Tark's Skull and Shackles recruitment.


Recruitment

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hey thanks Alistair! Our two rogues loose in the Shackles would shiver da timbers of many a plump merchant vessel an send 'very tavern lass running for da high ground!

@ Tark - crunch complete and ready for review. Working on background now.

Grand Lodge

TarkXT wrote:
Felix Tahrhal wrote:
So does that mean I have to change my character class? Cant be lore warden anymore?
Or alter the backstory slightly to have been or still is a member of the society.

Fixed. Check to see if its alright


I am unfortunately drawing blanks as to what I might want to play with Unira shot. I considered a Strix character, but that's surely right out as well. My mind's pretty well stuck on the ARG these days, unfortunately!

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

OKay, because I love pirates, may I submit Mugwort the goblin gunslinger, for your consideration!

STAT BLOCK!:

Mugwort
CN Male Goblin Gunslinger 1
Init +4; Senses Perception +5, darkvision 60'
------------------------------------------------------------------------
DEFENSE
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AC 15, touch 15, flat-footed 11 (+4 dex, +1 size)
hp 12 (xd10+1+1FC)
Fort +5, Ref +6, Will +1
------------------------------------------------------------------------
OFFENSE
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Spd 30'
Melee +3
Ranged +6
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
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Str 12, Dex 18, Con 14, Int 13, Wis 12, Cha 8
BAB +1; CMB +1; CMD 15
Feats (1) goblin gunslinger, gunsmithing*
Skills (5 skills) Acrobatics +8, Climb +5, Perception +5, Ride* +8,
Sleight of Hand +8, Stealth* +12, Swim +5
Special Abilities: grit (1 point), deeds, gunsmith, +4 ride and stealth, +4 size to stealth
Traits: goblin foolhardiness (+1 to attacks vs a larger opponent when no allies are adjacent), peg leg (+1 to fort saves, +1 damage vs sharks and aquatic subtype)
Language Goblin, Common
Possessions None
------------------------------------------------------------------------

Stat Math:
Str 12 (5 points -2 racial)
Dex 18 (5 points +4 racial)
Con 14 (5 points)
Int 13 (0 points)
Wis 12 (2 points)
Cha 8 (0 points -2 racial)

1.What set of circumstances found you in Port Peril at a tavern having a lively drink anyway?
Mugwort not in bar. Mugwort wait outside bar, make great plans to burn
bar down and kill many longshanks! Mugwort find half bottle rum, fall asleep. Bad men trip over great Mugwort, throw Mugwort on ship to eat rats. Mugwort like eat rats, not like ship. Too big! No place to run!

2.Are you the type who struggles against his chains as they are being put on or waits for an opportune moment to murder the jailer?
Mugwort make murder! Great longshank killer Mugwort! Mugwort kill (pauses to count fingers... 1...3..1..) lots of longshanks! At least 1. Maybe half longshanks? Mugwort definitely trip longshanks! Maybe they get splinter? Mighty Mugwort!

3.How do you see your character developing mechanically? Storywise?
Mugwort be good bos'un, hit people with stick, make longshanks row harder! (I see Mugsy becoming a true pirate once he realizes how much money is in it, probably sticking with Gunslinger and perhaps learning to use siege weapons...)

4.Be ye a dirty scoundrel who would sell his mothers soul fer a farthing and a pint o' rum or be ye some heroic type who be thinking himself better 'n 'is fellow black hearted bastard?
Mugwort no have mother. If Mugwort did have mother, how much is farthing? Is farthing lots? Mugwort can find mother for farthing!

5.THAR BE VOIKINGS OFF THE STARBOARD BOWWW!!! What do you do?
MUGWORT MIGHTY PIRATE! MUGWORT LOAD LONGSHANKS IN CATAPAULT, THROW LONGSHANKS AT VOIKINGS! Maybe set longshanks on fire first? Everything better with fire!

I see Mugwort working best when he has some sort of 'hero' to worship that can keep him on the pirate path without becoming too much of a raving psychopath. Or at least with the mentality that, yes, he IS a psychopath, but he's our psychopath...


Unira,

If you are really set with playing a water-focused creature, why not ask about playing a Suli, it has the flavor that I think you are going for, and still meets Tarks requirements. Build your Suli with a Water Janni bloodline then tack on: Genie Blood (Human - Keleshite) Trait, and build your back story around being Keleshite. It could really work, have some fantastic flavor and not be super OP.


@Unira

A few interesting choices could be Nagaji, Samsaran, or Vishkanya. They could all work for unique backgrounds. The Samsaran for example could be trying to correct a mistake made from a past life, thats all sorts of fun right there. ;)


Sheet and 1st lvl backstory complete. Please let me know if you need anything else.


If it's not too late, I'd like to submit this character. Most info is in profile, the rest are in the spoiler:

Questions:

1.What set of circumstances found you in Port Peril at a tavern having a lively drink anyway?

Searchin' for work, honest or otherwise, and avoiding any ships carrying Chelish flags. Drinkin' hard men under the table's always a good way to prove your worth.

2.Are you the type who struggles against his chains as they are being put on or waits for an opportune moment to murder the jailer?

If you'd been meaning to shackle me expect me to fight nail and tooth. If you somehow win, sleep with an eye open. I'll wait for the right opportunity to choke you with these very chains.

3.How do you see your character developing mechanically? Storywise?

Mechanically she would keep going straight monk levels. She would be taking Power Attack at the earliest opportunity (plus Weapon Specialization and that feat chain via martial artist). Storywise, I expect her to have a hard time facing the bondage, but adjusting quickly to the situation and using her talents to survive and excel at any job. She tends to keep people at arm's lenght, and getting to trust anyone would be a big step for her. Siera would probably make a very loyal follower, though, not a leader.

4.Be ye a dirty scoundrel who would sell his mothers soul fer a farthing and a pint o' rum or be ye some heroic type who be thinking himself better 'n 'is fellow black hearted bastard?

I'll do anythin' ta survive, though I f%#%ing hate chains. Slaves are more kin to killin' ya in yer sleep than a banana cargo. The sea is an unforgivin' b++$&, and we who sail it must become the same. That I did.

5.THAR BE VOIKINGS OFF THE STARBOARD BOWWW!!! What do you do?
Let's send these goat-f@%%in' bastards back up the frozen hellhole they came from! 10 gold per blond-curly-f@~~in'-head ya have over me, screamer, get'ta bloody work already!


All finished. Looks like some tough choices.
Only unusual thing with Ryzern is the cypher-mage feat.

Grand Lodge

Xaikon monk( martial artist)1st level CN Tengu
Str 12 Dex 16 Con 10 Int 14 Wis 16 Cha 11
BAB +0 Fort +2 Reflex +5 Will +5 Initiative +5
AC=16 (10+3+3) touch:16 Flat:13
CMD= 17 CMB= +1
Unarmed +2 1d6+1
feats: catch off guard,throw anything
Acrobatics= +7 (1+3+3)
Climb=+5 (1+1+3)
Linguistics= +10(1+2+3+4)
Perception =+9(1+3+3+2)
Profession:Sailor=+7(1+3+3)
Stealth=+9(1+3+3+2)
Swim=+5(1+1+3)
Traits
Dockside Brawler +1 unarmed and improvised weapons, free brassknuckles
Reactionary +2 to Initiative

Will post answers to the questions later


Here you go

To say that Riallah was born to be a pirate would be a spectacular understatement.

Born in the cabin of a pirate galleon in the midst of a pitched battle fought in the worst of a raging storm, Riallah entered the world to the sounds of roaring cannons, howling winds and clashing steel, sounds that have been as welcome as a lullaby ever since.

Her father the infamous One-Eyed Jack, her mother, the deadly first mate Blackwater Beth, the girl was born the closest thing to a pirate princess anyone could remember.

Destined from her first breath to become legend, those few who have heard of her entrance into the world still toss a silver into the water whenever they speak of it. If one were to find the ship’s old chiurgeon drunk enough to talk, they’d hear a tale of a birth at sea in the height of a pitched battle, a mother of a storm raging all the while. Amidst the screaming and cursing, in the light of a bolt of lightning that lit up the sea, Beth seemed to change before the woman’s eyes. Laying there before her, skull and bones bandanna holding back hair drenched in sweat, legs splayed awaiting the arrival of her child, sat Besmara herself, fierce eyes sparkling as she laughed away the pain. Besmara's Blessing

A trick of the light perhaps, or a bit too much rum,the woman tried desperately to forget the feeling of divine chaos that filled the room in that moment, but none could deny the goddess’ favor that day as the crew won the day against superior forces, and the sea became calm the moment the screaming babe was put to the breast, the new mother once again herself. Undeniable was the birthmark, the skull and bones dark against the newborn’s shoulder, a sure sign of the Eternal Raider’s touch.

As the girl grew, raised by the crew, an extended family of madness and mayhem, her gift for the life became evident. Able to toddle across a rolling deck from the moment she learned to walk, her natural agility was nothing short of remarkable. Dex 16 She learned to fight from the moment she could hold a rapier, Weapon focus and from her father she learned the use of deadly firearms Exotic weapon proficiency before her 13th year. From her mother she learned the skills of deception, surprising an enemy by doing the unexpected. As she grew, she found that she had a rare affinity for the sea, as at home in the water as she was on the deck.

In fact the pull she felt for the ocean and the life of freedom went beyond the simple enjoyment of the typical pirate, it was a yearning deep within her soul, a calling to the freedom and chaos that was everything Besmara represented. She devoured every story and tavern yarn she could come by, adopting the goddess’ concepts as a way of life, free to live as she chose, profit from whatever she wanted and benefit from always being a step ahead. Cleric

Life would take an unpleasant turn a few years later when the ship was ambushed by a couple of Chelaxian galleons, an attack that left Riallah an orphan, left for dead in the middle of the ocean. Through a freezing cold night she clung to flotsam, focusing on the cold to keep her awake, the chill making its way to her very bones. And yet she knew that the sea would provide her with an escape. Flotsam Domain
Almost a full day later she was found by another ship, a tobacco trader out of the south. Over the next few years she made her way from ship to ship, surviving on wit, skill and a knack for knowing when to make her exit.

In fact it was this same skill that led her to the tavern in Port Peril, leaving the ship she’d been on for the past year after reading the Captain’s journal while the man slept and seeing his plans to keelhaul her on the next voyage, seeing her as a threat to his hold on the crew. It wasn’t his fault she’d always had a gift for being liked. Men, women it didn’t matter. In no time Riallah could have anyone willing to follow her on a grand adventure, a talent that often made her as many enemies as friends and bedmates.


I think Aoros would like Rhialla but not trust her at all. xP


Mumbata trust no white devil!


@ Sylvestra

So reading through everyone else's background, I noticed that we're both 22 and both born during a spectacular nighttime storm at sea. Looks like Besmara had a busy night blessing a future witch and cleric.


Seems she likes bring those she blesses on quite a ride when they are born. I spent my first night out of the womb on deck during a night storm as well.


Rhialla "Buxom" Blackwater wrote:

@ Sylvestra

So reading through everyone else's background, I noticed that we're both 22 and both born during a spectacular nighttime storm at sea. Looks like Besmara had a busy night blessing a future witch and cleric.

Definitely an odd coincidence.


Whyler Durtont wrote:
Seems she likes bring those she blesses on quite a ride when they are born. I spent my first night out of the womb on deck during a night storm as well.

That's right I did see that, very cool.

Grand Lodge

Questions
1.What set of circumstances found you in Port Peril at a tavern having a lively drink anyway? Having finished my daily work at the Ship yards securing the rigging, and making sure all was clean, for my shipwright employer. Having made a reputation for my self amongst the local thugs and toughs three beset on my way to my favorite drinking establishmetn the Formidible Lady. They attacked me and in kind I laid them, out, seeing one with a beautiful Tricorn hat with a dyed blue feather I took it and all their money, Once in the lady I began a hearty meal of peppered stew and a fine brandy, the fools wandered in bloody and promptly tried to tussel again. i eagerly obliged as i sent them whirling away once more. I was bought a fine ale and gladly excepted....Yet after that the night blurs

2.Are you the type who struggles against his chains as they are being put on or waits for an opportune moment to murder the jailer?

Having spent time as both I do know that the Goaler and his inevitable boss are just waiting for you to escape. This though lessens as you see them see you as broken thats when to strike. it also allows you time to get the lay out information and personalities of your captors and easily defeat them.

3.How do you see your character developing mechanically? Storywise?

I see Xaikon as a straight monk martial artist that plays up hie dexterity and eventually gets Monkey Style, Improved Grapple, and focus on mostly unarmed combat,

Storywise I see him the silent yet strong character, who becomes a brutally efficient killer, though is wise and ponderous. he is a Martial Artist first and yhus is one of the first to board. He also dooes what is nessacary, and if doing so gets him the lash so be it.

4.Be ye a dirty scoundrel who would sell his mothers soul fer a farthing and a pint o' rum or be ye some heroic type who be thinking himself better 'n 'is fellow black hearted bastard?

Sure if you can find her, but I am a man of refinement and perfer to have brandy. I like all tengu though are raised by the community in a rookery, i am also not above heroics, though only when the mood stirkes me, and if my risk gets me great gain

5.THAR BE VOIKINGS OFF THE STARBOARD BOWWW!!! What do you do?
As I hear the call a guickly get a grapple and a rope, i whirl it above my head as the deck scrambles and wait once with in range I throw it and quickly get across, once in the fray i grab buckets, helmets, shields, belaying pins, winces, rope, etc. What ever i find smashing people with them, my fists and with what ever blade i carry

side note have a pirates outfit, a tricorn hat, and brass knuckles as inventory See above and campaign trait Dockside brawler, Forgot about languages... Tengu and Common are his starting languages with Ploygot and Aquan as his intellegence modifer, as well as orc and draconic as for those from his rank

Grand Lodge

History:

Xaikon was born in Port Peril to the Iorn Beak Clan of Tengu there who are in the well know slums. Here he was raised like all tengu. He however was an odd child often punmmeling and fighting with his fellow brood mates. This lead him to be put under Paxzan, the clans noteable martial artist. He quickly was taught by the older tengu not only the basics of tengu education with languanges and swords as he was also taugth to use his mind and body as a weapon. It is from these first crucial years that young Xaikon learned then simple forms he does now. He excelled quickly learning to master the art of using everday objects as weapons and soon was becoming devistating with his improvised weapons. On a trip with Paxzan he learned of the life of the sailors and the pirates of his home, quickly Xaikon ached for the sea.

about two months later he got his chance, beset by odd mwangi sailors he quickly defended him self as only one stood back when all was said in done the 6 assailents were down and Xaikon stood tall the mwangi woman, Kalis captian of Arodens' Whore. The captian called "the Siren" by most was an accomplished witch of the Sea. He learned a few things on the ship at the time, but it was a brief 3 months as he was spared from death by a powerful raiding party of Gillmen who took the officers and captian below and let the other drown, Xaikon and a few of his shipmates managed to make a quick raft and made it to a Sargavan ship and was taken aboard. here he was chained and made a slave swab. During this time he learned much, and with the slave fights the captian did he quickly rose to his freedom. Once freed he was dropped off at Port Peril and made a name for him self as a brawler off all challengers, and a decent deck hand. He also made enemies with alot of the local gangs. He was a regular at the Formidiable Lady until that fateful night


Completed Submissions:

Shizzle69 - Druid
Blood wolf - ranger (beast master)
Sylvestra Striana - SeaWitch
Kobe Malonar - VivisectionistAlchemist
Tevyn de Fonseca - Sorcerer
Captain Rorgrim Stormbeard - Barbarian
Felix Tahrhal - Fighter(Lore Warden)
Kess the Osprey - Druid
Kavar Baelali - Fighter
Unira Waveborn - Undine Cleric
Mumbata of Bonuwat - vivisectionist alchemist
Icero - Gunslinger
Devastation Bob - Archaeologist Bard
Variel Nightstorm - Magus
Rusk - Fighter (brawler)
Randall McNally - Bard (sea singer)
Alistair Duphrane - Rogue (swashbuckler)
Henri Vaas - Inquisitor of Cayden Cailean
Barthalamu Wintwist - Oracle of Waves
Strom Burlog - Barbarian (sea reaver)
Benton Fisk - Oracle of the Waves
Ilian Tyrus - Fighter (Lore Warden)
Rhialla - Cleric of Besmara
Riven Roger - Rogue
Hajj the Ouat - Monk
Aoro - Tatooed Sorcerer
Lorn Butterrum - HAlfling Sorcerer
Ryzern - Wizard
Mugwort - Goblin Gunslinger (might I have some crunch and backstory with that bit of entertainment?)
Siera Saltwater - Monk (Martial Artist)
Xaikon - Tengu Monk


Illian Tyrus is actually a Tactician now.

Edit: Which I apparently forgot to change in the most obvious place in the profile. Whoops. Sorry about that.


@Tark - That brings the total # of 'completed submissions' to 31. Please don't take this as anything other than an excited and hopeful participants questions, but have you thought any more about having one group or two? Or starting the selection process earlier than you originally planned due to the plethora of excellent submissions?


Pathfinder Adventure, Adventure Path Subscriber

May I present the Cecic the 'Cabin Boy', a halfling cleric of Besmara.

Cecic Story so far:

As a young halfling in the Shackles, his father was a dred pirate, well that's what his mother told him, though she couldn't quite remember his name. She said that his father could beat all the 'uncles' that came to stay and bought her drinks, where she worked in the Inn, 'The Bald Parrot' When he was first old enough, he went with his 'uncles', who taught him a thing or two about being a sailor, not to mention some things he'd best not repeat for his mother. As the eldest of the brood of children, 7 in all, it was up to him to look after them.
It was several years ago that his mother, Ginra fell into the harbour coming home from a heavy nights drinking with one of his 'uncles'. At least that's what uncle Captain Cranchr told the authorities and the children. It was then the children were given to the temple of Besmara and cared for, well some of the time, the rest they were given to various sea captains to use as cabin boys and girls. It is strange, but Cleric Frodthak, saw in Cecic a gift, he said given by the Lord of all Pirates, and so taught him the faith of Besmara. He has developed that ever since, its been invaluable when he's been a cabin boy for a sick captain.

There is one side effect he has found and a profitable one too, being just the 'cabin boy' allows him to find certain information that others prefer to keep secret, which can be sold for good money.


Cecic on the docks:

The docks were quiet now, the pale yellow of the sun struggled to penetrate the morning sea mist that draped across the harbour. The sounds of seagulls squarking their morning chorus, as their white and black feathers swooped and dived in the still air above.
On the dull gray stone quay stands a child looking longingly out to sea, his unkempt brown hair tied behind his head attempting to create a small ponytail. The mist clings to his hair, fine droplets grow until they fall onto his worn brown leather waistcoat, which covers a dull yellow shirt. Black breeches hang down, each leg covered to half way up his brown hairy calves. The trousers are held up by a black leather belt with a large intricate silver buckle, the head of a female pirate smiling over the water.

He sways slightly as the sea laps almost silently against the quay, almost unsteady on his large tanned feet, which seem oddly out of proportion with the rest of the boy. Yet the boy holds in his hand a bottle, almost empty, the remains of the tea colored liquid settle and sway in the last inch of the glass container. The boy is surrounded by a smell, he has started the road to ruin young, the sweet smell of rum envelopes him, his clothes and escapes from the bottle.

As you get closer, he turns to you, his green eyes under bushy brown eyebrows, take their time to focus on you. A clean shaven face with a pug nose and smile, slowly words are formed and a slurred voice reaches your ears, "Morning, nice day to go to sea, hic? Best to make the most of dry land and a port while you can." The smiles turns silly and his eyes glaze. This is not the boy you thought you first saw, but a seasoned sailor, a halfling. You move away, not trusting to his ways, the quickness of his hands, the deftness of his touch, for are not all halflings prone to interest in another's wares. Looking back, he has turned once more and looks wistfully over the water, swaying in time with those gentle harbour waves.


Cecic development notes:

He will take Childlike feat and probably Pass for Human which will bring him to be the 'cabin boy'. After that it will be feats to aid his clerical skills. He will probably take a couple of levels of rogue or bard, which will add a few more skills to aid any ability he might have to be spy like, I mean he's only a child!!!

He will take a couple of levels in a second class, in the hope of gaining more skills, either bard or rogue. I kind of lean towards bard, to give the option of the Mystic Theurge.


Cecic stats:

Roughly the stats I see Cecic having, may need some tarting up, includes a couple of traits, but these can be changed as required, but it gives an idea of Cecic as he will appear. Probably change spells a bit too.
CECIC CR 1/2
Male Halfling Cleric 1
CN Small Humanoid (Halfling)
Init +3; Senses Perception +5
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +4, Will +6
Defensive Abilities Copy Cat (Su) (6/day)
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OFFENSE
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Spd 15 ft.
Melee Rapier +0 (1d4-1/18-20/x2) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Copy Cat (Su) (6/day)
Cleric Spells Known (CL 1, 0 melee touch, 4 ranged touch):
1 (2/day) Magic Weapon (DC 14), Protection from Evil (DC 14), Obscuring Mist
0 (at will) Resistance (DC 13), Purify Food and Drink (DC 13), Create Water
--------------------
STATISTICS
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Str 8, Dex 16, Con 12, Int 10, Wis 16, Cha 15
Base Atk +0; CMB -2; CMD 11
Feats Childlike
Traits Magical Knack: Cleric, River Rat (marsh or river)
Skills Bluff +6, Escape Artist +1, Perception +5, Profession (Sailor) +7, Ride +1, Stealth +5, Swim +2
Languages Common, Halfling
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Oceans, Cleric Domain: Trickery, Fearless, Spontaneous Casting, Surge (CMB 4) (6/day) (Su)
Combat Gear Armored Coat, Bolts, Crossbow (30), Crossbow, Light, Rapier; Other Gear Backpack (30 @ 1.5 lbs), Bedroll, Blanket, Holy symbol, wooden: Besmara, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Cleric Domain: Oceans Associated Domain: Water
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Fearless +2 morale bonus vs Fear saves.
Magical Knack: Cleric +2 CL for a specific class, to a max of your HD.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Surge (CMB 4) (6/day) (Su) Create a wave that can bull rush or drag a target.
--------------------


This is a character I made for a short-lived S&S campaign here on the forums. The campaign got only a few days after the beginning, though.

1.What set of circumstances found you in Port Peril at a tavern having a lively drink anyway?:

Any intelligent cap'n needs a priest on-board, to bless his men, heal wounds and whatnot. I haven't seen one of those though, but I can improvise.

2.Are you the type who struggles against his chains as they are being put on or waits for an opportune moment to murder the jailer?:

Even in the worst storm the waves part sometime somewhere. It's just a matter at finding that exact moment and spot.

3.How do you see your character developing mechanically? Story wise?:

Mechanically: If the group would be melee or attack-heavy he would keep his Evangelist archetype to buff the party. If the group included many casters, though, he would lose the archetype and get normal domains and a bump to his channeling ability. He should proceed fairly normal after first level, keeping cleric levels to get healing and buffing capabilities. I see him as shouting and cursing blesses, buffing the party and then joining the fray with a trusty rapier or cutlass. If it would be possible, I'd ask the DM to make an exception and let Ned use Dervish Dance with the rapier (Besmara's weapon). If that wouldn't be possible, he'd change Dex and Str.
Story-wise: Ned could easily work as a leader or as a follower, giving advice to any captain who'd take him. He'd like to join a good crew so they can expand their rep and the 'word' of his goddess.

4.Be ye a dirty scoundrel who would sell his mothers soul fer a farthing and a pint o' rum or be ye some heroic type who be thinking himself better 'n 'is fellow black hearted bastard?:

Lady Bes doesn't care for the hows or whys, she cares only for the chase and the battle! As long as me name is shouted as a curse by sailors and as climax to whores everywhere down the coast I care not a fig for the acts that brought it.

Ned cares a lot about building a reputation so his goddess will notice him. He would adapt quickly into the methods of the crew he entered, becoming an honorable thief or a black-hearted slaver.

5.THAR BE VOIKINGS OFF THE STARBOARD BOWWW!!! What do you do?

Button your pants and buckle your swords, you dirty scallywags! Sailors will shout your names and ladies will wet their pants when they hear o' this battle! Queen Bes is watchin', make the lady proud!, Ned shouts as he draws his blade and joins the fray.


Riven Roger's background:
He stood leaning against the rail up in the crow's nest scanning the horizon. The oppressive heat and stale, non-moving air caused the distance to be blurry and his imagination to run wild. With nothing but sun and waves to watch for the time it also had him reminiscing...

...he remembered well the look of relief on his mother's face as she clutched the handful of silver and the rough looking men lead him away. She didnt even look back as he protested with wails of how much he loved her. He had always know that being sired by a sailor and born to a whore; his future didnt look too bright. But Riven was an optimist with an ever present smile and held out hope that things would turn around for him. Although he had doubts when just a few weeks later he was chained to an oar bank on a large galley...

He snapped out of it as a huge whale broke the sea in an impressive display of strength and grace. With nothing else in view he slipped back into the past...

...the storm was the kind that seers spoke of weeks ahead of time and if they'd had a seer on board they mightve sought shelter in port or at least anchored up on the lee side of the island they'd passed three days afore. As it was they'd had no warning and the gales, waves and lightning had the Captain scared and making poor decisions. 'The Whip' lashed out at the oar bank slaves but no amount of rowing would save this ship and its crew. He could still feel the air burning in his lungs and the gurgle of the sea in his ears when they went under and he thought he was dead...sure as thar be salt in water and sun in yur eyes, it is... Waking up on a beach still chained to the others and with no Bosses in sight was a welcome thing indeed and Riven smiled all the wider...

...Two Knuckles was bellowing at the fellas below to get back to swabbing and Riven was thankfull he had pulled the long straw and gotten the Nest duty. Again...hohoho, they never be guessing that I be holding me own straw every time... Still it reminded him he had a job to do so he put the fancy looking glass to his eye and swept the horizon again. There it was! Off the port side, a dark spire almost hidden in mist and the illusions that heat caused. Land Ho! Land Ho! Port side half past da Greco! Land Ho!...his excitement grew as they had all heard the Capt'n tell the stories of treasure hidden somewhere on the Isle of Moreau. He started calling out the distance to Two Knuckles who kept the bellowing going with orders to trim sails and start counting the depth...

There were a few years that were a blur after being 'rescued' by a pirate capt'n named Long Toof...I still swear that it shouldve been Long Tooth but when the Capt'n is missing the two front ones beside it and says it like 'Toof' no one dares correct him, you heard?... Rescued that is if you consider being taken on board still in chains with the scurvy and dysentary prevalent. A week later Long Toof and most of the crew was dead and tossed over the side. Riven and the others were freed from the chains to help sail the ship back to port. Another week later and they were part of the new crew under Capt'n Drexin Bishby and life was good...

...10 fathoms! came the cry from the bow even as Riven yelled One league to dry land! and right behind him Two Knuckles was easily heard Landing crews to da wherrys and ready to strike dem you worthless dogs! Look sharp up dar Jolly!...

and that was three months ago this half moon coming. He'd never know what happened to those that went ashore or why half of the crew that didnt went mad and had to be put to the knife and fed to the fishes. Good thing they'd been able to pluck the bounty from that silk laden ship and sell off in Drenchport afore coming here to Port Peril...now all I be needing is some dark rum and to pinch a plump wench whar she be da most plump, it is...

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Your wish is my command, Oh sahib!

Mugwort Stats:

Mugwort
CN Male Goblin Gunslinger 1
Init +4; Senses Perception +5, darkvision 60'
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DEFENSE
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AC 15, touch 15, flat-footed 11 (+4 dex, +1 size)
hp 12 (xd10+1+1FC)
Fort +5, Ref +6, Will +1
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OFFENSE
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Spd 30'
Melee +3
Ranged +6
Space 5'; Reach 5'
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STATISTICS
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Str 12, Dex 18, Con 14, Int 13, Wis 12, Cha 8
BAB +1; CMB +1; CMD 15
Feats (1) goblin gunslinger, gunsmithing*
Skills (5 skills) Acrobatics +8, Climb +5, Perception +5, Ride* +8,
Sleight of Hand +8, Stealth* +12, Swim +5
Special Abilities: grit (1 point), deeds, gunsmith, +4 ride and stealth, +4 size to stealth
Traits: goblin foolhardiness (+1 to attacks vs a larger opponent when no allies are adjacent), peg leg (+1 to fort saves, +1 damage vs sharks and aquatic subtype)
Language Goblin, Common
Possessions None
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Stat Math:
Str 12 (5 points -2 racial)
Dex 18 (5 points +4 racial)
Con 14 (5 points)
Int 13 (0 points)
Wis 12 (2 points)
Cha 8 (0 points -2 racial)

Questions, reposted:

1.What set of circumstances found you in Port Peril at a tavern having a lively drink anyway?
Mugwort not in bar. Mugwort wait outside bar, make great plans to burn
bar down and kill many longshanks! Mugwort find half bottle rum, fall asleep. Bad men trip over great Mugwort, throw Mugwort on ship to eat rats. Mugwort like eat rats, not like ship. Too big! No place to run!

2.Are you the type who struggles against his chains as they are being put on or waits for an opportune moment to murder the jailer?
Mugwort make murder! Great longshank killer Mugwort! Mugwort kill (pauses to count fingers... 1...3..1..) lots of longshanks! At least 1. Maybe half longshanks? Mugwort definitely trip longshanks! Maybe they get splinter? Mighty Mugwort!

3.How do you see your character developing mechanically? Storywise?
Mugwort be good bos'un, hit people with stick, make longshanks row harder! (I see Mugsy becoming a true pirate once he realizes how much money is in it, probably sticking with Gunslinger and perhaps learning to use siege weapons...)

4.Be ye a dirty scoundrel who would sell his mothers soul fer a farthing and a pint o' rum or be ye some heroic type who be thinking himself better 'n 'is fellow black hearted bastard?
Mugwort no have mother. If Mugwort did have mother, how much is farthing? Is farthing lots? Mugwort can find mother for farthing!

5.THAR BE VOIKINGS OFF THE STARBOARD BOWWW!!! What do you do?
MUGWORT MIGHTY PIRATE! MUGWORT LOAD LONGSHANKS IN CATAPAULT, THROW LONGSHANKS AT VOIKINGS! Maybe set longshanks on fire first? Everything better with fire!

History:
Mugwort was not a typical goblin. He was smart, too smart for Big Chief Toeripper to allow to live. But he was also popular with the younger goblins, so killing him outright wasn't ideal, either. So Big Chief Toeripper made Mugwort Magic Quest Goblin and sent him off to find a three legged longshank. Mugwort, being easily impressionable and eager to prove his mightiness, went off on his quest. Following the river, he found a wrecked longboat, obviously brought there by the dead longshanks in the boat. The dead longshanks was a wealth of treasure: jaunty tricorn hat, oversized boots, yummy dead flesh and best of all, a battered, oversized blunderbuss.

Mugwort was entranced. The gun was loaded when Mugwort found it, and the siren call of its blast, the sudden destruction it wreaked upon the poor unfortunate heron that it hit was music to the gob's ears. He set about the most intense three weeks of his short life: learning the secrets of the gun and its magic powder. Aided by a terrible gift, the illustrated handwritten manual he found on the dead woman's body, he learned to mix and recognize the proper formula for gunpowder. After he had successfully mastered it, he burned the terrible book lest his horrible sin be revealed.

Now armed with a massive cannon, too large boots and a battered hat, Mugwort headed to the nearest town: Port Peril. Here he found a magic metropolis unlike any he had seen before! Treasures were piled in heaps by silly longshanks and then simply tossed into pits or burned! Perfectly good rotten food was thrown out! Barrels of ale-soaked wood were rolled into the streets, perfect for an enterprising young gob to eat and get smashed on! But the greatest treasure of all? A half empty bottle of rotgut rum, carelessly lost. It was during the intensive sleep after this drunken revel that Mugwort was tripped over by the press gang. Already dragging a few unfortunate souls to their new lives aboard ship, they recognized a good mouser when they saw it and threw the gob on top of the pile. The fact that his pockets were lined with black powder, a broken gun and a rather dashing hat was simply icing. Mugwort awoke on a ship, chained and imprisoned, his quest disrupted, his precious treasures lost. How much worse could things possibly get?!?

Mentality: Mugwort is curious, too curious to ever be truly safe. He's smart, not in any book smart way, but clever in the way of wild things. Given time he can figure out most firearms, which appeal to his intelligence and his love of explosions and destruction. He tends to act before thought, prone to leaping, then looking. Still, he's impressionable enough and eager to please, which makes him a natural follower. If shown kindness, he's loyal and true, and fights like a cornered rat if threatened. He'd never be a captain aboard any sensible ship, but he would make an excellent first mate or artillerist. Above all, like many of his race, he's a survivor and he plans to live through anything.

Possible Advancement
This is all conjecture, because no plan survives contact with the plot..
Mugwort will take Gunslinger levels for the foreseeable future, since those deeds will make him formidable even without a gun. He'll probably take Weapon Finesse soon, and maybe multiclass into alchemist or wizard if given the chance. Still, everything depends on the story and what happens to the poor little bugger....


Got my profile updated for the campaign, so here. Is Xaikon of Clan Iron Beak, also the notorious Brawling Raven


Added a visual, just click on her name in the description


Also to provide a class breakdown we've got:

4 Clerics
1 Witch
2 Druids
1 Wizards
3 Sorcerors
2 Alchemist
2 Gunslingers
1 Inquisitors
1 Ranger (kind of a surprise)
3 Monks
2 Barbarians
2 Bards
2 Oracles
3 Fighters
2 Rogues
1 Magus


Rhialla "Buxom" Blackwater wrote:
Added a visual, just click on her name in the description

Now dat thar lass have da kind of curves dat be needing a pinch, it is.


@Tark - they added ARG stuff to d20pfsrd, so just checking if there's anything at all you're allowing from it. I was hoping to have Hajj swap in the saltbeard and surface survivalist(hot) dwarf racial traits to replace ancient enmity, darkvision, defensive training, and rock stepper.


WRoy wrote:
@Tark - they added ARG stuff to d20pfsrd, so just checking if there's anything at all you're allowing from it. I was hoping to have Hajj swap in the saltbeard and surface survivalist(hot) dwarf racial traits to replace ancient enmity, darkvision, defensive training, and rock stepper.

I was wondering the same for Rorgrim.


Riven 'Jolly' Roger wrote:
Now dat thar lass have da kind of curves dat be needing a pinch, it is.

Ready your pinching hand Jolly, I'm feeling a draft coming through. He HE.


Quite a few good write ups / concepts, should be interesting to see what shakes out.


Well at this point the only reasonable option would be to take everyone. Just have to make sure the boat is big enough, and we didn't take onboard any food. Nature will take it's course soon enough. By the way, dwarf flesh is particularly tasty, just an FYI.


Really? I find Dwarf flesh to be exceptionally tough and chewy (too much gristle). While Elf flesh, if fileted thinly enough is quite the delicacy.


Especially with fava beans, and a nice Chiante.

...What? Someone had to say it!


Mumbata of Bonuwat wrote:
Quite a few good write ups / concepts, should be interesting to see what shakes out.

Agreed. Makes for wonderful reading and inspiration for those colorful NPCs to populate Port Peril. Gives a real feel for the mood and character of the port.


Dwarf is tasty, but not as much as elf !!!Squawk

Look see what you made me do


Psst, Tengu taste like chicken.

Grand Lodge

Tengu is delicious fried up and served with potatoes. Mmmmm Tengu


personally tengu would be delectiable in Crow Pie


My recommendation is the have you all face off in pit fights in five groups of six. The odd man out will then have to survive 1 round against a pit fiend for a slot.


Nope. No arg. Don't own it yet and don't want to include it until I have a full understanding of it.

I'm assembling a list and starting to cross people out and assembling groups I'd want to take. However I will not likely announce any final decisions until saturday which gives people plenty of time to apply or reapply.


Awesome I like it! a Battle Royale'

Grand Lodge

Tirion Jörðhár wrote:
My recommendation is the have you all face off in pit fights in five groups of six. The odd man out will then have to survive 1 round against a pit fiend for a slot.

I would hate to be the odd man out in this case


Felix Tahrhal wrote:
Tirion Jörðhár wrote:
My recommendation is the have you all face off in pit fights in five groups of six. The odd man out will then have to survive 1 round against a pit fiend for a slot.
I would hate to be the odd man out in this case

Don't worry. The 1 round is actually an episode of Iron chef.


Whyler Durtont wrote:
Riven 'Jolly' Roger wrote:
Now dat thar lass have da kind of curves dat be needing a pinch, it is.
Ready your pinching hand Jolly, I'm feeling a draft coming through. He HE.

Heheh Just so I'm clear, which one's the pinching hand again boys?


What about a soft cupping of said Bosum?


How about an ogle? or at least an admirable glance?

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