Skulls and Shackles, sailing the Shackles'Seas

Game Master katataban

I'll get to this eventually


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Madame Ming wrote:
Actually don't have the trap skills either.

Disable Device +7 and Thieves' Tools? Looks like you have the skills and plan to use them.


Alright, my character is correctly statted now.


Hope you guys like the spooky pirate thing :) Loving the concepts here, I hope we get to play together.


Also interested in S&S.

I'm still in doubt between a devotee of Guyuku, Oni daimyo of piracy and tea, or a Mediogalti born devotee of Grandmother Spider who outstayed their welcome on the isle (Achaekek's protection of those devoted to his little sister only goes so far).


Is undine ok? I'm thinking of submitting a this character as a storm druid that basically worships Gozreh and the eye of abendego. He might go with the storm kindler prestige class.


Will need some stat adjustments if selected, Brewton is a tragic, gay sharktopus. Mechanically, he is a seascar skinwalker tidal hunter ranger/kraken caller druid, natural attack DPR. Backstory and crunch in the profile, build plans somewhere, I'll post them into the profile when I am on my computer and update the thread as such

Are drawbacks allowed?


As far as unchained rogues go, Thrak is meant to be a sneaky, sneaky type. His tribe usually rows up to ships at night, climb aboard, and start killing sailors. He's especially good at doing so when he's sneaking around.

Other than that, he's a bit of a high-flying climber (though not as much as I might like, with his Str penalty).


Pathfinder Adventure Path Subscriber
Terry of Quent wrote:
Madame Ming wrote:
Actually don't have the trap skills either.
Disable Device +7 and Thieves' Tools? Looks like you have the skills and plan to use them.

Well yes, there are quite some skill points. So why not take it.


What ho! Sails ahoy! Who'd like to shove off with the scion of a true pirate legend!?

(This is a humorous character, if you're interested in someone like that. I envision him as a "Bertie Wooster meets Guybrush Threepwood" sort. I've played him in two separate campaigns here on these boards, but never got farther than the first chapter of the second book. If guns are allowed, I'll probably retool him into a Musketeer archetype of the Swashbuckler. If no guns, then probably just straight Swashbuckler.)

Artevious de Poisson, son of the infamous Ricardo de Poisson, reporting for fortune and glory!


Pathfinder Adventure Path Subscriber
Sensen wrote:

As far as unchained rogues go, Thrak is meant to be a sneaky, sneaky type. His tribe usually rows up to ships at night, climb aboard, and start killing sailors. He's especially good at doing so when he's sneaking around.

Other than that, he's a bit of a high-flying climber (though not as much as I might like, with his Str penalty).

There's a feat/rogue talent for that, giving you DEX to climb and swim.

I would most likely take that in this AP!


Huh, so there is! Nabbing that, then.


Introducing Sabine Finne, a shark shaman druid. She's currently level 7, since I created her for a different S&S recruitment. I'll fix her mechanically tonight.


Dotting!


Pathfinder Adventure Path Subscriber

Is there a deadline?


It's a little ways down the page.

katataban wrote:

Only just realised I didn't add a deadline (Thanks Poly) Submissions must be in by March 14th midnight UTC

That's 7pm eastern on the 13th.


SodiumTelluride here, introducing my half-elf reach cleric of Cayden Cailean. Crunch should be done, I'll work on her backstory over the next few days.


Lots of goodie-goodies. Thrak would disapprove. Mind you, he'd probably end up being positively influenced by goodhearted sorts, so... it wouldn't be a bad idea to give him something to work towards.

Silver Crusade

with all of the druids, I am hesitant to proceed with my storm/lightning druid. I might still do so, as I like the idea. But I'm also going to tinker with a fighter (aquanaut+corsair)/rogue multiclass

Are aquatic elves playable? It lists the RP as unkown?


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So applicants up until now:
Listed in order of appearance:
Profession Smith 6 ranks first instinct is to make a ranger (freebooter).
Hayato Kenan Madame Ming Female kitsune unchained rogue 1
Sensen thrak of the Dark Hook Male Goblin Unchained Rogue (Pirate) 1
Anthorg Robert Nook Male Halfling Oracle
The Archlich Andulian Vogh Male Undine spiritualist (drowned channeler) 1
scranford
psioichamster Wade Sylverster Male Human Inquisitor of Cayden Cailean 1
SodiumTelluride Ellie Dewblossom female Half Elf Cleric of Cayden Dailean
BelarRLJ "Mack" Ellens male Human witch
Bastiandevries Jinna Tanner Undine gunslinger and future inquisitor.
Grumbaki Brunhild Liefdottir Dwarf Water Kineiticst
rorek55
Mokshai
polyfrequencies
Delmoth Lily Tuvol Female Half-ork Bloodrager (Infernal and Destined crossblooded) 1
Patrickthekid Destinie Nicholae Female human oracle of Lore
Robert Henry Onnello Ustradi male half elf (child of the sea) slayer 1
hustonj Terry of Quent Male Half-Elf Unchained Rogue (Pirate) 1
nightdeath
Buckshot Bob Antal Firebug male Half Elf Sorcerer 1
DBH Saul Harash male Human Brawler 1
arendK
Andrea1 LizArdoc female human wizard (Universal-Arcane Crafter)1
Cuan
diamondust Brin Walker male Undine storm druid
The Lobster Brewton Parker male Human Ranger
Stalwart. Artevious de Poisson Male human swashbuckler
R0B0GEISHA Sabine Finn Female Human druid (Shark Shaman)
Kobold Cleaver
I apologize If I've missed anyone. If something needs changed please let me know. If I did not find a gender listed or weren't able to identify by 'pronouns' I left it blank.

Katataban, if you would like the applicants posted in any particular groupings just let me know. Yes, thanks to covid and social distancing I really am that bored.

Silver Crusade

Would you be open to giving everyone Power attack/deadly aim/combat expertise/point blank shot feats for free/as combat options? I've always seen them as something that should have been built into the system base not as feats (maybe combat expertise can stay a feat) And it would help sword+pistol style builds and help just give people a more piratey feel by letting them throw things or switch hit a little be easier.


Seconded on the feat tax. It’s a pain to always have to spend the first few levels taking those.


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I think that Dirty Fighting might be a better fit than Combat Expertise for this game, since it lets you meet the same requirements. I've also seen Weapon Finesse as a common "free feat". That said, the "no feat tax" approach isn't for everyone. I tend to give Dirty Fighting and Finesse for free, but I go back and forth on the three "melee/ranged" feat taxes.

Silver Crusade

Note, enemies would gain the same benefits. dirty fighting in place of C.expertise makes sense. Weapon finesse would also make sense for pirates.

Alexander Valdell 10 min background:

1- Born to a noble within the region, was taken at the age of 8 and used to drain money from the noble family until 11, when he was “adopted” by the captain and used as free labor for 5 years.

2- Exceptionally charismatic by nature, he soon made friends with most of the crew, and eventually, after proving his worth, rose through the ranks to eventually earn his freedom, and be given the position of first mate.

3- While excellent in swordplay, he was never one for bloodshed, and more often than not would manage to end a fight with little life lost. However, he isn’t gonna think to long about sticking someone what needs it.

4- In the end, He is looking out for #1. He is ambitious and would see his desires come to fruition. He has a code of his own and values a man’s words. He never lightly goes back on a deal. (not only is it bad for reputation, but that sort of thing can get a man keel-hauled)

5- He left the crew at port to follow his dreams, using the skills he learned on ship to hopefully make his way and eventually become a captain of his own.

6- See’s freedom as the only way to live, he doesn’t like being tied down, and often prefers to follow his own whims than another’s as such he sees a ship, the ability to go wherever his heart(and the winds) take him as the highest freedom of all. Needless to say, he has a bit of a problem with authority usually.

7- Seeks to make a legend himself under the name of "maestro of the sea"

8- He dislikes dark caves, they make him feel confined, the lack of wind bothers him and his vision fails, he rarely travels to such places unless under dire circumstances. He has a similar effect when forced to stay indoors for long periods of times, but it is much less pronounced.

9- He has a parrot named Violet, for the magnificent purple feathers she has.

10- Plays both string and wind based instruments proficiently and while he prefers string instruments (namely the piano and violin) he does own a sax.

goals:
1- Own a ship and captain it. Bonus points for gaining a fleet of his own to ensure his freedom.

2- Make a name for himself among both the nobles and disreputable captains of of the shackles/ coast and Garner as much influence in the happenings of the area as any of them

3- Possibly start his own "mercenary" corp.

4- Create music that is known throughout the lands, become known as the “Maestro of the Seas” and have himself pass into legend for centuries to come. (If he becomes a captain, one of his melodies will be known throughout the coast as he would play it whenever he sets chase to a ship)

Secrets: (1 known, 2 unkown)
-He is a son of a high ranking noble (only his late captain knows this. As it likely would cause more trouble for him than good now.)

- His father is not who he believes he is.

Step 5
Mannerisms, memories, quirks
- Alexander still remembers the first time he was forced to take a life, a sailor that had boarded the ship during one of the captains attacks had caught him. The sailor had been shot already so was injured, and Alexander had been practicing with a blade during the nights enough that he was able to best the man. He had watched as the life left the man’s eyes, and then puked. This is one of the reasons he prefers to not settle things in blood if possible.

- A quirk of his is he is almost always continually humming.

- He is exceptionally tidy for a pirate and he is always dressed in rich looking attire and keeps himself and his clothing clean via magic.

- He enjoys taking his violin or flute up the front of the ship, or to the crow’s nest and playing little tunes as he looks out over the ocean and feels the wind blowing around him. It’s a small thing, but one of the things he enjoys about sailing the most.

Trait- Besmara's blessing

I noticed a horrible lack of bards and decided I had to rectify this. I'll have a full crunch and further background written up in within a day or two.


Pathfinder Adventure Subscriber

I'm withdrawing from this one. Have fun all. Just reading the names of some of these race / class descriptions remind me why I went to 5E. Too many options to keep up with.


Pathfinder Adventure Path Subscriber
Kobold Cleaver wrote:

It's a little ways down the page.

katataban wrote:

Only just realised I didn't add a deadline (Thanks Poly) Submissions must be in by March 14th midnight UTC

That's 7pm eastern on the 13th.

Thanks i thought there was one but didn't find it again.

It's rather long still with already a lot of applicants^^


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I'm an alchemist actually. I put my crunch and fluff under a spoiler instead of in my profile


Hayato Ken wrote:
Terry of Quent wrote:
Madame Ming wrote:
Actually don't have the trap skills either.
Disable Device +7 and Thieves' Tools? Looks like you have the skills and plan to use them.
Well yes, there are quite some skill points. So why not take it.

Can't speak for anyone else, but, I didn't have the skill points to spare for it, Unchained Rogue or not.


Pathfinder Adventure Path Subscriber

Well you should have 10 overall with INT 10, maybe more with higher INT and FCB bonus, the rest is your choice, isn't it.
And 10 skill points is already quite a lot in my book.


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Brewton is a wereshark-kin skinwalker, and not a human.

Former Andoren Navy, siege weapons expert, actual cannibal


Some concepts are pretty skill point-starved, especially if they're supposed to do well as both face and swashbuckler. It really depends.

Silver Crusade

My bard will be highly skilled. I plan to focus him largely as a buffer/debuffer/skill monkey with a heavy emphasis on performance. With personal combat prowess secondary.


Katrina Morrow, Neutral Evil Human Hydrokineticist

Backstory PLUNGE:

Katrina Morrow is the direct heir of a rampaging captain of the Shackles by the name of "Vicious" Godric Morrow who was notorious in his adventures for being vile even beyond the standards for Shackles pirates. Legends spoke of Godric mutilating those who defied him, and merely slaughtering those who were in his way; even stories of him being a worshipper of Urgathoa commanding an undead crew. Chelish galleons butchered and pillaged, maneuvering storms, the usual pirate shtick. A mythical cache of treasure of his is rumored to be stashed somewhere in the Shackles, but what is most curious is that unlike most notorious pirates, there's no known ending to the legend. Godric just vanished; no one knows if he was lost in the Eye, a sea monster took him down, or some other terrible fate.

The truth of the matter is that the Godric had captured a priestess of Besmara whom the goddess particularly favored, and painfully tortured her over the course of an entire month. The priestess issued a dying curse to the Captain as she died.

"Your wickedness will not allow you to touch land again. Your men will never know rest and never be sated regardless of their yearning.
Your blood will always hear the screams you did flout, the call to the sea forever burning."

What became of Godric and his ship is up to the GM.

Enter Katrina, Godrics daughter from a brothel worker that was raised in Bloodcove after her mother moved there from Port Peril following becoming pregnant with Godrics child. A common but persistent youth who spent formative years in dockside brawls in Bloodcove and working miscellaneous jobs on smaller merchant and fishing crews, felt the calls of the water and the screaming constantly in her mind. Many of her brawls were a result of the voices and callings putting her in a foul mood.

Her mother had died in her teens, and Katrina had no desire to work at a brothel like her mother. Not that she was against it morally, but because she saw herself above it. Katrina sought out faith to calm the voices, and not one of the gods who claimed to be able to help those suffering would answer the call, nor their followers able to offer any aid. But the Pallid Princess did.

Approaching Katrina in a dream, Urgathoa guided the her to one Father Perry (an homage to the Called Shot Podcast; in short, a morbidly obese, disturbing, and powerful cleric), who despite the disparity, obeyed his goddess's wishes and brought comfort to Katrina. He taught her the prayers that helped quiet the voices, And the prayers quieted the voices, made them more bearable. But more importantly than making the voices bearable, his lessons taught Katrina that if the sea and the voices could call to her, she could call upon them. Calling the water was easier, as its will was far less condensed and volatile than the voices of the damned. But in time, she knows she can do it. She managed to channel the harsh cold and weaponize it; however, the more she channels the more intensive powers, the stronger the calls of both the seas and the damned become.

The cost of her lessons and powers continued, however. Whether it came from Urgathoa, her teachings and studies from Father Perry, or some combination coalescing with her curse; Katrina lost her connection to the positive energy plane that powers all living beings. Now only healed by negative energy, Katrina is more desperate than ever to gain control of her powers and the pulls she feels.

While she knows her father was Godric Morrow and his reputation, she is unaware of the curses origins or further details; Katrina only sees it as something she has had to deal with for as long as she could remember. However, in case allies or potential survivors with a grudge get any ideas, she uses the surname Feaster (a subtle homage of her to Urgathoa).

Katrina left Bloodcove on a merchant ship as a stowaway, and managed to sneak her way to Port Peril. She intended to sign aboard a crew the next morning, and settled in for the evening at the Formidably Maid.

It was much to her surprise that she was bushwhacked by the crew of the Wormwood at the Formidably Maid one night; she had set her eyes on sharing her bed with the serving girl at the tavern, not in the hold of their ship. Alas, this provided an opportunity to truly test her abilities since she left Father Perry's hidden enclave outside Bloodcove.

Katrina is a tall, well muscled athletic woman with pitch black hair and eyes as gray as storm clouds, and sharp features. Left to her own devices, she has a near constant scowl and grimace on her face, an unconscious habit of dealing with the constant calling of the sea and the damned. She dresses simply for now, and as she obtains more wealth she will dress more and more flashy.

Katrina is brutal, greedy, gluttonous, and just seeks to enjoy every luxury and consumable that she can get their hands on. Regardless, Katrina knows the value of a good crew and companions, and is smart enough to know that a crew that is loyal by choice is less swayed than loyalty by fear. As such, to her companions at least; Katrina is at least pleasant and sociable. However, to those she considers beneath her, Katrina is utterly ruthless.

Definitely a lot of fun to build and I think she'd be great to play (even if she isn't the strongest, it's a different approach).


This character is ready for submission. He is going to be a Storm Druid single class. I decided against the storm kindler. I'm hoping you will allow the Lightning subdomain as a choice for a storm druid. The subdomain is newer than the storm druid archetype so is not included as one of the regular options. It definitely fits the theme I'm going for. And due to the Mostly Human racial ability, he doesn't even know that he is an Undine. He has very low strength and charisma and it is explained in his backstory.

Character Sheet:

Brin Walker
male undine storm druid 1
N medium outsider (native, aquatic), humanoid (human)
Init +4; Senses Perception +9; darkvision 120ft. (underwater only); blindsense 30ft. (underwater only)
—————
Defense
—————
AC 20, touch 14, flat-footed 16 (+4 armor, +4 dex, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +6
Defensive Abilities fast healing 2 (1 round/day when submerged in water)
—————
Offense
—————
Speed 30ft.; swim 30ft.
Melee Quarterstaff -3 (1d6-3/x2), Dagger -3 (1d4-3/10-20x2)
Ranged Lightning Arc +4 (1d6/x2)
Special Attacks Lightning Arc 7/day

Druid Spells Prepared (CL 1, Concentration +5)
1st - Cure Light Wounds, Obscuring Mist
0th - Create Water, Light, Resistance
—————
Statistics
—————
Str 5, Dex 18, Con 15, Int 13, Wis 19, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats
Traits Besmara's Blessing, Wisdom in the Flesh (Climb)
Skills (4 class + 1 int mod + 2 background = 7/level)
Acrobatics +4 (0 ranks, +4 Dex) (0 ACP)
Appraise +1, (0 ranks, +1 Int)
Bluff -2, (0 ranks, -2 Cha)
Climb* +8, (1 ranks, +3 class +4 Wis) (0 ACP)
Craft* () +1, (0 ranks, +1 Int)
Diplomacy -2, (0 ranks, -2 Cha)
Disable Device +4, (0 ranks, +4 Dex)
Disguise -2, (0 ranks, -2 Cha)
Escape Artist +4, (0 ranks, +4 Dex)
Fly* +4, (0 ranks, +4 Dex)
Handle Animal* -2, (0 ranks, -2 Cha)
Heal* +4, (0 ranks, +4 Wis)
Intimidate -2, (0 ranks, -2 Cha)
Knowledge (arcana) +1, (0 ranks, +1 Int)
Knowledge (dungeoneering) +1, (0 ranks, +1 Int)
Knowledge (engineering) +1, (0 ranks, +1 Int)
Knowledge (geography)* +5, (1 ranks, +3 class, +1 Int)
Knowledge (history) +1, (0 ranks, +1 Int)
Knowledge (local) +1, (0 ranks, +1 Int)
Knowledge (nature)* +7, (1 ranks, +3 class, +1 Int, +2 nat. sense)
Knowledge (nobility) +1, (0 ranks, +1 Int)
Knowledge (planes) +1, (0 ranks, +1 Int)
Knowledge (religion) +1, (0 ranks, +1 Int)
Linguistics +1, (0 ranks, +1 Int)
Perception* +9, (1 ranks, +3 class, +4 Wis, +1 trait)
Perform -2, (0 ranks, -2 Cha)
Profession (Sailor)* +9, (1 ranks, +3 class, +4 Wis, +1 trait)
Ride* +4, (0 ranks, +4 Dex)
Sense Motive +4, (0 ranks, +4 Wis)
Sleight of Hand +4, (0 ranks, +4 Dex) (0 ACP)
Spellcraft* +5, (1 ranks, +3 class, +1 Int)
Stealth +4, (0 ranks, +4 Dex) (0 ACP)
Survival* +10, (1 ranks, +3 class, +4 Wis, +2 nat. sense)
Swim* +5, (0 ranks, -3 Str, +8 racial) (0 ACP)
Use Magic Device -2, (0 ranks, -2 Cha)
Languages Common, Aquan, Druidic
SQ amphibious, nature sense +2
Combat Gear Hide Armour (15gp), Heavy Wooden Shield (7gp), Quarterstaff (0gp), Dagger (2gp)
Other Gear Silver Holy Symbol of Gozreh Necklace (25gp), Hymns to the Winds and Waves Holy Text of Gozreh (50gp), Back Tattoo (10gp), Jewelry and Ornaments/Trinkets (45sp), Spell Component Pouch (5gp), Waterproof Bag (5sp), Waterskin (1gp), Peasant's Outfit (free)
—————
Racial Abilities
—————
Mostly Human: A few undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough).
Base 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.
Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality.
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.
Deepsight: The eyes of some undines are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An undine with this racial trait has darkvision 120 feet when underwater, but otherwise has no darkvision at all.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.
—————
Druid Abilities
—————
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Nature Bond (Ex) (Lightning subdomain) A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Lightning Arc (Sp) 7/day As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Subdomain Spells: 1st—shocking grasp, 2nd—flame blade (deals electricity damage and gains the electricity descriptor instead of fire), 3rd—lightning bolt, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Backstory:

Brin is a long lost descendant of the first Storm Kindlers. An element-touched Undine, born in the shackles and given away by his mother who was unable to care for him, thus forced to learn to fend for himself in a dirty little orphanage with no knowledge of what he is or where he comes from.

Because of his several deformities which weakened his body and made him rather ugly to many, the other children were not very nice to him. He ran away from the orphanage as soon as he could sneak aboard a ship. Lucky to not get thrown overboard as soon as he was discovered, he fell into a job as a swab for a small merchant. For those years he learnt many things about ships and sailing and realised his love for the sea. Whenever the ship came to port he would itch for the next voyage to begin.

Things would turn one day. He warned the merchant of a terrible storm coming and despite the crew's efforts they could not escape it or find a safe harbour. The ship was thrown off-course and struck a reef. When Brin came to, no one else had survived. There was an island on the horizon, much too far for a normal person to swim before exhaustion took them. He despaired and decided to wait and hope that a ship came past. Days turned to weeks and the ship's already depleted stores ran out. He decided to at least attempt the swim to the island rather than wait to die of starvation.

Removing his shoes and other clothing that would only serve to weigh him down, he entered the water and felt the cold swirl around his skin. He pushed off and began swimming. The deformaties in his hands and feet that he normally covered with gloves and shoes to stop people staring pushed the water behind him and let him move through the water as swiftly as a fish. He couldn't believe it, he had always cursed his body for its differences but now he thanked his mother and every god he could name for it was the very thing that allowed him to make it to the island and survive.

Using the resources of the shipwreck he crafted himself a crude settlement to wait for rescue. As he waited he came to appreciate his uniqueness, still not knowing what he truly was, believing himself 'just another freak' as he had been told many times. While on the island he found an old altar inside a crude stone chapel of sorts. In a small compartment he found a large book preserved in oilskin wrappings, describing the ways and faith of the god Gozreh. He came to know the words of the book by heart and carried out one of the offerings depicted as one that could request favour from Gozreh. After a day of crying out and praying for deliverance he fell to his knees exhausted, giving up hope of ever getting off the island. Unbeknownst to him, another furious storm had been moving his way. As he lay on the floor of the open-roofed chapel the rain began to fall on him, harder and harder. He didn't move, lying there and letting the rain soak him. Suddenly a bolt of lightning flashed forth from the dark and angry clouds, traveling straight through Brin before hitting the ground.

The next day he woke and stumbled to his feet. The worst of the storm was gone and only a constant but light rain remained as he stumbled back to his beach hut. He could not believe his eyes when he spotted a ship stuck on the very same reef that had marooned him here. He quickly swam out to look for survivors and failing that, take the ship's supplies as his own. To his delight the ship wasn't badly damaged and was currently being repaired by the crew. The Captain agreed to take him aboard if he worked for his passage and soon he was back in his element, sailing the shipping lanes, this time with a new connection to the wind and the waves.

Currently he is in Port Peril again, waiting for the next voyage to take him away. A cozy little tavern called the Formidably Maid gave him a cheap room and cheap drinks. Unfortunately he had a few too many and soon passed out snoring on the table.


Description:

Height: 6ft. 2in.
Skin: tanned from many days in the sun
Hair: Long (including beard) and dark underneath but lighter on top thanks to the sun.
Eyes: Deep Blue as the ocean.
Jewelry: Several trinkets, relics and carvings tied into his hair and beard and ear piercing. Silver necklace in the shape of a dripping leaf (Gozreh holy symbol).
Face: Misformed from mutation when his human and undine heritage mixed, considered ugly (crooked jaw, protruding forehead).
Body: Webbing between his fingers and toes (hidden by gloves and shoes), underdeveloped muscles and bones making him much weaker than average.

TLDR: Doesn't know what he is, likes to be at sea, accidentally became a druid, blessed with abilities and magic by Gozreh. Could become a great navigator/sailing master in the future of the AP.


Quick round up of questions. If I missed anything, please let me know.

"Are aquatic elves playable? It lists the RP as unkown?"

Sorry, no.

Aquatic elf is 14 rp. Not sure why d20pfsrd classes them as unknown, their race page itself states the 14rp

"Would you be open to giving everyone Power attack/deadly aim/combat expertise/point blank shot feats for free/as combat options? I've always seen them as something that should have been built into the system base not as feats (maybe combat expertise can stay a feat) And it would help sword+pistol style builds and help just give people a more piratey feel by letting them throw things or switch hit a little be easier."

This sounds like an intriguing concept, but also a huge balance shift. I've been looking it over, but at this point I feel I'd need to do a lot of rewriting to account for the new powerlevel.

"It's rather long still with already a lot of applicants^^"

I'll be honest, I hadn't expected half the people we already have by the deadline. I already dread having to choose with so many great characters.

"I'm hoping you will allow the Lightning subdomain as a choice for a storm druid."

I'm pretty sure lightning was meant to be an option for storm druids. Would be rather silly otherwise.


Pathfinder Adventure Path Subscriber
katataban wrote:


I'll be honest, I hadn't expected half the people we already have by the deadline. I already dread having to choose with so many great characters.

I feel with you there. Already have some remorse because i could not offer 2 local players a place in a game, but since we VTT there's a lot of scheduling issues and it just didn't fit. Also with running 3 VTT campaigns i'm at the limit of what i can do at the moment personally.

You might want to cut the deadline short if you feel it's already a lot, that's totally acceptable.

That said i'll be working on my backstory again next chance i have some more time, since it was only a rough first draw^^
Really am in a piratey mood and would love to rp this character :P

Silver Crusade

I've run a couple APs IRL, and the feat tax I've suggested did little to warrant rewriting due to power. The only thing that I'd suggest is giving enemies that don't have power attack, power attack, and any ranged enemy always has +1 hit and damage within 30ft.

The reason I like it (personally) is because it opens up more options earlier on and doesn't really boost "power" too much. This is my experience both as a GM and a player using the watered down version of feat tax. It opens up people to pick a fun feat, rather then "guess I'm picking Ole generic hit harder or shoot better".

And often lets them swap between ranged and melee a little easier.


I like the feat taxes rules rorek is talking about but honestly the game is fine without them as well, and the GM won’t have the extra work they carry (applying rules to the enemies etc.) or have to think about rebalancing (since they’re quite more useful for melee characters). Our GM is trying to keep it on that “simple, to the rules, yet fun” spot and I’m all for it. People are not required to apply if they’re not comfortable with it! We have already a good number of applicants :)


Pathfinder Adventure Path Subscriber

Well i can confirm what rorek55 says there.
Only we always just ignored point-blank shot completely then, not adding +1 to hit and damage at all.
Guess in first edition that doesn't matter a lot though, usually had to buff all enemies anyway.


I am fine with the feat taxes; they don't do much for me overall, but it does add a bit of daunting rewriting as a GM. A quick and dirty method is adding some flat bonuses to all enemies and only rewriting major NPCs or ones you like. So no biggie.

I may update Katrina after I realized that blood kineticist is compatible with psychokineticist. Haven't decided yet. Wrack is thematic, Foe Throw is full of amazeballs, but being limited to only physical blasts until 15th level is... undesirable.

Also, 2 questions for the great and powerful GM

1. Kinetic healer states that it heals damage; it does not indicate a source whatsoever (namely positive energy). Would it be safe for Katrina to use on herself given her infusion of negative energy or do I need to make it to the void healer?

2. If I use that on someone else and make them take the burn, do they get regular Burn (1 nonlethal/HD) or the psychokinetic burn (-2 Will saves and all Wisdom checks)?


Hi again, katataban! I asked some initial conception questions earlier in the thread, but I also sent them to you in a private message. Thank you in advance!


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It is more important that the GM enjoy the game than that any player gets to use the rule set or character option they want.

If the GMs don't enjoy the games, they stop running. If they stop running NOBODY gets to play games.

The Elephant in the Room Feat Tax elimination rules (and other variants) have lots of fans, but if Katataban's not one of them, then Katataban shouldn't allow them. Generally, I like them, because they try to fix some of the damage done to the versatility of the Fighter Class by the cruft created and added to the system to sell more books, BUT . . .. The "big, final version" of the rules document doesn't include the later cruft. So, groups have to choose how to expand the rules through the additional material, or make the adjustment for only portions of the system as it exists today.

If NOT using alternate rules turns some of the players aside, well, there's clearly not a problem with finding players willing to work within the limits the GM chose to set. Could make the selection process easier, even. Right now, Katataban has to turn away roughly 5 out of every 6 applicants.

For those who haven't recognized the patterns, one of the reasons there are so many applicants for this run of Skulls and Shackles is the 25 point attribute buy. Even 20 attribute point buy games tend to attract fewer applicants. The relatively open race selection option is a big deal for sizing the crowd, too. Some players aren't looking for a specific story to join, they are looking for a story that will let them play a <fill in the blank>. So, that increased the number of applicants. On top of all that, Skulls and Shackles seems to be one of the preferred APs, too. <shrug>

At the end of the day, Katataban needs to run the game Katataban wants to participate in. Neither mine nor anyone else's opinion about what that SHOULD look like matters, unless Katataban selects us to play in the game. Then it becomes part of an internal discussion about what the game we are part of should be.


1 person marked this as a favorite.
Terry of Quent wrote:

It is more important that the GM enjoy the game than that any player gets to use the rule set or character option they want.

If the GMs don't enjoy the games, they stop running. If they stop running NOBODY gets to play games.

...

Why can't I favorite a post twice?


I gotcha.


Terry of Quent wrote:

It is more important that the GM enjoy the game than that any player gets to use the rule set or character option they want.

If the GMs don't enjoy the games, they stop running. If they stop running NOBODY gets to play games.

The Elephant in the Room Feat Tax elimination rules (and other variants) have lots of fans, but if Katataban's not one of them, then Katataban shouldn't allow them. Generally, I like them, because they try to fix some of the damage done to the versatility of the Fighter Class by the cruft created and added to the system to sell more books, BUT . . .. The "big, final version" of the rules document doesn't include the later cruft. So, groups have to choose how to expand the rules through the additional material, or make the adjustment for only portions of the system as it exists today.

If NOT using alternate rules turns some of the players aside, well, there's clearly not a problem with finding players willing to work within the limits the GM chose to set. Could make the selection process easier, even. Right now, Katataban has to turn away roughly 5 out of every 6 applicants.

For those who haven't recognized the patterns, one of the reasons there are so many applicants for this run of Skulls and Shackles is the 25 point attribute buy. Even 20 attribute point buy games tend to attract fewer applicants. The relatively open race selection option is a big deal for sizing the crowd, too. Some players aren't looking for a specific story to join, they are looking for a story that will let them play a <fill in the blank>. So, that increased the number of applicants. On top of all that, Skulls and Shackles seems to be one of the preferred APs, too. <shrug>

At the end of the day, Katataban needs to run the game Katataban wants to participate in. Neither mine nor anyone else's opinion about what that SHOULD look like matters, unless Katataban selects us to play in the game. Then it becomes part of an internal discussion about what the game we are part of should be.

Heartily agree, Terry, like I posted before. By the way, it looks like our characters would match well! Hoping we end up in a party together at some point.


Terry of Quent wrote:

It is more important that the GM enjoy the game than that any player gets to use the rule set or character option they want.

If the GMs don't enjoy the games, they stop running. If they stop running NOBODY gets to play games.

The Elephant in the Room Feat Tax elimination rules (and other variants) have lots of fans, but if Katataban's not one of them, then Katataban shouldn't allow them. Generally, I like them, because they try to fix some of the damage done to the versatility of the Fighter Class by the cruft created and added to the system to sell more books, BUT . . .. The "big, final version" of the rules document doesn't include the later cruft. So, groups have to choose how to expand the rules through the additional material, or make the adjustment for only portions of the system as it exists today.

If NOT using alternate rules turns some of the players aside, well, there's clearly not a problem with finding players willing to work within the limits the GM chose to set. Could make the selection process easier, even. Right now, Katataban has to turn away roughly 5 out of every 6 applicants.

For those who haven't recognized the patterns, one of the reasons there are so many applicants for this run of Skulls and Shackles is the 25 point attribute buy. Even 20 attribute point buy games tend to attract fewer applicants. The relatively open race selection option is a big deal for sizing the crowd, too. Some players aren't looking for a specific story to join, they are looking for a story that will let them play a <fill in the blank>. So, that increased the number of applicants. On top of all that, Skulls and Shackles seems to be one of the preferred APs, too. <shrug>

At the end of the day, Katataban needs to run the game Katataban wants to participate in. Neither mine nor anyone else's opinion about what that SHOULD look like matters, unless Katataban selects us to play in the game. Then it becomes part of an internal discussion about what the game we are part of should be.

Fully agreed. I hope I get picked, but not butthurt if Katataban decides my character isn't the style she thinks would be fun. I build what I think will be enjoyable, and hope it meshes well with what the GM wants. If the GM decides on someone else, I had a good time building the concept and character at least.

Silver Crusade

The only benefit my build gets is a little more melee damage(if I decide to take the penalty), and maybe weapon finesse 2 levels earlier. So I don't really care either way, but its always a thought I like to propose because it honestly doesn't need much GM work for enemies in my experience. (taking inspired blade at level 3 then continue with bard)


When I ran S&S myself I initially wanted to include some alternate rules myself-- namely, the Automatic Bonus Progression on magic items from Pathfinder Unchained. My players weren't particularly interested so I didn't, and honestly I'm glad for that: it occurred to me later that I would've had to either rewrite a lot of encounters, or accept that the party would've been stronger than normal.

Honestly, any GM who doesn't want to use alternate rules that make characters stronger has my support.


In other news, I've finished my submission! I like to write my backstory as a scene, instead of information, so I hope you enjoy!


As I've been accepted into a different game, I'll be bowing out of the running for this one. Good luck everyone!


Same on both counts, not that I made a proper submission yet anyways. Have fun!

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