
DM Gee-Em |

A voice emanates from the other side of the screen
Well met, gamers. I am the DM Game Master, but ya'll can call me Gee-Em. I'm planning on running the Pathfinder AP Second Darkness for a friend of mine and I'm opening up submissions for 4 more characters. We all know how this goes so I'm going to come straight to my points.
CRUNCH and FLUFF
--Stats shall be 20 point buy.
--Average gold and max hp at first level, further health points rolled
--Paizo material only, no third party anything!
--All classes are available to choose from
--Almost all races are available, but for reasons no drow or half-drow or anything too monstrous; no racial feat taxes for races that can access those
--Alignments allowed are as follows: LG, NG, CG, LN, TN, CN, LE, and maybe NE. No CE, again for reasons
--Two traits: one campaign and one other. Drawbacks may be selected to gain a third trait; all traits/drawbacks must be worked into character and will be enforced
--I love a healthy background, so do not be afraid to send me an essay about your character. Since some of the campaign traits can tie characters together, feel free to discuss amongst yourselves how your characters could know each other prior to the AP's beginning
--Ad will close December 22nd
I look forward to what you have to offer!

HeftyUpTop |

Dotting for interest. Before I fully build the concept, how do you feel about a full-blooded Orc Vigilante/Bloodrager? General idea is that he is a (relatively) smart Orc who had aspirations to be a pirate and traveled to Riddleport to join a crew. He wasn't counting on being violently seasick as soon as he steps on a boat. Now having lived in Riddleport for a time he has learned to control himself... for the most part... and is looking for work.

Sporocystian |

I've lurked about the Paizo boards for years, but I'm recent in lurking this section. A few of these recruitment threads have a number of obviously different accounts, but I distinctly know the three non-GM dotters on here from the two other threads I've joined.
Not to hijack your thread OP, as this is a dot (and a particular question aside from this one), but I wanted to ask: just how small is the community here?
And to the GM: there are very few APs I've not experienced in one way or another. Second Darkness, in particular, I have played twice, and GMed once. Is that something you mind, provided I'm not making obvious metaknowledge decisions in game?

HeftyUpTop |
2 people marked this as a favorite. |

I'd agree with Lazyclownfish, there are a few of us very actively seeking games right now (aka. the Thursty-for-RP bunch) and many more who already have a number of games they are comfortable with and only peek in to a more select number of recruitment threads.
Personally, I'm in one strong game right now and would love to add 1-2 more concurrent because that's what I can handle while DMing offline. The other side of the coin is that it is frequently a numbers game on whether you get chosen for a PbP game or not; most campaigns that are starting up get 15+ submissions and are only looking for 5ish players. Popular APs/Interesting conversions, using Gestalt or Spheres of Power rules and any number of other things can draw an even larger crowd of applicants so us Thurstys (who often are also full of character ideas) apply broadly to things that interest them and don't get too heartbroken if we aren't picked up.

DM Gee-Em |

@Ouachitonian Yes, Background Skills will be used.
@RobertHenry Thankies! It's good to be back! My friend is playing a ratfolk rogue.
@HeftyUpTop Riddleport is a den for characters like yours, so go for it! I'd like to see that concept developed.
@Sporocystian I do not mind if you've played/GMed this AP before. Try not to meta and we'll be fine.

Ouachitonian |
1 person marked this as a favorite. |

I've lurked about the Paizo boards for years, but I'm recent in lurking this section. A few of these recruitment threads have a number of obviously different accounts, but I distinctly know the three non-GM dotters on here from the two other threads I've joined.
Not to hijack your thread OP, as this is a dot (and a particular question aside from this one), but I wanted to ask: just how small is the community here?
And to the GM: there are very few APs I've not experienced in one way or another. Second Darkness, in particular, I have played twice, and GMed once. Is that something you mind, provided I'm not making obvious metaknowledge decisions in game?
I have a lot of time on my hands, so I tend to dot in a lot, but I probably submit a finished character to less than half of those. I’m in enough games that I’m mostly looking for APs I’ve not yet played (or played in but the games died quickly). I still often dot into homebrew threads or threads for APs I’m already in, but only if they have a particular twist I like (rolled stats, Gestalt, Mythic, interesting race options, things like that) and even then I often reconsider later for various reasons. And I’ve learned in my time here that you’ll get picked less than half of the time you submit, especially when the GM is just looking for 1-2 replacement characters, so if I’m looking to add a campaign it’s not uncommon for me to dot five places, submit three characters, and only get 1 or even 0 accepted.

DM Gee-Em |

I would like to Dot, I had a question however. would you be opposed to me playing a semi-Iconic character. I have always wanted to play Tup the Terrible in a campaign and would think he would fit in good in this one. It would be my own take on him. a little less evil more misunderstood.
That would be great, actually. The casino is called the Golden Goblin, the potential for shenanigans would be limitless.

Ouachitonian |

This is far from final, but I’m starting to lean toward a nature-focused Ulfen Skinwalker. I had been thinking Barbarian, but I’m starting to lean more Ranger or Hunter, I think the casting and added skill points could come in handy more than the barbarian’s straight combat prowess.
I had kind of wanted to go with a Dwarf or Elf and play with the classic racial hatred of Drow, but no builds are really jumping out at me. (In part I’m having a hard time connnecting them to the way the AP starts) We’ll see.

DM Gee-Em |

Think I may need to revamp this character. She was in the campaign before but sadly it died out on us.
I looked over that campaign of yours, I liked the first GM's idea to get you involved in the event, will probably steal that from him (serves him right for ditching you guys). Other than that, welcome to the waiting game!

Jenna Wilde |

DBH here with my character Linde. She came together quite well.
LINDE TANAKA
Female Human (Tian) cleric 1. CG medium humanoid (human)
Init +2; Senses Perception +3,
Aura Aura of Chaos, Aura of Good,
Languages Common, Skald, Tien
AC 16, touch 12, flat-footed 14. hp 10 (1HD). Fort +3, Ref +2, Will +5
Defensive Abilities Bit of Luck (6/day),
Speed 30 ft. (6 squares), Agile Feet (6/day)
Ranged light crossbow +2 (1d8/19-20)
Melee morningstar (cold iron) +0 (1d8)
Base Atk +0; CMB +0; CMD 12
Special Actions Channel Positive Energy (1d6, DC 12, 5/day),
Prepared Spells Prepared Spell List
Cleric (CL 1st):
1st - bless , ray of sickening (DC 14) , *true strike (DC )
0th - create water , detect magic , light
*: Domain spell.
Deity Desna; Domains Luck, Travel,
Abilities Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 14
Special Qualities Agile Feet (6/day), Aura, Aura of Chaos, Aura of Good, Bonus Feat, Orisons, Skilled, Spontaneous Casting,
Feats Fast Learner, Selective Channeling
Skills
Acrobatics +4, +1
Appraise +1,
Craft (Untrained) +1,
Diplomacy +6, +1
Disguise +2,
Heal +3,
Knowledge (Religion) +5, +1
Perception +3,
Perform (Dance) +7, +1
Perform (Untrained) +2,
Sense Motive +7, +1 (Favored class)
Survival +3,
Possessions outfit (traveler's); armored coat; holy symbol (silver); morningstar (cold iron); Light Crossbow ;
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Chaos (Ex) You project a faint chaotic aura.
Aura of Good (Ex) You project a faint good aura.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 5 times per day.
Looking for Work (Perform (Dance)) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).
Born in the Jade quarter of Kalsgard to Miyumi Tanaka, a Tian mother, and an unknown Ulfen father Linde grew up reasonably happy. The only thing that bothered her is when she asked her mother where her father was she got the reply. “He’s travelling.”
As children do Linde decided her missing father may have got lost, so she set off to find him and bring him home. When found and dragged home by her worried mother Linde was confused? She had been having a wonderful time wondering the streets looking for her father. Why was her mother so upset?
Miyumi had to keep a close eye on Linde after that, if she wasn’t watching Linde would be off again. Wandering the streets and getting into trouble. Eventually she found the docks and saw the many big ships setting off for distant lands. Her eyes went wide, this was even better for exploring than walking!
Linde grew up, soon finding that Desna called to her and becoming a Cleric of the Goddess. Her mother said with resignation that it was just another of her excuses to roam wherever she felt like.going.
Linde loves travelling, seldom worrying about where she will end up, or what might happen to her. One thing she learned from her mother was the art of dancing, if she needs coin she seeks employment as a dancer for a while. Once she has a nest egg built up she sets off again, often flipping one of her coins to decide on a destination.
Low on coin again Linde has come to the Golden Goblin to look for work, if she had any of her own she might gamble it on the table, but for now it’s honest employment again.
One question, are you using Background skills?
Any questions or problems let me know.

DM Gee-Em |

Question: Do you want a full character sheet for an application? I ask because I get tired of crunching numbers only to not get selected to join a game. and I know that most GM's do want this. but I know that some also don't really care.
That is a fair question, hang on ...
UPDATE! I will not be requiring a full character sheet, but do leave a note on your profile that sums up what you plan to offer up - what weapons, skill foci, etc. Get it? Got it. Good.

Ford Benett |

I'm still working on specifics, but my planned submission is going to be a human Sword Binder Wizard from a noble family in Taldor. He is a relatively new member of a group called the Observatory Society, an ancient group of humans dedicated to watching for warning signs of a second Earthfall. Since Aroden's death, their resources have been crippled, so it falls to him to investigate the Blot mainly because he's the closest one to it at the time.
My plan is to make him semi-gish with a bit of face, but main priority will be magic and striking at touch AC... at least early on. Later, he might be either more ranged or ploymorphing at lot... I'll have to look a bit more.

Ford Benett |

I changed the concept a bit more. Going with a vanilla wizard with the abjuration school. Still using a sword, but more about setting up a suitable defense before whacking folks with the sword.
"A fascinating thing, writing... makes you wonder where we got it from to begin with."
Male Human Wizard (Abjurer) 1
NG Medium Humanoid (Human)
Deity: Irori Homeland: Taldor
Init +2; Perception +2
--------------------
Defense
--------------------
AC 12 Touch 12 Flat-footed 10
HP 12/12
Fort +2 Ref +2 Will +3
Resistance Fire 5
Favored Class Wizard
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +3 (1d8+2/x3)
Special Protective Ward: +1 Deflection bonus, 6/day, 3 rounds
Spell Prepared
1st - Burning Disarm, Incendiary Runes, Shield
0th - Prestidigitation, Dancing Lights, Resistance
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +0; CMB +2; CMD 17
Feats Arcane Discovery (Knowledge is Power), Toughness, Scribe Scroll (Class Bonus)
Traits Heirloom Weapon (Longsword), Researching The Blot
Skills
(1) Kn. Arcana +7
(1) Kn. Local +7
(1) Kn. History +7
(1) Kn. Planes +7
(1) Kn. Religion +7
(1) Linguistics +7
(1) Perception +2
(1) Spellcraft +7
Languages Common, Undercommon, Draconic, Elven, Abyssal
SQ Abjuration School (opposed by Necromancy and Illusion), Arcane Bond (Longsword)
Combat Gear MWK Battleaxe
--------------------
Other Equipment
--------------------
His parents put up tremendous funds to send him to study in the Arcanarium in Absalom, and it was there, during a small study group, that Ford noticed a trend he found incredibly fascinating; a young lady from Tien Xa was writing symbols on a paper as he was writing his thesis on runes used in magic by the Winter Witches, and when he asked what they were, she explained they were magic seals from the Dragon Empire, using an art called ofuda. It was in that moment that Ford found his subject of passion: magical writing.
But, while Ford is a perfect student, his social skills are a bit... lacking. He's always had trouble discerning the cues folks use to guide conversation, and for someone who is so intensely focused on language, he is incredibly slow to pick up on innuendo and double speak. Small talk eludes him somewhat, and unless you bring up a subject he is knowledgeable in, one can expect to have to drag the discussion along. But when he does find something he knows, Ford will happily regale someone with highly enthusiastic recitation of all he's read and on theories of his about the topic.

Lysander the Swordsman |

This is Ouachitonian's character. Lysander is a half-elf ranger, TWF type. I've wanted to build a character around the two-bladed sword for a long time, finally decided to take the plunge. Lysander dislikes his father's people, largely because his father is kind of a jerk (one of the elven ambassadors in Korvosa who 'entertain' themselves with local women), and he mostly thinks of himself as a human with pointy ears. He's even spent some time training to combat elven fighting styles (mostly when he was younger and hoping to impress his father by defeating more accomplished elven swordsmen in duels) All that to say, he has Favored Enemy: Elf. Also a good number of skill points, plus some spellcasting and an animal friend when he hits L4, so he should be able to contribute well beyond the battlefield.

Dripping Shapshifter |

I know nothing of this Adventure path, and am accustomed to homebrew games pretty much exclusively, however I've been itching for some Pathfinder recently and thought I'd throw my hat in the ring with some of the new options added in Ultimate wilderness. Reading through the Player companion for Second darkness now, thought I'll be lookign over it a lot before final character creation for sure!
Reading about going to some underground continent makes me want to create a NG Skinwalker (Werebat) Shifter (Weretouched). I've got a good deal of backstory being worked up obviously, a possibly town she hailed from, who her family are, personality traits and goals, major themes of trying to both fit in to the world and fight forms of bigotry for what she is ("No I am not a Vampire, yes I like the taste of animal blood, No I can not make you a werebeast, yes I can shape-shift to a partial animal, what are you not getting here!?"), but I suppose I need ot ask how much knowledge of the core pathfinder setting is mandatory to know before jumping into an AP?
Also Nananananana- Batwoman!

Vanessa Silverwind |

Dripping's Alias here, with a good deal of chunky crunch work and some light backstory, there's more to come with a final draft but I figure it's probably best to get it out here now before the decision starts up in full~
(I mean really, no dm has absolutely NO idea who they want to let in before they close up, gotta make a good impression early on!)
(WIP) Insert Clothing Section Here
Unfortunately, finding work in Rippleport that she was suited to was difficult, she was awful on the waves, and not great at gambling herself, but when she heard of the Tournament coming up she figured maybe this could be her chance ot make a break out, get in good with the casinos owner, see if she could work a bit of charm and get a job as a bouncer. Surely somebody that could look more feral and ferocious could scare away some drunks and disgruntled gamblers; bonus she could slowly make her true nature known under the safety of a powerful man!
Femle Bloodmarked Shifter (Weretouched) 1
NG Medium Humanoid (Skinwalker, Shapechanger)
Deity: None Homeland: Varisia
Init +2; Perception +5 (+7)
--------------------
Defense
--------------------
AC 12 Touch 12 Flat-footed 10
HP 12/12
Fort +4 Ref +4 Will +1
Favored Class Shifter
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 Claws +3 (1d4+2/x2) Primary
Spell Likes
1st- Obscuring Mist 1/day
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10(+2), Wis 12(-2), Cha 12
Base Atk +3; CMB +3; CMD 15
Feats- Weapon Finesse
Traits- Precision Hearing, Looking for Work (Intimidate)
Skills
(1) Acrobatics +6
(1) Intimidate +6
(1) Perception +5 (+7 at Night/In Darkness)
(1) Stealth +6
Languages Common, Druidic
SQ Change Shape:Skinwalker (Standard Action, +2 Dex, 1d6 Bite OR +4 Perception OR Scent 30 OR -20ft to fall damage), Obscuring Mist 1/day, Lycanthrope Aspect (Bat, Darkvision 60ft) 4 Min/day, Shifter's Claws (Swift Action), Lycanthropic Empathy (+4 vs Only Bats)
Combat Gear
--------------------
Other Equipment
--------------------

Aerleth |

Harm's Way here, with the skeleton of my application.
Introducing Rinion Minaithelan, a half elven bouncer and charming scoundrel!
I've still got some work to do, but his basic build is that of a shield champion brawler. He's no stranger to a brawl and is more than capable of handling himself in a fight, but I also tried to emphasize the 'diplomatic' side he's developed during his time spent working as a bouncer.
I'll work on refining my application over the weekend; stay tuned!

DM Gee-Em |

How do you like your Rogues? Chained or Unchained?
Whichever, I am not going to be picky.
@Dripping Shapeshifter: All you really need to know can be found in the free Player's Guide found on this site. Also, there is a wiki for Pathfinder that contains info on nations, gods, etc.

Dripping Shapshifter |

@Dripping Shapeshifter: All you really need to know can be found in the free Player's Guide found on this site. Also, there is a wiki for Pathfinder that contains info on nations, gods, etc.
Still pouring over the Second Darkness Players hand book but I seem to have absorbed some of the more important parts, heading to the wiki to read up on the country and some local gods in detail now.

HeftyUpTop |

Alright, I'm submitting Arjaks, an Orc who dreamed of being a pirate on the Great Big Sea but couldn't handle the way the big floating houses made his guts jump up and down. Short-crunch is Vigilante (Brute) and will multiclass into Barbarian, wields a 2handed Butchering Axe but is just as good with his fists and headbutts.
N/CN Medium Humanoid (Orc)
Init +1; Senses Perception-1
------------------------------
DEFENSE
------------------------------
AC 14, touch 11, flat-footed 13 (3armor + 1dex)
hp 10 (1d8+1con+1FC)
Fort +4 (3base + 1con) Ref +1 (0base + 1dex) Will -1 (0base - 1wis)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee (0bab + 5str)
Butchering Axe +5, 3d6+5 S
Unarmed Strike +5, 1d3+5 B
Sap +5, 1d6+5 B Nonlethal
Ranged (0bab + 1dex)
------------------------------
STATISTICS
------------------------------
Str 20, Dex 12, Con 13, Int 12, Wis 8, Cha 8
Base Atk +0; CMB +0; CMD 10
Traits
1) Looking for Work: Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer) and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Gain a +1trait to Intimidate.
2) Bruising Intellect: Use Intellect instead of Charisma for Intimidate
Feats
1) Martial Weapon Proficiency
BCF) Improved Unarmed Strike
Skills (7 points; 6 class + 1int)
ACP -0
*ACP applies to these skills
Skill Bonuses
*Acrobatics: +5 (1dex + 1rank + 3cs)
Appraise: 1 (1int + UCS)
Bluff: -1 (-1cha)
*Climb: +9 (5str + 1rank + 3cs)
Craft: +1 (1int + UCS)
Diplomacy: -1 (-1cha + UCS)
*Disable Device: Untrained (1dex + UCS)
Disguise: -1 (-1cha + UCS)
*Escape Artist: +1 (1dex + UCS)
*Fly: +1 (1dex)
Handle Animal: Untrained (-1cha)
Heal: -1 (-1wis)
Intimidate: +10 (1int + 1rank + 3cs + 4circumstance + 1trait)
Know(arcana): Untrained (1int)
Know(dungeoneering): Untrained (1int + UCS)
Know(engineering): Untrained (1int + UCS)
Know(geography): Untrained (1int)
Know(history): Untrained (1int)
Know(local): +5 (1int + 1rank + 3cs)
Know(nature): Untrained (1int)
Know(nobility): Untrained (1int)
Know(planes): Untrained (1int)
Know(religion): Untrained (1int)
Linguistics: Untrained (1int)
Perception: -1 (-1wis + UCS)
Perform: -1 (-1cha + UCS)
Profession: Untrained (-1wis + UCS)
*Ride: +1 (1dex + UCS)
Sense Motive: +3 (-1wis + 1rank + 3cs)
*Sleight of Hand: Untrained (1dex + UCS)
Spellcraft: +1 (1int)
*Stealth: +5 (1dex + 1rank + 3cs)
Survival: -1 (-1wis + UCS)
*Swim: +9 (5str + 1rank + 3cs)
Use Magic Device: Untrained (-1cha + UCS)
Languages Common, Orc, Undercommon
------------------------------
SPECIAL ABILITIES
------------------------------
R) Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
R) Weapon Familiarity
R) Darkvision 60ft
R) Light Sensitivity: Dazzled by Bright Sunlight or within radius of Daylight spell
C) http://www.d20pfsrd.com/classes/base-classes/vigilante/#TOC-Dual-Identity-E x-
C) Seamless Guise: A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.
C) Social Talents
--- C) Social Grace: Intimidate +4circumstance
C) Vigilante Specialization: http://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilante -archetypes-paizo-inc/brute
Proficiencies: Light/Shields, Simple/Martial, Greataxe and Flachions, 'Orc' weapons are martial
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 48 lbs
(Carried) Butchering Axe (3d6 S, x3, 2hands, Requires Str19+); 25lbs
(Carried) Sap (1d6 B Nonlethal, x2); 2lbs
(Worn) Hide Shirt (+3ac, +4maxdex, -1acp); 18lbs
(Worn) Poncho; 2lbs
(Worn) Belt Pouch; 1/2 lb
(Worn) Belt Pouch; 1/2 lb
(Worn) Bandolier; 0lb
--- Cure Light Wounds potion
(Permanent) Bicep Tattoo (Scantily Clad Elf Woman with Anchor)
(Permanent) Neck Tattoo (Vulture clutching Axe)
Money 17 GP 5 SP 0 CP
To be fair to Arjaks, he didn't really like torturing the prisoners for his clan in Belkezen, but none of the other orcs really had it in them to listen to the pleas and cries of the little hoomans. To be honest, most of the orcs forgot they were even supposed to keep the prisoners alive. Instead of torturing, Arjaks liked to offer a trade when he could - he wouldn't mush their faces in with his fist, and they told him stories.
Arjaks knew lots of things this way, but when he tried to tell the other orcs they always just wanted to know when they could eat the latest prisoner. It had been several years since he had been named 'Supa Priona Interragativer' when he met Led. Now, Led wasn't the man's name probably, but Arjaks decided he looked like a Led so that was his new name. Led knew lots of stories. Stories about the hooman gods, stories about hooman cities from far away. But best of all, Led knew stories about the biggest lake ever and the fierce Pirates who terrorized the shoreses. Arjaks began to dream of the great lake, wind in his hair, riding a wooden house that floated.
Led was also delicious, but once he'd gone into the cookpots Arjaks found himself unsatisfied with his next prisoners stories. And the next one. Soon Arjaks had no prisoners left.
Deciding there was only on thing to do, Arjaks picked up his axe and started to walk. A couple of his brothers started to walk with him, and then a couple more, and they asked where Arjaks was going. He said 'To the great big lake to be a pirate.' His brothers said that sounded interestin' so they started to follow, but got bored around noon and turned back to go home.
Alone on his quest, it took Arjaks several months to travel west, dreams of the great lake in his head as he searched for Rid da Port, home of the pirates. Eventually he crossed over another hill and there before him like a great blue gem with little white scratches all over it was the Great Lake. So focused on his destination, Arjaks ran straight into the shallows without even realizing that just up the coast was a great arch. Eventually, after splashing in the waters and trying to drink some only to realize the whole thing had gone bitter, Arjaks spotted the arch and praised Lanishra for bringing him to his destination.
Rid da Port was bustling and arjaks was confused. No one screamed when they saw him walked the streets. No one ran. A few people put hands on their weapons, but Arjaks just narrowed his eyes and they glared back for a moment then moved on. It was strange.
There was a bit of a learning curve for Arjaks, but he got over it swiftly. Hoomans liked the little sparkly coins and the other races seemed to agree, so he had to learn to get the sparklies and give the right number for food and the delicious alkihaul. The people also didn't like when he took sparklies from people on the street, though they didn't mind so much if he did it in the little streets between buildings.
More importantly, Arjaks discovered how the tribes worked. They were all little tribes instead of one big one, and some of them worked in buildings and some of them worked across a bunch of buildings and streets, and some of them worked on the wooden houses on the water. Sitting in the Tavren after the sun was going down, one of the Pirate tribes was drinking alkihauls and got into a fight with another one of the tribes. Arjaks watched for a bit, then headbutt a non-pirate and threw another one out the window. The pirate tribe liked this and cheered him, so Arjaks threw the rest of the other tribe one by one out the window too.
The pirate tribe, who called themselves the Lady of Glory (Arjaks thought it was weird they called themselves a lady), asked if he wanted to join them and he did, and they offered to give him a tattoo to mark him. The tattoo kind of tickled, not like the one he got back in the tribe on his neck as part of the Carrion Lords, and when it was done he had a little pretty lady on his arm who danced when he flexed. Arjaks named her Drella.
The next morning Arjaks got on the big wooden house, which his new tribe also called the Lady for some reason, and watched the shore as the others pulled on ropes and made big sheets that filled with wind. It hadn't been too long before Arjaks started to feel queesy, and then his stomach got really grumbly. He tried eating something but his gut kept spinning and he got all sweaty (which is very bad for an orc). Arjaks thought he was going to die.
And then he puked. Everywhere.
The pirates of the Lady of Glory turned around two hours after leaving port. They couldn't get the sick orc to listen to them, and they were too afraid to just kill the vomit-machine and be done with it.
When they put back into port and told Arjaks he was out of the tribe, he didn't mind so much. He was hungry and felt empty, but at least his guts had stopped jumping around inside him. He asked where his booty was, and the pirates said there wasn't any, and Arjaks argued that all pirates had booty. They tossed him a bag of shinies and begged him to leave. Shrugging, he did.
Being a Pirate wasn't for Arjaks, which made him a little sad. He spent the next month living in Rid da Port again, and knew some people that he didn't take shinies from. They kept talking about a big game that was going to happen, and played it over and over to practice. They got Arjaks to play too, though he didn't much like it. They all thought it was funny when he licked a card and stuck it to his forehead though.
When the big game was going to happen, Arjaks went with them because he needed something to do. His little pouches of shinies were starting to get low again, so he figured even if he used them in the game he could always steal some from the person who wins after. Or maybe someone would have stuff for him to do like that time the barman gave him shinies and alkihauls to beat up the four loudmouths who talked funny.
Class Levels
2 - Barbarian (Titan Mauler)
3 - Vigilante
4+ - Barbarian (Titan Mauler)
Feats
2 - Retrain Martial Prof to Power Attack
3 - Intimidating Prowess
5 - Cleave
7 - Surprise Follow-Through
9 - Great Cleave
11 - Improved Surprise Follow-Through