replacement characters for skull and shackles


Recruitment


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http://paizo.com/campaigns/PowerfulCharactersForSkullAndShacklesPFSCredit/r ecruiting&page=1

Details can be found there. Mostly people left because of my inactivity, but now I'm down to dming only 1 game, so that should not be a problem. Thus no more DM overload.


I'm interested. How far along is the campaign?


wicked_raygun wrote:
I'm interested. How far along is the campaign?

3/4 of the way through book 2, with some DM added stuff and minor rewrites.


I see about 470 posts in the campaign thread. I could be caught up plotwise by tomorrow. Any specific rules for Character creation that I wouldn't get from the recruitment thread?


nope, everything is there.


Oh, wait. Is this still PFS? Because I don't have a spare 4th level PFS character on deck.


no, but you do get pfs credit for it as if you played a pregen according the rules as you can use pathfinder APs for pfs credit while not playing actual pfs characters.


Well, if it's all the same I'd be happy to ignore PFS credit.

Take 1
4d6 ⇒ (3, 3, 6, 2) = 14, 12
4d6 ⇒ (1, 4, 5, 6) = 16, 15
4d6 ⇒ (2, 1, 1, 6) = 10, 9
4d6 ⇒ (1, 2, 5, 5) = 13, 12
4d6 ⇒ (6, 1, 1, 6) = 14, 13

Total = 61

Interesting.


Oh, how much starting wealth? Typically a 4th level PC starts off with 6,000 gp worth of gear. I'm guessing you would want to curtail that a bit.

Dark Archive

How many people are you looking for?


Pathfinder Adventure Path Subscriber

Interested, Cleric/Inquisitor of Besmara.

Rolling stats:

4d6 ⇒ (1, 3, 1, 5) = 10 09
4d6 ⇒ (5, 1, 3, 4) = 13 12
4d6 ⇒ (6, 6, 4, 1) = 17 16
4d6 ⇒ (5, 5, 3, 6) = 19 16
4d6 ⇒ (5, 4, 6, 4) = 19 15

Total 68


I've been waiting for a Skull and Shackles to pop up on these boards. I'm so on board, if you'll have me! Lemme just figure out what I'd like to play. Either way, here are some rolls.

Stats:

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

Total: 64

Ugh, those are abysmal. Decent at everything, not great at anything. At least there's the automatic 18. I'll get cranking on a crunch and then turn out a backstory from there. How do you feel about an Unchained Rogue?


Pathfinder Adventure Path Subscriber

I give you Jack, cleric/inquisitor of Besmara.

Jack:

Male Aasimar Cleric of Besmara 1 / Inquisitor of Besmara 3
CG medium Outsider ( native )
Initiative +8; Perception +13
--------------------
Defense
--------------------
AC 19/20, Touch 14, Flat-Footed 15
HP 23
Fort +5, Ref +5, Will +9
Speed 30 ft.
--------------------
Offense
-------------------
Longbow +7 1d8+2 20 *3
Rapier +4 1d6+2 18-20 *2
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 10, Int 12 , Wis 18, Cha 18
Base +2; CMB +4; CMD 18
Feats
Coordinated Shot
Point Blank Shot
Precise Shot
Traits
Besmara’s Blessing
Blessed
Friend in Every Town
Skills
Acrobatics 0+4=4, Appraise 0+1=1, Bluff 0+4=4, Climb 0+2=2, Diplomacy 3+10=13, Disguise 0+4=4, Escape Artist 0+4=4, Heal 0+4=4, Intimidate 0+5=5, Knowledge Arcana 1+4=5, Knowledge Local 1+5=6, Knowledge Nature 1+4=5, Knowledge Religion 1+4=5, Perception 4+9=13, Perform 0+4=4, Profession Sailor 4+8=12, Ride 0+4=4, Sense Motive 4+8=12, Spellcraft 4+4=8, Stealth 0+4=4, Survival 1+7=8, Swim 4+5=9
Languages
Aquan, Celestial, Common
--------------------
Equipment
Arrows (40), Backpack, Bedroll, Blanket, winter, Buckler, Mw, Chain shirt +1, mithral, Holy symbol, silver, Longbow, comp +2, Mw, Pouch, belt, Rapier, Mw, Rations, trail 5 days, Wand Cure Light Wounds ( 40 ), Waterskin ( water )
--------------------
Spells
Cleric
Detect Magic, Read Magic, Stabilize
Bless, Know the Enemy, Obscuring Mist
Inquisitor
Acid Splash, Create Water, Detect Poison, Disrupt Undead, Guidance, Sift
Cure Light Wounds, Expeditious Retreat, Shield of Faith, Wrath
--------------------
Special
Aasimar
Acid Resistance 5, Cold Resistance 5, Darkvision, Daylight 1/day, Electricity Resistance 5
Cleric
Aura, Channel Energy, 1d6, 7/day, Domains, Trickery, Weather, Orisons
Copycat, 7/day, you can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell.
Storm Burst, 7,day, 1d6+2 nonlethal damage, as a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack, in addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.
Inquisitor
Cunning Initiative, Detect Alignment, Domain, Weather, Judgement 1/day, Monster Lore, Track, Orisons, Solo Tactics, Stern Gaze

Story:

On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born.
As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome.
As she was laying on floor, exhausted, she prayed.
Supreme goddess and all powerful spirt of the sea hear my call.
As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON.
I have seen his eyes, he will bring you much pleasure in the years to come. He will be a famous pirate who will be greater than all who sail on the Barracuda, including myself.
Take me, my husband and all who call the Barracuda her home so my son may live.
After a mere heartbeat the storm started to lose power and in minutes was completely gone.
The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me.
The priestess kissed her newborn and said Be great, little Jack.
Besmara smiled again and took the boy from his mother. Jack, a fitting name for a future pirate were the last words from her lips and she vanished.
At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate.
And Jack……
Jack never knew his parents or the events that had transpired on the day he was born.
All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children.
He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind.
He was loved by his foster parents and had a great childhood.
Jack grew up amongst buccaneers, merchants, pirates and sailors and everyday he heard new stories.
And at the age of 12 he wanted nothing more in life than to sail. He pleaded with his parents but they wouldn’t let him go.
So he did what an adventurous young boy would do, he ran away and stowed away on a merchant vessel heading for Port Peril.
After just 2 days he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor.
The captain was not a harsh man and made the young boy part of his crew. The captain, a priest of Besmara taught to boy about Besmara, life and sailing. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate.
But Jack wanted more, and he resigned and went back to his roots, to Quent.
But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death.
The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery.
Now 1 year later after his return to Quent he finds himself in the Formidable Maid drinking the painful memories away.
The next day he wakes up with an enormous headache………

Appearance:

A young man, about 19 years old, standing 6 feet, 1 inches tall. Strong lean build. Short hair and eyes radiating a golden hue. Wearing a chain shirt with a rapier at his side and bow on his back.

Dark Archive

Stats: 4d6 ⇒ (3, 3, 5, 6) = 174d6 ⇒ (4, 1, 3, 5) = 134d6 ⇒ (1, 1, 4, 6) = 124d6 ⇒ (4, 4, 1, 4) = 13

Dark Archive

4d6 ⇒ (4, 5, 5, 5) = 19


Here's my crunch for Happy Jim. Because he's always smiling in battle.

I still need to come up with a backstory. But I like the idea of this character being a sort of sword for hire. I haven't finished his shopping, either. I figured I'd wait on that until I knew how you wanted to handle it. I just gave him a longsword for now, so I could see his attack score.

***

Crunch:

Happy Jim
Male human (Chelaxian) slayer (cutthroat) 4 (Pathfinder RPG Advanced Class Guide 53, 119)
CN Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 40 (4d10+12)
Fort +6, Ref +7, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +8 (1d8+6/19-20)
Special Attacks sneak attack +1d6, studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 14, Int 13, Wis 9, Cha 12
Base Atk +4; CMB +8 (+9 disarm, +11 steal); CMD 21 (23 vs. steal)
Feats Cleave, Combat Expertise, Improved Steal, Power Attack
Traits acrobat, besmara's blessing, pillager
Skills Acrobatics +11, Bluff +5, Climb +8 (6 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +5, Disguise +5, Intimidate +5, Knowledge (local) +8 (+10 when in an urban setting), Perception +7, Profession (sailor) +7, Sense Motive +4, Stealth +10, Survival +0, Swim +11
Languages Common, Polyglot
SQ combat style (two-handed weapon), opportune target, slayer talent (ranger combat style), street stalker
Other Gear longsword, 135 gp
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Improved Steal You don't provoke attacks of opportunity when stealing.
Opportune Target (Ex) During surprise round, can study one foe as free action to choose his studied target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Street Stalker (Knowledge [local]) (Ex) Gain a bonus on the chosen skill when in an urban environment.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

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Hmmm... I rather like the pirate aspect of Skull and Shackles. Lemme drum up some stats really quick and I'll see what I might try to play.

4d6 ⇒ (5, 1, 5, 5) = 16 15
4d6 ⇒ (4, 1, 6, 6) = 17 16
4d6 ⇒ (2, 4, 2, 2) = 10 8
4d6 ⇒ (1, 6, 6, 1) = 14 13
4d6 ⇒ (4, 4, 5, 1) = 14 13
And an 18. I like it, could be an interesting character with these stats and not bee too terribly forced out of taking certain classes or prestige.


stats:

4d6: 4d6 ⇒ (1, 1, 3, 4) = 9 = 8
4d6: 4d6 ⇒ (5, 1, 5, 4) = 15 = 14
4d6: 4d6 ⇒ (2, 2, 3, 1) = 8 = 7
4d6: 4d6 ⇒ (1, 1, 2, 4) = 8 = 7
4d6: 4d6 ⇒ (6, 2, 3, 4) = 15 = 13
sums to 49
reroll a 7
4d6: 4d6 ⇒ (3, 5, 3, 2) = 13 = 11 sums to 53
reroll another 7
4d6: 4d6 ⇒ (3, 6, 6, 1) = 16 = 15 sums to 61

That's 18,15,14,13,11,8


Am I correct in the Sky Druid, Rogue Cutpurse, and Wizard are the current group left?


Okay, I'm caught up on the story.


Alright got an idea, gonna go with 1 reroll per Combat (Less the GM wants me to spend it on the race I chose. Drow are a bit more powerful then the average Featured race so I'm will to take that blow if he wants me to)

Stat Block:

Jevan T'soryn
Male Gunslinger (Musket Master)
N Medium humanoid (Elf)
Init +7; Senses Low-Light Vision 60 ft.
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, 1 Dodge)
hp 28 (4d10)
Fort +4, Ref +9, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 Musket +10 1d12+1
--------------------
Statistics
--------------------
Str 13, Dex 20, Con 11, Int 16, Wis 16, Cha 10
Base Atk +4; CMB +5; CMD 21/15Fl
Feats Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload (Musket), Rapid Shot
Traits Ancient Explorer (Know Local), Calistrian Prostitute (Sense Motive), Silent Hunter
Skills Acobatics +12, Bluff +9,Climb +5, Craft (Firearms) +12, Know Eng +7, Know Local +8, Perception +10, Profession (Fisherman) +7, Profession (Sailor) +8, Sense Motive +8, Stealth +13, Survival +10, Swim +5
Languages Aquan, Common, Cyclops, Elven, Polyglot, Undercommon
Combat Gear +1 Musket, +1 Mithral Chain Shirt, 200 Bullets
Other Gear Animal Call Parot, Artisan's Outfit, Mwk Artisan's tools (Firearms), Mwk Backpack, Fishing Kit, Waterskin
--------------------
Special Abilities
--------------------
Calistrian Prostitute (Sense Motive)
Cap of Human Guise
Deed Deadeye, Fast Musket, Gunslinger Initiative, Pistol Whip,
Quick Clear, Steady Aim
Grit
Gunsmithing
Low-Light Vision
Point-Blank Shot
Poison Use
Rapid Reload (Musket)
Rapid Shot
Spell Resistance 10
Surface Infiltrator
--------------------
Spell Like Abilities
--------------------
Grit Pool 3/day
Charm Person 1/day
Dancing Lights 1/day
Darkness 1/day
Faerie Fire 1/day

Backstory:

Drow kill as a way of life. That is a given and nobility fight each other to strengthen their hold on the underworld but when they are defeated their fate is death or worse. The T'soryn family was a minor family that had been growing slowly in power. A major family saw them rising and knew that in the future they prove a problem, thus they decided to eliminate them. The family was slaughtered almost to a man, but one daughter managed to get away.

She was pregnant and knew that few families would take her in and those that would would treat her terribly. She chose to make a run for the surface world. It was a long and perilous journey but by some luck and skill she managed to get to one of the tunnels that led to the surface. She knew that no elven city would take her in. It wasn't that surprising given that they generally raided the surface and killed their sunkin. She was lucky though, coming up close to a port city. Carefully disguising herself and not letting her skin be shown, she infiltrated the town and spoke to an Elf in the tavern that night who was a bit drunk.

He spoke of the pirate towns and how anyone could fit in there if they were careful and on guard. She thanked him for the information and even bought him another round before sneaking down to the docks and finding a ship that was sailing to one of those towns. She made it to Quent, a rather large settlement with one rather useful place of interest that later became their home. The House of Stolen Kisses was a brothel and a rather famous one at that in the Shackles. The exotic and beautiful could be found there selling their bodies for money and information.

It was here that Jevan was born so long ago and here that he grew up learning the trade. He wasn't the greatest earner as he wasn't the prettiest elf in the lot but what he lacked in pure charm, he easily made up for in flexibility and physique. He spent quite a few years once he was of age in the trade, something that while he was certainly not ashamed of having done isn't something he readily brought up. But hearing the stories and seeing the people as they come ago stirred up a desire in him that he just couldn't sate by life in a brothel. He seduced a lovely woman, a captain of her own ship, and joined them for a time to learn the ropes.

He was her cabin boy for almost ten years, learning the ways of the sea by her side. She did well for herself but he didn't want to just stay someone's companion for the rest of his life. He took what money he had made and gear he had plundered and set off to prove himself with his new found knowledge. He spent a bit of time working on his weapon, a broken Musket he had taken off the hands of a dead man and fixed it up nice. He was proud of his work but knew that it could be better in the right hands. He took it to a smith and they fixed it up for him as best they could with the money he had available. Then, he simply set up shop in a tavern plying his wares and listening in till he could find a ship he felt that would prove useful and profitable to join.


This is Reinald Malcolms. He was made for another recruitment. He started in a campaign that died out.

He was a lot of fun to rp.

I will work on getting him updated for your recruitment.

18 Woot

4d6 ⇒ (5, 4, 2, 2) = 13 11
4d6 ⇒ (5, 1, 1, 4) = 11 10
4d6 ⇒ (3, 5, 5, 3) = 16 13
4d6 ⇒ (1, 1, 2, 3) = 7 6
4d6 ⇒ (6, 2, 4, 4) = 16 14

Total 44 Not going to work

4d6 ⇒ (1, 5, 3, 6) = 15 14
4d6 ⇒ (4, 3, 6, 3) = 16 13
4d6 ⇒ (5, 5, 6, 6) = 22 17
4d6 ⇒ (2, 3, 2, 4) = 11 9
4d6 ⇒ (6, 6, 2, 3) = 17 15

Total 67 Totally could be worse.

I will update.

Any idea how many players your after.


Definitely interested in this. How many players total are you taking on board? I'll try to get something whipped up here!

I'm also wondering if you're allowing the new base classes from the Occult Adventure's books? Mesmerist really would fit the character I'm brewing up thematically, but I suppose I could rig up a solid bard or sorcerer to fit the same bill. Enchanter type and what not.


All right! LAB rat here. Crunch all ironed out, will be writing up Seville's description/backstory/ect. tomorrow. Feel free to peruse the Undine Swashbuckler and let me know what you think. I ended up picking the Masterwork Adamantine weapon route, but can always swap things around as necessary if I'm off about a few things.


4d6 ⇒ (5, 4, 6, 3) = 18 15
4d6 ⇒ (4, 2, 5, 2) = 13 11
4d6 ⇒ (5, 5, 5, 2) = 17 15
4d6 ⇒ (1, 6, 2, 6) = 15 14
4d6 ⇒ (5, 4, 3, 6) = 18 15

total of 70, making it 18,15,15,15,14,11. Not bad, that gives me some stats to work with even MAD classes

Liberty's Edge

I am interested in playing as well. This will be my first play by post, so I may have a small learning curve.

I was it looks like you still have a swashbuckler, druid, a wizard and a thief in.

I was thinking of a Catfolk Monk

Perception: 4d6 ⇒ (3, 6, 6, 6) = 21 18
Perception: 4d6 ⇒ (5, 6, 6, 5) = 22 17
Perception: 4d6 ⇒ (6, 4, 4, 6) = 20 16
Perception: 4d6 ⇒ (6, 1, 5, 3) = 15 14
Perception: 4d6 ⇒ (4, 1, 4, 3) = 12 11

Nice.. That comes to 76, so that is under the limit.

Liberty's Edge

4d6 ⇒ (5, 2, 1, 6) = 14 13
4d6 ⇒ (2, 1, 6, 4) = 13 12
4d6 ⇒ (4, 6, 1, 4) = 15 14
4d6 ⇒ (3, 6, 6, 5) = 20 17
4d6 ⇒ (4, 2, 4, 5) = 15 13
And 1 free 18

Dotting for Later

Liberty's Edge

After playing with it, Fighter worked out better than a monk for the concept and background.

Firdall Firetail

Firdall Firetail 4th level Fighter(Savage Warrior) known to friends as "furball". Firdall has spent 4 years before the mast, and can hand, reef, and steer. He is a rated gunner's mate on Light Ballista. Firdall is best known for an uncanny ability to climb the rigging even in the most adverse storm conditions to trim sail, and for dropping on enemies from above and ripping them apart with his claws.

Background:

Firdall always had a calling for the sea, and when he was 16 he left his family and sister Ayake and was hired on a merchant trader the "The Last Deal". Firdall thrived and learned all about life at sea and turned his hand at most shipboard tasks. After two years at sea, the ship was hit by pirates who killed most of the crew seized the cargo, and pressed Firdall and one of the more able surviving sailors into service on their ship to replace their losses.

Aboard the pirate ship, Firdall had become a much better fighter, and has worked his way from slave help up to full pirate, but has also taken to rum and the other pleasures of pirate life. Firdall is not too happy about the way his previous ship was run, and with his former crewmate recently killed by hellhounds, has no reason to go back and is looking for a better ship and crew to sail with.

Firdall is happy when he is sailing at sea, finding plunder, in a fight, or carousing, and can be a little withdrawn otherwise.

Character:

Firdall Firetail
Catfolk fighter (savage warrior) 4 (Pathfinder RPG Advanced Player's Guide 107, Pathfinder RPG Advanced Race Guide 90)
LN Medium humanoid (catfolk)
Init +5; Senses scent; Perception +10
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 43 (4d10+15)
Fort +7, Ref +6, Will +5; +1 bonus vs. energy drain and death effects
Resist spark of life
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee 2 claws +9 (1d6+6)
Ranged mwk underwater heavy crossbow +10 (1d10/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 16, Int 14, Wis 16, Cha 13
Base Atk +4; CMB +8; CMD 23
Feats Catfolk Exemplar (sharp Claws)[ARG], Death From Above[UC], Exotic Weapon Proficiency (ballista, light), Weapon Focus (claw), Weapon Specialization (claw)
Traits indomitable faith, reckless, seeker
Skills Acrobatics +11, Climb +16, Craft (carpentry) +6, Intimidate +5, Knowledge (engineering) +7, Knowledge (geography) +3, Knowledge (local) +3, Perception +10, Profession (sailor) +10, Survival +7, Swim +8
Languages Catfolk, Common, Orc, Sylvan
SQ armor training 1, cat's luck, hedonistic
Other Gear mithral agile breastplate, mwk underwater heavy crossbow, 150 gp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.

Prerequisites: Catfolk.

Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the nor
Climbing (20 feet) You have a Climb speed.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spark of Life +1 (Ex) +1 save vs. energy drain and death effects.

I had a few questions:
Does Catfolk require the boon, or can I use that for traits?
What gear should we have? I added few major items (armor and weapon) but will happily change them.
Do we take the standard 6HP for every D10 or roll hp?
Do you use disadvantages? I added Hedonish because it fit the theme and character, but I can get rid of that easily.

Silver Crusade

roll: 4d6 ⇒ (1, 2, 4, 3) = 10 =9
roll: 4d6 ⇒ (1, 6, 6, 2) = 15 =12
roll: 4d6 ⇒ (5, 2, 1, 3) = 11 =9
roll: 4d6 ⇒ (6, 6, 3, 5) = 20 =17
roll: 4d6 ⇒ (2, 6, 6, 6) = 20 =18
Plus 18 = hmmm...


stats: 4d6 ⇒ (1, 2, 3, 5) = 11 10
stats: 4d6 ⇒ (3, 6, 5, 6) = 20 17
stats: 4d6 ⇒ (5, 6, 2, 5) = 18 16
stats: 4d6 ⇒ (4, 6, 2, 2) = 14 12
stats: 4d6 ⇒ (3, 3, 6, 5) = 17 14
18

Dot


4d6 ⇒ (1, 5, 3, 3) = 12 = 11
4d6 ⇒ (3, 3, 1, 1) = 8 = 7
4d6 ⇒ (6, 5, 5, 4) = 20 = 16
4d6 ⇒ (2, 6, 1, 6) = 15 = 14
4d6 ⇒ (2, 1, 2, 4) = 9 = 8
18

Interested in playing with the new Kineticist class if somewhat lazy evil is allowed.

Not bad- level four rounds that 11 out to 12.


I'll give people another day. Taking 2 of you.

No you can't play Kineticist class, they didn't have the option at the time, neither would you.

No you can't do Occult, they didn't have the option, neither do would you. Also because the final version of Occult isn't up, I assume it is not balanced. I always assume playtest versions of stuff are never balanced.


Actually the final Occult Adventures book is out. The final version was released July 29th. It's no longer in playtest, all the Occult things have been finished, published, and distributed. I'm honestly surprised it's not on the prd yet.

It's a great book; the classes are coherent, the new archetypes are really flavorful, and the new optional mechanics look like a ton of fun. I highly recommend trying to get a copy yourself.

That said, I accept that the answer is no. And that's fine. Now that I have that answer, I can look into actually making a character.


4d6 ⇒ (2, 5, 4, 1) = 12
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (2, 3, 5, 3) = 13
4d6 ⇒ (4, 1, 3, 5) = 13
4d6 ⇒ (4, 2, 4, 2) = 12
18

EDIT: I feel like the dice pool boon might be useful, considering that set of rolls


Here's my backstory. Wrote it in first person, to get a feel for the character.

***

Backstory Happy Jim:
A “cutthroat” they call me. Well, sure – when the occasion warrants it. But I never really thought of myself as a killer. I’m just good at what I do for a living. And it just so happens that my living involves a few dead bodies here and there. No real point in denying it. But, you see, it’s not the “killing” that gets me excited, Love. Nah. That’s just an end result. Murder is boring.

It’s the fight, you see. That’s what gets the old blood a-pumping. You square off against a bloke, and you never know which way it’s going to go. It’s a roll of the dice. A flip of the coin. And you can’t get arrogant about it. Pretty sure with all the folks I’ve fought, not a one of them really thought it was going to be me that did ‘em in. But here I be, sharing a drink with beautiful company, while they’re all rotting in a shark’s stomach halfway to the Shackles.

Oh, you want to know where I come from. Not sure. My ma was a lady of the evening, that much I know. My pappy? Pfft. Couldn’t tell ya. I’m guessin’ my ma probably didn’t know either. According to the priests in the orphanage, a note said I was born on a boat. And I believe it. Grew up in Cheliax; Westcrown to be precise. Gods, was it boring. Hellknights are so damned uptight. No sense of humor. Hopped onto a ship when I was about 11. Never looked back.

After that, you pick up things. I learned to use a sword because – well, let’s just say it comes in handy. And there’s something about the gentle rock of a ship. There’s a reason we call ships “her”, you see. They need care. You can’t just rush things. You need to take your time. Be diligent. Plot your course. Set your speed. Check your bearings. Oh, but, lass, when you put in the work, well, ain’t nothing else like it. Heh. Well, maybe one thing.

I’m a man of simple pleasures. Some good company, a stiff drink, the gentle sway of a ship – and a fight to get the blood up, every now and again. What else in life is there?


Completely forgot to update this thread. Seville's backstory is written and up in his Alias! Take a peek if you like.


everyone who made a character is in. But as a trial run, I will decide who stays and who doesn't at the end of the long battle that you all have. Please roleplay in combat, not just rollplay. 14 I miss is rollplay. I told you the ac. and the character takes careful aim, but the arrow bounces off the pirates chainmail instead of piercing through it is roleplay.


Awesome! Are we good to start posting in the threads over there right away?


yep.


GM, unless you say otherwise I'm going to assume that our characters get 6,000gp from their wealth by level.


oh right, actually 7000 GP. Because everyone got more money than usual. I didn't actually hand out treasure as they found it, but I handed out treasure based upon what they did as they leveled, including if they searched for the treasure and secret missions.

Sczarni

Am I to late for this?

1: 4d6 ⇒ (3, 4, 6, 4) = 17 14
2: 4d6 ⇒ (3, 6, 6, 6) = 21 18
3: 4d6 ⇒ (3, 5, 5, 2) = 15 13
4: 4d6 ⇒ (4, 5, 2, 3) = 14 12
5: 4d6 ⇒ (2, 5, 3, 1) = 11 10

Plus free 18


Actually, I am gonna have to bow out for this one but thank you for considering me.


go on in and join the large fight wondering monster and makes sure you have a backstory as well.

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