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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Ok, busy day done. Let's answer some questions.

Grandlounge - I don't have a preference what you submit as long as it is a character you would enjoy playing. The druid is fine. See my last post for where your backstory needs to end with the storm. As for how you got to the shackles, that can be any reason, as long as they would have some reasons or motivation to stay and not get out on the first ship headed home.

Taimat - If you remove the swim speed and jet then I will allow the application. It could be from injury or poison or something and eventually you could get them all back after a bit when racial power isn't so unbalancing.

Sovereign Court

Krendar Felstrom

Krendar:

Krendar Felstom
Human fighter (corsair) 2 (Pathfinder Player Companion: Pirates of the Inner Sea)
CG Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 22 (2d10+6)
Fort +6, Ref +1, Will +3 (+1 vs. fear)
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Offense
--------------------
Speed 30 ft.
Melee chakram +5 (1d8+3) or
. . chakram +5 (1d8+3) or
. . falchion +6 (2d4+4/18-20) or
. . unarmed strike +5 (1d3+3)
Special Attacks deck fighting
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Statistics
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Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +5 (+7 grapple); CMD 16 (18 vs. grapple)
Feats Cleave, Combat Expertise, Deadly Aim, Intimidating Prowess, Iron Will, Power Attack, Unarmed Combatant, Weapon Focus
Traits armor expert, peg leg, seeker
Skills Climb +6, Handle Animal +4, Intimidate +8, Knowledge (engineering) +4, Perception +6, Profession (sailor) +5, Profession (soldier) +5, Survival +5, Swim +6
Languages Common
SQ finesse weapon attack attribute
Other Gear chain shirt, chakram[APG], chakram[APG], falchion, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, sunrod (3), torch (4), trail rations (5), waterskin, 58 gp, 6 cp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Deck Fighting (Ex) No AC penalty when use Cleave feat.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

Krendar trained as an Andoran naval soldier but was too bull-headed and impulsive to follow orders and was drummed out after one too many infractions. He drifted toward the Shackles, working security on a strong of merchant ships and, well, he wasn't able to protect his employers from storms as well as he could protect them from pirates.

Now he's bobbing across the ocean on a barrel, hoping for some sight of land or a ship.

Krendar is jaded and self-mocking but when he is riled he becomes stubborn and determined. He has a code which includes no unnecessary cruelty and unflinching loyalty - not to bosses or flags but to friends.

Sovereign Court

VitM, I hope you don't mind two submissions. I just had two ideas that I liked.


Hi GM, it's Archlich here - I'd like to submit Andulian again, if you don't mind (from the first recruitment). Thanks :) I made some adjusts to pull him to the point the party is coming now.


Submissions
Grandlounge - Dal Gilford - Dwarf - Druid
The Archlich - Andulian Vogh - Undine - Inquisitor
Delmoth - Lily Tuvol - Half-Orc - Bloodrager
Anthorg - Robert Nook - Halfling - Oracle
GeraintElberion - Corky/Krendar - Human - Swashbuckler/Fighter
Patrickthekid - Destinie Nicholae - Human - Oracle
Hustonj - Terry or Quent - Half-Elf - Rogue
Hawthwile - Torgal Cailean - Dwarf - Warpriest
Taimat -
Simeon -

That's enough potential submission to choose between. I'll give a few days to finish up your submissions if you need it before starting to make a choice.

Grand Lodge

Awesome, thanks GM!


Voice in the Maelstrom wrote:
Taimat - If you remove the swim speed and jet then I will allow the application. It could be from injury or poison or something and eventually you could get them all back after a bit when racial power isn't so unbalancing.

Oof, that drops it down to 8 RP (plus a few of the things are situational) which is definitely on the weak side but hell, I'm gonna go for it anyway! Thanks for entertaining the idea. I'll shoot for getting my submission wrapped up today or tomorrow!

Grand Lodge

Picaroon 2 | HP 88/88 | AC 17; T 16; FF 11 | CMD 22 | F +7 R +12 W +4 | Init +6 | Perc +1 | Active: None

NG Male Undine Picaroon (Swashbuckler) 2
Languages: Common, Aquan,

Appearance & Personality:

Barely of age to be called a man, he usually uses his innate ability to hide his natural blue skin in order to appear more human. Slick, black hair tied back in a tail, wearing a simple flowy shirt and breaches, he rarely wears anything on his feet.

Background:

Twice has been stranded on deserted islands for his sarcastic wit, unfortunately directed at his Captain.

Combat and Crunch:

HP 18 (10+1 FC/6+1FC)

DEFENSE
AC 14, touch 14, flat-footed 10 (10 +3 Dex +1 dodge )

CMD 15 (10 +2 BAB +0 Str +3 Dex)
Fort +0 (+0 +0 Con)
Ref +6 (+3 +3 Dex)
Will +2 (+0 +2 Wis)

Defensive Abilities

OFFENSE
Initiative +3 (+3 Dex)
Speed 30 ft
CMB +5 / +7 (+2 BAB +3 Dex / +2 vs disarm, trip, etc)
Base Attack +2; Melee Touch +2 (+2 BAB +0 Str); Ranged Touch +5 (+2 BAB +3 Dex)

Panache & Grit Pool
+1 Grit (cn earn up to 2 more)

Melee
Rapier +5 Att; 1d6+0 dmg

Ranged
Pistol +5 Att; 1d8+0 dmg

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 13 (+1), Wis 15 (+2), Cha 12 (+1)
S 2 12 -2 10 +0
D 5 14 +2 16 +3
C 0 10 10 +0
I 3 13 13 +1
W 3 13 +2 15 +2
C 2 12 12 +1

SKILLS:

Skill ranks: 10 (4+1 Int per lvl)
Acrobatics* +8 (2 rank +3 Dex +3 Class)
Bluff* +5 (1 rank +1 Cha +3 Class)
Climb* +4 (1 rank +0 Str +3 Class)
Diplomacy* +5 (1 rank +1 Cha +3 Class)
Disguise +1 (+1 Cha)
Escape Artist* +7 (1 rank +3 Dex +3 Class)
Heal +2 (+2 Wis)
Intimidate* +5 (1 rank +1 Cha +3 class)
Knowledge
-- Local* +5 (1 rank +1 Int +3 Class)
-- Nobility* -
Perception* +7 (2 rank+2 Wis +3 class)
Ride* +7 (1 rank +3 Dex +3 Class)
Sense Motive* +6 (1 rank+2 Wis +3 class)
Stealth +3 (+3 Dex)
Survival +2 (+2 Wis)
Swim* +4 (1 rank+0 Str +3 class)

Background Skills 4 (2 per level)
Profession*, Sailor +7 (2 rank +2 Wis +3 Class)
Sleight of Hand* +8 (2 rank +3 Dex +3 Class)

The swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

EQUIPMENT:

Rapier

COINS
PP 0
GP 0
SP 0
CP 0

Feats and Traits:

FEATS
Amateur Gunslinger (1st Level)
Dodge (2nd Level)

TRAITS
Anatomist - You gain a +1 trait bonus on all rolls made to confirm critical hits.
Life of Toil - You gain a +1 trait bonus on Fortitude saves.

[spoiler=SPECIAL ABILITIES]
Undine Racial Traits[/b
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider: Undines are outsiders with the native subtype.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level).
Flesh Chameleon: Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human. This racial trait replaces energy resistance.
Energy Resistance: Undines have cold resistance 5.
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

[b]Picaroon/Swashbuckler Abilities
The following are the class features of the swashbuckler.
Weapon Proficiency: A picaroon is proficient with all simple weapons and martial weapons, as well as one-handed firearms. This ability replaces the swashbuckler's weapon proficiencies.
Charmed Life (Ex):At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action, she can add her Charisma modifier to the result of a saving throw. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of seven times per day at 18th level).
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually can't exceed her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache points to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Panache: Unlike other swashbucklers, a picaroon regains panache when she confirms a critical hit or makes a killing blow with a light or one-handed piercing melee weapon or a one-handed firearm. This ability alters panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.

For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require the expenditure of panache points to be maintained. A swashbuckler can perform deeds only of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): 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 (Ex): 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 her previous 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 perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Melee Shooter (Ex): At 1st level, as a swift action when wielding both a light or one-handed piercing melee weapon and a one-handed firearm, the picaroon can spend 1 panache point to avoid provoking attacks of opportunity with the first ranged attack she makes with the firearm during her turn. This deed replaces opportune parry and riposte.
Quick Clear (Ex): At 3rd level, as a standard action the picaroon can spend 1 panache point to remove the broken condition from a single one-handed firearm she is currently wielding, as long as the firearm gained that condition through a misfire. This deed replaces kip-up.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not a natural weapon), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler. She can use this ability even with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.
As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on her next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has a light or one-handed piercing melee weapon that's unhidden and ready to draw, she can draw that weapon as part of the initiative check.
Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Gun Feint (Ex): At 7th level, a picaroon can use the ferocious reputation of firearms to her advantage. A picaroon with at least 1 panache point can feint instead of attacking with her firearm as part of a full attack. She can spend 1 panache point to gain a +5 bonus on the Bluff check. This deed replaces superior feint.
Lightning Reload (Ex): At 11th level, once per round the picaroon can spend 1 panache point to reload a single barrel of a one-handed firearm as a swift action. If she has the Rapid Reload feat or is using an alchemical cartridge, she can instead reload a single barrel of the weapon as a free action each round. Using this deed doesn't provoke attacks of opportunity. This deed replaces bleeding wound.
Two-Weapon Finesse (Ex): A picaroon gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons. She also gains the effects of the Two-Weapon Fighting feat as long as she is wielding a light or one-handed piercing melee weapon in one hand and one-handed firearm in the other hand. This ability counts as having both the Weapon Finesse and Two-Weapon Fighting feats for the purpose of meeting feat prerequisites. This ability replaces swashbuckler finesse.
Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.


Presenting (the adjusted) Robert Nook, a peg-legged Oracle. He comes online at level 4 when he adds Dex to damage, until then he only has decent AC (20 with buff). But he has a love for the sea and a very active and vocal personality.

Starting gold: 3d6 ⇒ (4, 5, 1) = 10
Level 2 HP: 1d8 ⇒ 4

Robert Nook's Background:

Robert has been lame of his left leg for as long as he can remember. He takes it as a sign of Besmara's blessing rather than a curse. One day his leg just started a gangrene and a week later it fell off. Robert wears his peg leg proudly. He says he has better eyesight because of it. Of course no one believes him.

Even though he doesn't swim well he loves being on boats. He used to say Besmara would teach him how to swim. He seeks his destiny that his goddess has set for him, but he isn't sure what it is. But he is sure it's on a boat. Until he finds it, however, he is glad to aspire having his own ship and crew.

After learning how to fight, he thinks it's funny that most people don't expect him to be in a melee, but he is small and hard to hit. He uses Besmara's blessing often as well.

He was glad to join the crew of a Chelaxian frigate called Devil's Freighter, hoping to make a name for himself and learning some trade as well. He did, but a terrible storm sunk the ship. As the water thrashed on the ship, it got slowly torn apart. Without realizing, Robert was able to swim very naturally and was able to grab hold of a large plank on the ship, enough to keep him afloat. He doesn't know whether anyone else survived nor what happened to make him swim so easily. He used an orison to keep hydrated, but he knew that unless a boat finds him soon, he will either starve to death or become shark food.

Crunch:

STR 8, DEX 16, CON 14, INT 8, WIS 10, CHA 17
Male
Small Size
N Halfling 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)

Defense
AC 18, touch 14 flat-footed 15 (+4 Armor +3 Dex +1 size) (add 2 with shield of faith)
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)

Offense
Speed 15 ft
Rapier +5 (1d4-1/18-20x2)
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

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

Spells known
Cantrips: Detect Magic, Create Water, Guidance, Light
1: Obscuring Mist, Shield of Faith + Cure Light Wounds, Touch of the Sea

Traits:
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.

Feats:
Lvl 1 - Martial Weapon Proficiency
Lvl 2 - Weapon Finesse

Skills - (4 class -1 Int = 3 ranks/level):
ACP -3
Acrobatics +6 (1 Ranks +3 Dex +3 CS +2 racial -3 ACP)
Climb -2 (-1 Str +2 racial -3 ACP)
Diplomacy +8 (2 Ranks +3 Cha +3 CS)
Perception +8 (2 Ranks +3 CS +2 racial +1 trait)
Stealth +4 (+3 Dex, +4 size -3 ACP)
Swim +0 (1 Ranks -1 Str +3 CS -3 ACP) (add 8 with Touch of the Sea)

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

Languages: Common, Halfling

Equipment
Will buy if selected
150gp


I changed Lily's background slightly to account for being adrift. I will update crunch if I get selected, level 2 doesn't mean a whole lot to Lily.

Grand Lodge

Here is the updated submission. Thanks for the opportunity. Good luck all.

Back Story:

Dal Gilford trained and got into a prestigious culinary school in Absalom at 18. His parents could not have been happier. His mother, a miner, and father, a short-order cook, had always dreamed that he would rise above his station. In two years, he graduated, learning all the fundamentals, before apprenticing at the Culine Rouge, an upscale fine-dining experience that offered the best in exotic cuisine. The head chef, Billin DeVo, what a gnome of considerable skill as a chef and druid. His claim to fame was that his meals were in perfect harmony with nature. The weather, seasonality, light conditions contributed to every dish. Dal enthusiastically studied both trades, and after a grueling five-year apprenticeship, he endeavored to secure the financing to start his own restaurant.

The best-paying job he found was on a ship as a private chef, and being the type of dwarf that jumps at an opportunity, he took the offer. The crew was dedicated and the ship well run but there was always unease at describing precisely what any given mission was.

It did not take him long to realize that the ship was a high-end privateer's ship. It took Dal exactly until his first trip to the Shackles to know for sure. Though not quite a pirate ship, it was close enough that they made frequent stops in the Shackles, but Dal had committed and needed the money. He became the on-ship cook, reserve sailor, and occasional healer, for which he was well rewarded.

Six months into his ten-year, the ship was caught in a devastating storm. The ship was destroyed, Dal’s start-up money lost to the ocean, and Dal…

Appearance and Disposition:

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. When he is cooking, he is formally dressed in his hat, coat, and apron, and when off the ship, he dresses like a druid prepared for foraging and defense. His dress is always clean and well kept. He tends his weapons as well as he tends his cooking knives.

Role:

As a druid, Dal is a utility caster and controller that can stand on the front line and dish out damage. His spells, armor and saves make him resilient on the front lines. He is a well-round character that slots into a group easily.

Dal Gilford:

Male Dwarf druid 2 Archetypes Nature Fang,
LG 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 shield, heavy wooden +0 (1d4+1)
Melee sickle +4 (1d6+3)
Melee morningstar, cold iron +0 (1d8+3)
Melee shield, light wooden +0 (1d3+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, Diplomacy +4, Knowledge (Nature) +5, Perception +7, Perception (Notice unusual stonework) +9, Profession (Cook) +7, Profession (Soldier) +7, Sense Motive +4, Swim +1,
Traits Glory of Old, Persuasive Insight, Ship’s Surgeon
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, shield, heavy wooden, lamellar (horn), cleric's kit, sickle, morningstar, cold iron, shield, light wooden, 103.0 gp
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SPECIAL ABILITIES
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Background Skill (Profession (Cook), Profession (Cook), Profession (Soldier), Profession (Soldier))

Bonus Cleric 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 You find solace in the green, can grow defensive thorns, and can communicate with plants.

Domains
Plant (growth) You find solace in the green, can grow defensive thorns, and can communicate with plants.
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.
Persuasive Insight You were converted to your faith or taught to bargain with spirits for magic by a figure of inspiring insight who taught you to use keen observation in all dealings. You can use your Wisdom modifier in place of your Charisma modifier on Diplomacy checks to ask favors or gain influence (Ultimate Intrigue 102). During a verbal duel (Ultimate Intrigue 176), you can use your Wisdom modifier in place of your Charisma modifier when using tactics you assigned to Diplomacy or Wisdom-based skills.
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.
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.
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

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.


Resubmitting Brewton, a melee focused druid/ranger and resident Sharktopus, cannibalistic sailor that would easily fit any "found floating amidst flotsam and jetsam" type character discovery. I'll do a deeper edit of his background and stats if selected.


Presenting Sheyem Nahalkadi, improvised weapon wielder, resourceful brawler, and experienced tradesman!

Stats:

Sheyem Nahalkadi
Human (mwangi) brawler (hinyasi) 2 (Pathfinder Player Companion: Blood of Ancients 11, Pathfinder RPG Advanced Class Guide 23)
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 shield)
hp 20 (2d10+4)
Fort +4, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee
. . improvised warhammer +8 (2d6+4) or
. . unarmed strike +5 (1d6+3) or
. . unarmed strike flurry of blows +3/+3 (1d6+3)
ranged
. . generic ranged improvised weapon +7 (1d8+4)
Special Attacks brawler's flurry, martial flexibility 4/day
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Statistics
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Str 16, Dex 14, Con 13, Int 10, Wis 10, Cha 12
Base Atk +2; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Catch Off-guard, Combat Expertise, Deadly Aim, Improvisational Focus, Power Attack, Shikigami Style, Throw Anything, Unarmed Combatant
Traits dockside brawler, improvisational equipment, surprise weapon
Skills Acrobatics +5, Climb +7, Craft (carpentry) +7, Craft (sails) +7, Escape Artist +5, Intimidate +6, Perception +5, Swim +7
Languages Common, Polyglot
SQ brawler's cunning, humble beginnings, martial training
Other Gear mwk lamellar (leather) armor[UC], improvised warhammer, masterwork tool (carpentry), masterwork tool (sails), 190 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
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.
Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains her choice of Catch Off-Guard or Throw Anything as a bonus feat. She is not proficient with shields.
Improvised Defense +1 shield bonus to AC when wielding an improv’d weapon
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat (max 3).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.

Backgorund:

Sheyem, though of Mwangi descent, is a child of the Shackles through and through. He grew up poor on the streets of Port Peril, taking odd jobs wherever he could. He found a talent for working on ships, and his voice twined together with the songs of the shipwrights. When he wasn’t working, he was drinking and fighting, getting into countless scraps in the docks and watering holes of Port Peril. He found another talent, one fostered by his mother, a descendent of Yamasan refugees. Sheyem found himself a great skill with improvised weapons, whaling on his opponents with whatever he had on hand, and bandaging up his injuries with whatever else he could find.

He moved up in the ranks, going from apprentice to full tradesman. The money rolled in, and he had pretty lads and lasses to cavort with, all the whiskey he could drink, and all the pub brawls he could start.

Life was good.

It changed when he got into a fight with the wrong man. It was a simple mistake, spilling a tankard on a fellow sitting next to him. Pugnacious as ever, Sheyem did little to cool the man’s temper. First it was words, then fists, then Sheyem was smashing a bar stool over the man’s head, and a tavern brawl kicked up. By the time the dust settled, Sheyem stood victorious, but at a severe cost.

The man he’d assaulted was the son of the owner of many of Port Peril’s shipyards, and Sheyem’s employer.

He was fired promptly, and blacklisted from nearly every shipyard in Port Peril. He drifted between odd jobs once more, never quite finding something he liked, and what little he did like he was no good at.

Eventually, Sheyem decided he’d set his talents towards the sea, and signed onto a merchant ship as a carpenter and sailmaker.

Life on board was fine, not as happy as previous days, but it took his mind off of things for a while. But again, things do not last, and a pirate ship set upon them. Sheyem did his best to fend them off, hurling cannonballs, leaping off of masts, and even mounting a desperate last stand with his carpenter’s hammer. None of it did any good. He was thrown off deck, barely managing to cling to a rack of flotsam.

So now he floats.

Appearance and Personality:

Sheyem is a tall, burly, dark-skinned man. His eyes are a vibrant yellow, common among the Bonuwat he’s descended from, and his hair is shaved. Though he carries little by way of ancestral traditions, he wears several gold earrings in each ear, given to him by his mother when he came of age. He carries nothing by way of weapons, and the only combat gear he seems to wear is a simple leather lamellar chestplate. He has little use for weapons.

Though pugnacious through and through, Sheyem does his best to be a kind and considerate person. While he doesn’t always succeed, he at least tries. The ethos of the Shackles suffuses his morals through and through, despising slavery and tyrants and those who would take from another without the right or the might to make it count. He likes to think of himself as honorable, in a way. Flimsy as his provocations may be, he never picks a fight without reason, and he will only cheat or steal when the victim seems to deserve it. In combat, he does away with any sort of honor. He will use any tactic possible to gain the upper hand, changing tactics and weapons on the fly.


Potentially good news! In order to save a fellow crew member from drowning, Tobias jumped from the crow's nest into stormy water. So there may be another opening in the campaign soon!


Ah, didn't quite notice the bit about the storm. I can tweak the backstory accordingly, though he could've been drifting and got caught up in the storm.

I also noticed an error I'd made, with the sheet, so my attack bonus should be 1 lower.

Grand Lodge

"Toooooby, nooooooooo!"


I will let Taimat finish their character and that will be the last submission accepted before I make a decision.


If they drown, I'm hoping Jacques can still recover their bodies. For... reasons...

(Just kidding! He'd rather they didn't die.)

(And humanoids don't make very good undead servants.)


For science.


Voice in the Maelstrom wrote:
I will let Taimat finish their character and that will be the last submission accepted before I make a decision.

Appreciate that Voice, but I've been feeling pretty ill the last few days and don't think I'll have something up today. I don't want to hold things up, so please proceed without me. <3

Grand Lodge

Hope you feel better Taimat. Good luck every one.


Voice in the Maelstrom wrote:
For science.

You monster. ;)


The game isn't through the storm yet so you still have some time.


Grandlounge wrote:
Hope you feel better Taimat. Good luck every one.

Thank you!

Voice in the Maelstrom wrote:
The game isn't through the storm yet so you still have some time.

In that case, I'll have something up in the morning! Just need to do some finishing touches.


Taimat here, if I'm not too late! Still gotta do equipment stuff but otherwise, should be all set.


Submissions
Grandlounge - Dal Gilford - Dwarf - Druid
The Archlich - Andulian Vogh - Undine - Inquisitor
Delmoth - Lily Tuvol - Half-Orc - Bloodrager
Anthorg - Robert Nook - Halfling - Oracle
GeraintElberion - Corky/Krendar - Human - Swashbuckler/Fighter
Patrickthekid - Destinie Nicholae - Human - Oracle
Hustonj - Terry or Quent - Half-Elf - Rogue
Hawthwile - Torgal Cailean - Dwarf - Warpriest
The Lobster - Brewton Parker - Skinwalker - Ranger/Druid
Taimat - Lauerelei - Cecaelia - Medic
Simeon - Sheyem Nahalkadi - Human - Brawler

All in. I will decide in a day or so who will be joining the game.

Grand Lodge

Good luck everyone. It has been fun seeing everyone submissions.


Hey there everyone. I am sure many of you would make a good addition to the game but unfortunately I can only choose 1. The following character can post in the discussion thread.

Torgal Cailean the Dwarven Warpriest.


Cool. I hope everyone has fun!


Enjoy the seas!


1 person marked this as a favorite.

We are currently looking for a recruit to join my crew. Currently stranded on a reef, the players are about to explore an island looking for their lost friends as well as a source of fresh water to restock the ships supplies. The current players' ship is damaged and must be repaired first by the NPCs. Your character should also be stranded on the island in some way by the same storm, this is not an island that anybody is native to.

We currently have:
CN Changling Sorcerer/Rogue
NE Human Gunslinger /Wizard
CG Aasimar Clever Godling

A divine themed character would not go astray, though there is a cleric NPC that helps out. Good aligned characters are fine, though there is a pc that has some necromancy themes, so being able to work with that in the group is necessary.

Character and leveling rules:

Level - Now level 4. 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. Roll for level 2+, take highest of the roll or Half HD+1.
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 is in effect.

I'm open for any questions that anyone has. New characters and characters that have previously applied will both be equally considered.


Didn't get to use this character so reworking him. Will have an update soon.

HP: 1d10 ⇒ 7
HP: 1d10 ⇒ 9
HP: 1d10 ⇒ 1


Ok edit: I will go straight cleric human


Interest!
Human Oracle/Bard (Seasinger)

Silver Crusade

Dot. Thinking.. might take a slayer. As "'frontline" seems a tad thin. With the feat rules I'm thinking a switch hitting slayer focused on TWF.

That or a swordlord style character with a bunch of magus levels.


hp 2nd: 1d8 ⇒ 1

hp 3rd: 1d8 ⇒ 3

hp 4th: 1d8 ⇒ 7

Silver Crusade

Actually.

I've got an idea or two for oracle as well.

So either a slayer switch hitter making use of TWF. Or an Oracle.... hmmm will update once I've thought the characters (crunch and fluff) over a bit more.


Dorian 'Grey' wrote:

** spoiler omitted **

I formally introduce; Bartholomew "Doc" Woodson 1/2 Orc Gunslinger 2 with the ** spoiler omitted **...

Oh man. I have a grippli built for this named Bartholomew Frogerts.


If i get 2-4 completed characters I will begin considering asap as I hope this won't take more than a week.

Silver Crusade

Normal wealth by level Modified by ABP?

And do we gain an additional feat at 1, or simply gain a feat every even level?


This is the Sorcerer/Rogue.

It was our War priest we lost so we have no healing at all. That would be the most important thing we're looking for.

Arcane & Skills are covered, healing and some muscle are the things on our wish list. :)


You normally get a feats on odd levels, now you get a feat on even levels too. No bonus for level 1. So you will have 4 feats, plus class and race bonuses, if any.


New Mystery class: 1d8 ⇒ 1

Multi classing so got to roll different.


I am the gunslinger/wizard. Healing is nice, and access to other divine spells would be really nice. Especially desecrate. ;)


I've got an elven druid I want to play. Let me adjust for the ruleset and my hat will be in the ring.


Other than gear, think I'm good to go!

hp: 1d8 + 1 ⇒ (1) + 1 = 2
hp: 1d8 + 1 ⇒ (5) + 1 = 6
hp: 1d8 + 1 ⇒ (2) + 1 = 3

I see the die roller and I are getting along fine as usual.

Suggestions about gear are welcome, as well as for things the party needs. My nature bond is herbalism, so I will probably make gooey stuff a lot.

Silver Crusade

It seems the people have spoken. If I want a chance I need some healing.

Oracle or cleric it is. Leaning oracle with the blessed by besmara trait. Now just to decide if I'm wanting a lunar, battle or ancestor oracle.


Putting together a grippli shifter. It's built..just need to type it all up.

HP: 1d10 ⇒ 9

wealth: 3d6 ⇒ (5, 3, 3) = 11

I'll take those.

Silver Crusade

I take it back. I will play a shaman. I've never played a shaman, and this seems a good time to try one out.

Very similar to the Oracle, probably go for waves spirit.


Voice in the Maelstrom wrote:
If i get 2-4 completed characters I will begin considering asap as I hope this won't take more than a week.

I give to you Amuro Endo. Ronin Sword Saint of Minkai that once along time ago hunted pirates, now having become one himself.

Samurai "Sword Saint" 3/ Cleric of Besmara 1

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