Brvheart's Skull&Shackles

Game Master brvheart

Become a pirate and plunder the Shackles and maybe one day challenge the Pirate King himself for leadership!


The Shackles


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Could you give a bit more info, like current party comp and level please?


We have five, cleric, fighter, rogue, arcanist all level 4
Capricia the Pirate
Female Human Swashbuckler
Callum Carnvegas
Male Human Freebooter 3 / Pirate 1
Cerise "Ci Ci" Barchetta
CN Human Female Cleric of Besmara (Varisian Pilgrim)
Emerald Delta Waters
Female Sea Elf Blood Arcanist Savant
MannyGoblin
M Goblin Rogue

RPG Superstar 2015 Top 8

I may be interested; by when do you want applications?


Next few days would be nice, but I have a couple of npcs that can fill in for the mean time.

Scarab Sages

@brvheart: You're recruiting one player, or more?

RPG Superstar 2015 Top 8

Would you consider allowing the hinyasi archetype for the Brawler class?

I have a character I wrote up for a S&S game ages ago that specialized in improvised weapons, the idea being she was an ex barroom-brawler who repelled boarders with whatever she'd pick up on a ship, along with combat maneuvers. The original concept used the fighter with the cad archetype and it never just quite worked the way I wanted. I think this archetype would work; while it isn't fluffed for piracy in the archetype writeup, I think it would make a lot of sense for a sailor.

At the same time it is not from your list of approved sources, so if this is not doable, I understand.

Are you at the beginning (ish) of book 2? Where might the PCs meet the new recruit(s)?


Hey, I've got a 4th-level pirate from a previous-stalled S&S campaign ready to go! The downside is he has a 3rd-party class.

Tobias "Toby' Wraithborn, The Pirate Prince.


Ok, here is my submission. He's a bloodrager with the shapechanger bloodline. Right now, he has nothing special about his build except that he uses a Harpoon (I mean, I found it really cool). Starting next level, he gets the Leaping Strike feat. Combined with the rest of his build, he will be jumping far and critting all around. With the Harpoon, this means he also grapples his target to do something with them, like throw them overboard or something. He will put together some stuff for hilarious jumping. That is, the 1st level Bloodline Power gives me running jump without having to run around. The 4th level Bloodline power gives me a swift action spell if I didn't have the time to cast Jump before. Then the jump checks will be easy to make. Together with Unerring Weapon (learned at 5th level), critting will be often, which triggers the Harpoon grapple.

Character sheet:

STR 20, DEX 12, CON 14, INT 10, WIS 10, CHA 14

Male Human
Medium Size
CN Bloodrager (Shapechanger) 4
BaB +4
Init +1; Senses: Perception +0, Sense Motive +0
CMB +9 (4BaB +5Str) (Consider Bloodrage)
CMD 20 (4BaB +5Str +1Dex) (Consider Bloodrage)
Favored Class Bloodrager (+4 HP)

Defense
AC 15, touch 11 flat-footed 14 (+4 Armor +1 Dex) (Consider Bloodrage)
HP 35 (10 + 2 + 5 + 6 + 8 (4*2Con) + 4 (FavClass))
Fort +7 (+4 base +2 Con +1 Resistance) (add 2 vs friendly fire)
Ref +3 (+1 base +1 Dex +1 Resistance) (add 2 vs friendly fire)
Will +2 (+1 base +1 Resistance) (Consider Bloodrage) (add 2 vs friendly fire)

Offense
Speed 40 ft
Melee +1 Harpoon +11 (1d8+8/20x3) (Consider Bloodrage)
Ranged Throw +1 Harpoon +7 (1d8+6/20x2) (Consider Bloodrage) (10ft increment)
Space 5 ft, Reach 5 ft

Arcane magic
CL 4
Concentration (CL + Cha): +6

Known spells (slots):
1 (2): Jump, Touch of the sea

Bloodline
Shapechanger
Shifting Aspect (Su) At 1st level, you gain the benefit of the Aspect of the Beast feat while bloodraging. As part of the action to enter a bloodrage, you can choose any one of the four manifestations to affect you for the duration of your bloodrage.

Spontaneous Change (Sp) At 4th level, when entering a bloodrage, you can cast a transmutation spell that affects only you as a swift action, provided that the spell’s normal casting time is 1 round or shorter. The spell lasts for as long as you continue bloodraging, regardless of the spell’s normal duration. You can use this ability only to cast bloodrager spells you know.

Other qualities
Bloodrage (12 rounds/day)
Fast movement
Uncanny dodge
Blood sanctuary
Blood casting

Traits
Buccaneer's blood
Killer (Add <Weapon crit multipler> to damage when crit is confirmed)

Feats:
Lvl 1 - Exotic weapon proficiency (Harpoon)
Human - Weapon Focus (Harpoon)
Lvl 3 - Dazzling Display
Bloodrager 4 - Eschew materials

Skills:
Acrobatics +8 (4 Ranks +1 Dex +3 CS)
Climb +12 (4 Ranks +5 Str +3 CS)
Intimidate +10 (4 Ranks +2 Cha +3 CS +1 Trait)
Survival +5 (2 Ranks +3 CS)
Perception +5 (2 Ranks +3 CS)
Swim +12 (4 Ranks +5 Str +3 CS)

Languages: Common

Equipment:
Wealth: 2290gp 4sp
Common items
Chain shirt, Dagger, Backpack, Bedroll, Caltrops, Crowbar, Belt pouch, Trail rations x10, Hemp rope, Soap, Waterskin
Alchemical items
Acid flask x2, Alchemist's fire x2, Antitoxin x2, Everburning torch, Smokestick
Magic items
+1 Harpoon
Cloak of Resistance +1

Background:

Mest Ianosh is a son of the Shackles. He has lived his entire life there, always trying to live up to his family name, Captain Ianosh, the mad. He is not so proud of his other family's heritage, that gave him lycanthropy related powers. However, when he feels the anger coming, he cannot do anything but give in and "let the beast loose", as he says.

Always looking for an opportunity to join a crew and, maybe, find lasting friendships, Mest knows he is not a lot of help on a boat, except maybe as a lookout. Either that, or sharing his impressive strength. But still, as fearsome as he is to his enemies, he has always been incredibly reliable to his friends.

HP: 3d10 ⇒ (2, 6, 5) = 13


TheWaskally wrote:

Hey, I've got a 4th-level pirate from a previous-stalled S&S campaign ready to go! The downside is he has a 3rd-party class.

Tobias "Toby' Wraithborn, The Pirate Prince.

Please explain


brvheart wrote:
TheWaskally wrote:

Hey, I've got a 4th-level pirate from a previous-stalled S&S campaign ready to go! The downside is he has a 3rd-party class.

Tobias "Toby' Wraithborn, The Pirate Prince.

Please explain

That's easy Tobias "Toby" Wraithborn is an Aasimar class Godling It's sort of TheWaskally's bread and butter character :)


rdknight wrote:
@brvheart: You're recruiting one player, or more?

Male Human Freebooter 3 / Pirate 1 has not posted since 10.28


Veniir wrote:

Ok, here is my submission. He's a bloodrager with the shapechanger bloodline. Right now, he has nothing special about his build except that he uses a Harpoon (I mean, I found it really cool). Starting next level, he gets the Leaping Strike feat. Combined with the rest of his build, he will be jumping far and critting all around. With the Harpoon, this means he also grapples his target to do something with them, like throw them overboard or something. He will put together some stuff for hilarious jumping. That is, the 1st level Bloodline Power gives me running jump without having to run around. The 4th level Bloodline power gives me a swift action spell if I didn't have the time to cast Jump before. Then the jump checks will be easy to make. Together with Unerring Weapon (learned at 5th level), critting will be often, which triggers the Harpoon grapple.

** spoiler omitted **...

I just realized that Leaping Strike is a 3rd party publisher feat. BUmmer... But the character still works!


Ratel Dier wrote:
brvheart wrote:
TheWaskally wrote:

Hey, I've got a 4th-level pirate from a previous-stalled S&S campaign ready to go! The downside is he has a 3rd-party class.

Tobias "Toby' Wraithborn, The Pirate Prince.

Please explain
That's easy Tobias "Toby" Wraithborn is an Aasimar class Godling It's sort of TheWaskally's bread and butter character :)

Wow! I feel seen on these forums, Ratel! May The Dice Gods shine down upon you!!!


TheWaskally wrote:
Ratel Dier wrote:
brvheart wrote:
TheWaskally wrote:

Hey, I've got a 4th-level pirate from a previous-stalled S&S campaign ready to go! The downside is he has a 3rd-party class.

Tobias "Toby' Wraithborn, The Pirate Prince.

Please explain
That's easy Tobias "Toby" Wraithborn is an Aasimar class Godling It's sort of TheWaskally's bread and butter character :)
Wow! I feel seen on these forums, Ratel! May The Dice Gods shine down upon you!!!

It get's better, We were in the Gallows of (Third-Party) Madness game, where you played Dachus and the World Sepent Inn game where you played Josten. Both were Godlings :)


1 person marked this as a favorite.

[blushes furiously] .."stop..!"

Scarab Sages

I'm thinking about submitting an Alchemist. The Grenadier archetype isn't from the listed source materials but could I use it?

GRENADIER


Yeah, I am not really down on third party sources for this once besides the traits one I have.
Tell me more about your character Veniir if you can sub that out
Bombs on a ship? Seriously?


There is always room for more fire.

Scarab Sages

Hm, the link didn't work. I'lll try that again. GRENADIER

It' not 3rd party, it's official Paizo material from the Pathfinder Society Field Guide so it's been around forever. The book isn't on your list though.

By default alchemist bombs do fire damage. But, it's not really one of the better options. There are alchemist discoveries to change the damage type. At 4th level the character could easily have a couple of other damage types to use instead, acid, frost, and/or tanglefoot bombs are accessible instead of fire.

The character is actually an old one that I used in a Skulls and Shackles campaign a few years back. Here's the character, which hasn't had any adjustments made to it so far.

Nasifi Calaso

If you don't want to include grenadier though, I'll consider something other than an alchemist.

RPG Superstar 2015 Top 8

DeathQuaker wrote:

Would you consider allowing the hinyasi archetype for the Brawler class?

I have a character I wrote up for a S&S game ages ago that specialized in improvised weapons, the idea being she was an ex barroom-brawler who repelled boarders with whatever she'd pick up on a ship, along with combat maneuvers. The original concept used the fighter with the cad archetype and it never just quite worked the way I wanted. I think this archetype would work; while it isn't fluffed for piracy in the archetype writeup, I think it would make a lot of sense for a sailor.

At the same time it is not from your list of approved sources, so if this is not doable, I understand.

Are you at the beginning (ish) of book 2? Where might the PCs meet the new recruit(s)?

I will take the non response as no for an answer. I otherwise don't have someone written up yet and I know you want to get moving so I'll now out. Have fun!!


DeathQuaker wrote:
DeathQuaker wrote:

Would you consider allowing the hinyasi archetype for the Brawler class?

I have a character I wrote up for a S&S game ages ago that specialized in improvised weapons, the idea being she was an ex barroom-brawler who repelled boarders with whatever she'd pick up on a ship, along with combat maneuvers. The original concept used the fighter with the cad archetype and it never just quite worked the way I wanted. I think this archetype would work; while it isn't fluffed for piracy in the archetype writeup, I think it would make a lot of sense for a sailor.

At the same time it is not from your list of approved sources, so if this is not doable, I understand.

Are you at the beginning (ish) of book 2? Where might the PCs meet the new recruit(s)?

I will take the non response as no for an answer. I otherwise don't have someone written up yet and I know you want to get moving so I'll now out. Have fun!!

let me take a look tomorrow, sorry I missed you


brvheart wrote:

Tell me more about your character Veniir if you can sub that out

So it's a pure 1-20 bloodrager with the shapechange bloodline. He is a great jumper. Before we have the fly spell, he's able to jump around the ship and even between ships. The 3rd party feat I mentioned is, now that I think about it, maybe OPd. It gives an automatic critical threat if I succeed an Athletics (jump) check, which would be easy given the buffs and bloodline powers.

But the thing is that even without that, the character is fun, due to jumping around. He can use his harpoon in fights to grapple opponents (given a crit) and can intimidate (Dazzling Display) for an awesome battleground presence. Out of combat he is an ok lookout and also has survival. Not to mention he still has intimidate!


DeathQuaker and Veniir I need write ups at this point


Is this not enough?


Veniir wrote:

Ok, here is my submission. He's a bloodrager with the shapechanger bloodline. Right now, he has nothing special about his build except that he uses a Harpoon (I mean, I found it really cool). Starting next level, he gets the Leaping Strike feat. Combined with the rest of his build, he will be jumping far and critting all around. With the Harpoon, this means he also grapples his target to do something with them, like throw them overboard or something. He will put together some stuff for hilarious jumping. That is, the 1st level Bloodline Power gives me running jump without having to run around. The 4th level Bloodline power gives me a swift action spell if I didn't have the time to cast Jump before. Then the jump checks will be easy to make. Together with Unerring Weapon (learned at 5th level), critting will be often, which triggers the Harpoon grapple.

** spoiler omitted **...

i do not have Pathfinder Player Companion: Legacy of the First World

RPG Superstar 2015 Top 8

brvheart wrote:

DeathQuaker and Veniir I need write ups at this point

Sorry brvheart, as I said, I'll bow out now. Good luck and happy gaming.


That is too bad as the best I have seen so far besides the bloodrager if fixed. Can't see third party or an alcemist sorry.


rdknight wrote:

I'm thinking about submitting an Alchemist. The Grenadier archetype isn't from the listed source materials but could I use it?

GRENADIER

your link is bad

Scarab Sages

rdknight wrote:

Hm, the link didn't work. I'lll try that again. GRENADIER

It' not 3rd party, it's official Paizo material from the Pathfinder Society Field Guide so it's been around forever. The book isn't on your list though.

By default alchemist bombs do fire damage. But, it's not really one of the better options. There are alchemist discoveries to change the damage type. At 4th level the character could easily have a couple of other damage types to use instead, acid, frost, and/or tanglefoot bombs are accessible instead of fire.

The character is actually an old one that I used in a Skulls and Shackles campaign a few years back. Here's the character, which hasn't had any adjustments made to it so far.

Nasifi Calaso

If you don't want to include grenadier though, I'll consider something other than an alchemist.

Yeah, the first one didn't work so I reposted the link in the subsequent post copied above.

Although alchemist bombs don't work the way you seem to believe they do, it's probably not worth getting into. I suppose I could work up a Sea Singer Bard or something similar.

Scarab Sages

Alright, I'm playing 3 Bards amongst my other games right now. I just can't do another Bard. I'm going to go with Bolt Ace from the Gunslinger class. Probably Human, Traits: Ilizmagorti Native and Ease of Faith. Feats: Point-Blank Shot, Precise Shot, Weapon Focus (Light Crossbow), Rapid Reload.


Hi there... I like the pirate theme, but not specifically knowledgeable regarding Skull & Shackles.

Building a Male Half-Orc Brawler 3/Rogue 1 (Acrobat/Scout) - no traps.

Does Gnoll make sense as a language? What other languages would make sense for an Outcast type Half-Orc? Anyone can answer or comment or whatever :)

Stats are looking like this 17 - 16 - 14 - 12 - 14 - 8 (he's somewhat gruff around the edges).

He'll be making use or tripping and bull rushing (maybe) shenanigans.

He's a sailor, perhaps had to run off and escape by sea at some point. He's a good person stuck in a scat-storm.

I did not carefully read proposed submissions, so hopefully not stepping on toes.


Here's Nico the Bolt Ace. I believe the essential things are in place. I'll complete the rest when I know what's already present is alright.

Scarab Sages

3d10 ⇒ (6, 6, 5) = 17


rdknight wrote:
3d10

HP, good point!

Brawler 2, Rogue 1: 2d10 + 1d8 ⇒ (6, 7) + (6) = 19


Nico Trichet wrote:
Here's Nico the Bolt Ace. I believe the essential things are in place. I'll complete the rest when I know what's already present is alright.

I likes it! The crew is pretty poor except the ships. Use 50% as a baseline for WBL for stuff. Gear up, dot game play and join discussion.


Fralk ibn Sabbah wrote:

Hi there... I like the pirate theme, but not specifically knowledgeable regarding Skull & Shackles.

Building a Male Half-Orc Brawler 3/Rogue 1 (Acrobat/Scout) - no traps.

Does Gnoll make sense as a language? What other languages would make sense for an Outcast type Half-Orc? Anyone can answer or comment or whatever :)

Stats are looking like this 17 - 16 - 14 - 12 - 14 - 8 (he's somewhat gruff around the edges).

He'll be making use or tripping and bull rushing (maybe) shenanigans.

He's a sailor, perhaps had to run off and escape by sea at some point. He's a good person stuck in a scat-storm.

I did not carefully read proposed submissions, so hopefully not stepping on toes.

Fralk, looks like we are going to have two brawlers maybe. Finish it up so I can put it in HeroLab.


The party is looking for another bard to fill in at level 5 for Skull & Shackles campaign, 20 point buy


Dot!

I shall work on just that


I've always wanted to play Skull & Shackles.

Nico Dalian:

Nico Dalian

Male Human (Taldan) bard 5, CG medium humanoid (human)

Init +2; Senses Perception +8,

Languages Aquan, Common, Draconic, Giant, Polyglot

AC 17, touch 12, flat-footed 15, hp 38 (5HD)

Fort +2, Ref +6, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Ranged +1 light crossbow +6 (1d8+1/19-20), within 30 ft. +7 (1d8+2)
Melee cold iron dagger +4 (1d4+2/19-20)
Ranged cold iron dagger (thrown) +5 (1d4+3/19-20), within 30 ft. +6 (1d4+3)
Melee silver dagger +4 (1d4+1/19-20)
Ranged silver dagger (thrown) +5 (1d4+2/19-20), within 30 ft. +6 (1d4+2)
Melee cold iron rapier +4 (1d6+1/18-20)

Base Atk +3; CMB +4; CMD 16 (18 vs grapple) (18 vs overrun) (18 vs trip)

Special Actions Distraction, Fascinate,

Known Bard Spells (CL 5th):
2nd (3/day) - create treasure map , cure moderate wounds (DC 15) , sonic scream (DC 15)
1st (5/day) - chord of shards (DC 14) , cure light wounds (DC 14) , saving finale (DC 14) , tears to wine (DC 14)
0th (at will) - dancing lights , detect magic , know direction (DC ) , mending (DC 13) , message , prestidigitation (DC 13)

Abilities Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 16

Special Qualities Armored Casting, Bardic Performance, Bonus Feat, Cantrips, Familiar, Inspire Courage, Lore Master, Sea Legs, Sea Shanty, Skilled, Still Water, World Traveler,

Feats Fast Learner, Point-Blank Shot, Precise Shot, Spellsong

Skills
Acrobatics +7,
Appraise +6,
Bluff +7,
Climb +5,
Diplomacy +8,
Disguise +3,
Escape Artist +2,
Fly +2,
Heal +1,
Intimidate +3,
Knowledge (Arcana) +7,
Knowledge (Geography) +9,
Knowledge (History) +7,
Knowledge (Local) +7,
Knowledge (Nature) +8,
Knowledge (Nobility) +6,
Knowledge (Planes) +6,
Knowledge (Religion) +6,
Linguistics(Giant, Polyglot) +11,
Perception +8,
Perform (Percussion Instruments) +9,
Perform (Sing) +10,
Perform (String Instruments) +7,
Profession (Sailor) +9,
Sense Motive +6,
Sleight of Hand +6,
Spellcraft +8, Stealth +7,
Survival +1,
Swim +12,
Use Magic Device +7,

Possessions ring of swimming; traveler's outfit; +1 mithral shirt; cold iron rapier; +1 Light Crossbow ; Handy Haversack [ Oldlaw Whiskey (Bottle); Grooming Kit; Mess Kit; Survival Kit (Masterwork); Bedroll; Winter Blanket; Coffee Pot; Waterproof Bag; Masterwork Drums; Masterwork Mandolin; ]; Waterproof Bag ; Belt Pouch [ String (50 ft.); Sewing Needle; Inkpen; Ink; Compass; Soap; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Hip Flask ; Canteen ;

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 15 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Familiar At 2nd level, a sea singer acquires an exotic pet, a monkey or parrot (treat as raven), that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 15) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Sea Legs (Ex) At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.

Sea Shanty (Su) A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Still Water (Su) At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.

World Traveler (Ex) A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Born and bred in the Shackles Nico is a lean, tanned and good looking young man, with black hair and brown eyes. When not working he can be seen lounging around singing softly and beating out rhythms on his drums.

Or chatting to the colorful parrot that rests on his shoulders and eyes people with curious eyes.


Brvheart, Odd questions... would it be okay to make a halfling who is related to Rosie Cusswell? And is Rosie part of the PC's ship still?


OK quick submission for a Gunslinger 1/Bard 3. He's also from Taldas Isle, a descendant of Danziul Maxeme and so a cousin of Capricia.

BACKGROUND:

Jack was born in Little Oppara on Taldas Isle, son of one of the legendary pirate Danziul Maxeme's many mistresses. For all that he took other lovers, the story still goes that Danziul and his beautiful pirate queen Ianetra Chareoth lived a life the envy of other couples, with adventure and romance in equal measure, and while there are many cousins to the dual pirate lords Iolandra and Petrina Maxeme they haven't been hunted and persecuted like one might expect to see of bastard by-blows.

Jack's father was a skilled shipwright and his mother a talented seamstress- both things in demand on Taldas Isle, where the pirates need ship repairs and the rich of all stripes like to pretend they live in a quarter of far-off Oppara and like to wear beautiful clothes to go to the opera at the Blooming Rose Theater. As a child, Jack always loved the plays and musicians at the theater and wanted to be a musician. He learned to play multiple instruments and sang like a bird.

But he also grew up idolizing the pirate lords who control the Shackles, loving their swagger and poise, their swashbuckling verve and dashing bravado. While he didn't grow up on the deck of a ship like many others, he did grow up aping these masters of the sea. His in-born talents didn't lend themselves to swordplay but his sharp eye and quick fingers made him a natural gunslinger, made all the better when he came to realize he had an innate affinity for magic.

He's spent some time exploring the few ruins close to Little Oppara but they're pretty tame since they've been fully explored. Knowing that no great musician ever wrote music about staying home and doing nothing, he resolved to travel further afield and have experiences to write songs about. With typical pirate bravado he has declared he will one day be the greatest pirate in history, though in truth his real goal is to write songs that live forever, making his name immortal through his works.

Sheet just needs gear:

Six Finger Jack

M CG Human Bard (Arcane Duelist)/Gunslinger (Mysterious Stranger), Level 3/1, Init +3, HP 26/26, Speed 30, AC , Touch , Flat-footed , CMD 16, Fort 4, Ref 6, Will 4, CMB +3, Base Attack Bonus +3
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Conditions None

MELEE

RANGED
+1 Pistol vs Touch AC +6 (1d8+1/x4), Misfire 1 (5 ft.), 20 ft., 300 gp (special), 4 lbs.

MISC/SPELL COMBAT BONUSES:
Point Blank Shot: +1 atk/dmg 30'
Focused Aim (swift action, 1 grit): +4 Cha to firearm damage
Arcane Strike (swift action): +1 to damage

PERSONALITY
Gregarious, friendly, loves to meet new people. Jack always has a story or appropriate song. Loves to be the center of attention. He's brash and bold and dashing, like a pirate from a story- it started as an act but if you act one way long enough that eventually just becomes who you are.

Contrary to his nickname, Jack only has the usual five fingers on each hand. He started introducing himself as Six-String Jack when he started playing in bars back in Little Oppara but changed it to Six Fingered Jack (then Six Finger Jack when people made fun of him being 'fingered') when he set out on a ship for the first time.

APPEARANCE
TBD, probably auburn hair like Capricia

SKILLS [(6 +0 Int +1 race +1 FCB) x4] +1 race = 33
Bluff +11 (4 +4 Cha +3 class)
Climb +4 (1 +0 Str +3 class)
Diplomacy +11 (4 +4 Cha +3 class)
Intimidate +8 (1 +4 Cha +3 class)
Kn: Arcana +4 (1 +0 Int +3 class)
Kn: History +4 (0 +0 Int +3 class +1 trait)
Kn: Local +8 (4 +0 Int +3 class +1 trait)
Kn: Dungeoneering +4 (1 +0 Int +3 class)
Kn: Nature +4 (1 +0 Int +3 class)
Linguistics +6 (3 +0 Int +3 class)
Perception +5 (1 +1 Wis +3 class)
Perform: Strings +11 (4 +4 Cha +3 class)
Profession: Sailor +8 (4 +1 Wis +3 class)
Sleight of Hand +6 (1 +2 Dex +3 class)
Stealth +6 (1 +2 Dex +3 class)
Swim +4 (1 +0 Str +3 class)
Use Magic Device +8 (1 +4 Cha +3 class)

Languages: (Common), Aquan, Cyclops (trait), Infernal, Polyglot

RACIAL TRAITS
+2 to 1 ability score (CHA)
Size Medium
Base speed 30'
Bonus Feat
Skilled

CLASS FEATURES
All simple weapons plus the longsword, rapier, sap, shortsword, shortbow, whip and all firearms. Bards are also proficient with light armor and shields (except tower shields).
Spells
Bardic Knowledge replaced by archetype
Bardic Performance (Distraction, Fascinate, Inspire Courage, Inspire Competence, Rallying Cry)
Gunsmith: gain one of the following firearms of her choice: blunderbuss, musket, or pistol. Starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit 4 uses Cha by archetype (regain by crit with firearm or when he puts down a target in combat)
Deeds (Deadeye, Focused Aim, Gunslinger Dodge, Quick Clear)
Well-Versed

FEATS
Trait: Community-Minded
Trait (Campaign): Ancient Explorer
Hu: Point Blank Shot
1: Rapid Reload
AD 1: Arcane Strike
MS 1: Gunsmithing
AD 2: Combat Casting
3: Precise Shot

BARD SPELLS KNOWN
0 (6, at will, DC 13): Dancing Lights, Detect Magic, Ghost Sound, Mending, Oath of Anonymity, Prestidigitation
1 (4, 5/day, DC 14): Abundant Ammunition, Charm Person, Timely Inspiration, Vanish

Cast today:

Weapons
Pistol +1, repaired from battered lvl 1 pistol for 300gp and enchanted to +1 for 2000gp

MAGIC ITEMS
Beneficial Bandolier 1000gp

ARMOR

GEAR
Guitar

Backpack from kit (31 lbs, 26gp)
Bedroll
Iron pot
Mess kit
Rope
Torch x10
Trail Rations x5
Waterskin

Beneficial Bandolier 2 lbs
Gunsmith's kit 15gp
Powder horn 3gp

Belt pouch
Flint and steel

Total weight: 33 lbs.
-without pack: 2 lbs.

Light load 33 lbs.
Med. load 66 lbs.
Hvy. load 100 lbs.
Lift (over head) 100 lbs.
Lift (off ground) 200 lbs.
Push or drag 500 lbs.

MONEY


Ridge wrote:
Brvheart, Odd questions... would it be okay to make a halfling who is related to Rosie Cusswell? And is Rosie part of the PC's ship still?

Rosie is still on the ship, but the party largely just ignores the npc's. I use them when the party is running short on players. But a player being related to her might make her more viewable.


Does it have to be a bard, or does a skald work? Just asking, a bard works either way with the idea.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Not sure if this is still open, but if I can get one loaded up tonight I will.


fatmanspencer wrote:
Does it have to be a bard, or does a skald work? Just asking, a bard works either way with the idea.

possibly


Six Finger Jack wrote:

OK quick submission for a Gunslinger 1/Bard 3. He's also from Taldas Isle, a descendant of Danziul Maxeme and so a cousin of Capricia.

** spoiler omitted **...

No one has firearms in Skull&Shackles until book 6 and that is only the Pirate King.


Jeremy Packer wrote:
Not sure if this is still open, but if I can get one loaded up tonight I will.

still open


I am submitting Sillagoilemont, the gnome bard/cleric of Desna. He wanders as much and as far as he can and has found that sailing the seas gives him a greater appreciation of the Song of the Spheres. He is much more bard than cleric, and most likely will not take more level of cleric beyond the one.

I am hoping to be able to take the Sphere Singer prestige class, though it isn't exactly pirate themed specifically. But where better to see the stars than on the deck of ship sailing the seas? If this is not acceptable, I can likely tweak the build and idea a bit. I still need to pick gear and spells, and please ignore the attacks as that comes from another build.

Lastly, please forgive the length of the backstory. I got on a roll and had trouble reining myself in. Thanks.


I would be submitting for a half orc skald or bard, depending on if allowed, fully in the one class.

She would be the descendant of Ulfen parents, gone south due to tales of warmer climates and warmer treasure lanes than where she hails from. With a focus on supporting the party through song and tales, and some knowledge of the tall tales people. She is seeking her own name among the tales, perhaps not as the starring role, but still mentioned none the less. Someone has to record the adventure's in the first place after all.

Things can change around to meet the needs of the party also, so just let me know.


Sillagoilemont wrote:
I am submitting Sillagoilemont.

I am not sure what happened but the profile did not update. I have now redone it and should be all set.

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