CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Perform Harrow Reading:1d20 + 10 ⇒ (14) + 10 = 24
Cerise settles herself and sits, cross-legged, on the deck. She shuffles the harrow deck, and begins to lay out the cards.
"Many ports present themselves, as the crossing roads through hill and vale. Show us to where we should set out sails, and where to claim our coin."
The best options for undertaking such
a task are the neutral ports of Bloodcove and Senghor on
the Mwangi Coast, or farther south, the Sargavan port of
Crown’s End. Bloodcove and Crown’s End regularly cater
to pirates, slavers, and smugglers, while Senghor at least
turns a blind eye to pirates, so long as no piracy takes place
in their waters
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Ci Ci stares at the arrangement of the cards before her.
"Two ports hold Besamara's favor, Captain. Bloodcove and Crown's End. Blood Cove is the closer of the two, if you value expediency. Crown's End is more remote, if you wish our commerce to be less conspicuous."
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
My vote is Crown’s End, it's close to where I attended school and running into cut throats and slavers might lead to trouble. TROUBLE IN PORT IS FOR LOOSERS!!
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Arcanamirium
Arcanamirium
(Organisation)
Type Magical college
Leader Darchana of House Madinani
Alignment Neutral
Headquarters Absalom
Goals Increase use of magic throughout society
Scope International
Source: Faction Guide, pg(s). 6-7
The Arcanamirium is Absalom’s foremost magical academy. Practicality and generalism are emphasized there at the expense of f lashiness, abstraction, and specialization. Journeymen are encouraged to practice and experiment with industrial and commercial uses for magic, and many of Absalom’s export goods owe their higher quality to the innovations of an Arcanamirium maven’s transmutations. The Arcanamirium strives to populate the world with wizards who are capable of using magic to help those around them, not just in times of crisis but for everyday needs as well.[1]
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
"I'm game for going to Crown's End," Ci Ci remarks, and she carefully puts her Harrow Deck back in its case. "To be honest, I'm game for going anywhere! I spent too much of my life in a caraven, instead of a caravel."
Crown’s End: After the original landing at the harbor
in what is now Eleder, a group of Chelish colonials split off
and settled on a high bluff overlooking the northern part
of Desperation Bay. Although they established friendly
relations with the nearby Ijo, they suffered regular attacks
from jungle predators and the less amiable natives from the
Kaava Lands. In time, Crown’s End became the port of choice
for smugglers, slavers, and pirate ships, and more respectable
merchant ships simply stopped visiting—or professed as
much to the customs officials in Eleder.
Exchanging 1 point of plunder for
gold requires a PC to spend 1 full day at port and make an
applicable skill check. Regardless of how much plunder the
PCs have, one PC must spend a full day trading to exchange
1 point of plunder for gold. The PC trading also must be
the same PC to make the skill check to inf luence the trade.
The larger the port and the higher the skill check, the
better price the PCs can get for their plunder. At smaller
ports there’s little chance of getting more than half value for
plunder, unless a PC can employ a skill to make a better deal.
At larger ports, the chances of finding a buyer willing to
pay a reasonable price for cargo increases, and PCs can still
employ skill checks to make even more lucrative bargains.
PCs seeking to win a higher price for their plunder can make
one of the following skill checks and apply the results to the
table below: Bluff, Diplomacy, Intimidate, or any applicable
Profession skill, like Profession (merchant). A poor result
on a skill check can reduce the value of plunder. If the PCs
are not satisfied with the price they are offered for their
plunder, they need not take it, but a day’s worth of effort is
still expended. They can try for a better result the next day.
The table below explains how much PCs can expect
to get for their plunder in communities of various sizes,
the skill check DC required to increase this amount by
a set percentage, and the maximum amount buyers in a
community can be convinced to buy plunder for. Each
column is explained in brief here.
Community Base Sale % DC to Increase Maximum Sale %
Size (GP for Plunder) Sale (Max DC & GP for Plunder)
Thorp 10% (100 gp) 10 + 5 per 5% 20% (DC 20; 200 gp)
Hamlet 20% (200 gp) 10 + 5 per 5% 30% (DC 20; 300 gp)
Village 30% (300 gp) 10 + 5 per 5% 40% (DC 20; 400 gp)
Small town 40% (400 gp) 10 + 5 per 5% 60% (DC 30; 600 gp)
Large town 60% (600 gp) 10 + 5 per 5% 80% (DC 30; 800 gp)
Small city 80% (800 gp) 10 + 10 per 5% 90% (DC 30; 900 gp)
Large city 90% (900 gp) 10 + 10 per 10% 120% (DC 40; 1,200 gp)
Metropolis 100% (1,000 gp) 10 + 10 per 10% 140% (DC 50; 1,400 gp)
Crown’s End is a small town.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Cerise will accompany the Captain to fence the plunder, if ordered or given the option to do so, hoping to bring Besmara’s blessing on their transactions.
If not, she will find distraction in one of the dockside taverns.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Diplomacy, Let’s Make A Deal!:1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Female Human Swashbuckler (Rondelero) 5 | hp 43 40/51 NL (0) | AC (gear) 20, t 16, ff 14 | CMD 22 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +9 | Panache 3/3 | Conditions: none
So, Ci Ci...do you think we should take that amount or try again with another fence the following day? If I'm reading the chart correctly, I think we'd need to hit a DC 30 check to get a better price...and that might take days or weeks.
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
Well unless we are planning on going to a larger port, I don't think we will get a better price here. However, we do have some barrels and items from smugglers cove that we fence to increase the value of the plunder and take the ship to the bigger port.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Capricia the Pirate wrote:
So, Ci Ci...do you think we should take that amount or try again with another fence the following day? If I'm reading the chart correctly, I think we'd need to hit a DC 30 check to get a better price...and that might take days or weeks.
(The dice can’t thwart us forever. We might benefit from trying again, with one or two additional assists.)
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
The first day being unsuccessful, Cerise joints Capricia the following day in another attempt to fence the crew's plunder.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Cerise gives Captain Capricia a glance to gauge if she will accept the offer or walk away.
Her demeanor seems to say, we're not likely to get a better offer here.
Female Human Swashbuckler (Rondelero) 5 | hp 43 40/51 NL (0) | AC (gear) 20, t 16, ff 14 | CMD 22 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +9 | Panache 3/3 | Conditions: none
Capricia seems unhappy with the offered price but begrudgingly accepts it. As she and the Besmaran priestess return to the ship and crew with their earnings, the captain quietly asks, "Are your Harrow readings usually this inaccurate or...do you suppose we'd have gotten offered an even worse amount had we gone to Bloodcove?"
Not sure how many points of plunder we have, but let's say we sell up to 1,200 gp here and hold on to the rest (if any) for now. Paizo's website's acting up so I can't check now; I just hope this post goes through.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
"I think the wrong question was asked, Captain. We asked which port had Besmara's favor, and would cause us the least amount of trouble, not which port would give us the best price for our plunder. We might have made more gold at some other port, but we would have had to deal with whatever troubles came with it."
Ci Ci shrugs, not exactly apologetic, but as if to say, that's they way Harrow Readings go.
Female Sea Elf Blood Arcanist Savant 4; AC 15 (18 w/mage armor), HP 27, Init + 3; Fort +2, Ref +4, Will +4; Atk melee +5, ranged +5. concentration +11, Skills Acro +4, Climb +1 (+9), Perc + 3, Prof (sailor) +12, SoH +4, Sp.craft +11 (+13), Swim +17
* large 4 man tent - used to carry barrels.
* two light ballistas - on ship
* light catapult - on ship
Wand of cure light wounds- 5/8 charges
Wand of summon nature's ally II-11/11 charges
2 lesser bracers of archery
small masterwork silver dagger
leather flask w/ depiction of a crocodile
potion of cure moderate wounds
MW Greatcoat with five large silver buttons (Button is a anchor feather
token)
2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
A finely tailored courtier’s outfits, worth 30 gp
40 gp, 99 sp, 98 cp
Chest containing:
* Scattered gems worth a total of 250 gp, 56 gp, and 97 sp.
* scrimshaw blade of great workmanship depicting an octopus worth 125
go.
* jawbone of a shark carved with scrimshaw images of a vast
octopus eating whales and containing a dozen silver and
gold rings hammered into it (worth 250 gp),
* a huge hooked tooth from some colossal sea creature with a seaweed
plugged cavity containing six pearls worth 75 gp each.
1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest.
lobster pot containing:
* Eight 4-pound silver ingots, each worth 20 gp.
Loot:
* 3 Giant Coconut crab carapace for bone armor
* 3 small quarter cask barrels rotten food, now purified food,
* Two small Octave barrels of very cheap perfume worth 25 gp each.
* Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying
2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing
* Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place.
* A score of chickens and three goats wander freely throughout the
Kitchen chamber. - on ship
* 12 barrels containing 20 gallons of oil each, - on ship
* 14 pigs - on ship
everyone received over 200 GP for their share of taking the Man's Promise.
Plugg +1 Cutlass and a MSW Cat O Nine Tails.
2 points of punder will be needed for squibbing the ship.
potion of cure moderate wounds,
screaming bolts (3);
tidewater cutlass (+1 cutlass; see page 59),
masterwork cat-o’-nine-tails*,
light crossbow with 10 bolts, amulet of natural armor +1, bracers of armor +1,
shackles of compliance (see page 58),
leather drinking cup,
betting stash of 100 sp and 200 gp
potion of blur,
potion of cure light wounds,
black adder venom (on punching dagger);
leather armor,
punching dagger,
masterwork handaxe carved with notches for kills,
shortbow with 12 arrows in leather quiver with a buttoned shutter to protect them from the elements,
whip,
boatswain’s call,
corked dark green bottle containing 8 doses of oil of taggit,
six gold teeth worth 5 gp each,
hefty waxed coat with many hidden pockets,
leather snuff box with a diamond stud worth 100 gp containing 1 dose of dark reaver powder,
silver wedding ring worth 25 gp, 14 pp, 29 gp
Laroisael gear RETURNED:
Wand of cure light wounds- 5/8 charges
Wand of summon nature's ally II-11/11 charges
2 lesser bracers of archery
small masterwork silver dagger
leather flask w/ depiction of a crocodile
potion of cure moderate wounds
MW Greatcoat with five large silver buttons (Button is a anchor feather
token)
2 silver hatpins set with tiny obsidians worth 5 gp each
moonstone ring 30 gp
a silver locket depicting a beautiful, buxom young blonde woman worth 45 gp.
A finely tailored courtier’s outfits, worth 30 gp
40 gp, 99 sp, 98 cp
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
"Besmara's favor be on you, sailor! What is it you do best?" Ci Ci asks Kaliban.
Female Human Swashbuckler (Rondelero) 5 | hp 43 40/51 NL (0) | AC (gear) 20, t 16, ff 14 | CMD 22 | Fort +2, Ref +8, Will +2 | Init +6 | Perc +9 | Panache 3/3 | Conditions: none
When time permits, Captain Capricia gathers what remains of the Queen's Grace's officers for a private meeting. "We've lost some members of the original crew, including some officers. I was considering filling out open positions with veteran crew from the Vorsfang as a sort of goodwill gesture to those who've pretty much been forced to join our crew. In truth, some of those people might very well have more experience at sailing and pirating than our own crew does. I had Sandara surreptitiously interview our new comrades, and she reported that two of them--Kaliban and Nico--seem to be held in high regard. I was planning on offering them positions amongst our ship's officers."
In hindsight, it may not have been the best time to recruit, right before the holiday season commenced. (And it might not be the greatest time for me to make this post.) But I think there's been a lot of confusion, and I hope we can clear that up now. If everyone still on the crew from before we started recruiting in November can chime in with their officer title, maybe we can do any switches/new assignments over the next few days and be ready to sail again with piratical purpose early in the new year.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
Cerise nods in agreement at the implied question as to whether to accept the newcomers as crew, but doesn't voice it. Being a relatively new recruit herself and the Captain being skeptical of her Harrow Reading, Cerise decides not to be too forward in her opinions at this time.
CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets
"Black Bess calls us back to the sea to reave and plunder!" Ci Ci declares. "She is pleased with our exploits, but we should not boast of the roads already traveled when there are many unknown ways that lie before us."
Those among the crew who have always lived near or upon the sea, Cerise's mixed metaphors may sound off. You can take the Varisian out of the caravan life, but you can't take the caravan life out of the Varisian.
Recruits will be taught the finer points of being a pirate. No land lubbers need be applying here. 20 point buy Candidates are encouraged to download the players guide.
Players Guide
House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes should fit an old school theme and that of a pirate.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat, Ultimate Magic and ACG. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest and any other Golarian source that befits the Shackles theme.
E) Races Human, elf, half elf, dwarf, halfling, gnome, goblin, half-orc and orc.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Surprise Attacks: Amended back to RAW.***
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) I don't take 10 or 20.
10) Dispel Magic I am rule 0ing Dispel magic back to the 10 level limit. If you want more than that, use Greater Dispel.
11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
12) Giving an unconscious person a potion requires a DC15
heal check. If you fail by 5 you spoil the potion.
So show me yer best dogs and we be plundering the high seas!
C) Classes should fit an old school theme and that of a pirate.
I have a question about that one. Many of us have not played D&D before the 2000s. old school theme?
I'm interested. few questions, real quick: First, at what level do you want us, how much starting gold, and how much of that can we spend on one item? Second, the first post says that "20 point buy candidates are encouraged to download the Player's Guide," and it says that "characters will be on a 25-point buy." Is the first quote a typo?
Yeah sorry. Roll20 and my mouse were giving me fits at the time. It is 20 point buy on this one. There is one sorta reserved slot for the wife if she shows up. Unchained is no. This is a very early AP and I don't dew Unchained anyway. DoubleGold, I haven't played it either but most of the games I have run are from Frog God Games, aka New Rules with Old School Feel.
Edit: I amended the Campaign info to clear up the typos and will amend as necessary.
APs are designed for four adventurers, but I suppose if I get some really good entries I might add one or two extra.
I'm interested. few questions, real quick: First, at what level do you want us, how much starting gold, and how much of that can we spend on one item? Second, the first post says that "20 point buy candidates are encouraged to download the Player's Guide," and it says that "characters will be on a 25-point buy." Is the first quote a typo?
20 point buy
150 gp starting cash not that you will have any of it for awhile, lol
Recruits will be taught the finer points of being a pirate.
Meaning you will all be Shanghaied and wake up in the bilge of a pirate ship with none of your possessions. The entire first book is you learning how to be pirates before you mutiny and take over the ship and become pirates in your own right.
Heavy penalties on rolling in combat on top of all the potential difficult of under-water combat? This is Slumber Witch and Summoning Druid territory.
Ooooh, a Druid could be fun for this. We're you planning on one? Wouldn't want to steal your idea...
I have to sit this one out since I'm kinda burn out from scheduling Eyes of the Ten.
Saurian Shaman from Ultimate Magic should give enough versatility. There are some sea-borne dino option for summon, and Druid's spell list are simply OP in a adventure out in the nature.
APG summoner will be nice as well, since Monster Tactictian is not available.
question 1: campaign traits-do we get those, and if so, how many?
question 2: are alternate racial traits available?
From the Player's Guide:
Each character
should begin play with two traits, one of which may
be selected from the Skull & Shackles campaign traits
below. For general traits, see the Advanced Player’s Guide
or the Character Traits Web Enhancement, a free PDF
download available at paizo.com/traits. Additionally,
most Pathfinder Player Companion supplements contain
racial, regional, and faith traits unique to Golarion and
suitable for use by Skull & Shackles PCs.
Which alternate traits were you looking at? These are negotiable.
question 1: campaign traits-do we get those, and if so, how many?
question 2: are alternate racial traits available?
From the Player's Guide:
Each character
should begin play with two traits, one of which may
be selected from the Skull & Shackles campaign traits
below. For general traits, see the Advanced Player’s Guide
or the Character Traits Web Enhancement, a free PDF
download available at paizo.com/traits. Additionally,
most Pathfinder Player Companion supplements contain
racial, regional, and faith traits unique to Golarion and
suitable for use by Skull & Shackles PCs.
Which alternate traits were you looking at? These are negotiable.
Two traits, got it. And I asked that before realizing that I'm making a human character, but that would probably be good for anyone else looking at alternate traits.
EDIT: Since you said above that ACG is available, my idea is a brawler. Unless I was mistaken, if so, please clarify and I will have no problem making another character. I should have my character done by this afternoon.
Dotting for interest. Working up a Dex-based human ranger (freebooter), probably using the Barroom Talespinner campaign trait.
EDIT: Garn! Just noticed that the swashbuckler (indeed, all of the Advanced Class Guide) is allowed. I already have a swashbuckler version of Capricia somewhere, though she uses the Rondelero Swashbuckler archetype from the Weapon Master's Handbook. Would that be acceptable?
A woodworker/carpenter by trade, he keeps an axe (boarding variety) on his belt.
Campaign trait Ship Surgeon.
Combat wise, the plan is to go heavy into two weapon fighting and dirty trick combat maneuver. Pirates are not known to be honorable fighters.
Regarding party role, Kafa would be the forward scout and deal with traps. I am investing points into disable device, but will need to wait until level 4 before I actually get the trapfinding feature and disable device as a class skill.
An option is to remake this person into a rogue, but slayer is more in tune with what I am going for.
Kafa's father is a woodworker, and Kafa took up the same trade. He works as a carpenter for hire on ships to feed himself. Recently, he was between jobs in Port Peril, looking for his next gig, when he was jumped by a group of thugs in an alley during a drunken stupor.
I will expand on this and make a board avatar if I am picked. Good luck, all.
...in all seriousness, while I'm fine submitting my brawler character, bare bones as he may be, I realized I had an archaeologist bard character I could've tweaked for the campaign. oh well.
...in all seriousness, while I'm fine submitting my brawler character, bare bones as he may be, I realized I had an archaeologist bard character I could've tweaked for the campaign. oh well.
So why not do that instead if that's what you'd rather play?
...in all seriousness, while I'm fine submitting my brawler character, bare bones as he may be, I realized I had an archaeologist bard character I could've tweaked for the campaign. oh well.
So why not do that instead if that's what you'd rather play?
Hmm...if the GM permits it, I can submit that archaeologist character. I just assumed that since I already put in a character submission I can't swap it out with another one.
You only get 1 feat at level one He does get another trait however
AC 18? What armor with 60 GP
What alignment?
In general he is approved though, just needs to be fleshed out
Endurance is from Shaman’s Apprentice alternative racial.
As for armor, I am not bent on it. I assume it will be stripped at the start of the game anyway?
It's 75 GP, which is within the budget, but I can change it, if it's an issue.
With that said, 18 AC is not really high for a medium armor frontline.
The second trait is Fate's Favoured. Same treatment ar armor. I can swap it.
Ok on alt racial and trait
I don't see an armor at 75 gp?
Here is what I have
Kafa
Half-orc slayer 1 (Pathfinder RPG Advanced Class Guide 53)
Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee boarding axe +5 (1d6+4/×3) or
dagger +5 (1d4+4/19-20)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Dirty Fighting, Endurance
Traits fate's favored, ship's surgeon
Skills Acrobatics +6, Disable Device +3, Heal +5, Perception +4, Profession ((Carpenter)) +4, Profession (sailor) +4
Languages Taldane, Orc
SQ orc blood, track +1
Combat Gear healer's kit; Other Gear boarding axe, dagger, bandolier[UE], bedroll, thieves' tools, waterskin, 60 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
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...in all seriousness, while I'm fine submitting my brawler character, bare bones as he may be, I realized I had an archaeologist bard character I could've tweaked for the campaign. oh well.
I would be interested in seeing this also. Might be better than having two brawlers.
...in all seriousness, while I'm fine submitting my brawler character, bare bones as he may be, I realized I had an archaeologist bard character I could've tweaked for the campaign. oh well.
I would be interested in seeing this also. Might be better than having two brawlers.
I'll fix up that character and submit her in a bit. She is an elf and I was wondering if I can select this alternate racial trait from Inner Sea Races: Human-Raised
It basically swaps out elven magic and weapon familiarity for Skill Bonus as a bonus feat
You only get 1 feat at level one He does get another trait however
AC 18? What armor with 60 GP
What alignment?
In general he is approved though, just needs to be fleshed out
Endurance is from Shaman’s Apprentice alternative racial.
As for armor, I am not bent on it. I assume it will be stripped at the start of the game anyway?
It's 75 GP, which is within the budget, but I can change it, if it's an issue.
With that said, 18 AC is not really high for a medium armor frontline.
The second trait is Fate's Favoured. Same treatment ar armor. I can swap it.
Ok on alt racial and trait
I don't see an armor at 75 gp?
Here is what I have
Kafa
Half-orc slayer 1 (Pathfinder RPG Advanced Class Guide 53)
Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +0
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee boarding axe +5 (1d6+4/×3) or
dagger +5 (1d4+4/19-20)
Special Attacks studied target +1 (1st, move action)
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Dirty Fighting, Endurance
Traits fate's favored, ship's surgeon
Skills Acrobatics +6, Disable Device +3, Heal +5, Perception +4, Profession ((Carpenter)) +4, Profession (sailor) +4
Languages Taldane, Orc
SQ orc blood, track +1
Combat Gear healer's kit; Other Gear boarding axe, dagger, bandolier[UE], bedroll, thieves' tools, waterskin, 60 gp, 4 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in...
There are a few different things, and they were not exported from pathhbuilder. I can drop a rundown tomorrow. Sleeo time here.
However, I may change some things. Since we do not have a brawler anymore, I might do a brawler/rogue multiclass.
It would be similar to the slayer above mechanically, but have much more rogue utility. I'll drop the full rundown tomorrow and see what fits you more?
This is Reldak Vol's submission, the CS is in the Profile.
Harusk is a 1/2 Orc, Kraken Caller archetype Druid, and born and bred for the sea. He's got the Besmara's Blessing Trait, if that's acceptable.
Still working on sheet itself, but I wanted to get you the idea to look at, just in case you have objections.
Just a few minor issues. Although Besmara's Blessing gives you a +1 to Profession (Sailor) you still need to have a point in it to get it. I took the point from Animal Handling for now. This is a good trait for this campaign - wink wink.
Second, you listed your favored class bonus twice. You will need the skill point at this level in order to get the skills you want.
Beyond that, spend your money your equipment will be in your locker. Now, if they find out you are a druid they will slice your throat! Approved with changes upcoming.
Dotting for interest. Working up a Dex-based human ranger (freebooter), probably using the Barroom Talespinner campaign trait.
EDIT: Garn! Just noticed that the swashbuckler (indeed, all of the Advanced Class Guide) is allowed. I already have a swashbuckler version of Capricia somewhere, though she uses the Rondelero Swashbuckler archetype from the Weapon Master's Handbook. Would that be acceptable?