GM Trevor's Skull & Shackles

Game Master Trevor0828


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Ioney's CLW looks really good right now!

His vocal ranged stabilization and condition clearing Bard Song add up to covering more of that healer's role than might be expected.


Working on a Cleric of...not-sure-yet. Why are so many ocean/water dieties just plain evil? lol

Edit: Leaning towards Aegirran or Onos


Flanderdash wrote:

Working on a Cleric of...not-sure-yet. Why are so many ocean/water dieties just plain evil? lol

Besmara is CN...

and Gozreh is N


Trevor0828 wrote:
No dedicated healer yet (hint: I will pick one of those over just about anything else).

Just so you know, oracle is a pretty good healer. It's no channeling Cleric, but four CLW per day is not that bad at lvl 1. It can use any Cleric scroll without UMD and knows all cure spells at every level automatically


For what it's worth, music heals the soul. :p


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You are missing me in your submission list(and the feedback, for that matter).
I see you noted me below, but she should be good to check. As said, most of the build should be in order - aside from the patron familiar.
(I doubt you'll need to know exactly which Feat I plan to take on 9th level right now - I like to have complete build plans for my characters plotted out - that is what I hope to resolve with the once-over on monday :) )


Decided to take your advice on diety, Trevor and go roll up a half-orc cleric of Gozreh with Oceans and Travel domains.
It's a work in progess. Hopefully up by tomorrow. (Oh, and it's Flanderdash, here, btw) ;)


As an aside, one thing that is holding me up with the familiar is a table variance issue. I was contemplating picking up Improved Familiar. Alas, Witches and Familiar have a special thing going...as they are living spellbooks. Could my familiar "evolve" into his new form? Or would the new familiar be a regular replacement(and come with only 2 spells per level I can cast?
And if the later, could I pick up Scribe Scroll to 'save' the spells, then re-add them to the new familiar(getting 2 new ones per level for my trouble) and retrain the scribe scroll feat?

I was trying to find some official decision for that but it seems it's mostly up to GM. (and was scouting for good fits to evolve into a Tidepool Dragon if such is allowed - currently Compsognathus is at the top of the list)

I have half a mind to just pick a decent base form/Archetype and drop the Improved Familiar thing alltogether.

(Incidentally, the hold-up on Patron is hand-in-hand with this. Sea Witch replaces ALL patron spells. So the only impact apart from flavor that Patron would have is in case I pick up a Patron Familiar - e.g. to fix speed issues or give limited underwater capability...)


Hi! Jereru here presenting Grommush, half-orc sailor and Bloodrager, ready to sail!


@ Nivian - Your stats are over by 2 points. Everything else looks good. As for the familiar situation let me know what you want to do and I'll probably go with that unless it is obviously contrary to the rules.

@ Grommush - I entered everything you had, but I'm not seeing an option to get a familiar?


Bloodline Familiars

It's actually there, under the Class & Race Features spoiler → Bloodrager Features → Bloodline Familiar → Stingy the Hedgehog. It substitutes a Bloodline Power, so the Power feature is crossed out.


Grommush wrote:

Bloodline Familiars

It's actually there, under the Class & Race Features spoiler → Bloodrager Features → Bloodline Familiar → Stingy the Hedgehog.

I saw that part, but didn't know the source. I see that you gave up Disruptive Rage for the familiar. All good then.


Yeah, it's a rule from Familiar Folio. It's both a way to compensate Grom's underwhelming AC and maybe give some nice scenes of petting the hedgehog or splitting someone in half.

"YOU DON'T TOUCH STINGY!!!" (Rages)

Just in case you didn't notice, all class features and similar are links to one of the webpages for easy consulting.


Should be finished now. Went for a different description.


Hi GM! Ilse should be more ready now :) I will still add some more sections on the profile detailing her appearance, behavior, these things, and maybe tweak a thing or two on the background. Please feel free to let me know your thoughts. Thanks for the opportunity!


Half finished.


Trevor0828 wrote:
@ Nivian - Your stats are over by 2 points. Everything else looks good. As for the familiar situation let me know what you want to do and I'll probably go with that unless it is obviously contrary to the rules.

Hum, how so?

From the Attribute Block:
STR 8=9(Buy)-1(Age)
DEX 16=15(Buy)-1(Age)+2(Race)
CON 12=13(Buy)-1(Age)
INT 20=17(Buy)+1(Age)+2(Race)
WIS 11=10(Buy)+1(Age)
CHA 12=13(Buy)+1(Age)-2(Race)

So the point buy part:
Str 9 = -1
Dex 15 = 7
Con 13 = 3
Int 17 = 13
Wis 10 = 0
Cha 13 = 3

should be -1+7+3+13+0+3= 25?
Or did I maybe put wrong numbers somewhere?

@Familiar: Well, ideally it would be a smooth transition from the previous Familiar to the Improved Familiar. I don't really think the intent is to penalize the player for a Feat. So yeah, I'd prefer if "flavorwise" that intial familiar is simply a baby tidepool dragon, then at some point(maybe during some downtime) grows up into a proper one.
But remains the same creature flavorwise, and maintains the same spells.
Same as wizards with their spellbooks: I wouldn't place the familiar in danger willfully - if he dies, that's life. But taking good care of it and still getting punished for "upgrading" seems...undesirable.


Trevor0828 wrote:


@ Leuc - Looks correct. As with Oracle, I'm not that familiar with Shaman so I will defer to you on the abilities. As long as the archetypes for familiars is a Paizo source, I'm OK with it.

Yeah, familiar archetypes are an official Paizo adaptation. It's in Ultimate Wilderness if you want to review, or you can just read up on them here.

Mechanically, Shaman abilities basically are a customizable swiss army knife. Since they can (after 3rd level) swap out one of their spirits daily, they can basically step in and fill any role needed. My personal build, I'm aiming towards having a fun selection of shaman, cleric (via favored class bonuses), and wizard (via the Lore spirit) spells available, but he could easily fill in most other roles as needed. (Except front line fighter, he doesn't really pack a melee punch.)

Grand Lodge

dot


Marisan here is my application character.

She's a Half Elven Cyclopian Seer Oracle with the Waves Mystery.

I'm still working on the BAP portions of her profile, and I haven't completely sorted out gear and money yet, but the mechanics are finished except for a final edit to look for mistakes.


Ok all done.


Grommush wrote:

Yeah, it's a rule from Familiar Folio. It's both a way to compensate Grom's underwhelming AC and maybe give some nice scenes of petting the hedgehog or splitting someone in half.

"YOU DON'T TOUCH STINGY!!!" (Rages)

Just in case you didn't notice, all class features and similar are links to one of the webpages for easy consulting.

You should get a parrot. Arrrrrr! :)


I have two possible characters, because of alignments and such

Beric Pearlsbane: CE Halfling Antipaladin of Besmara

Background:

Beric was born as a slave on a Chelish trading ship. He had a hard childhood and bristled with resentment at his station in life. After the deaths of his parents and the indifference of his masters, he plotted and engineered a situation to allow his ship to be caught, boarded and the crew slaughtered by pirates. The pirate's Besmaran priest, seeing Beric's potential, took him in and mentored him in the darker aspects of Besmara. Beric was only too keen to learn, and was enthralled by the tales of those unholy Besmaran captains who plundered great wealth while massacring anyone who dared to stand against them.

After sailing with the pirate crew for a few years, he has departed to seize his destiny and craft his own terrible legend.

Appearance and Personality:

Beric is somewhat small from a childhood of poor nutrition, but he is strong and wiry. He has tanned skin from living on his ship and tussled brown hair. He has a friendly smile when he wishes, but his eyes burn with determination. For now he dresses in plain sailor - a well-worn jacket over a linen shirt, rough canvas pants and a bandana over his head. Besmara's symbol - a silver skull and crossbones hangs around his neck on a well-worn chain.

Beric is patient, ambitious and vengeful. He knows his size and how enemies will underestimate him for it - fly a false flag and only raise the skull and crossbones when you are close enough to strike, after all. He has learned Besmaran doctrine and knows the value of a loyal crew, and the the dangers of those that aren't.

Besmara's Antipaladin Code:
• I pursue what I desire. One who cannot keep it from me does not deserve to possess it.
• Treasure demonstrates my might. I won’t waste my time on schemes with no profit to be had.
• No trick is beneath me. I will never forgo an advantage in the name of fairness.
• Pride does not shackle me. I retreat if I must to survive for another day.
• The weak serve the strong. I will never let my crew forget or doubt my strength.
• Revenge can be delayed to keep the ship sailing. Crew members who cross me shall die onshore; foes can be useful allies under changed circumstances.
• I will suffer no restraint. Those who seek to pacify me will fall broken in my wake.

Crunch:

Statistics
STR: 15 = Base: 17; Racial: (-2) Halfling
DEX: 13 = Base: 11; Racial: (+2) Halfling
CON: 12 = Base: 12
INT: 12 = Base: 12
WIS: 12 = Base: 12
CHA: 16 = Base: 14; Racial: (+2) Halfling

Fort: +4 = Base: +2; CON: +1; Racial: (+1) Halfling Luck
Ref: +2 = Base: +0; DEX: +1; Racial: (+1) Halfling Luck
Will: +4 = Base: +2; WIS: +1; Racial: (+1) Halfling Luck

AC: 20 = Base: (+10); Dexterity: (+1); Armor: (+6) Breastplate; Shield: (+1) Shield, light wooden; Size: (+1) Small; Dodge: (+1) Dodge
Touch: 13
FF: 18

BAB: 1
CMB: 2 = BAB: (+1); Strength: (+2); Size: (-1) Small
CMD: 14 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1); Size: (-1) Small; Dodge: (+1) Dodge

Init: +1 = Dexterity: +1
Speed: 15ft
HP: 12
Languages: Halfling, Common, Elven

Attacks
Melee
Rapier (Small) +4 (1d4+2, 18-20/x2)
Dagger (Small) +4 (1d3+2, 19-20/x2)
Touch +4 (Varies, x2)
Sling staff, halfling (Small) (melee) +4 (1d4+2, x2)
Ranged
Dagger (Small) +3 (1d3+2, 19-20/x2)
Sling staff, halfling (Small) +3 (1d6+2, x3)

Skills
Acrobatics: -2 = +1 DEX; Misc: (-5) ACP; Racial: (+2) Sure-Footed
Appraise: 1 = +1 INT
Bluff: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Climb: -1 = +2 STR; Misc: (-5) ACP; Racial: (+2) Sure-Footed
Diplomacy: 3 = +3 CHA
Disguise: 3 = +3 CHA
Escape Artist: -4 = +1 DEX; Misc: (-5) ACP
Fly: -2 = +1 DEX; Size: (+2) Size Modifier; Misc: (-5) ACP
Heal: 1 = +1 WIS
Intimidate: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Knowledge (engineering): 2 = +1 rank; +1 INT
Perception: 4 = +1 WIS; Trait: (+1) Besmara’s Blessing; Racial: (+2) Keen Senses
Profession (Sailor): 6 = +1 rank; +1 WIS; Trait: (+1) Besmara’s Blessing; Misc: (+3) Class Skill
Ride: -4 = +1 DEX; Misc: (-5) ACP
Sense Motive: 1 = +1 WIS
Stealth: 4 = +1 rank; +1 DEX; Size: (+4) Size Modifier; Misc: (+3) Class Skill, (-5) ACP
Survival: 1 = +1 WIS
Swim: -3 = +2 STR; Misc: (-5) ACP

Race Features
Type (CRB 26): You are a humanoid with the halfling subtype.
Fearless (CRB 26): You receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck (CRB 26): You receive a +1 racial bonus on all saving throws.*
Keen Senses (CRB 26): You receive a +2 racial bonus on Perception skill checks.*
Sure-Footed (CRB 26): You receive a +2 racial bonus on Acrobatics and Climb skill checks.*
Weapon Familiarity (CRB 26): You are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*

Class Features
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura of Evil (Ex) (APG 120): A paladin who uses smite evil on you deals 2 points of damage per paladin level on its first successful attack.
Detect Good (Sp) (APG 120): You can use detect good, as a move action by concentrating on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds.
Smite Good (Su) (APG 120) (1 /day): As a swift action, you can choose one target within sight to smite. If this target is good, you add +3 on your attack rolls and you can add +1 on all damage rolls made against the target of your smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack is 2. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. While smite good is in effect, you gain a +3deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect.

Traits
Besmara’s Blessing (APSkS 5): 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
Vengeful (QC 18): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.

Feats
Dodge (Core 122):You gain a +1 dodge bonus to your AC.*

Equipment
Breastplate, Light wooden shield, Rapier, Halfling sling staff, 4 x Dagger, 10 x Bullets, Sling, Backpack, Holy Symbol, Silver, Rope, silk (50 ft), Mess kit, Waterskin, 4 x Rations, trail (per day), Pouch, belt, Pirate clothes, basic (Small creature), Torch

or for a non evil party (or could be evil, I suppose)

Detlev Greenbeard: CN Dwarven Wildblooded Seaborn Sorcerer

Background:

Detlev is a distant descendent of Sarnar Greenbeard, one of the most famous dwarven pirates to ever sail the seas. As well as taking on ships of all sorts, Sarnar also fought numerous sea monsters and other aquatic denizens in pursuit of treasure and glory, overcoming all manner of curses and magical attacks. When she finally retired and (somewhat) settled down, it seemed the sea had made its mark on her, as many of her children, grandchildren and descendents found they had magical aquatic aptitude.

Detlev's branch of the family turned away from piratical pursuits and became simple fisherfolk, heading out on to the ocean each day to trawl for fish. Tales of Sarnar were intended to scare young dwarven children into line, but Detlev found them fascinating and resolved to follow in her footsteps. Sailors in the local tavern always talked of the Shackles as the place for pirates, so Detlev has made his way there to join a pirate crew.

Appearance and Personality:

Detlev's magic ties him to the sea, and his appearance reflects that: his beard, when not wet from the ocean spray is usually crusted with salt. Though he tries to keep it neat, it seems to follow the tides, fluffing out at high tide, then hanging down limply as the sea descends.

Detlev is cheerful and outgoing, if a little naive. He left home with only a vague plan of what to do, but is trusting that things will work out.

Crunch:

Statistics
STR: 10 = Base: 10
DEX: 14 = Base: 14
CON: 12 = Base: 10; Racial: (+2) Dwarf
INT: 12 = Base: 12
WIS: 13 = Base: 11; Racial: (+2) Dwarf
CHA: 16 = Base: 18; Racial: (-2) Dwarf

Fort: +1 = Base: +0; CON: +1
Ref: +2 = Base: +0; DEX: +2
Will: +3 = Base: +2; WIS: +1

AC: 12 = Base: (+10); Dexterity: (+2)
Touch: 12
FF: 10

BAB: 0
CMB: 0 = BAB: (+0); Strength: (+0)
CMD: 12 = Base: (+10); BAB: (+0); Strength: (+0); Dexterity: (+2)

Init: +6 = Dexterity: +2; Misc: (+4) Improved Initiative
Speed: 20ft
HP: 7
Languages: Dwarven, Common, Giant

Attacks
Melee
Touch +0 (Varies, x2)
Dagger +0 (1d4, 19-20/x2)

Ranged
Ranged Touch +2 (Varies, x2)
Crossbow, heavy +2 (1d10, 19-20/x2)

Skills
Acrobatics: 2 = +2 DEX
Appraise: 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Bluff: 3 = +3 CHA
Climb: 0 = +0 STR
Diplomacy: 3 = +3 CHA
Disguise: 3 = +3 CHA
Escape Artist: 2 = +2 DEX
Fly: 2 = +2 DEX
Heal: 1 = +1 WIS
Intimidate: 8 = +1 rank; +3 CHA; Trait: (+1) Buccaneer’s Blood; Misc: (+3) Class Skill
Knowledge (planes): 2 = +1 rank; +1 INT
Perception: 1 = +1 WIS
Profession (Sailor): 8 = +1 rank; +1 WIS; Trait: (+1) Buccaneer’s Blood; Misc: (+2) Saltbeard, (+3) Class Skill
Ride: 2 = +2 DEX
Sense Motive: 1 = +1 WIS
Spellcraft: 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Stealth: 2 = +2 DEX
Survival: 1 = +1 WIS
Swim: 4 = +1 rank; +0 STR; Misc: (+3) Class Skill

Race Features
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*
Darkvision (CRB 21): You have darkvision with a range of 60ft.
Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones

Class Features
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer
Eschew Materials (Core 71): You gain Eschew Materials as a bonus feat.*
Seaborn Bloodline (UM 72): Your powers rise like the tides.

  • Bloodline Arcana (UM 72): When you are in a body of water large enough to float in, your effective caster level is increased by 1.
  • Water Blast (Sp) (UM 72) (6 /day): As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability 6 times a day.

Traits
Buccaneer’s Blood (APSkS 5): You 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
Storm-Touched (UCa 58): You gain DR 1/— against creatures and attacks with the electricity type.

Feats
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Eschew Materials (Core 123): You can cast many spells without needing to utilize minor material components.

Equipment
Dagger, Heavy crossbow, 10 x Bolts, crossbow, Backpack, masterwork, Bedroll, Fishing Kit, Mess kit, Rope, silk (50 ft), Scroll case, Waterskin, 5 x Rations, trail (per day)

Spells

Sorcerer
0th (DC 13): Acid Splash, Detect Magic, Mending, Resistance
1st (DC 14): Ear-Piercing Scream, Lock Gaze

(ah, just double-checked first post and saw there should be two non-campaign traits, I'll have to work that out tomorrow)


Here is Karga from a different one recruitment. May need to adjust.


Helgash wrote:
You should get a parrot. Arrrrrr! :)

Damn, yeah.

But the parrot doesn't give a bonus to Will saves, and we don't want the Bloodrager to fail a will save.

But the parrot is super cool and piratish.

But it doesn't give a bonus to will saves.

But it's super cool.

Damn.


@ Nivian - Ah, I see, I do not apply aging effects to starting characters. Age stat adjustments are only for in game changes. I am 100% OK with your idea for your familiar.

@ Marisan - everything looks correct.

@ Cordelia - everything looks correct.

@ Rabscuttle - The antipaladin is probably not going to make it. The Dwarf (except for the missing trait that you already noticed) looks correct.

@ Karga - I'm assuming your a Half-Orc, you don't have your race (or any alternative race traits) listed. You have four traits listed, but I didn't see a drawback.


Question: is there any kind of familiar that gives a bonus to will saves (or something similar) and flies (so I can at least pretend it's a parrot)? Any help is appreciated, guys.


Btw, I see a lot of people picking Buccaneer's Blood campaign trait. Be aware that I will select, at most, two characters with that trait. So anyone that wishes to change it, let me know.


Jereru wrote:
Question: is there any kind of familiar that gives a bonus to will saves (or something similar) and flies (so I can at least pretend it's a parrot)? Any help is appreciated, guys.

Unfortunately, no. In fact, I think the hedgehog is the only familiar that gives a bonus to will saves.


Jereru wrote:

Damn, yeah.

But the parrot doesn't give a bonus to Will saves, and we don't want the Bloodrager to fail a will save.

Well, it always makes for a good tale to tell :)


I think I'll change it for a parrot anyway. It's too damn cool to pass.


Personally, and probably obviously, the Cleric is taking the "Ship's Surgeon" campaign trait.


I thought of Buccaneer's Blood because at the time I was creating the character no one had it.

But of course, as it takes me like a million years to create characters, by the time I'm done everything has changed.

I won't rewrite him though - he is pretty cool as he is.


Randall will be taking a monkey as a familiar 2nd level.


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Trevor0828 wrote:
@ Ioney - I see no problems (although your renaming of Combat Expertise and Power Attack did confuse me at first).
hustonj wrote:

There are 3 versions of the EitR rules.

Since I (Ioney) don't have the software but do the builds by hand, I'm referencing the text used in the EitR documents and not how the software library identifies them.

Extending the above reply since I am again at home with a full-sized keyboard and don't have people asking me to get in the car so we can leave.

---

Defensive Stance really is the replacement for Combat Expertise. You pick it up at BAB+1 and it increments (-2/+2; -3/+3; etc.) at each multiple of BAB+4. You don't pick how much to trade off. It only works with melee attacks.

Yes, I got the name wrong (Defensive STANCE is correct, Defensive Strike was me going quickly and not double-checking what I typed).

---

Risky Strike is both similar and not. It doesn't just replace Power Attack. It also replaces Deadly Aim and Pirahna Strike (though the document doesn't acknowledge Pirahna Strike has ever existed, as it is from some of the material not discussed at all). It takes the place of swapping attack bonus for damage for normal melee, for agile and finesse weapons, and for ranged weapons. It does not apply to touch attacks or attacks that do not do HP damage. Power Attack damage adjustments for two-handed weapons and second weapons apply regardless of the attack type (-1/+2 for a one-handed weapon; -1/+3 for a two-handed weapon; -1/+1 for the second weapon when two-weapon fighting), and the numbers increment for each multiple of BAB+4 (-2/+4; -3/+6; etc.).

---

Version 3 of the rules changes proposed by the two brothers is tighter, still skips over a significant amount of Pathinder expansion material, and actually reverses one or two of their original feat tree modifications (Point-Blank Shot being back is in my mind the big one, though it isn't the root of the Archery tree anymore, that is Precise Shot. Why? Because archery really is that powerful compared to someone who has to move from target to target.)

The document I linked above includes the original article at the end of the document.

---

I should note that I'm not telling you which version of the rules you need to use for your game. I'm showing you which version of the rules I default to without explicit instructions.


Flanderdash wrote:
Working on a Cleric of...not-sure-yet. Why are so many ocean/water dieties just plain evil? lol

"The sea is a harsh mistress."

Because the water eats away at everything it touches, destroying it slowly, but unavoidably.

Because as full of life as the water is, it kills without remorse or hesitation, and with no concern for the quality or personality of the victim.

Because the tempest that is a storm-tossed sea accelerates these negative behaviors beyond the ability of men to ignore and can begin with basically no warning to those who haven't learned to read the weather.

The sea itself displays the personality traits associated with angry and capricious gods.

So men assigned gods over the sea that match.


Character Sheet mostly filled in. Still need equipment but that should be pretty simple. Let me know if you see any glaring errors!


OK. I think I'm done....


Trevor0828 wrote:

Here's my list so far:

Complete Submissions

Onnello* Slayer
Ilse Swashbuckler
Ciapha Bloodrager
Xoderon* Wizard
Myrsko Wizard
Sebastion* Fighter
Torin Barbarian
Leuc* Shaman
Helgash Swashbuckler
Barbarossa* Barbarian
Ioney* Bard
Randall* Bard
Kragor* Ranger
Capt. Jack* Oracle

*Ready to go. No asterik means you still have corrections to make.

No dedicated healer yet (hint: I will pick one of those over just about anything else).

Several have expressed interest and Nivian has a partial submission (just waiting on her to tell me to check it).

Torin has the same number of traits as the example player you gave, so not sure what you meant about his traits. As to unchained barbarian I will have to withdraw my submission. It does not mesh with the character's build at all.


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You all knew Grom; I now present you Ndeke, his brand new parrot familiar. A terrible choice mechanically wise but the best one according to the rule of cool.


I’m interested. I don’t have anything built yet but I’d like to submit an astronomer/astrologer who had no intention of becoming a pirate but finds him or her self well suited to the job of ship’s navigator when the time comes. I’m not sure what I’ll do for crunch… maybe a stargazer oracle with the heavens mystery, or a sorcerer with the starsoul bloodline? Now that I think about it, iirc, I think there’s actually some kind of stargazer prestige class for worshippers of Pulura, so maybe a cleric if she seems like an interesting goddess?

Sovereign Court

Torin Brimfisher wrote:
Trevor0828 wrote:


Torin has the same number of traits as the example player you gave, so not sure what you meant about his traits. As to unchained barbarian I will have to withdraw my submission. It does not mesh with the character's build at all.

I don't see any example character posted by the GM?


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Very well. I adjusted the stats so that no age modifiers are being used.

I was considering the dinosaur into tidepool - but I found an even better match I think.
I'll start with Snake(Viper) and will transform it into a Nycar - that will also be desirable in making it more survivable(due to the Regeneration).

Sea Witch does have Sea Creature Empathy(wild empathy for sea creatures) - as such, I'll go with Animal Patron, which incidentally also has a Patron Familiar ability that grants Speak with Animals of it's kind to the familiar.

Which is absolutely splendid, because that allows me to keep the Protector Archetype for the Improved Familiar(that would otherwise lack this ability invalidating the archetype).

To further reinforce the bond, I was considering Nature Soul/Animal Ally/Boon Companion - alas, the given options lack anything water-based, except...the Snake(Viper) - slightly amusing. If this was a Gestalt game, I'd propose merging the AC and familiar :D

I will put the information for the familiar into the profile tomorrow.


I built a Siege Mage wizard for another recruitment, found here: Jacques Lacrimoisi. Yes, his first level is a Swashbuckler, but he is intended to be a wizard from level 2 on. (If we make it far enough, he'd eventually become an Eldritch Knight!)

Grand Lodge

Ok, my submission of would be privateer Kul'Theraka Ranger (Fortune Finder/Trapper)


Torin Brimfisher wrote:
Torin has the same number of traits as the example player you gave, so not sure what you meant about his traits.

I believe the issue was that you only have two traits listed, (adopted/world traveler, plus a campaign trait) whereas Trevor is giving everyone two traits plus a campaign trait.


Captain Jack's campaign trait is currently Besmara's Blessing, because it was basically already written in the story.
But if there are too many applicants fighting for The Pirate Queen's blessing, I can switch to Eye for Plunder without hassle.

I updated the profile with some short summary of the character and with an outlook on planned feats.


Grommush wrote:
You all knew Grom; I now present you Ndeke, his brand new parrot familiar. A terrible choice mechanically wise but the best one according to the rule of cool.

Well, rule of cool is the most important one for sure, even more so when you are a pirate! So Ndeke has a great future ahead, I am sure :)


GM, you may have missed my message up there, so just a gentle reminder that Ilse already has her background and sheet on the profile. Thanks!


I have had what people in recovery sometimes refer to as a moment of clarity. Step 1 (admitting I have a problem)- I am addicted to making new characters, even when I don’t really have time to play them. I’m going to try not to submit anything but if, in a moment of weakness, I do, please do not choose me, I don’t really have time for another game. (I mean, like half the week I totally do, and that’s what gets me in trouble because the half of the week I’m struggling to keep up with the games I’m already in.)

If anyone wants to apply but is having trouble with character ideas/builds feel free to PM, I got ideas I can’t use.

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