GM Itzi's Skull and Shackles (Inactive)

Game Master Itzi

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Hey Itzi, with Harmony in this game, I can't not make a character for it. I considered retooling Sara as tho Mel and Zhi convinced her to bodyguard their kid and in the intervening years between then and now she's lost 16 class levels and her fancy shoes (maybe in a shipwreck idk), but I think I'll just go ahead and submit a new character.

Working as an idea, Brewton Parker, werecrocodile-kin, ex Andoren Navy and accidental cannibal: a once righteous man fallen from grace out of necessity and circumstance.

Considering some kind of disabling support melee? Maybe a net-and-trident fighter, real Roman gladiator style, maybe a Gunslinger/Savage Technologist Barbarian. Also down tho to do some kind of aquatic druid, I really don't know, I'm mostly going to focus on the backstory and let the crunch come naturally.


Shae Rafin said wrote:
"Foretold by prophets, the legendary chosen one...Zzz. Chosen Ones. Ahhhh...The Larcenous Ladies Elect. Does anyone 'ave any coffee on this scow?"

Beside you appears a figure wrapped in a blue/green cloak, hood so deep and sleeves so long that you cannot get an idea of who is wearing it. Four mugs of hot, steaming cafe in each of the corners. A cup of sugar cubes and a pitcher of cream sitting side by side in the exact center of the tray. Someone might want some of this, that's what Cook said only I have no idea who to offer it to. You hear the hushed nervous voice come from under the hood but seemingly not directed to anyone in particular, in fact if she wasn't standing so close you probably would not have heard her at all.


Quote:

And now Tessa's got everyone RPing in the recruitment thread. sigh

I must do something with that girl.

Spankings do the trick. Usually


Donomsail Lishoni wrote:
Beside you appears a figure wrapped in a blue/green cloak, hood so deep and sleeves so long that you cannot get an idea of who is wearing it. Four mugs of hot, steaming cafe in each of the corners. A cup of sugar cubes and a pitcher of cream sitting side by side in the exact center of the tray. Someone might want some of this, that's what Cook said only I have no idea who to offer it to. You hear the hushed nervous voice come from under the hood but seemingly not directed to anyone in particular, in fact if she wasn't standing so close you probably would not have heard her at all.

"Oh thank Besmara, thank Cayden, thank anyone list'nin. Truly yer sent by the gods." Shae grabs two cups. "Once we get our rum rations, let me teach you about rom cremat. My last boatswain, mean lug from Kintargo, shared the brew with me, and this brew does the trick. The coffee keeps you sharp, the rum steadies your hand. I never climb up to the crows nest without it!"


Regarding RP in the recruitment thread; I don't mind it so long as it doesn't start to obscure recruitment-related questions or submittals.

@The Lobster

Hey there! Looking forward to seeing what you submit. Be aware, though, that I would class a werecrocodile-kin as a monster race. So you'll really have to sell me on the submittal. :)

~~~~~~~

Petulant Princesses

Contessa Steel (The Rising Phoenix) - Female Human Swashbuckler
Harmony d'Valois (Nikolaus de'Shade) - Female Human Bard

Completed Submittals - Grouped by Type (arbitrarily chosen by me :) )

Yando Cussbiter (electricjokecascade) - Male Human Fighter
Corwyn “Pegleg” Foamstrider (Brother_Guiness) - Male Half-Elf Brawler
Sovukh "Shark-Eye" (Redblade8) - Male Half-Orc Barbarian
Sully Iron Lungs (dathom) - Male Human Barbarian
Marisann (Brainiac) - Female Human Brawler

Taicho Blackfeather (Robert Henry) - Male Tengu Inquisitor
Destinie Nicholae (Patrickthekid) - Female Human Oracle
Donomsail Lishoni (Capt Mutt) - Female Tiefling Cleric
Holone Carynore (Escharid Blackrose) - Female Elf Shaman
Eyan Q. Charodon (Jeremy Packer) - Male Elf Druid

Uranda (Grandlounge) - Male Human Alchemist
Gormak Thunderblood (Phntm888) - Male Half-Orc Sorcerer
Edward Teach (JohnnyBlack) - Male Human Sorcerer
"Doc" (ScorchedOne) - Male Human Alchemist
Azadi Freeman (Giant Halfling) - Male Undine Kineticist

"Terry" of Quent (hustonj) - Male Half-Elf Rogue
Silarsha Torvsdottir (Adderyn) - Female Human Skald
Shae Rafin (zefig) - Female Half-Elf Gunslinger
Casimir Novak (Ruin Explorer) - Male Tiefling Gunslinger
Tyrlon Brasuel (ToxicStar) - Male Tiefling Investigator
Jack Harrow (Ellioti) - Male Half-Elf Gunslinger

Concepts Presented
The following players have presented a concept, but haven't yet submitted anything.

The Emerald Duke - Shaman or Warpriest
Mr. Rattlebones - Witch
Arrannai - Changeling Shaman
Critzible - Undine Brawler
snapzilla22 - Skinwalker Shifter
pyropaki - Undine Druid
Grankless - Half-Elf Occultist
The Lobster - Werecrocodile-kin Fighter


GM Itzi wrote:


Perfectly Proportioned Passionate Petulant Princesses

Contessa Steel (The Rising Phoenix) - Female Human Swashbuckler
Harmony d'Valois (Nikolaus de'Shade) - Female Human Bard

"Fixed that for you, oh magnanimous master of the masses! It needed more P!" Hmmm...


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Oh, just be happy that I didn't label you as the Posteriorly Painful Petulant Princesses.

... as in a pain in mine. :P


Tessa Steele wrote:
"It needed more P!"

"Between the rum and the coffee that just got here, should not take long..."


Clearing her throat and tries to be serious, the redhead hops up on the table and rasies a finger to quiet the masses. She slurs "Ehem. I would like to shuggesht you all focush on recruitment and not shilly anticsh of rrrroleplay in the recruitment thingy."

Tessa then gladly turns around shows off her perfectly proportioned princess posterior with an playful extra wiggle that's purely priceless before swiping the rum and throwing it down. She proclaims "We're going to have shum fun, boysh and girlsh!"


Silarsha looks up.
"Did someone say coffee?" I'd love some if there's more." she sighs.
"Don't get me wrong, the rum ration is great! And my thanks to the generous Captain and his wonderful officers for their graciousness in providing it to us" raising her rum cup slightly,"But I've yet to find a rum that I prefer over even the worst mead. I never had headaches after a night of drinking mead."


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Holone Carynore wrote:
Quote:
Spankings do the trick. Usually

"Who'd have thought something I worked so hard to avoid as a child, is something I'm willing to pay extra for as an adult."

I'd attribute the quote to the comic who said it first, but I can't recall exactly who said it.


Tessa Steele wrote:

... turns around shows off her perfectly proportioned princess posterior ...[/b]

Uranda blushes and shrinks under the table and ceases role-playing until the crew has been chosen. He keeps on hand up in the air, past the top of the table so he is not forgotten.

I will hit pause on the RP and give GM Itzi some space to enable reading. See you all at the finsh line. I may have accidental pick comedy straightman as my real class.


Wow, a lot of strong applications (and a lot of us old guys turning out). I don’t envy Itzi having to make this decision, though it is the best kind of problem to have.

I created a profile and I’ll post it along with the crunch as soon as I have time to finish said crunch.

RPG Superstar Season 9 Top 16

Adding some meat to the bone:

[Thinking of going with the Buckaneer's Blood campaign trait, and locking in on being a Rogue with the Thug/Scout archetypes.]

It was a mixed bag, being the son of Rerodas the Red. Sure, his father's name earned him some leeway, opened some doors, got him a measure of wary respect from the old timers who'd heard of the Red Peril and its infamous escapades.

But mostly, it was a pain in the ass. Young cove's looking to earn themselves some credibility would seek him out, challenging him to a duel or just pulling him into a brawl, all in the vain hopes of gaining some notoriety for being the one to kill Red's offspring.

Worse were the assumptions that folks made, thinking him the same blood-maddened monster, that his father's craving for violence and murder ran in his own veins. There were few better ways to end a conversation, clear a table, or lose a prospective job than mentioning his ancestry.

So for the most part Yando kept his trap shut, and did his best to allow his father's crazed legacy to sink into oblivion, like some blood-soaked sun falling behind the horizon.

Far better to just be plain Yando. Built like a mountain, and just about as slow, as the people said.

But he wasn't slow. He was just careful. Careful not to accidentally crush someone's hand within his own. Careful to not break a chair by sitting too heavily on it. Careful to not scare someone by looming up behind them in the dark.

Until they paid him not to be careful. Till they slipped him greasy silver coins to break an arm, ram someone's head through a window, or simply show up across the street from their door and stare long enough to break their will.

His father would have sneered. Dockside work, bully boy beatings, little more than hired muscle, and mocked despite all that he did.

Even the men who hired him wanted to tempt him into a rage. See if they could provoke Yando into losing his temper, and brave the storm that would follow.

He nearly never did.

But when the moment came, when some pack of jeering fools pushed him too far or drew a knife or offered to pay him to beat a whore just for the fun of it, well.

Yando could move shockingly fast when needed.

But his misdeeds always came back to haunt him in the long run, reminding him why he should keep his head down, his temper in check, and never - ever- act like his father.

Bad years. Bad jobs. Blood and the dry snap of breaking bones. Grog, the smell of sawdust and sweat, of salt and tar-slathered ropes. The cry and shriek of the gulls, the groaning of the ships at dock, the shouts of the street vendors and wharf rats.

There had to be a way out. A way to break this chain of brutish jobs, mournful nights spent drinking alone, to escape his father's shadow without leaning on his reputation or sinking into his sins.

Violence. It was all Yando knew. But perhaps. Maybe there was a ship out there with a different kind of captain. Someone who might want Yando for his measured thoughtfulness, and not for his fists or brutal heritage.

Late nights, sitting in the lee of a shingle rooftop with a bottle of grog and only the moon for company, Yando would gaze out over the silvered harbor and dream. Wonder if there might not be a fine line he could walk between piracy and his past, to temper violence with fairness. A way to be his own man, to forge his own path, and claim the sea and its lanes in a manner that would make his own name pre-eminent - and allow his father's to sink forever into oblivion in his wake.


GM, here is Gormak's profile. Link to my original post.


Since the Player's Guide kind of spells out what to expect for the start, I'll assume starting gear isn't really something to worry about, but can I expect an Occultist to be separated from their implements early on?

Meanwhile...

Me, Myself:

I've been roleplaying for a long time, primarily forum-based and Discord-based text RPs. My only player experience is in a multi-year campaign of 13th Age that is winding down - we're finally level 8! I've never actually *played* PF, though I've been GMing Carrion Crown for a year now in Roll20. I'm currently in another Tyrant's Grasp PBP and enjoying what little we've done so far. I love Paizo's APs and would love to explore more of them!

I'm in EST and usually post during the large amounts of downtime I have at work, and also at home.

My Man:
I'll be applying a young Magaambya student named Lubambe... last name still pending. Names are hard!

Raised in a merchant family who plied the shores of Garund, Lubambe never intended to be a pirate. He'd hear stories of the buccaneers who stalked the shipping lanes and learned bits and pieces - most of them from the perspective of the owner of those ships and not the crew. In his teens he spent a year or two learning his way around a ship, getting the basic knowledge he'd need in case he ever had to manage one of the ships directly. As the eldest son of four children, he was expected to take over their small company from his aging father, who was already in his 40s when his kids were conceived with his elven wife.

Lubambe, however, had no mind for numbers and business. The tales he heard of those pirates - many highly fictionalized and romanticized - inspired him to want to lead a life of adventure and exploration. And so he pivoted hard from his business studies to enroll at the Magaambya, packing up and moving to Nantambu swiftly and leaving the position of future shipping magnate to his sister Okina. There he turned to archaeology, studying the past to better understand the present - and he saw a world of possibilities before him. Ancient ruins! Exotic locales! He could see them all if he became an expert archaeologist, just like the Pathfinders. And with his psychic abilities, learning that history in person would be a breeze!

And so he set sail for Port Peril, never once anticipating that things would be going south for him very quickly...

His trait will be Ancient Explorer. Personalitywise, he's a perfectly friendly guy - but despite his high int, he's a bit of a dullard when it comes to proper social expectations given his sheltered upbringing. He's good at putting his foot in his mouth, and mostly aware of it - but he's also bad at keeping his mouth shut. He's a different flavor of himbo than the usual low-int one, so to say. As a haunt collector occultist, using the Skill Unlocks and the actual haunt flavoring, he'll be eager to learn as much of the world around them as he can, past and present. In combat, he'll be using his spells mostly for buffs and combat tricks while using most likely a lucerne to whup the crap out of enemy pirates. I like me a big hammer, what can I say?

I look forward to the selection, and if there's anything I've missed in this, say the word!


Something else I should have put into the initial recruitment post. Sorry about this.

Regarding Starting Equipment

I mentioned in the initial post how much gold each character will begin with. Reading the Players Guide, there's no mistaking how you come in to this adventure. And, as a number of people have mentioned, that might lead you to believe that there's no point in purchasing starting equipment.

Yes, the assumption would be that you'll lose everything you start with. However, that's not entirely accurate. Early on in Book 1, you'll have the opportunity (with some good RP and good die rolls) to get your starting gear back.

And there's a chance that you might even keep one or two small (well concealable) items.

TLDR; Don't completely ignore starting equipment.

Oh, and Tessa? I'm talking to the bartender and getting you cut off.


Thanks for the clarification! Hopefully nobody takes the very cool looking lucerne from the armory...


"Barkeep. She's had too much. Don't let her have anything else. I'll settle her tab once she's either asleep or sober."

Harmony gives a gracious smile and steps away, determined to prove that she at least is not petulant.


GM Itzi wrote:

Something else I should have put into the initial recruitment post. Sorry about this.

Regarding Starting Equipment

I mentioned in the initial post how much gold each character will begin with. Reading the Players Guide, there's no mistaking how you come in to this adventure. And, as a number of people have mentioned, that might lead you to believe that there's no point in purchasing starting equipment.

Yes, the assumption would be that you'll lose everything you start with. However, that's not entirely accurate. Early on in Book 1, you'll have the opportunity (with some good RP and good die rolls) to get your starting gear back.

And there's a chance that you might even keep one or two small (well concealable) items.

how does that affect gunslingers? What about jewelry?

maybe I drop the first level of gunslinger and start as a rogue immediately...


Ellioti wrote:


how does that affect gunslingers?

I assume it means we’d better role play well to get our guns back.


I'm excited for the challange, should I be chosen.

Gun wielding alchemist with trait the gives a healer kit. No gun, no gun smithing kit, no alchemsit's crafting kit, no healer's kit. What an awesome starting challenge.


Ruin Explorer wrote:
Ellioti wrote:
how does that affect gunslingers?
I assume it means we’d better role play well to get our guns back.

You would assume correctly. ;)

Yes, this will handicap some classes more than others. Them's the breaks. You didn't think the life of a pirate was going to be fair, did you?

As far as jewelry goes, you might keep it - you might not. We shall see.


Update for Jack Harrow:

Jack Harrow: Basics:

Unchained Rogue (Thug) 1
CG Half-elf
Init +4
=================================================
DEFENSE
=================================================
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d8 + 2 con +1 fcb)
Fort +2, Ref +6, Will +1 (+2 vs. Enchantment, immune to sleep)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Rapier +4 (1d6 / 18-20 x2)
=================================================
STATISTICS
=================================================
Str 10, Dex 18 (16+2), Con 14, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 14

Jack Harrow: Feats, Traits & Skills:

lvl 1: Frightening Ambush, Skillfocus (Intimidate), Weapon Finesse

Traits Extremely Fashionable, Memorable, Eye for Plunder
Drawback Attached (his father's compass)

Skills total (ranks +class +ability +bonus)
Acrobatics +8 (1 +3 +4)
Climb +4 (1 +3 +0)
Disable Device +8 (1 +3 +4)
Intimidate +9 (1 +3 +2 +3)
Perception +5 (1 +3 +1) [+1 to find concealed or secret objects, including doors and traps]
Swim +8 (1 +3 +0 +4)
Bluff +6 (1 +3 +2)
Background Skills
Profession (Sailor) +9 (1 +3 +1 +4)
Sleight of Hand +8 (1 +3 +4)
Languages Common, Elven

Gear pirate clothes (free), jewelry (80), broken compass (7.5), Rapier (20), Studded leather (25), 7 gold coins, 5 silver

Jack Harrow: Class Features:

Racial
Child of the Sea Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Unchained Rogue (Thug)
Sneak Attack 1d6
Frightening Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

Traits and Drawback
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Memorable When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.
Eye for Plunder You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection of mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the ship.
Attached You have a strong emotional attachment to a person or object that you’re terrified of losing. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Misc
Favored Classes Rogue, Slayer
Favored Class Bonus 1 hp

Jack Harrow: Backstory:

Jack Harrow was born to Edward Tilly and an unknown elven woman on a pirate ship. He was named Jack after his uncle, Edward's brother. After his mother's demise, Jack grew up in a tumultuous household full of outlaws at Shipwreck Cove. He had spent most of his youth unsure whether Edward Tilly was really his parent, frequently referring to him as "The-Man-Who-Might-Be-My-Father". Despite Jack's resentment of him, he respected the fact that Tilly was always there for him when he needed him most, such as when he nearly got his hand cut off by the pirate Rusty Knickers or when Jack was almost sold into slavery by Captain Lucy Graven. Jack was determined to follow in his father's footsteps and become a captain of a ship, rather than just some ordinary pirate like the majority of his relatives (explaining his insistence on being referred to as "Captain" well into adulthood).

As a teenager, Jack served as a cabin boy on several pirate ships, including the Troubadour of Captain Tilly. As a member of Tilly's crew, he visited many countries and ports. However, he became fed up with his hectic life in a pirate family. One night, he snuck by candlelight into the study to consult the Pirata Codex and, coming upon a section on freedom and the need for pirates to make their own decisions, decided, he was completely justified in running away. He packed a bag, stole his father's compass (only to later found out it didn't work) and escaped out the window. Jack stowed away aboard a merchant ship to reach the Mwangi Expanse. His seafaring experience made it easy to join a new crew. Eventually, a rather unfortunate encounter and misunderstanding with some infamous Shackles pirates forced him to abandon the pirate life, flee and take employment in the Chelish Trading Company. After five years of faithful service, during which he sailed across all the Seas, he was given command of the Wicked Wench, a ship owned by Cutler Beckett, the CTC Director for Western Garund. As Beckett's employee, Jack searched for the mystical island of Kirma and its legendary treasure. When he found it, he decided to betray Beckett and keep the island and its inhabitants safe from Beckett and his slave traders. Later Beckett contracted him to transport a cargo of slaves to Westcrown, Jack chose to liberate them and finally steal the Wench from Beckett. However, Beckett's men managed to find him and branded him as a pirate (once again), while the Wench was set aflame and sunk. Jack retaliated and captured the Wench's sister, the Blue Maiden and renamed her the Black Pride and began the pirate life anew. Soon Jack Harrow became one of the Free Captains and a member of the Pirate Council.

Throughout his years as an infamous pirate of the Shackles, Jack Harrow embarked on many adventures, several of which involved gaining items of unique value. On the other side, he often seemed cursed and lost most treasures faster than he could find new ones. Jack was captain of the Black Pride for four years. But when he was after the treasure of Dead's Isle, Jack lost the Pride in a mutiny led by his first mate, Horice Barbooza. A few months later, with the help of some still loyal crew members, Jack retrieved the Black Pride and killed Barbooza, thereby becoming its captain once again.

Over the course of time, Captain Jack Harrow became a center of intrigue as myths and legends have been told of his exploits. Most of these tales, however, were exaggerations, or even fabrications embellished by Jack himself to bolster his reputation. Despite his dishonesty and many deceptions, Jack Harrow did embark on a number of grand and thrilling adventures, some involving the supernatural, pirate lore, magic, and journeys in discovering hidden treasures. Indeed, Jack's ultimate ambition was to have the freedom to sail the seas as a legendary pirate for eternity.

Desna's favor is not with Jack. Two years ago a Kraken attacked the Black Pride and sunk it. Jack had lost her again. While he was used to loosing and winning, this was too much for him. He indulged in the rum and the stories of Jack Harrow faded. He made ends meet as a simple, drunken seaman.

Today he finds himself relatively well off when he got his share of his last voyage’s plunder, and decided to spend a few of his hard-won coins at the Formidably Maid, a popular pirate tavern in Port Peril. Because of his constant state of grogginess, however, he never saw the miscreants who slipped something into his drink, knocking him out cold...

Development Plan and Party Role:

Unchained Rogue (Thug) 4, Slayer (Turncoat) 16
Role: Secondary melee, Social, Debuffer, Trapfinder
His father's compass is secretely a wayfinder, but it takes considerable effort (read experience) and invest (read 500 gp worth of unknown stuff) to unlock its potential.

about me:

I'm in Central European Time zone. I'm a space engineer working a deskjob with access to Paizo during lunch break. I commute by train and have good experience with posting from my smart phone during the train ride.
I'm applying, a) because pirates are awesome and b) because you promised a fast-paced game and this would be something new to me. You can look at my profile for my rap sheet. I'm particularly fond of Thomas Riverdancer and his campaign.


I think I've made all the updates and tweaks to the character that I need, and will now impatiently wait for the selection to be complete.

Full crunch, and backstory, etc. are on my profile page

Thanks for the chance to apply, and good luck to all applicants!


Good news, Uranda! That trait specifically mentions that you get to keep your healer's kit, regardless of your starting circumstances.

The rest of it, however, not so much.


Thanks. Silver linings!


Taking my crossbow's one thing, but the man who tries to keep it from me will soon learn to regret it.


Shae, I've played about half of the first book, and most of part 1 is basically being able to grit your teeth, take what they dish out, and keep the receipts so you can pay it back later when the time is right (sadly, my game fell apart before I got that chance).


Redblade8 wrote:
Shae, I've played about half of the first book, and most of part 1 is basically being able to grit your teeth, take what they dish out, and keep the receipts so you can pay it back later when the time is right (sadly, my game fell apart before I got that chance).

Note: add "I can do this all day!" to list of catchphrases.


Shae Rafin wrote:
Redblade8 wrote:
Shae, I've played about half of the first book, and most of part 1 is basically being able to grit your teeth, take what they dish out, and keep the receipts so you can pay it back later when the time is right (sadly, my game fell apart before I got that chance).
Note: add "I can do this all day!" to list of catchphrases.

Say it out loud and they'll take that as a "to-do" list item... ;)

Scarab Sages

Dotting for interest. I've really wanted to get through a whole S&S game, but everyone I have been in has fallen apart before they even really get started.

Playing around with concepts of either a brawler or gunslinger, both classes I've never played before. Will see what I can put together.


Heh. Still here, but between trying to behave at work (I'm supposed to be keeping everyone else from doing things like playing games!) and the furious initial posting rate, it seems like I keep missing all the good points to jump in.

As far as the bodacious bits of bawdy buffoonery, Terry WAS raised in a brothel. <wink>


(hic) "Here's hopin' them Petulent Prinsheshes got shome time fer a Belligerent Bloke or two." (hic)


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So I did change him from weregator to a wereshark-kin skinwalker to be more thematic with his backstory, but he's still a Louisiana boy at heart.

Build is still in progress, I was on the road today and wrote most of this on my phone, but he'll (eventually) be a natural attack themed character, multiclassing Ranger (probably Tidal Hunter) with Druid (with Kraken Caller), and remaining relevant as both thanks to two feats (Shapeshifting Hunter, and Shaping Focus). As for his place on the crew, he'll start with Exotic Weapon Prof: Ballistae and take Siege Engineer when able.

Campaign Trait is Peg Leg, tho if it's alright with the GM, I'd prefer if it were his whole leg that was missing and replaced.

He's a team player, former military, respects those in command and follows orders well. Despite that tho, he's filled with Andoren ideas of liberty, free will, personal choice and self governance, though he don't much know what all that means. Alignment is CN, and his story is dark and gruesome, but to me, he's believably someone who was once good, who strives for it in every moment, but continually falls short. Eating people probably doesn't help, either.

Backstory:
It was like Besmara was laughing at them.

That's what one of them said, one of the other survivors, one of his friends. One of the men he had eaten.

Brewton Parker was a model member of the Andoren Navy, a young and eager military man, an engineer with especial knowledge and understanding of the catapults and ballistae on his ship. He was well respected, well liked and well utilized. But when his ship wrecked off an uncharted island, his knowledge and skills as a siege engineer were of no use to him nor those around him. Out of fifty crewmen, only the captain, two other men and he himself survived the wreck, the rest lost to sharks and the sea. Those sharks patrolled the shallows around the island, making fishing impossible without putting them at risk. For a time, they survived off salvaged rations from the wreck, the island largely barren except for a natural spring.

But two months passed, with rescue nowhere in site and rations running thin. The four survivors tried once more to fish and forage in the shark infested waters, but this only provoked tragedy.

They pulled their captain free from the sharks, but too late to save him. With his dying breath, he gave them two last orders. "Make it out, men. Eat me if you have to. Make it out together."

The taste of flesh awoke something hidden deep within Brewton. It felt, it felt right, as if this was how it was supposed to be. The sun set and the full moon rose. It was one of his friends who pointed out the changes. His eyes, he said, had gone wide and black, his face stretched and teeth sharp. He had attacked the flesh with singular vigor, eagerly pulling flesh from bone. Parker claimed the man was just jealous.

But he spoke truth. For in the moonlight, his ancestor's curse, having long laid dormant in his family, struck for the first time. His skin grew cold and smooth, his face grew pointed and wide to accommodate many sharp teeth, and his hands grew fat and webbed.

That night he silently slit the throats of the other survivors and gorged upon their bodies, leaving their bones picked clean.

The curse left its mark on his face, even come morning. And in the morning, he was still hungry yet, the hundreds of pounds of meat he had consumed not sating his need for flesh. He considered wading out and fishing, trying to gut one of the sharks and finding what little flesh remained of his captain, but having no desire to be eaten himself, he chose not to.

Another month passed. His human visage had returned, but gone gaunt and sallow without food. To make things worse, the spring had almost run dry.

The hunger was driving him mad. He shouldn't have feasted so readily. He should have waited, should have kept them alive, shared in the spoils. Guilt was there, too, buried behind the hunger and madness. He had betrayed them. They were supposed to make it out together, damn it!

Eventually he could hold out no longer. The sharkman sat at the edge of a low cliff and slowly began peeling back the flesh of his own leg, eating it for sustenance. His blood trickled down and into the water below, where sharks began to gather, aching with the same familiar hunger he possessed. As he ate more and more, the sharks grew more and more desperate, lunging out of the water and reaching for him. Delirious from blood loss and hunger, he laughed and screamed and taunted them, leaning his bloody leg closer to them and pulling it back before they could get a good bite on him.

In the end, they were faster. A shark finally managed to grab his leg and pulled him under, where the beasts savaged him. Calling upon the strange curse now afflicted upon him, he wrenched himself free, losing his leg to the monsters.

That was the night that rescue came, as if Besmara, goddess of the ocean and strife, was laughing at him.

Six hours. If he had waited six hours, he would still be intact. If he had waited six hours, he could have gone back to life in the Navy. The surgeon saved his life, but crippled as he was, he was discharged and left to rot.

Parker told no one what happened on the island, but the hunger remained, always. He ate plenty and drank deep, never satisfied, always craving the memory of human flesh. The secret shamed him, haunted his dreams. How could he have done such a thing? And if not human, what was he?

After years of drinking away his army pension, he returned home for answers. What fate had befallen him? Could the hunger ever be conquered? There he found his mother. To her and her alone, he confessed his story, his tale of cowardice and cannibalism, and showed her the strange transformations he now had full control over.

His mother, to her credit, did not fault her son for his actions. "We're skinwalkers, Brewton," she explained. "Seascars. No one know where it come from, an it han't manifested in our fam'ly line since your great grandfather. But one our ancestors must'a been a, a wereshark. When I first been told the stories I thought they were myth, tall talk, nothin real about it, and they were all so small, Brewton, I thought they must of been just egzaggerations. They were stories of, of granddad smilin a huge nasty smile to scare the childrens, of tearin apart legs of lamb and venison raw with sharp, ang'lar teeth an lettin the blood drip down. I thought folk were just bein dramatic. Tweren't nuthin like the kind and gen'le man I knew."

She stared at the wall for some time before continuing. "I wept when you decided to be a sailor. Thought it might, thought-," she pinched the bridge of her nose and laid her hands in her lap, gazing down. "Son, d'you remember the stories I'd tell you, warnin you not to go to the beach at night?"

"Yes'm," he nodded.

"Diya ever?"

He was still and silent for a time before nodding.

"Bless your heart child, I, I hate that you been saddled with this. Gods forgive me." His mother left the room and returned with a silver dagger, offering it to him freely. "If it ever get too much, Brewton, use it. I want you to kill yourself."

With those parting words, he left home, never to return. He found work on a merchant liner, friendly folk that didn't ask questions, who appreciated his knowledge and expertise. The hunger still ever present in his mind, he often found himself thumbing the silver dagger, debating the merits of living. He drowned his worries in drink and other men, and came to enjoy life once more.

Traveling in the Shackles he grew to know many rough and tumble types that worshiped the same god what doomed him so long ago. Besmara, ocean lady, goddess of change and strife. They'd whisper prayers to her during storms and rough waters, wishing for safe passage and for their lives to continue. And when things didn't get better, they saw it as a kind of sick joke, laughing to themselves and shaking their heads.

In time, Brewton Parker saw things similarly. His life, all 36 years of it, had been a cruel joke, and the punchline was coming. He and Besmara both would be there to see it.

So when he got drunk and comfortable in the Formidably Maid, well the punchline was coming.

Personality:
There are a few sides to Brewton Parker. When sober he's often dry and laconic, sarcastic and bitter, when drunk he is lively and affable, all smiles and friendly banter. Despite being generally sociable and cooperative, he is very private when it comes to matters pertaining to himself or his past.

Brewton eats and drinks easily twice his share, anything to drown his eternal hunger for human flesh. Though it has been years since the incident, he dreams about it constantly. It's only his respect for humanity and his fear of ostracism that keeps him from seeking out a chance for more.

He prefers the company of men, though he'll f$&* anyone in a pinch. He does not enjoy the beach, as it brings unpleasant memories, but since he started doing business in the Shackles, he finds that harder and harder to avoid.

Appearance:
With dark hair and deeply tan skin, Parker is tall, angular and awkward. He often walks with a stoop, and hobbles from place to place on crutches or on his wood leg. With his prosthetic he's somewhat dextrous and accomplished, yes, but wearing it too long hurts his hip and he likes to give it a chance to rest.

His body is near entirely hairless, thanks to his wereshark ancestry, but wherever hair should grow is slightly blueish, as though he had just shaved. His grey eyes often look a bit vague and vacuous, and he'd be the first to admit there ain't much bouncing around between them, but he's observant and capable enough.

In his shark form, his mouth widens and stretches forth, his teeth retract and replace themselves with many, many layers of sharp, jagged teeth. His eyes go wide and black, and his skin gains a tint of grey blue. Sometimes gills will sprout from his neck to just below his pectorals, his hands and foot will web, or he'll even grow a notched dorsal fin.

His lower lip is full, the top, thin and cruel. He smiles often, showing his wide array of sharp, crooked teeth, and sneers more than that. Despite his large and varied appetite, he remains thin and lean, and ever, ever hungry.

Secrets:
1. Unknown to him, there was another survivor of the crash. A friend hid in the lifeboats, and when things started to look bleak, they cut and ran early. The two are both unaware the other survived, and would each recognize each other upon reunion. His cowardly friend might even still be in the Navy

2. Brewton doesn't make a habit of telling people how he survived for a whole season on a desert island, though many have suspected. If confronted about it, he just goes quiet.

3. Having gained full control over his powers, he is very hesitant and nervous to display any of them publicly. "I'm just a very good swimmer, sir," he says if anyone questions anything. But when pressed for survival, he has had to depend on his shark form several times now.


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Wow, currently 23 submittals for 4 character positions. You folks really aren't making this easy. And with the quality of the characters it's doubly difficult. The rate of submissions has slowed (Thank the gods!). But even as we get closer to the deadline there's still time to finalize those rough concepts and get them considered.

Another note:

We will have a Discord channel set up for this game (already done, in fact). And once it begins I'll probably be spending an inordinate amount of time hanging out there and answering any OOC questions. All RP will still take place in the Gameplay thread for those that worry that it might supplant the forum.

Current standings ...

Vexatious Vixens

Contessa Steel (The Rising Phoenix) - Female Human Swashbuckler
Harmony d'Valois (Nikolaus de'Shade) - Female Human Bard

Completed Submittals - Grouped by Type (arbitrarily chosen by me :) )

Corwyn “Pegleg” Foamstrider (Brother_Guiness) - Male Half-Elf Brawler
Sovukh "Shark-Eye" (Redblade8) - Male Half-Orc Barbarian
Sully Iron Lungs (dathom) - Male Human Barbarian
Marisann (Brainiac) - Female Human Brawler
Brewton Parker (The Lobster) - Male Skinwalker Ranger

Taicho Blackfeather (Robert Henry) - Male Tengu Inquisitor
Destinie Nicholae (Patrickthekid) - Female Human Oracle
Donomsail Lishoni (Capt Mutt) - Female Tiefling Cleric
Holone Carynore (Escharid Blackrose) - Female Elf Shaman
Eyan Q. Charodon (Jeremy Packer) - Male Elf Druid

Uranda (Grandlounge) - Male Human Alchemist
Gormak Thunderblood (Phntm888) - Male Half-Orc Sorcerer
Edward Teach (JohnnyBlack) - Male Human Sorcerer
"Doc" (ScorchedOne) - Male Human Alchemist
Azadi Freeman (Giant Halfling) - Male Undine Kineticist
Lubambe (Grankless) - Male Half-Elf Occultist

"Terry" of Quent (hustonj) - Male Half-Elf Rogue
Silarsha Torvsdottir (Adderyn) - Female Human Skald
Shae Rafin (zefig) - Female Half-Elf Gunslinger
Casimir Novak (Ruin Explorer) - Male Tiefling Gunslinger
Tyrlon Brasuel (ToxicStar) - Male Tiefling Investigator
Jack Harrow (Ellioti) - Male Half-Elf Rogue
Yando Cussbiter (electricjokecascade) - Male Human Rogue

Concepts Presented
The following players have presented a concept, but haven't yet submitted anything.

The Emerald Duke - Shaman or Warpriest
Mr. Rattlebones - Witch
Arrannai - Changeling Shaman
Critzible - Undine Brawler
snapzilla22 - Skinwalker Shifter
pyropaki - Undine Druid

If you're not on this list then I've either missed you or you've only dotted in without a concept yet.

RPG Superstar Season 9 Top 16

DM, minor update: Yando's going to be a Rogue with the Thug/Scout archetypes.

I don't envy your selection process!


electricjokecascade wrote:
DM, minor update: Yando's going to be a Rogue with the Thug/Scout archetypes.

Noted. Thanks.

And, no, I'm not looking forward to this weekend. :)


I'm impressed at how even the submissions are, 6/5/6/6, no especial preference to any one role


Here is a link to Azadi Freeman's profile. It should be ready to go but with competition for this game so fierce I don't want to post with it yet (in case I need to rename or delete it).

My crunch is finished and I'll post it below, but I remember from recruitment's I've run in the past that its much easier when everything for a submission is in one post, so I'll include everything from my initial submission here as well.

about me:
I haven’t been around for quite as long as hustonj, but my first character’s class was “elf.” I played d&d from 1st edition to 3.x and switched over to Pathfinder while it was in beta (plus a few other systems along the way- gurps, paladium, white wolf, etc). I used to be a very active PbP player a few years ago but some RL stuff came up and I had to step away from it for a while. I’m excited to be back but, as you’ll see, this is a pretty new alias and, as such, doesn’t have much posting history. I’ve joined two games already though and if you want to see what my posts typically look like, feel free to check them out. I’m in EST (right now, EDT for half the year) and usually make shorter posts during the day from my phone and/or longer posts at night from my computer. I typically post 1/day on weekdays and once over the weekend (though I try not to post twice in a row if others are lagging), but I’m usually available to post more often than that if a game is moving fast enough to merit it.

character concept:
Azadi is a friendly and mostly laid back sailor with a romanticized view of what it means to be a pirate. He has an exceptionally strong natural connection to water, which he can wield as a weapon, is an excellent swimmer, and can even heal minor wounds by immersing himself in natural bodies of water. He is tough and patient, and (usually) enjoys life at sea. Mechanically, he’s a hydrokineticist who uses ice for damage (and eventually some control).

background:
In the land of Qadira the wealthy and powerful bind genies to their will, and people are sold like livestock in grand slave markets. Jamaal was born there, the property of a wealthy slaver who specialized in breeding geniekin. His pale blue skin and rich green hair and eyes were desirable characteristics in an Undine and his master got top dollar for him. The young slave never made it to his new master though; the ship he was being transported on was taken by pirates. The buccaneers made all the slaves on board an offer: join their crew or be sold to new masters in Port Peril. Jamaal chose a life of piracy. He served with that crew for nearly two years before meeting Mikka, a half-elf sorceress with a little genie-blood of her own. She was the slave of a wealthy Kellishite woman whose ship they captured and she, like Jamaal, chose to join the crew. The two quickly fell in love and served together for three years, until Mikka became pregnant.

Azadi, whose name means ‘liberty’ in Kelish, was born in Ilizmagorti (on Mediogalti Island), where Mikka settled. Jamaal left his former crew and signed on to a ship based in that port which made shorter journeys and allowed him to spend more time with his family. Azadi was born with his mother’s skin, and elvish ears, but his bright green eyes and hair marked him as an Undine, like his father. By the time he could walk he could swim just as fast and the old women who sold fish by the docks used to say he was blessed by Besmara. Growing up, his mother told him bedtime stories every night about the adventures her and his father had fighting the henchmen of greedy merchants and freeing their slaves, some of which may have been embellished a bit (or completely made up). Jamaal wasn’t much of a storyteller but whenever he was home he would play pirates with Azadi and teach him the basics of seamanship and skills like climbing and scanning the horizon.

Azadi was thirteen when his father left port for the final time. His crew planned to sail into the Inner Sea to plunder a few ships headed for Westcrown and then be home before the summer storms, but they never arrived back in Ilizmagorti. Shortly after they were expected to return, Azadi began to demonstrate a unique ability for conjuring and controlling water and ice. His mother wondered if perhaps her beloved Jamaal had become one with the sea and was answering his son’s call, but she never dared share such a thought with Azadi. Instead, she did her best to help him sharpen and strengthen his abilities. She quickly discovered that although they both used their powers instinctively they worked very differently; nevertheless, her experience learning to harness her own innate power helped him learn to control his.

At seventeen Azadi decided that the time had come to set out on his own. His mother had been rationing the wealth left from her and Jamaal’s exploits, and supplementing it with some income from selling her services as a spellcaster, but money was tight with two mouths to feed. Besides that, Azadi wanted to be on the seas where he might find his father, if he’s still alive, and was hungry for the kind of adventures his parents had. He joined a crew of pirates headed down to the Shackles, but was somewhat disappointed with the experience. The journey was uneventful, with no ships to raid or slaves to free, and the captain and first mate seemed to argue quite a bit. The night they docked in Port Peril, the two came to blows in a tavern near the docks and most of the crew, including Azadi, scattered and started looking for new work. Azadi is on his third day in Port and has collected a couple promising leads but nothing concrete yet.


other character info (revised):

Why does your character want to be a pirate?
Azadi wants to follow in his parents’ footsteps: having adventures on the high seas, liberating slaves, and rescuing wealth from the greedy merchants who hoard it.

What role do you see them filling in the group? On the ship?
Mechanically, he’s a ranged damage dealer, who will (eventually) be able to provide a little control with wild talents like slick (which is a lot like the grease spell), and could provide some healing too starting at 2nd level (if needed, though that would delay getting slick); he’s also very tough and he’ll be decent at some piratey skills (acrobatics, climb, profession sailor, and perception), plus he has a natural swim speed and his attacks will work underwater. In terms of RP, he is patient and generally optimistic, and will hopefully be able to provide something of a calming influence for his friends/allies. He’s of average intelligence and charisma, but is fairly wise and will hopefully be able to help his friends/allies make wise choices. He is also very much the ‘pirate with a heart of gold’ type and may be able to help encourage other pirates to be good guys.

How do you see this character changing over the next 15-16 levels?
As I said in my previous (withdrawn) submission, I like to base character change/growth off the story they experience, and I don’t know much about this AP beyond the little bit I’ve played before, so I really don’t know how he’ll change? His idea about what pirating entails is highly romanticized, so I suspect there will be some growing pains there? I don’t think he’s the type to become a captain but I could see him being some kind of advisor or maybe a first mate. He’s also not actively looking for a relationship but, given his family history, part of him might sort of be expecting one.


==================================================
Crunch
Racial Abilities:
Undine [Mistsoul]
Outsider [native]
+2 Con, +2 Wis, -2 Int
Darkvision 60’
Movement 30, swim 30
Cold Resistance 5
SLA (1/day)- obscuring mist
Hydrated Vitality- gain fast healing 2 while fully submerged in fresh, salt, or brackish water (maximum daily healing = 2 hp/level)

Class Abilities:
Kineticist 1
Elemental Focus: water
Simple Blast: cold

Burn: take 1 non-lethal damage/level to power effects; max burn = 3+Con mod. (limit 1/round)
Gather Power: spend actions gathering ambient elemental power to pay burn costs. Move action = 1 burn; full round action = 2 burn (must be used following round); can be combined for max of 3 effective burn.


Traits, Feats, and Skills:

Traits:
Besmara’s blessing [campaign]
captain’s blade

Feats:
1- Point-blank shot

Skills (4 +0 Int):
Acrobatics +6 (1 rank +3 class +2 Dex) +1 on ships
Climb +4 (1 rank +3 class +0 Str) +1 on ships
Perception +7 (1 rank +3 class +2 Wis +1 trait)
Swim +12 (1 rank +3 class +0 Str +8 racial)

Background Skills:
Knowledge [geography] +1 (1 rank +0 Int)
Profession [sailor] +7 (1 rank +3 class +2 Wis +1 trait)


Infusions and Wild Talents:

kinetic blade (infusion, level 1, burn 1)- attack with blast as a melee weapon (thereby avoiding AoOs), weapon fades at end of turn (cannot use to make AoOs); doesn’t add the damage bonus from elemental overflow.

basic hydrokinesis (utility, level 1, burn 0)- create water (as spell), purify water (as by purify food and drink), or dry wet creatures/objects (as by prestidigitation); can create current by concentrating (strong enough to turn mill as if creature with Str equal to user’s Con)


Equipment:
traveler’s clothes, leather armor
cestus, alchemist’s fire

Combat Stats:

Str 10
Dex 14
Con 18 (16 +2)
Int 10 (12 -2)
Wis 15 (13 +2)
Cha 10

HP: 13 (1d8 +4 Con +1 FCB)
AC: 14 (touch 12, flat-footed 12); CMD: 12

Fort +6; Ref +4; Will +2

cestus +0, 1d4; 19-20/x2
cold blast +2 (touch), 1d6+2 [cold]; 60’ range
- within 30’ +3 (touch), 1d6+3 [cold]
cold blade +0 (touch), 1d6+2 [cold]


GM Itzi wrote:
Vexatious Vixens

OOooohhh. I like it. I also like how Harmony suffers endlessly for my shenanigans. This is a trend that I intended to continue in perpetuity.

I know I promised I'd shut up, but I can't help myself.

"To my future crew: I have already decided that I shall be your captain and I'm certain those lucky rats that are selected will be excellent servitors aboard my ship. I will be sending the GM instructions on which crew tickle my fancy, so those of you who are selected can thank me later. In my private chambers." (I take Paypal)."

In all seriousness, good luck to all of you! Great job on your submissions.


"All right, that's it..."

Sovukh walks over, grabs Tessa's cup, and empties it over the rail to the water below.

"It was offering, to Besmara," he offers, doing his best to keep a straight face. "Must kick up to the Queen, after all..."


Uranda pulls his collar up on this trying to hid his face due to all the private chambers talk and walks over and trades out his glass for Tessa's now empty one.

"If you are a capable captain I'm happy to work under you, should I be chosen. Have my drink I think it's going to my head."


"Proper pirate captain's chosen by the crew ta keep them making money. Ya too drunk ta bother sellin' the only point that matters? Maybe ya need a quick swim ta sober up?"

Terry starts an attempt to toss her over the rail, but isn't going to work very hard at it unless others join in.


Shae meets Tessa's eyes levelly with a hint of a wry grin. "I'm disappointed, Cap'n, wouldn't've thought a lady like you'd need to extort gratitude to keep your bunk warm."


Yeah, I just got disencouraged to submit.


At this time I am withdrawing my application, as I was accepted to another game.

Good luck to all the applicants!


Alright, here is Arrannai's submission! After doing some more reading I ended up going with inquisitor instead of shaman. Took the black powder inquisition since guns just feel at home with the pirate theme, and I moved Leysa's alignment up to CG since Evangelist isn't as alignment-restricted as Exalted. All the details are on her alias page!


Anthorg wrote:
Yeah, I just got disencouraged to submit.

I'm hoping that no one here actively did that. If they did so, please PM me the details.

If it's just the amount/quality of submissions, with a good submission, you've got as much of a chance as anyone else.

Heck, you might have a better chance than Tessa. Her drinking is really getting out of hand. :) (Love you, Tessa ;) )

Silarsha S&S wrote:

At this time I am withdrawing my application, as I was accepted to another game.

Good luck to all the applicants!

Thanks for the heads-up, Silarsha. Have fun!


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Mutiny already?! Harmony, little help please.

Quickly, close the recruitment thread before this gets out of hand!

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