brvheart |
1 person marked this as a favorite. |
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!
The_4th |
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?
NotEspi |
Interested. A question or two, Cap'n, if I may.
You say 4 players. Are there people with reserved spots in this game? If so, what classes are they running? I'd hate to step on toes.
A tad tongue in cheek, but I am going to have to ask - what do you consider European classes.
I know it's not in the resource list, but I feel like I have to ask. Unchained classes - yes or no?
Is it 20 or 25 point buy?
Thank you!
brvheart |
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.
brvheart |
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, lolbrvheart |
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.
DoubleGold |
Violant wrote:Dotting. Would the gun archetypes befit the Shackles theme well enough?Guns are not available until around book six and only the Pirate King has one. So it would take a great deal of modding to do so.
These Pirates don't have guns, that is a surprise. That answers the same question, I was also thinking.
Colin_Mercer |
Colin_Mercer wrote: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.
brvheart |
dotting. I do have a couple questions though.
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 charactershould 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.
KoolKobold |
KoolKobold wrote:dotting. I do have a couple questions though.
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.
NotEspi |
Re:Alternative racials - What do you think about half-orc options Sacred tattoo and Shaman's apprentice ?
I'm looking at slayer or swashbuckler for classes. Opting for a frontliner in this one.
And ship surgeon for the campaign trait. Either a woodcutter or carpenter by trade pre-campaign.
Profession Smith 6 ranks |
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?
GM NotEspi |
Those options are ok, not sure I would want to give up what is required but hey
I think one of you should get some rogue abilities.
I plan on doing disable device with the slayer, just need a few levels to get trapfinding.
Unless someone else wants to take up the baton as an actual rogue.
Harusk Wolfmaw |
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.
NotEspi |
Alright, this changes some things.
GM, would you consider Dirty Tactics Toolbox a sourcebook that befits the Shackles theme?
Last question from me. Promise. Crunch will come tomorrow.
Thanks again.
NotEspi |
Alright, folks
I bring forth my Half-Orc Slayer, Kafa.
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.
Anyway,
Kafa, Medium Half-Orc Slayer 1;
Init 2; Senses Darkvision; Perception: +4
Language: Orcish, Taldane
Defense
AC 18
Touch 12
Flat-footed 16
HP 13
Fort 6, Ref 6, Will 2
Offense
Speed 20 ft.
Melee Unarmed strike +5 (1d3+4 )
Boarding axe +5 (1d6+4 /x3), Dagger +5 (1d4+4 19-20)
Statistics
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 10
BAB+1; CMB +5; CMD 17
Feats
Dirty Fighting; Endurance;
SQ ; Studied Target +1; Track;
Skills
Acrobatics +6
Disable Device +3
Heal +5
Perception +4
Profession (Carpenter) +4
Profession (Sailor) +4
Equipment
Bandolier; Bedroll; Healer's kit; Thieves' tools; Waterskin;
I will expand on this and make a board avatar if I am picked. Good luck, all.
GM NotEspi |
Just a few questions
You only get 1 feat at level one He does get another trait however
AC 18? What armor with 60 GPWhat 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.
KoolKobold |
KoolKobold wrote:...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.
brvheart |
brvheart wrote:Just a few questions
You only get 1 feat at level one He does get another trait however
AC 18? What armor with 60 GPWhat 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.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
KoolKobold |
KoolKobold wrote:...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
NotEspi |
GM NotEspi wrote:brvheart wrote:Just a few questions
You only get 1 feat at level one He does get another trait however
AC 18? What armor with 60 GPWhat 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...
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?
brvheart |
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.
brvheart |
1 person marked this as a favorite. |
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?
Yes, either would be acceptable upon inspection