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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I present Benjamin Hornitöd Grippli shifter with the weretouched (electric eel) archetype.

Statblock:

Benjamin Hornitöd
CN Small Gippli Shifter(Weretouched)
Init +3; Senses Perception +7; darkvision 60’

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Defense
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AC 18, Touch 15, Flat-Footed 15 (+3 armor, +3 dex, +1 wisdom, +1 size)
HP 21 (2d10+2)
Fort +5; Ref +6, Will +2, +2 vs emotion and fear effects

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Offense
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Speed 30 ft. 20 climb
Melee 2 claws +5 (1d3+3/x2) or net +5 (entangle)
Ranged sling +5 (1d3+3/x2) or net +5 (entangle)
Special Attacks Grippli Poison: Skin or weapon—contact or injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save; minor aspect 5 minutes/day (+1 electricity damage)
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Statistics
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Str 13, Dex 17, Con 13, Int 7, Wis 14, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats net adept, noxious touch
Feat Tax Feats power attack, deadly aim
Skills acrobatics [2] +9; climb [1] +13; knowledge(nature) [2] +5; perception [2] +7; stealth [1] +11; swim [2] +6
Background Skills handle animal [2] +3; profession(sailor) [2] +7
Languages common, druidic, grippli
Traits Combat: Disillusioned; Social: Acrobat; Campaign: Peg Leg
SQ toxic skin; weapon familiarity; shifter claws; lycanthrope aspect (electric eel); lycanthropic empathy; defensive instinct; track+1
Favored Class +2 Skill Point
Combat Gear club, lamellar leather armor, sling with 10 bullets, acid flask(3)
Other Gear backpack, blanket, canteen, grooming kit, hip flask, pirate clothes, mess kit, dice‘, belt pouch containing 12 gp 1 sp

Shifter Abilities:

Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.

A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Bonus Languages: A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.

A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.

Lycanthrope Aspect (Su): At 1st level, a weretouched gains the shifter aspect ability, except the animal aspect chosen is the only animal aspect the weretouched can gain. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead

As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Lycanthropic Empathy (Ex): At 1st level, a weretouched gains wild empathy and a +4 bonus on wild empathy checks, but this ability works only on the type of animal she chose for her lycanthrope aspect.
This alters wild empathy.

Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Electric Eel Aspect
The aspect of the electric eel imparts the ability to charge attacks with electricity and to slip effortlessly out of danger.
Minor Form: Your attacks deal 1 point of electricity damage in addition to their normal damage. This additional electricity damage increases to 1d3 at 8th level and 1d6 at 15th level.
Major Form (beast shape II): Your shape changes to that of an electric eel. While in this form, you gain a swim speed of 30 feet, low-light vision, electricity resistance 5, a bite attack (1d6), and a tail attack (a secondary natural touch attack that deals 1d6 points of electricity damage). At 8th level, your electricity resistance increases to 10 and you gain a +4 racial bonus on Escape Artist checks. At 15th level, on a critical hit with your tail attack, the creature struck must succeed at a Fortitude save (DC = 10 + half your shifter level + your Constitution modifier) or be stunned for 1d4 rounds.

Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

Feats:

Net Adept
You have trained to use the net as a melee weapon.
Prerequisite: Exotic Weapon Proficiency (net), base attack bonus +1.
Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.
Normal: A net is a ranged weapon that imposes a –4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.

Noxious Touch
You reflexively excrete poison in response to trauma.
Prerequisites: Grippli, toxic skin alternate racial trait.
Benefit: Whenever you are hit with an unarmed strike or natural weapon, you can spend a use of your toxic skin racial trait as an immediate action, affecting the creature that hit you with your grippli poison as if you had smeared the poison on your own body.

Racial Abilities/Stats:

Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.
Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage. Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.


Traits:

Disillusioned
Category Basic (Combat)
Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion. You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Acrobat
Category Basic (Social)
Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

Peg Leg
One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg.

Your balance always gets a bit shaky after a few drinks, and last night at the tavern was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks…

Benefit: You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

Backstory:

”I’m tellin’ ya! The blasted shark was this big!” Benjamin shouts as he stretches his arms as wide as they will go.

”Seems to me like that’s barely bigger thana guppy!” A sailor exclaimed.

”If it was such a big shark, how’s come it didn’t gobble up a lil fella like you?” Another sailor asked.

Benjamin Hornitöd took a long pull from his mug of ale and stared into the half empty mug for a while before answering. ”I ain’t no fool. I know I only escaped the beast because of dumb luck. E’rey day I think about those black eyes staring at me from the churning sea. My own blood and meat spraying ov’r my face. I have nightmares where I swim and swim and swim but no matter how fast or how far I go, there it is. Those hungry black eyes and them jagged teeth. They always catch me. And just as my head goes under the roiling ocean...” Hornitöd trailed off, letting the crowd lean in close before slamming his mug down on the bartop, ”I CHOKE THE BLASTED THING WITH ME WOODEN LEG!”

Hornitöd and the crowd burst into laughter.

”A round for any woman, man, or other who spends more time at sea than land! Tomorrow I finally set out to get my revenge on the shark that took me leg!”


Starting Gold: 5d6 ⇒ (4, 4, 4, 6, 1) = 19
2nd lvl hp: 1d10 ⇒ 5


Please accept my swashbuckler for consideration.


1d10 ⇒ 6
1d10 ⇒ 2


She's now 4th level!


I don't know how I missed that it's level 4.

HP: 1d10 ⇒ 1
HP: 1d10 ⇒ 10


Hello,

I am submitting a Elementalist to join the crew.

Backstory:

This along with additional details is also in in the character sheet found in the statblock.
Alun grew up living a decent life, this life started as part of an Elven Tribe near Duwwor. The tribe had originally come from further north near Manaket but had moved away from the Inner Sea due to a combination of increasing local population and the expanding desert. Alun in his childhood would awaken every morning and escape out to see the Turvanar river, the sight of water was something that at once filled his heart with excitement and calm (much like the time before a storm) as the wind blew through is hair, the sun warmed his skin, and the earth caked to his feet. He often wished to be at an ocean where this experience could be magnified.
Growing up Alun was trained in several crafts, the commune he lived in believed it was important that all young elves and half-elves be given proper teaching in Elven subjects. Thus, he became versed in Elven Lore, Elven battle techniques (particularly the spear), and pushed through fitness regiments to make sure he was as limber as any full-blooded Elf (no offense on his side, as he enjoyed the physical exertion), along with more natural studies.
He found the traditional training somewhat boring; history was not something he was interested in, but he appreciated the combat.
Alun had an affinity for nature and communing with it, so his teachings took a turn towards focusing on local Desert Druids to foster that connection. At first Alun thought this would solve his woes, away from the stuffy teachings of Elven Lore and learning to be in sync with the world around him, and it did go well for a while. It was here where Alun also first learned Alchemy, though it was originally taught to him as Druidic Herbalism.
Alun appreciated the natural training he received from the Druids, but he disliked their strict culture and rules, and even the stricter methods that they used when practicing magic and the weird intricacies that their abilities seemed to have with following these (to him) esoteric practices. Additionally, while it was never something Alun voiced, the focus on the desert was something that turned Alun away from an interest in joining their commune. He wanted to be near all the elements, especially water, it wasn’t his problem that the desert in this area kept expanding, and didn’t want to stay here, there was a whole world to be seen. Over time this desire grew, and he eventually decided to leave the commune once old enough to make his own way in the world and to find his own connection with nature and slice of adventure that you heard in stories.
Alun first made his way to the cities of Merab and then Manaket with the help of one of the druids who he was friendly with. He found the area to be too restrictive and focused on laws for his taste and kept moving West along the coastline, ever close to the ocean. His goal was to find someplace freer where he could commune with nature, enjoy the ocean, and get away from this blasted desert.
Over time Alun has made his way to the Shackles, curious to see if the desires of his heart could be met there, and to get a firsthand look at the Eye of Abbendego. Alun worked an odd sort of jobs along the way, using his combat and natural training been taking odd jobs as a fisherman, and more recently he decided to learn what being a sailor is like, what better place to commune with the natural world that in the middle of the sea.
Recently Alun had joined a fishing crew that was going to head out deeper than normal crews would, and misfortune struck their boat and now they appear to be shipwrecked on a rather mysterious island.

Statblock:

Half-Elf Elmentalist with the Martial Elementalist and Geomancer archetypes.
Character sheet can be found in the mythweaver sheet linked.
https://www.myth-weavers.com/sheet.html#id=2523071

http://spheresofpower.wikidot.com/geomancer
http://spheresofpower.wikidot.com/martial-elementalist

About Me:

31 Male, no kids but I do have a menagerie of furry/aquatic children.

Been playing Pathfinder on and off since about 2009/2010, have played other systems as well. I haven't been engaged in Play by Post for a couple of years, had a weird schedule where I wasn't getting enough sleep, and was struggling to keep up with things. Once I get a normal schedule I ran a Rise of the Runelords campaign on Roll20 for about 2 years, we got through 4 books, it was great but I don't really like GMing beyond one shorts and got burned out doing it (wanted to do it to play Runelords and because I had friends who wanted to play).

Been interested in getting back into a game and thinking this would be a good format. Would like something long term though I know this format can be challenging. I am really interested in being in one game at this time, so that I can spend the time crafting my character as we go and come up with decent input, and give the proper commitment. Plus I want to see the time commitment.

Being a pirate sounds like fun, and I wanted to try the Spheres system out.

From a gameplay perspective, I want to play a character who is fun to play and who is fun to interact with. I also want my character to be mechanically sound, but have those mechanics fit a concept. I try and make sure to not build something that is going to put too much number strain on the system, and am happy to make adjustments if needed.

I am always happy to hear constructive criticism and I just want everyone to have fun and get along!
Thanks for reading.

Starting Wealth: 3d6 ⇒ (4, 2, 6) = 12 120 starting gold
HP: 3d8 + 3 + 9 ⇒ (3, 1, 2) + 3 + 9 = 18 I'll be going with Half HD +1.

I appreciate the consideration.

Cheers!


1 person marked this as a favorite.

Characters for consideration
BlackoCatto - Amuro Endo - CN Half-elf Samurai (Sword Saint) 3/Cleric 1
JenkinsMyMan - Benjamin Hornitöd - CN Grippli Shifter (Weretouched) 4
Lathiira - Earthsong - NG Elf Druid (World Walker) 4
Spazmodeus - Angeus Mourngrym - CN Human Swashbuckler (Shackles Corsair, Inspired Blade) 4
Dino Lord - Alun - CN Half-Elf Elmentalist (Martial Elementalist, Geomancer) 4

Posted but not finished
Edelsmirge - Human Cleric
Camris - Human Oracle/Bard (Seasinger)
rorek55 - Shaman

Hopefully I haven't missed anyone. Over the next couple days I should be able to choose a character to join the game. I will be checking back here in case any others get completed before I fully decide. Thanks for your effort and patience.


I finally finished updated Benji to level 4.

Statblock:

Benjamin “Benji” Hornitöd
CN Small Gippli Shifter(Weretouched)
Init +5; Senses Perception +8; darkvision 60’

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Defense
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AC 21, Touch 16, Flat-Footed (+5 armor, +3 dex, +1 wisdom, +1 defensive instinct, +1 size)
HP 39 (4d10+4)
Fort +7; Ref +9, Will +4, +2 vs emotion and fear effects

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Offense
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Speed 30 ft. 20 climb
Melee 2 claws +7 (1d3+6/x2) or net +5 (entangle)
Ranged sling +6 (1d3+5/x2) or net +5 (entangle)
Special Attacks Grippli Poison: Skin or weapon—contact or injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save; minor aspect 7 minutes/day (+1 electricity damage), Lycanthropic Wild Shape 6 hours/day

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Statistics
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Str 13, Dex 18, Con 13, Int 7, Wis 14, Cha 10
Base Atk +4; CMB +4; CMD 18
Feats net adept, noxious touch, shapeshifter style, shifter’s edge
Feat Tax Feats power attack, deadly aim, weapon finesse, deadly aim
Skills acrobatics [4] +12; climb [2] +14; knowledge(nature) [3] +6; perception [3] +8; stealth [2] +12; survival [2] +7; swim [4] +8
Background Skills handle animal [4] +5; profession(sailor) [4] +9
Languages common, druidic, grippli
Traits Combat: Disillusioned; Social: Acrobat; Campaign: Peg Leg
SQ toxic skin; weapon familiarity; shifter claws; lycanthrope aspect (electric eel); lycanthropic empathy; defensive instinct; track+2
Favored Class +4 Skill Point
Automatic Bonus Progression Resistance +1, Armor +1, Weapon +1
Combat Gear club, +1 lamellar leather armor, sling with 10 bullets, acid flask(3), potion of cure light wounds (3), potion of cure moderate wounds (2)
Other Gear masterwork backpack, muleback cords, armbands of the brawler, blanket, canteen, grooming kit, hip flask, pirate clothes, mess kit, dice,dusty rose cracked ioun stone, bottle of fine wine belt pouch containing 74 gp 1 sp

Hybrid Form:

CN Small Gippli Shifter(Weretouched)
Init +4; Senses Perception +8; low-light vision, darkvision 60’

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Defense
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AC 23, Touch 18, Flat-Footed 20 (+5 armor, +3 dex, +1 wisdom, +1 defensive instinct, +1 size, +2 natural)
HP 39 (4d10+4)
Fort +7; Ref +9, Will +4, +2 vs emotion and fear effects
Resistance electricity 5

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Offense
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Speed 30 ft. 20 climb swim 30 ft
Melee 2 claws +8 (1d3+10/x2), bite +7 (1d4+8/x2), tail +2 (1d6 electricity)
Ranged sling +6 (1d3+6/x2) or net +5 (entangle)
Special Attacks Grippli Poison: Skin or weapon—contact or injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save; minor aspect 7 minutes/day (+1 electricity damage), Lycanthropic Wild Shape 6 hours/day

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Statistics
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Str 15, Dex 18, Con 13, Int 7, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 19

Shifter Abilities:

Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.

A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Bonus Languages: A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.

A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.

Lycanthrope Aspect (Su): At 1st level, a weretouched gains the shifter aspect ability, except the animal aspect chosen is the only animal aspect the weretouched can gain. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead

As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Lycanthropic Empathy (Ex): At 1st level, a weretouched gains wild empathy and a +4 bonus on wild empathy checks, but this ability works only on the type of animal she chose for her lycanthrope aspect.
This alters wild empathy.

Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodland Stride
At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown ares, and similar terrain) at her normal speed and without taking damage or suffering any other impairments. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Electric Eel Aspect
The aspect of the electric eel imparts the ability to charge attacks with electricity and to slip effortlessly out of danger.
Minor Form: Your attacks deal 1 point of electricity damage in addition to their normal damage. This additional electricity damage increases to 1d3 at 8th level and 1d6 at 15th level.
Major Form (beast shape II): Your shape changes to that of an electric eel. While in this form, you gain a swim speed of 30 feet, low-light vision, electricity resistance 5, a bite attack (1d6), and a tail attack (a secondary natural touch attack that deals 1d6 points of electricity damage). At 8th level, your electricity resistance increases to 10 and you gain a +4 racial bonus on Escape Artist checks. At 15th level, on a critical hit with your tail attack, the creature struck must succeed at a Fortitude save (DC = 10 + half your shifter level + your Constitution modifier) or be stunned for 1d4 rounds.

Alternate Natural Attacks: Bite (B, P, S), tail slap (B)

Lycanthropic Wild Shape (Su): At 4th level, when a weretouched uses wild shape, she can assume only the form of an animal of the same type as her lycanthrope aspect. However, instead of assuming a major form, she can assume a hybrid form that mixes the traits of her natural form and the major form of her aspect. While in a hybrid form, she gain a +2 size bonus to her Strength score, a +2 natural armor bonus to her AC, and all of the natural attacks and abilities listed by her major form. A weretouched also counts as being in her natural form for the purpose of determining whether she can extend her shifter claws. A weretouched’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur, so her equipment does not merge into her new form when she shifts between her natural form and hybrid form. In addition, the size of a weretouched’s hybrid form is the same as the size of her natural form. This otherwise counts as assuming a major form using wild shape.

This alters wild shape.

Feats:

Net Adept
You have trained to use the net as a melee weapon.
Prerequisite: Exotic Weapon Proficiency (net), base attack bonus +1.
Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.
Normal: A net is a ranged weapon that imposes a –4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.

Noxious Touch
You reflexively excrete poison in response to trauma.
Prerequisites: Grippli, toxic skin alternate racial trait.
Benefit: Whenever you are hit with an unarmed strike or natural weapon, you can spend a use of your toxic skin racial trait as an immediate action, affecting the creature that hit you with your grippli poison as if you had smeared the poison on your own body.

Shapeshifter Style
Prerequisites: Base attack bonus +3, change shape ability, shapechanger subtype.
Benefit: You reshape your body, gaining one of the following benefits. You choose the benefit when you enter the style, and while in the style you can change the benefit as a swift action.
Brutal Attack: Choose one of your natural attacks. You gain a +1 bonus on damage rolls with that attack when using this style, plus an additional +1 for every feat you have that lists Shapeshifter Style as a prerequisite (maximum +3).
Steady Grip: You gain a climb speed of 10 feet.
Tensed Sinews: You gain a +1 bonus on Reflex saving throws and a +5 enhancement bonus to your base speed.
Toughened Hide: You gain a +1 enhancement bonus to your existing natural armor bonus.
Special: A character with the wild shape class feature counts as having the change shape ability and shapechanger subtype for the purpose of meeting this feat’s prerequisites.

Shifter’s Edge
Prerequisites: Dex 13, Weapon Finesse, shifter claws class feature.
Benefit: Whenever you use Weapon Finesse to make a melee attack with your claws or a natural attack augmented by your claws, and you use your Dexterity bonus on attack rolls and your Strength modifier on damage rolls, you also add half your shifter level to the damage.

Racial Abilities/Stats:

Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Gripplis are humanoids with the grippli subtype.
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.
Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage. Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.


Traits:

Disillusioned
Category Basic (Combat)
Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion. You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Acrobat
Category Basic (Social)
Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.

Peg Leg
One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg. You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg.

Your balance always gets a bit shaky after a few drinks, and last night at the tavern was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks…

Benefit: You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.

Backstory:

”I’m tellin’ ya! The blasted shark was this big!” Benjamin shouts as he stretches his arms as wide as they will go.

”Seems to me like that’s barely bigger thana guppy!” A sailor exclaimed.

”If it was such a big shark, how’s come it didn’t gobble up a lil fella like you?” Another sailor asked.

Benjamin Hornitöd took a long pull from his mug of ale and stared into the half empty mug for a while before answering. ”I ain’t no fool. I know I only escaped the beast because of dumb luck. E’rey day I think about those black eyes staring at me from the churning sea. My own blood and meat spraying ov’r my face. I have nightmares where I swim and swim and swim but no matter how fast or how far I go, there it is. Those hungry black eyes and them jagged teeth. They always catch me. And just as my head goes under the roiling ocean...” Hornitöd trailed off, letting the crowd lean in close before slamming his mug down on the bartop, ”I CHOKE THE BLASTED THING WITH ME WOODEN LEG!”

Hornitöd and the crowd burst into laughter.

”A round for any woman, man, or other who spends more time at sea than land! Tomorrow I finally set out to get my revenge on the shark that took me leg!”


Does anyone know any good sea shanties?


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Running down to Khari with a load of sugar,
Weigh, me boys, to Khari!
Make her run you, lime juice squeezes,
Running down to Khari.
Weigh, me boys, to Khari!
Running down to Khari
O, I got a sister, she's nine feet tall,
Weigh, me boys, to Khari!
Sleeps in the kitchen with her feet in the hall.
Running down to Khari
Weigh, me boys, to Khari, hey!
Running down to Khari
The captain he will trim the sails,
Weigh, me boys, to Khari!
Winging the water over the rails,
Running down to Khari.
Weigh, me boys, to Khari!
Running down to Khari
Give me a gal can dance Fandango,
Weigh, me boys, to Khari!
Round as a melon and sweet as a mango,
Running down to Khari.
Weigh, me boys, to Khari!
Running down to Khari
Load this sugar and home-ward go,
Weigh, me boys, to Khari!
Mister mate, he told me so,
Running down to Khari, hey!
Weigh, me boys, to Khari!
Running down to Khari


The Wave Soaked Maiden:

One gray day, so thick with fog
The clouds hung heavy and low
A fisherman out on the waves
Hauled his nets up from below
Tangled up amongst the cod
And bass and brill and bream
Was something strange and scaly
Like a vision from a dream
La-da-da-da
Da-da-da-da-da
Vision from a dream
She had fins where her feet should be
Her eyes were dark as a storm
The siren that he caught upon
That gray and fateful mourn
Behind her lips, her teeth was sharp
Much sharper than his knives
She said to him, "Come closer, sir
And I'll eat you alive"
La-da-da-da
Da-da-da-da-da
I'll eat you alive
Beware the wave-soaked maidens
To whom the depths belong
If you sail upon their waters
Then you won't sail for long
He trembled as she gazed at him
Her eyes were hungry and cold
She was a sight both terrible
And lovely to behold
"Please don't feast upon my flesh"
He begged her to forgive
"If I return you to the sea
Then won't you let me live?"
La-da-da-da
Da-da-da-da-da
Won't you let me live?
She looked at him upon his knees
And thought him a pitiful sight
She told him, "I will let you go
But quickly take your flight"
"If ever you should drop your nets
Again amongst these waves
Then me and all my sisters here
Will drag you to your grave"
La-da-da-da
Da-da-da-da-da
Drag you to your grave
Beware the wave-soaked maidens
To whom the depths belong
If you sail upon their waters
Then you won't sail for long
A fortnight hence he tossed and turned
Her eyes had driven him mad
And when he slept, all he could see
Was the lady's seaweed clad (seaweed clad)
Desperate for just one glimpse more
He took back to the deep
And sure enough, she came to him
With promises to keep
La-da-da-da
Da-da-da-da-da
Promises to keep
She said, "Good sir, I warned you once
That you could never return
I should have know right then and there
Your kind will never learn" (never learn)
When he saw her sisters rise
He knew that he was damned
And now his bones are fathoms deep
All buried in the sand
La-da-da-da
Da-da-da-da-da
Buried in the sand
Beware the wave-soaked maidens
To whom the depths belong
If you sail upon their waters
Then you won't sail for long
If you sail upon their waters
Then you won't sail for long

By Ginny Di


Greetings again everyone. Thankyou for your patience. I am actually going to invite 2 new players to the group. If the following players are still interested then please head to the discussion thread and we'll get the game going again soon. Thankyou everyone for your submissions.

Amuro Endo the Half-elf Samurai (Sword Saint) 3/Cleric 1
Earthsong the Elf Druid (World Walker) 4


Good luck and have fun!


Have a good game!


Congrats!

Happy Gaming!


Hello!

PM me please in case you start another application process. ;-)

Thanks a lot!


Calling for a few more crew. We have lost several to the storm.

We are now level 5. Character creation rules are in the campaign tab. I will recruit 2 maybe 3 to join the current group.

We have:
Earthsong the World Walker Druid 5. Bows, Wild Shape, Divine Spells.
Rosanne the Aquatic Sorcerer 2/Rogue 3. Crossbow, Daggers, Arcane Spells.
Tobias the Clever Godling 5. Rapier, Social, Captain.

Melee and ranged characters will both be considered as well as offensive and support spell casters. Roles on the ship haven't been taken except for Tobias being the captain. The current players will be choosing first but anything is possible.

I will give to the 22nd for submissions.


I will be submitting an Urban Bloodrager/Mysterious stranger "Musketeer", fighting style is open up with a Musket, then switch to melee.
She can shoot without needing to reload by using arcana spell cartridges, but doing that reduces her weapon damage dice from d10 or d12 to 1.

Edit: Wait, I think with this rules I may actually build a dual wielding pistol person I need to check that.


Lady Maurine Payne, scourge of the high seas, and her parrot Silent Rob (who is not so silent) will be reporting for inspection.

Right now I’m thinking duettist bard but that may change. Any ideas or suggestions are welcome.

Edit: Is VMC allowed? Also, since you are using automatic bonus progression starting wealth is 5,250gp, correct?


It is coming together for me.
Character will be a Viking/Kellid Old timer, Siege engineer, and with most of his wealth in his loving handcrafted double hackbut lovingly nicknamed "People Skills", by the sorceress on his last ship, which went off on a raiding mission he does not talk about and did not want to be part off.

He fights with a big two handed reach weapon when his Double Hackbut Twin barrled musket or dragoon musket is not available.

Edit: Double hackbut result in too much weird stuff, I didnt actually get that is 2d12 damage against touch AC, and that I can shoot it twice, going for a more conventional musket with a melee weapon for backup build.


Question, how do we get integrated into proceedings, backstory wise?

I see several possibilities:

--Picked up by the mans promise in the meantime
--New characters were about to drown, made a final prayer to Besmara offerring conversion, spontaneously reappeared in a divinely induced vortex in the grindylow cave, looking confused
--New characters picked up conventionally at the Mans promise next port of call. Issue with the last one is that can be quite a bit away in Play by Post time.


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Speaking from my own POV, I'm going to be ranged and support overall. I'm not one of those druids that wildshapes and goes nuts. I'm happy to stay in the back, spellcast, and whatnot. I also took herbalism and aim to put that to good use.

Good luck to all applicants!


I'm thinking of submitting Kragor Bloodskull, Half-orc Ranger (Freebooter), bastard son of the infamous Orc pirate Kurgan Bloodskull and a favorite ship's whore who was dropped off at Port Peril when it was found out she was pregnant and set up with a significant "dowry" to keep herself and raise the child.

I'll need to re-stat him to the current rule set if he get's accepted


Hi, Mightypion WIP submission.

Personality: Outcast from his people for having clear signs of being a demonspawn, he fled, ended up in the shackles and well, entered a great quest to answer an important riddle.
What are the best explosions?
Armed with his trusty Dragoon musket "People Skills", a bite and claws for close combat, and his Areshkagalese Sphinx-bloodline capbilities for Karaoke Public relations Emptying half a tavern by shouting loudly he boasts and eclectic mix of some Gunslinging, hitting people in the face with claws and bite, Engineering and other forms of explosions. Being an Urban Bloodrager allows him to use rage for dex or STR, increasing his switchhitterness.

He is a fairly laid back semi mad scientist, emphasis on mad as his his intellect aint all that great.

I am envisioning him as half deaf (happens when you fire a lot of guns) and also well, there was an incident so one of his eyes is gone.
Clearly, trying to use a snake as ammunition was not actually the most cunning idea ever. Hence his nickname.

As such he aint exactly an emblem of perceptiveness to say the least, his will save aint great either, but he can certainly lay out some hurt, both at melee and in range, and is fairly fast on his feet.

His feats will be mostly complete by level 6-7, at which point he will begin dabbling in Siege master etc. feats.


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Rosanne will be going to Arcane Trickster eventually. Spells & Rogue skills are her priority.

Really I'd like to see form of healing & some muscle. :)


Pyromaniac unstable sorceror on a ship, let the fun begin.

Character was fully fleshed out for a recruitment long ago. Should be easy to level up and get ready to sail!!

This AP and the horror one are the two I most wanted to play!! Please pick me

A tattoed sorceror because it sounds like fun and pirates love tattoos!!

Warren borrowed his character survey from another DM that thought it helped flesh out characters more, anyone may use it if it helps with character development.

Warren was also created when drawbacks allowed an extra trait -- although it fit the character, can remove trait 1 and drawback.


Voice in the Maelstrom wrote:
We are now level 5. Character creation rules are in the campaign tab. I will recruit 2 maybe 3 to join the current group.

Very curious! Two to three more sounds like fun. I'll try and get a melee character up to snuff and apply with him. May I assume standard wealth for fifth level? Any limit on how much can be spent on one item?


If you like — Warren can pop out of the vortex as a fifth level flame oracle of Besmara. Let’s me stretch to play a class I haven’t played yet.

Flame oracles get to set creatures on fire.


Maurine/Robert Henry VMC is allowed. Wealth is half normal due to APB (5,250gp). No more than half should be spent on any single item. Pre-game crafting does not reduce costs of any items. In game crafting will work normally.

Mightypion New characters will be recruited from the next port that the ship stops at, which will not take very long.


Sounds good, thanks. I’ve settled on duettist/sound striker bard (with maybe vmc magus or cleric). Silent Rob will have the protector familiar archetype. Lady Maurine will be built as a frontliner, with some healing, blasting, a bunch of skills, and a whole lot of entertainment. I will have my submission done this weekend.

Sovereign Court

Hi everyone!

So, I used to be pretty active on these boards until life decided to beat the snot out of me for a while.

I'm trying to dip my toes back in (heh) or maybe dive head first. And I've been lurking around the boards all week.

I have a couple of ideas that I was tossing around.

A Tidal Hunter Ranger and an Ocean's Echo Oracle.

The ranger would be able to fill the frontline slot while the Oracle could contribute some control/healing as well as some bardic performance.

Sovereign Court

I'm leaning into the ranger.

HP rolls:

Level 2
1d10 ⇒ 8
1d10 ⇒ 4
Level 3
1d10 ⇒ 7
1d10 ⇒ 5
Level 4
1d10 ⇒ 6
1d10 ⇒ 3
Level 5
1d10 ⇒ 3
1d10 ⇒ 4

26 before con bonus. Slightly better than average.


Missed that we were rolling Hit points:

rolls:

Level 2: 1d8 ⇒ 7
Level 2: 1d8 ⇒ 3 take average 5

Level 3: 1d8 ⇒ 4 take average 5
Level 3: 1d8 ⇒ 7


7+7+5+5 = 24 nice

Looks like we roll once or take average. If I am mistaken apologies.

Sovereign Court

Geez. Somehow I read it as roll 2x and take the higher. I'll just go down the row.
That would be 8, 4, 7, 5.

4 and 5 are swapped for 1/2 HD+1

Ending up with 8, 6, 7, 6. 27 total.


Here is my submission: Lady Maurine Payne, duettist/ sound striker bard.

Good luck.

Background:

To win the Free Captain’s Regatta and gain a seat on the Pirate Council. It sounded simple, but hard to do without a ship, or crew, Maurine recalled her dream as she sat in the noisy tavern. She sipped a goblet of spiced rum, while she considered her next move, but couldn’t help but reflect on the events that brought her to this miserable port….

Six Years ago
Maurine stood outside of her family’s manor house, on the southern coast of Rahadoum, practicing her sword forms “Boar Rushes Downhill” gave way to “Moon on the Water” her lithe blade dancing through the air. Sweat began to drip from the fourteen year old’s brow and she began to tire from the repeated motion, when she heard her mother’s correcting voice, ”Dragging feet never finish the journey my love. Use your hips on these movements, that’s where your strength and speed come from.” The slightly plump woman, Maurine’s mother Dendial, then demonstrated the forms with surprising quickness and controlled power, ”The hips, proper sword work begins with the hips. Now try it again.”   

Three Years ago
Maurine’s, large, extended family sat at the long table that had been set up outside, overlooking the sea. It was the perfect summer day, and her family gathered in celebration of her brother placing fourth in the Free Captain’s Regatta. It was a momentous occasion but as excited as Maurine was for her brother she was lost in thoughts about winning the race herself someday. She looked down the table at her grandfather, Eran Ironeye, who won the regatta and became a much feared Free Captain. Maurine never grew tired of grandfather’s stories of the high seas and the fortune he made as a free captain.

One Year ago
It wasn’t the first mate’s silky voice, nor his tight britches, that Maurine first noticed when he brought news to her family of her brothers death. It was his eyes, the first mate of the Pampered Hag, Fair Johnny, had eyes so green they seemed to penetrate to her very soul. The woman became infatuated with the sailor’s worldly knowledge as well as his silver tongued descriptions of his adventures. She began looking for excuses to be around the man spending all her free time with the salty sailor. Eventually, they became lovers, and when Fair Johnny told her he was leaving for The Shackles, with her brother’s ship the Pampered Hag, she quickly volunteered to go with him. Fearing her family’s protest Maurine left in the middle of the night with no warning and a hastily written note to explain her actions.

Two weeks ago
Maurine was seething, she had been a fool to trust the man, the philanderer. Fair Johnny was caught in the arms of another woman, and not for the first time. It seemed in every port around The Eye Abendego there was an indiscretion with Fair Johnny and another woman. His trysts became more frequent and less discreet the farther from her home they traveled. This was the last straw Maurine left the ship was determined to find another to make her name and earn her fortune…      

…. The resolute woman was startled from her reminiscing by her companion Silent Rob’s squawking voice, ”Ship in the port! Ship in the port.” Kittens tangle your yarn, men tangle your wits, and it's simple as breathing for both, she cursed ruefully while she looked out the tavern’s window at harbor and the newly arriving ship. Maurine took another sip of the fine red wine she had been nursing and smiled.

Appearance:

Maurine is tall and lanky, standing close to six feet tall, with a lithe but well-muscled build. The willowy woman has a sinister, yet hauntingly beautiful face that always looks like she’s about to laugh or scowl. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, her large grey eyes are framed by long, full lashes that set off a gaze that is both knowing and penetrating. Maurine’s alabaster skin is as flawless and milky as fresh cream and stands in stark contrast to the long, flowing, dark locks of hair. The slender long-limbed beauty is most often dressed in black and her right arm is covered in vibrant tattoos.

Personality:

Maurine has a strong, cold, and sardonic personality. Her cruel upbringing has made her quite callous and blunt. She is tough and resilient with an icy demeanor that encourages people to mind their own business. However, she also capricious by nature and can be charming and playful when the whim strikes her. The lass has a cruel sense of humor and enjoys debating controversial issues. She treats people fairly but is reluctant to go out of her way to help others, expecting them to carry their own weight. However, without exception she hates slavers, bullies, and those who would abuse small children.

Crunch:

This stunning raven-haired woman has a grin on her face and mischievous glint in her eyes.

Female, Human, Sound Striker/Duettist Bard vmc Magus - 5
CN, Medium Humanoid (human, Taldan)
Initiative +4 (+4 dex) Senses Perception +8

===============================================
DEFENSE
===============================================

AC: 20, touch 16, flat footed 16 (+ 4 Dex +3 Armor +1 Shield + 1 Enhance +1 Deflection )
HP: 52 (32 class, +10 con, +5 feat, +5 fcb/ level)
Fort +3, Ref +8, Will +4
Special Defenses: Distraction, Counter Song

===============================================
OFFENSE
==============================================

Speed 30
Melee [+1] keenRapier +9 (1d6 +5/15-20)
Ranged Shortbow +7 (1d6/x3) range 60
Ranged Word Strike +7 (1d4+5 sonic) range 30
Special Attacks: bardic performance 20 rounds/day (standard action; fascinate (DC 14), inspire courage +2), Arcane Pool, Expert Boarder, Word Strike

Bard Spells Known (CL 5th; concentration +7) 

2nd (3/day; DC 14) alegro, heroism, mirror image
1st (5/day; DC 13) animate rope, liberating command, tamer’s lash, vanish 
0 (at will) detect magic, know direction, light, mage hand, message, read magic,

==============================================
STATISTICS
==============================================

Str 8, Dex 18, Con 14, Int 10 Wis 10, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Risky Strike (EitR, free), Defensive Stance (EitR, Free), Weapon Finesse (EitR, Free), Extra Performance (1st level), Toughness (human bonus), Weapon Focus [Blades, light] (2nd level), Fencing Grace (4th level), Lingering Performance (5th level),

Skills (6/class, 1/race, 2/background /level)
Acrobatics +12 (5 Rank, 3 Class, 4 Dex) 

Appraise +4 (1 Rank, 3 class, 0 Int)
Bluff +7 (2 Rank, 3 Class, 2 Cha)
Climb +3 (1 Rank, 3 Class, -1 Str) 

Craft +0 (0 Rank, 0 Class, 0 Int)
Diplomacy +11 (*Versatile Performance)
Disable Device +8 (1 Rank, 3 Class, 4 Dex)
Disguise +2 (0 Rank, 0 Class, 2 Cha) 

Escape Artist +9 (2 Rank, 3 Class, 4 Dex)
Heal +0 (0 Rank, 0 Class, 0 Wis)
Intimidate +11 (5 Rank, 3 Class, 2 Cha, 1 Trait)
Knowledge (local) +8 (5 Rank, 3 Class, 0 Int)
Knowledge (other) +0 (0 Rank, 0 Int)
Linguistics +8 (2 Rank, 3 Class, 0 Int, 3 Familiar) 

Perception +8 (5 Rank, 3 Class) 

Perform (oratory) +12 (5 Rank, 3 Class, 2 Cha, +1 Trait) 

Profession (sailor) /b] +7 (3 Rank, 3 Class, 1 Trait) 

[b]Ride
+4 (0 Rank, 0 Class, 4 Dex)
Sense Motive +11 (*Versatile Performance) 

Sleight of Hand +8 (1 Rank, 3 Class, 4 Dex)
Spellcraft +* (0 Rank, 0 Class, 0 Int)
Stealth +8 (1 Rank, 3 Class, 4 Dex) 

Swim +3 (1 Rank, 3 Class, -1 Str) 

Use Magic Device +10 (5 Rank, 3 Class, 2 Cha)

Traits Buccaneer’s Blood (Campaign) Expert Boarder(Religion), Savant (Social)
Languages Common, Polyglot, Aquan
SQ
Starting Gear Keen Rapier (2025gp/2lbs), [MW]Spider-silk Bodysuit(1000gp/4lbs), Darkwood Buckler (205gp/2.5lbs), Shortbow (30gp/2lbs), Arrows [20](1gp), Wand [cure light wounds, 50 charges] (750gp/1lbs), Feather Token [anchor] (50gp), Feather Token [fan] (200gp), Belt of Tumbling (800gp, 1lbs), Acid flask [x2] (20gp, 1lbs), Spring loaded wrist sheath [wand of clw loaded] (5gp/1lbs), Fancy Pirate Clothes (30gp/6lbs) 154gp
Treasure
Coin
Encumbrance

light: 26lbs medium: 53lbs heavy 80 lbs 

Carried: 20.5lbs

==============================================
SPECIAL ABILITIES/CLASS FEATURES
==============================================
Arcane Pool (+1/Pool: 1) Infuse own power into a held weapon, granting enhancement bonus or selected item powers for 1 minute.
Buccaneer’s Blood Gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores.
Bardic Performance (Standard action, 20 rounds/day) Countersong, Distraction, Fascinate (DC 14), Inspire Courage +2,
Defensive Stance You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class.
Expert Boarder 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.
Extra Performance You can use bardic performance for 6 additional rounds per day.
Familiar (+3 linguists) gain a parrot familiar treating his bard level as his effective wizard level for the purpose of this ability.
Favored Class Bonus 5 hp,
Fencing Grace use dexterity for damage when using a rapier.
Lingering Performance your bardic performance continue for 2 rounds after you cease performing.
Performing Familiar Familiar can use master’s bardic performances but only the familiar or the duettist can have a performance active. Cost 2 rounds of bardic performance per round.
Risky Strike You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls.
Talented +1 to perform oratory.
Toughness gain an extra hit point per level.
Versatile Familiar A duettist’s familiar benefits from its master’s versatile performance class feature.
Versatile Performance (Oratory +11) use bonus in place of diplomacy and sense motive.
Weapon Focus (blades, light) +1 to hit with light bladed weapons.
Wordstrike spend 1 round of bardic performance as a standard action to do 1d4+5 damage to an object or half this damage to a living creature.

Silent Rob:

This brightly-colored bird has a strong, curved bill and stands almost two feet tall. The sparkle in its eyes belie a clear intelligence greater than that many other animals possess.
Silent Rob
N Tiny animal 
Init +2; Senses low-light vision; Perception +6
==============
DEFENSE
==============

AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural) 

hp 26 (half of masters)
Fort +1, Ref +6, Will +6
==============

OFFENSE
==============
Speed 10 ft., fly 40 ft. (average) 

Melee bite +7 (1d3–4) 

Space 2-1/2 ft.; Reach 0 ft.
==============

STATISTICS
==============
[
b]Str[/b] 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7 

Base Atk +3; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse, Bodyguard, Combat Reflexes
==============

Skills
==============
Acrobatics +10 (5 Rank, 3 Class, 2 Dex) 

Appraise +0 (1 Rank, -1 Int)
Bluff +7 (2 Rank, 3 Class, 2 Cha)
Climb +0 (1 Rank, 3 Class, -4 Str)
Craft -1 (0 Rank, -1 Int) 

Diplomacy +11 (*Versatile Performance)
Disable Device +3 (1 Rank, 2 Dex)
Disguise -2 (0 Rank, -2 Cha)
Escape Artist +4 (2 Rank, 2 Dex)
Fly +6 (1 Rank, 3 Class, 2 Dex)

Heal +2 (0 Rank, 2 Wis)
Intimidate +3 (5 Rank, -2 Cha)
Knowledge (local) +4 (5 Rank, -1 Int) 

Knowledge (other) +0 (0 Rank, 0 Int)
Linguistics +1 (2 Rank, -1 Int) 

Perception +13 (5 Rank, 3 Class, 2 Wis, 3 Feat) 

Perform (oratory) +3 (5 Rank, -2 Cha) 

Profession (sailor) /b] +5 (3 Rank, 2 Wis) 

[b]Ride
+2 (0 Rank, 2 Dex)
Sense Motive +11 (*Versatile Performance) 

Sleight of Hand +3 (1 Rank, 2 Dex) 

Spellcraft +* (0 Rank, 0 Class, 0 Int) 

Stealth +6 (1 Rank, 3 Class, 2 Dex) 

Swim +0 (1 Rank, 3 Class, -4 Str) 

Use Magic Device +3 (5 Rank, -2 Cha)
==============

SPECIAL ABILITIES
==============
Bodyguard When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC.
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes only emotions can be shared.
Familiar The master of a parrot familiar gains a +3 bonus on Linguists checks.
Loyal Bodyguard A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
Share Spells May cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself even if the spells do not normally affect creatures of the familiar's type.
Shield Master whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
Speak with Master a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Languages Common, Polyglot


Voice in the Maelstrom wrote:

Character and leveling rules

Level... Gain mythic tiers after completing adventure path books (total of 5 tiers).

Maybe I'm overthinking this, I didn't see any 'Mythic' levels on the characters when I looked at them.

Did I just miss it?

Sovereign Court

I believe they just haven't received them yet.


Chapel Ty'El wrote:
I believe they just haven't received them yet.

Huh, normally the first book ended with the characters earning level four. But it appears they are just now at the at the end of the first book and they did start out at second level.

Voice in the Maelstrom, I assume When the book ends they will add mythic level. Should we go ahead and add it since we will probably meet them at the first 'port of call' in the second book? Or should we wait to be selected so we can discuss it with the other players to prevent overlap?


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We started at level 2 and should always be 1 level ahead of the usual for the AP. Mythic has not been gained quite yet so do not worry about that until you join the crew.

I'm seeing 4 submission currently.
Sigurdr Urban Bloodrager 4/Mysterious stranger 1
Warren Redmont Oracle or Sorcerer
Kragor Bloodskull Ranger
Lady Maurine Payne Sound Striker/Duettist Bard

1 week left to get your submissions in.


I forgot to add that I vmc’d magus.


Hmmm I was thinking about reviving Onnello for another go. But I'm GMing a S&S game that is about to end book one and playing a character in a solo game. I think the crossover would get too confusing. That said, I am removing myself from the recruitment process.

Voice in the Maelstrom, thanks for running the game, we players do appreciate it. Good luck and good gaming to all.


Thanks for this opportunity VitM. I have rarely rerecruited to keep a game going, but I see the current characters are quite invested as well as you are in this story.

Please know Warren will fit his class to either sorceror or oracle depending on what you think is best. If Oracel, Warren would be a level 5 Oracle of the Waves after surviving a fiery explosion and a near drowning, firmly believing he was saved by Besmara. He would take on the blackened curse to keep some of his fire abilities. His oracle skills will concentrate on mobility on water.

Regardless of class, Warren would step into negotiations and try to be the party face.

I made changes to his stats to conform to your requirements (17 max charisma) and will assume he can bump to 18 with his level 4 bonus. I am liking the Oracle as it allows him to role play a conflict between fire and water elements in his magic and personality.

Blackened
Source PZO9424

Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

EFFECT

You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add delayed blast fireball to your list of spells known.


Here's my entry. Ardym Uhhi, Tidal Hunter Ranger.

Ardym Uhhi:

Male mistsoul (vapor undine) ranger (tidal hunter) 5 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder RPG Bestiary 2 275, Ultimate Wilderness 73)
NG Medium outsider (native)

Statblock:
Init +1; Senses darkvision 60 ft., keen scent, blindsense 30 ft. only against creatures in same body of water; Perception +11
--------------------
Defense
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AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
hp 57 (5d10+30)
Fort +8, Ref +5, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor), swim 30 ft. (20 ft. in armor)
Melee +1 longspear +9 (1d8+11/×3 plus 2 cold) or
brass knife +6 (1d4+7/19-20 plus 2 cold) or
cold iron light hammer +6 (1d4+7 plus 2 cold) or
mwk boarding axe +7 (1d6+7/×3 plus 2 cold)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks combat style (two-handed weapon[APG]), favored enemies (animal +2,humans +4)
Spell-Like Abilities (CL 5th; concentration +5)
1/day—obscuring mist
Ranger (Tidal Hunter) Spells Prepared (CL 4th; concentration +7)
1st—lead blades[APG], summon nature's ally I
--------------------
Statistics
--------------------

Str 16, Dex 10, Con 14, Int 8, Wis 16, Cha 10
Base Atk +5; CMB +6; CMD 19
Feats Cleave, Combat Expertise, Deadly Aim, Elemental Strike, Endurance, Favored Defense[APG], Furious Focus[APG], Power Attack, Toughness, Weapon Focus
Traits armor expert, magical knack, peg leg
Skills Climb [1]+7, Handle Animal [5]+8, Heal [1]+7, Knowledge (dungeoneering) [3]+5, Knowledge (geography) [1]+3, Knowledge (nature) [3]+5, Linguistics [1]+0, Perception [5]+11, Profession (sailor) [4]+9, Ride [1]+2, Spellcraft [2]+4, Stealth [3]+4, Survival [2]+8, Swim [4]+16
Languages Aquan, Common, Elven
SQ favored terrain (water +2), finesse weapon attack attribute, hunter's bond (companions), water sense[ARG], waterborn, favored class (ranger) +5 HP
Combat Gear feather token (anchor), potion of bull's strength, potion of protection from evil (2), wand of cure light wounds;
Other Gear mwk breastplate, mwk longspear, brass knife, cold iron light hammer, mwk boarding axe, cracked dusty rose prism ioun stone, entangling aiguillette, belt pouch, blanket[APG], canteen[UE], fine wine (per bottle), hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pirate clothes, tattoo holy symbol of Ylimancha[UE], trail rations (5), monkey, 104 gp, 7 sp

--------------------
Special Abilities
--------------------

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Strike (+2 cold) Swift action to imbue your weapons with elemental damage for a round.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Defense: Favored Enemy (Humans) +2 You can add half your favored enemy bonus as a Dodge bonus to AC and CMD.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. monstrous humanoids foes.
Favored Terrain (Water +2) (Ex) +2 to rolls when in water terrain.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Keen Scent (Ex) Notice other creatures by scent in 180-ft. radius underwater.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Swim (30 feet) You have a Swim speed.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
Waterborn (50 minutes/day) (Su) You can breathe underwater for 50 min./day.

Appearance:

Standing at six feet tall with powder blue skin, Ardym strikes quite the imposing site when fishing with his long spear. Like all undines, he has blue eyes, webbed hands and feet, and ears in the shape of fins. He keeps his hair cropped close but if allowed to grow, it would be teal in color. There is a tattoo of a golden seagull with blue circles on its wings - the holy symbol of Ylimancha - on the back of his left hand. Ardym wears a bright yellow vest over a polished breastplate, a pair of faded black knee-breeches tied with hemp rope, and his father’s gold and green aiguillette. One leg, just above the knee, has been replaced with a wooden peg though it does not appear to slow him down. Recently, a monkey which Ardym has simply named Monkey, found its way onto his rowboat and seldom leaves his side.

Personality:
Years spent as an impromptu elder in his home village has ebbed the anger from Ardym’s youth and he often finds himself slipping into the role of the teacher. He still carries hatred for sharks and their ilk but, where once was a grimace at the mere mention of one has long become a grin at the thought of facing his childhood terror. Not one to usually partake in drinks (he tends to lose his balance), Ardym is often the one helping others find a place to rest until the effects wear off. Comfortable on land, more so on the open water, few things bring him joy like salty sea spray or the rocking of a ship.

Background:

Most people in the village assumed that Ardym would avoid the water for the rest of his life, that he would leave for somewhere more inland once he was older. Before the incident, Ardym could often be found trying to share his chocolate with the gulls along the shore or the piers. No one had anticipated that the same sweet boy would develop such a hatred for the beast after the attack.

Ardym’s own memory of the incident has mostly faded with time. He remembered collecting sea shells to give to his mom one day, and then waking up in the same bed where Old Man Wickle had died of some disease. He always found it funny how his seven-year-old brain chose that memory to keep but erased the rest. Of course, only Ardym’s father was there. His mother had left shortly after Ardym’s birth. His father rarely said more than “She was a spirit of th’ water. She couldna stay,” and “N’man can tame th’ sea. He can only hope ta survive it long enough ta become a better man, ” and on occasion he would add “If a man’s lucky, th’ sea will gift ‘im with far better than any riches.”

It wasn’t until Ardym tried to get out of bed that he even noticed his right leg was missing from just above the knee. He was certain he had cried even if he didn’t remember doing so.

Growing up with the only prosthetic his father could afford - a cheap peg leg made from the leg of Grandfather’s workbench - Ardym refused to let the other kids leave him behind. Fear of being left behind quickly gave way to hatred for the thing that had taken his leg and, eventually, he was able to swim well enough to go beyond the shallows. But no matter how good he could run or swim, or how many of those soulless fish he speared, his friends just grew up faster than the Ardym. By the time he was grown, most of Ardym’s friends had moved on to one of two stages in their lives: sun-baked seadog or doting grandparent. And by the time his father succumbed to old age Ardym had become the premier fisherman in the village.

He fished alongside his friends’ children and grandchildren. He taught them how to tie a bowline, how to reef the mainsail, how to spot a shark that is hunting your same waters, and most importantly, how to deal with them.

One day, while watching the sunrise, Ardym realized that most of the faces he knew had long since gone to see the Mother of Souls. He spent the day reminiscing and speaking with people who now carried the names of the deceased and, when nightfall came, he loaded up his small rowboat, and headed into the dark waters along the coast.

He always stopped at each new fishing village or port city to stay for a couple of days. Ardym would gather the latest news and enjoy a hot meal and a drink or two, he even picked up a stowaway once in the form of a small, chattering monkey. But he never stayed long and always turned down offers to sail on larger ships. He had been marooned on land for far too long and people had become the crutch that kept him chasing his dreams.

Pet Monkey:

Monkey CR –
Female monkey (Pathfinder RPG Bestiary 132)
N Tiny animal
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------

Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Agile Maneuvers
Tricks Down, Entertain, Fetch, Find Master, Get Help, Heel
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics
SQ down, entertain, fetch, find master, finesse weapon attack attribute, get help, heel
--------------------
Special Abilities
--------------------

Agile Maneuvers Use DEX instead of STR for CMB
Climb (30 feet) You have a Climb speed.
Down [Trick] The animal will break off combat on command.
Entertain [Trick] Performs tricks and entertains.
Fetch [Trick] The animal will get a specific object.
Find Master [Trick] The animal attempts to locate its master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Get Help [Trick] Attempts to bring back people it considers "help"
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


1 more week VitM?
You may not need anymore submissions ... let me know?


Having been selected for another module (as player, not as the character) I am withdrawing Sigurdr.

Sovereign Court

Just an updated list:

Sigurdr Urban Bloodrager 4/Mysterious stranger 1 withdrawn
Warren Redmont Oracle or Sorcerer
Kragor Bloodskull Ranger
Lady Maurine Payne Sound Striker/Duettist Bard with vmc’d Magus
Ardym Uhhi Tidal Hunter Ranger

Interested:
Erryll Reyven


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Thanks Chapel. I'll be choosing over the weekend.


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VitM, I don't envy your choices.

As you are replacing some attrition, and attrition is a real thing in PbP APs, I would lobby for you to grab three. You may have to do some encounter balance, but running a little heavy is better than running light. This is also recognizing it increases all our chances to join :-)

But, although we do hard core 4 15pt buy characters in real life for APs, I will always start with six for an AP on these boards.


I will withdraw, although I am very interested in seeing how the Mythic addition to this campaign works out.

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