| Cnut Bjornsson |
This is Ouachitonian. I know you said we didn't have to make a full alias, but I had this one laying around unused and he only needed a little retooling. The bio's in the alias. He's an Ulfen Skinwalker(Coldborn) Barbarian (Invulnerable Rager) 2.
I'm basically a tank. I might take the Guardian path, but haven't decided yet. I do expect to spend most of my time in the rigging, given that one of the features I can get with my bestial form is a 20 foot climb speed. I will definitely be taking the Beast Totem line of Rage Powers. My the Superstitious line as well, not sure. I also plan on taking the Endurance>Diehard>Stalwart>Improved Stalwart chain to boost up my DR as well.
| Voice in the Maelstrom |
Camris unfortunately I have already closed recruitment in a previous post as I already had sufficient interest and submissions to choose from. I wish you luck in future games.
@All It looks like almost everyone has submitted a backstory and their chosen class. I think there are just two without complete submissions. Destinie Nicholae does not have a backstory and Joker 27 has not made any post other than initial interest. I will stick to giving until the weekend before I go ahead with selections but if both submissions are done sooner we can start sooner.
I missed a clarification question about HP. The average you can take if you roll lower is half HD + 1.
Submissions
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
Robert Nook Oracle
Muunokhoi Shifter
Varr Stormforge Occultist
Andulian Vogh inquisitor
Cnut Bjornsson barbarian
| Destinie Nicholae |
Got the backstory done.
Her parents made good use of her as an aspiring oracle... in order to con marks out of their coins. Destinie had a knack of talking people into wasting their money in rigged games or distracting them while their pockets were picked. It helped that she had developed magic of her own from unknown sources
Things came to a head when they ran into trouble with one of the more prominent crime lords of the city. In the heat of the moment, her 'mother' blurted out that she was merely adopted and not her real birth parents. Angry at the revelation, she stormed out to strike it out on her own.
One night in a dream, she saw a vision from a figure, compelling her to travel to the Shackles in order to find her answers. Given that she was on the run anyways by both her parents and authorities, she decided to leave town behind.
She managed to stowaway on a ship and made it as far as Port Peril before being discovered and kicked out. She hoped to find food in the Formidably Maid. Little did she know that she herself would be a victim of a con in the form of a spiked drink. She may not know it yet, but this was the work of Besmara herself in changing the woman's destiny...
| hustonj |
Guess all that can be done is to listen to assassin's creed pirate shanties while we wait.
There are a variety of Ren Faire acts with stuff up on youtube that's at least as entertaining.
The Jolly Rogers
Bounding Main
Musical Blades
Are some of the groups I have heard live and really enjoyed.
| Adney de Montchele |
I thought I heard the Old Man say:
"Leave her, Johnny, leave her."
Tomorrow you will get your pay,
And it's time for us to leave her.
Leave her, Johnny, leave her!
Oh, leave her, Johnny, leave her!
For the voyage is long and the winds don't blow
And it's time for us to leave her.
The Dregs, the Corsairs, and the Bilge Pumps too for Renfaire groups!
Also Hustonj, to have heard the Jolly Rogers marks you as a midwest central states Renfaire trooper...
| eriktd |
I have a song listed in Jacques' profile that sums up a Pathfinder pirate campaign really well, I think: "Hermandad De Piratas", from the Tropico 2 game soundtrack. Really worth a listen. :)
| hustonj |
Also Hustonj, to have heard the Jolly Rogers marks you as a midwest central states Renfaire trooper...
Yeah. I am a playtron.
I lived in the Omaha area for a couple of decades. Had 2 different groups I would go to faire with. Visited most of the small faires across Nebraska and Iowa. Made it to KC, St Louis, OKC. Never went far enough West to attend Denver. Never went further East than St. Louis. Made it to Bristol, once. Never made Muskegee, though.
Now I'm in South Texas. Just not the same without the friends. The big faires make the friends even more important, it seems, too. Been to Scarborough, Sherwood Forest and TRF since I got down here.
At the big faires I seem to just fade into the background. Solid garb and a big mouth are absolutely nothing special. The garb by itself is enough to create engagement at the smaller faires. <shrug>
| Reldek |
So, here's the deal:
As much as I really, really want to play in this game, and have been looking forward to roleplaying with all of you in a Pirate setting, I'm going to have to bow out at this point before it actually affects anyone.
I'm already playing in two other games, and while I usuallly would have been able to carry the load pretty easily, my boss told us we'd be having a lot of Overtime up until the holidays, and there's no way I'd be able to pull my weight here in any sort of memorable way.
Apologies, folks. Have a great game!
Yo ho, me hearties.
joker 27
|
Sorry about the wait, I'll be submitting Kinsley Harish, she is a Suli Elemental Knight Magus.
the tension came to a head when Kinsley was 17, she had become extraordinarily rebellious, and when asked to purchase food for the small sect she took the money to the lower district and gambled it away losing all of it when she returned with no food or money her mother was given a choice, cast out Kinsley alone or leave with her. Isadora eventually gave in and cast out her own daughter, Kinsley saw this as the final breaking point and cut off all contact she might have otherwise had with Isadora, she joined a pirate crew where she quickly learned she had some natural affinity for fire magic, she learned how to use weapons and honed her skill with magic, she stayed with the crew for 3 years starting to craft her legend, before traveling into Port Peril with her crew now with far more weight to her actions and strength behind her words then she had ever enjoyed before on land. she decided to go out for a night of revels at the Formidably Maid where she was set upon by thugs and kidnapped.
| Voice in the Maelstrom |
Now that everyone is here I have deliberated for several hours today. The decisions were not easy and there were several potential parties I was looking at. Though I entertained the idea of running 2 games I would prefer to focus on one right now. Thank you all for interest in the game. Without further ado, the following 4 characters can post in the discussion thread...
Cnut Bjornsson
Tobias "Toby" Wraithborn
Jacques Lacrimoisi
Rosanne
| Voice in the Maelstrom |
Ahoy, me hearties. If anyone is interested in joining the game, we currently have a spot open. Our invulnerable rager barbarian could not continue. A front liner of some sort could be appropriate or someone with divine magic capabilities would round out the group.
The current party:
Tobias - Aasimar Clever Godling 2
Jacques - Human Gunslinger (Siege Gunner) 1/Wizard (Siege Mage) 1
Rosanne - Changeling Sorcerer 1/ Rogue (Unchained) 1
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 Min 7 at start after racial bonuses.
Traits - 2 standard traits, 1 campaign trait. No drawbacks.
Hit points - Max at level 1. Best of average(1/2 + 1) 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.
| Taimat |
This leaves them with darkvision, a swim speed better than their land speed, amphibiousness, jet, tentacle sense, ink cloud, and stable tentacles. It's still 14 RP, but jet, tentacle sense, and ink cloud also only function underwater. I'm new to this AP so I don't know how much of it actually is underwater, but I suspect those are still pretty situational benefits.
Let me know! Like I said, I'm happy to just go human otherwise, but figured I would ask.
| Anthorg |
Interesting. I resubmit Robert Nook, an oracle. I could change him to focus more on melee focused, so my feats would change to Weapon Finesse and Weapon Focus (Rapier), meaning to go for the Fencing Grace next level.
I hope I can use the linked post as a proper submission.
GeraintElberion
|
Hmm, I will submit a shackles Corsair swashbuckler.
A young bravo who grew up in the Shackles and longs to escape the long shadow of hardship and provide for his mother and younger sibling. He never knew their father but his mother assures him that he was a decent, upstanding fisherman. The young bravo likes to imagine that this is a lie meant to discourage him from following in his father’s wild, piratical footsteps.
I’m tempted to go aasimar and play up the lost father’s mysterious influence, or might just be human.
Stats to follow.
Grandlounge
|
Submitting a character build for this game. I was originally thinking cleric but opted for a druid. The build will then be less skilled at healing but it will have a little more versatility for helping as a control, giving the team navigation option, and other water utility stuff. He is an on-ship cook, sailor, and sometimes healer. Dal is a jovial fellow that is always happy to be along for the ride even if that ride is a trip on a ship he never asked for.
Male Dwarf druid 2 Archetypes Nature Fang
NG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +7
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield, )
hp 17 ((2d8)+4)
Fort +5, Ref +1, Will +5, +1 trait bonus on saving throws against spells, spell-like abilities, and poison., +2 vs. poison, spells, and spell-like abilities
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OFFENSE
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Speed 20 ft.
Melee warhammer +4 (1d8+3/x3)
Melee heavy wooden shield +0 (1d4+1)
Melee sickle +4 (1d6+3)
Melee morningstar, cold iron +0 (1d8+3)
Special Attacks Spontaneous Casting, Wooden Fist (5 rounds/day),
*:Domain spell.
Deity Torag; Domains Plant,
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TACTICS
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STATISTICS
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Str 16, Dex 12, Con 14, Int 10, Wis 15, Cha 7,
Base Atk +1; CMB +4; CMD 15 (19 vs bullrush) (19 vs trip)
Feats Armor Proficiency, Heavy, Divine Fighting Technique
Skills Climb +1, Knowledge (Nature) +5, Perception +7, Perception (Notice unusual stonework) +9, Profession (Cook) +7, Profession (Sailor) +7, Sense Motive +4, Swim +1,
Traits Fate's Favored,
Languages Common, Druidic, Dwarven
SQ bonus cleric domain power use (2x), darkvision, plant, hardy, hatred, nature bond, orisons, shadowplay, stability, steady, stonecunning, studied target, torag's patient strikes, weapon familiarity, +1 bonus feat, ,
Combat Gear
Other Gear warhammer, heavy wooden shield, lamellar (horn), cleric's kit, sickle, morningstar, cold iron, 103.0 gp
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SPECIAL ABILITIES
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Background Skill (Profession (Cook), Profession (Cook), Profession (Soldier), Profession (Soldier))
Bonus Druid Domain Power Use (2x) Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
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.
Plant (growth) You find solace in the green, can grow defensive thorns, and can communicate with plants.
Domains
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Glory of Old In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Within: Dwarves with this racial trait gain 1 ki point. If the dwarf gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the dwarf can use ki, the dwarf can expend the ki point as a swift action to either gain a +2 dodge bonus to AC for 1 round or increase her base speed by 20 feet for 1 round. The bonus ki point does not allow the dwarf to make a ki strike unless she has another ability that allows her to do so, such as the ki pool from the monk class. Like other ki points, this ki point is replenished each morning after 8 hours of rest or meditation. This replaces defensive training and hatred
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Nature Bond (Ex) At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
No Racial Subtype You have chosen no racial subtype.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Shadowplay (Ex) Cast spells with the darkness, light, or shadow descriptor at +1 caster level.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Studied Target (Ex) A nature fang gains the slayer's studied target class feature. A nature fang can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of nature fang class abilities against that opponent increase by 1. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). A nature fang can only maintain these bonuses against one opponents at a time; these bonuses remain in effect until either the opponent is dead or the nature fang studies a new target. The nature fang may discard this connection to a studied target as a free action, allowing him to study another target in its place.
Torag's Patient Strikes [Initial Benefit] Whenever you wield a warhammer, add your Wisdom bonus to the total number of attacks of opportunity that you can make per round. These additional attacks of opportunity don't stack with those granted by Combat Reflexes, but this benefit counts as Combat Reflexes for the purpose of satisfying feat prerequisites and prestige class requirements. In addition, you can make attacks of opportunity while you're flat-footed. [Advanced Prerequisites] Divine Fighting Technique, Vital Strike, Weapon Focus (warhammer), base attack bonus +10. [Advanced Benefit] Once per round, before you make an attack of opportunity with a warhammer, you can declare an opportunistic strike. If the attack hits, you can apply the effects of your Vital Strike feat. You can apply the Improved Vital Strike or Greater Vital Strike feat instead if you have either of those feats. If you confirm a critical hit with an opportunistic strike, you can attempt a disarm or trip combat maneuver check against the target as a free action-this combat maneuver does not provoke an attack of opportunity.
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
+1 Bonus Feat GM awarded PC with +1 feat.
Grandlounge
|
Submitting a character build for this game. I was originally thinking cleric but opted for a druid. The build will then be less skilled at healing but it will have a little more versatility for helping as a control, giving the team navigation option, and other water utility stuff. He is an on-ship cook, sailor, and sometimes healer. Dal is a jovial fellow that is always happy to be along for the ride even if that ride is a trip on a ship he never asked for.
** spoiler omitted **...
I guess I should have started the character role. Melee divine caster. As well, as I don't know how he would be introduced I have not written an elaborate backstory. If you want one or would prefer to work so thing out later should he be chosen either work for me.
| Voice in the Maelstrom |
I should have mentioned how you will join the group. Currently the ship is struggling through a storm. After the storm you will be found stranded in some way and be picked up to join the pirates. How you are stranded can be up to you, wrecked on an island, floating on a bit of shipwreck, whatever makes sense.
GeraintElberion
|
Hmm, I will submit a shackles Corsair swashbuckler.
A young bravo who grew up in the Shackles and longs to escape the long shadow of hardship and provide for his mother and younger sibling. He never knew their father but his mother assures him that he was a decent, upstanding fisherman. The young bravo likes to imagine that this is a lie meant to discourage him from following in his father’s wild, piratical footsteps.
I’m tempted to go aasimar and play up the lost father’s mysterious influence, or might just be human.
Stats to follow.
I’ve just finished reading through the gameplay. I think I’ll go with human to avoid stepping on Toby’s patch.
GeraintElberion
|
Toby tips his brim to the human corsair in the corner.
Seeing Toby flourish his blade and understanding that Godlings are pretty flexible, I might submit a second option in case the corsair treads on Toby's toes too much.
I'm thinking of an Andoran naval soldier who was too bull-headed and impulsive to follow orders and was drummed out. He ended up doing security on merchant ships and, well, he wasn't able to protect his employers from storms as well as he could protect them from pirates.
So, two options: 1 - the young, excitable lad who grew up in the Shackles. He found a treasure map and convinced a crew to take him along.
They dumped him on an island and went to find the treasure for themselves with his map.
2 - the stubborn veteran in his early thirties who just can't catch a break (or is he his own worst enemy?) and is clutching on to a floating barrel.
GeraintElberion
|
Bantran 'Corky' Cochrain
Bantran 'Corky' Cochrain
Human swashbuckler (shackles corsair) 2 (Pathfinder Player Companion: Advanced Class Origins 22, Pathfinder RPG Advanced Class Guide 56)
CG Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 20 (2d10+4)
Fort +1 (+2 trait bonus vs. poison), Ref +6, Will +0 (+2 vs. charm and compulsion)
Defensive Abilities charmed life 3/day
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Offense
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Speed 30 ft.
Melee cutlass +6 (1d6+3/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
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Statistics
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Str 11, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +5 (+7 dirty trick, +7 disarm, +7 reposition, +7 steal, +7 trip); CMD 15 (17 vs. dirty trick, 17 vs. disarm, 17 vs. reposition, 17 vs. steal, 17 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Power Attack, Slashing Grace[ACG], Weapon Focus
Traits besmara's blessing, devilfish diver, irrepressible
Skills Acrobatics +7, Bluff +6, Climb +4, Diplomacy +6, Intimidate +7, Knowledge (geography) +2, Knowledge (local) +5, Knowledge (nobility) +5, Perception +6, Profession (sailor) +6, Sleight of Hand +7, Swim +5
Languages Common, Polyglot
SQ finesse weapon attack attribute, swashbuckler finesse
Other Gear chain shirt, cutlass, 35 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slashing Grace (Cutlass) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.
A young bravo who grew up in the Shackles and longs to escape the long shadow of hardship and provide for his mother and younger sibling. He never knew their father but his mother assures him that he was a decent, upstanding fisherman. The young bravo likes to imagine that this is a lie meant to discourage him from following in his father’s wild, piratical footsteps.
He found a treasure map and convinced a crew to take him along.
They dumped him on an island and went to find the treasure for themselves with his map.