Skulls and Shackles

Game Master Diamondust

A successful mutiny has given you your own ship. You do not have enough crew to fully man her. Rickety Hake can squib the ship so she is not recognised by anyone who might try to hunt you down and more crew are sure to be found in the town of Rickety Squibs.
Man's Promise Crew and Map

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Ahoy Landlubbers and Salty dogs. This be a fresh recruitment to give you a chance to raid the high seas and make a name for yeself, whether that be a feared, respected or a cursed one. If you do be thinking yeself deserving of gold and glory and drawn to adventuring and freedom then stop in and tell me what makes ye think ye have what it takes. Besmara take me, but you're a sorry looking lot.


About this game
In the Skulls and Shackles you will begin as press-ganged crewmates for a pirate captain that kidnapped you in the night and go on to perhaps become feared pirates in your own right. This game will feature ship travel and combat, weather hazards, island exploring and dungeon delving, trading stolen goods and selling plunder, searching for treasure and more. We will play on the forum here and I will add some maps on roll20 (it's free). Gameplay will be updated as often as possible, hopefully daily. Recruitment will go until there are a suitable amount of submissions. New or inexperienced players are definitely welcome to apply.


Submission Requirements
Backstory - can be in whatever format you prefer but at least 100 words. End by telling me why you are in Port Peril.
Class/Race - what are you starting as, including archetypes. No need to make a forum avatar or full character sheet yet.


Character and leveling rules
Level - start at 2. Gain levels at story milestones. Gain mythic tiers after completing adventure path books (total of 5 tiers).
Class - Paizo classes and archetypes allowed, 3rd party to be considered. Best of average or roll for class starting gold.
Race - Only Golarion player races allowed. Alternate racial traits allowed.
Attributes - 15 point buy. Max 17 at start after racial bonuses, no Min.
Traits - 2 standard traits, 1 campaign trait. No drawbacks.
Hit points - Max at level 1. Best of average or roll each level after.
Skills - Normal class skills plus 2 background skills each level.
Feats - 1 feat gained per level instead of 1 per 2 levels. Also using 'Elephant in the room' feat tax.
Additional - Automatic Bonus Progression will begin at level 3. Treasure will be reduced in accordance.

This character was built specifically for this AP, but, well . . ..

Obviously, I have to rework for the creation rules provided. The existing description and background exceed your stated requirement. Attributes (and all that follow from them) and Feats are all that are really "wrong." Elephant in the Room, bonus feats, and Level are also driving some change, but not as much as might be expected, really.

Male half-elf Unchained Rogue (Pirate), for the quick "what is this character?" response.

Edit: For any considering class conflicts, Terry has NO Disable Device skill or Trapfinding class ability. He's a social skill character with Sneak Attack and mobility capabilities.

Gonna submit the Doc here for now. I need to adapt the crunch and add why she's in Port Peril.

Edit: To not compete with Terry over the rogue slot switching to Lily. Need to change backstory and crunch but the bones are there.

"Best of average or roll for starting gold"

Starting funds: 4d6 ⇒ (2, 5, 4, 3) = 14

So, they are exactly the same. Start with 140 gold. <grin>

"Best of average or roll for HP each level after"

HP: 1d8 ⇒ 6

Dice was better this time.

Edit: And I think I have adapted the character sheet for your build rules.

Terry of Quent wrote:
Edit: For any considering class conflicts, Terry has NO Disable Device skill or Trapfinding class ability. He's a social skill character with Sneak Attack and mobility capabilities.

Lol, well we can always bash open the locked doors and chests.

Liberty's Edge

Dotting in with great anticipation. I should have something up tomorrow or Monday.


10 minute background:

Lily is the bastard daughter of a Hellknight and cleric of Asmodeus. She remembers trying to memorize The Asmodean Disciplines and the Asmodean Monograph at a young age. She also remembers the pain that followed when she, quite often, got it wrong. She remembers that her failings meant she would be sacrificed in Asmodeus’ honor on her 13th birthday. However, Lily’s mother had a last minute change of heart and rescued Lily. They fled taking a boat through the Shackles.

During the ritual where she was meant to be sacrificed she felt a devilish presence invade her soul. In the back of her mind, barely perceptible, it whispered of power and glory and for her to serve some greater purpose in Asomodeus’ name. The presence’s first task for Lily was to sacrifice her mother, to replace the soul Asmodeus was promised. She cut into her mother’s chest, while she slept, on the boat sailing away from Cheliax. She used her mother’s blood to draw a pentagram on the salt soaked cabin’s floor and it burst into hellfire cementing the notion that Asmodeus had plans for her.

The unscrupulous captain of the ship sold Lily to a pirate vessel as a swab and for the next couple of years she learned the pirate trade. While she enjoyed the discipline and occasional cruelty of serving on a pirate ship, she dreamed of capturing her own vessel. Most recently she has landed in Port Peril, set ashore after murdering a crewmate that stole her pentagram.

She has begun to question her faith lately, Asmodeus has driven her out of her native Cheliax and into Besmara’s bosom. She wonders if her father is still hunting her and what a meeting might bring.

Why is your character in Port Peril?

Lily has lived a pirate life ever since she sacrificed her mother to Asmodeus at 13. She has most recently murdered a crewmate who thought they could get away with stealing her unholy Archstar. She is looking for a new berth so doesn’t exactly mind being kidnapped, what she does mind is that they didn’t ask first and her Archstar seems to be missing

Who is one NPC your character thinks as an ally, contact, and enemy?

Ally: Tethys the Rake, a broad shouldered woman with a fondness for polearms. Lily and her often sparred aboard the ship Arcadian Impostor. She’s not terribly fond of the tight lipped half-elf but she knows in a fight they’d have each other's backs.

Contact: Dr. Ethyl Ermengarde, a surgeon who patched Lily up once after a boarding that went badly. She seemed interested in studying Lily’s fused soul, but Lily didn’t like being under a microscope.

Enemy: “Junior” Lily’s twin brother. Separated at a young age, Junior managed to find Lily in his travels. He stylizes himself as a hero, poet, and singer. Lily wishes he’d put such childish notions away.

These are all other PCs of mine, but feel free to use them however you see fit.

I'll start adapting crunch tomorrow.

But she'll be a half-ork Bloodrager (Infernal and Destined crossblooded)

Interested, indeed.
Created this character quite some time ago in anticipation of playing in a seafaring game that never quite materialized. Could be fun. His name is Arandaris the Rhymer. Human or Half-elven (can't decide), Bard. Possibly as a Sea Singer archetype, but more likely as a straight up Bard.


The cell was cold and damp, clearly not well maintained, though Arandaris hardly noticed or even seemed to care. His voice, a surprisingly warm sound in the stale, stone entrapment, echoed hauntingly through the hallways, calming those imprisoned there, giving them something else to think about rather than their own current circumstances.

Silent the night when Ogres came,
attacked without warning, to kill and to maim.
Goblins there too, with spears raised in lust,
doing what creatures as they do, and must.

Sudden the swarm, as a storm rolling in,
striking at guardsmen, their families, their kin.
Roaring like thunder, the Ogres bore down,
seeking the ruin of ol' Loftland town.

Feel the flames and hear the cries.
Does Loftland die tonight?

The battle raged on, the guard stood their ground,
though death and destruction closed in all around.
A single man sent, with news of the fight,
seeking to succor some aid in the night.

His fate was unkind, downed on the road,
victim of bandits who knew not his load.
Had they, then this tale would be winding down,
and we'd know only the ruin of ol' Loftland town.

Feel the flames and hear the cries.
Does Loftland die tonight?

For as god's luck would have it, there were Knights on their way,
knowing then not, what future ahead lay.
Seeking then only to find and reveal,
those fiends that small children would hunt and would steal.

Imagine their shock, dismay and pure fury,
to find Loftland’s messenger lying dead in a gully.
Bleeding, he’d crawled til his strength let him down,
He bore only a writ of the plight of Loftland town.

Feel the flames and hear the cries.
Does Loftland die tonight?

So Knights drew their steel, their shields borne for war,
Grimfaced the company, set to even the score.
Priest, Scout and Minstel, together they came,
Without care for themselves, they had no cause for shame.

Then unto the town, they approached with dismay,
the sun yet, not risen, aye, several hours til day.
Yet the sky overhead was adorned with bright light,
as the butchers of Loftland did set fires alight.

Feel the flames and hear the cries.
Does Loftland die tonight?

A charge, then, of heroes, the men of our tale.
Surely, they could not e’en hope to prevail?
Still to a man, then went forth defending,
ignoring the claws of their foes and their rending.

Long hours fell on, the flames lit their battle,
cleaving through beasts as if they were but cattle.
Ogres and goblins, together went down,
as these heroes fought on for ol’ Loftland town.

Feel the flames and hear the cries.
Does Loftand die tonight?

Wounds, they were grievous, though still they fought on,
against countless odds, they battled til dawn.
And when the sun did soft, peek her head,
she found Ogres and goblins and numbered their dead.

For gone were the hordes, the survivors had run,
and though victory t’was claimed, tragic damage was done.
Of the sons of Loftland, true, o’re two hundred had died,
they fought for their people, not gold, lust or pride.

Brave were our heroes, but moreso those deceased ,
with naught but their hearts, had they fought ‘gainst these beasts.
Ne’er more courageous a group could be found,
Then the poor souls what died….saving ol’ Loftland town.

Still feel the flames, and hear the cries,
for justice in Loftland tonight.

“Quiet, You! Enough o’ yer catterwailin’!” His jailer, a rotund, middle-aged man, was clanking the keys into the padlock on his door, and that was something far more important than the state of his accommodations. The young sailor stood with a small groan, brushing off the cell’s muck and grime as best as he could, and failing miserably. A full day and night in the town’s jail had definitely left its mark on him, for now.

“Hey! Songbird…c’mon out, an’ be quick about it. Yer’ time’s up and I’m sick o’ lookin’ after ye an hearin yer crooning.” The guardsman belched, noisily pulling the chains away from the lock and opening the door with a rusty creak.

“Would’ve sounded better with a mandolin playin…” Arandaris mumbled back, all but unheard.

“I’m guessin’ that next time you’ll be thinkin’ twice afore startin’ a brawl in old Olzwad’s tavern, yessir.”

Arandaris frowned at the memory, not finding it especially worth remembering, but rather the contrary. The lump he had on the back of his head from one of the large bouncers did little to change his mind on the matter. In truth, however, Arandaris had not actually started the brawl…that honor belonged to the fiancé of the young lady he had been quietly “entertaining”.

Sharaenl? Charamel? He wasn’t really sure he remembered the lady’s name, but then again, he hadn’t known her all that long before her troll-sized beau had come bursting into the room, finding them in a less than appropriate state of dress.

The young sailor’s protests that they were merely performing some relaxation techniques in preparation for a music lesson went unheeded. Surprising, really. Arandaris hadn’t thought the other man clever enough to see through the bluff…

“Are ye even listenin’ ta me??” The guardsman barked, snapping the blonde sailor out of his thoughts. Arandaris quickly murmured something under his breath about how he had of course been listening, and added a quick apology that seemed to satisfy the brute. “Yer personal effects…such as they are…are in there on the table. Get em’, and get out…or I’ll toss ye back in the cell fer trespassin’.”

With that, the jailor turned and walked away, leaving Arandaris to collect his things…once again a free man. The green-eyed minstrel didn’t tarry, sweeping up his swordbelt, his lute, and the rest of his meager belongings, hustling out to the street.

Once there, the young sailor was met with a light breeze of fresh air that turned a bit sour with the smell of rotting fruit. Ah, the sweet smells of a port city. The town was not exactly his favorite place, but it was a bit more forgiving than some other cities with ports near...well, wherever they were, where his dalliance the day before might have earned him a missing hand…or worse.

A moment, however, was all Arandaris allowed himself, as he hurried down the crowded streets of town, heading as quickly as possible towards the city docks. It was just possible that his ship, or rather, the ship he had sailed in on, was still in port, and if so…he still had employment. Every ship needed a bard or storyteller, or at least he hoped that the Captain still thought so.

As he dodged back and forth through the surprisingly heavy flow of people, Arandaris reflected on his time of imprisonment. Not his first, and if his luck held true…probably not his last. The blond-haired young man chuckled at this, wondering exactly what his parents would think if they could see him now.

Not that his Father had never really seemed to care too much what Arandaris did, so long as it wasn’t connected to him. The green-eyed sailor had been born the accidental son of a hard-nosed, traveling Priest of the One God and a well-endowed Tavern-wench…a development that had not pleased the man of the church at all. He had instructed the barmaid to keep his identity a secret, and in turn, offered to make sure that mother and son were taken care of, quietly.

Arandaris had grown up happy and somewhat carefree, living as they did in an upper room of a tavern. Being raised in such an establishment, while not the most proper of child-hoods, was not without its merits. The young man learned to play cards, sing bar-songs, and most importantly, wash dishes with the best of them. Along the way, he picked up a few other skills of a far more questionable nature, often from drunken sailors and thieves that found the boy to be an apt student.

A small, rolling vendor’s cart almost collided with Arandaris as he neared the docks, shaking him once again from his memories. He ducked around it, and clunked along the wooden planks of one of the weathered docks, grinning when he spotted aging ship he currently called home. The Gypsy Moth floated nearby, though it was obvious that her crew was preparing to cast off. Not immediately, but within the hour for sure. As Arandaris approached, he saw Pinion Bob, the ragged-haired first mate eyeing him with a scowl.

“Where ya been, lad? Th’ captin’ was thinkin’ to ship out without ye. Might, still.” He said. “Storytellers be easy ta come by, these days…”

“Yet not so easy as a good wench, Robert, an’ with half the trouble a lass’ll bring.” Arandaris replied in a near perfect imitation of the first mate’s voice. “C’mon Bob, t’was just a little disagreement on the wrong side o’ the ale tankard was all it was, an’ I’m back before final check, ain’t I?” Arandaris continued with a grin. He continued up the dock and onto the boarding plank, giving the man a confident wink as he stepped past him, and Bob chuckled despite himself.

“Then get down to the hold, then, and be ready ta work yer arse off on this run, lad..ta’ make up fer the time ya’ missed here in port. Ain’t gonna be no loungin’ about fer the bard on this run.”

The blond-haired bard could hear little actual anger in the older man’s voice now, and merely ducked below decks with a wave.

(OOC: As to why, specifically, Arandaris is in Port Peril? His ship docked there and when he returned from yet another drunken shore leave, this time, he was left behind)

Been looking for Skull and Shackles for quite a while, so very eager.

How are you on alignment for this?
The mean reason I ask is I have been looking to create a devotee of Guyuku for this, which is the Chaotic Evil Oni Daimyo of Piracy, Tsunamis and Tea. My character itself will be just fine as Chaotic Neutral but he'd still be a follower of an evil deity.

Wow, awesome character rules here. What adjustments are you planning to counter these strong characters?

I have a s&s character ready that never found a game. will adjust and submit!

Thanks for the interest everyone.

Terry (rogue), Lily (Bloodrager) and Arandaris (Bard) have complete submissions so far.

Cuàn, a CN follower of Guyuku should be able to work.

Ellioti, expect enemies to be buffed or more numerous and not the standard Bestiary entries. Some things about mythic will adjusted but we will get into that once the game starts.

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Skulls and Shackles; you say? Pirates and Monsters at the edge of the map; you say? Eye patches, wooden peg legs, sweet-looking hats; you say?

I have been waiting for the most opportune moment for a chance to play this!

I have some reading to do!

Thank you for running!

Starting Gold: 5d6 ⇒ (6, 6, 1, 5, 5) = 23 x10 = 230 gp (lucky me, that's the minimum I needed for my build)
2nd level hp: 1d8 ⇒ 3 < 5.5, so is it 5 or 6?

Jack Harrow:
CG male Human Swashbuckler 1 / Oracle 1 Archetypes Inspired Blade, Shackles Corsair
Init +3
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) [+4 vs crit confirmation]
hp 20 (10 + 1d8 + 2 con)
Fort +2, Ref +5, Will +2
Speed 30 ft.
Melee Rapier +5 (1d6+3 / 18-20 x2)
Melee Rapier +4 (1d6+4 / 18-20 x2) [Power attack]

SQ Panache 2/2

Oracle Spells Known (CL 1st; concentration +2)
1st (4/day)-liberating command, obscuring mist, cure light wounds
0th (at will)-create water, detect magic, guidance, light
Str 11, Dex 17 (15+2), Con 14, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 14 (18 vs bull rush, drag, grapple, reposition, and trip)
Feats Weapon Focus (Rapier), Skillfocus (Intimidate), Weapon Finesse, Fencing Grace, Extra Revelation
Traits Extremely Fashionable, Expert Boarder, Buccaneer’s Blood
Skills total (ranks +class +ability +bonus -armor check penalty)
Acrobatics +5 (1 +3 +3 +0 -2)
Bluff +6 (1 +3 +1 +1)
Climb +2 (1 +3 +0 +0 -2)
Diplomacy +2 (0 +0 +1 +1)
Intimidate +10 (1 +3 +2 +4)
Perception +1 (0 +0 +0 +1)
Profession (Sailor)* +6 (2 +3 +0 +1)
Sleight of Hand* +6 (2 +3 +3 +0 -2)
Spellcraft +5 (2 +3 +0)
Swim +2 (1 +3 +0 +0 -2)
Use Magic Device +6 (2 +3 +1)
*Background Skills
Languages Common
Gear rapier, pirate clothes, leather lamellar, jewelry worth 150 gp, broken and useless compass, 0 gp
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Swashbuckler (Inspired Blade, Shackles Corsair)
Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspired Panache Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.
Inspired Finesse At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Curse: Covetous You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 150 gp. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 50 gp or more is taken from you against your will. Use Magic Device becomes a class skill for you.
Mystery Waves
Fluid Nature (Ex) You receive a bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a -4 penalty on its confirmation roll.
Water Sight (Su) You can see through fog and mist without penalty as long as there is enough light to allow you to see normal.

Expert Boarder (Besmara) Besmara rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks.
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). You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Favored Class Bonus 1/4 extra panache

Jack Harrow: Backstory:

Jack Harrow was born to Edward Tilly and an unknown woman on a pirate ship. He was named Jack after his uncle, Edward's brother. After his mother's demise, Jack grew up in a tumultuous household full of outlaws at Shipwreck Cove. He had spent most of his youth unsure whether Edward Tilly was really his parent, frequently referring to him as "The-Man-Who-Might-Be-Father". Despite Jack's resentment of him, he respected the fact that Tilly was always there for him when he needed him most, such as when he nearly got his hand cut off by the pirate Rusty Knickers or when Jack was almost sold into slavery by Captain Lucy Graven. Jack was determined to follow in his father's footsteps and become a captain of a ship, rather than just some ordinary pirate like the majority of his relatives (explaining his insistence on being referred to as "Captain" well into adulthood).

As a teenager, Jack served as a cabin boy on several pirate ships, including the Troubadour of Captain Tilly. As a member of Tilly's crew, he visited many countries and ports. However, he became fed up with his hectic life in a pirate family. One night, he snuck by candlelight into the study to consult the Pirata Codex and, coming upon a section on freedom and the need for pirates to make their own decisions, decided, he was completely justified in running away. He packed a bag, stole his father's compass and escaped out the window. Jack stowed away aboard a merchant ship to reach the great Mwangi Expanse. His seafaring experience made it easy to join a new crew. Eventually, a rather unfortunate encounter and misunderstanding with some infamous Shackles pirates forced him to abandon the pirate life, flee and take employment in the Chelish Trading Company. After five years of faithful service, during which he sailed across the Seas, he was given command of the Wicked Wench, a ship owned by Cutler Beckett, the CTC Director for Western Garund. As Beckett's employee, Jack searched for the mystical island of Kirma and its legendary treasure. When he eventually found it, he decided to betray Beckett and keep the island and its inhabitants safe from Beckett and his slave traders. Later Beckett contracted him to transport a cargo of slaves to Westcrown, Jack chose to instead liberate them and finally steal the Wench from Beckett. However, a few weeks later, Beckett's men managed to find him and branded him as a pirate (once again), while the Wench was set aflame and sunk. Jack immedieately retaliated against his archenemy and captured the Wench's sister, the Blue Maiden. He renamed her the Black Pride and began the pirate life anew. This time, he was much more successful and soon Jack Harrow became one of the Free Captains and a member of the Pirate Council.

Throughout his years as an infamous pirate of the Shackles, Jack Harrow embarked on many adventures, several of which involved gaining items of unique value. Sadly, Jack was rumoured to be cursed, because he lost most treasures faster than he could find new ones. Jack had been captain of the Black Pride for four years, when he went after the treasure of Dead's Isle. Suddenly, during the search of the island, he lost the Pride in a mutiny led by his first mate, Horice Barbooza. He was back to zeri once again. But being the great Jack Harrow, a few months later, with the help of some still loyal crew members, he retrieved the Black Pride and killed Barbooza, thereby becoming its captain once again.

Over the course of time, Captain Jack Harrow became a center of intrigue as myths and legends have been told of his exploits. Most of these tales, however, were exaggerations, or even fabrications embellished by Jack himself to bolster his reputation. Despite his dishonesty and many deceptions, Jack Harrow did embark on a number of grand and thrilling adventures, some involving the supernatural, pirate lore, magic, and journeys in discovering hidden treasures. Indeed, Jack's ultimate ambition was to have the freedom to sail the seas as a legendary pirate for eternity.

Desna's favor is not with Jack. Two years ago a Kraken attacked the Black Pride and sunk it. Jack had lost her again, now for good. While he was used to loosing and winning, the loss of his beloved Pride broke him. He indulged in the rum and the stories of Jack Harrow started to fade. Today he was nothing more than a simple, drunken seaman.

I present my cursed pirate. He's currently a swashbuckler 1 / oracle 1 and will take swashbuckler from there on.

Oh, wow, I loved the opening post. Please don't close recruitment until I finish my character. Thinking of a peg-legged Oracle archer with a nasty attitude.

I am thinking 1/2 Orc Gunslinger...I have have yet to play a gunslinger; it seems to easily fit the motif.

Slight adjustment since I somehow missed the 2nd level start rather than first. Arandaris will be a Freebooter(Ranger Archetype)/Bard. Not sure of the level breakdown after we start...will play it by ear and level depending on how the game plays out. :)

"ALSO..." he said, having finally looked over the Skull & Shackles Player Guide, "I will be taking the Barroom Tailspinner Campaign Trait, as it seems most appropriate for a Bardly-type, no? Yo ho, me hearties!"

A Bit of A Backstory:
DOC! Git o'vrn here! Tis be a bad one!
The answered look from the dandy-looking 1/2 orc announces the desired recipient of the order. Bartholomew "Doc" Woodson is a 6' 180 lb grey-skinned 1/2 orc. His father was a ship's carpenter, prior to getting washed overboard on their last run. Bartholomew is the ship's doctor; by fault of being trained with a saw. It happens on board. Some posotions are only suited to those with any skill close enough to be deemed acceptable.
Gonna loose him ifa you don't git o'vrn here, Doc!
The 1/2 orc makes his way across the water-splashed deck; avoiding puncturing boarding pikes, slashing boarding axes, and flailing punches from boarding pirates! It truly is not easy! Carefully--but quickly--drawing his pistol, "Doc" pulls back the hammer, points the barrel of his revolver at the pirate with bad intentions at his Captain, and fires. The naughty pirate (faceless) flaps to the deck.
You do realize that I am only a carpenter; like me pa?
The Captain points to the First Mate's mangled leg. He nods.
"Doc" sighs, but the ship's surgeon reaches into his ever present satchel. He brings out a whiskey bottle. He pulls the cork out with his teeth, takes a long pull (offers it to the agony ridden First Mate; who does indeed partake!), pours some over the lower leg, and smiles at those gathered about in the mist of chaos!
Someone may want to hold him down.

I formally introduce; Bartholomew "Doc" Woodson 1/2 Orc Gunslinger 2 with the

Campaign Trait:
Ship’s Surgeon: On a ship, a sailor often has to learn
multiple skills, and this rule certainly applies to you.
Your father was a woodworker, and you learned your
first trade from him. But on your first voyage at sea you
quickly found out that a carpenter is often a ship’s doctor
as well—after all, who knows more about sawing off limbs
than someone who saws wood for a living? People are a lot
bloodier than wood, that’s for sure, but you haven’t had
many complaints—those sailors who have enjoyed your
services are either happy to be alive or dead, and there’s
old salts who swear the peg legs you for made them are
better than the real legs they used to have. You gain a +1
trait bonus on Craft (carpentry) and Heal checks, and
Heal is a class skill for you.
You were between ships in Port Peril, and after
stopping for a drink at a tavern called the Formidably
Maid, you happened upon a damsel in distress in the
alleyway outside. Thinking you could help, you didn’t
notice the thugs hiding nearby, and they caught you
unawares. You’ve been on enough ships to know a press
gang by the blow of the sap on the back of your neck—you
just hope whatever ship you end up on needs a surgeon.
Although the majority of your equipment was taken away
when you were press-ganged, you managed to hang on to
a fully stocked healer’s kit, and you begin the campaign
with it, regardless of your starting circumstances

I thank you for consideration. I shall write up more; if you deem it needed. Also, the Crunch is in my head; but not down on paper, as yet.

Hmm. I’m in a S&S campaign right now, but can segregate IC/OOC knowledge if you’ll allow that. Mythic and the like will doubtless make this one pretty different anyway. I’m thinking an Ulfen barbarian, come south to raid warmer climes. Getting press-ganged isn’t really his ideal, but he’ll take it. Possibly a werebear-kin Skinwalker.


May I present Torgal Cailean, warpriest of the Drunken Hero?

”We are We are We are We are
We are the engineers!
We can We can We can We can
Demolish forty beers…”

You’d be easily forgiven for mistaking the sound coming from inside the tavern as that of ten sailors singing, but a quick peek inside reveals only a lone dwarf balanced precariously on a barstool with a mug in one hand. Foam clings to his whiskers like barnacles to a shipwreck, like he himself stubbornly clings to the rafter as the stool slips and falls to the ground below him. Nary a drop of ale splashes from the tankard as he takes another hearty sip and continues with his song, making up for lack of a singing voice with uninhibited enthusiasm.

”Drink rum Drink rum Drink rum all day
and come along with us foooooOOOoooor…”

A long, drawn-out note held a bit too long, sung a bit too loudly, with a bit too much freedom in the tune to be easily recognizable. Anyone in Port Peril will tell you Torgal’s much the same - too loud in his proclamations of freedom for all and all for freedom, too caught up still after fifty years in the tales of the Drunken Hero, too quick to “accidentally” spill his drink on someone boasting of keeping slaves. Maybe he should have stayed in that orphanage up the coast, they muse over their drinks. Maybe he should seek his fortune elsewhere. Maybe he should just… go away.

”We don't give a damn for any old man
Who don't give a damn for us!”

Torgal’s in Port Peril after being “encouraged” to leave town after town after town - it’s only a matter of time before he finds himself on a boat heading further down the coast again. But until then, he’s loud and happy to tell anyone who’ll listen about Cayden Cailean and the accidental deity’s epic adventures thwarting the evils of slavery.

Torgal is a Dwarf Warpriest of Cayden Cailean, focusing primarily on dirty tricks and secondarily on actually dealing damage. I haven’t had a chance to fully understand the Elephant in the Room rule set, but it makes sense and will certainly allow Torgal to diversify his offerings in combat (such as one feat boosting a handful of combat maneuvers rather than a singular one). Eventually, I’d love for him to take ranks in Evangelist (Drinking Buddy and Intoxicating Strike as sooooo flavorful!).

I do have a question though regarding warpriests and the EitR rule set. A warpriest can treat any weapon with which he has Weapon Focus as his sacred weapon (as well as his deity’s favored weapon). With Weapon Focus now applying to weapon groups rather than specific weapons, does that mean he could treat all of those weapons as his sacred weapon?

Please don't hesitate to reach out if there are any questions or concerns, GM.

Slight change to Arandaris...namely, I found a name I like much better for this. Robbidon Jaan. It's got a more swashbucklery feel to it. :D

HP: 1d10 ⇒ 6

Starting funds: 3d6 ⇒ (2, 6, 6) = 14

Dotting. Hi, Lily. Nice to see you again (Jerax sends his regards)!

TheWaskally wrote:
Dotting. Hi, Lily. Nice to see you again (Jerax sends his regards)!


In other news crunch is adapted.

Character Submissions
Terry of Quent Rogue
Lily Tuvol Bloodrager
Robbidon Jaan Ranger/Bard
Jack Harrow Swashbuckler/Oracle
Bartholomew "Doc" Woodson Gunslinger
Torgal Cailean Warpriest


I am intending to select 4, maybe 5 characters. I have done most of the maps for the first book and now creating the npc's and enemies you'll face, so I am almost ready. As there is already 6 submitted characters and as many more expressions of interest I think I will leave 1 more day for interest posts after which only those who have posted already can create submissions. Then hopefully 1 more week should be enough for everyone to submit their backstories before I choose the characters who will play.

Ellioti, Jack's backstory seems very impressive for a second level character. A free captain and on the pirate council? dozens of stories and legends about him? You would get to do those things and create your legend in playing this game so I would recommend rolling Jack's experiences back somewhat.

Ouachitonian, skulls and shackles is not a new adventure path in any case so I am fine with you applying and keeping knowledge from other games separate.

Hawthwile, you could use any weapon from the weapon group as a sacred weapon.

Looking forward to polishing up this character with the changes for this version of the campaign. Basically, he is a Siege Mage wizard with a single level of Siege Gunner gunslinger for grit, deeds, and the proficiencies. He will take Buccaneer's Blood, for his grandmother was a terrifying force on the high seas back in the day, and he wants to follow in her arcane footsteps.

Hit points level 2: 1d6 ⇒ 6
Starting gold: 5d6 ⇒ (4, 5, 4, 6, 4) = 23 x 10

Class/Race - Tobias "Toby" Wraithborn, aasimar Clever Godling of Besmara.

During a greater-than-normal planar storm in The Maelstrom, a godling named Tobias was born to Besmara, Pirate Queen goddess, on her ship, The Seawraith. As quickly as the aasimar could be weened, Tobias, or "Toby", was made part of the Seawraith crew. Inbetween planar raiding parties, and sailing The Maelstrom's currents, Tobias learn the ins-and-outs of sailing a large vessel. The godling had a planar education, occasionally being dropped of with azata teachers and fiendish instructors, on many subjects, like fencing, navigation, court intrigue, etc.
When Tobias ended his journey out of adolescence, Besmara stopped on Golarion, in her region where she was most loved/feared, The Shackles. The Pirate Queen kicked her son off The Seawraith with little to no money. Her last words to Tobias was, "Impress me".

There are many rumors to whom Tobias's father could be. Some point to Cayden Cailean, others to Asmodeus, Abadar, or even Torag.

Class/Race- Noonan/Human.Hearty and somewhat simple barbarian who is accompanied by his sidekick(or is he the sidekick?) Pluck the Parrot(Familiar Bond)

Trait-Dockyard Brawler

Noonan was born and raised on the coast and knows only the life of the decks of ships and the smell of the sea and bizarrely(to others) seems perfectly happy to live a life of constantly traveling from ship to shore with only his possessions and his faithful parrot.
A man of few words(Perhaps because he knows few words) Noonan is a very strange figure, clad in only a loincloth, boots and an odor that can kill a mouse at a dozen feet, he is unconcerned about having a sharp clawed parrot perching on his shoulder.

starting gold: 2d6 ⇒ (6, 1) = 7
2nd level HP: 1d6 ⇒ 6

70gp to start with is average.

I'll have my Sorceress up soon.

Please consider Adney "Peglegged Monty" De Montchele Wizàrd

I would need to rebuild him but my sad gay Natural Attack sailor man has yet to be picked for a game of S&S.

Shark-kin Skinwalker Tidal Hunter Ranger/Kraken Caller Druid
Campaign Trait- Peg Leg (although he lost his whole leg, not just his calf)

Backstory in the profile

Voice in the Maelstrom wrote:
Ellioti, Jack's backstory seems very impressive for a second level character. A free captain and on the pirate council? dozens of stories and legends about him? You would get to do those things and create your legend in playing this game so I would recommend rolling Jack's experiences back somewhat.

Yes, but this is all in the past. Nobody remembers him and he forgot most of his skills (aka negative leveling) during his depression. He's basically a nobody these days, just as a second level character would be.

Only through an adventure can he regain his "groove" and eventually (with enough experience) he will remember some of his former talents. And maybe, some day, after several books, people will tell stories of the great Jack Harrow once again!

Dotting to add my Oracle into the mix. I will update her feats and score later on.

starting gold: 3d6 ⇒ (6, 5, 5) = 16 So 160 gp at the start.

HD: 1d8 + 1 ⇒ (4) + 1 = 5

DBH here with my Changeling Aquatic bloodline Sorcerer. Her bloodline comes from her Sea hag mother.

Just to let you know I'm running a Skull & Shackles PBP on this board , but have always wanted to play it and can keep any knowledge out of my play.



Female Changeling sorcerer 2. CG medium humanoid (changeling)

Init +2; Senses Darkvision (60 ft.), Perception +2,

Languages Aklo, Common, Draconic

AC 13, touch 12, flat-footed 11. hp 12 (2HD)

Fort +0, Ref +2, Will +4

Speed 30 ft. (6 squares)

Ranged light crossbow +3 (1d8/19-20), within 30 ft. +4 (1d8+1)
Melee claw +1/+1 (1d4)
Melee cold iron dagger +1 (1d4/19-20)
Ranged cold iron dagger (thrown) +3 (1d4+1/19-20), within 30 ft. +4 (1d4+1)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +1; CMB +1; CMD 13

Special Actions Dehydrating Touch 6/day (1d6+1 nonlethal),

Known Sorcerer Spells (CL 2nd):
1st (5/day) - mage armor (DC 14) , snowball
0th (at will) - acid splash , detect magic , mage hand , mending (DC 13) , prestidigitation (DC 13)

Abilities Str 11, Dex 14, Con 10, Int 12, Wis 12, Cha 16

Special Qualities Aquatic Bloodline, Bloodline Arcana (water spells cast at CL+1 and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls), Cantrips, Claws, Darkvision, Hag Racial Trait, Natural Armor, Ocean's Daughter (Sea Hag), Spells, Weapon and Armor Proficiency,

Feats Eschew Materials, Point-Blank Shot, Precise Shot

Acrobatics +2,
Appraise +1,
Bluff +7,
Craft (Untrained) +1,
Diplomacy +3,
Disguise +3,
Escape Artist +2,
Fly +2,
Heal +1,
Intimidate +3,
Knowledge (Arcana) +6,
Perception +2,
Profession (Sailor) +5,
Sense Motive +1,
Spellcraft +6,
Stealth +2,
Survival +1,
Swim +5,
Use Magic Device +7,

Possessions traveler's outfit; Light Crossbow ; Backpack, Common [ Blanket; Trail Ration (x4); Survival Kit (Common); Grooming Kit; ]; Belt Pouch [ String (50 ft.); Flint and Steel; ]; Wrist Sheath [ Cold Iron Dagger; ];

Aquatic Bloodline Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Aquatic Bloodline ~ Bonus Spells

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Claws (Sp) Changelings get two claw attacks.

Darkvision Changelings can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Dehydrating Touch (Sp) You can make a melee touch attack as a standard action that inflicts 1d6 + 1 points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability 6 times per day.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Hag Racial Trait (Ex) Changelings inherits a trait from her mother.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

Ocean's Daughter (Sea Hag) You gain a +1 trait bonus on Skill checks, and automatically succeed at Swim checks made to avoid nonlethal damage from swimming.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 13 + the spell level.

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.


Abandoned at birth Rosanne grew up scraping for scraps in the back streets of Port Peril. She knew she wasn’t human. Some humans had eyes of two different colors, but none had those handy claws that helped her survive.

Though Rosanne is generally a good person her morality is very flexible, surviving on the streets of a pirate city ensures that. When she was old enough she joined a ship’s crew and learned the trade.
Rosanna has heard the call of her Hag mother and rejected it with hatred. She despises those who are needlessly cruel. Between ships and low on gold she is in Port Peril looking for work when a pause to view the sea send her into the dark. (Touched by the sea trait).

Wealth: 5d6 ⇒ (6, 1, 6, 3, 6) = 22
Ranger Level 2: 1d10 ⇒ 10

That and no drawback leaves Brewton with a significant chunk more cash wow

New posts are officially closed
Anyone who has already posted still has time to get their character backstory up. If you're not on the list below, backstory is probably the reason.

Terry of Quent Rogue
Lily Tuvol Bloodrager
Robbidon Jaan Ranger/Bard
Jack Harrow Swashbuckler/Oracle
Bartholomew "Doc" Woodson Gunslinger
Torgal Cailean Warpriest
Jacques Lacrimoisi Gunslinger/Wizard
Tobias "Toby" Wraithborn Godling
Noonan Barbarian
Adney DeMontchele Wizard
Brewton Parker Ranger/Druid
Rosanne Sorcerer

Starting funds: 5d6 ⇒ (2, 3, 3, 5, 4) = 17
2nd Level HP: 1d8 ⇒ 2

So, 170 gp and average for HP, then? 4.

Starting gold: 3d6 ⇒ (3, 6, 6) = 15 150gp, nice
Level 2 HP: 1d8 ⇒ 4 5 then


"Oy! You! Don't you go sleeping on me there. You asked to hear me story, now you be stayin' awake through it." Robert Nook said to the serving wench at the Formidably Maid. It was still early, which is not to say the tavern was empty, but not at its peak hour. A few ships were due for later, so it would be crawling with patrons. Robert had an early start. The wench had found the halfling charming enough to ask about his wounded leg.

He continued "As I was sayin', I never really walked straight with this leg, but it's me destiny, see? I've been marked by the lady Besmara, here, in the leg. I dunno why but my destiny is on a boat, with a bottle in one hand and a helm in the other. Now, I don't really recall my mum and dad. I was raised by them sea dogs and fleas. <hic> Tell you the truth, I'm still looking for me destiny. Don't suppose it's in there under that skirt, do ya?" Robert was drunk enough to lose focus on his story. The wench rolled her eyes and went behind the bar fetch the butter the other table was barking for.

Robert stared the table before ordering a refill and demanded "Sit down, you! I'm not done with ya. Now, I've been jumpin' from boat to boat, working in the crew, but ya see, this leg makes it hard to run around on the boat." He adjusted it as if it hurt. "Now, it is stiff as a galleon's mast and I can't use it to kick anyone. I think it's Besmara's joke on me, HAHAHAHAHAHA <hic>. Now, other halflings like to be sneaky and go about stealin' things, but not me! I steal honorably, lookin' people in their face! It's just me lovely personality, hahaha!"

Suddenly, his tone is serious. He says "Ya think the next boat I'm on will be me destiny? Should be here in Port Peril, don't ya think?" The now bored serving wench shrugs at Robert and goes do something else. Robert mumbles "Baah, what do you know about destiny. Nuthin' in here is right." He takes a scroll he managed to win in a game of chance. He isn't much of a scholar, but he does search for something in the past that could tell him about his destiny. He studies it profusely and keeps ordering refills. He doesn't pay attention about what was being brought to him and maybe it was too much to drink, or maybe it was his destiny after all. He passed out and his head booped the table.


STR 8, DEX 16, CON 14, INT 8, WIS 10, CHA 17

Small Size
N Oracle (Waves mystery) 2
BaB +1
Init +3; Senses: Perception +8, Sense Motive +0; Low-light vision
CMB +1 (2BaB -1 size)
CMD 14 (2BaB +3dexterity -1 size)
Favored Class Oracle (+2 hit points)

AC 17, touch 14 flat-footed 14 (+3 Armor +3 Dex +1 size)
HP 19 (8 + 5 (level 2) + 4 (2*2Con) +2 (Fav.Class))
Fort +3 (+0 base +2 Con +1 racial)
Ref +4 (+0 base +3 Dex +1 racial)
Will +4 (+3 base +1 racial) (add 2 vs fear)

Speed 15 ft
Dagger +5 (1d3-1/19-20x2)
Ranged light crossbow +5 (1d6/19-20x2), Range 80ft
Space 5 ft, Reach 5 ft

Mystery: Waves
Revelation - Water sight

Curse: Lame

Divine magic
CL 2
Concentration (Oracle level + Cha): +5

DC: 13+spell level
DC for necromancy spells: 14+spell level

Spell level: Known (slots)
Cantrips: 4
1: 2+1 (5)

Spells known
Cantrips: Detect Magic, Guidance, Light, Purify Food and Drink
1: Cause Fear, Obscuring Mist + Cure Light Wounds

Besmara's Blessing: 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).
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Lvl 1 - Precise Shot
Lvl 2 - Spell Focus (necromancy)

Skills - (4 class -1 Int = 3 ranks/level):
ACP -1
Acrobatics +9 (2 Ranks +3 Dex +3 CS +2 racial -1 ACP)
Climb +0 (-1 Str +2 racial -1 ACP)
Diplomacy +8 (2 Ranks +3 Cha +3 CS)
Perception +8 (2 Ranks +3 CS +2 racial +1 trait)
Stealth +7 (+3 Dex, +4 size)

Background skills:
Knowledge (history) +4 (+2 Ranks -1 Int +3 CS)
Profession (sailor) +6 (+2 Ranks +3 CS +1 trait)

Languages: Common, Halfling

Will buy if selected

I'll be submitting Muunokhoi, an Oni Spawn Tiefling and Adaptive Shifter Shifter. He'll grab the Touched by the Sea campaign trait.

1d10 ⇒ 8 so 8 hp at lvl 2
3d6 ⇒ (6, 3, 2) = 11x10 110 gp, so gaining 5

A question though: Would you allow either rolling on or picking from the variant Tiefling Ability list to replace the spell-like ability?

Muunokhoi, born as Tsun Alexandros, was raised on stories about his great great great grandmother and how she commanded an entire fleet of pirates in Minata, leading lady Guyuku to bless her bloodline with the power of the Oni. It also talked about how a snivelling former lover betrayed her, lured her into a trap set by the authorities of Lung Wa and forced her to abandon her riches and flee to the other side of the world.
Yet for some reason a young Alexandros didn't quite understand all that remained were the tales the tea ceremony that was sacred to lady Guyuku. A ceremony his family still performed even though they no longer worshipped the lady and they had been high end innkeepers in Riddleport for several generations. The closest they got to piracy were the tales of the ship captains that stayed at their inn while their ships were docked. And that Oni blessing also was nowhere to be seen. Until Alexandros hit puberty that is.

For when Alexandros did hit puberty he started to change and actually manifest this supposed blessing. It started with him growing taller and broader in the shoulder than any of his family members. Then his upper and lower canine teethes started to elongate and a set of short horns manifested on his brow. As a finishing touch a blueish sheen appeared on his skin. Alexandros revelled in these changes even though his family was rather scared.
They grew even more scared when Alexandros started taking all kinds of illicit substances that were sold to him on the premise that they would further enhance his physique. While these substances did change his body one would be amiss to call them enhancements, at least at that time. Instead the boy was wracked by pain as odd growth and malformations appeared and disappeared. One moment his legs fused together to form the tail of an eel, like lady Guyuku, the next the legs separated again but instead his hands sported claws and weird, bony spikes started protruding from his flesh. Sometimes even more grotesque malformations appeared but they all faded again in time. It was only through the help of a sailing stormcaster druid that Alexandros learned to control these shifts in his body. Yet it were also the tales of this druid that caused Alexandros to sign up for duty on the man's ship, both to learn more from the man and to actually live the sailor's life.

And while Alexandros loved life on the high seas the everyday practice of work upon a merchant vessel didn't appeal to him. This was further impacted by his lack of patience in fully the druidic arts, preferring mastery over nature to working alongside it as well as his growing devotion to lady Guyuku.

Growing more and more annoyed with him, the captain of the ship on which he sailed dumped Alexandros in a port in northern Rahadoum. Cursing the entire ship and all it's crew while it set sail he decided to use his last money to get himself on a ship to the Shackles. While it wasn't the Minata of his ancestors it was his best chance of glory as a feared pirate.

So now he sits in the Formidable Maid in Port Peril, having renamed himself Muunokhoi, which meant 'vicious dog' in the language of his ancestors.
This morning he had arrived there and tomorrow he'd find himself a crew to sign up with.

Voice in the Maelstrom wrote:

New posts are officially closed

Anyone who has already posted still has time to get their character backstory up. If you're not on the list below, backstory is probably the reason.

Thanks GM. I dotted because I do have the intention of submitting a character and assume it means I still have time, but want to get it more mature on the next couple days before bringing anything, as I'm toying with some different concepts. I actually don't touch mechanics until I'm mostly complete with concept and background.

^^^My build process is different, but overall I’m in a similar place. Hope to make substantial progress tonight or tomorrow.

Submission Requirements
Backstory - can be in whatever format you prefer but at least 100 words. End by telling me why you are in Port Peril.
Class/Race - what are you starting as, including archetypes. No need to make a forum avatar or full character sheet yet.


Lvl 2: 11 + 1d8 + 3 ⇒ 11 + (7) + 3 = 21
gold: 4d6 ⇒ (5, 2, 2, 1) = 10 140 it is

Race: Dwarf (Saltbeard)
Class: Panoply Savant Occultist VMC Magus (crunch in profile) Quite a challenge making a 15pt buy character who needs Str/Con/Int as main stats and as secondary needs Dex/Wis for AC and saves. But I think that between Occultist, Mythic and ABP, he'll be able to get each stat up enough to function well.

Profession: Shipwright

Out of Combat Abilities: Diplomacy and Craft-Ships +7, UMD +8, Profession Sailor +9. Spells: Mending and Alter Winds. Also auto identifies magic items

Combat Abilities: Full BaB power attack!


Varr Stormforge hails from Port Peril, but his clan was originally from the Halls of Hammerfall. He grew up on a steady stream of tales of the greatness of his ancestry and of the great bounty that the earth provided his people. The halls were said to be inundated with ore which were processed with unique forges that made all within wealthy and content. The fact that nobody had heard of the hold in over a century meant that most believed the halls to be lost to time and whatever tragedy befell it. To Varr though, that is not good enough. He is a dwarf with a dream. A dream of finding and resettling his lost homeland! For years he slaved away in Janderhoff, trying to convince others to join him on the quest, but in every instance he was laughed off and was told to stick to his clan's trade...shipbuilding and repair. It was a lucrative enough business in a place such as the shackles, and it was why they had come to the lands in the first place.

In this, Varr has had enough. He has come to the conclusion that to fulfill his goal, he must have two things: money and respect. For without those two, how will he ever fund and expedition or gather a crew? It is for this reason that the dwarf has turned his back on the stable life of repairing ships and has instead prepared himself for adventure. But unlike a human, or Angradd forbid, a halfling, he has taken the usual tried and tested approach. For years he has prepared himself for this moment, going so far as to finally sell off his possessions for the highest quality gear that he could afford. To him, it is just one more step on what will be a long journey. He fully understands that he will likely not begin his search in a human lifetime, but that suits him just fine. Because as with all things in life, if something is worth doing, it is worth doing right.

* Player Note: The search for the lost hold is a reason for wanting to gather gold and to constantly improve. It isn’t something he’d expect to do at any time in the campaign. As said above, it’s a long term goal that goes beyond a human life span, as he plans to succeed where all others have failed.

HP: 1d8 ⇒ 8
Gold: 4d6 ⇒ (1, 1, 1, 6) = 9 Average it is

GM: just to double check; we're starting at level 2, but with level 1 gold - right?

My character is an inquisitor of Besmara, fighting with a boarding pike, and sometimes rapier. I completed my backstory and I'm starting the mechanics part now of "translating" the concept into numbers. :)

HP: 1d12 ⇒ 7
Gold: 3d6 ⇒ (1, 2, 2) = 5x10=50 Yeah, average it is.

Question for the GM: I'm thinking about taking the following trait:

Durable Change wrote:

Source Blood of the Moon pg. 11
Requirement(s) Skinwalker - Werebear-Kin
When you use your change shape ability, you can choose to gain the benefits of the Endurance feat rather than gaining a special ability.

How does this interact with feats like Diehard that have Endurance as a prereq? Am I treated as having Endurance for the purpose of prereqs like Diehard? Only when in bestial form and manifesting Endurance (ie Diehard etc doesn't work for me in normal form)? Can't take Diehard since I don't have Endurance all the time (I hope you don't rule this, but I've seen GMs do it before)?

Cuàn, you can roll on the variant abilities list and choose that option or not.

The Archlich, yes just level 1 gold at level 2. If your backstory is ready then you are ready to submit. Only do the crunch before selection if you want to.

Ouachitonian, very interesting question. Technically it says you gain the benefits, not gain the feat, so I definitely understand the GM's that rule that it doesn't qualify. I had a look and I am going to base it off the other options that the change shape ability gives. I see no reason to disallow a feat that increases natural attack damage with the prereq of having a natural attack already, or increasing darkvision with a prereq of having darkvision already. So i will make a similar ruling in that you can take Diehard as a feat but of course, only have its benefits activated when your endurance ability is activated as well. In short, take diehard but only get its benefit when shape changing to get the endurance benefits.

Makes perfect sense to me.

Hi GM,

It's Archlich here with my Inquisitor! Thanks for the response. I already did a tentative crunch, but as you can see on the profile... My actual focus is concept and background :)


Ellioti wrote:
Voice in the Maelstrom wrote:
Ellioti, Jack's backstory seems very impressive for a second level character. A free captain and on the pirate council? dozens of stories and legends about him? You would get to do those things and create your legend in playing this game so I would recommend rolling Jack's experiences back somewhat.

Yes, but this is all in the past. Nobody remembers him and he forgot most of his skills (aka negative leveling) during his depression. He's basically a nobody these days, just as a second level character would be.

Only through an adventure can he regain his "groove" and eventually (with enough experience) he will remember some of his former talents. And maybe, some day, after several books, people will tell stories of the great Jack Harrow once again!

@Voice in the Maelstrom Will you consider this submission with my explanation, or should I still redo it?

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