
Adeptus Technicanus |

Ok. I see there is a serious need for DMs on here, so i will oblige. But i will have hat isome homebrew rules that I will be applying.
This will be looking for interest and getting an idea on wherewhat you want to game.
I usually do homebrew, but I have some modules and all APs after jade regent, plus rise of the runelords anniversary edition.
We could do all dwarves, or all elves. Ships, shore, all ideas are open.

Manzcar |

I love the idea of all dwarves. A band of brothers from or sent to some where in need. I wouldn't mind an AP but homebrews are always fun because you don't know what to expect. And a good old fashioned dungeon crawl is always fun.
So my thoughts an all dwarf party doing an AP or homebrew would be great. I am in like Flynn.

Adeptus Technicanus |

The homebrew rules I USE are as follows:
- armor bonus as dr. This is exactly as found in ultimate combat.
- Spell damage dealt/healed is one die code smaller.
- hp change. You get full hit die at level 1, and after that you get 1hp if you are d6, 2 for d8, 3 for d10, and 4 for d12 each level. You also gain your CON bonus every level.
- Basic Defense Bonus. Because of your AC sucking from lack of armor, you will gain DBD. This works like the monks AC bonus. I think. It has been a while since I read that rule, so I could be wrong. Basically it is based off of your reflex save and your BAB. I will expand later.
- there might be more, but i Can't remeber them right now. So probably not.

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I'm always interested in a Skull & Shackles games.
I'm also kinda keen on the Dwarf Party idea. Thoughts on what kind of story you'd run for them, so we know who we should be bringing in?
*goes to peruse the neat dwarf stuff in the ARG*
ETA: Man, how'd I forget about the Stonelord? I guess I keep winding up in campaigns where they don't really work thematically.

Loup Blanc |

HERE WE GO!
4d6 ⇒ (1, 1, 4, 5) = 11
4d6 ⇒ (3, 4, 2, 2) = 11
4d6 ⇒ (1, 3, 4, 4) = 12
4d6 ⇒ (4, 3, 4, 4) = 15
4d6 ⇒ (1, 6, 1, 4) = 12
4d6 ⇒ (2, 2, 1, 2) = 7
Rerolls for 1st: 2d6 ⇒ (1, 3) = 4
Reroll for 3rd: 1d6 ⇒ 4
Reroll for 5th: 2d6 ⇒ (5, 1) = 6
Reroll for 6th: 1d6 ⇒ 4
1st, second reroll: 1d6 ⇒ 6
5th, second reroll: 1d6 ⇒ 4
So, that's an... uh... 15, 9, 12, 12, 15, 10.
Hm... not much, but not terrible. I'll need to think on what to do with these.

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INCOMING!
Dwarfy goodness: 4d6 ⇒ (5, 5, 5, 3) = 18
Dwarfy goodness: 4d6 ⇒ (2, 1, 5, 1) = 9
Dwarfy goodness: 4d6 ⇒ (2, 2, 1, 1) = 6
Dwarfy goodness: 4d6 ⇒ (3, 3, 6, 6) = 18
Dwarfy goodness: 4d6 ⇒ (6, 6, 2, 4) = 18
Dwarfy goodness: 4d6 ⇒ (5, 2, 1, 3) = 11
Reroll Set 2: 2d6 ⇒ (5, 1) = 6
Reroll Set 3: 2d6 ⇒ (2, 2) = 4
Reroll Set 6: 1d6 ⇒ 4
Re-Reroll Set 2: 1d6 ⇒ 3
5+5+5=15
5+5+3=13
2+2+2=6
6+6+3=15
6+6+4=16
5+4+3=12
Hmmm... Dumb as a box of rocks or the personality of the aforementioned box?
ETA: Starting gold?

bi0philia |

I'd love to see a Skull & Shackles game too
I mean I like dwarfs and all but i'm not crazy about all dwarves, it sort of limits character possibilities, but a mostly dwarven ship crew could be interesting.
here's some rolls
4d6 ⇒ (4, 4, 5, 6) = 19=15
4d6 ⇒ (2, 4, 5, 6) = 17=15
4d6 ⇒ (5, 4, 5, 2) = 16=14
4d6 ⇒ (2, 3, 6, 6) = 17=15
4d6 ⇒ (6, 5, 3, 5) = 19=16
4d6 ⇒ (6, 1, 1, 5) = 13 rerolls2d6 ⇒ (3, 5) = 8=16
pretty solid rolls, As I mentioned, solid interest for Skull and Shackles, but i'm willing to give it a go at whatever.
Let us know for sure what you're trying to run and I'll begin working up a character for these rolls.

Ayrphish |

I would love to bring a Dwarf as well.
4d6 ⇒ (3, 3, 2, 3) = 11 = 9
4d6 ⇒ (3, 3, 3, 5) = 14 = 11
4d6 ⇒ (2, 1, 1, 4) = 8 = 2+4+6+3 = 16
4d6 ⇒ (3, 1, 1, 1) = 6 = 3+6+6+2 =15
4d6 ⇒ (1, 2, 4, 5) = 12 = 2+4+5+3 = 12
4d6 ⇒ (2, 4, 4, 1) = 11 = 2+4+4+6 = 14
Reroll for third stat 2d6 ⇒ (6, 3) = 9
Reroll for fourth stat 3d6 ⇒ (1, 6, 6) = 13
Reroll for fifth stat 1d6 ⇒ 3
Reroll for sixth stat 1d6 ⇒ 6
Rereroll for fourth stat 1d6 ⇒ 2
Ugh...
Awaiting path to put these numbers to work...

Torillan |

Fire in the Hole!
(1) 4d6 ⇒ (5, 6, 4, 6) = 21
(2) 4d6 ⇒ (1, 3, 5, 3) = 12
(3) 4d6 ⇒ (4, 6, 4, 5) = 19
(4) 4d6 ⇒ (4, 2, 2, 2) = 10
(5) 4d6 ⇒ (3, 1, 6, 4) = 14
(6) 4d6 ⇒ (3, 1, 5, 3) = 12
reroll (2) 1d6 ⇒ 2
reroll (5) 1d6 ⇒ 2
reroll (6) 1d6 ⇒ 4
Final results:
(1) 17
(2) 11
(3) 15
(4) 8
(5) 13
(6) 12
For the record, I have a dwarf ranger in mind.
Speaking of which, Adeptus, do you have access to the Spell-less Ranger from Kobold Press? I'd like to use that, if possible. Either way, no worries. Just curious.

Torillan |

Is it in zoebeck? Sounds like a group of dwarves ate some bad shrooms and decided to do some deepwater fishing.
It's not particular to Midgard, just one of their "New Path" series. Basically it substitutes spells for ranger "talents". They work like rogue talents.
As for the shrooms...I'll never tell!

Adeptus Technicanus |

I shall crack open my skull and shackles today, and see about brewing some dwarves. This will alter the storyline. Don't know how much, because I have never read the adventure.
I feel I must warn ye mateys. A bunch of dwarves chugging away on the open sea, accidents are bound to happen. Whether it is because of pirates, or just the B&%&$ Gozreh himself looking upon ye in disfavor, or perhaps not enough favor, a hand, an eye, maybe a leg or worse could be lost. And don't forget about all the sea monsters!
Now then, if ye haven't been turned aside from this nonsense of taking your feet from perfectly sound stone and dirt, and wish to trust your life, limb, and fortune upon a piece of gnome influenced dwarven engineering upon the great Blue, well then, here be what I am looking for.
I shall need a engineer, a gunners mate, a quartermaster, a captain, a brewmaster, a first mate, a ships surgeon, and a boarding captain,
You guys can play around on here, and all rolls on this thread count, but I shall make a proper thread for this during lunch today, assuming I get lunch.
You either play it safe and take average, or take a chance and roll the dice for wealth.

bi0philia |

Bio saltbeatd, van you post your alias sheet as a template for those don't have what you are using?
sure, some formatting( See at the bottom of posts where it says " How to format your text" ) will be required to make it bold where appropriate, add in spoiler tags, but this is the template I use.
Gender Race Class (Archtype) #
AL Size Type (Subtype)
Init +; Senses Perception +
EXP:
PP:
FAME:
--------------------
DEFENSE
--------------------
AC , touch , flat-footed (+ armor, + dex)
hp (1d+)Current: /
Fort + , Ref +, Will +
--------------------
OFFENSE
--------------------
Spd ft.
Melee
Ranged
--------------------
STATISTICS
--------------------
Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB +; CMD
Feats
Traits
Skills
Languages
SQ
Combat Gear ; Other Gear
COIN:
PP:
GP:
SP:
CP:
--------------------
BACKGROUND
--------------------
--------------------
Appearance
--------------------
--------------------
PERSONALITY
--------------------

Loup Blanc |

Considering some different characters right now. Probably going for either the brewmaster (an alchemist), or gunner/engineer(gunslinger).
Would the 3rd-party Mechanist archetype for the Gunslinger class be available?

Manzcar |

Ohh righty matey
I think a two weapon fighting rogue would work on the high seas
[Ooc]Clan of the floating mounitain4d6 ⇒ (5, 4, 4, 2) = 15
[Ooc]Clan of the floating mounitain4d6 ⇒ (2, 5, 6, 2) = 15
[Ooc]Clan of the floating mounitain4d6 ⇒ (6, 5, 6, 2) = 19
[Ooc]Clan of the floating mounitain4d6 ⇒ (3, 5, 6, 1) = 15
[Ooc]Clan of the floating mounitain4d6 ⇒ (1, 2, 3, 6) = 12
[Ooc]Clan of the floating mounitain4d6 ⇒ (3, 6, 3, 5) = 17
reroll
1d6 ⇒ 3
1d6 ⇒ 2
So I got
13
13
17
14
11
14
That is nice for a rogue I think.

Loup Blanc |

Cool. Now, this may change a lot, because I'm not sure whether Alchemist is working, so take it in stride. The idea will remain the same.
I present for you this dwarven galley's resident loud-cursing, heavy-drinking, rotgut-brewing, hook-wearing, evil-eye-giving, school-o'-hard-knocks-graduating, MEDIC! (First draft, bare-bones stats and a brief idea of his personality.)
Choppen Clanner
Male dwarf alchemist (chirurgeon, internal alchemist) 1
N medium humanoid (dwarf)
Init +0; Senses Perception +6, darkvision 60 ft.
DEFENSE
AC 10, touch 10, flat-footed 10
hp 10/10 (1d8+2); DR 1/Large
Fort +4, Ref +2, Will +2
OFFENSE
Speed 20 ft.
Melee Hook hand +2 (1d4+2)
Ranged Bomb +0 (1d6+2)
STATISTICS
Str 15, Dex 10, Con 14, Int 15, Wis 14, Cha 7
Base Attack +0; CMB +2; CMD 12
Feats Ironhide
Traits Accelerated Drinker, Ship's Surgeon
Trained Skills
Craft (alchemy) +7, 1 rank
Heal +7, 1 rank
Perception +6, 1 rank
Profession (carpenter) +7, 1 rank
Profession (cook) +6, 1 rank
Profession (sailor) +6, 1 rank
Languages Common, Dwarven, 2 more
"Ye wan' a limb chopped off? Ye come see me. Ye got a blade shoved through yer dirtbrain gut 'cuz yer too damn slow te dodge? I kin stitch ye up. Got a chunk o' lead in ye? Dinnae be thinkin' I kin patch ye up good as new, but I kin sure as hell dig it out and stitch ye back together. Jus' need a swig o' ale or a bite o' meat te git ye through fer now? Well TOO DAMN BAD, them's fer sup-time, and y'ain't gittin' 'em a moment afore. Ye try anythin', an' ye'll be gittin' this 'ere 'ook in yer damn dirtbrain head, ye hear?"

Adeptus Technicanus |

Ok, so I will be starting you guys with no equipment, but, using the max gold of your class, give me a wish list(to be submitted upon selection for game) of equipment.
Also, dwarven nautical themed weapons will be available, along with early firearms. I am making them common for your clan. This means Gunslingers will have not quite early firearms at their disposal. I'll explain tomorrow. Also come up with a reason why the party is in the shackles in the first place.

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I wish all of you the best of luck, but I don't think this is my cup of tea. I'd be down for a dwarf, or a bit o' driftwood sailing around the shackles... but the combination isn't my cup o' tea. The character I really want to knock out in a pirate campaign is an half-elf/half-Ulf summoner.
Have fun everyone.