GM Itzi's Skull and Shackles (Inactive)

Game Master Itzi

Map of the Siren
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map of The Shackles
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Brother_Guiness wrote:

Tessa,

If you could give us an idea of the type of Swashbuckler you are playing (and if the bard can do likewise), that will help me make a character who complements the party.

I've updated Contessa's profile to reflect her starting crunch. She's is a vanilla swasbuckler, but Gods help you if you ever call her vanilla. She's flamboyant, compulsive, daring and always acts without thinking first because frankly, that's just a waste of time.

If there is something specific you'd like to know about her, please let me know.


This Is Robert Henry’s Tengu Inquisitor of Hei Feng

a little about myself:
I started gaming in 1980 in college, mostly D&D, both the red box, then AD&D. Also played a little original traveler. After college I took a long hiatus until 2014 when I started playing pathfinder here on line.

When I started playing I worked third shift and posted regularly multiple times a day. I had been in up to sixteen games most of them requesting a daily post, some more. I no longer work on third and limit how many games I play in. I generally check the boards in the morning, then around lunch time and in the evenings between 9 and 10. So I normally post once a day but can post as many as two or three times a day. I live in Ohio so EST.

a little about Taicho:
Background
Taicho’s first memories were of the rundown warehouse in the slums of the shackles, dozens of families rooster there with Grandma Ruka Nvae guiding them as their elder and priestess of Hei Feng. Some were families that had immigrated with their clan from Kwanlai, others were there at the warehouse already; happily making room for the priestess and her brood.

As Taicho’s mom and dad found work sailing out of the shackles, grandma taught Taicho about Hei Feng. Having him memorize and eventually copying the holy scroll she had in her possession. By the time he was old enough to be a cabin boy on a ship he had written a copy of every scroll and memorized every prayer.

When he was not studying with Grandma he would run the streets with other delinquent tengu until he met Zatqualmie Fuzzbottom a gnome gunsmith that had moved to the shackles. Taicho loved everything about firearms; the details in the crafting, the mechanics, the smell of the powder and especially the sound and chaos they made. The blast of the weapons reminded him of thunder, the sound of his god Hei Feng. Taicho became an apprentice to Zat for a time, learning how to make and use the wonderful firearms.

He eventually was old enough to go to sea; taking his love for firearms, his faith and his holy scrolls with him. First he served as a cabin boy and later an assistant to the ships gunner. The crews that he served with soon saw him as a “Jinx Eater” and a blessing from their god, Besmara.

He loved the chaos of the sea. He loved the wind and the waves and especially the storms. He felt that he best served Hei Feng in the chaotic world of the sea, as both a ‘jinx eater’ and gunners mate.

Character Concept
I’ve not played a lot of inquisitors so I’m not sure mechanically what his long term build will be. Early he will use natural attacks, when he has time and money he will build and use firearms, developing into a ranged striker. In the second level he will expand his knowledge eventually becoming a bit of a skill monkey.

As a character/personality He wants to focus on two things. The first, as a tengu, he wants to be part of a crew: creating something like his family in the slums of the Shackles. Aboard ship he would want to be a ships gunner and part of the vanguard. Second he would emulate Hei Feng, sailing through the storms and use of gunpowder creating his own thunder. He would try and arm both ship and pirates with firearms. Being a pirate would let him accomplish both. Also being a pirate would put him in the middle of chaos often, where the would thrive.

Future levels? Part of a family and crew, a ship’s gunner, a builder of weapons, a tengu thief, a sailor of storms and one who thunders in the chaos of battle. Not exactly sure what that will look like at higher levels, but I think it will be fun.

A particular post? not sure exactly what your looking for, so I’ll list a few
The start of Kingmaker and a buffoons beginning in Carrion Crown
romance in Reign of Winter later he tells the story
combat in a ‘wheel of time’ story


Tessa Steele wrote:
Brother_Guiness wrote:

Tessa,

If you could give us an idea of the type of Swashbuckler you are playing (and if the bard can do likewise), that will help me make a character who complements the party.

I've updated Contessa's profile to reflect her starting crunch. She's is a vanilla swasbuckler, but Gods help you if you ever call her vanilla. She's flamboyant, compulsive, daring and always acts without thinking first because frankly, that's just a waste of time.

If there is something specific you'd like to know about her, please let me know.

Wow! What a great and thorough backstory! Thanks for the deets. If you could help me with a few more details on the shipboard party that went so wrong it may help me with my character’s backstory—perhaps the name of the ship, a scene with a young cousin/friend of a friend/fan of the Dragon Challenge who went overboard during the battle, and a bit of reference for me where Arcadia is in reference to the Shackles...

DM Itzi, I am away from my computer this weekend, so I probably won’t have a thorough submission until next week, but I am thinking of a young half-elf sailor whose story intertwines with Contessa’s that fateful night. He ends up overboard and barely makes it to shore, nearly dead from having his right leg bit off by a shark below the knee. Getting a cheap peg leg (campaign trait), he disavows the sea and spends the next 5 years seeking his fortune in the Dragon Challenge and learning to make his disfigurement into a combat advantage ( Brawler Constructed Pugilist), only to be waylaid at the start of the campaign and forced back out to sea...


I guess this is my official application. If I missed/forgot anything please let me know. I'll most likely work up the entire crunch sometime next week even though it's not required and if/when I post it I'll include all this again (I remember from recruitments I've run in the past how much easier it is to have all of someone's info in one place).

about me:
I haven’t been around for quite as long as hustonj, but my first character’s class was “elf.” I played d&d from 1st edition to 3.x and switched over to Pathfinder while it was in beta (plus a few other systems along the way- gurps, paladium, white wolf, etc). I used to be a very active PbP player a few years ago but some RL stuff came up and I had to step away from it for a while. I’m excited to be back but, as you’ll see, this is a pretty new alias and, as such, doesn’t have much posting history. I’ve joined two games already though and if you want to see what my posts typically look like, feel free to check them out. I’m in EST (right now, EDT for half the year) and usually make shorter posts during the day from my phone and/or longer posts at night from my computer. I typically post 1/day on weekdays and once over the weekend (though I try not to post twice in a row if others are lagging), but I’m usually available to post more often than that if a game is moving fast enough to merit it.

character concept:
The concept for Zheng is that he’s a bold, though usually not brash, sailor who fights with his fists or (eventually) the Tian weapons favored by monks. He’s far less rigid than most monks and seems more at home on the deck of a ship than he would be in a monastery, but he’s much less hot-headed than many pirates and may serve sometimes as the voice of reason when others are worked up. Mechanically, he’ll start out as a scaled fist unchained monk but then level mostly as an okayo corsair swashbuckler (though he’d probably pick up a few more monk levels here and there, depending on how the story progresses). He’ll be graceful, both physically and socially, with no glaring weaknesses (no stats below 10). For his campaign trait I plan to take barroom talespinner (unless the bard has it and you don’t want replication, in which case I’d probably switch to Besmara’s blessing, which would also fit with my background). I’m not going to do all the crunch right now (since you said it wasn’t necessary), but I’ll most likely end up posting it before recruitment ends).

background (abridged):
Zhang grew up in the crowded trade city of Goka, on the far off continent of Tian Xia. From birth, he was a handsome boy and as he matured he proved to be both charming and a natural dancer. His mother, Mai, would sometimes brag that he had been blessed by the gods, but his father, Bao, had no time for such superstition. When he was twelve, he accidentally blinded an older neighbor that was bullying his friend by surrounding him with a swarm of glowing golden cherry blossoms through some unknown magic. The neighbor boy’s sight returned within a few days but by then Bao had already delivered Zhang to a small monastery on the other side of the city to be taught some discipline.

Zhang took to his lessons quite well but his new master, Thanh Tai, was a harsh disciplinarian and the young monk struggled to adequately conform. Over the years he spent there, he learned to fight and gained a good bit of self-control, though he never grew as disciplined as the other students. He also drew the attention of Thanh Minh, his master’s star pupil, and daughter. The two of them carried on a secret relationship for several months until they were discovered in ‘the throes of passion’. Fearing his master’s harsh judgement (with good reason) he fled from the monastery, but she chose to stay rather than leave with him. With nowhere to go and nobody to go with, he made his way down to the docks and offered his services as a laborer, or guard, to a sketchy crew of smugglers making ready to leave port. They hired him right away, as soon as they learned why he was fleeing.

Their long journey from Goka to Port Peril went surprisingly smoothly, and Zhang learned a lot about sailing along the way. After unloading their cargo, the crew planned to spend a few days reveling in port before picking up some new questionable cargo and delivering it to a port in Vudra. Unfortunately, the first night of revelry culminated with the captain losing the ship in a high stakes game of Mahjong. Newly unemployed, Zhang has spent the last few nights dancing (and charming woman) for the free food and drinks while looking for information on other crews that might be hiring...


other character info:

Why does your character want to be a pirate?
I’m not sure Zheng really wants to be a pirate at this point... now that he’s gotten a taste of the freedom that can come from life at sea he definitely wants to continue as an adventuring sailor, I think being a pirate is something that he’ll grow into as he develops relationships with comrades who are or want to be pirates.

What role do you see them filling in the group? On the ship?
Mechanically, he’s a frontline melee damage dealer, who could dabble with maneuvers if we need some more control; he’ll also be decent at some piratey skills (acrobatics, climb, profession sailor, and swim) plus diplomacy. In terms of RP, his time at the monastery taught him some self-control and I think he may be able to serve as a calming influence when more hotheaded PCs/NPCs are worked up. He’s also handsome and charming and would make a suitable romantic target for any of the women on board (perhaps even a cause for some jealousy amongst some of them).

How do you see this character changing over the next 15-16 levels?
Honestly, I’m not entirely sure? I like to base character change/growth off the story they experience, and I don’t know much about this AP beyond the little bit I’ve played before. As I said above, I think being a pirate is something he’ll grow into as he and his new comrades coalesce into a crew. He’s fairly bold but he went from son to student to lowest ranking member of a crew, so he’s never really been a leader at all... I could maybe see him growing into that, possibly even becoming a captain, if the story develops that way? Or maybe him and Tessa hit off and he becomes her lover and fiercely devoted first mate? I don’t know, I’m as curious as you are where the story will take him!


I got a character I played before. I had her initially as an oracle of lore, but she can also be a mesmerist. I'll have noth profiles up soon.


And Terry's profile has been updated for your character creation rules. Was actually pretty quick once I started digging down into what needed to change.

I think all pertinent application information was in my original post.


Hmm... now that I’m looking more closely at the crunch, I’m having some pretty serious second thoughts about Zhang... it looks like the earliest he could actually be a decent combatant would be like 3rd level and that’s only if I build him a little more like a normal swashbuckler and can get my hands on a temple sword (which seems like kind of a big if from the little I know about how the AP starts). If I went for the swashbuckling monk feel I was picturing he wouldn’t really be very effective until probably 5th level, maybe 7th...

I’ll look at him some more but I really don’t want to be dead weight for the whole first book, so I may go back to the drawing board.


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Corwyn “Pegleg” Foamstrider wrote:
Wow! What a great and thorough backstory! Thanks for the deets. If you could help me with a few more details on the shipboard party that went so wrong it may help me with my character’s backstory—perhaps the name of the ship, a scene with a young cousin/friend of a friend/fan of the Dragon Challenge who went overboard during the battle, and a bit of reference for me where Arcadia is in reference to the Shackles...

Arcadia is not close whatsoever to the The Shackles. It's about 3500-4500 miles west of it on the other side of Azlant islands. I made a picture where you can see Arcadia on the left and Shackles in the center on the right. HERE it is. Tessa has been searching the seas for years trying to find The Kraken. She's been following leads and it's now brought her way east to Port Peril.

The ship name was The Arbiter. There were dozens of people on the large ship during the event, it's entirely possible your character would have been there.


Anyone interested in pretending to be a wizard? I’ve never tried a kineticist before and a pirate game seems like a pretty great time/place to play someone who manipulates either water or air/lightning! I have two ideas for a kineticist, one of which is fairly normal (and I’ll use it if the second idea doesn’t pan out), the other would require a partner... I’m thinking about making a kitsune who spends most of his time (at least at first) in fox form (not hybrid form, there’s a racial alternative feature where you can turn into an actual fox); my partner would pretend to be a wizard and say that I’m his familiar, and any energy blasts I fire, or whatever, he or she would claim to be manifestations of his/her arcane might... I’m picturing this being two old friends who have been running this scam for a while, but I suppose it could be tried as a spontaneous bit of trickery once we’re conscripted too?

@GM- if anyone’s interested, does that sound like something we could explore or is it something you’d rather avoid?


Just jumping in with some comments and responses to questions. And may I say, it's reassuring to see so many 'mature' (read, old) players like me here. Makes me feel a whole lot better. :)

I've noticed a couple of people indicating that they'd like to be the cook. As a heads-up, there's a pretty good chance that a semi-significant NPC will be filling that role.

@Grankless

Far be it from me to stand in the way of someone and their fancy getting tickled.

@Phntm888

Nicoleta gives the half-orc a wink.

@JohnnyBlack

Just to avoid any ... um ... issues? I'd recommend aging your cabin-boy idea up to at least 16-17.

@Giant Halfling

Still plenty of time to come up with something new. I'm not opposed to the idea of pretending to be someone's familiar. However if you're really trying to keep up the illusion, it'll significantly reduce your opportunities to RP. Familiar or no, a talking fox would gather attention pretty quickly.


GM Itzi wrote:

@JohnnyBlack

Just to avoid any ... um ... issues? I'd recommend aging your cabin-boy idea up to at least 16-17.

No problem... I was thinking making him no less than 14 myself. 16 sounds good.

Sovereign Court

I like the idea of a pirate who moves seamlessly into the waves.

How are you with aquatic elves or cecaelias?


Tessa waves to Phntm888.

Phntm888 wrote:

Posts I am proud of:

Sarela's got another one a few posts down from there that plays off the last one.

Hey, I know that girlie! :) I feel proud that half of your proud posts come from my games ;)


@GM- yeah, the RP limitations occurred to me too. My main RP would be with whoever my partner is (since they’d be in on it); beyond that, I’d have some RP through my actions and thoughts, and before long I could take advantage of my human form being unknown by the crew to start messing with people or deliver secret communications. Of course, that all hinges on someone with at least a little skill at bluffing being interested in being my partner, so I’ll wait a day or two to see if anyone’s interested and, if not, I’ll work up the other version and be done with it.


Hey GM Itzi, I was double checking Taicho and realized his second trait "Veteran of Battle" is listed in "Archives of Nethys" as requiring worshiping Gorum. Are you ok with it applying to Taicho who is a worshiper of Hei Feng? Or would you prefer I change it to the trait "reactionary."


@Giant Halfling Again, I have no real issues with it, I just have a feeling that it would limit the extant to which that you would be able to interact with the elements of the game. I want to be sure that everyone has fun.

@Taicho I would allow that.


I think the problem, Giant Halfling, is that nobody want to both modify their existing submission enough to work with the deception and to tie their character directly to yours, making the pair an all or nothing package.

If we both get in, me with Terry and you with the kitsune, I would be willing to work with you to get your character viable, up and running. The mystique you would be creating would only help with the deception Terry is already leveraging.

But I don't want to tie Terry's chances to your concept. The odds are already bad enough, ya know?


Thanks GM Itzi

The inquisitor lulls his tongue in a tengu smile and winks "t'anks, you's is a bloody fine bloke, 'at's wat I say's, a bloody fine bloke, wroight"


@Terry- and here I thought I was being magnanimous by offering to increase someone else’s chance by tying their application to my own exemplary submission, lol. I see your point though; maybe I’ll just start working up the other version right away.


Gauranteed:
Unknown Bard
Tessa Steele CG Human Swashbuckler

Built Characters:
Terry of Quent CG Half-Elf Unchained Rogue (Pirate)
Cadj Nassen LE Human Wizard/Unchained Monk
Taicho Blackfeather CG Tengu Inquisitor

Conception Submissions:
Gormak Thunderblood ?? half-orc Stormborn Sorcerer
unnamed ?? Mawangi Gun Chemist Toxicant Alchemist

No, I did NOT take the time to list people who dotted or expressed an idea without providing the submission package as described.

That's really only 5 that I see who have provided what the GM asked for in an application so far. Several good concepts discussed without the rest of his requested information.


I think I provided what was required.
Submission
Did I miss anything?
Do I owe something to hustonj? ;)


You don't owe me nuthin'.

It was me looking to see the competition, and i didn't recognize that you had provided everything he requested. Doesn't mean he doesn't think you did.


hustonj wrote:

You don't owe me nuthin'.

It was me looking to see the competition, and i didn't recognize that you had provided everything he requested. Doesn't mean he doesn't think you did.

I know, it was only a little joke at you... :P


First off, here's a bit about myself. I'm a 26 year old research technician living in Central Standard Time (UTC/GMT −6). This would be my first PbP on this site. Despite this, I have done roleplaying online since 2012, first of the site pjj and then on discord and roll20. I started using Pathfinder 1e in 2017 and has been hooked ever since. I started on campaigns in 5e and Pathfinder 2e. Therefore, I have plenty of experience roleplaying characters. Destinie is a character I roleplayed for Rise of the Runelords, originally as an oracle. I have been applying for the past few recruitment sites with no luck. With luck, you will give me a chance.

Anyways, here's my sheets:

Info

Spoiler:
Destinie Nicholae

Female human oracle (lore) 1
NG Medium humanoid (human)
Init +1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+4 Cha, +3 armor)
hp 12 (1d8+1)
Fort +1, Ref +4, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6/×2) o

--------------------
Spells
--------------------
1st: Shield of Faith, Bless
0th: Stabilize, Detect Magic, Enhanced Diplomacy, Guidance
Mystery: Lore
Curse: Tounges
--------------------
Statistics
--------------------
Str 10, Dex 9, Con 13, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 9

FEATS

Toughness, Improved Initiative

TRAITS
Blessed Orphan:

Once per day, you gain a +1 trait bonus on any saving throw. You must use this ability after the roll is made but before the result is revealed.

Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Skills: +5 Bluff, +7 Diplomacy, +5 Heal, Knowledge (local), +6 Knowledge (religion), +2 Perception, +6 Profession (sailor), +5 Sense Motive, +1 Swim
Languages Common, Elven, Varisian, Celestial

Items: studded leather, quarterstaff
--------------------
Special Abilities
--------------------
Revelations

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

Curses

Tongues

In times of stress or unease, you speak in tongues.

Effect

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Destinie Nicholae
Female human mesmerist 1
NG Medium humanoid (human)
Init +1
--------------------
Defense
--------------------
AC 12, touch 9, flat-footed 13 (-1 Dex, +3 armor)
hp 12 (1d8+1)
Fort +1, Ref +1, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6/×2) o

--------------------
Spells
--------------------
1st: Bane, Command
0th: Touch of Fatique, Daze, Decect Magic, Light
--------------------
Statistics
--------------------
Str 10, Dex 9, Con 13, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 9

FEATS
Toughness, Improved Initiative

TRAITS
Mediator:

You have a way with calming tempers, using cool logic to sooth heated disagreements, and you were always the one to settle arguments among your friends, family, and community.

Benefit(s): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Skills: +6 Appraise, +9 Bluff, +9 Diplomacy, +2 Heal, +6 Knowledge (arcana), +5 Knowledge (local), +6 Knowledge (religion), +5 Perception, +6 Profession (sailor), +5 Sense Motive, +1 Swim

Languages Common, Varisian, Celestial

Items: studded leather, quarterstaff
--------------------
Special Abilities
--------------------
Consummate Liar

A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare (Su)

A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks (Su)

Telepathic Link: The subject can communicate telepathically with the mesmerist during a crisis. The mesmerist can trigger this trick when the subject and her allies are outnumbered in combat. For 1 minute per mesmerist level, the subject and the mesmerist can communicate telepathically. If the subject and the mesmerist are more than a medium distance (100 feet + 10 feet per level) apart, the telepathic connection is severed and cannot be regained unless the trick is implanted again. The mesmerist and the subject must share a language to be able to communicate.

Painful Stare (Su)

When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Note: There are special “stare” feats that modify the painful stare class ability. Stare feats allow a mesmerist to apply additional effects to his painful stare ability. Characters without the Compounded Pain feat can apply the effects of only one stare feat to an individual attack; a mesmerist with multiple stare feats must choose which to apply before the damage roll is made.

Background

Spoiler:
The circumstances of her birth are new to her, yet she is certain that she was born somewhere in a port in Riddleport on the account that she was taken to a group of Varisian couple shortly after her birth. The couple saw her striking white hair as a sign. Unfortunately for her, this couple was in the scheming business.

She grew up learning the trade of the grift, learning how to transfer contraband, distract marks for pickpocking and negotiating with fellow grifters. Her recently formed powers only cemented that. Yet it was a fleeting life for her. She couldn't help but look out to the sea, believing that she had a calling for something greater.

After a falling out from a scheme that went terribly wrong, she stowed away on a ship that set said to a place she had no idea where. As it turns out, it was Port Peril. It was there that she had her suspicions that her patron may be Besmara herself.

Destinie is unsure herself whether the life of a pirate is the right thing for her. She knows how to make friends when she needs to, but is hesitant to let someone get more personal with her. With how her adopted parents treated her, she has a bit of trust issues. The entire thing is frightening to her despite showing a brave face. Yet over time, she will come to terms with the fact that this is the life for her. Anyone friendly, honest and willing to teach her in the way of piracy will likely get her attached to the person.

Destinie is a woman who has had striking white hair that reaches down the middle of her back from birth. Her green eyes gather information about a person, allowing her to deliver judgement. Despite the resentment to her parents, she prefers Varisian garmets with a skirt that reaches just above the ankles.

Her role depends on which class is chosen. If she's an oracle, she will be a healer that focuses on supporting the party with buffs and area control while delivering knowledge checks with the Lore Mystery. Her mesmerist self will focus on debuffing enemies and controlling the battle with charm spells and feints. Both can serve as a face with a good diplomacy score. She would likely work best as a quartermaster (definitely not a rigger though).

Anyways, this has been the AP I have always wanted to try out. I went through the Building a Better Doomed Hero and it's been enlghtening. I hope to learn more about the role of PbP in general.

Grand Lodge

I should have a build a proper backstory up tomorrow for consideration.


Would a LE character fits? Someone more law-abiding, loyal to the captain, but with a mean streak?


@cadj- the initial post says “no evil please”...

Grand Lodge

I have an Idea for an Undine Brawler/Unchained rogue Starting as the Brawler!

Grand Lodge

I would also add you don't need to be evil to be mean but consider the gm also said this:

"Avoid loners, please. To succeed, you're going to need a cohesive group."


@Giant halfling: I know. Thats why I ask how "tolerable" an evil character could be. If Cadj can't join, I'll try to create another character


Unfortunately I am currently having troubles with my laptop and am only able to post from my tablet. I have a Tiefling cleric that I would like to bring in. I have her backstory written up and will post it and all the other pertinent information as soon as I have an easier way to do so. It will happen later today I promise!


@GeraintElberion

Aquatic elves are fine. Cecaelias would be a Monster Race and would already have a strike against it.

@hustonj

It's not going to have any sway on whether Terry gets in or not, but the Avatar choice is going to be a fun trigger for me. (Diedre Lhashi) :) :) :)

@Cadj Nassen

Sorry, but I'm sticking to my alignment requirements. I've known players that have played really enjoyable evil characters. But far too often, the complications that come along create too much tension and bad things come of it. I'll have no one to blame but myself.

"You knew what I was when you picked me up."

~~~~~~~

I really appreciate the effort, hustonj, thanks. I'll keep an updated summary going.

Legacies

Contessa Steel (The Rising Phoenix) - Female Human Swashbuckler
Harmony d'Valois (Nikolaus de'Shade) - Female Human Bard

Completed Submittals (except where noted)

"Terry" of Quent (hustonj) - Male Half-Elf Rogue
Taicho Blackfeather (Robert Henry) - Male Tengu Inquisitor
Uranda (Grandlounge) - Male Human Alchemist
Gormak Thunderblood (Phntm888) - Male Half-Orc Sorcerer
Edward Teach (JohnnyBlack) - Male Human Sorcerer
Destinie Nicholae (Patrickthekid) - Female Human Mesmerist or Oracle (please pick one)

Concepts Presented
The following players have presented a concept, but haven't yet submitted anything.

The Emerald Duke - Shaman or Warpriest
Escharid Blackrose - Cadj Nassen - Human Wizard or Monk
Mr. Rattlebones - Witch
Arrannai - Changeling Shaman
Jeremy Packer - Eyan Q. Charodon - Aquatic Elf? Druid
Capt Mutt - Tiefling Cleric
Critzible - Undine Brawler

~~~~~~~

I see a lot of good character ideas here and hope more of them get fleshed out.

There are others that have dotted in, but haven't presented anything yet. There's still time!

Grand Lodge

Backstory for Uranda the Mawangi pirate alchemsit:

Uranda is a Mawangi man. Tall and lean with a confident bearing. Since he was a child, he trained under Haktu, who took on three apprentices. This practice is standard, one apprentice is to become the herbalist, the second is to become the shaman (spiritual leader of the tribe), and the third is chief and leader of the tribe. It is the sacred duty of the shaman to train these three crucial future leaders of each generation. The three candidates are trained generally in all aspects of healing (Ship's Surgeon), morality (student of philosophy) and leadership and only in their mid-twenties are their aptitudes assessed and their future role assigned.

Uranda did not want to be the chief. The chief was tied down to their homeland permanently; they managed the military, governance, and taxes. They worked firmly in the realm of the practical and Uranda thrived in the theoretical, potions, munitions, healing, and tactics were things he had passion for. Five days before the group was to be assigned their future roles Uranda started to dig through the tribal history to find a way to choose his position. In ancient times there was a rite of passage for next shaman, the 'da maté.' The young future shaman was expected to travel the world and bring back knowledge and wealth to improve the lives of their people. Because it is such a time-consuming process, the disciple and would-be shaman would typically leave in their teens, forcing the decision to be made early. It seemed that by invoking this rite and go in the subsequent fives day could ensure his position as the shaman and avoid the chance to the chief. So, Uranda wrote a note invoking the da maté and left for Bloodcove. There was no place he could think of more different than his ancestral homeland and more accessible to the world than a port town run by pirates.

With little money, he quickly found that people who deal in illegal trades often need someone who understands the properties of chemicals. He started to see how dangerous the world was and how necessity can supersede morality if one lacked conviction, so he committed to limit his work to what was needed for his protection, a simple form of utilitarianism (student of philosophy). In all instances, he kept his tribe's most deadly techniques to himself (toxicant). To his good fortune, he did not stay here long, one of his early clients left three broken firearms with him and mysteriously disappeared, which was surprisingly common in this region. Even in this state, these weapons were precious. Though loathed to profit from death, this was the quickest way out of the hellhole that Uranda found himself in, so he found a buyer for two of the guns kept the third for himself (class's starting weapon) and booked passage on a ship to the Shackles. The shackles were not much better than Bloodcove. Still, here, there was a sense of liberty, freedom, and independence that was vastly different from the filial piety, appeal to authority, and tribal unity he was used to.

Previous post about myself as a player Here

Build Basics at Level 1:

URANDA
Neutral Good Medium Human Alchemist 1;

Init +3; Senses: Perception: +5

Defense
AC 16, touch 13, flat-footed 13
HP 11

Fort 4, Ref 5, Will 1

Offense
Speed 30 ft.

Ranged Pistol +3 (1d8 /x4),
Alchemist spells prepared (CL 1; concentration +5)
1st (2/day)- Longshot (DC 15); Shield (DC 15);

Statistics
Str 9, Dex 16, Con 14, Int 18, Wis 13, Cha 7

Base Atk +0; CMB -1; CMD 12

Feats Gunsmithing; Point-Blank Shot; Precise Shot;
SQ Alchemical Ordnance; Alchemy; Bomb +1d6+4; Gunsmith; Toxic Secretion;

Skills: Craft Alchemy +9 (BG); Heal +5; Diplomacy +8; Knowledge (arcana) +8; Knowledge (geography) +8; Knowledge (local) +5; Knowledge (nature) +8; Knowledge (planes) +5; Perception +5; Spellcraft +8;

Traits: Student of Philosophy, Ship's Surgeon,

Equipment Pistol, studded leather armor.


A name... right... let's go historical. Edward Teach.


It was an EASY avatar choice. Not that many of the available elven pictures provide the red hair/green eyes and can be considered androgynous enough for Terry's appearance as I envision him.


"Delighted to meet you all. Harmony d'Valois, pleased to meet you. If you've heard of my parents... don't mention it. No, I mean really, don't!"

Harmony is a bard with more history than any character I've eve played before (she's the reason for the game's unusual start date). I haven't nailed down any archetypes yet, but I'll let you all know if/when I do. Vanilla is quite likely though.


The Tengu nods to Harmony, "Noice ta meet cha 'armony, wroight."

seriously, good to 'see' you again NdS it's been a while since "Era of the Apocalypse." As a bard, are you planning on dealing with traps?


My submission will be Azadi Freeman, an Undine hydrokineticist. I should have his official submission up tonight (and probably some of his crunch).


Alright, I'll go with the oracle class.


"It is very nice to meet you both. I am Uranda of the Thirty Trees. It is a pleasure to meet you, Harmony, whose parents are unmentionables. As you as well, Sir. May I have your name?"


Backstory:
Donomsail Lishoni is looking at her reflection in the polished brass plaque that serves as a mirror and as she does so she reflects on how she ended up where she is now, never thinking that she would have the choices she now faced in her life.

Donomsail had been told for the first 15 years of her life that her red skin, horns, and clawed hands proved her direct tie to Asmodeus. She wasn't certain where her denomic heritage came from but agreed with her mother that it was most likely that one of her ancestors had consorted with the Devil and she was the result.

Looking down at her bare midriff she follows with her aquamarine eyes as her fingers trace the scars running across her body. "I can remember when everyone of these were carved into me." She thought to herself unaware that she was also talking out loud. Her fingers continue up her breasts painfully aware that no one else would want to touch her so intimately once they caught sight of the scars crisscrossing across her chest, flowing down the valley between her large breasts and joining the scars on her abdomen forming a crude pentagram that had one vertex pointing down to the folds between her legs. "Mother always told me this was the proof I was to be his bride once I came of age." Once again unaware that she was voicing her thoughts aloud.

That was the reason for the frantic search of a way out of the basement that served as her room. That day had been drawing closer as her thirteenth nameday had been approaching. Once she escaped her destiny she faced the prospect of having no idea of what to do next. She'd been found by Veh Troujoju, a half-elf that understood what it was like to be an outcast from society. Draping his cloak over her shoulders, the same cloak she was preparing to put on now, he entreated her to join him as he journeyed to Neruma to become the new High Priest of the Temple to Gozreh.

That was just over four years ago and she had taken to life in the temple as a fish did to water, fitting as she was now heading out to the docks to follow what she believed to be her destiny, preparing to put out to sea. Gozreh had come to her in her dreams, not once but many times, and let her know she could best serve him on a sea going vessel but never letting her know which vessel or how. Scrutinizing herself one last time she looked at not only her brick-red skin but the scars that some how healed black, then ran her slender fingers with their sharp pointed nails over her bare skull wondering once again why she had no hair anywhere on her body. Taking a glance at the horns that curled at the sides of her forehead she gave thanks to Gozreh for the robe given her with its deep hood and long sleeves that completely covered her. Sure it got hot in the sun but that was a small price to pay for the anonymity afforded her, allowing her the ability to go out in public even though she didn't do that often.

"Welp, here I go." This time aware of speaking out loud as she used her voice to give strength to her resolve. Taking herself away from the comfort of the only place where she never felt the summation of her future as she had at the place where she grew up, refusing to call that hell hole home. With that she left, saying goodbye to the few friends she'd made there and saving Veh for last as she wanted to remember the final advice that he would give as they both knew she would never return.

Role in Party:
I see her as a support character for the first several levels as her lack of socialization will not allow her to be very personable or demonstrative. As a Cleric she will be the one behind the scenes trying to help control the battle field. As things develop this will change as she slowly starts to find her voice.

Role on Boat:
She will want to learn as much as she can about how the ship functions. At that she will spend as much time around the Captain as they will allow, peppering questions as fast as the thoughts come to her. As she learns more about the other party members she will do the same, especially if they appear to take a leadership role.

Why be a Pirate:
She has been having dreams about going on the high seas, whether this is an actual calling from Gozreh or just her excuse for leaving her old life behind she isn't sure but she is going into this with her mind open to the possibility of a better future. She has told herself she has a destiny to fulfill but she has no idea what it might be.

Future Changes:
After the first couple of combat scenarios she will start loosening up around the other PC's. In a few levels she will no longer see herself as a victim and instead see herself as a survivor of her past. Once that happens she will be much more active in attempting to use the knowledge she has gained to help her fellow adventurers. I want to start her as a Cleric with the Crashing Waves archetype and then when she can she will move into the Storm Kindler Prestige Class.

About Me:
Like a few others here I started playing when the very first addition of D&D came out. Have played all versions of the game including 4 Ed (still recovering from the psychic damage taken from that experience) and in the last few years started playing Pathfinder in a FtoF setting. This is my first time trying out for a PbyP game and I am looking forward to trying this out. I have read the threads about how to be a good online player and will spend the next few days looking over a few of the story threads to see all that info put into RL use. Sadly no good posts to share (also no bad ones) but hopefully that will change soon.

I think I have the basics here if I am missing anything let me know and I will add it in.


Application:
ME: I really hate talking about myself. I'm approaching middle age cautiously. I got my start in White Wolf's old World of Darkness, particularly Vampire the Masquerade and Mage the... whichever one was the old one. Moved to 3.0 and then 3.5, then some dabbling in 4th before I went to PF, where I'm my local Venture Officer. I'm in Central Time Zone (-5? -6? Whatever we are these days), and tend to post once in the morning and once at night, to allow for progress by those in any time zone.

Concept: Originally I wanted to be the cook, but you recently warned that it was probably not the best idea, so I switched and looked at the trait Ship's Surgeon, so I'm looking at an Alchemist there. I figured I'd go Chirurgeon and Crypt Breaker, because then I'm full of utility. I've got healing for backup, while still having bombs to be a useful combatant, and also being able to trapfind and stuff. So I'm basically a bomber rogue, with extra potions.

Moving past the first several levels, I'm not entirely sure what is going to happen. It's probably going to mostly be alchemist, because it's one that more than some doesn't lend itself well to multiclassing. So I plan to be an all-around with some definite scouting / trapfinding / skills. Also comic relief in the vein of "I'm a doctor, not... whatever it is we need at this particular juncture."

I'm proud of a lot of posts. If you want to have an enjoyable time, just click my profile and look at "Favorited By Others", that'll give you a fair idea. I don't want to select my best post because I don't like to toot my own horn. I've had some good characters, I enjoy playing. I'd enjoy playing this. I've never been an alchemist before.


Here's my official submission (take 2).

about me (again):
I haven’t been around for quite as long as hustonj, but my first character’s class was “elf.” I played d&d from 1st edition to 3.x and switched over to Pathfinder while it was in beta (plus a few other systems along the way- gurps, paladium, white wolf, etc). I used to be a very active PbP player a few years ago but some RL stuff came up and I had to step away from it for a while. I’m excited to be back but, as you’ll see, this is a pretty new alias and, as such, doesn’t have much posting history. I’ve joined two games already though and if you want to see what my posts typically look like, feel free to check them out. I’m in EST (right now, EDT for half the year) and usually make shorter posts during the day from my phone and/or longer posts at night from my computer. I typically post 1/day on weekdays and once over the weekend (though I try not to post twice in a row if others are lagging), but I’m usually available to post more often than that if a game is moving fast enough to merit it.

character concept:
Azadi is a friendly and mostly laid back sailor with a romanticized view of what it means to be a pirate. He has an exceptionally strong natural connection to water, which he can wield as a weapon, is an excellent swimmer, and can even heal minor wounds by immersing himself in natural bodies of water. He is tough and patient, and (usually) enjoys life at sea. Mechanically, he’s a hydrokineticist who uses water and ice for damage (and eventually some control).

background (abridged):
In the land of Qadira the wealthy and powerful bind genies to their will, and people are sold like livestock in grand slave markets. Jamaal was born there, the property of a wealthy slaver who specialized in breeding geniekin. His pale blue skin and rich green hair and eyes were desirable characteristics in an Undine and his master got top dollar for him. The young slave never made it to his new master though; the ship he was being transported on was taken by pirates. The buccaneers made all the slaves on board an offer: join their crew or be sold to new masters in Port Peril. Jamaal chose a life of piracy. He served with that crew for nearly two years before meeting Mikka, a half-elf sorceress with a little genie-blood of her own. She was the slave of a wealthy Kellishite woman whose ship they captured and she, like Jamaal, chose to join the crew. The two quickly fell in love and served together for three years, until Mikka became pregnant.

Azadi, whose name means ‘liberty’ in Kelish, was born in Ilizmagorti (on Mediogalti Island), where Mikka settled. Jamaal left his former crew and signed on to a ship based in that port which made shorter journeys and allowed him to spend more time with his family. Azadi was born with his mother’s skin, and elvish ears, but his bright green eyes and hair marked him as an Undine, like his father. By the time he could walk he could swim just as fast and the old women who sold fish by the docks used to say he was blessed by Besmara. Growing up, his mother told him bedtime stories every night about the adventures her and his father had fighting the henchmen of greedy merchants and freeing their slaves, some of which may have been embellished a bit (or completely made up). Jamaal wasn’t much of a storyteller but whenever he was home he would play pirates with Azadi and teach him the basics of seamanship and skills like climbing and scanning the horizon.

Azadi was thirteen when his father left port for the final time. His crew planned to sail into the Inner Sea to plunder a few ships headed for Westcrown and then be home before the summer storms, but they never arrived back in Ilizmagorti. Shortly after they were expected to return, Azadi began to demonstrate a unique ability for conjuring and controlling water and ice. His mother wondered if perhaps her beloved Jamaal had become one with the sea and was answering his son’s call, but she never dared share such a thought with Azadi. Instead, she did her best to help him sharpen and strengthen his abilities. She quickly discovered that although they both used their powers instinctively they worked very differently; nevertheless, her experience learning to harness her own innate power helped him learn to control his.

At seventeen Azadi decided that the time had come to set out on his own. His mother had been rationing the wealth left from her and Jamaal’s exploits, and supplementing it with some income from selling her services as a spellcaster, but money was tight with two mouths to feed. Besides that, Azadi wanted to be on the seas where he might find his father, if he’s still alive, and was hungry for the kind of adventures his parents had. He joined a crew of pirates headed down to the Shackles, but was somewhat disappointed with the experience. The journey was uneventful, with no ships to raid or slaves to free, and the captain and first mate seemed to argue quite a bit. The night they docked in Port Peril, the two came to blows in a tavern near the docks and most of the crew, including Azadi, scattered and started looking for new work. Azadi is on his third day in Port and has collected a couple promising leads but nothing concrete yet.


other character info:

Why does your character want to be a pirate?
Azadi wants to follow in his parents’ footsteps: having adventures on the high seas, liberating slaves, and rescuing wealth from the greedy merchants who hoard it.

What role do you see them filling in the group? On the ship?
Mechanically, he’s a ranged damage dealer, who will be able to provide a little control with infusions like slick (which is a lot like the grease spell), and could provide some healing too starting at 2nd level (if needed); he’s also very tough and he’ll be decent at some piratey skills (acrobatics, climb, profession sailor, and perception), plus he has a natural swim speed and his attacks will work underwater. In terms of RP, he is patient and generally optimistic, and will hopefully be able to provide something of a calming influence for his friends/allies. He’s of average intelligence and charisma, but is fairly wise and will hopefully be able to help his friends/allies make wise choices.

How do you see this character changing over the next 15-16 levels?
As I said in my previous (withdrawn) submission, I like to base character change/growth off the story they experience, and I don’t know much about this AP beyond the little bit I’ve played before, so I really don’t know how he’ll change? His idea about what pirating entails is highly romanticized, so I suspect there will be some growing pains there? I don’t think he’s the type to become a captain but I could see him being some kind of advisor or maybe a first mate. He’s also not actively looking for a relationship but given his family history he’d certainly be open to one.

@GM- how much of a stickler are you about the fluff for traits? In my backstory, my father was teaching me to climb riggings and stuff from a young age but the best trait to quantify that would be captain's balde which says you served on an Andoran ship (which I haven't). On top of that, all the other climbing traits say you're from the mountains (which is also not true). If it's a huge deal I'll could tweak my background and/or skills, but I thought I'd ask?

RPG Superstar Season 9 Top 16

Hey DM! I love the energy of your initial recruitment post, and with all my current games currently languishing in the doldrums, am pretty excited to join something that'll move at a quick clip. Here's some spoilered info about myself and my submission:

About me:
I'm just easing into my 40's and still have my hardback copies of AD&D in my closet. Got started rping in 8th grade and never looked back. I'm now a full time fantasy author, which means I both love writing and have the time/flexibility to post very frequently. East Coast, would prob post a little less on weekends, but otherwise good to go.

Character concept:
I'm thinking of a large, genial giant of a man, bald pate gleaming in the sun, with huge slabs of muscle hidden under a generous amount of fat. A bruiser with a heart of gold, who's been working odd jobs as a bouncer, hired muscle, or whatever else he can score so as to pay for his grog and another night's roof over his head. A bit slow on the uptake, cursed with a desire to be liked that he never dares show for fear of being ridiculed. Always watched the galleons set sail for adventure with a regretful sigh, promising himself that one day he'll get out of the slums, make something of himself - but just not yet.

With the right group, however, the right crew, I could see him slowly gaining more confidence, becoming the heroic figure he's always dreamed of becoming, and if he's not the central hero, then at least he could be that hero's stern second mate, a forbidding presence that ensures orders are carried out on the double. So, human, probably fighter with maybe a subclass in Thug or the like.


Meet Corwyn “Pegleg” Foamstrider:

Note that the alias has a profile and the homepage link will take you to the detailed character sheet.

About Me:

Gaming is one of my hobbies, but not all I do. I am a husband, father, engineer, and, yes, singer (Barbershop). I have been around long enough to appreciate good gaming where it can be found.

Gaming History:

I have been playing D&D for a long time…think plastic yellow dice, red and blue books, and me as a pre-teen. Moved on to AD&D in college as well as other systems (Traveler, d6 Star Wars, Runequest, MERP, GURP, etc.) but came back for 3.0, 3.5, and now Pathfinder. I have GM’ed and played in home groups and society play, but so far just a player on PBP for the past few years.
.
I am currently in two every other week FTF games (DnD 5e), and I play PFS and SFS when I can spare the time.

Time Zone and Posting:

I am in the eastern time zone (South Carolina) and I can do short posts during the day from my phone on occasion (sometimes needing help moving an icon, depending on the system) with longer posts in the evening. I will typically check multiple times a day and throw in a push post if a day or two has gone by without posting, unless I was the last one to post.

Character Background:

Born from an impulsive dalliance between an unknown Sasserine noble and a lonely sea elf, Corwyn was born of two worlds. Unable to breathe underwater, his mother sent him to shore where he spent his youth becoming a fine sailor, but his heart yearned for glorious combat! In his spare moments, Corwn trained hard with the warriors preparing for the Dragon's Challenge, though he was too young himself to compete.
.
One of the other sailors had a sister who competed in the Challenge, and Corwyn especially enjoyed watching her compete. Trading duty shifts with another helmsman, he was able to get a temporary assignment on the crew of The Arbiter, where the famous Taldan duelists would be feted. But the night went terribly wrong as pirates attacked while he slept! Barely able to make it to deck, Corwyn was casually slashed aside by a bald pirate with a strange tattoo, falling overboard and bleeding as the ship moved on.
.
Mercifully he only remembers flashes of that night afterwards—the cold embrace of the sea, the jubilation at finding a floating shattered table, and the mind-shredding pain of the shark bite that claimed his left leg. The long haul galley that found him in shock and barely alive was bound far to the east, and thankfully their surgeon was capable. Corwyn woke from his coma halfway to Absalom with a wooden peg where his leg had been.
.
Swearing off the sea, he made his way to Taldor to study at the famed dueling colleges, but his recent maiming kept him from attaining the balance needed for the more prestigious ones. Falling in with devotees of the Taldan god Kurgess, Corwyn found his inner strength and focused on developing some rather impressive unarmed combat ability. Eager to use his newfound capability, he has started traveling to the far corners of the inner sea, seeking to test his mettle against all comers.
.
Now five years later, Corwyn has a stout oaken peg leg and matching gold and white chain tattoos on his impressive biceps. He finds himself uncomfortably close to the sea, earning his coin by wagers on wrestling bouts and feats of strength in the disreputable city of Port Peril.

Why pirate?:

Corwyn doesn’t want to be a PIRATE, per se, but he is at once drawn to the sea and now afraid of its more toothy inhabitants. He loves to roughhouse and fight, so he can certainly fit in there. A good-hearted soul, Corwyn nevertheless doesn’t have a lot of use for rules (neutral good), so that could be both good and bad for working on a pirate ship. Mostly, he is a survivor and will do what needs to be done to stay alive. He has long since given up on life being fair, so if being a pirate is what it takes to keep breathing, have at thee!

Role in group/on ship:

Corwyn has a great natural talent for seamanship thanks to his aquatic elven blood, and he would make a good helmsman if such is needed. In combat, he likes to mix it up close and personal, and he is relatively tough in a fight, even when only fisticuffs are brought to bear. He is no great scholar or orator, though, and his most treasured moments will likely be knocking skulls together or sailing through clear waters with the breeze in his face.

Personal Character Growth:

Corwyn has currently sworn off the sea given his near-irrational phobia of sharks and other toothy sea animals. I expect him to be a ship-bound sailor as much as possible to the point of insubordination if he is forced to go into the water. This should persist until he actually gets into a combat with a powerful sea creature (preferably a shark) and defeats it. From there he should grow in confidence and his fear of the water should lessen.
.
Longer-term, Corwyn needs a friend group, a family, a place to belong. If he finds it with this adventuring group, he will eventually want to seek out his birth mother, who may in turn lead him to his human father, an unknown noble in far Arcadia.

Reference Posts:

Here is a fun one from a Starfinder game: Post
.
Here is one with some character development fluff: Post
.
And here is a combat post where I roleplay a crit: Post


This sounds great! I'll put together a full submission tomorrow but for now, my concept will be a half elf bolt ace, ship's lookout Shae Rafin.

Sovereign Court

@GM Itzi

So, I am finalizing my submission and rereading the player's guide and something struck me that I want to check on. I like my concept but it might be a source of conflict with any characters that take the Peg Leg campaign trait (I know I've seen at least one person planning it). I don't to invalidate my concept because of this nor do I want to invalidate someone else's by the inclusion of mine. Do you feel it would cause a conflict and therefore potentially cause an issue?

If so, please let me know. I have other ideas, including a similar druid that would be fun to me as well. I'd rather submit something that doesn't have a strike against it from its very concept, if this does in fact have such a strike.

Thanks.

And, yes, Eyan would in fact be an aquatic elf. The other druid would be as well.


@GM Itzi

I have a character's fluff ready, just trying to apply the crunch (supposed to be a switch-hitter pistol/sword). My current favourite is a Gunslinger/Bard multiclass. In order to not overlap with the already existing bard, I plan on taking one of the selfish archetypes that doesn't buff the team, but himself. My favourite would be the Dawnflower Dervish, but it's fluff is tied to a deity who I really don't want to devote myself to. How strict are you in this regard?


Will switch characters: instead of Cadj, I'll present to you Holone Carynore, Shaman of the seas.

Holone can mostly be an healer, both magical and mundane, but she is an efficient sailor too, if a little weird. I'll see how she develops while playing, but will probably stay single class.

I'm French, so probably not in the same time zone. playin" (and sometimes GMing, even if it's been a while) on the PF forums since a few years. Playing RPG for 30+ years now, started with Ad&D 1st Edition.


Hi there,
I'd also be interested in playing.
I've been wanting to play Skull and Shackles for years.
My concept would be for an Ulfen Human Skald.
Her role would be a mix of up close melee combat with support via buff spells and maybe helping out with party face duties.
Maybe not a captain for a while, but certainly a valued crew member.
(I had created the concept in an applications for another PBP game, but ended up rewriting to a Bloodrager to fill the front line martial roll for that group after I was selected to play before the GM vanished and the game died off.)
The character profile as played in that game is here.
Obviously the some of the crunch and the backstory would need to be altered to fit, but the young Ulfen who dreams of the days of raiding, and revenge against those who (have yet to) wrong her still appeals to me. Crunch wise, I'd probably adjust the alignment to fit the your requirements and the more chaotic setting for this AP.

About me:

Spoiler:

I've been gaming on and off for over 3 decades.
2nd Ed D&D, a bunch of White Wolf V:TM gaming and running.
I've been playing Pathfinder more recently, and took to PBP games to get my playing fix when I wasn't able attend the local PFS chapter.
I'm currently running a Carrion Crown game in RL for friends, and
I'm currently in one ongoing PBP game with similar posting requirements. I can usually post more often, but sometimes I don't get the chance due to work or other real life, but once a day/ one post per weekend is easily do-able.
I have read Painlord's guide and while my writing style isn't perfect, I feel like I can be a useful member to any game I play.
I'd hope you'll look over my aliases for samples of my game posts, to see if I fit what you're looking for.

Thanks for your consideration!

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