
MichaelCullen |

Our Skull and Shackles group is seeking a divine caster to join the group. We are currently on book 4 of 6.
We have been playing for a little over 2 years. Recently we have picked up the pace of posting so we would prefer someone who can post once a weekday.
We will decide as a group who we wish to invite.
Builds are level 9, 20 point buy, and normal wealth by level. CRB races are all fine. If you want to play something else it needs approval, send me a PM. As far as classes, Paizo products are fine. 3rd party classes can get approval via PM as well.
Hit points are rolled for all levels but the 1st. Any roll that is less than half the HD gets rounded up to half the hit die. (For example a fighter who rolled a 3 would get a 5 for that level).
Recent events:
The party has taken their two ships to the island and brought with them a large crew and an assortment of supplies. They also brought along some competent tradesmen to help with any construction projects the Island will need. In three month's time, the party is expected to host the Pirate Council. Being poor hosts will bring about derision, being good host will garner respect.
Right now the party is exploring their island and has come across the ruins of an ancient town. The buildings are all quite large and are currently occupied by at least a couple of cyclopses.
Please post any prospective builds by Saturday.

Libris Mortis |

Recycled Profile for Seth :
Presenting:
Libris Mortis
Female human souldrinker 4/warpriest of Charon 5 (Pathfinder Campaign Setting: Book of the Damned Volume 3, Horsemen of the Apocalypse, Pathfinder RPG Advanced Class Guide 60)
NE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
--------------------
AC 23, touch 10, flat-footed 23 (+13 armor)
hp 68 (9 HD; 4d6+5d8+23)
Fort +7, Ref +2, Will +10
Immune aging, cold, constitution penalties, fire, strength penalties; Resist electricity 10
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 conductive adamantine scythe +10 (2d4+14/×4)
Special Attacks blessings 5/day (Evil: battle companion, unholy strike, Water: armor of ice, ice strike), channel negative energy 3/day (DC 14, 2d6), energy drain (1 level), fervor 6/day (2d6), sacred weapon (+1 1d8, 5 rounds/day)
Souldrinker Spell-Like Abilities (CL 4th; concentration +2)
. . 1/day—ummon cacodaemon summon cacodaemon (1d3, 1 min/level)
Warpriest Spells Prepared (CL 8th; concentration +12)
. . 3rd—cure serious wounds, magic circle against good, remove disease
. . 2nd—cure moderate wounds (2), desecrate, dread bolt[UM] (DC 18), communal protection from good[UC]
. . 1st—infernal healing[ISWG] (4), protection from good
. . 0 (at will)—create water, detect fiendish presence, detect magic, light, mending
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 10, Wis 19, Cha 7
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Cleave, Fiendskin, Fiendskin, Maleficium, Mask Of Virtue, Power Attack, Soulless Gaze, Surprise Follow-through[ARG], Weapon Focus (scythe)
Traits thunder and fang performer, touched by the sea
Skills Acrobatics -3 (-7 to jump), Intimidate +14, Knowledge (planes) +8, Linguistics +1, Perception +6, Sense Motive +6, Spellcraft +8, Swim +14
Languages Abyssal, Common
SQ damned, soul pool
Other Gear +4 mithral full plate, +2 conductive adamantine scythe, belt of giant strength +2, 1,482 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damned (Ex) Resurrection attempts must pass a CL check. If fail can't retry for 24 hrs.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Drain (1 Levels, DC 18) (Su) Can make touch attack to inflict negative levels.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Immunity to Aging You are immune to aging effects.
Immunity to Cold You are immune to cold damage.
Immunity to Constitution Penalties You are immune to effects that give penalties to Constitution.
Immunity to Fire You are immune to fire damage.
Immunity to Strength Penalties You are immune to effects that give penalties to Strength.
Mask of Virtue Your alignment is concealed.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Soul Pool (6 at a time) (Su) Energy drain fills this pool which can be used for a variety of purposes.
Soulless Gaze Otherworldy dread infuses your gaze.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Warpriest Channel Negative Energy 2d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

MichaelCullen |

Are you wanting primarily a cleric? Or are oracles and Druids alright?
Looking for a divine caster. Mostly for out of combat healing and perhaps bringing back the dead (reincarnate would work here, as would a scroll of raise dead).
Right now the party has a brawler who specializes in grappling, an umbral sorcerer who can scout, a monk/ninja and a swashbuckler.
I don't think in combat healing is a requirement but right now the only healing comes from potions and UMDing a cure light wounds wand. Someone who could take care of lesser restorations, out of combat healing, ect would be useful. Their combat role could be whatever they wish.

MichaelCullen |

Alignment restrictions? Any particular purpose for this divine caster (ie healer, summoner, etc)? I've not played the AP before, but it sounds like you're high up enough (multiple ships, ruling an island, etc) that I'm wondering, is Leadership allowed?
There are no alignment restrictions (this is a pirate AP) but outright evil may not sit well with some of the PCs. Taking the soul drinker for example, it would probably be bad to announce that you gained your powers by selling your soul to a power that seeks the destruction of all mortal life and that you sup on the souls for power. It may be better to say that you take your enemy's energy to use it against them. I don't think anyone has the Knowledge: Religion to know better.
Leadership is allowed (and one of the PCs has taken it, you may too).

MichaelCullen |

So a question. If i decide to be a very old human... can i be?
Im thinking of dropping a feat to take craft wand. Then we will have almost free cure wound wands =^^=
Very old is fine with me. Crafting is fine as well. In a sea going adventure there is plenty of time to craft, though some days the rough seas may increase the DCs.

Ouachitonian |

Okay, I think I'm going to go with a Warpriest, probably of Milani or Besmara. Thinking I may fluff his group (to include Cohort & followers if I do take Leadership), as a cell of Andoren Twilight Talons or Steel Falcons. As long as no one wants to enslave a captured ship's crew or sacrifice them to Asmodeus, they ought to get along well enough with whoever.

Sebastian Blackhand |

Cleric of Besmara 3, Unchained Rogue 2, Divine Trickster 4 (GM has approved)
I present, Sebastian Blackhand. A good healer that mixes touch attacks in with his melee attacks. His name hails from his signature spell of Touch of Blindness. He comes packing plenty of healing and crafting potential along with a nice pirate theme.
I can often post multiple times a day. Thank you for your consideration. Of course if there is anything that you would need to me to change for the game, let me know.
HP Rolls: 1d8 ⇒ 1
HP Rolls: 1d8 ⇒ 2
HP Rolls: 1d8 ⇒ 3
HP Rolls: 1d8 ⇒ 8
HP Rolls: 1d6 ⇒ 6
HP Rolls: 1d6 ⇒ 3
HP Rolls: 1d6 ⇒ 2
HP Rolls: 1d6 ⇒ 1
4,4,4,8,6,3,3,3

Libris Mortis |

Updated Libris Mortis =^^=
Libris Mortis
Female human souldrinker 4/warpriest of Charon 5 (Pathfinder Campaign Setting: Book of the Damned Volume 3, Horsemen of the Apocalypse, Pathfinder RPG Advanced Class Guide 60)
NE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 23, touch 10, flat-footed 23 (+13 armor)
hp 68 (9 HD; 4d6+5d8+23)
Fort +7, Ref +2, Will +12
Immune aging, cold, constitution penalties, fire, strength penalties; Resist electricity 10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +2 conductive adamantine scythe +10 (2d4+14/×4)
Special Attacks blessings 5/day (Evil: battle companion, unholy strike, Water: armor of ice, ice strike), channel negative energy 4/day (DC 18, 2d6), energy drain (1 level), fervor 8/day (2d6), sacred weapon (+1 1d8, 5 rounds/day)
Souldrinker Spell-Like Abilities (CL 4th; concentration +4)
. . 1/day—ummon cacodaemon summon cacodaemon (1d3, 1 min/level)
Warpriest Spells Prepared (CL 8th; concentration +14)
. . 3rd—cure serious wounds, magic circle against good, remove disease
. . 2nd—cure moderate wounds (3), dread bolt[UM] (DC 20), lesser restoration (2)
. . 1st—cure light wounds (6)
. . 0 (at will)—create water, detect fiendish presence, detect magic, light, mending
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 13, Wis 22, Cha 10
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Cleave, Craft Wand, Fiendskin, Fiendskin, Maleficium, Mask Of Virtue, Power Attack, Soulless Gaze, Weapon Focus (scythe)
Traits thunder and fang performer, touched by the sea
Skills Acrobatics -3 (-7 to jump), Intimidate +18, Knowledge (planes) +9, Knowledge (religion) +7, Perception +8, Sense Motive +16, Spellcraft +9, Swim +14
Languages Abyssal, Common
SQ damned, soul pool
Other Gear +4 mithral full plate, +2 conductive adamantine scythe, belt of giant strength +2, 482 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damned (Ex) Resurrection attempts must pass a CL check. If fail can't retry for 24 hrs.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Drain (1 Levels, DC 20) (Su) Can make touch attack to inflict negative levels.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fervor (2d6, 8/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Immunity to Aging You are immune to aging effects.
Immunity to Cold You are immune to cold damage.
Immunity to Constitution Penalties You are immune to effects that give penalties to Constitution.
Immunity to Fire You are immune to fire damage.
Immunity to Strength Penalties You are immune to effects that give penalties to Strength.
Mask of Virtue Your alignment is concealed.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Soul Pool (8 at a time) (Su) Energy drain fills this pool which can be used for a variety of purposes.
Soulless Gaze Otherworldy dread infuses your gaze.
Warpriest Channel Negative Energy 2d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
--------------------
Xexek
Cacodaemon daemon (Pathfinder RPG Bestiary 2 64)
NE Tiny outsider (daemon, evil, extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 18 (+6 natural, +2 size)
hp 34 (3d10+3); fast healing 2
Fort +6, Ref +5, Will +7
DR 5/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
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Offense
--------------------
Speed 5 ft., fly 50 ft. (perfect)
Melee bite +8 (1d4+1)
Space 2½ ft.; Reach 0 ft.
Special Attacks disease, soul lock
Spell-Like Abilities (CL 6th; concentration +7)
. . Constant—detect good, detect magic
. . At will—invisibility (self only)
. . 3/day—lesser confusion (DC 12)
. . 1/week—ommune commune (cl 12th, six questions)
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 13, Int 8, Wis 13, Cha 12
Base Atk +5; CMB +3; CMD 14
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +0 (-12 to jump), Bluff +7, Fly +18, Intimidate +10, Knowledge (planes) +7, Perception +7, Sense Motive +9, Spellcraft +4, Stealth +14, Swim +9
Languages Abyssal, Common, Infernal; telepathy 100 ft.
SQ change shape (2 of the following forms: lizard, octopus, small scorpion, venomous snake; polymorph), improved evasion
--------------------
Special Abilities
--------------------
Change Shape (2 of the following forms: lizard, octopus, Small scorpion, venomous snake; polymorp You can change your form.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (Su) Cacodaemonia: Bite - injury; save Fort DC 12; onset 1 day; frequency 1/day; effect 1d2 Wis damage, cure 2 consecutive saves. In addition to the normal effects of the disease, as long as a victim is infected, the cacodaemon can telepathically communic
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Soul Lock (DC 12) (Su) Once per day as a full-round action, a cacodaemon can ingest the spirit of any sentient creature that has died within the last minute. This causes a soul gem to grow inside of the cacodaemon's gut, which it can regurgitate as a standard action. A sou
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

GM Grog |

HP rolls: 1d8 ⇒ 11d8 ⇒ 41d8 ⇒ 81d8 ⇒ 71d8 ⇒ 61d8 ⇒ 21d8 ⇒ 61d8 ⇒ 3
Incoming character then incoming alias
4, 4, 8, 7, 6, 4, 6, 4
Bahar the Bloody
Dwarf cleric (cardinal) of Besmara 9 (Pathfinder RPG Ultimate Intrigue 64)
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 shield)
hp 96 (9d8+45)
Fort +10, Ref +5, Will +14
--------------------
Offense
--------------------
Speed 20 ft., swim 30 ft.
Melee gauntlet (from armor) -1 (1d3-2) or
heavy shield bash -5 (1d4-2) or
unarmed strike -1 (1d3-2 nonlethal)
Special Attacks channel positive energy 1/day (DC 12, 5d6)
Domain Spell-Like Abilities (CL 9th; concentration +17)
11/day—storm burst (1d6+4 nonlethal)
9/day—lightning lord (9 bolts/day)
Cleric (Cardinal) Spells Prepared (CL 9th; concentration +17)
5th—breath of life (DC 23), flame strike (DC 23), ice storm[D]
4th—blessing of fervor[APG] (DC 22), freedom of movement, greater magic weapon, greater magic weapon, sleet storm[D]
3rd—badger's ferocity[UM] (DC 21), call lightning[D] (DC 21), magic circle against evil, magic vestment, magic vestment, magic vestment
2nd—communal ant haul[UC], fog cloud[D], ghostbane dirge[APG] (DC 20), hold person (DC 20), ironskin, sentry skull[ARG], weapon of awe[APG] (DC 20)
1st—ant haul[APG] (DC 19), comprehend languages, divine favor, endure elements, obscuring mist[D], protection from evil, read weather
0 (at will)—detect magic, enhanced diplomacy, mending, purify food and drink (DC 18)
D Domain spell; Domain Weather
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 16, Int 14, Wis 26, Cha 7
Base Atk +4; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Craft Magic Arms & Armor, Craft Rod, Craft Wondrous Item, Forge Ring, Leadership, Toughness
Traits besmara's blessing, expert swimmer
Skills Acrobatics -1 (-5 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Heal +12, Knowledge (arcana) +6, Knowledge (history) +14, Knowledge (local) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +9, Profession (sailor) +21, Sense Motive +18, Spellcraft +14 (+19 When worn), Survival +8 (+10 while at sea), Swim +16; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Celestial, Common, Dwarven, Terran
SQ saltbeard
Combat Gear extend metamagic rod (lesser), extend metamagic rod (lesser), ring of the sea strider[UE], strand of prayer beads; Other Gear mithral full plate, mithral heavy steel shield, - arcane bond amulet -, headband of inspired wisdom +6, 760 gp
--------------------
Tracked Resources
--------------------
Bead of Healing - 0/1
Bead of Karma - 0/1
Bead of Smiting - 0/1
Besmara's Blessing (1/week) - 0/1
Cleric Channel Positive Energy 5d6 (1/day, DC 12) (Su) - 0/1
Dimension Door (swift, along contiguous liquid, 1/day) - 0/1
Extend metamagic rod (lesser, 3/day) - 0/3
Extend metamagic rod (lesser, 3/day) - 0/3
Lightning Lord (9/day) (Sp) - 0/9
Storm Burst 1d6+4 nonlethal (11/day) (Sp) - 0/11
--------------------
Special Abilities
--------------------
Cleric (Cardinal) Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Cleric Channel Positive Energy 5d6 (1/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white only).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Leadership (score 10) You attract loyal companions and devoted followers.
Lightning Lord (9/day) (Sp) As a standard action, call lightning on any number of foes, no two of which are more than 30 ft apart.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Storm Burst 1d6+4 nonlethal (11/day) (Sp) As a standard action, ranged touch attack deals 1d6+4 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Swimming (30 feet) You have a Swim speed.
Hp: 1d8 ⇒ 61d8 ⇒ 21d8 ⇒ 41d8 ⇒ 61d8 ⇒ 81d8 ⇒ 6
6,4,4,6,8,6,
Dwarf warpriest (shieldbearer) of Besmara 7 (Pathfinder Player Companion: Armor Master's Handbook 7, Pathfinder RPG Advanced Class Guide 60)
N Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 24, touch 10, flat-footed 24 (+10 armor, +4 shield)
hp 84 (7d8+42)
Fort +10, Ref +2, Will +8
DR 3/—
--------------------
Offense
--------------------
Speed 20 ft., swim 30 ft.
Melee +1 heavy shield bash +11 (3d6+5) or
gauntlet (from armor) +9 (1d3+4) or
unarmed strike +9 (1d3+4 nonlethal)
Special Attacks blessings 6/day (War: battle lust, war mind, Weather: storm strike, wind barrier), channel positive energy 3/day (DC 13, 2d6), fervor 6/day (2d6), sacred weapon (+1 1d8, 7 rounds/day)
Warpriest (Shieldbearer) Spells Prepared (CL 7th; concentration +10)
3rd—create food and water, skeleton crew
2nd—bear's endurance, ghost whip[OA], ironskin, marching chant[ACG]
1st—ant haul[APG] (DC 14), blessed fist[ACG], endure elements, infernal healing[ISWG], shield of faith
0 (at will)—detect magic, light, mending, read magic, scrivener's chant
--------------------
Statistics
--------------------
Str 19, Dex 10, Con 18, Int 10, Wis 16, Cha 5
Base Atk +5; CMB +9; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Associate (red Mantis), Channeled Blessing[ACG], Furious Focus[APG], Improved Shield Bash, Power Attack, Shield Focus, Toughness, Weapon Focus (shield, heavy)
Skills Acrobatics -6 (-10 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +2, Diplomacy -3 (+1 to influence members of the Red Mantis or making gather information checks about them.), Sense Motive +12, Survival +3 (+5 while at sea), Swim +16; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ sacred shield, saltbeard, shield adept, shieldbearer's channel energy
Combat Gear ring of the sea strider[UE]; Other Gear +1 adamantine full plate, +1 bashing adamantine heavy steel shield, belt of mighty constitution +4, 493 gp, 3 sp, 3 cp
--------------------
Tracked Resources
--------------------
Blessings (6/day) (Su) - 0/6
Dimension Door (swift, along contiguous liquid, 1/day) - 0/1
Fervor (2d6, 6/day) (Su) - 0/6
Sacred Shield (7 rounds/day) (Su) - 0/7
Sacred Weapon +1 (7 rounds/day) (Su) - 0/7
Warpriest Channel Positive Energy 2d6 (3/day, DC 13) (Su) - 0/3
--------------------
Special Abilities
--------------------
Associate (Red Mantis) +4 Diplomacy to influence or gather info about group. Gain minor resource from organization.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Channeled Blessing When channeling to heal, may deliver a blessing to a single willing target within range of channel.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Shield (7 rounds/day) (Su) As a swift action, grant shield enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Shield Adept (Ex) Add equipped shield's bonus to roll when casting defensively.
Shieldbearer's Channel Energy (Su) Can only channel energy with shield, and 30 ft cone shaped burst.
Swimming (30 feet) You have a Swim speed.
Warpriest Channel Positive Energy 2d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Biography coming up when I get alias done
Do you need a biography for the cohort as well, if so what amount of detail?

Guillaume Coeur-de-Lion |

Alright. This is Ouachitonian's submission. Warpriest 9 of Besmara, also and (secretly) an undercover agent of Andoran's Eagle Knights. Expect him to always be in favor of liberating slaves and fighting Chelaxians.
He has all the regular healing abilities; spontaneous cure spells, Fervor, Channel Positive Energy. In combat, he specializes in the Rapier (like any good Besmaran). Low strength, but who needs it when you have a rapier, high Dex, Weapon Finesse, and Fencing Grace? Expect him to stay back and work as a self-guarding caster, spells when needed, stabbing people to death when they dare close on the casters. If no spells are needed, he can save them for out of combat and act as a frontline Dex Fighter too. I tend to play spontaneous casters more than prepared, so the spells were just the ones that stuck out to me, if anyone has advice on changing them (now or later) I'm open to it.
I decided against taking Leadership at this time, in part because I hadn't started work on a Cohort yet and didn't realize the deadline would be this soon, lol. I'll likely take it at some point, maybe fluff them as a cell of low-level Eagle Knight buddies, or (if the timing is right) slaves we free who decide to stick around and work with us. Fluff and Crunch are in the profile.

Bahar the Bloody |

"Oh it be all right, if the wind was in our sails,
Oh it be all right, if the wind was in our sails
Oh it be all right, if the wind was in our sails
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a night on shore wouldn't do us any harm
Well a night on shore wouldn't do us any harm
Well a night on shore wouldn't do us any harm
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a nice watch below
Well a nice watch below
Well a nice watch below
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a nice glass of beer
Well a nice glass of beer
Well a nice glass of beer
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well night with the girls
Well night with the girls
Well night with the girls
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And we'll all hang on behind
Well a big pot of gold
Well a big pot of gold
Well a big pot of gold
And we'll all hang on behind
And we'll roll the old chariot along
we'll roll the old chariot along
we'll roll the old chariot along
And, we'll, all, hang, on, behind!
The sound of the Haul Along song went up into the air as the Dwarf Captain of the dilapidated ship approached, the Skeleton Crew ordered about by another Dwarf both in Full Armor of War, and bearing the holy symbol of the Pirate Queen. The Skeleton Crew rattled as they went to work, but at the same time they seemed to be working out some of thier debt to something. The Dwarf at the Helm bellows when the song ends, "Ho There he waits afterwards, before bellowing again, so as to make sure that all heard him, as well as gives the other time to ascertain if he is real or fake.
Coming down off the ship, the other dwarf salutes him and walked 2 steps behind him. Both wore the thick beard of thier kind, though looking at them you could swear that the Salt of the Sea fell from both of them as if they had been sailing for years if not longer.
"I be supposin that ya be wanting to know about me an me partner. To tell you tha truth we have been sailing for so long neither of knows how long it was. The Goddess has allowed us to continue on, even after we should both have been dead. The crew though, they be not so lucky, as ya can see. We were lost in one of them Storms, tha kinda that swallows entire fleets of ships. It only be in the last Month that we be returning to waters that we be knowing. We be hearin from other ships about how ya won tha race, there was other things that be whispered about all of you, Pirate Kings in the making. Me and mine were once upon a time trying to do this as well. Be learnin from the old dwarves, take us along. There be time for you to become what you wish to be, but not if you go half cocked.
That song took me forever to type up, bahhhhhh

Bahar the Bloody |

The cleric is based loosely on the idea of buffing the party so as to not have to cure in combat like you suggested. The Warpriest cohort is a backline fighter whos job is to protect any casters and act as a buffer between the enemies and them. The Cleric is also a crafter, so he can craft any items that are needed, or upgrade items as well. Being a Cleric and Warpreist of the Goddess of Pirates seems so thematic that I had to do it :)
any questions let me know, cuase I am very interested in Skulls and shackles having never made it past book 1

MichaelCullen |

Well, the votes are in, Guillaume Coeur-de-Lion was chosen by the group. All of the entries were frankly quite spectacular. But I like Guillaume Coeur-de-Lion has won.
To everyone else, thank you for posting such amazing builds. For Guillaume, please come join us in the Discussion thread.