GM Tallgrass |
Hello, everyone! I am opening recruitment for a PbP adventure here on the Paizo boards - the infamous Skulls & Shackles AP.
I'm looking for 4-5 players who are able to post at least once a day to keep things moving.
Application
To apply, please complete the (hopefully minimal) steps below.
0. Download and read the Player's Guide.
1. Build a character using the crunch below. You don't have to create an alias yet (unless you want to). I mostly just want to get a sense of what you're thinking.
2. Share how often you can post/contribute to the game. I don't want to put unrealistic expectations on the group, but I'd like to shoot for one post per day on weekdays. If we go faster, I'm down with that.
3. Share how many other PBPs you're currently playing.
4. Share why your character is in Port Peril — does he/she want to become a pirate? Are they just a merchant there? Were they simply born there? This is also known as your back story.
Character Creation Crunch
1. All characters begin at level two.
2. 15-point ability buy.
3. All alignments are allowed, but you must be able to play well with others.
4. All Paizo-created races are acceptable, but core races are preferred. No custom or third-party races are allowed.
5. Paizo-created classes and archetypes only. No paladins or summoners, please.
6. Two traits. One must be a campaign trait. Try to pick traits that align with your backstory, not just add to your character's stats (or figure out how to add stat-boosting traits into your backstory). I'm fine with flavor tweaks to make traits align better with your character's story, but please let me know that you're making the tweak before you assume I'm ok with it (I probably will be).
8. Average gold for buying starting gear for your class.
9. Max HP at level one, roll or 1/2 HD + 1 thereafter. I'm fine with your rolling and then taking the better option for your level 2 roll.
I'm in love with the Scarred Witch Doctor archetype from the ARG. If someone wanted to play as that, I'd be fine with allowing a half-orc character to take the archetype or if someone wanted to use the "adopted" trait (and had an interesting backstory), I'm good with almost any race taking it. Just a thought.
There is a lot of menial task-management that goes along with GM'ing this game. I may look to my players to help carry the burden a bit. It won't be bad, but just be prepared to "player-GM" some descriptions. I'll obviously explain more along these lines once the game gets rolling.
I was on the Paizo boards this summer running a couple of games and had to shut them all down because life got hectic. I'm sharing this in the interest of full disclosure, not as a warning for this game. I won't be taking on three GM'ing tasks this time and kid-related drama should be non-existent.
Recruitment will run until Friday, with the final decision hopefully being made by Saturday. So get those apps in quickly.
Please let me know if you have any questions.
I look forward to the applications!
Hakim. |
A young boy named Hakim, though, saw the bird for what it was, an animal, albeit one of monstrous proportions. That same day, he set off into the mountains. He had some knowledge of birds, and it was his belief that the creature had left a nest somewhere. For seven days he climbed higher and higher, surviving on wild plants and trickles of snowmelt from the peaks high above, and then he found the nest, on a ledge so high above that the town of Duwwor seemed no bigger than a tiny speck in the desert below. He even believed he could see as far as the distant ocean, though it was hundreds of miles away.
Upon reaching the nest, though, his perseverance was rewarded, for he found four eggs, each one half as tall as he was, and a great pile of rotting carcasses that had been brought to feed the roclings when they hatched. He waited, and the morning after he arrived, one of the eggs began to shake, and then to crack. With the carcass of a goat in hand, he approached as the bird broke free from the shell, stretched its wings and screamed. He screamed back, and the bird turned. He threw the goat, and the bird ate, ripping it apart furiously. As it ate, Hakim walked towards it, hiding his fear at the creature's strength. When he pet it, it rubbed against him affectionately, almost knocking him over. Hakim named the bird Shazam, and managed to carry it on his back down out of the mountains.
He thought to bring it to the local chief for his mews, but the villagers were outraged at him for bringing what they saw as a demon into their midst, and he fled downriver on a raft with the bird. Perhaps there was some truth to their beliefs in the creature's supernatural origin, or maybe it was simply that the spirits that honor the birds and beasts wished to reward the boy for saving such a wondrous creature, but on his journey down the Uta river, he felt the first stirrings of magic.
Weeks later, on the coast, he met sailors who told him of the strange hermits that lived in wild places and manipulated the powers of the natural world, and called themselves druids. He took passage on a ship, hoping to find one of these men, and learn their secrets, but they remained elusive. As the years passed, he wandered, seeking a teacher, while at the same time both he and Shazam grew in strength, until one day they were set upon by pirates. Three of the men died, and he realized that he was no longer a boy seeking a teacher, but a man seeking a purpose.
His path since has brought him to the Shackles, as he searches for a place on a ship.
Human (Garundi) Druid 1
N Medium Humanoid (human)
Init +1; Senses Perception +8
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 12 (1d8+4)
Fort +2, Ref +2, Will +5
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Scimitar +2 (1d6+2/18-20/x2)
Druid Spells Prepared (CL 1):
1 (2/day) Magic Fang, Entangle (DC 14)
0 (at will) Know Direction, Stabilize, Detect Magic
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Statistics
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Str 14, Dex 13, Con 10, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Spell Focus (Conjuration), Toughness
Traits Besmara's Blessing (1/week), Deft Dodger
Skills Acrobatics -4 (-8 jump), Climb -3, Escape Artist -4, Fly -4, Handle Animal +4, Heal +3, Knowledge (nature) +7, Perception +8, Profession (Sailor) +8, Ride -4, Spellcraft +5, Stealth -4, Survival +9, Swim -3
Languages Common, Druidic, Osiriani, Sylvan
SQ animal companion link, nature bond abilities (animal companion, roc), share spells with companion, spontaneous casting, wild empathy
Other Gear Hide armor, Heavy wooden shield, Scimitar, 150 GP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
John Stout |
Undine Cleric 2
CN Medium Outsider (aquatic, native)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 14 (2d8+2)
Fort +4, Ref +2, Will +7
Defensive Abilities copy cat (su) (7/day)
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Offense
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Speed 20 ft., swimming (30 feet)
Melee Light Shield Bash -2 (1d3/x2) and
. . Rapier +2 (1d6/18-20/x2)
Ranged Underwater light crossbow +3 (1d8/19-20/x2)
Special Attacks cleric channel positive energy 1d6 (2/day) (dc 10), storm burst (7/day)
Spell-Like Abilities
. . 7/day—Copy Cat (Su) (7/day), Storm Burst (7/day)
Cleric Spells Prepared (CL 2):
1 (3/day) Bless, Obscuring Mist, Air Bubble, Marid's Mastery
0 (at will) Detect Magic, Mending, Create Water, Vigor
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Statistics
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Str 10, Dex 15, Con 12, Int 10, Wis 18, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse
Traits Cheat Death (1/day), Touched by the Sea
Skills Acrobatics -1 (-5 jump), Bluff +3, Climb -3, Disguise +3, Escape Artist -1, Fly -1, Heal +8, Ride -1, Sense Motive +8, Spellcraft +4, Stealth -1, Swim +10
Languages Aquan, Common
SQ amphibious, aura, domains (thievery, weather), spontaneous casting, water sense
Other Gear Studded leather armor, Light wooden shield, Crossbow bolts (30), Rapier, Underwater light crossbow, 19 GP
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cheat Death (1/day) Even Besmara's most faithful worshipers usually call upon her only in times of greatest need. Sometimes Besmara intervenes on behalf of her faithful; other times, she turns her face away as they sink beneath the waves. Once per day, when you would be
Cleric Channel Positive Energy 1d6 (2/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Thievery) Associated Domain: Trickery
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Copy Cat (Su) (7/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Storm Burst (1d6+1) (7/day) (Sp) 30' Ranged touch attack deals 1d6+1 nonlethal damage and inflicts a -2 to hit penalty for 1 rd.
Swimming (30 feet) You have a Swim speed.
Touched by the Sea Underwater attack penalties are lessened by 1.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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I can contribute daily to the game, often multiple times a day. I'm currently in four regular PbPs and three Society ones.
Meriel is an undine who has become a devotee of Besmara. With this in mind, she has travelled to Port Peril in order to locate a captain willing to take her on. She hopes that her close ties to the ocean and weather shall stand her in good stead with a willing captain.
She's not really a born killer, but has often had to defend herself in what is very much a man's world. She is able to use the rapier, Besmara's holy weapon, but prefers to put distance between her and her opponents. With the ability to swim very well, she would also make an excellent member of any boarding party.
GM Tallgrass |
@GMV: How would a merfolk function on a ship? And the 5' speed seems challenging. I'm not saying "no", but I'd need to see what you have in mind.
@Were: I'm totally fine with reflavoring spells - particularly lower level ones. I'd want it to make sense based on the character and not on some exploit (i.e. knowing that a particular enemy you'll face down the line is vulnerable to a particular energy type).
Grand Moff Vixen |
@GMV: How would a merfolk function on a ship? And the 5' speed seems challenging. I'm not saying "no", but I'd need to see what you have in mind.
I have the 101 Pirates and Privateer traits. I know it is 3rd party but it has a trait that is quite useful for Merfolk.
By Land or by Sea: You are one of the rare types of merfolk who can alter their form, from having a fishlike lower body to having actual legs. Once per day you can change your form from a merfolk to a bipedal human form, losing your swim speed and gaining a base land speed of 30 ft. You gain the amphibious special quality. Changing form takes 1 full round during which time you are flat-footed. You automatically revert back if you are immersed in water. Only a merfolk character can choose this trait.
As you can see it has limited times per day it can be used. It would allow better functioning on ship though.
What do you think?
Grand Moff Vixen |
Not to butt in but the ARG has an alternate racial trait for merfolk called Strongtail..
Strongtail: A few merfolk have broad, strong tails that are more suited for land travel than the typical merfolk tail. Merfolk with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.
I am aware of it. I wanted to retain the swim speed. I can take that trait if needed. Having legs would allow for greater mobility though.
GM Tallgrass |
@Were - That's perfectly fine.
@GMV - Hmm...I'm just not sure. Put the concept together and I'll take a look at it. I don't want to limit your creativity, but honestly I'm not in love with the idea of a merfolk character.
@Pip - I'm good with MW, but if you're selected, I'd prefer to have the stat block on your alias. I'll be creating every selected character in HeroLab (or requesting .por files from those that have HL themselves), so I can send the code if necessary.
Crellan |
My submission: Ulgrast Thrice-Blessed
I typically post multiple times a week and am currently in two other PbP games. I have successfully completed to others and had a few other peter-out because the DM's were unable to finish.
The horrible scars that cover the face and body of this wretched creature must be a source of pride, as they are prominently displayed as he only wears a leather loin-cloth to accompany the odd mask he wears and the huge curved blade he carries over his shoulder. His green skin is covered in a variety of scars of all types, with the only commonality being that they appear to be intentionally designed to create sigils and shapes upon his green-hued flesh. Oddly, a patch of skin in the center of his chest is devoid of scars, but instead has what appears to be a birthmark in the shape of a bestial skull and crossbones.
Ulgrast should have died thrice-over... That he lives makes him thrice-blessed by Besmara. First, as an infant, because his birth-mother had him cast out of the village as an infant - the shame of his conception too much for her to bear. A scout from his father's tribe found him and brought him back to be raised, saving him from that fate. His second death should have come when his father's tribe was destroyed in a clan war while he was a youth. That time, his birth-mark saved him as the shaman of the victorious tribe recognized the symbol of the Thunderer aspect of Besmara revered by seafaring orcs. This shaman took him as apprentice, obviously blessed by the Thunderer, and trained him as a mystic in her service. The third time he should have died was when this village was plundered by pirates while he was on a vision-quest. He returned to find his village in ruins, and the pirates just leaving. Again his birth-mark saved him, as the pirates would not slay one so marked by Besmara. Instead they took him slave, though he took well to the sailing life and eventually was taken as a full member of the crew.
Ulgrast again finds himself drifting, however, as they crew divided plunder and he was left in Port Peril to fend for himself. Thrice blessed by both his three fortunate escapes from death and also through Besmara's blessing, his magicks, and his stamina, Ulgrast now trusts in fortune and fate, wondering what Besmara has planned for him now.
Ulgrast the Chosen
Male Half-Orc (Mystic) Witch (Scarred Witch Doctor) 2
CN Medium Humanoid (human, orc)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (2d6+10)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +2, Will +4; +2 trait bonus vs. charm and compulson
Defensive Abilities scarshield +1 (2 minutes/day)
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
. . Falchion +3 (2d4+3/18-20/x2)
Special Attacks hexes (misfortune [dc 15])
Witch (Scarred Witch Doctor) Spells Prepared (CL 2):
1 (3/day) Infernal Healing, Air Bubble, Ear-Piercing Scream (DC 15)
0 (at will) Detect Magic, Daze (DC 14), Spark (DC 14), Guidance
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Statistics
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Str 14, Dex 12, Con 18, Int 12, Wis 10, Cha 7
Base Atk +1; CMB +3; CMD 14
Feats Endurance (Shaman's Apprentice), Scribe Scroll
Traits Besmara's Blessing (1/week), Birthmark
Skills Knowledge (arcana) +5, Knowledge (nature) +5, Perception +1, Profession (sailor) +6, Spellcraft +6, Swim +2 (+6 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Orc
SQ fetish mask, hero points, hex scar, patron spells (water)
Other Gear Dagger, Falchion, Backpack (11 @ 20 lbs), Canteen, Chalk (3), Grappling hook, Rope, Spell component pouch, Trail rations (5), 16 GP, 4 SP, 9 CP
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TRACKED RESOURCES
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Besmara's Blessing (1/week) - 0/1
Dagger - 0/1
Scarshield +1 (2 minutes/day) (Su) - 0/2
Trail rations - 0/5
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Birthmark +2 save vs. charm & compulsion
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hex Scar You must scar your flesh for every hex you learn.
Misfortune (1 rd) (DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scarshield +1 (2 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
HeroLab .por available.
Otto Otto von Kielson |
Note: I will get the crunch and story finished as soon as possible and loaded into the alias.
Otto Otto von Kielson had served the sea witch for a long while. One of his ancestors came here from another world through the Eye of Abendego when it was formed and he was why the sea witch had recruited him. After learning as much as she could from him over a period of years she dropped him off in the city with a backpack full of his gear before leaving with her crew to try and travel back through the Eye to the world his his ancestor's origin. Now, in a port he is not very familiar with, he is left to find his way.
Note: The original Otto was an engineer in the German Imperial Navy (from Kiel) who was transported through in 1906 upon the formation of the Eye. However, he had been killed in an accident and buried at sea and both his body and gear were recovered by a (different) witch who reincarnated him...as a half-orc. Through a long line of sons, also named Otto (people saying that is Otto, son of Otto von kiel to Otto, Otto von Kiel's son to Otto Otto von Kielson) his ancestors have been sailing the Shackles with a bit of that same storm within them. Otto was born and had dreams of his father and through these dreams learned the necessary skills to be an alchemist and fashion firearms (the craft skill, not the gunsmithing feat, yet...)
half-orc alchemist grenadier
alignment neutral
12 Strength 2 points
10 Dexterity 0 points
13 Constitution 3 points
16 Intelligence 5 points with +2 racial
14 Wisdom 5 points
10 Charisma 0 points
Racial Traits
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity
Traits
1. (Campaign) Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
2. (Regional, the Shackles) Hurricane Savvy: You are used to sailing in the terrible winds that roll out from the Eye of Abendego, and can apply the skills you’ve learned to any storm. You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
Feats
1st level, Storm-Lashed: Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects.
Shaman's Apprentice, Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Alchemist 1, Throw Anything: Benefit: 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.
Alchemist (grenadier) 1, Martial Weapon Proficiency: Rapier
Edit: work in progress, still editing
Otto Otto von Kielson |
Note: I can post at least 1x/day, although that would be very early (about 0530 or 0600 eastern) or in the evening after 1700 or after 1900. Usually, I could post 2x/day, 1 early one later or two fairly close if both are later.
I am not currently in any PbP games but have been a few, most short-lived, sadly.
Corum Merandur |
GM Tallgrass:
Character Idea=elf magus hexcrafter
The pampered, weak second son was drawn to the taverns of Port Peril. He usually picked a table and read, but at times was drawn into the exciting stories.
Yes he often talked about how he learned swordplay from his father, a rich merchant who had to fight off pirates as he plied his trade. His dancing, he learned from his mother. He had sailed on his father a few times, and he was an acceptable seaman, but he found it boring.
Nonetheless, when it came to impressing the ladies, his storytelling prowess exaggerate his accomplishments and abilities. Maybe that is why he seemed to be getting on the nerves of the experienced sailors?
Eldrin Sumstitch Chaotic Good
Middle aged elf, ST=12; IN=16; DEX=16; CON=10; CHA=8; WIS=14;
Traits magical lineage, father is legendary captain
Feats=Weapon finesse
2 ranks of perform(dance) to move to dervish dancer
Party role: capable fighter with hexes for buffing/debuffing
Caro Cogitatus |
Character: Fengar Orrmen is a powerfully built half-orc male, nursing an ale quietly at the Formidably Maid tavern. He has let it be known that he seeks work as a sellsword on a northbound ship, in his halting and gutteral Common. He has the scars of a seasoned warrior, and the sun-baked skin of an experienced sea-dog.
The captain of the Sea Dragon, who goes by the sea-name "Lord Kraken", recognized Fengar's potential and promoted him to boarding-party warrior, training him in the rudiments of weapons and battle tactics. (OOC: this explains the starting feats "Combat Expertise" and "Improved Disarm"). Beating the odds, Fengar survived many encounters, killing almost two dozen men in the service of Lord Kraken (OOC: it was during these battles that he gained the archetype "Free Hand Fighter"). Eventually they set into Port Peril, where Fengar was entrusted to attend the first mate to negotiate the purchase of various ship's supplies such as sailcloth, rope, lumber, and provisions.
While returning to the ship, Fengar and the first mate stumbled across the fresh corpse of a large half-orc in a dark alley, clearly the victim of violence. Fengar took his chance and killed the first mate, trading clothing with the half-orc corpse and mutilating both bodies enough to prevent positive identification.
The Sea Dragon left port the next day on schedule, with Lord Kraken seemingly apparently unaware of the deception. Fengar now spends his time as a mercenary, playing up his orcish heritage and playing down his intelligence. He knows that if Lord Kraken ever becomes aware of him, he will be flayed slowly, then forced to eat his own body extremities, then blinded, at which point the *real* torture will begin. He has seen it happen.
Lord Kraken will know Fengar by sight. He did not have a name on the Sea Dragon.
(OOC: any or all of these details can be modified if they don't fit with the existing canon.)
FENGAR ORRMEN
Male Half-Orc Fighter 2
Medium humanoid (orc, human)
Init +2; Senses Darkvision, Perception+0
===DEFENSE===
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 18 (2d10)+2
Fort +4, Ref +1, Will +0
===OFFENSE===
Speed 30 ft.
Melee battleaxe +5 (1d8+3/x3)
Melee dagger +5 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)
Ranged shortbow +3 (1d6/x3)
Melee unarmed strike +5 (1d3+3)
===STATISTICS===
Str 16, Dex 13, Con 13, Int 13, Wis 11, Cha 10
Base Atk +2; CMB +5 (+7 disarm); CMD 16 (18 vs. disarm)
Feats Combat Expertise, Endurance, Improved Disarm
Skills Acrobatics -1, Appraise +1, Climb +1, Craft (Carpentry) +5, Craft (Rope) +5, Craft (Ships) +5, Craft (Untrained) +1, Escape Artist -1, Fly -1, Intimidate +6, Knowledge (Nature) +2, Profession (Sailor) +5, Ride -1, Sense Motive +1, Stealth -1, Swim +2,
Languages Common, Goblin, Orc
Archetypes Free Hand Fighter,
SQ Bonus Feats, Darkvision, Deceptive Strike, Intimidating, Orc Blood, Orc Ferocity, Weapon and Armor Proficiency, Weapon Familiarity,
===MISC===
Inventory battleaxe; chain shirt; traveler's outfit; dagger; arrows (20); unarmed strike; Shortbow ;
Alignment
Class List
===SPECIAL ABILITIES===
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deceptive Strike (Ex) At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. 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. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (OOC: I will consider Fengar to be proficient only with standard shipboard simple and martial weapons, such as club, boarding axe, dagger, cutlass, bow, crossbow, and polearms, no shields, and light armor only.)
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. (OOC: this standard racial bonus does not fit with the backstory and will be ignored.)
Mahorfeus |
Dotting!
I have a salty, peg-legged dwarf in mind. I'm thinking TWF ranger, but that's still up in the air.
Is it all right if I reflavor the Peg Leg trait a bit? It says that your leg is bitten off as a child, but I figure that some of the races with longer lifespans and periods of adolescence could get away with being a little older when they lose their leg.
Xanthis Xarthis |
Sorry forgot to answer the other questions..
I can post mutiple times per day, every day, unless something comes up in which ill notify you of..
I am currently psrticipating in 14 PbP's.. Most of which are a 1 post a day thing if that.. I post every day, but some do not etc.. Like 4 are PFS.. I would say 4-5 are actually pretty active, as in mutiple posts per day..
My backstory pretty much sums up why shes in Port Peril.. Born a pirate and always will be one.. She comes to land to for jobs and thats about it..
If you have anymore questions feel free to ask..
I plan on playing her as a flirty temptress who uses social skills well and isnt afraid to take it off to get what she wants.. Her being a very good looking elemental kin should only enhance others want to be there when said stuff is taken off.. Oh and dont piss her off or she'll fry yeah..
Adventurer#33 |
I am currently not playing in any PBP games. I was part of a couple in the last year that fizzled and died. I also played in one that finished about 3 or 4 months ago. I am currently GMing the first module for Skull and Shackles here on the forums but I am pretty sure I can keep my knowledge of the AP from infringing. I can post at least once a day and sometimes more. I made this character for your consideration. Let me know what you think.
Ben Sandlock
Tall and well built with long blond hair and blue eyes Ben Sandlock is an impressive figure of manhood, for a Halfling. At three feet and five inches tall Ben is tall for a halfling. He wears his long hair woven into a complex braid that reaches the middle of his back. There are three links of chain woven into the braid at the base of his skull. The chain links are part of the manacles that bound Ben to his oar when he was a slave, he wears them so he won't forget what it was like and how important freedom is. He wears blue dyed canvas trousers tucked into brown leather gaters. Under his short sleeved chain shirt he wears a linen shirt, and a leather vest over it. He has a red silk scarf wrapped around his waist and a wide leather belt over it. A rapier hangs at his left side and a dagger and his belt pouch hangs on his right. He has two more daggers concealed in wrist sheaths. He has another red silk scarf tied around his head.
Ben is like most free Halflings he loves good food and drink, and music and singing. He hates slavers passionately, and has difficulty passing up opportunities to harm them and their trade.
Male Halfling Rogue (Swashbuckler) 2
CN Small Humanoid (halfling)
Init +2;
Senses Perception +7
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Defense
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AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 14 (2d8+2)
Fort +2
Ref +6
Will +1; +2 vs. fear
Defensive Abilities evasion
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Offense
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Speed 20 ft.
Melee
3-Dagger +4 (1d3+2/19-20/x2)
Rapier +4 (1d4+2/18-20/x2) and
Unarmed strike +4 (1d2+2/x2)
Special Attacks sneak attack +1d6
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Statistics
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Str 14,
Dex 14,
Con 12,
Int 11,
Wis 10,
Cha 12
Base Atk +1;
CMB +2;
CMD 14
Feats
Catch Off-Guard
Improved Unarmed Strike
Traits
Expert Boarder
Eye for Plunder
Skills
Acrobatics +7 (+3 jump),
Appraise +1,
Climb +7,
Diplomacy +5,
Disable Device +2,
Escape Artist +4,
Perception +7,
Profession (sailor) +5,
Ride +0,
Sense Motive +4,
Sleight of Hand +5 (+7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +7 to oppose the Perception check of someone observing or frisking you regarding items in the sheath),
Stealth +8,
Survival +1 (+3 to avoid becoming lost when using this),
Swim +5;
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fearless, rogue talents (unarmed combat training)
Other Gear Chain shirt, Dagger, Rapier, Belt pouch (3 @ 0.5 lbs), Compass, Flint and steel, Wrist sheath (1 @ 0.5 lbs) Dagger, Wrist sheath (1 @ 0.5 lbs) Dagger, Sacred Keepsake: Three links of chain
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Special Abilities
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Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Expert Boarder Besmara rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Fearless +2 racial bonus vs Fear saves.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
devilfluff RPG Superstar 2014 Top 32 |
Here's what I've got so far: Pelgrev, Shoanti Savage Barbarian.
The background is not complete, but is in progress. Basic premise is that he got to the Shackles as an escaped slave. Now, he is too ashamed to return to his homeland. So he is trying to make his way and thinks he is suited to joining a ship's crew.
I am currently not in any pbp campaigns(in fact this would be my first). I can easily post once per weekday(and fairly often have some time on weekends)
I will post an update as Pelgrev when I finish his story(probably tomorrow).
Allie "Cat" Calico |
If it is not too late, I would like to throw Allie's hat into the ring.
I am currently participating as a player in 5 Play-by-posts; two of them for multiple years.
My primary alias is Cuchulainn. Feel free to look at my other aliases and decide if you like my style of play.
Allie's backstory and crunch are complete within the Alias Profile.
Allie isn't actually looking to become a pirate, she gets grabbed and wakes up on the boat. She has come to the Formidably Maid looking for easy marks to pick-pocket.
Tazo |
Hi GM Tallgrass!
Like Reinald, I also had a character made for a Skull and Shackles recruitment that I'm interested in submitting; only it had been based on some reflavoring of third party material. Basically, the character was inspired by sirens of the sea.
Would you be okay if I used the Lotus Geisha archetype as a base, with some relavoring so it's not just a Tian class?