
Browman |

The campaign is based in a homebrew setting somewhat taking after the Golden age of Piracy in the Caribbean, though with less technological disparity between the old world and the new. Contact between the old world and the new is recent, only being common for the last 50 years mostly because of advances in tech.
Firearms are commonplace. The ship combat rules from the skull and shackles will be used with some added gunpower based seige weapons.
The players will start in the relatively unorganized Cortill Islands at the independent port town of Tortagor, they are part of the crew of the Black Scepter, a sailing ship. Recent discoveries of gold and adamantium to the west have caused an increase in trade between the old world and the new, along with interest from Kingdoms of the old world.
Lvl 1
Focus and Foible stat generation
max starting wealth
2 traits
available sources: Core rulebook, Ultimate Combat, Ultimate Magic, Advanced Players guide, use the unchained summoner instead of the APG one, other unchained classes you can chose which you want. If you want something from another source you will have to sell me on why it should be included.
you automatically gain 1 rank in profession (sailor) every odd level.
Chose your primary stat or focus, it is an 18
Chose your weak stat or foible, it is an 8
roll 1d10+7 in order for your other 4 stats.
Apply racial modifiers
if you have any questions let me know. Recruitment will stay open until next monday.

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I present to you, the old but not useless! The loyal! Mutt! To fulfill the role of swabby!
Human Monk 1 (of the Empty Hand)
LN
Init +2; Senses ; Perception
DEFENSE
AC 14; Touch 14; Flat-Footed 12
HP 8
Fort +2 ; Ref +4 ; Will +4
OFFENSE
Speed 30ft;
Melee +5 Improvised Weapon (mop) (1d6+4, 19-20/x2); B;
Melee +4/+4 Flurry (1d6+4, 19-20/x2); B;
Ranged +3 Improvised Weapon (bucket) (1d6+4, 19-20/x2); B;
STATISTICS
Str 18, Dex 15, Con 11, Int 8, Wis 14, Cha 8
Base Atk +0; CMB +4
Feats Catch Off Guard, Throw Anything, Stunning Fist
Skills Acrobatics +6, Climb +8, Profession: Sailor +6, Swim +8
Languages Common, Polyglot
Gear Masterwork Mop & Bucket
Money 60 gp
Trait 1 is Signature Moves to get the masterwork mop and bucket
Trait 2 is unknown as of yet

EmissaryOfTheNorth |

I am indeed interested and will submit a character.
That said, and to not betray the spirit of Focus & Foible, I will post here my choice and next post will be the rolls.
I will submit either a Cleric/Druid(Not sure which one but Wis based divine Caster), with Focus Wis and Foible Int or a Gunslinger and Alchemist Multiclass, with Focus Dex and Foible Cha.

EmissaryOfTheNorth |

Stats: 1d10 + 7 ⇒ (1) + 7 = 8
Stats: 1d10 + 7 ⇒ (8) + 7 = 15
Stats: 1d10 + 7 ⇒ (8) + 7 = 15
Stats: 1d10 + 7 ⇒ (4) + 7 = 11
So the caster option would end with...
Str 8
Dex 15
Con 15
Int 8
Wis 18
Cha 11
...while the Gunslinger Alchemist ends with
Str 8
Dex 18
Con 15
Int 15
Wis 11
Cha 8
Not bad. Not bad at all. I will return later with an appropiate character submission. I may even mix Cleric and Gunslinger in the end, who knows.

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Interested, but I was wondering if there are any race restrictions? I looked a couple time just to make sure I didn't miss anything, but I didn't see anything listed.
Well let's roll some stats:
Stat: 1d10 + 7 ⇒ (7) + 7 = 14
Stat: 1d10 + 7 ⇒ (6) + 7 = 13
Stat: 1d10 + 7 ⇒ (7) + 7 = 14
Stat: 1d10 + 7 ⇒ (5) + 7 = 12
Not bad, I can work with that. I'll come up with a character after I see your answer about races.

Browman |

How common is magic/spell-casters and are they outlawed anywhere or looked down on?
Somewhere between 1% and 0.1% of people can cast some kind of spells, for the most part they don't have any specific issues. Many sailors are superstitious of arcane spellcasters but are happy to have them around in a fight. Spellcasters on the losing side of a fight are often killed because of the dangers they pose to ships.

Simeon |

I'm thinking of a rondelero duelist. Stats are as follows, focus will likely be dexterty and foible will probably be wisdom. I might also build some kind of druid, with focus being wisdom and foible being intelligence. IN any case, I'll have something up soon.
Stat: 1d10 + 7 ⇒ (5) + 7 = 12
Stat: 1d10 + 7 ⇒ (7) + 7 = 14
Stat: 1d10 + 7 ⇒ (9) + 7 = 16
Stat: 1d10 + 7 ⇒ (10) + 7 = 17
Man, those are some great stats!

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Hug and his hawk(could i refluff it as a seabird?) flappy
Half-orc druid 1
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 shield)
hp 12 (1d8+4)
Fort +5, Ref +1, Will +6; +2 vs. electricity
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6)
Ranged sling +1 (1d4)
Druid Spells Prepared (CL 1st; concentration +5)
1st—entangle (DC 15), produce flame
0 (at will)—create water, know direction, purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 11, Dex 13, Con 17, Int 17, Wis 18, Cha 8
Base Atk +0; CMB +0; CMD 11
Feats Storm-lashed[ISWG]
Traits armor expert, devotee of the green
Skills Climb +2, Handle Animal +3, Intimidate +1, Knowledge (geography) +8, Knowledge (nature) +10, Perception +8, Profession (sailor) +8, Survival +10, Swim +2; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Giant, Gnoll, Goblin, Orc
SQ nature bond (hawk named Flappy), nature sense, orc blood, wild empathy +0
Other Gear leather armor, heavy wooden shield, club, sling, backpack, block and tackle, bottle, hemp rope (150 ft.), oar (4), piton (10), rowboat, small tent, waterskin, winter blanket (2), 20 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Storm-Lashed Ignore many of the effects of bad weather
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Hawk
N Small animal
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +4 (1d4), 2 talons +4 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Guard, Guarding, Seek
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +6
SQ attack any target, fetch, guarding, seek
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Fetch [Trick] The animal will get a specific object.
Fly (80 feet, Average) You can fly!
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
I noticed that someone else was wanting to play a druid and there are not many spell casters. I like this concept but I can change it if that would help anyone. Hail Besmara.

Browman |

I have a combat trained horse will i have to leave that on the mainland?
A horse is probably a bad idea in this campaign, at least until you tun your own ship. You could bring it along, but caring for it would be on top of your normal tasks and any extra costs come out of your share of plunder.

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Monten Bronbane wrote:I have a combat trained horse will i have to leave that on the mainland?A horse is probably a bad idea in this campaign, at least until you tun your own ship. You could bring it along, but caring for it would be on top of your normal tasks and any extra costs come out of your share of plunder.
Ok. Could I have though like an aquatic horse and if so would it cost more? If not thats fine.

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Halek wrote:What source are they from? I will take a look and let you know.Can I prepare Besmara unique spells?
My reasoning is pirates.
If that is not enough she is a goddess of pirate sin our pirate themed adventure with thematic spells that fit the adventure.
Also pirates are awesome.
The Wormwood Mutiny
The first skulls and shackles AP focused on pirates and pirating.
It also lets clerics get cure octopus as a familiar by dropping a domain.
I am not obsessed with the spells but i like scurvy.

Browman |

Browman wrote:Ok. Could I have though like an aquatic horse and if so would it cost more? If not thats fine.Monten Bronbane wrote:I have a combat trained horse will i have to leave that on the mainland?A horse is probably a bad idea in this campaign, at least until you tun your own ship. You could bring it along, but caring for it would be on top of your normal tasks and any extra costs come out of your share of plunder.
unfortunately not
Browman wrote:Halek wrote:What source are they from? I will take a look and let you know.Can I prepare Besmara unique spells?
My reasoning is pirates.
If that is not enough she is a goddess of pirate sin our pirate themed adventure with thematic spells that fit the adventure.
Also pirates are awesome.
The Wormwood Mutiny
The first skulls and shackles AP focused on pirates and pirating.
It also lets clerics get cure octopus as a familiar by dropping a domain.
I am not obsessed with the spells but i like scurvy.
I think those are quite thematic for the campaign, everyone can use them if it is on their class spell list.

Grumbaki |

Focus and Foible
18
1d10 + 7 ⇒ (9) + 7 = 16 16
1d10 + 7 ⇒ (10) + 7 = 17 17
1d10 + 7 ⇒ (3) + 7 = 10 10
1d10 + 7 ⇒ (5) + 7 = 12 12
8
Please see below for a Half-Orc Oracl. Here for party healing, knowing the weather, making alcohol, ensuring that our food doesn't spoil, hitting people in the head with a big sword, and eventually being able to swim around with a shark.
He's probably not going to do the most damage in combat. But he'll be useful to have on a ship.
Name: Ulark
Race: Half-Orc
Alignment: Chaotic Neutral
Languages: Common, Orc
Class: Psychic Searcher Oracle
Mystery: Lunar
Curse: Deep One
Str (20) Dex (8) Con (16) Int (12) Wis (10) Cha (17) Fort (+5) Ref (+7) Will (+4) HP (12) Initiative (+5) Armor (18/15/13)
Racial
* Darkvision (60ft)
* Burning Assurance (+2 diplomacy)
* Weapon Familiarity (Proficient in orc weapons and falchions)
* Sacred Tattoos (+1 luck bonus to all saving throws)
Combat
To Hit: +5
Damage: 2d4 + 8
Skills
* Knowledge Nature: 1 skill point (+5)
* Perception: 1 skill point (+4)
* Survival: 1 skill point (+4)
* Diplomacy: 1 skill point (+9)
* Sense Motive: 1 skill point (+4)
Traits
* Fate's Favored (+1 all luck bonuses)
* Noble Scion of War (+2 knowledge noble and class skill, Cha for Initiative)
Equipment
* Studded Leather (+3 AC, +5 Max dex AC, -1 ACP)
* Falchion
* 50 gold
Battle Mystery
* Prophetic Armor (You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead)
Deep One Curse
* You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed. (When in armor 20ft land and swim speed, when not in armor 25ft land and swim speed)
lvl 0 Spells
* Create Water
* Purify Food and Drink
* Detect Magic
* Stabilize
lvl 1 Spells 4 per day
* Cure Light Wounds
* Enhance Water (turns water into alcohol)
* Read Weather
Though, there is one thing that Ulark is not: a hero. He knows that the world is a cruel place. Just as happy on a pirate ship as a merchant vessel, he fights for himself, not any ideal.

Hug the Druid |

Focus and Foible
18
1d10+7 16
1d10+7 17
1d10+7 10
1d10+7 12
8Please see below for a Half-Orc Oracl. Here for party healing, knowing the weather, making alcohol, ensuring that our food doesn't spoil, hitting people in the head with a big sword, and eventually being able to swim around with a shark.
He's probably not going to do the most damage in combat. But he'll be useful to have on a ship.
** spoiler omitted **...
A fellow priest of Besmara. If you are covering those areas I can provide battlefield manipulation and summoning. Might push into your turf with controlling weather.

Grumbaki |

Grumbaki wrote:A fellow priest of Besmara. If you are covering those areas I can provide battlefield manipulation and summoning. Might push into your turf with controlling weather.Focus and Foible
18
1d10+7 16
1d10+7 17
1d10+7 10
1d10+7 12
8Please see below for a Half-Orc Oracl. Here for party healing, knowing the weather, making alcohol, ensuring that our food doesn't spoil, hitting people in the head with a big sword, and eventually being able to swim around with a shark.
He's probably not going to do the most damage in combat. But he'll be useful to have on a ship.
** spoiler omitted **...
Doesn't push into my turf at all. Spells are limited in how often they can be cast. And I might well "waste" my slots on making rum. Plus if you go for manipulation and control while I go for healing and buffing, we'd make a good team.
Plus having a priest of Besmara and an oracle who very likely is blessed by the same deity, would make for great RP opportunity.
Also noted a few mistakes in my build, as I original was going for cha20. Can't update the post but the alias will be corrected

Jereru |

Pirates ahoy!
Alright, I'll roll and create a character, though I must say in advance I'm in some other recruitments. If I happen to get chosen, then I'll have to rethink, I don't want to take a slot and not be able to full commit.
That said, let the dice roll!
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8
I was expecting something like that xD Luckily, a 18 and a 17 can save the day.

Browman |

Poisons are around but not common, mostly used for targeted assassination. If you are discovered with poison you will probably be dealt with as an assassin. Given that much of the region has no central government frontier justice tends to be swift and harsh.
Re-fluffing animal companions as something more fitting to the setting is fine.
Slavery certainly exists, it is more common in some places and tends to be criminals and captured soldiers though others end up in slavery due to debts or other reasons.

Zayne Iwatani |

Been feeling like joining a high seas game recently. Let's see what the rolls have to say. Gunslinger (Musket Master) for sure.
Focus: Dex
Foible: Int
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (2) + 7 = 9
Two negatives. Well shit. I guess I can bring that up with racial bonus.