
Aleksander Valdell |

Okay, I've got my crunch mostly put together save equipment.
I'm also debating between this archetype and staying base bard, would anyone like to voice their opinion on it?
Sea singer - I really like this one, however it gives up versatile performance for a familiar. Which looses me 2 non-background skill points a level. Ouch. But the rest of the abilities are pretty good for SnS
Heres an Image for Aleksander.

Mokshai |

For Consideration
Will make an alias if selected.
Seadrinker Stonebeard
Male Dwarf Cleric 1
NG medium humanoid
Senses Darkvision (60)
STR 14 DEX 11 CON 14 INT 14 WIS 18 CHA 10
AC 15, touch 10, flat-footed 15, CMD 12
hp 10
Fort 5, Reflex 1, Will 7
BAB 0, CMB 2
Ranged
Light Crossbow +0 (1d8 - 19-20/x2)
Sling +0 (1d4+2 - x2)
Melee
2 Handed Melee
Spear +2 (1d8+3 - x3)
Battleaxe +2 (1d8+3 - x3)
Warhammer +2 (1d8+3 – x3)
Heavy Pick +2 (1d6+3 – x4)
1 Handed Melee
Battleaxe +2 (1d8+2 - x3)
Warhammer +2 (1d8+2 – x3)
Heavy Pick +2 (1d6+2 – x4)
Dagger +2 (1d4+2 – 19-20/x2)
Steel Soul
Acrobatics -6
Appraise 7
Bluff 0
Climb -4
Diplomacy 0
Disguise 0
Escape Artist -6
Fly -6
Heal 8
Intimidate 0
Knowledge (arcana) 2
Knowledge (history) 2
Knowledge (nobility) 2
Knowledge (planes) 2
Knowledge (religion) 6
Linguistics 2
Perception 6
Profession (Sailor) 10
Ride -6
Sense Motive 4
Spellcraft 6
Stealth -6
Survival 4
Swim -3
Dwarven, Common, Giant, Celestial
Armour:
Scale Mail
Weapons:
Light Crossbow
Battleaxe
Heavy Pick
Warhammer
Dagger
Spear
Sling
Crossbow Bolts (80)
Sling Bullets (40)
Gear:
Clerics Kit
Fishing Kit
Cooking Kit(AA)
Gear Maintenance Kit
Grooming Kit
Dungeoneering Kit
Grappling Hook
Healer's kit
Adventurers Sash
Money 2 GP
1 SP
50gp assorted Trade Goods.
Seadrinker was born to a moderately wealthy merchant family, and was expecting to take over the family business when he came of age.
As he was growing up, his family taught him in the basics of sailing, and he stood for midshipman on one of his father’s ships.
He spent several years sailing up and down the coast trading, when he started to get another calling.
Taking time off from his fathers business, he travelled back to the five kings mountains where he was introduced to the dwarven Parthenon.
He like the Trudd principles and started to follow him and spread his words.
Soon after, the power of Trudd started to flow into him, and he realized that he was being blessed with the ability to bring his magic into the world.
Shortly after this revelation, he received a missive from his father that he had to return back to Almas, as they were going to do one more run to Sargava.
As the ship was passing through the shackles, they got hit by a hurricane, and the ship floundered. He grabbed his belongings, along with a number of weapons and a handful of small trading goods, and piled into a life boat.
By the time that he hit the boat, it was pretty much all over for the dancing wyvern, as she was going down.
He made it ashore in port peril and gathered his stuff up. With nothing to return to in Almas, he decided to return to the sea no matter what it took.
He stopped at the formidably maid and got a drink, everything went black shortly after.

Terry of Quent |
1 person marked this as a favorite. |

Sea Singer or standard Bard?
If you think the flavor changes are important, then go with Sea Singer.
The Versatile Performance skill loss is only a significant cost if you were already dependent upon those ghost skill ranks for your character concept, in which case you shouldn't need advice on the path forward. If they are "just" nice-to-haves, then the question is about which version of the bard better reflects how you see your character. We can't answer that.
More archetypes are weaker than the base class (but more specialized) than are stronger. I don't think that's accidental.
The mechanics of the game exist to support telling the story, they are not supposed to define the story for us. Which version feels more like the story you want to tell?

Aleksander Valdell |

I like both. At this point I suppose its down to how I see the bird for him. I had planned to make use of versitle performance to get free ranks a few skills, (making use of skill focus to gain a boost to extra ones) and I hadn't really put much thought into the potential familiar, since it wasn't particularly important to the character and something I thought fit later on.

SodiumTelluride |

The flavor of Sea Singer is certainly fun for Skull & Shackles, but you can always give your bard that flavor regardless. And you don't seem thrilled about any particular feature of that archetype. If you're lamenting the loss of Versatile Performance and aren't attached to what it's replaced by (and I've seen people forget they even have a familiar for most of the game, or treat it more like a Horcrux to be protected than a usable class feature), you might be happier with a standard bard.

Robert Henry |

It had been a couple of days, So I updated the list:
applicants:
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
Anthorg Robert Nook Male Halfling Oracle
The Archlich Andulian VoghMale 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 1
Rorek55 Aleksander Valdell Male Half Elf Bard 1
Mokshai Seadromder Stonebeard Male Dwarf Cleric of Trudd 1
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 Katrina Morrow Female Human Hydrokineticist
Andrea1 Liz Ardoc Female Human Alchemist 1
Cuan
diamondust Brin Walker Male Undine Storm Druid
The Lobster Brewton Parker Male Wereshark-kin Skinwalker
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, Again, if you would like the applicants posted in any particular groupings just let me know.

Dorian 'Grey' |

Absolutely, no worries, my friend! This would be the only AP that I would apply for nowadays...
I am thinking ship's Wizard Poleiheira adherent!
I have been neglecting my base instincts to play a wizard recently....
Researching background information now....

Cuàn |

In the end I opted for the follower of Guyuku, Oni Daimyo of Piracy, Tsunami's and, most importantly, Tea.
He'll be a Vigilante using the Chu Ye Enforcer archetype (though he obviously doesn't have a relation to Chu Ye).
He'd be using the Dual Identity part of the Vigilante slightly differently. For starters the entire crew would be in on the fact that his social and vigilante identity are the same person. His vigilante identity would be a persona he assumes when raiding other vessels, something used to strike fear into others.
At the same time it would be a way for himself to compartmentalise his life and separate the violence of raids and similar things from his "normal" self.
He'd also grab the Possessed Hand feat at lvl 1, for his powers come from a spirit oni he made a pact with that now lives in his hand. The oni was stuck within the mask my character would use for his identity (and that at the start of the game would not be in his possession).
Basic background would be that he is the son of a Tian merchant and a local pirate. His father, the merchant, was on board of a trading vessel headed for Mediogalti. They had bribed the pirate council of the Shackles for free passage but were nevertheless attacked by pirates, among them my character's mother. What the pirates did not know is that the ship was owned by the Golden League, a criminal group all the way from Goka (think mix between yakuza, triads and legitimate merchants), on their way to try and cement relationships with the Red Mantis.
So instead of looting a ship, all the pirates were either killed or captured.
My character's mother was one of the captured pirates while his father was one of the warriors of the Golden League. The two fell in love/lust, had a short affair that lasted until the ship left Mediogalti again. At that point his father made sure she didn't get brought along as a slave but was instead left on Mediogalti. With her he left a small fortune made up of things that were supposed to be the vessel's merchandise, a cover that was no longer needed. Among them the mask that contained the oni my character would make a deal with.

Simeon |

Presenting Urhal ton-Thuyek, orc war drummer, hopeful pirate, and pugnacious performer!
Urhal ton-Thuyek
Half-orc skald (belkzen war drummer, urban skald) 1 (Pathfinder Player Companion: Advanced Class Origins 19, Pathfinder Player Companion: Heroes of the Street 25, Pathfinder RPG Advanced Class Guide 49)
CG Medium humanoid (human, orc)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatclub +3 (1d10+4) or
. . bite -2 (1d4+1)
Special Attacks raging song 12 rounds/day (controlled inspired rage, inspired rage)
Skald (Belkzen War Drummer, Urban Skald) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, grease
. . 0 (at will)—dancing lights, daze (DC 13), ghost sound (DC 13), message
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Extra Performance, Martial Weapon Proficiency (greatclub), Quick Draw
Traits barroom talespinner, tusked
Skills Bluff +8, Diplomacy +8, Intimidate +10, Knowledge (local) +5, Perception +4, Perform (percussion instruments) +8, Perform (sing) +7, Profession (sailor) +6; Racial Modifiers +2 Intimidate, +2 Profession (sailor)
Languages Common, Goblin, Orc
SQ deadly rhythm, fearsome mien, orc blood, sea raider
Other Gear lamellar (leather) armor[UC], greatclub, backpack, bedroll, belt pouch, Drum, flint and steel, mess kit[UE], mirror, pot, soap, spell component pouch, trail rations (5), waterskin, 79 gp, 1 sp
--------------------
Special Abilities
--------------------
Deadly Rhythm (Ex) Gain listed value as damage bonus with clubs or greatclubs.
Fearsome Mien +1 (Ex) Add value as bonus to all Bluff and Initimidate skill checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quick Draw (Club or Greatclub) Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Raging Song (standard action, 12 rounds/day) (Su) Song can inspire allies in a variety of ways.
Sea Raider +2 racial bonus on Craft checks to repair ships, +1 damage vs. targets in or on top of the water.
Urhal has always loved noise. Growing up in one of the half-orc slums of Port Peril, chaos and clamor was a regular part of his upbringing, especially being raised by his father, a former war drummer from the Hold of Belkzen who’d come to the Shackles after a falling out with his clan. Life was hard, and what little coin his family had was stretched thin. Violence and chaos reigned, making life all the harder.
As he grew older, his father began to teach him in the way of the war drum, and the feral intensity resonated in his blood. Though he never felt truly orcish, the booming of his war drums and the roaring orc battle chants connected him to his ancestors in a way he could never quite explain. In those moments, he felt free of his hard surroundings, part of a culture he barely knew.
Money was tight, of course, and Urhal took up performing in the local taverns, learning the tall tales of the pirates, buccaneers, and other unsavory characters. Their stories entranced him, stories of a life of freedom and riches, an escape from the hard life that had defined him. He realized he might never truly be an orc, but by the gods he would be a pirate.
As he performed more and his skills improved, he found himself capable of great deeds when the music flowed. A group of muggers once attacked him and his songs spurred him to battle, and he fended off all of them with crushing blows from the mighty mallets he used to beat his war drum. With a sonorous chant and a hearty hammering of his drum, he could work magic. Destiny itself seemed to call him to join the legends of the Shackles.
His latest gig was at the Formidably Maid, a pirate tavern down at the docks. Someday soon he knew he would find himself a pirate, one way or another.
Urhal is a tall, muscular half-orc. Dark eyes peer out under a heavy brow, and his skin is a greenish tan as with most half-orcs. Large, sharp tusks protrude from his mouth, and he wears leather armor painted with orcish sigils. Perhaps his most outstanding feature is the massive war drum he carries with him, and the large mallets he uses to beat both the drum and any foes that come his way.
Urhal is a jolly, boisterous fellow. When not performing, he loves drinking, singing, and wiling away the hours with those he cares about. He’s a child of the Shackles, born and raised, and their fiercely independent ethos suffuses much of his personal philosophy. He despises tyrants, slavers, and kings, and will gladly fight any who would step upon the downtrodden. As with many of the goodlier pirates in the Shackles, he believes that plunder should only be taken from those who have plunder to spare, and especially from the rich and powerful who he sees as deserving to be raided.
Urhal is a buffer and a secondary melee combatant. With a pretty decent profession (sailor) and very strong charisma skills, he’d make for a pretty good captain and at later levels, the siege drums ability from Belkzen war drummer will essentially make him a living siege weapon, capable of dishing out massive damage to structures with his ferocious drumming.

SqueezeMeNow |
I had an absolute darling of a time playing through a good portion of the first book of this years back on another forum. Haven't been able to get into a game at all since due to it's popularity. I would love nothing more than to play.
I will try and find the specific details on that character and remake them a bit. Had a great backstory. Hopefully will get something up this evening!

katataban |
Unfortunately i personally don't have the time at hands, since i already run several campaigns atm, but this here looks a lot like there could be several groups starting.
Perhaps some people will find the time and courage to step, running some more games of this?
It does seem very popular. If only I had the time to run more games atm.

katataban |
1 person marked this as a favorite. |
GM katataban, do you have an expectation for posts? Like once per day or five times a week? Also, what application are you planning on using for maps?
Sorry, don't know how I missed this.
I was thinking a minimum posting of once every 48 hours seems fair, though I will ask players to try to post more often, especially in combat situations. Absences can simply be pm'ed to me. As for maps, something simple, like google draw maybe. I'd rather not commit people to using extra software to play.

Robert Henry |

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.
Getting down to it, we have three and a half days left.
The updated list:
applicants:
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
Anthorg Robert Nook Male Halfling Oracle 1
The Archlich Andulian VoghMale 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 Cailean 1
BelarRLJ "Mack" Ellens Male Human Witch 1
Bastiandevries Jinna Tanner Undine Gunslinger and future inquisitor.
Grumbaki Brunhild Liefdottir Female Dwarf Water Kineiticst
Rorek55 Aleksander Valdell male half elf bard
Mokshai Seadromder Stonebeard Male Dwarf Cleric of Trudd 1
Delmoth Lily Tuvol Female Half-ork Bloodrager (Infernal and Destined crossblooded) 1
Patrickthekid Destinie Nicholae Female human oracle of Lore 1
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 Katrina Morrow Female Human Hydrokineticist 1
Andrea1 Liz Ardoc Female Human Alchemist 1
Cuàn He'll be a Vigilante using the Chu Ye Enforcer archetype
diamondust Brin Walker Male Undine Storm Druid 1
The Lobster Brewton Parker Male Wereshark-kin Skinwalker 1
Stalwart. Artevious de Poisson Male Human Swashbuckler 1
Kobold Cleaver
Dorian 'Grey' Abel Of Rahadoum Male Human Wizard (Poleiheira adherent) 1
Simeon Urhal ton-Thuyek , Male Half Orc Skald (war drummer/urban skald) 1
Redac Thinking maybe a cleric of Besmara or a freebooter ranger
SqueezeMeNow Torin Brimfisher Male Half Elf Barbarian 1
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, Again, if you would like the applicants posted in any particular groupings just let me know.

Lily Tuvol |

Ventiine wrote:GM katataban, do you have an expectation for posts? Like once per day or five times a week? Also, what application are you planning on using for maps?Sorry, don't know how I missed this.
I was thinking a minimum posting of once every 48 hours seems fair, though I will ask players to try to post more often, especially in combat situations. Absences can simply be pm'ed to me. As for maps, something simple, like google draw maybe. I'd rather not commit people to using extra software to play.
I've found google slides to be more than adequate for maps. Even if I'm not selected let me know if you want some advice on how to use it for this.

Hayato Ken |

Yeah google maps is really fine for that.
There was another website some years ago, where you could have maps especially for PbP, but the handling and especially the uploads where awkward.
Google maps can be awkward too, especially from phones, since you move everything but your token so quickly, but it's definitely more than good enough.

Lily Tuvol |

Yeah google maps is really fine for that.
There was another website some years ago, where you could have maps especially for PbP, but the handling and especially the uploads where awkward.
Google maps can be awkward too, especially from phones, since you move everything but your token so quickly, but it's definitely more than good enough.
Right usage on phones is an issue. The only other option I've seen used is Roll20 which is while technically works on phones is almost impossible to use in practice.
As far as moving the background vs your token, you can set the map to be a static layer with a little bit of work. Its not obvious how to do it but is something that more GM's should do.
Anyway sorry for hijacking the thread a little.

Lily Tuvol |
1 person marked this as a favorite. |

In slides go to the slide menu then edit master. To the left there will be a master slide and several layouts. Pick a layout to edit, they all have default junk in them so just clear those out. Its important to choose a layout and not the master because any edits on the master slide will propagate to all your slides. Put your map on the layout as you would normally. X out of editing master. Then go back into the slide menu and choose apply layout and choose the layout you just made.
Once you've done this the next thing to worry about is if your map bleeds off the edge of the slide. If it does, slides won't recognize the bleed as an object and some, especially those looking on phones may not be able to scroll to see the entire map.
If there's significant bleed I place an object, a text box or shape, beyond the bleed so that slides recognizes that someone might want to scroll that way.

Torin Brimfisher |

Alright I think Torin is complete. Crunch, appearance, background, and even a personal description of his finer clothes. Only thing missing is his progression. Likely going "howler" barbarian and picking up intimidation rage powers and the like.
edit: I did replace most instances of "sailor" with "pirate" if his profession skill or campaign trait seem a little off.

ArendK |

Out of curiousity, does anyone else look at other player character submissions and go "I hope that one gets in" either because you see opportunities for fun dynamics (if yours and theirs gets accepted as well) or because you really like a specific character submitted? I sat down and read through a lot of these and there are some really cool concepts here. I do not envy Kata having to make the decision.

Hayato Ken |

@Delmoth thanks a lot! Will check that out on next opportunity.
@ArendK: Yes i totally do, and i don't envy Kata either.
Already have a hard time not being able to fit all the live/VTT players into my campaigns or their schedules, but it's just not possible.
Usualy i don't say a lot or anything about having favorites in recruitments though, because i i can come across rude to others and/or ends up in disappointments.
But yes, there is a lot of potential here.

ArendK |

Hayato- Hence why I didn't want to call anyone out specifically; there's a lot of cool ideas and I didn't want to draw specific attention to any specific ones in the interests of avoiding being rude or putting pressure on Kata in anyway. Aroden knows Kata has a monumental decision to go through all these and decide on the ones to keep. Hence I won't feel bad losing out if I don't make it in this field.

Antal Firebug |

Out of curiousity, does anyone else look at other player character submissions and go "I hope that one gets in" either because you see opportunities for fun dynamics (if yours and theirs gets accepted as well) or because you really like a specific character submitted? I sat down and read through a lot of these and there are some really cool concepts here. I do not envy Kata having to make the decision.
+1

Torin Brimfisher |

I look at profiles in stages myself.
The first stage is looking over the "competition" of who else is submitting a character that fill the same role as me. Comes with submitting to so many campaigns with high turnout and not being chosen a lot of the time.
The second stage is "Ooooh look at the classes we got." as I have an affinity toward certain classes. I am rather stoke to see several of certain classes applying.
I think the third stage is the point where I find profiles that I think are slick.

Brunhild Liefdottir |

I hate to say this, but I'm changing my entry. Because as fun as a water kineticist is...an Elementalist Shifter is even better. Because at lvl 4 she will be able to turn into a water elemental for 4 hours per day! And that is just super fun. Fighting with a trident and turning into a water elemental just feels appropriate for this campaign.
So the build looks like this:
Lvls 1-8: Elementalist Shifter (air at lvl 8)
Lvl 9: Lore Warden Fighter
Lvls 10-20: Sentinel of Gozreh

Redac |

Count me as one more who looks a lot at other profiles as well.
Anywho, I'm making a freebooter ranger whose backstory and build are coming together. I hope to have it done and ready to submit tonight, but it's just as likely I'll get done with it tomorrow.
I'm building them as primarily an archer, though I went back and forth for a while about whether to do a TWF or even a switch-hitter type build instead. I don't have much experience with this AP and its peculiarities, so I'll ask you all: does it lend itself equally well to whichever combat style I go with? Or would it favor one over another?

Cuàn |

Here is Arthun Melandris, son of a Chelish pirate and a Gokan enforcer/thug.
Mechanically he's a melee fighter who can mix up unarmed strikes with his strikes from his Nine-ring Broadsword. He is capable at range but it's not his focus. I'll also grab some Intimidation focused abilities and feats.
Out of combat he's a decent face for the more hostile actions (Bluff & Intimidate) and he has a decent Sense Motive and Use Magic Device.
Of those siblings most are still children, just the two sisters that come directly after him that are old enough to have jobs, with the oldest one helping mother run the family business (also stepping in her mother's footsteps in that she already has two children of two different fathers) and the other sister actually working for the Red Mantis as a servant in hopes of eventually joining the organisation. Both these sisters are the daughters of (different) pirate captains sailing the Shackles.
Arthun himself has already had a varied life, despite being only 24. His early childhood was fairly carefree. There were no worries about money for his mother and their safety was more or less guaranteed by her mother's many suitors and the deal they have with the Red Mantis to report activities that they wouldn't condone.
That second part also lead to Arthun reporting to the Red Mantis on gang activity in the harbor during his teenage years.
When he came of age his mother allowed him to pick a single item from the small treasure hoard she had received from his father (though mostly the cheaper things as she had already sold of the expensive ones). From this collection he picked a blue, demonic looking mask that had intrigued him since his early childhood. Just by holding it he could feel the power that was locked inside the wooden mask and when he put it on for the first time he felt, for lack of a better word, liberated. Suddenly he felt free of cares and restraints. He was still the same at his core, he still loved the people he used to love and liked the things he used to like, but somehow everything seemed less complicated. He could do whatever he wanted to do, whatever felt good and all without being worried about the consequences.
Those worries only returned when he took the mask off, at least at first. When Arthun discovered that people had trouble connecting him to who he became when wearing the mask those worries faded in part. No longer was he worried about what he had done while wearing it but the worries about what he would do next time he donned it remained. Another, stranger development as part of his wearing the mask was a growing appreciation, or even love, of tea, regardless of whether he wore the mask or not.
Curious about what actually caused all this Arthun has started going from port to port in the Shackles, searching for an old Tengu crone who is supposed to know more of these sorts of things.
As for the looking at profiles question, I absolutely do. Most of the times it is because I'm curious as a result of how people pitch their character.

Terry of Quent |
3 people marked this as a favorite. |

Sometimes I look at a profile because a comment catches my eye, and I want to either see how it is done, or if they really crossed that line in my head.
On rare occasions, I look at the selected party to see if I can tell what the GM liked about them over me.
I normally look at the other players if selected, to try to get an idea of how the group might work together.
I enjoy making characters, but since I don't have the software I have gotten used to seeing the behind-the-scenes bits of putting a character together. So many people post software output-style sheets that don't display those details, and trying to reconstruct how they got there is rarely entertaining any more.

Torin Brimfisher |

Less than a day until selection.
@Terry of Quent Looking at players selected can do more harm than good. I have missed campaigns where the dm selected 4-6 people and I couldn't make heads or tails of their picks. Some people don't just have different preferences but different play experiences entirely.

Terry of Quent |
1 person marked this as a favorite. |

When I look at a group that was selected, normally I either get it, recognize a pattern, or see that the GM selected things I would have avoided playing with. There have been a couple where I thought the group picked was reasonable, but I didn't see a clear reason why them and not me. I normally chalk that up to simple personal preference and move on. I do it as a curiosity mostly, when I actually do perform that step.
Two of my favorites were:
1) the group that had no core PC races in it. That was the first indication the GM wanted only the other races. I mean, saying here's the allowed list and NOT excluding the core races didn't suggest they were unwelcome, did it?
2) the group that had ONLY hybrid and occult classes selected. No indication of that kind of preference in the provided material, either.
Can't feel bad about not being selected when you see that kind of pattern and know you didn't fit into it.

katataban |
1 person marked this as a favorite. |
Your post had me looking at race and we have six half-elf applicants. DM could take us all and still have room for two more elves.
Will they be standing atop each other in a trenchcoat?
Deadline is roughly 14 hours. I will take a day or two to review, yes, that is long, but despite having already been looking at the entries, I'm going to have a closer look, also to reduce overlap and increase synergy.

Redac |

All right, here's my ranger. It's rather late, so I hope I didn't forget anything. Please let me know if I did.
Andrei Frelyk
Male Varisian Human Ranger (Freebooter) 1
CN Medium humanoid (human)
Init +4; Senses Perception +7
-----------
DEFENSE
-----------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
-----------
OFFENSE
-----------
Speed 30 ft.
Melee cutlass +3 (1d6+2/18-20)
Melee boarding axe +3 (1d6+2/x3)
Melee dagger +3 (1d4+2/19-20)
Ranged longbow +5 (1d8/x3)
Special Attacks freebooter's bane
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STATISTICS
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Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot
Skills Climb +6, Diplomacy +6, Intimidate +5, Knowledge (geography) +4, Knowledge (nature) +4, Perception +7, Profession (sailor) +7, Stealth +8, Survival +6, Swim +6
Traits Besmara's Blessing, Trustworthy
Languages Common, Varisian
SQ track +1, wild empathy +2
Gear/Possessions Leather armor, Longbow, arrows (60), dagger, boarding axe, cutlass, waterskin, belt pouch, masterwork backpack, rope (50 ft.), flint and steel, fishing kit, 131 gp 9sp
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SPECIAL ABILITIES
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Besmara’s Blessing You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old satls and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Freebooter's Bane (Ex) At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.
The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Andrei was born in a dockside tavern in the Wharf District of the Varisian city of Riddleport. His mother was a young Varisian woman working in one of the city's brothels. When he was young his mother went to work in the House of the Silken Veil, and the young boy went to live with her in the Calistrian temple. He spent time there learning from the men and women working at the temple, but for the most part he found himself free to wander the streets of Riddleport with the city's other street children. The little boy was frequently drawn back to the docks, and to the ships and sailors who spent their time there. He would do favors in exchange for stories from sailors and old salts in the taverns near the wharf. The more he heard, the more he wanted to experience that kind of life for himself. One day after a particularly enthralling story of adventure on the high seas, he swore to himself that one day he'd leave Riddleport to sail and see the world.
As he entered adolescence, and reluctant to pursue his options in the service of Calistria, Andrei found himself with seemingly only two options: get more involved with one of the local Sczarni crime families, or go to sea. It was an easy choice. Deciding he could probably find more freedom and opportunity at sea, he signed on with one of the many brigands' ships that makes harbor at Riddleport at about 14 years old. Early on he found himself working as a cabin boy, scrubbing decks, all the less-than-glamorous jobs you don't hear as much about from the old salts telling stories in the harbor taverns. Still, he took to life at sea more quickly than he, or indeed anyone else on the ship expected. As he grew older and participated in more raiding and plunder, Andrei realized a couple things about himself. The first was that he was a better shot than much of the rest of the crew; the second was that he had a tendency to step into self-assigned leadership positions, particularly during combat. Barking orders at more experienced sea dogs got him a beating more than once, but his effectiveness meant there wouldn't be any lasting damage.
Always based out of Riddleport, Andrei hired himself out to a number of ships over the years, fully embracing the pirate's life. Though comfortable enough in Riddleport, Andrei still had ambitions beyond Varisia and its surroundings. As fate would have it, he would soon find himself pushed to fulfill those ambitions. A particularly profitable voyage to Ulfen lands was followed up by a rowdy night of celebrations. A little too rowdy, as it would turn out. Andrei ended up in a drunken dispute with a few well-connected gang members that came to blows. He came out with only bruises, but when he sobered up he realized that it might be best to be away from Riddleport for a while. Deciding to make good on the promise he'd made to himself years before, he quickly gathered up his things and joined a ship headed south. Several ships and ports later he finally found himself aboard a ship bound for Port Peril in the Shackles. Upon arrival, and against his better judgment, he goes out to celebrate this new stage of his life. A few bars in, he hears of a tavern called the Formidably Maid. Without much else to do, he makes his way there, seeing where that might take him.
Andrei gives the impression of someone who puts at least some effort into his appearance. He is slightly above average in height with a slender, athletic build. He has olive skin and bright, expressive amber eyes that seem to always have a mischievous glint to them. His thick, dark brown hair comes down to just below his shoulders. Andrei keeps his facial hair trimmed close to his skin. He enjoys dressing in bright colors and jewelry, and he is almost never seen without his bright red Varisian bandana, either on his head or wrapped around himself somewhere. He has numerous tattoos on his arms and torso, most of them Varisian in style.
Andrei is a boisterous, outgoing man with a rebellious streak and a taste for the finer things in life -- good drink, pretty women, an open sea before him, even a good fight. He is not lacking charm or wit, but he's not as charming or witty as he often thinks he is, and his mouth has gotten him into trouble more than once. He does have a hard edge to him, born of spending his youth among sailors and criminals, and though he does not revel in cruelty as such, his grasp on morality is best described as dubious.

Brunhild Liefdottir |
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Torin Brimfisher wrote:Your post had me looking at race and we have six half-elf applicants. DM could take us all and still have room for two more elves.Will they be standing atop each other in a trenchcoat?
Deadline is roughly 14 hours. I will take a day or two to review, yes, that is long, but despite having already been looking at the entries, I'm going to have a closer look, also to reduce overlap and increase synergy.
I don't envy that task. No matter how you look at it, there are several perfectly good and interesting crews that could be made from this list.