| SarahRequiem |
Greetings! I'll be starting to run the Skull & Shackles adventure path in a week and i am unfortunately still two players short. So i figured i'd come and ask here.
here's some information;
Skull & shackles Ap, starting with the wormwood mutiny (obviously!)
1st level
20pts buy
average starting gold
anything not 3rd party should be allowed, though check with me first
emerging firearms rules
my current two PCs have some experience with roleplaying but are new to pathfinder.
They are human Witch and human Gunslinger.
Games are planned to happen on sunday evenings, starting next weekend, roughtly 7pm to 11pm CDT
ideally, you should not have read the skull & shackles adventure path already.
| SarahRequiem |
Skull & shackles is basically an adventure path in which the PC are/become pirates. As such, I think it would be a little difficult to maintain a paladin.
But the choice is yours really. I will only allow a class that includes summoning and companions as long as you can manage multiple creatures without slowing down the game =)
| Warsor |
Male Half-Elf Summoner (Synthesist) 1
CN Medium Humanoid (Elf, Human)
Init -2; Senses Low-Light Vision; Perception +3
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DEFENSE
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AC 9, touch 8, flat-footed 9. . (+1 armor, -2 Dex)
hp 10 (1d8+2)
Fort +2, Ref -2, Will +5
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee Unarmed Strike -2 (1d3-2/20/x2)
Ranged Crossbow, Light -2 (1d8/19-20/x2)
Spell-Like Abilities Summon Monster I (8/day)
Summoner (Synthesist) Spells Known (CL 1, -2 melee touch, -2 ranged touch):
1 (3/day) Mage Armor (DC 16), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Mending, Detect Magic, Guidance
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STATISTICS
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Str 7, Dex 7, Con 15, Int 12, Wis 12, Cha 20
Base Atk +0; CMB -2; CMD 6
Feats Extra Evolution
Traits Touched by the Sea, Treasure Mapper: Profession (Sailor)
Skills Perception +3, Profession (Sailor) +5, Spellcraft +5, Swim -1, Use Magic Device +9
Languages Aquan, Common, Elven
SQ Eidolon Link (Ex), Elf Blood, Fused Eidolon, Fused Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (40), Crossbow, Light, Haramaki;
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SPECIAL ABILITIES
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Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Monster I (8/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Touched by the Sea Underwater attack penalties are lessened by 1.
Treasure Mapper: Profession (Sailor) You've spent a great deal of time hunting down and following treasure maps - most false, but a few with legitimate information. You gain a +2 bonus on Survival or Profession (sailor) checks made to navigate using a map or chart, and one of them becomes a class skill for you.
Male Half-Elf Summoner (Synthesist) 1
CN Medium Quadruped (Elf, Human, Outsider)
Init +2; Senses Low-Light Vision; Darkvision; Perception +3
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 Nat armor, +2 Dex)
hp 10 (1d8+2) / Temp hp 11 (1d10+1)
Fort +1, Ref +2, Will +5
Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 40 ft.
Melee Bite (Bite) +3 (1d6+2/20/x2) and
. . Claw x2 (Claws) +3 x2 (1d4+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Spell-Like Abilities Summon Monster I (8/day)
Summoner (Synthesist) Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (3/day) Mage Armor (DC 16), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Mending, Detect Magic, Guidance
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STATISTICS
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Str 14, Dex 14, Con 13, Int 12, Wis 12, Cha 20
Base Atk +1; CMB +3; CMD 15 (19 vs trip)
Feats Extra Evolution
Traits Touched by the Sea, Treasure Mapper: Profession (Sailor)
Skills Perception +3, Profession (Sailor) +5, Spellcraft +5, Swim -1, Use Magic Device +9
Languages Aquan, Common, Elven
SQ Eidolon Link (Ex), Elf Blood, Fused Eidolon, Fused Link (Su), Share Spells with Eidolon (Ex), Gills (Ex), Pounce (Ex)
Combat Gear
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Gills (Ex) Breate underwater.
Pounce (Ex) You can make a full attack after a charge.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Monster I (8/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Touched by the Sea Underwater attack penalties are lessened by 1.
Treasure Mapper: Profession (Sailor) You've spent a great deal of time hunting down and following treasure maps - most false, but a few with legitimate information. You gain a +2 bonus on Survival or Profession (sailor) checks made to navigate using a map or chart, and one of them becomes a class skill for you.
| H.P. Makelovecraft |
For your approval all the Melee non of the health..I'll use Siege Engines eventually.
Male Tengu Fighter (Two-Weapon Warrior) 1
N Medium Humanoid (Tengu)
Init +3; Senses Low-Light Vision; Perception +3
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DEFENSE
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AC 16, touch 13, flat-footed 13. (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will +1
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OFFENSE
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Spd 30 ft.
Melee:
Primary: 2h Katana +4 (1d8+4/18-20/x2), Katana +4 (1d8+3/18-20/x2), Wakizashi +4 (1d6+3/18-20/x2), Bite +4 (1d3+3/20/x2).
Twf/Secondary: Katana +2 (1d8+3/18-20/x2), Wakizashi +2 (1d6+3/18-20/x2), Bite -1 (1d3+1/20/x2)
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STATISTICS
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Str 16, Dex 17, Con 10, Int 12, Wis 12, Cha 9
Base Atk +1; CMB 4; CMD 17
Feats: Two Weapon Fighting, Double Slice
Traits: Anatomist, Eye for Plunder
Skills: Climb +7, Perception +3, Knowledge (Engineering)+5 , Stealth +5, Swim 7
Languages Common, Tengu, Dwarven
Combat Gear: Katana, Wakizashi, Studded Leather
NonCombat Gear: Floatation Device, 5x Whetstone, Water Purification Sponge, Waterproof Hooded Lantern, 10 doses Lamp oil, Flint and Steel, Waterskin.
Eye for Plunder (50g worth of gear): 100ft Silk Rope, Grappling Hook, Backpack, Crowbaw, Nautical Chart (Shackles)
Currency: 2pp 2gp 10sp
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SPECIAL ABILITIES
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Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Anatomist Gain a +1 to confirm critical hits.
Eye for Plunder: You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden. You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood.
edit, stole all the Warsor formatting.
| SarahRequiem |
Alright then! Warsor and HP makelovecraft, you guys are in :)
I'll forward you the maptool logging information and such sometime tomorrow.
If you guys are familiar with the necro's fillable PDF character sheet, please fill one out and email it to me (ideally before the game!) I like to keep track of character sheets
If you don't know about it, I'll post a link after work. I'll also PM you gets my emails along with the map tool logging info!
HP makelovecraft, please figure out which character you'll be using :)
| SarahRequiem |
I was a bit off with the sheet name lol oh well
here's the link http://pathfinderdb.com/character-sheets/form-fillable-character-sheets/147 7-abellius-form-fillable-character-sheet
if you guys can also forward me some sort of picture representing your character, or something close to it, so that I can make you a token for maptool; that would be great. :)