unarmed, but can grab the weapon since your hand is indeed free. The Improved Unarmed Strike feat makes you armed even when unarmed, while keeping your hands free. Most of the folk in these boards rule that with IUS you don't suffer the disarm penalty any more. What is your stand?
I know I'm asking a lot of questions regarding mechanics during the recruitment phase, but I really like to intertwine my PC's mechanics and background, so it is kind of important to know.
Nah, no worries. I get it.
I would be in agreement that you don't take the penalty. You are considered armed, with a free hand, so that makes sense.
Darth Maximus |
@Nathan Tidesbane:
I have a bit of concern regarding the Water Dependent racial. Getting yourself fully submerged in water on a pirate ship is actually more difficult than you might think. Even if you jump overboard, you'd then have to climb back up. You may want to look into the alternate racials that account for that.
@Sven Olaffson:
Do you have a proper character sheet I can look at? The short form is great for ease of use, but I do like to see a full sheet when considering characters.
Looks like we're getting some good submissions in, already, with a few more who've expressed interest. Awesome.
Nathan Tidesbane |
I have a bit of concern regarding the Water Dependent racial. Getting yourself fully submerged in water on a pirate ship is actually more difficult than you might think. Even if you jump overboard, you'd then have to climb back up. You may want to look into the alternate racials that account for that.
Yeah I meant to ask you about that, I can take the Riverfolk racial trait that switches water dependent for fire vulnerability. would that work? The flavor is that I have a thin coat of oil that keeps me from drying out but is combustible.
Darth Maximus |
Yeah I meant to ask you about that, I can take the Riverfolk racial trait that switches water dependent for fire vulnerability. would that work? The flavor is that I have a thin coat of oil that keeps me from drying out but is flamible.
Absolutely. That's what alternate racials are for.
Darth Maximus |
Very interested! I've been out of the loop for a while. I did roll a character for this game once. I'd like to use him if I can, otherwise I will gladly roll something new. Thanks!
Race: Half-Orc
Class: Ranger, Falconer 1
Background: Mercenary
Hey, I just realized you were asking if you could re-use a character! Sorry I didn't catch that before! Yeah, you can totally put him up for review, if you want!
Been a long time since I have seen S&S here. S&S has been somewhat unfortunate in that many of the games fizzle.
How about a human barbarian who has a parrot friend? Big somewhat dim fellow who misses the point that he has been shangheid and thinks it is just another jobParrot:Squack! You been shanghied!
Barbarian: Gotta job!
Show me an updated character sheet and I'll take a look.
Nairb the Grey |
I have been wanting to build a Brawler for a while and haven't had any RL games to play one in. With this PbP using the Feat Tax rule set it is a perfect place to squeeze him in. Even convinced me to build a profile instead of eternally lurking.
All of that said, Dot. And I will get a build posted soon.
Oniwaban |
Going outside my usual preferences here, because this looks like a blast.
Here's my half-orc Fighter (Corsair), Rungus.
Traits
Dockside Brawler - +1 dmg with Brass Knuckles and improvised weapons
Dirty Fighter - +1 base damage when flanking enemies
STR 16
DEX 13
CON 14
INT 13
WIS 12
CHA 12
Init +1
Speed 30
HP 12
AC 15
T 12
FF 13
Fort 5
Ref 2
Will 2
CMB 4
CMD 16
Skills - Climb +6, Craft (Carpentry) +5, Intimidate +7, Profession (Sailor) +5, Survival +5, Swim +6
Languages - Common, Orc, Goblin
Feats
Dodge
Weapon Focus - Cutlass
Gear
Studded Leather
Fighter's Kit
2 x Dagger
Cutlass
Brass Knuckles
Attacks
Cutlass +5, 1d6+3, 18-20/x2
Brass Knuckles +4, 1d3+4, x2
Dagger +4, 1d4+3, 19-20/x2
Rungus grew up on the streets of a dockside city (can't think of one right now, and don't have my books at work :D ). His mother was a human whore, his father a half-orc brigand right off a ship. From the time he was old enough to walk, he was exposed to sailors, dockmen, whores, thieves, mercenaries, traders, and anyone else who might frequent the seedier part of the docks. He spent time in taverns, squalid shacks, and was in a 'gang' by the time he was 12. His size and strength made him a formidable fighter, but he was smart enough to realize he needed to do more or else he'd just end up dead sooner than later.
He was hired onto a ship as an unskilled sailor, where he fought when needed, and did manual labor the rest of the time. He pushed to learn more, and over time did learn the basics of sailing and rough carpentry. His carpentry skills remain basic, but over time he learned more and more about fighting... on ships, on beaches, in bars... he learned quickly to fight quick and dirty, and always kept brass knuckles in his pocket, even if he couldn't carry other weapons ashore.
Captains soon came to rely on him to help keep order amongst their crews, and to put fear into their enemies, and he's moved from ship to ship, job to job, ever since.
Darth Maximus |
My profile has full information. If that isn’t what you are looking for please tell me
It's not, but I'll take it. So long as all the calculations are right, you're fine.
@Nairb
Ha! A fellow lurker brought out of hiding!
@Oniwaban
Looks good at first glance.
.
Man, if we get a full caster in here, they're gonna have no competition at all...
hint hint
Yutin Rong |
Okay, the crunch is built (That's the easy part).
I am going to post it here for your review...will put it into the profile if selected.
Will work on getting the fluff written out tonight and tomorrow (it's all in my head for the most part).
Aloch Suryo - (click for Myth Weaver Sheet)
M CN Human Brawler , Level 1, Init 3, HP 11/11, Speed 30
AC 19, Touch 13, Flat-footed 16, CMD 18, Fort 3, Ref 5, Will 1, CMB +5, Base Attack Bonus 1
Unarmed Combatant (-) +5 (1d6+4, 20 x 2)
Spiked Gauntlet (1) +5 (1d3+4, 20 x 2)
Handaxe +5 (1d6+4, 20 x 3)
Lamellar Leather Armor, Heavy Wooden Shield (+4 Armor, +2 Shield, +3 Dex)
Abilities Str 18, Dex 16, Con 12, Int 8, Wis 12, Cha 8
Condition None