
Master of the Seas and Storms |

I’ll be posting some more information on character creation after I get some sleep but I just wanted to open up this thread so everyone can check in and, if you want, mention what kind of character you think you might want to make. I’m assuming the one Polli made was probably 5th level, so I was thinking of going with that as our starting level, although I’m open to other ideas if anyone has a different preference?
As far as connection to our regular Skulls and Shackles game, this game won’t likely have any direct impact on it at all but will occur in the same world. You may occasionally run into NPCs who had appeared in that game, or hear rumors about the Siren’s exploits (and Itzi might include the occasional allusion if he has time to read the thread at all).
If you have any questions, please, ask away.

John Gs |

I had made three characters to replace our three I thought were moving to the Sea Witch. Oddly Marisan's 'replacement' was a bloodrager.
Here was cohort's story in interview form mostly, since it was meant to be a post in recruitment for the Siren.
“Hedy the Sea-mouse, Miss, is what I'm normally called. An odd name, I do understand and apologize for. Hedwig is the full version that I was given by those that... owned me. Though they preferred the shortened version as an off-color joke I believe, I have kept it to remind myself that I am who I am... oh the Sea-mouse part is just a nickname I got on the first ship I joined after I was freed.”
The young woman is babbling nervously. Her light lavender eyes drifting down in assumed subservience only to shoot back up, straightening her back and setting her shoulders, as if reminding herself to 'Be Confident'.
The snow-white almost luminously so owl perched on her shoulder did not like the sudden movement and pecked at the side of her head.
Hedy's reaction was muted, suggesting this was normal behavior for the foul-tempered bird. Ignoring what had to hurt, she simply reached up with her hand to pull the lock of the purple-tipped ebony hair that had escaped to flutter free in the attack back over her ear again.
“I am a practitioner of magic” she says with a bit of pride, her eyes drifting up and to the right as she tries to pull all of her qualifications out of memory. "A witch but I promise that I am a good one, no boils or curdling milk, cackling madly...” her nose scrunched up “Well I do cackle at times, but that is part of the magic at times, but no boils.”
“I have... um... been trained to Service others" she looks down again, her cheeks turning an ugly red in memory “I'd rather that be limited to serving as a lady's maid. I can cook and clean, help a lady dress, but have been having trouble finding suitable work in that avenue because... well...” she raises her hand palm out and spreads her fingers, showing the thin membrane between each of them. “I'm not technically human. Our two races started the same, but a long time ago split into two. I'm what is known as a Low Azlanti or Gillman. If you'd like I could go over the history of... No? Okay, um well it means I can swim really well and breath underwater without additional magic”
She gets done, and fidgets a bit, “There is one other thing, Miss. I struggled on whether to bring this up, wanting to get the position purely on my own merit, but I truly do wish to be a crew member of the famous Siren.” she opens her sachet on her side and pulls out a notarized letter. “Miss Polli Analasia Bog IV is still the doctor on board, correct?” she waits almost holding her breath at the response, then relieved when she hears the answer “Good, then here. This shows the purchase of one Hedwig The Merwhore, which is me, or was... me, they called me a mermaid because they were idiots... Purchased By Miss Bogg, some five years back.” she pulls the letter back once it is read protectively and puts it away. With a worried smile and an uncertain tone, she pushes through “So I am her property, please return me to her at... Once?”
The story is simple. Hedwig grew up a slave, earliest memories were from the brothel, as a servant and then a prostitute in a large tub. An angry wizard doctor came to the house of ill-repute collect wayward crew so the ship could leave the hellhole they were docked in. Someone shouted Go Away Elf.
Hedwig said uncharacteristically loud, She is not an elf, she’s a sylph
That piqued interest, a how do you know that, answered with they let me read
A conversation where the sylph named Polli asked questions, engaged in intelligent arguments about interesting conversations, and then at the end, spent her entire life’s savings on buying the woman from the whorehouse. It was that or burn it down, she muttered as they left.
She worked on the ship for a bit with her until she had enough to go on her own, with the intention of returned to Polli to repay her, but the wizard got fired from more ships than one could think possible. So it has taken a bit.

Giant Halfling |

Lol- I think Mutt was looking at a witch too.
Some semblance of balance is always helpful in a party, but I'm going to make up our adventures (as opposed to using modules or whatever) and there will be some other crew members around, so I'm not super worried about you guys 'covering all the bases' or having some overlap (and, honestly, even though witches have a more limited spell list their hexes have enough variety that you could make 2 very different witches if you wanted to).
I'm working on some campaign traits right now and I'll make a post on character creation once that's done, but the big question I want to throw out there right away is where on the sandbox-railroad spectrum would you guys like to fall? There's sort of three set ups that we could go with, ranging from one extreme to the other:
1) Dead Captain- The campaign opens in the wake of a hard-fought battle; you won, but the captain died. Now, one of you, senior officers, must assume command. This would be a total sandbox; I'd try to throw out some hooks here and there but it would be completely up to you where you go and what you do there.
2) Strong Captain- The PCs are all officers who have signed on fairly recently under a (NPC) captain who's starting to make a name for himself. The captain is fair and reliable but calls all the shots. This would be a total railroad; the captain would decide where you're going and what you're doing there and you all would RP and do whatever adventures he tells you to.
3) Close Captain- The PCs are all senior officers on a ship whose captain just retired and passed leadership to his first mate. The new (NPC) captain is a capable man but places a lot of trust in the (PC) officers he's been serving alongside and includes you in his decision making. This is the middle of the road option; the captain would suggest where to go and what to do, but be open to your suggestions, or offer two or three options for you all to decide between.
Please let me know your preferences.
edit: glad to see I'm still getting ninja'd in the new thread, lol

Giant Halfling |

Number 1 would actually be my first choice, but that places the responsibility for driving the game on you guys. If you guys are ok with being proactive in picking places to go and things to do (and accepting that when the ship’s floating around aimlessly that’s on you), then number 1 works for me.
Also, I have an RL friend who might join us. I hope nobody minds. (@John- it actually the Witness’ player.) I think he’s going to check in at some point today and let me/us know.
edit: also, I'm down for the sea coven if you guys actually want to run with that. And there a few other classes that have witchy archetypes, so you could actually get a little extra variety.

Master of the Seas and Storms |

Sorry that took so long. I was doing school at home with the kids while working on it. Plus I decided to make up all new campaign traits instead of recycling the Skulls and Shackles ones like I maybe should have. If anyone really had their heart set on one of those let me know and I'll probably let you take it.
If you have any questions, please ask.
Character Creation
20 point buy
Races: core plus aasimar, changeling, ifrit, oread, skinwalker, sylph, tiefling, and undine.
Classes: any Paizo; rogues and summoners are unchained, barbarians are not, monks can go either way. Variant multiclassing is allowed if anyone wants to use it.
Skills: we will use background skills.
Traits: choose 2 traits, one of which is a campaign trait (see below); no drawbacks.
Starting Level: 5th (don’t forget your +1 stat bonus from 4th level).
Hit Points: Max at 1st level, 'average' (1/2 +.5) after that.
Wealth: Standard by level (10,500 gold, no more than 50% on a single item); no 1/2 price crafted gear to start with.
Campaign Traits
Dockside Rowdy- You grew up on the dangerous docks of one of the Shackles’ numerous ports or anchorages, and quickly learned to make due with whatever was handy when a fight broke out. You’ve since moved on to a life of piracy but that resourcefulness has never been forgotten. You gain the benefits of the catch off-guard and throw anything feats when using common sailing implements like belaying pins, oars, or ropes and pulleys as improvised weapons.
Free Spirit- You were born either into slavery or into a society with a strict and rigid class or caste system. All your life you have yearned for freedom. That longing drove you to the Shackles and a life of piracy where you are, finally, free to make your own way in the world. You gain a +1 trait bonus to escape artist, to your CMD vs grapples, and to combat maneuver checks to escape a grapple
Gentleman of Leisure- You grew up amongst the nobility of your homeland. Whether seeking adventure to cure your boredom, or to escape some responsibility (or mistake), you left that comfort behind for the thrill of piracy on the high seas. Still, you learned a few useful lessons during your time in high society; you gain a +1 trait bonus to bluff, diplomacy, and intimidate and one these (your choice) is always a class skill for you.
Gifted Sailor- You grew up on and around ships and instinctively know your way around nearly any vessel. You’ve been a professional sailor since you were old enough to start working and regardless of what kind of ship you started off on, you now find yourself gainfully employed as a pirate in the Shackles. You gain a +2 trait bonus to profession [sailor] and can use that skill to aid another on climb or acrobatics checks to board another vessel or move through rigging and on survival or knowledge checks to navigate.
Plague Survivor- You began your career as a respectable sailor but illness overtook the ship you were sailing on. You were among those who survived but the number of crew that didn’t forced the ship into port in the Shackles. It never departed from there (at least not under its previous name), and you have found yourself working as a pirate ever since. Your ordeal left you resistant to illness, you gain a +2 trait bonus on saving throws against diseases and effects that cause the sickened condition.
Salt in the Blood- You were born within view of the ocean and have never wanted to be far enough from it that you couldn’t smell the salt on the air. The open water calls to you, and you’ll serve on any ship you can as long as it means being at sea. Your special connection to the ocean grants you special power; choose one spell from the list below, 1/day when you are in the aquatic terrain you can use that spell as a spell-like ability with a caster level equal to you character level (using Charisma as the casting stat): air bubble, hydraulic push, marid’s mastery, obscuring mist, touch of the sea, or wave shield.
Shackles Born- You were born and raised in the Shackles and piracy is in your blood. You gain a +1 trait bonus to knowledge [geography] and knowledge [local] checks pertaining to the Shackles and can make such checks untrained regardless of the DC. In addition, you gain a +1 trait bonus on any checks to sell plunder or raise your reputation.
Witch’s Warning- You had a chance encounter with a sea witch in your youth. The strange, elderly woman declared that you were fated to a life of piracy, and that good fortune would follow you as long as you didn’t defy fate. You’re not sure what would have happened if you had ignored her words, but so far being a pirate has worked out pretty well for you. 1/day when you are forced to make a saving throw you can roll twice and take the better result. If you are unable to pirate for any reason (including being captured or marooned, or accepting some other form of employment) you lose this benefit and can not benefit from similar effects (such as the fortune hex) until you are able to return to pirating.

Master of the Seas and Storms |

I created a gameplay thread... obviously we're not ready for real posts but anyone who's interested enough in the game to add it to their campaign tab is welcome to dot and delete (if you post anything at all and then delete the post right afterwards the game will show up, you don't have to leave the post up at all).

Master of the Seas and Storms |

That is an excellent question... I’m thinking, roughly, the original Pirates of the Caribbean, or somewhere in the ballpark? Maybe just a splash of that Pirates show that used to be on skin-emax decades ago, depending on how amorous the PCs are? I’m not picturing a gritty, realistic depiction of piracy, but I’m equally not envisioning a sterile tale about a band of foppish do-gooders sailing around righting wrongs.
The actual feel will, obviously, be a group effort but my target (unless others would like to suggest a refocusing) would be like a solid PG-13 action/adventure thing, with morally ambiguous protagonists and room for (non-cartoonish) monsters.

Giant Halfling |

It looks like we're leaning towards option #1 for the captain/freedom setting, but it'd be helpful for me if we could sort of lock that in fairly soon (since I'll need to put together a captain if you go with #2 or #3). Are you all willing to accept responsibility for being proactive and keeping the game moving?
Also, (assuming you are) which of you is going to be the captain? Or would we have to wait for characters to be mostly done to figure it out? I was kind of thinking of it from the other direction, like if someone wants to be the captain (and everyone is okay with it) they might want to build their character for that (you know, maybe look at some kind of Charisma build, and perhaps some skills that would be useful for captaining)?

John Gs |

Good morning all, okay I moved over to the alchemist but am keeping the general idea of the backstory and all. Undine instead of gillman. She was a slave who was bought by Polli to save and set free. She's been keeping an eye out to find her again.
Option 1 is good.
On the ship before the dead captain, she was his/her valet and cook for the ship. Breathing underwater she'd hunt fish when they were stationary to provide delicacies

Giant Halfling |

Cool. I’ll plan on option 1 then, unless anyone else raises serious concerns. And it looks like we (probably) have an undine alchemist and a changeling bloodrager as our first two pirates. Plus, possibly, a fortune-teller witch from Mutt, and some kind of martial/skill character from Goodwicki (maybe with some divine casting).

Giant Halfling |

Me thinking about this game this morning: well, Brainiac’s making a bloodrager, should have decent Charisma, could be a good candidate for captain...
Me looking at Brainiac’s bloodrager this afternoon: hmm, 8 Int and 8 Wis, eh...
edit: @Brainiac, I’ve never read Blood of the Coven at all... what are the awakened heritage bonuses and how do you earn those?

Jordanna Carver |

Lol, yeah didn’t really make a captain character.
Awakened Heritage is a feat you can take that requires either Mother’s Gift or Iron Will as a prerequisite. It gives you a different bonus depending on your changeling heritage. In the case of mine, it would mean my character wouldn’t need to sleep any more. Which is fun but not really worth a feat.

John Gs |

Here is the initial stab, need to rewrite her introduction to make her more assertive and less mousey, and to remove the witch part. And as always the longer we have before we start, the more I'll change my mind over and over.
Hedwig Bogg II
Female undine alchemist (homunculist) 4/unchained rogue (consigliere) 1 (Pathfinder Player Companion: Familiar Folio 8, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Intrigue 44, Pathfinder Unchained 20, Ultimate Wilderness 212)
N Medium outsider (aquatic, native)
Init +3; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 28 (5d8)
Fort +4, Ref +7, Will +4
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee mithral dagger +7 (1d4-1/19-20 plus 2 cold)
Ranged bomb +9 (2d6+5 fire plus 2 cold) or
. . darkwood underwater light crossbow +8 (1d8+1/19-20 plus 2 cold)
Special Attacks bomb 8/day (2d6+4 fire, DC 16), sneak attack (unchained) +1d6
Alchemist (Homunculist) Extracts Prepared (CL 4th; concentration +8)
. . 2nd—ablative barrier[UC], fire breath[APG] (DC 16)
. . 1st—blend[ARG], cure light wounds, endure elements, heightened awareness[ACG]
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 18, Wis 16, Cha 13
Base Atk +3.75; CMB +2 (+3 grapple); CMD 15 (16 vs. grapple)
Feats Brew Potion, Elemental Strike, Evolved Familiar[UM], Extra Discovery[APG], Persuasive, Point-Blank Shot, Throw Anything, Weapon Finesse
Traits firebug, - custom trait -
Skills Bluff +12, Craft (alchemy) +11 (+15 to create alchemical items), Diplomacy +14, Disable Device +13, Escape Artist +8, Intimidate +10, Knowledge (local) +8, Knowledge (nature) +12, Perception +11, Profession (cook) +9, Profession (courtesan) +9, Sense Motive +11, Spellcraft +8, Stealth +11, Survival +10, Swim +15
Languages Aquan, Auran, Common, Halfling, Polyglot
SQ alchemy (alchemy crafting +4), amphibious, discoveries (evolved familiar[UM], mutagen[UM], pheromones[UW]), hydrated vitality[ARG], mostly human, mutagen (+4/-2, +2 natural armor, 40 minutes), swift alchemy
Combat Gear mutagen[APG]; Other Gear +1 mithral chain shirt, blunted bolts (10), crossbow bolts (10), darkwood underwater light crossbow[ARG], mithral dagger, handy haversack, headband of vast intelligence +2, traveler's any-tool[UE], alchemist starting formula book, ball (5 in.)[UE], belt pouch, bird feed (per day) (5), courtesan's kit[ACG], courtesan's outfit, courtier's outfit, fishing net, flask, grappling bolt[UE], grappling bolt[UE], jewelry[UE], masterwork fetters[ARG], masterwork thieves' tools, mess kit[UE], mirror, oldlaw whiskey (per bottle)[UE], ostentatious garment, parasol[UE], perfume kit[UI], pot, silk rope (50 ft.), skillet[UE], small shears, soap (5), teapot[UE], trail rations (5), waterproof bag[UE], waterproof bag[UE], waterproof bag[UE], 623 gp, 7 cp
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amphibious (Ex) You can survive indefinitely on land.
Bomb 2d6+4 (8/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Elemental Strike (+2 cold) Swift action to imbue your weapons with elemental damage for a round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Evolved Familiar Gain the Evolved Familiar feat.
Evolved Familiar Familiar gains a summoner evolution
Familiar Bonus: +3 to sight-based and opposed Perception checks in shadows or darkness You gain the Alertness feat while your familiar is within arm's reach.
Hydrated Vitality (10 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Swim (30 feet) You have a Swim speed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Cream CR –
Snowy owl (prankster)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 14 (1d8)
Fort +4, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee talon +8 (1d4-2)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 4th; concentration +2)
. . At will—ghost sound (DC 8), mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 8, Wis 15, Cha 6
Base Atk +3.75; CMB +4 (+6 dirty trick); CMD 12 (14 vs. dirty trick)
Feats Improved Dirty Trick[APG], Magical Trick (mage Hand), Weapon Finesse
[b]Skills Acrobatics +3 (-5 to jump), Bluff +8, Diplomacy +3, Disable Device +6, Disguise +0, Escape Artist +4, Fly +7, Intimidate -1, Perception +14, Sense Motive +7, Spellcraft +0, Stealth +23 (+27 in snow), Survival +6, Swim +11; Racial Modifiers +4 Perception, +4 Stealth, +4 Stealth in snow
SQ autonomous link, empathic link
--------------------
Special Abilities
--------------------
Autonomous Link (Ex) Hide feeling and project a false emotion (with Bluff check) to master through empathic link.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Average) You can fly!
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Trick (Mage Hand) You may perform magical tricks with the chosen spell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

John Gs |

For some reason it didn't expand on magical trick(mage hand) so here are those
https://www.d20pfsrd.com/feats/general-feats/magic-trick-2/
The two parts it would be using are
Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.
Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.

John Gs |

Also annoyingly it did not put in the name of the custom trait, which is Free Spirit, due to the whole 'she was a slave before Polli bought her to free her' thing. She took the last name Bogg cause she didn't have one and decided what the hell might as well use hers. The II is cause Polli offhand mentioned Oh I have a niece named Hedwig when they met.

Hedwig Bogg II |

“Hedwig Bog II” the sharp-dressed woman in a dark navy coat answered with a bordering on bored confidence.
“That doesn't sound Vudran” the clerk of the Rancid Boil pointed out.
Her eyes caught the sailor's, deep blue like the depth of the ocean, and held him for a moment before she nodded slowly “Because it isn't, and I'm not.” she considered before answering “I am an undine, though I don't look it. Bastard offspring of a marid? No idea what I'm talking about? A Water Genie?” she sighed at the declining education level of the Shackles lately. Bringing up her hand, she spreads her fingers out to show the webbing between them, then brushed the thick waves of ebony hair away from her neck to show the slits of her gills. “I can breathe underwater.”
After letting the usefulness of that on a pirate ship, she leaned over the table to look at his notes “I believe that deserves an extra tick there on your list of qualifications.” she points to where, then raises her gaze to his, letting her eyes widen like she just realized how close she was to him.
Her voice grew softer “I've been cook, a good one, and I've been a courtesan, a great one” she is pretty, one has to admit, and there is something light and stunningly addictive about her scent... the sailor leans forward, only to have her raise up and away “But no more. I was chained. A slave forced to service Clients in a bathtub. Merwhore, one of the creative establishments that owned me called me that. And it stuck.” her frown was deep, the anger hot but old, “But f~*$ them. Those that I couldn't find have died from old age or cock rot by this point.”
She gathers herself, smoothing away nonexistent creases of her lovely coat and the heavy skirts underneath. An owl, the color somewhere between snow white and luminous blue, flew down from the rafters to land on her shoulder, making her smile “This here is Cream, my familiar. I made him myself.” the owl pecked her in the side of the head, enough to get a wince “Don't fuss, it is unprofessional.” she whispers to him and pulls out a dried fish from her satchel which he gobbles down “He is a magical bird, quite mischievous to one's enemies, as well as helping me keep an eye out for nary do wells.” a cocked eyebrow in the sailor's direction again, as if weighing his nary do well nature.
“I make potions and bombs, have a way with words, and am brilliant.” she lists the rest of her qualifications in rapid order, and with no humility what so ever (though a really observant one would see the way her eyes creep away as she talks, a subtle sign she has her own doubts aplenty).
The sailor tough had been convinced at either cook or courtesan, hard to decide which is better, but asks the last question anyway “Why hook up with the Boil?”
“I'm looking for someone, that at least was and hopefully still is a crew member board your Fine- um- noteworthy vessel. A Polli Anadalasia Bog IV, a ship's doctor.” she starts to look through her satchel for something, missing the horrid frown that split the man's face at the mention of Polli. Pulling out a bill of sale. Of her. To Polli “I am her personal property. Even though that foul-tempered wizard bought me just to free me from my wretched existence and only really took an interest because I happened to know from reading, of all things, that she was a sylph and not an elf...” she stops talking as she notices the frown and the two ugly as sin brutes rising to stand behind the clerk with arms crossed. “Oh... I see you have met her. Um... and that she is unlikely still on board. Well then I will be-”” without a second to spare she throws several bombs and runs her ass off.

goodwicki |

Here's the basic crunch of my inquisitor; still on the fence on his last feat. He could be ship's captain or chaplain. I'll finish equipment and full derived stats tomorrow, hopefully fluff as well.
CN human inquisitor of besmara 5
S 14 / I 12 / W 18(20) / D 14 / C 13 / Ch 8
F +5 / R +3 / W +9
BAB +3 / CMB +5 / CMD 17 / Init +7
Skills- bluff +14, diplomacy +14, intimidate +16, acrobatics +6/+8, climb +6, *knowledge (nobility) +9, knowledge (arcana, nature, religion) +5/+10, heal +12, perception +10, *profession (sailor) +15, sense motive +12, survival +10/+12, swim +12
Feats - Favored Judgment (human), Judgment Surge, Extended Bane, ???
Traits-Gentleman of Leisure, Soaring Sprinter
Racial Traits-Bonus Feat, Heart of the Sea
Spells-(-/4/2)-orisons (acid splash, brand, create water, light, sift, stabilize), 1st (burst bonds, cure light wounds, divine favor, lend judgment), 2nd (blistering invective, cure moderate wounds)
Class Abilities-Conversion inquisition (Wis to bluff, diplomacy, intimidate), judment 2/day, monster lore, stern gaze, cunning initiative, detect alignment, track, solo tactics, teamwork feat, bane 10 rds/day, discern lies
Eqiupment-+2 Wisdom item, ???
John, I like Hedwig's write-up!

Hedwig Bogg II |

Thank you!
Hedy is ambitious enough to want to be captain, but knows most crews respect strength over intelligence, so is fine with number 2 or lower to stay alive (one attack from Jordanna would probably kill her). Captain, first mate, gunner, or back to just cook.
I am thinking of switcher her to LN but acting like CN, she has a code and believes order on a ship is necessary.
Also need to fiddle and get precise bombs somehow...

Capt Mutt |

Capt Mutt finally checking in. Looking at doing a Cartomancer Witch, was originally thinking of Half-Elf but first will look at some of the non-core races that you're allowing. I envisioned her as a total support character and if it's allowed could see her in a cabin boy type of role for the Captain or maybe as a Second Mate?

Donomsail Lishoni |

Question: If I choose Skinwalker can I choose one of the subraces? I am thinking of the Blood-Marked both for the +2 Int and I see some very interesting RP potential as she has views the crew as her flock. If not I will most likely go with Half-Elf.

Master of the Seas and Storms |

Unless anyone has any new concerns to voice, we are going to go with option #1. Today is my anniversary so I'm not likely to do much posting after what I can get up now, but I may kick off the gameplay thread (purely for some RP) as soon as tomorrow.
I want to put together and post quick blurbs for a couple of notable NPCs who share the ship with you first (or at the same time), but the basic setup is going to be that yesterday you won a difficult battle but the previous captain was killed; last night everyone celebrated surviving (with rum captured from the other vessel), but now that it's morning the officers (you 4 plus 1-2 NPCs) will have to decide who the new captain will be. That conversation will be the RP while everyone finishes character creation.
Hopefully that will give everyone a chance to find their character's voice. Also, feel free to sprinkle bits of your background into the conversation if you have them ready (and they're germane). You guys will have been serving together for a little bit so probably it would be safe to read each other's backgrounds when they're ready (and if anyone has anything they wouldn't have shared with the others please note that in you background).

Hedwig Bogg II |

Okay dropped point-blank shot for extra discovery (precise bombs), also picked up a few cracked ioun stones for skill bonuses and light. Lastly fiddled a bit with skills.

Donomsail Lishoni |

Hope your anniversary was a good one! Got my PC mostly finished last night, will finish it and post it on my break today. Won't be able to put in good posts until tomorrow after work. (12 hour day and only have my phone so...) Working on background in my head, probably won't have it posted until Sunday. Doesn't it make you feel good to know that you might get on a bus whose driver is thinking about such important things?

Hedwig Bogg II |

Yes. Keeps them sane! (ish) :)

Giant Halfling |

Alright, I’ll hold off a little longer on starting the RP to give you all a bit more time to get things sorted out. I was just going to name the ship you’re on and if you want to change it once one of you takes command you could do that pretty cheaply, but if anyone wants to suggest a name before we start, feel free. Also, I was going to assign your current roles (since they all can/will change with appointing a new captain), but if anyone wants to suggest/claim their own roll you can. Your ship is a keelboat (the smallest ocean worthy vessel) which requires a crew of 8-15, and could transport as many as 100 soldiers (or pirates), though that would leave no room for plunder (or foodstuffs). You were sailing with a contingent of about 30: the captain, the 4 of you plus 3 other officers, and 20 or so crew. The battle you just ‘won’ was with a (small) Chelaxian warship out hunting pirates. You survived but lost the captain, one of the other officers, and more than half the crew. And, worse still, there wasn’t even any good plunder, aside from some weapons, armor, and gunpowder (and the rum you drank last night).
My initial thought for positions was:
Brainiac’s bloodrager- Master of Arms (leading the warriors into combat)
John’s alchemist- Quartermaster (dispersing equipment and making alchemical weapons)
Goodwicki’s inquisitor- Ship’s Healer/Chaplain (tend the wounded and oversee ‘justice’)
Mutt’s witch- Ship’s Wizard/Vizier- (use magic to aid crew in combat and advise captain)

Hedwig Bogg II |

Sounds good to me.