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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Let's see some stats


Here's an orc investigator. I'm assuming standard gold for 4th level? Can adjust equipment if necessary.

Morgash Skullcrusher: CN Orc Investigator 4

Background:

Morgash Skullcrusher was born into the savage Skullcrusher tribe, a clan of naval orcs who plundered ships up and down the coast. Raised amidst the tempest of battle, his keen mind distinguished him early on. In the middle of battle he was able to find patterns, predicting enemy movements and exploting weaknesses. His talents did not go unnoticed, catching the eye of Borgak, a seasoned half-orc elder within the tribe, who recognized the potential in young Morgash and took him under his wing. Under Borgak's guidance, Morgash began to learn the mysteries of alchemy.

However, the Skullcrusher tribe's reign of terror eventually drew unwanted attention. One fateful day, their ships fell prey to a well-coordinated ambush by the warships of a nearby city-port. Outmatched and outnumbered, the tribe faced annihilation. As the tide of battle turned against them and their vessels began to splinter beneath the onslaught, Morgash plunged into the icy waters, where he remained hidden amidst the wreckage, avoiding detection until the warships had left.
After making his way to shore, Morgash found himself adrift in the world, and has since been on his own.

Appearance:

Morgash is tall and broad-shouldered. His skins is weathered from a lifetime battling the elements and his enemies. His hands and lower arms bear the marks from various alchemical experiments gone awry, but further up his arm the scars are more deliberate, forming a pattern of orcish symbols and mystical runes.

Beneath his armour he wears plain nautical gear and his attire is complemented by a many-pocketed belt containing his various alchemical components. A greataxe is strapped to his back.

Personality:

Beneath his scars and imposing appearance, Morgash is a calculated strategist and always analyses whatever situation with a careful eye. While he holds physical strength in high regard, he recognizes the value of diverse skills and the importance of cooperation within a crew in order to achieve greater things than could be done separately.

Crunch:

Statistics
STR: 18 = Base: 13; Racial: (+4) Orc; Misc: (+1) Ability Modifier (Level 4)
DEX: 13 = Base: 13
CON: 10 = Base: 10
INT: 16 = Base: 18; Racial: (-2) Orc
WIS: 10 = Base: 12; Racial: (-2) Orc
CHA: 8 = Base: 10; Racial: (-2) Orc

Fort: +1 = Base: +1; CON: +0
Ref: +5 = Base: +4; DEX: +1
Will: +4 = Base: +4; WIS: +0

AC: 16 = Base: (+10); Dexterity: (+1); Armor: (+4) +1 Studded Leather; Natural Armor (Enhancement): (+1) Amulet of Natural Armor +1
Touch: 11
FF: 15

BAB: 3
CMB: 7 = BAB: (+3); Strength: (+4)
CMD: 18 = Base: (+10); BAB: (+3); Strength: (+4); Dexterity: (+1)

Init: +1 = Dexterity: +1
Speed: 30ft
HP: 25
Languages: Orc, Common, Giant, Dwarven, Goblin, Gnome

Attacks

Melee
+1 Greataxe +8 (1d12+7, x3)
Masterwork Dagger +8 (1d4+4, 19-20/x2)
Touch +7 (Varies, x2)
Ranged
Masterwork Dagger +3 (1d4+4, 19-20/x2)
Shortbow +2 (1d6, x3)

Skills

Acrobatics: 7 = +3 ranks; +1 DEX; Misc: (+3) Class Skill
Appraise: 3 = +3 INT
Bluff: -1 = -1 CHA
Climb: 9 = +2 ranks; +4 STR; Misc: (+3) Class Skill
Craft (Alchemy): 10 = +4 ranks; +3 INT; Misc: (+3) Class Skill
Diplomacy: -1 = -1 CHA
Disable Device: 10 = +4 ranks; +1 DEX; Misc: (+2) Trapfinding, (+3) Class Skill
Disguise: -1 = -1 CHA
Escape Artist: 1 = +1 DEX
Fly: 1 = +1 DEX
Heal: 0 = +0 WIS
Intimidate: 3 = +1 rank; -1 CHA; Misc: (+3) Class Skill
Knowledge (arcana): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (dungeoneering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (engineering): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (geography): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (history): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (local): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (nature): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (nobility): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (planes): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (religion): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Perception: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Ride: 1 = +1 DEX
Sense Motive: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Stealth: 1 = +1 DEX
Survival: 0 = +0 WIS
Swim: 12 = +4 ranks; +4 STR; Trait: (+1) Touched by the Sea; Misc: (+3) Class Skill

Race Features
Type (ARG 139): You are a humanoid with the orc subtype.
Ferocity (ARG 139): You remain conscious and continue fighting even if your hit point totals fall below 0. You are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity (ARG 139): You are always proficient with greataxes* and falchions*, and treat any orcish weapon as a martial weapon.*
Darkvision (ARG 139): You can see perfectly in the dark up to 60 feet.*
Dayrunner (ARG 139): You take a -2 penalty on all ranged attack rolls.*

Class Features
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Falchion; Greataxe; Rapier; Sap; Shortbow; Sword, short; Sword cane
Alchemy (Su) (ACG 30): When using Craft (alchemy) to create an alchemical item, you gain a +4 competence bonus. You can use Craft (alchemy) to identify potions as if using detect magic. You can cast spells like an alchemist.
Inspiration (Ex) (ACG 31) (8 /day): You begin each day with 8 inspiration points in your pool. You can expend one use of inspiration to add 1d6 to the result of an ability or skill check (including taking 10 or 20). This choice is made after the check is rolled and before the results are revealed. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided you are trained in the skill. You can also use inspiration on saving throws (as an immediate instead of free action) and attack rolls, but doing so expends two uses of inspiration from your pool.
Trapfinding (ACG 31): You add +2 to Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps.
Poison Lore (Ex) (ACG 31): You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison.
Poison Resistance (Ex) (ACG 31): You gain a +2 bonus on all saving throws against poison.
Investigator Talent (ACG 32): You have selected the following talents:

  • Expanded Inspiration (Ex) (ACG 32): You can use inspiration on Diplomacy, Heal, Perception, and Sense Motive checks without expending inspiration provided you are trained in the skill.
Alchemist Discoveries (Ex) (ACG 32): You have made the following alchemical discoveries:
  • Infusion (APG 31): Your created extracts now persist even after you set them down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Keen Recollection (ACG 34): You can attempt all Knowledge skill checks untrained.*
Trap Sense (Ex) (ACG 34): You gain an intuitive sense that alerts you to danger from traps, granting you a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.
Studied Combat (Ex) (ACG 34): You can use a move action to study a single enemy that you can see. Upon doing so, you add +2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike. You can only have one target of studied combat at a time, and once a creature has become the target of your studied combat, it cannot become the target of your studied combat again for 24 hours unless you expend one use of inspiration when taking the action to use this ability.
Studied Strike (Ex) (ACG 34): You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal 1d6 additional damage. The damage of studied strike is precision damage
Swift Alchemy (Ex) (ACG 34): It takes you half the normal amount of time to create alchemical items. You can also apply poison to a weapon as a move action instead of a standard action.

Traits
Touched by the Sea (APSkS 7): You gain a +1 trait bonus on Swim checks* and Swim is a class skill* for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats
Extra Inspiration (ACG 147): You gain three extra uses of inspiration per day.*
Extra Investigator Talent (ACG 147): You gain an additional investigator talent.*

Equipment
+1 Studded Leather, +1 Greataxe, Masterwork Dagger, Shortbow, 10 x Arrows, Alchemy crafting kit, Thieves' tools, masterwork, Formula Book, Amulet of Natural Armor +1
Spells

Investigator (Formula Book)
1st (DC 14): Cure Light Wounds, Enlarge Person, Firebelly, Heightened Awareness, Shield, Touch of the Sea
2nd (DC 15): Bull's Strength


Yeah, not so much. This party is poor. You can have one of those magic items. They have less than one each.
Beyond that our rogue is an underground alchemist so you would both be close to the same. He is a goblin.
I am sure Manny would insist onbeing in charge.


Kiss my feet!


Waaait a minute... This is -not- a no gear run?

Sovereign Court

Further details, as requested!

Presenting Jabari Kybwa'ka, CG Male Human (Bonuwat) Ranger (Tidal Hunter) 4!

Alright, given the statements about relative party poverty, I based my purchases on the idea of WBL for a level 2 PC, rather than 4 (so, around 1000gp), and did not select any magical items - so basically, just some masterwork gear.

Brief Background:

Jabari Kybwa'ka originated from a largely peaceful coastal Bonuwat community, which largely lived a subsistence lifestyle, harvesting the bounty of the ocean. Jabari's family, however, was one of the few 'specialised' clans - they were renowned pearl divers, who collected objects that could be traded to passing merchants for the items that the local community could not produce themselves.

Unfortunately, a group of pirates caught wind of this, and after ransacking the town one night, shanghai'ed Jabari. At first, he truly loathed his captors, but after a while, he began to sympathise with them (in the Stockholm Syndrome sense), eventually discovering that professing a fervent belief in Besmara would offer him a modicum of protection - and over time, the line between act and real belief blurred, until Jabari himself did not ken the difference.

Now, after being passed through several crews, Jabari does not remember, and probably would not recognise, the innocent young man that he once was - now, he revels in his position as a 'free' pirate.

That said, the only one he truly trusts is his pet snake - pirates can (and generally will) betray you, but you always know where you stand with a cold-blooded reptile.

I thought it would be fun to build a semi-aquatic PC, so I went with this build.

Stat Block:

Jabari Kybwa'ka
Male Human (Bonuwat) Ranger (Tidal Hunter) 4

CG Medium humanoid (human)

Init +6; Senses Perception +10

**+2 on Initiative whilst above or below water

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 26 (4d10+4) 3d10 + 10 ⇒ (1, 3, 7) + 10 = 21
Fort +5, Ref +8, Will +3

OFFENSE
Speed 30 ft.
Melee -
Ranged MW Mighty [+2] Composite Longbow +9 (1d8+2; 20/x2; Piercing)
Special Attacks
Ranger Spells (CL 1st; concentration +3)
1st (0+1/day): Keep Watch

STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10

Base Atk +4; CMB +6; CMD 20

Feats Point Blank Shot, Precise Shot, Rapid Shot, Endurance

Skills Craft(Bows) +7, Handle Animal +7, Perception +10, Profession(Sailor) +12, Survival +9, Swim +11

**+2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks whilst above or below water.

Traits: Reactionary, Besmara's Blessing

Languages: Common, Polyglot

FC Bonus: +4 skill ranks to Animal Companion

Combat Gear MW Mighty [+2] Composite Longbow, MW Sanctified Buckler (Besmara), MW Studded Leather, Arrows (100)

SPECIAL ABILITIES
Eye For Talent (Replaces Human Bonus Feat)
Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Heart of the Sea (Replaces Skilled)
Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

Favored Enemy (Human):
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Waterborn (Su):
A tidal hunter can breathe water for up to 10 minutes per ranger level each day. At 6th level, he can breathe underwater indefinitely.

This replaces wild empathy and the 6th-level combat style feat.

Keen Scent (Ex):
A tidal hunter gains scent, as per the universal monster rule. At 12th level, while in water, the tidal hunter can detect particularly strong or distinct odors (such as blood) up to 1 mile away.

This replaces track and camouflage.

Aquatic Mastery (Ex):
At 3rd level, a tidal hunter must select water as his favored terrain, and he doesn’t gain additional favored terrains. At 8th level and every 5 levels thereafter, the bonus from this favored terrain increases by 2.

This alters favored terrain.

At higher levels, I will double-down on the 'grapple build' for the snake.

Animal Companion:

Female Constrictor Snake (Animal Companion 1)

N Medium Animal

Init +3; Senses Perception +1; Low Light Vision; Scent

DEFENSE
AC 15, touch 13, flat-footed 12 (+2 natural armor, +3 Dex)
hp 14 (2d8+2) 1d8 + 8 ⇒ (4) + 8 = 12
Fort +4, Ref +6, Will +1

OFFENSE
Speed 20 ft.; Climb 20 ft.; Swim 20' ft.
Melee Bite +3 (1d3+2+Grab; 20/x2; P/S/B)
Ranged -
Special Attacks
Link, Share Spells

STATISTICS
Str 15, Dex 17, Con 13, Int 3, Wis 12, Cha 2

Base Atk +1; CMB +3; CMD 16

Feats Improved Unarmed Strike

Skills Climb +15, Intimidate +5, Swim +15

Tricks: Attack x2, Come, Defend, Down, Guard, Heel, Stay, Track, Exclusive


Nutѕ wrote:
Waaait a minute... This is -not- a no gear run?

You should see Emma about taking a share of the treasure!


Do you know when you're going to close this? I love pirate games but I haven't chimed in because I was working on a submission for a different game (and know I don't really have the bandwidth to take on 2 new games right now). I should, hopefully, find out tomorrow if I got picked for that one and, if not, I'd be interested in submitting something for this. Maybe a party buffer, like an exemplar brawler or one of those skalds that can help swashbucklers (wyrm singer, I believe), or a ranged damage dealer, maybe a kineticist, if those are allowed?


Yeah, dropping the magic gear is no problem. Underground Chemist is pretty similar though, I kind of just skimmed the existing characters. hmm...

Could switch to Alchemist which'd let me keep most of the fluff. Or something completely different. Gotta think.


There was a request for something with at least a little bit of healing to back up the cleric which is now being done by an NPC.

I like some of the ideas guys, just not getting there yet.


Luke_Parry wrote:
...

Firstly, I reroll 1's for hp and on this one going with at least 50%.

You are due another feat and 3 skill points.
Sanctified Buckler?


I’m still waiting to hear on the other game, but if I haven’t been picked for it (and there’s only one spot there too, so there’s a decent chance I haven’t) I have an idea for an Ulfen skald who would be a solid party buffer, be able to handle some secondary healing, and have enough UMD to potentially back up the full casters with scrolls or wands.


I need to make a decion soon


That’s fair. I’ll put together an actual submission this afternoon/evening (unless I hear from the other GM before then) and if you like it enough to offer a spot I’ll apologetically withdraw my submission from that game.


Just getting started but I thought I'd get hp out of the way...
3d8 ⇒ (5, 6, 8) = 19

Sovereign Court

To the best of my knowledge, feats and skills are correct.

I traded the human bonus feat for 'Eye for Talent', and 'Skilled' for 'Heart of the Sea'. I also took the Human alternative favored class bonus (to give my animal companion skill ranks instead), so I get a flat 6 skill ranks per level.

'Sanctified' costs 100gp, and basically adds a holy symbol to the surface of the shield (technically, you can channel to give it a +1 sacred bonus per channel dice versus one hit, but that isn't going to come into play!).

Basically, I just wanted a shield with the 'skull and crossbones' on it ;-)

1d10 ⇒ 8

There isn't really a way to turn a Ranger into a Healer (well, not effectively at any rate), so I can't really modify Janari to make him one, but I can roll an Occultist, if you like...?


Luke_Parry wrote:

To the best of my knowledge, feats and skills are correct.

I traded the human bonus feat for 'Eye for Talent', and 'Skilled' for 'Heart of the Sea'. I also took the Human alternative favored class bonus (to give my animal companion skill ranks instead), so I get a flat 6 skill ranks per level.

'Sanctified' costs 100gp, and basically adds a holy symbol to the surface of the shield (technically, you can channel to give it a +1 sacred bonus per channel dice versus one hit, but that isn't going to come into play!).

Basically, I just wanted a shield with the 'skull and crossbones' on it ;-)

1d10

There isn't really a way to turn a Ranger into a Healer (well, not effectively at any rate), so I can't really modify Janari to make him one, but I can roll an Occultist, if you like...?

No occult please. Would rather have ranger. You are human so you get a bonus feat and a skill point per level.

Sovereign Court

Fair enough! I will stop building one, then.

Sovereign Court

'Eye for Talent' is an alternative racial trait that replaces the human bonus feat (from APG).


I have this fellow from a S&S game some years ago (2013). I believe we'd compete the first book (and he's 4th level). Some adjustments would be required to fit with the build rules for this game, of course. And I'd need time to reacquaint myself with him, if it looks like he'd be a good fit.


I'm out of time for the moment but here is my almost completed skald; everything should be in the profile except for his background. I'll try to post that later tonight (and, if I can't, I'll do it as soon as I can tomorrow); but the nutshell version is that he was born into an Ulfen raiding clan, orphaned--and marooned in the Shackles--at adolescence, and has been sailing on various pirate and/or smuggling ships pretty much ever since.

I spent less than 1,000 gold so hopefully the equipment is alright- I can adjust purchases in either direction if you like.


Switched class to Alchemist, got rid of fancy magic stuff, just kept MW main weapon.

Morgash Skullcrusher: CN Orc Alchemist 4

Background:

Morgash Skullcrusher was born into the savage Skullcrusher tribe, a clan of naval orcs who plundered ships up and down the coast. Raised amidst the tempest of battle, his keen mind distinguished him early on. In the middle of battle he was able to find patterns, predicting enemy movements and exploting weaknesses. His talents did not go unnoticed, catching the eye of Borgak, a seasoned half-orc elder within the tribe, who recognized the potential in young Morgash and took him under his wing. Under Borgak's guidance, Morgash began to learn the mysteries of alchemy.

However, the Skullcrusher tribe's reign of terror eventually drew unwanted attention. One fateful day, their ships fell prey to a well-coordinated ambush by the warships of a nearby city-port. Outmatched and outnumbered, the tribe faced annihilation. As the tide of battle turned against them and their vessels began to splinter beneath the onslaught, Morgash plunged into the icy waters, where he remained hidden amidst the wreckage, avoiding detection until the warships had left.
After making his way to shore, Morgash found himself adrift in the world, and has since been on his own.


Appearance:

Morgash is tall and broad-shouldered. His skin is weathered from a lifetime battling the elements and his enemies. His hands and lower arms bear the marks from various alchemical experiments gone awry, but further up his arm the scars are more deliberate, forming a pattern of orcish symbols and mystical runes.

Beneath his armour he wears plain nautical gear and his attire is complemented by a many-pocketed belt containing his various alchemical components. A greataxe is strapped to his back.


Personality:

Beneath his scars and imposing appearance, Morgash is a calculated strategist and always analyses whatever situation he is in with a careful eye. While he holds physical strength in high regard, he recognizes the value of diverse skills and the importance of cooperation within a crew in order to achieve greater things than could be done separately.

Crunch:

Statistics
STR: 18 = Base: 14; Racial: (+4) Orc
DEX: 14 = Base: 14
CON: 10 = Base: 10
INT: 16 = Base: 17; Racial: (-2) Orc; Misc: (+1) Ability Modifier (Level 4)
WIS: 10 = Base: 12; Racial: (-2) Orc
CHA: 8 = Base: 10; Racial: (-2) Orc

Fort: +4 = Base: +4; CON: +0
Ref: +6 = Base: +4; DEX: +2
Will: +1 = Base: +1; WIS: +0

AC: 15 = Base: (+10); Dexterity: (+2); Armor: (+3) Studded Leather
Touch: 12
FF: 13

BAB: 3
CMB: 7 = BAB: (+3); Strength: (+4)
CMD: 19 = Base: (+10); BAB: (+3); Strength: (+4); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 25
Languages: Orc, Common, Giant, Dwarven, Goblin

Attacks

Melee
Masterwork Greataxe +8 (1d12+6, x3)
Dagger +7 (1d4+4, 19-20/x2)
Touch +7 (Varies, x2)
Masterwork Greataxe +7 (1d12+9, x3) (Power Attack)
Ranged
Alchemist Bomb +6 (2d6+3, x2)
Shortbow +1 (1d6, x3)

Skills

Acrobatics: 1 = +2 DEX; Misc: (-1) ACP
Appraise: 3 = +3 INT
Bluff: -1 = -1 CHA
Climb: 3 = +4 STR; Misc: (-1) ACP
Craft (Alchemy): 10 = +4 ranks; +3 INT; Misc: (+3) Class Skill
Diplomacy: -1 = -1 CHA
Disable Device: 8 = +4 ranks; +2 DEX; Misc: (+3) Class Skill, (-1) ACP
Disguise: -1 = -1 CHA
Escape Artist: 1 = +2 DEX; Misc: (-1) ACP
Fly: 1 = +2 DEX; Misc: (-1) ACP
Heal: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Intimidate: -1 = -1 CHA
Knowledge (arcana): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Knowledge (nature): 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Perception: 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Profession (Sailor): 7 = +4 ranks; +0 WIS; Misc: (+3) Class Skill
Ride: 1 = +2 DEX; Misc: (-1) ACP
Sense Motive: 0 = +0 WIS
Spellcraft: 7 = +1 rank; +3 INT; Misc: (+3) Class Skill
Stealth: 1 = +2 DEX; Misc: (-1) ACP
Survival: 0 = +0 WIS
Swim: 11 = +4 ranks; +4 STR; Trait: (+1) Touched by the Sea; Misc: (+3) Class Skill, (-1) ACP

Race Features
Type (ARG 139): You are a humanoid with the orc subtype.
Ferocity (ARG 139): You remain conscious and continue fighting even if your hit point totals fall below 0. You are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity (ARG 139): You are always proficient with greataxes* and falchions*, and treat any orcish weapon as a martial weapon.*
Darkvision (ARG 139): You can see perfectly in the dark up to 60 feet.*
Light Sensitivity (ARG 139): You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Class Features
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. You are proficient with bombs. Additionally you are proficient with the following weapons: Falchion; Greataxe
Alchemy (Su) (APG 26): When creating alchemical items, you gain a +4 competence bonus on the Craft (Alchemy) check. You may also use Craft (Alchemy) to identify potions as if using detect magic.
Brew Potion (Ex) (APG 27): You gain Brew Potion as a bonus feat.
Bomb (Su) (APG 28) (7 /day): As a standard action you can make and throw a bomb. Thrown bombs have a range of 20 feet. The damage for a direct hit of a bomb is 2d6+3 points of damage. Splash damage for your bombs is 5 (Reflex save DC 15 for half damage). You can make up to 7 per day.
Throw Anything (Ex) (APG 28): You gain Throw Anything as bonus feat*. You add +3 to damage with splash weapons.*
Discoveries (APG 29): You have made the following alchemical discoveries:

  • Mutagen (UM 16): You can create a mutagen to increase your physical prowess at the cost of your personality. A mutagen takes one hour to brew and you can maintain one dose at a time - if you brew a second then any existing mutagen becomes inert. When you brew a mutagen, you choose a physical ability score to enhance. When you imbibe the mutagen you gain a +2 natural armor bonus, a +4 alchemical bonus to your selected ability (STR, DEX or CON), and a -2 penalty to the corresponding mental ability (INT, WIS or CHA respectively). This effect lasts 40 minutes. A non-alchemist who drinks your mutagen does not gain the benefit, but must make a DC 15 Fort save or become nauseated for one hour.
  • Infusion (APG 31): Your created extracts now persist even after you set them down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
  • Explosive bomb (APG 30): The splash radius of your bombs increases to 10 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished.
Poison Resistance (Ex) (APG 31): You gain a +2 bonus on all saving throws against poison.
Poison Use (Ex) (APG 31): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Swift Alchemy (Ex) (APG 31): It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Traits
Touched by the Sea (APSkS 7): You gain a +1 trait bonus on Swim checks* and Swim is a class skill* for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Dirty Fighter (APG 328): When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats
Extra Inspiration (ACG 147): You gain three extra uses of inspiration per day.*
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Brew Potion (Core 119): You can create a potion of any 3rd-level or lower spell that you know
Throw Anything (Core 135): You do not suffer any penalties for using an improvised ranged weapon*. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.*

Equipment
Studded Leather, Masterwork Greataxe, Dagger, Shortbow, 10 x Arrows, Alchemy crafting kit, Thieves' tools, masterwork, Formula Book
Spells

Alchemist (Formula Book)
1st (DC 14): Cure Light Wounds, Enlarge Person, Firebelly, Heightened Awareness, Shield, Touch of the Sea
2nd (DC 15): Bull's Strength
Alchemist
1st (DC 14): Cure Light Wounds x2, Shield, Firebelly
2nd (DC 15): Bull's Strength x2


I won't have time to finish writing out my background tonight (though I do have a rough outline in the profile), but I had a question about how we would join the party- do you have specific circumstances in mind: signing on in port, survivor from a captured crew, 'conscripted' by crew members from a local tavern late at night? It's not a huge deal, I'd just like to end my backstory ready to join if possible.

Sovereign Court

Alright, after a bit of scrounging, I have worked out a way for my Ranger to do some healing.

Drop Handle Animal, and replace it with Heal. Drop Survival, and replace it with Knowledge (Planes). Drop Rapid Shot, and replace it with Healer's Hands.

That way, I can do some in and out of combat healing, in a pinch.

Ideally, I would eventually like to get my hands on a Healer's Satchel (1500gp), but for the moment I will settle for a couple of Healer's kits and a set of surgeon's tools :-)


Wood saw does a fine job!

Sovereign Court

Modified stat block for Jabari:

Jabari Kybwa'ka:
Jabari Kybwa'ka
Male Human (Bonuwat) Ranger (Tidal Hunter) 4
CG Medium humanoid (human)

Init +6; Senses Perception +10

**+2 on Initiative whilst above or below water

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 33 (4d10+4)
Fort +5, Ref +8, Will +3

OFFENSE
Speed 30 ft.
Melee -
Ranged MW Mighty [+2] Composite Longbow +9 (1d8+2; 20/x2; Piercing)
Special Attacks
Ranger Spells (CL 1st; concentration +3)
1st (0+1/day): Keep Watch

STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10

Base Atk +4; CMB +6; CMD 20

Feats Point Blank Shot, Precise Shot, Healer's Hands, Endurance

Skills Craft(Bows) +7, Heal +9, Perception +10, Knowledge(Planes): +4, Profession(Sailor) +12, Swim +11

**+2 bonus on Knowledge (geography), Perception, Stealth, and Survival skill checks whilst above or below water.

Traits: Reactionary, Besmara's Blessing

Languages: Common, Polyglot

FC Bonus: +4 skill ranks to Animal Companion

Combat Gear MW Mighty [+2] Composite Longbow, MW Sanctified Buckler (Besmara), MW Studded Leather, Arrows (100), Surgeon's Tools, Healer's Kit x2

SPECIAL ABILITIES
Eye For Talent (Replaces Human Bonus Feat)
Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Heart of the Sea (Replaces Skilled)
Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

Favored Enemy (Human):
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Waterborn (Su):
A tidal hunter can breathe water for up to 10 minutes per ranger level each day. At 6th level, he can breathe underwater indefinitely.

This replaces wild empathy and the 6th-level combat style feat.

Keen Scent (Ex):
A tidal hunter gains scent, as per the universal monster rule. At 12th level, while in water, the tidal hunter can detect particularly strong or distinct odors (such as blood) up to 1 mile away.

This replaces track and camouflage.

Aquatic Mastery (Ex):
At 3rd level, a tidal hunter must select water as his favored terrain, and he doesn’t gain additional favored terrains. At 8th level and every 5 levels thereafter, the bonus from this favored terrain increases by 2.

This alters favored terrain.

Heh. Well, Orthopedics is basically carpentry with better tools, right?

To put it another way, a wood saw *could* be used as an improvised surgical tool ;-)

If you would prefer a floral prosthesis instead of the faunal limb you were born with, feel free to speak up :-)


Just to stir up the pot, I am throwing a last minute application in the ring!

This is my favorite iteration of a Bard, so those who have been around the boards for some time have probably seen me apply with him before.

Reknar:
Reknar
Male half-orc bard 2/ranger 2
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 34 (4 HD; 2d8+2d10+8)
Fort +8, Ref +11, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bardiche +8 (1d10+6/19-20) or
. . mwk cold iron morningstar +8 (1d8+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), combat style (two-handed weapon[APG]), favored enemy (humans +2)
Bard Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cure light wounds, feather fall, saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, light, mending, message, read magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 20
Feats Arcane Strike, Dodge, Power Attack
Traits besmara's blessing, fate's favored
Skills Acrobatics +7, Bluff +6, Climb +7, Handle Animal +6, Intimidate +8, Knowledge (dungeoneering) +8, Knowledge (local) +9, Linguistics +5, Perception +8, Perform (oratory) +9, Profession (sailor) +6, Ride +7, Survival +6, Swim +7, Use Magic Device +9; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ bardic knowledge +1, orc blood, track +1, versatile performance (oratory), wild empathy +4
Combat Gear wand of shield (50 charges); Other Gear mwk chain shirt, heavy wooden shield, mwk bardiche[APG], mwk cold iron morningstar, cloak of resistance +1
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Track +1 Add the listed bonus to Survival checks made to track.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

===========================

Mechanically the character probably levels as Bard from here onward, maybe to become a Dragon Disciple. Who knows?! :O
He works as a supporter/bruiser character, and can actually play the role of the frontliner if he is allowed his schtick (slap on a Mithril Breastplate, and a Wand of Shield, and he can be quite resilient - something to look forward perhaps, as I am not sure if we are starting with WBL? My equipment list is not completed yet anyway).
Bard spell selection can vary a lot, and that is one of the things I love about the character - usually I focus on support first, then a mix of utility and combat buffs. On top of Inspire Courage of course. I did not take any Archetypes to keep things simple.

As a character, I imagine him as someone hardened by a difficult life - perhaps an indentured criminal? I can easily picture him having been thrown overboard from another ship after slapping the first mate for being a first grade ass, or heck maybe he could be in irons somewhere for the group to find out? For now, even though he has a way with words and can be perceptive and a good reader of people, I imagine him as a tad cynical and disillusioned with life. A solid crew could do wonders for the man!


Luke_Parry wrote:

Modified stat block for Jabari:

** spoiler omitted **...

.

Yeah, forget Healer's hands. I don't have the source and it does not give a useful benefit in this campaign. Heal does not need this.

So keep Survival/.

This is what I get so far.

Jabari Kybwa'ka
Male human ranger (tidal hunter) 4 (Ultimate Wilderness 73)
CG Medium humanoid (human)
Init +6; Senses keen scent; Perception +10
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 34 (4d10+4)
Fort +5, Ref +8, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Ranged mwk composite longbow +9 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (humans +2)
Ranger (Tidal Hunter) Spells Prepared (CL 1st; concentration +3)
1st—keep watch
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +6; CMD 20
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits besmara's blessing, reactionary
Skills Craft (bows) +7, Heal +9, Perception +10, Profession (sailor) +12, Sense Motive +4, Survival +9, Swim +11; Racial Modifiers +2 Profession (sailor), +2 Sense Motive, +2 Swim
Languages Common
SQ favored terrain (water +2), heart of the sea[ARG], hunter's bond (constrictor snake named Animal Companion), waterborn
Other Gear mwk studded leather, mwk buckler, arrows (100), mwk composite longbow (+2 Str), 40 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Water +2) (Ex) +2 to rolls when in water terrain.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Keen Scent (Ex) Notice other creatures by scent in 180-ft. radius underwater.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Waterborn (40 minutes/day) (Su) You can breathe underwater for 40 min./day.
--------------------
Jabari Kybwa'ka originated from a largely peaceful coastal Bonuwat community, which largely lived a subsistence lifestyle, harvesting the bounty of the ocean. Jabari's family, however, was one of the few 'specialised' clans - they were renowned pearl divers, who collected objects that could be traded to passing merchants for the items that the local community could not produce themselves.
Unfortunately, a group of pirates caught wind of this, and after ransacking the town one night, shanghai'ed Jabari. At first, he truly loathed his captors, but after a while, he began to sympathise with them (in the Stockholm Syndrome sense), eventually discovering that professing a fervent belief in Besmara would offer him a modicum of protection - and over time, the line between act and real belief blurred, until Jabari himself did not ken the difference.

Now, after being passed through several crews, Jabari does not remember, and probably would not recognise, the innocent young man that he once was - now, he revels in his position as a 'free' pirate.

That said, the only one he truly trusts is his pet snake - pirates can (and generally will) betray you, but you always know where you stand with a cold-blooded reptile.

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Alright, I am officially submitting a fully completed (including his background) Lief Stoutspear for consideration.

He's primarily a party buffer and 'face' (and a talented sailor), but he should be able to provide some back up to most of the other characters if/when needed. He has some capability in combat, a little healing ability (which can be expanded if necessary), and is decent at UMD (so he'll be able to use scrolls and wands to backup the casters if/when we get them). Currently his spells are all flavorful, and can be useful, but I'm willing to change some of them if it would be more helpful for the party.

Personality wise, He's generally a pretty optimistic guy, and surprisingly friendly for a pirate, but his only family at this point in his life is found family, so he tends to be loyal to and protective of those he sees that way. (He assumes but doesn't know for sure that both his parents are dead, so there could be a hook there if the GM ever wants to do something with it.)

@GM- I see that you're using HeroLab to look at other submissions. I don't have/use that program but I can try to format Lief more like that if you want/need me to.


Callum Carnvegas wrote:
I have this fellow from a S&S game some years ago (2013). I believe we'd compete the first book (and he's 4th level). Some adjustments would be required to fit with the build rules for this game, of course. And I'd need time to reacquaint myself with him, if it looks like he'd be a good fit.

How much time would you need? Not sure what adjustments are necessary.


Lief Stoutspear wrote:

Alright, I am officially submitting a fully completed (including his background) Lief Stoutspear for consideration.

He's primarily a party buffer and 'face' (and a talented sailor), but he should be able to provide some back up to most of the other characters if/when needed. He has some capability in combat, a little healing ability (which can be expanded if necessary), and is decent at UMD (so he'll be able to use scrolls and wands to backup the casters if/when we get them). Currently his spells are all flavorful, and can be useful, but I'm willing to change some of them if it would be more helpful for the party.

Personality wise, He's generally a pretty optimistic guy, and surprisingly friendly for a pirate, but his only family at this point in his life is found family, so he tends to be loyal to and protective of those he sees that way. (He assumes but doesn't know for sure that both his parents are dead, so there could be a hook there if the GM ever wants to do something with it.)

@GM- I see that you're using HeroLab to look at other submissions. I don't have/use that program but I can try to format Lief more like that if you want/need me to.

Lief Stoutspear

Male human skald (dragon skald, wyrm singer) 4 (Pathfinder Player Companion: Advanced Class Origins 19, Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Class Guide 49)
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 35 (4d8+11)
Fort +6, Ref +3, Will +4 (+3 vs. charm and compulsion); +4 vs. fear effects.
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+2/19-20) or
light flail +5 (1d8+2) or
mwk bardiche +6 (1d10+3/19-20)
Ranged composite longbow +5 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks rage power (lesser elemental blood 1d6 electricity[ACG]), raging song 12 rounds/day (draconic rage, glorious epic)
Skald (Dragon Skald, Wyrm Singer) Spells Known (CL 4th; concentration +7)
2nd (2/day)—alter self, gallant inspiration[APG] (DC 15)
1st (4/day)—alter winds[APG] (DC 14), animate rope, cure light wounds, enhance water
0 (at will)—dancing lights, ghost sound (DC 13), grasp, mage hand, message, prestidigitation
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 17
Feats Combat Reflexes, Lingering Performance[APG], Skill Focus (Perform [oratory])
Traits irrepressible, orphaned
Skills Acrobatics +6 (+8 while aboard a boat., +2 to jump), Climb +6 (+8 while aboard a boat.), Perform (oratory) +13, Profession (sailor) +9, Survival +8 (+10 while at sea.), Swim +8, Use Magic Device +7
Languages Common
SQ fearless raider, sea legs, versatile performance (oratory)
Combat Gear potion of air bubble, alchemist's fire (2); Other Gear mwk hide armor, arrows (20), composite longbow (+2 Str), dagger, light flail, mwk bardiche[APG], bandolier[UE], waterskin, 284 gp, 5 sp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Elemental Blood, Lesser (1d6 electricity, Electricity, 3/day) (Su) Melee attacks do extra energy damage for 1 round.
Fearless Raider (Ex) +4 on saves vs. fear effects, DCs of Intimidate used on you increase by 4.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Raging Song (standard action, 12 rounds/day) (Su) Song can inspire allies in a variety of ways.
Sea Legs +2 (Ex) Add value to Profession (sailor), Swim, and Acrobatics, Climb on boats, Survival at sea.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Performance (Oratory) +13 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
--------------------
Leif was born in the town of Frembrudd on Battlewall, one of the Ironbound Islands in the Land of the Linnorm Kings. His father, Snorri, who had sailed under White Estrid on her famed journey to Absalom, was the highly respected commander of a raiding ship called the White Wyrm and her crew. His mother, Brunhild, was a skilled shieldmaiden and a member of Snorri's raiding party. She missed a whole season of raids when he was born, but by the time he could tie a knot he was sailing with them (and helping to mind the ship while they were off fighting). Snorri and his crew had great success in their raids and grew in boldness, eventually raiding as far south as Citadel Gheradesca, less than a day north of the Arch of Aroden, in Cheliax. This infuriated the Chelaxian navy who, zealous to prevent a repeat of White Estrid's raid, sent a small armada of ships to hunt them down.
Despite their boldness and battle prowess, the White Wyrm, faced with such overwhelming opposition, was forced to flee. They made a run for Mediogalti Island, but were hemmed in to the west and forced to try to skirt the Eye of Abednego. The Eye, however, proved an even harsher foe than the Chelaxian. The storm took hold of the ship, pounded it with winds and waves, and scattered its wreckage across the northern edge of the Shackles. Young Leif awoke alone on the shore of a small island there, tangled in the tattered riggings wrapped around a large piece of the mast. He spent weeks exploring the island and living off of what he could forage, and a barrel of pickled fish that had been caught in the rigging with him. When it proved deserted, he fashioned a raft out of driftwood and rope from the rigging and began island hopping southward (away from the Eye and deeper into the shackles. On his third island he encountered a group of fishermen who agreed to take him to Drenchport on Tempest Cay.

He lived in the city for several years, surviving on the streets and doing odd jobs around the docks. He met Wulfric there, an aged, threadbare, Ulfen skald who despite his own circumstances did his best to help young Leif. He learned from the old man how to fight, how to tell the stories of their people in a way that would inspire others, how to do a little magic, and the fine art of convincing others to see things your way. When he came of age, he put those skills to use and found work on the Golden Gryffin, a ship that smuggled contraband in and out of Rahadoum and Cheliax. He served with them for a couple of years before the ship was taken by the Siren and her pirate crew. The captain offered to spare the lives of anyone who served under her, and Lief agreed without hesitation. He served on the Siren–one of the few men in the disproportionately female crew–for several years. Barely a week ago, the first mate, a hard man named Augustus Murillo, lead a mutiny that threw the ship into turmoil. Lief was amongst a group of about a dozen crewmembers who jumped ship as soon as it hit port and now finds himself once more looking for work.

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brvheart wrote:


How much time would you need? Not sure what adjustments are necessary.

Well, I'd have 5 ability points to distribute (previous game was 20 pt buy). Might need to adjust equipment to match the group wealth. For example, I have the Tidewater Cutlass and a CMW potion as magic items.

Reacquainting myself would be just a fuller review of the background and some of the older posts to get a feel for the base persona and work from there. Although I suppose I could just create a new persona, I expect it would be somewhat similar, anyhow.


@Brvheart- I'd bought a "hide shirt" rather than typical hide armor on purpose to avoid having an armor check penalty (since the masterwork bonus negates the -1). If the hide shirt is not allowed in this game I'd prefer to switch to studded leather rather than normal hide.

I think the ACP is why many of his skill bonuses are wrong on your version, although I'm really not sure why his use magic device bonus would have changed? The armor switch would also affect his AC and movement, but it looks like everything else matches up. Oh languages- I thought usually humans get common plus their ethnic language (Skald for an Ulfen), and then my Int bonus should grant 1 bonus language (which I was going to spend on Aquan, but I could grab Polyglot instead if you prefer)?

I'll adjust my gold up to what you have (give or take the cost difference between hide and studded leather) and if you'd like me to switch my profile to the HeroLab version just let me know.

@Callum- This is a 20 point buy also, there was a typo in one line of the original recruitment post (it said 25 in one place and 20 in the other).


Callum Carnvegas wrote:
brvheart wrote:


How much time would you need? Not sure what adjustments are necessary.

Well, I'd have 5 ability points to distribute (previous game was 20 pt buy). Might need to adjust equipment to match the group wealth. For example, I have the Tidewater Cutlass and a CMW potion as magic items.

Reacquainting myself would be just a fuller review of the background and some of the older posts to get a feel for the base persona and work from there. Although I suppose I could just create a new persona, I expect it would be somewhat similar, anyhow.

.

This is 20 point buy. I know the begging shows 25 and I corrected as soon as I could but could not delete it.


Lief Stoutspear wrote:

@Brvheart- I'd bought a "hide shirt" rather than typical hide armor on purpose to avoid having an armor check penalty (since the masterwork bonus negates the -1). If the hide shirt is not allowed in this game I'd prefer to switch to studded leather rather than normal hide.

I think the ACP is why many of his skill bonuses are wrong on your version, although I'm really not sure why his use magic device bonus would have changed? The armor switch would also affect his AC and movement, but it looks like everything else matches up. Oh languages- I thought usually humans get common plus their ethnic language (Skald for an Ulfen), and then my Int bonus should grant 1 bonus language (which I was going to spend on Aquan, but I could grab Polyglot instead if you prefer)?

I'll adjust my gold up to what you have (give or take the cost difference between hide and studded leather) and if you'd like me to switch my profile to the HeroLab version just let me know.

@Callum- This is a 20 point buy also, there was a typo in one line of the original recruitment post (it said 25 in one place and 20 in the other).

I saw the hide shirt. Not sure of the source. This was the best I could find in Hero lab, but I won't quibble about it being a shirt.

Edit: I finally found the hide shirt so keep that.


I don’t mind switching to studded leather- I just read the description (from the Varisia sourcebook) and the hide shirt doesn’t really look the way I was picturing it anyways. Am I good on the languages? And the UMD bonus?


Ya'll have made it a very tough choice: three rangers, a skald and an alchemist. Well, when the group originally started we had seven so I can take two so if we lose someone we are ok:) But the choice of rangers is tough, but I think for now I will go with the two-weapon fighting Callum Carnvegas. Callem, they seem to have a hard time getting anyone to take the Tidewater Cutlass so it might be ok there.
Now, from there I think I am going to go with Lief Stoutspear. A skald I think might fit in with this group.
So you two dot gamepplay and join discussion and pour yourself an ale on Rickety!
Everyone else, I would like to keep you in reserve just in case things don't work out with someone. Always needin' new crew!
My thanks for your contributions.


Lief Stoutspear wrote:
I don’t mind switching to studded leather- I just read the description (from the Varisia sourcebook) and the hide shirt doesn’t really look the way I was picturing it anyways. Am I good on the languages? And the UMD bonus?

You need a point in linguistics to get the additional language. UMD is fine. Either armor is fine with me. Dot gameplay and join discussion please.


Congrats to Callum and Lief - wish you all a great game!

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