I am looking to run a game of Skulls & Shackles.


Recruitment


Hello, reader, I am a first-time GM. I will be running the Skulls & Shackles Adventure Path. I am looking for 4 characters at level 1.
Rules for creation are as follows:

Maximum starting HP
Average starting gold
Core Races ONLY
Core Classes ONLY (With the exception of the Gunslinger.)
A Campaign Trait
Stat Rolls are 4d6 6 times

As I said before, I am a first-time GM and as such I will take suggestions on how to make the game more enjoyable.

Recruitment closes on AUGUST 2, 2012.


4d6 ⇒ (6, 3, 1, 2) = 12 11

4d6 ⇒ (1, 4, 6, 3) = 14 13

4d6 ⇒ (5, 2, 3, 6) = 16 14

4d6 ⇒ (3, 4, 2, 3) = 12 9

4d6 ⇒ (2, 1, 4, 4) = 11 10

4d6 ⇒ (6, 5, 2, 2) = 15 13

may i reroll these? it's only equivalent to an 11 point buy.


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Assume the stats are 4d6 drop the lowest?

so here are the rolls:

4d6 ⇒ (5, 4, 5, 2) = 16 final = 14

4d6 ⇒ (1, 1, 6, 3) = 11 final = 10

4d6 ⇒ (1, 3, 3, 1) = 8 final = 7

4d6 ⇒ (5, 4, 1, 5) = 15 final = 14

4d6 ⇒ (6, 3, 1, 3) = 13 final = 12

4d6 ⇒ (5, 6, 2, 6) = 19 final = 17

my dice-fu is weak.

Will come up with something possibly human sorcerer

Also the 7 will have to be an 8 since should not have any stat below an 8 before racial adjustments


if reroll is approved

4d6 ⇒ (5, 4, 4, 2) = 15 13

4d6 ⇒ (3, 5, 2, 2) = 12 10

4d6 ⇒ (6, 1, 4, 4) = 15 14

4d6 ⇒ (4, 4, 3, 6) = 17 14

4d6 ⇒ (2, 6, 3, 2) = 13 11

4d6 ⇒ (2, 3, 6, 6) = 17 15

Looks like a Human Rogue, do you allow the knife master Archtype from ultimate combat?

Str 11
Dex 17
Con 14
Int 13
Wis 14
Cha 10


Embrianna is a sailor by trade and a human cleric of Gozreh.

Rolls:

4d6 ⇒ (2, 1, 6, 4) = 13 = 12
4d6 ⇒ (1, 6, 6, 2) = 15 = 14
4d6 ⇒ (1, 4, 5, 2) = 12 = 11
4d6 ⇒ (3, 1, 2, 1) = 7 = 6
4d6 ⇒ (1, 1, 2, 6) = 10 = 9
4d6 ⇒ (2, 3, 1, 1) = 7 = 6

Hmm...looks like I have two 6s. Any chance for rerolls for such low stats? Apparently I really suck at rolling for stats.

Rerolls if allowed:

4d6 ⇒ (4, 6, 6, 5) = 21 = 17
4d6 ⇒ (3, 2, 2, 4) = 11 = 9
4d6 ⇒ (2, 3, 6, 3) = 14 = 12
4d6 ⇒ (3, 4, 4, 3) = 14 = 11
4d6 ⇒ (4, 1, 2, 6) = 13 = 12
4d6 ⇒ (3, 4, 2, 4) = 13 = 10
Still a bit on the low side, but much better than the previous roll


4d6 ⇒ (4, 5, 3, 5) = 174d6 ⇒ (4, 4, 5, 4) = 174d6 ⇒ (6, 2, 1, 2) = 114d6 ⇒ (5, 5, 1, 6) = 174d6 ⇒ (1, 4, 3, 3) = 114d6 ⇒ (3, 5, 4, 4) = 16
14,13,10,16,10,13


Dotting


So if gunslingers are fair game, does that mean that the Buccaneer archetype is available as well? Because I'll be shooting for that.


Henk, a harpooner who is out after the last whale hunt went poorly.

4d6 ⇒ (4, 4, 5, 4) = 17
4d6 ⇒ (5, 1, 1, 2) = 9
4d6 ⇒ (6, 3, 3, 5) = 17
4d6 ⇒ (5, 5, 4, 6) = 20
4d6 ⇒ (2, 4, 4, 4) = 14
4d6 ⇒ (3, 1, 1, 6) = 11

12,7,14,16,12,10


You may all re-roll up to 3 stats that are under 10 and take the higher roll. All archetypes are fair game.


As for suggestions, check the S&S topics here about handling the grog rules or there will be a bunch of dead PCs

Sovereign Court

4d6 ⇒ (2, 4, 2, 3) = 11 = 9
4d6 ⇒ (6, 5, 4, 6) = 21 = 17
4d6 ⇒ (2, 4, 3, 2) = 11 = 9
4d6 ⇒ (3, 3, 4, 6) = 16 = 13
4d6 ⇒ (3, 6, 4, 6) = 19 = 16
4d6 ⇒ (4, 3, 1, 4) = 12 = 11

4d6 ⇒ (1, 3, 1, 1) = 6 = 5
4d6 ⇒ (2, 2, 6, 5) = 15 = 13

4d6 ⇒ (3, 4, 6, 2) = 15 = 13

Str 17 + 2 (Racial) = 19
Dex 13
Con 13
Int 11
Wis 13
Cha 16

I'll roll an Oracle.


Appearance:

Charles Beecroft is a tall, muscled half-elf who dresses impeccably in well-tailored clothing wherever he goes. He has a deep, booming laugh, and loves to tell stories of his past exploits.

Background:

Charles was born the second son of a minor noble family in Corentyn. Whilst his brother was groomed to take over the family's estate and mercantile holdings, Charles was essentially left to his own devices, provided that he did not draw too heavily on the family coffers or create too much in the way of social difficulty for House Beecroft.

Nonetheless, he received an excellent education, and when he developed a taste for adventure, the family Patriarch gave him his tacit approval, even funding his second son to mount a few 'exploratory' missions to expand the family's web of mercantile contacts in the Mwangi Expanse and to harry those of their competitors), as a result of which, Charles styled himself as something of a Privateer.

However, his cosy life fell apart when his brother became involved in one of the city's many power-plays, and lost - whilst the family was not tried for treason, they lost a certain amount of prestige, and Charles decided that he needed to leave town for a while, at least until tempers had cooled. Consequently, he signed-on to the next ship out of port...

...eventually ending-up in Port Peril, where he lay low, listening to the stories of the old salts, which was almost enough to make him forget the 'unpleasantness' back in Corentyn.

Eventually, he fell-in with a Bonuwat shaman who told him that he had a destiny; that he had been born under a favorable sign, and the Lady of the Seas smiled upon him... Charles scoffed at this, of course, even when the shaman pointed out that the birthmark he had on his shoulder could, when viewed from a certain angle, be interpreted as being the skull and crossbones holy symbol of Besmara.

Shortly thereafter, Charles began to notice a few... changes... whenever he became particularly stressed, his mind would be clouded by the sound crashing waves, and he would speak in an unusual language; moreover, night after night, his dreams were haunted by a ship flying the Jolly Roger...

Finally, his resolve gave out and he was forced to admit that *maybe* someone out there had a plan for him, and so he ended-up at the Formidably Maid, searching for a crew that would take him...


Also. If Dming for the first time be aware that Paizo LOVES templates and archtypes. You will see NPCs with certain archtypes all over the place. If you don't want to deal with the different skills/etc, just ignire them and run them as the base class.


Ok, link to Henk the Harpooner
Henk


4d6 ⇒ (2, 3, 3, 2) = 10 8

4d6 ⇒ (1, 6, 1, 2) = 10 9

4d6 ⇒ (1, 2, 3, 3) = 9 8

4d6 ⇒ (6, 6, 1, 3) = 16 15

4d6 ⇒ (6, 6, 1, 4) = 17 16

4d6 ⇒ (2, 3, 3, 6) = 14 12

Rerolling 3

4d6 ⇒ (1, 2, 6, 2) = 11 10

4d6 ⇒ (4, 5, 1, 4) = 14 13

4d6 ⇒ (5, 1, 4, 2) = 12 11

That's not bad, I've been spoiled by all these 25 point buy games lately.


I hope you don't mind a tweaked character that didn't make it in another game.

Icero:
Full Name Icero Atmor
Race Human
Class Gunslinger (Buccaneer)
Gender male
Size 5' 10” 165lbs
Age 20
Alignment Chaotic Good
Deity Besmarra
Location Shackles
Languages Common
Occupation Pirate

Strength 10 +0
Dexterity 18 +4
Constitution 13 +1
Intelligence 12 +1
Wisdom 11 +0
Charisma 15 +2

Background:
The great thing that about being the son of a famous pirate lord is that mentioning your name earns instant respect, though likely less now that he's gone. The bad thing about being the son of a famous pirate lord is that it's harder to earn respect on your own, because of being overshadowed by the memory of your father. Icer Atmor has been running into that problem for the last few months, as that's how long he's been without a ship.

For as long as he could remember, Icero and his father Rayick shared two passions: sailing for profit and firearms. He was born in Drenchport, and thus had plenty of reason to want to leave home for a life at sail. As soon as he was old enough, his father began taking him on voyages and teaching him to shoot. As the years went by, Icero proved to be a capable sailor and an accomplished marksman. To avoid any claims of favortism, Icero's post on the ship was kept well below what he deserved, knowing that he had no potential for advancement, Icero began looking for another ship to sail on. No one would take him, however, as most captains either doubted his credentials, or felt that taking on Icero would mean answering to Rayick.

It was while he was looking for a new ship to sail on that Icero learned that his father had sailed into the Eye, claiming that he would conquer it where others had failed. Icero doesn't know what would possess him to do such a thing, as his father has always been level headed and clever. If he ever get's the chance, he would like to try his hand at the Eye. Icero has no illusions that he will make it in and find his father alive, he believes it to be a suicide mission. Even so, he thinks he owes it to his mother to bring his father's body back to Drenchport.

Combat stats:
Perception +6
Initiative +4

Saves
-Fortitude +3
-Reflex +6
-Will +0

AC/Flatfoot AC 14/10
Touch AC 14

CMB +1
CMD 15

Hit Points: 11
BAB +1
Attack bonus: +4
Speed 30

Skills:

Acrobatics +10 (1 rank)
Intimidate +6 (1 rank)
Craft: Alchemy +5 (1 rank)
Perception +4 (1 rank)
Profession (Sailor) +4 (1 rank)

Feats and Racial Abilities:

Traits:
Buccaneer's Blood: +1 to Intimidate and Profession (Sailor) Checks, one time +1 bonus to Disrepute and Infamy scores

Race Abilities:
Bonus Feat: one extra feat at first level
Skilled: one extra skill rank per level

Class Abilities:
Gunsmith: Can create guns, ammunition and repair firearms
Grit: used to perform deeds
Deeds: extra abilities that a gunslinger can call on

Feats:
Rapid Reload: reloading is a move action for a pistol or standard action for a rifle
Weapon Finesse: use dex instead of str for attack with certain weapons
Sea Legs: +2 to acrobatics, climb and swim checks
Gunsmithing

Deeds:

Grit: 2/2

Deadeye: use 1 grit per range increment to strike against touch ac, -2 penalty per range increment
Gunslinger's Dodge: use 1 grit to move 5 feet as an immediate action, provokes attack of opportunity
Seadog's Gait: gains Sea Legs feat, for 1 grit point, can ignore difficult terrain

Weapons:

Pistol, Battered 1d8 X4 20ft misfire 1(5 ft) capacity 1 4lbs B and P
Rapier 20gp 1d6 18-20/X2 2lbs P

Armor:

Studded Leather 25gp AC +3 Dex +5 Penalty -1 15% 30ft 20lbs

Equipment:

Current carry weight is 29lbs
Gold 55
Gunsmith's kit 15gp 2lbs
Firearm bullets (60) 60gp 1lb


Hi, I have a concept for Tevyn de Fonseca

4d6= 4,5,6,2=15
4d6=3,4,2,6=13
4d6=6,1,6,3=15
4d6=3,4,3,6=13
4d6=4,2,2,6=12
4d6=1,6,4,4=14

Male Human Wind Sorceror with some sailing skills.

Tevyn de Fonseca a Wind Elemental Sorceror originally from Pezzack in Cheliax and on a trip to Westcrown to buy new equipment for his family's farm was pressganged into the Chelaxian Navy at the age of 13 because they needed a cabin boy. The shanghai was perpetuated by a beautiful Lieutenant Lemara Sarini of said navy and powerful houses in Cheliax by getting the boy really drunk. While serving in the navy, he learned the profession of sailing and bided his time until they trusted him well enough and he could seek a form of escape from his ship. He concealed his sorcerous ways from his fellow sailors so that he can eventually seek his freedom.

After being pressganged and losing 2 years of his life, he gained news that his mother had passed away whilst in the Navy, Tevyn decided to use his arcane powers to escape and jump ship.

He finally found his chance when the Chelaxian Navy was sent to broker a deal between the Hurricane king and Cheliax. His Commodore went ashore and met with a high ranking representative of the Hurricane King and seemed pleased.

His ship left port at night and Tevyn jumped ship with his pay.


Pathfinder Adventure, Adventure Path Subscriber

4d6 ⇒ (4, 1, 5, 4) = 14 gives 13
4d6 ⇒ (3, 6, 6, 1) = 16 gives 15
4d6 ⇒ (2, 4, 1, 1) = 8 gives 7
4d6 ⇒ (1, 1, 1, 6) = 9 gives 9
4d6 ⇒ (1, 1, 6, 4) = 12 gives 11
4d6 ⇒ (6, 1, 6, 2) = 15 gives 14

rerolling 2 (if that's allowed)

4d6 ⇒ (2, 3, 3, 2) = 10 gives 10
4d6 ⇒ (1, 3, 6, 3) = 13 gives 13

So a pretty bland sort of character if even allowing for the rerolls...think its around an 18 point buy if you allow the rerolls, as originally rolled about a 12 point but.

Would like to present a halfling cleric of Besmara once I have the numbers and build done.


I'll take the first three rerolls I made that are over ten and begin building my cleric of Gozreh behind this alias.

When she is not tending to the crews injuries or using mending to make small repairs to rope and sails, I imagine she'd spend most of her free time up in the crowsnest, looking over the expanse of unspoiled water around her and using the animal domain to talk to seabirds about the air patterns to predict storms.


Well it is to late to edit my original post so I will re-roll my one low stat under 10.

4d6 ⇒ (5, 5, 6, 5) = 21 cool a 16 is good


4d6 ⇒ (6, 4, 4, 5) = 194d6 ⇒ (5, 1, 5, 4) = 154d6 ⇒ (2, 3, 6, 1) = 124d6 ⇒ (5, 6, 5, 3) = 194d6 ⇒ (1, 2, 6, 5) = 144d6 ⇒ (5, 1, 3, 1) = 10
So we have, 15, 14, 11, 16, 13, and 9

rerolling 9
4d6 ⇒ (5, 3, 5, 2) = 15

and another 13. Would like to put together a dwarven barbarian/inquisitor of Besmara. Are alternate racial traits allowed from ARG (specifically thinking saltbeard for dwarf)?

Sovereign Court

4d6 ⇒ (5, 6, 1, 3) = 15
4d6 ⇒ (3, 3, 5, 2) = 13
4d6 ⇒ (4, 1, 3, 6) = 14
4d6 ⇒ (6, 6, 1, 2) = 15
4d6 ⇒ (2, 3, 1, 6) = 12
4d6 ⇒ (4, 4, 5, 6) = 19


SaS, here we are again. Im thinking Melee cleric of Besmara, maybe crusader archtype

4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (4, 5, 3, 1) = 13
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (3, 4, 3, 6) = 16
4d6 ⇒ (1, 6, 1, 5) = 13
4d6 ⇒ (1, 2, 4, 5) = 12

Reroll

4d6 ⇒ (3, 1, 1, 5) = 10

Rereroll

4d6 ⇒ (1, 3, 5, 4) = 13

so 12, 15, 13, 12, 11, 12. solid 17 pt buy here....

Sovereign Court

So, that's 14, 11, 13, 14, 11, 15

How about a gnome, aquatic bloodline sorcerer, someone in love with the wild beauty of the sea and the thrill of life on the ocean wave?


Swek Threshingwaves was born from a pirate ship as it smashed into a merchantman, her mother was knocked overboard by the impact and Swek was born a few weeks prematurely under the ocean waves.
Her father was always an adaptable man and soon had his wife and child back amidships but from that moment forward Swek's life was always connected with the sea.
She regards her sorcerous talents as a gift from Besmara and cannot bear to be inland for too long: as she neared adulthood and her parents headed off on new adventures into the interior of the Mwangi Exanse, Swek has decided to join a pirate crew and sail the ocean waves.
Inquisitive, excitable and full of adventurous spirit, Swek can't wait to put all of the practise she has to good use!


Aye be lookin fer a berth iffin yer interested.

4d6 ⇒ (3, 1, 2, 6) = 12=11
4d6 ⇒ (6, 3, 3, 2) = 14=12
4d6 ⇒ (4, 6, 5, 1) = 16=15
4d6 ⇒ (5, 3, 4, 6) = 18=15
4d6 ⇒ (3, 5, 3, 5) = 16=13
4d6 ⇒ (3, 2, 5, 5) = 15=13

/ooc he still needs a little work but the basics are there.

Sovereign Court

I have some neat ideas I can post for this. How detailed of a backstory do you want, if any at all?

4d6 ⇒ (2, 3, 5, 5) = 15
4d6 ⇒ (1, 2, 4, 4) = 11
4d6 ⇒ (1, 6, 4, 3) = 14
4d6 ⇒ (3, 4, 3, 5) = 15
4d6 ⇒ (6, 1, 6, 2) = 15
4d6 ⇒ (3, 1, 3, 5) = 12


I give you Havok Fingerburst! Gnome Alchemist and life long pirate. This is Tierce's entry

backstory and crunch are in the alias


Posting character background
was originally designed for a tiefling but since this is core races only the character will be human.

story:

Sasha’s situation began long before she was even conceived. In the jungles of Mediogalti outside the pirate haven of Ilizmagorti there existed a small Coven of witches dedicated to the cult of Orcus. It was here that Sasha’s story really begins.

Lucille, leader of the witch’s coven, and probably the most selfish. Lucille sought only one thing, to be immortal and to serve Orcus for eternity. The rest of the coven saw Lucille’s desire a boon to their coven and a sure way to get Orcus’ favor.

For several years, the coven sought the secrets to making Lucille a Lich but to no avail; until by happenstance the coven acquired a book that held the secrets they were looking for. Where the book came from may never be known nor how the coven came to posses it.

The rituals contained with were long and complex and it would take time and lots of patience to decipher; time that Lucille was unwilling to take. In a hurried ceremony, Lucille and the coven performed the ritual to begin the process of conversion. Unbeknownst to the coven, the ritual called forth Orcus himself to grant Lucille her desire.

In their haste the coven failed to complete the needed containment runes and Orcus was not fully under the coven’s control. Orcus realized this but allowed the coven to make their request.

Lucille demanded from Orcus the power of undeath. Orcus thought a moment of her request but was not one to be ordered he decided to grant her request but with a payment to him. Lucille agreed there was nothing that she would allow to stand in her way now.

Orcus released a rotting ghoulish worm from his hand and it came at Lucille its mouth open and it latched itself to Lucille’s belly draining her soul but giving her the seed that would soon become Sasha.
Orcus told Lucille that the child she would bear would kill her and upon her death her wish would be fulfilled. Orcus told Lucille that just as the child’s birth would bring you what you desire; the child’s death would be your destruction. And with that Orcus left, returning to the Abyss.

Days passed and it soon became apparent that the book that the coven had acquired was stolen from the Red Mantis stronghold and they wanted it back. The first coven member to fall at the hand of an assassin’s blade revealed the rest of Orcus’ plan. As each Coven member died they were reborn as undead loyal to Lucille.

The coven member banded together and fled Ilizmagorti, booking passage on a merchant ship bound for the Mwangi expanse. There they hoped to hide in the jungles of the expanse until the child was born and the promise is fulfilled.

It was not more than 2 days out of port a terrible storm developed and in the turbulent seas Lucille gave birth prematurely to a baby girl. There was but one healer on board the ship, a cleric of Besmara. He saw what was happening and thought it best to destroy both the mother and the child. He channeled Besmara’s energy to destroy them both but it seemed that Besmara had other plans.

While the energy killed Lucille it blessed the child. The next stage of Orcus’ promise now fulfilled. Besmara saw to it that Lucille’s death would remain connected to her bidding as well as Orcus’ Lucille became a sea Lich bound to the waves taking the souls of those killed at sea fueling her growing undead army to be protected by the remainder of her coven as they each left the realm of the living and passed on to the realm of undead.

The remaining members of the coven seized control of the priest and bound him to their will (use of hexes and enchantments). The priest saw to it that Lucille’s body was committed to the sea where the transformation would be completed. The child was given the name Sasha Neville (Neville being the name of the priest that would become her surrogate father). Sasha was given a locket that once belonged to Lucille.

The merchant ship had to make port at Port peril and the Coven with Neville and the baby in tow disembarked to find some refuge in this city. It was decided that the coven should split up and Neville along with Coven member Jasmine would care for the child.

12 years passed with Jasmine and Neville making the best of a bad situation being forced to sail from port to port evading the Red mantis where ever they went. But eventually they caught up with them. They demanded to book but they were unable to produce it. The book was buried at sea with Lucille.

Neville and Jasmine were slain by the red mantis and as payment for the book they were to take Sasha. The last of the Coven now dead Sasha was the last of any bloodline associated to the cult of Orcus in the Shakles.

Sasha was to be escorted back to Mediogalti to be converted to one of the Red Mantis as there was little to fear from a mere child. Once the ship left Port Sasha struck killing her escort and managing to either kill or extort the remaining crew (note that this was not a pirate ship) Sasha learned to control the magic that flowed in her demon born blood and make use of the blessing Besmara gave her. The ship soon made port back at Port Peril where Sasha disappeared back into the streets of the city.

A few more years went by Sasha became more and more attuned to her natural abilities. Sasha would always have a yearning for the sea feeling the call of Besmara.

Finally she could not take it anymore she needed to find purpose in her life besides this existence. She returned to the place where the only parents she knew, Jasmine and Neville, were killed. There she found a diary that detailed everything concerning her birth and the truth of her mother. Sasha knew it was time to find a way to return to the sea and find the Sea Lich the one she would call Mother.

Sasha decided the best place to find a ship would be the Formidably Maid in Port Peril.

Note that Sasha has no idea that the locket that she wears is actually her mother’s Phylactery and thus that is how the final phase of Orcus’ promise would be fulfilled “Sasha’s death would mean Lucille’s destruction”


oops, didn't notice that, i'll change my race to gnome, still works

edit: there, change from goblin to gnome. Will change the avatar after 10 posts if I get picked


(Andrea here) Henk the Harpooner's backstory is done and did the alias


Got mine as well...


My first post said that recruitment was open until August 2 but I have already chosen the people that have made the game.

Wolfman1911
Edward Sobel
Henk
Charles Beecroft
Shuriken Nekogami

Thank you for your submissions.


Now that I have chosen the five of you, we need to find out when and how we are going to play. I am usually free Saturdays and Sundays. I would like to play over Skype but if you want to play another way then we can work something out. Please PM me with your decisions.


Kurogetsu Yamiko

Human (Tian) Rogue (Knifemaster)

Str 11
Dex 17
Con 14
Int 13
Wis 14
Cha 10

Feats, Weapon Finesse, Toughness

Traits; River Rat Eye For Plunder

Gear

10 Daggers, Thieves tools, Ioun Torch, Silken Ceremonial Robe, Backpack, Belt Pouch, Flint and Steel, Wateerskin, 4 days rations, 50 foot coil of silk rope, 30 gold pieces worth of tea and imported cooking spices (Trade Good).

Skills

Stealth +7 Sleight of hand +8, Disable Device +7 Perception +6 Sense Motive +6 Acrobatics +7 Climb +4 swim +4 bluff +4 diplomacy +4


Just some more suggestions for a first time Dm and for others to help.

1.If we do PbP, everyone should post at least once a day, hopefully more. This lets us have a good pace(Letting the Dm know what times you can post more often can help during combat and such.)

2.If you find yourself unable to post due to other commitments like computer trouble, vacation coming up etc, drop a note about it. This lets the Dm or someone else bot your character if you want.

3.If you are willing to let someone bot you, write up a short list of what actions you tend to take in combat.


Looks like the Posting thread is up! Yarrr!!!


For those who don't know where the posting thread is.

Post thread

Since this is our DM's first time DMing, we should help point him to where he can link everything up


4d6 ⇒ (5, 1, 1, 4) = 11
4d6 ⇒ (6, 3, 3, 1) = 13
4d6 ⇒ (6, 1, 6, 6) = 19
4d6 ⇒ (3, 2, 4, 2) = 11
4d6 ⇒ (5, 4, 6, 4) = 19
4d6 ⇒ (1, 5, 5, 3) = 14

10, 12, 18, 9, 15, 13. Interesting. Odd. It wants to be a wizard.

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