| GM Imperius |
@GM Imperius: Yes, I'm planning on multiclassing. At the bottom of the character sheet is a rough idea of where the build is going. Sorry for the cunfusion.
Gotcha. And no worries. Just want to make sure I'm keeping track of these things, to try to predict synergy. Thanks for clarifying! :)
| KingHotTrash |
I'll allow it, tentatively. I'm not super familiar with the stamina rules, but from the quick glance I just gave it, I'm willing to at least give it a shot...
Exquisite! Thank you, I've been wanting to try a Fighter for awhile. I do have one more question while I was doing some character research. I was interested in taking the fighter archetype called skirmisher since it fits well with a mobile fighter kind of setup and the history I'm thinking of. It does lose access to armor training; not the biggest deal but I was hoping to use some bonus feats to get access to some advanced armor training.
Would it be okay that I spend feats where appropriate to get access to them? There are some I'm really interested in getting. If not, it won't ruin the build I'm thinking of doing.
| GM Imperius |
GM Imperius wrote:I'll allow it, tentatively. I'm not super familiar with the stamina rules, but from the quick glance I just gave it, I'm willing to at least give it a shot...Exquisite! Thank you, I've been wanting to try a Fighter for awhile. I do have one more question while I was doing some character research. I was interested in taking the fighter archetype called skirmisher since it fits well with a mobile fighter kind of setup and the history I'm thinking of. It does lose access to armor training; not the biggest deal but I was hoping to use some bonus feats to get access to some advanced armor training.
Would it be okay that I spend feats where appropriate to get access to them? There are some I'm really interested in getting. If not, it won't ruin the build I'm thinking of doing.
A fighter with an archetype that replaces armor training cannot select advanced armor training options.
I'm going to say no on that one.
| Beket Runetooth |
Okay, this is my character. I have played a little past Book 1 with him previously as a druid. It feels strange to be playing a character with no archetype. Just a normal, everyday fighter here.
The idea is my character is pretty simple; born in the Mwangi Expanse and captured by slavers to be sold in Cheliax. Led a small revolution after a storm ravaged the ship, escaped, and ended up in Port Peril after hopping from ship to ship just to be shanghai'd. Wants to be the bane of the Chelaxian Navy and all slavers in the Shackles.
| Ellie Dewblossom |
| 2 people marked this as a favorite. |
I love Skull & Shackles! Full disclosure, I've run this campaign in its entirety, but I would love a chance to play it. (I will of course keep player knowledge and character knowledge separate.)
I present Ellie Dewblossom, my cavalier/eventual battle herald. She's a ship captain's daughter who's in for a very rude awakening when she discovers what sea life is like without her father's favoritism.
| Veronica Blackblade |
I've finished Veronica's build, which you can find below for reviewing.
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DEFENSE
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AC 15, touch 11, flat-footed 14
hp 11 (8 +2 Con+1 fcb)
Fort +2, Ref +1, Will +0
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OFFENSE
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Speed 30 ft.
Melee Cutlass +3 (1d6+3 18-20), Unarmed strike +3 (1d3+3 ), Dagger +3 (1d4+3 19-20),
Ranged Sling +1 (1d4+3 )
Spell like abilities (1/day each, when on Water terrain) (CL: 1):Create Water, Guidance, Purify food and drink, Tears to wine;
Prepared Spells (CL 1; (3/2/0/0/0/0), concentration +5)
1st (2/day)- Shield (DC 15) x2
0th (at will)- Daze (DC 14); Brand (DC 14); Mage Hand (DC 14);
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STATISTICS
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Str 16, Dex 12, Con 14, Int 18, Wis 7, Cha 12
Base Atk +0; CMB +3; CMD 14
Feats Enforcer; Improved Unarmed Strike
------
Skills (6 + 2 background per level - 6 ranks, 2 background ranks)
Climb +5 (1 rank, 3 class, 3 str, -2 acp);
Craft (ship) +8 (1 background rank, 3 class, 4 int);
Intimidate +9 (1 rank, 3 class, 1 trait, 4 int);
Knowledge (arcana) +8 (1 rank, 3 class, 4 int);
Perception +2 (1 rank, 3 class, -2 wis);
Profession (sailor) +3 (1 background rank, 3 class, -2 wis);
Spellcraft +8 (1 rank, 3 class, 4 int));
Swim +5 (1 rank, 3 class, 3 str, -2 acp);
Traits Buckaneer's Blood, Bruising Intelect, Magical Lineage: Frostbite, Pride (drawback)
SQ Arcane Pool; Light Armor; Low-Light Vision; Spell Combat; Favored Terrains: Water (above and below the surface);
Equipment
13 gp, 3 sp, 1 cp
Armor: Lamellar (leather)
Items: 10x Bullet(s), sling (10); 3x Acid; Backpack, common; Bag, waterproof; Bandolier; Case, scroll; Ink; Inkpen; Poncho; Potion of Cure light wounds; Pouch, belt; Pouch, spell components; Scroll of Monkey Fish; Scroll of Obscuring Mist; Spellbook; Waterskin;
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Spellbook
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Spells
0th level: All Magus + Brand
1st level: Color Spray; Frostbite; Grease; Ill Omen; Shield; Devon's Parry; True Strike;
| GM Imperius |
| 1 person marked this as a favorite. |
@GM: How are you handling aligments? For instance, I start as LG, but I'm not a Paladin, I am native to the Shackles region. I was planning on being able to at least tolerate all but the most vile of behaviors so as not to cause any inter-party squabbles. Does that fit with your assessement?
I've always felt that alignment should be used as a loose guideline, rather than a prison cell, when it comes to how it affects play. It should inform how your character reacts to situations and decisions, and that's all.
Lawful Good ≠ Lawful Stupid.
Lawful Good ≠ A policeman or babysitter, dictating morality to the rest of the party, what they can or can not do.
Lawful Good is someone who is principled, ethical, and honorable.
Like I said in the original post, I'm not going to restrict any alignment, so long as you (the player) can make your character work with the party, cooperatively. I don't expect there to be absolute agreement on every decision. I expect there to even be arguments, in-character, every now and then. So long as no animosity extends out-of-character, and it doesn't cause any long-term damage to the cohesion of the group in-game, I see no reason to restrict it.
| Cnut Bjornsson |
Hey folks, Ouachitonian here, submitting Cnut Bjornsson, ulfen werebear-kin barbarian. Pretty straightforward barbarian with a touch of the beast about him. He takes hits, he dishes out hits, he climbs things, etc. What does he want? He wants a saga written about his adventures. He wants his name to echo down the ages. What more could any Gorumite want than famous tales of his warrior adventures? Also, his grandfather was a famous viking, who even stood amongst the Free Captains of the Shackles. He wants to at least equal his grandfather, if not exceed him. Maybe one day when he's famous he'll go home and tear the head from a linnorm and win a kingdom too. Who knows?
| Torin Brimfisher |
I love Skull & Shackles! Full disclosure, I've run this campaign in its entirety, but I would love a chance to play it. (I will of course keep player knowledge and character knowledge separate.)
I present Ellie Dewblossom, my cavalier/eventual battle herald. She's a ship captain's daughter who's in for a very rude awakening when she discovers what sea life is like without her father's favoritism.
In my previous stint with a PBP of the campaign (Never got through the first book.) we had a rather spoiled Chelish noble girl PC. She was a summoner though. The premise sounds a bit similar, though Ellie sounds wildly more competent on a boat.
| Odentin |
I have fluffed out two of my submissions. Based on the number of divine casters and frontliner submissions we have, I'm going to withdraw my rogue and warpriest concepts. So, may I present for consideration:
Tempest
Female Chaotic Neutral Sylph (Stormsoul) Sorcerer (Stormborn), Level 1, Init 3, HP 8/8, Speed 35
AC 13, Touch 13, Flat-footed 10, CMD 12, Fort 2, Ref 3, Will 2, CMB -1, Base Attack Bonus 0
Dagger +3 (1d4-1, 19-20/x2)
Abilities Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 19
Condition None
and
Mahkah
Male Lawful Neutral Oread Monk (Zen Archer), Level 1, Init 2, HP 10/10, Speed 20
AC 17, Touch 16, Flat-footed 15, CMD 18, Fort 4, Ref 4, Will 6, CMB +2, Base Attack Bonus 0
Unarmed Strike +2 (1d6+2, x2)
Mwk Darkwood Composite Longbow (+2 Str) +3 (1d6+2, x3)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 19, Cha 8
Condition None
| Ellie Dewblossom |
Ellie Dewblossom wrote:In my previous stint with a PBP of the campaign (Never got through the first book.) we had a rather spoiled Chelish noble girl PC. She was a summoner though. The premise sounds a bit similar, though Ellie sounds wildly more competent on a boat.I love Skull & Shackles! Full disclosure, I've run this campaign in its entirety, but I would love a chance to play it. (I will of course keep player knowledge and character knowledge separate.)
I present Ellie Dewblossom, my cavalier/eventual battle herald. She's a ship captain's daughter who's in for a very rude awakening when she discovers what sea life is like without her father's favoritism.
I'm loosely basing this character on Althea Vestrit from Ship of Magic. Althea was less of a sailor and more of a... ship-whisperer, you could say. Ellie can definitely do the work, but she's also used to getting her way.
| GM Imperius |
Seems like things might be slowing down, now. I'm going to put a deadline for new interest at Sunday, 8/7/22 at midnight Pacific time. After that, I'll give some extra time for people to finish up their submissions before making the final selections.
Tentatively, the final deadline will be the 12th, though I might allow an extra 2 days if someone needs the extension. That should allow me the weekend to make the tough choices.
| Albion, The Eye |
Hi everyone, hope I can still throw my hat in the ring for this one with Reknar, a down on his luck, no-nonsense ex-army sergeant who has been through a lot, and with a lot of room to grow.
I envision a past filled with violence and resentment between him and his adoptive father (he was after all an half-orc raised by two humans), and sadness from his adoptive mother at living a life without love. When the situation at home got extreme, he lost control while defending his mother, and that is why he was sent to prison, and then conscripted as an option to reduce his sentence. He never really managed to raise much higher than a sergeant rank, since he always talked too openly against his superiors. So all the time he was knee deep in the mud with the other soldiers.
There would be a lot to tell about his experiences there, but that would be something he would keep very close to his heart, and only share in snippets as the game progresses ;)
He left the military after a particularly harsh mission, when his commanding officer made one too many mistakes and got most of his platoon killed in the process. With him left also one who had become a good friend and advisor - Lucian, the Wizard - he was the one who always pressured him into facing his demons once and for all, eventually convincing the reluctant half-orc to return to his mother, and perhaps some redemption..?
Redemptions is not so easily achieved however... After returning home he found it empty and in shambles - he heard his mother had died a few months back, victim of an acute pneumonia. So the chances to make amends after the brutal murder of his father were gone, as were most chances of understanding his own past and orcish heritage... His mother had only ever told him he survived great danger, and was delivered to her by angels. He always dismissed it of course.
One of the things he has learned from Lucian (his only friend) in recent years is that a strong arm and nice blade will usually not be enough to win you a scuffle on their own - you need to use your brain. And if you manage to have a handful of people you can trust with you, then you have got a real chance to succeed. Life has not been easy for Reknar though, and has left him quite rugged and callous. Sometimes it is just easier to find self pity at the bottom of a bottle… Those who care to look a bit deeper however though, are many times surprised at the lengths he will go to stand by the ones he believes in.
------------------------------
For now Reknar barely cares about anyone around him - his attitude is clearly mercenary like. A disillusioned soldier, troubled by mistakes of his past... But in the future, who knows? Surrounded by the right people? Maybe discovering again what it is to trust someone, and to believe in something? Finding a Crew? That can change a man....
Mechanically he would be a melee oriented Bard - he should be good in a scuffle with high Str and decent AC, but also with a few surprises if he needs to be in front. I also have some crazy ideas for his future (Dragon Disciple? Why not? :D) but those can be left open ended. I am taking no Archetypes, so will keep all the Bard goodness of the class. Inspire Courage will be roleplayed as orders/suggestions kindly offered/barked by the half-orc sergeant to his companions :D Knowledge skills will be mostly stuff he might remember from his time in the military, or stuff he might have read here and there (yep, he is no brute :P). Mix it up with half-decent social skills, and you’ve got Reknar.
So that is the concept :) Crunch to come!
Nuwa Feng
|
Hello! I just now learned of this and would like to submit a half-elven unchained summoner. ;-)
The profile shows her build and I’ll post her Azata Eidolon, Aoa, next.
Usually the Azata had to be CG alignment but the soulbound summoner changes the Eidolon‘s alignment to the summoner’s irrespective of the eidolon’s subtype alignment restrictions. I decided to make Nuwa N so that makes the Azata N as well.
I have this background story for Aoa of a fallen Azata that was killed but whose essence bonded with Nuwa in an effort to cling to life.
Nuwa, a half-elf that obviously has cultural origins in Tian Xia, looks at the other sailors on the boat with a warm smile.
"Greetings to you all, I am Nuwa! May I ask if you are also the new recruits that were sent here by their mentors to investigate this 'Shackles'?! I really have to admit ... I am absolutely intrigued by the sea!!!" she says with genuine interest.
She moves towards you and walks with slow steps and it is obvious that this gracile and beautiful woman knows her worth.
Her traditionally cut dark hair in Tien fashion looks like it has been recently perfumed and she has a flower in her hair.
She is wearing a Lamellar leather armor and also carries a backpack.
“I have never been on a ship like this before! But you all might have some experience with such adventures?“ she asks.
Please note that I originally created the character for pathfinder society but would change all mechanical aspects to fit to your char gen rules during the next days.
| Aoa, the Lillend Azata |
This is the Eidolon’s profile.
Light reveals a large portal which lets you look into a silvery-grey void …
… and out of this void steps a 6 ft large Lillend Azata with a serpentine tail of deep green scales and the body of an elven woman!
The serpentine Azata also bears a glowing rune on their arm that is identical to the rune that appeared on Nuwa’s forehead when the celestial creature appeared.
(Link to Aoa’s picture in serpentine form)
“Wha … what?! Really bad timing Nuwa!!“ she says agitated.
| hustonj |
I have thrown together two submissions.
Bektat, CN Hobgoblin Invulnerable Rager Unchained Barbarian, Blessed of Besmara
His role is to stand in the way so that others don't get hurt, while smashing things. Truly believes he is destined to be a great pirate, if not a Pirate Lord.
And
Ioney Dragi, CG Varisian Aasimar (Scion of Humanity) Sea Singer Bard and Caydenite.
He is pure support, with an alarmingly good Diplomacy. He can even use Performance checks to stabilize the dying, provide long-term care and remove fatigued/exhausted/nauseated/sickened conditions from crowds.
Next couple of posts from me will be their write-ups in spoilers.
| hustonj |
Bektat, CN Hobgoblin Invulnerable Rager Unchained Barbarian, Blessed of Besmara
Basically, this individual looks like a giant goblin, with the body more in proportion to the head. He stands just over 5', but is built very solidly. His shoulders are obviously quite broad, and his legs unusually short were he human, but they are thick with muscle.
By 12 he was full sized, and heading to sea.
Bektat is looking to make a name for himself. He has grown to believe that he has Besmara's Blessing, and that he is supposed to take what he can from the weaker people at sea, or on land. He is smart enough to know that he doesn't have the combination of intellect and charm needed to be widely hailed as an important leader. But he has the agression to push a crew, and he is ready to do so.
Speed 40' (40' with pack)
Melee+5; Ranged+3; CMB+5 (+1 BAB, +4 Str, +2 Dex)
** Standard Attacks **
Unarmed Strike +5 for 1d6+4 @ x2, B, Lethal or Non-lethal
[Melee]
Lucerne Hammer +5 for 1d12+6 @ x2, B or P, Brace, Reach
[Melee, 2-Handed]
Cutlass +5 for 1d6+4 @ 18+, S
[Melee]
** Rage Standard Attacks **
Unarmed Strike +7 for 1d6+6 @ x2, B, Lethal or Non-lethal
[Melee, Rage]
Lucerne Hammer +7 for 1d12+9 @ x2, B or P, Brace, Reach
[Melee, 2-Handed, Rage]
Cutlass +7 for 1d6+6 @ 18+, S
[Melee, Rage]
** Full Attacks **
Unarmed Strike +1 for 1d6+4 @ x2, B, Lethal or Non-lethal
Unarmed Strike -3 for 1d6+2 @ x2, B, Lethal or Non-lethal
[Melee, 2-Weapon]
Cutlass +1 for 1d6+4 @ 18+, S
Unarmed Strike -3 for 1d6+2 @ x2, B, Lethal or Non-lethal
[Melee, 2-Weapon]
** Rage Full Attacks **
Unarmed Strike +3 for 1d6+6 @ x2, B, Lethal or Non-lethal
Unarmed Strike -1 for 1d6+3 @ x2, B, Lethal or Non-lethal
[Melee, 2-Weapon, Rage]
Cutlass +3 for 1d6+6 @ 18+, S
Unarmed Strike -1 for 1d6+3 @ x2, B, Lethal or Non-lethal
[Melee, 2-Weapon, Rage]
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 (base) damage
Unarmed Combatant: +2 when Grappling
AC 13, T12, FF11, CMD17 (0 Armor, 0 Deflection, 0 Dodge, +1 Natural, 0 Shield, +2 Dex, +4 Str, +1 BAB)
Defensive Stance: -1 Attack for +1 Dodge
Rage: -2 AC
Unarmed Combatant: +2 CMD vs Grapples
HP 14 (12+[1x+2 Con])
Rage: +2 HP
Fort +4 (+2 Base, +2 Con)
Ref +2 (+0 Base, +2 Dex)
Will +1 (+0 Base, +1 Wis)
Rage: +2 Will
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]{Note}
+ 2-Acrobatics (Dex) 2+0+0+AC
+ 2 Appraise (Int) 1+1+0 {Background}
+ 0 Bluff (Cha) 0+0+0
+ 8-Climb (Str) 4+1+3+AC
+ 5 Craft (Carpentry) (Int) 1+1+3
+ 0 Diplomacy (Cha) 0+0+0
+ 0 Disguise (Cha) 0+0+0
+ 2-Escape Artist (Dex) 2+0+0+AC
+ 2-Fly (Dex) 2+0+0+AC
+ 0 Handle Animal (Cha) 0+0+0
+ 1 Heal (Wis) 1+0+0
+ 8 Intimidate (Cha) 0+1+3+4 Fearsome
+ 6 Perception (Wis) 1+1+3+1 Besmara's Blessing
+ 0 Perform (Cha) 0+0+0
+ 6 Profession (Sailor) (Wis) 1+1+3+1 Besmara's Blessing[+1 Ship Aptitude] {Background}
+ 2-Ride (Dex) 2+0+0+AC
+ 1 Sense Motive (Wis) 1+0+0
+ 2-Stealth (Dex) 2+0+0+AC
+ 1 Survival (Wis) 1+0+0
+ 8-Swim (Str) 4+1+3+AC
Ship Aptitude: Reroll Profession (Sailor) 1/Week
AC -2 (-2 w/ armor & w/o pack; -0 w/o armor)
Languages: Common (Taldane), Goblin, Polyglot
x15.0.0 Lucerne Hammer (12#, 1d12/x2/B or P, Brace, Reach, 2-Handed Polearm)
x15.0.0 Cutlass (4#, 1d6/18+, S)
100.0.0 Chain Shirt (25%, +4/+4/-2/20%/40')
130.0.0 GP Spent for 41# (11.5# w/o pack); 50 GP on hand
Light <= 100# (~/-0/30/x4)
Medium <= 200# (+3/-3/20'/x4)
Heavy <= 300# (+1/-6/20'/x3)
1 Unarmed Combatant
3
5
7
9
11
13
15
17
19
** Traits **[/b]
Campaign:Skull and Shackles: Besmara's Blessing: +1 Trait Perception & Profession (Sailor); reroll Profession (Sailor) 1/week
Region: The Shackles: Ship Aptitude: +1 Trait Profession (Sailor) & Professions (Sailor) is a class skill
Hit Die: d12.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Invulnerability DR/1, Rage power
3rd +3 +3 +1 +1 Extreme Endurance
4th +4 +4 +1 +1 Invulnerability DR/2, Rage power
5th +5 +4 +1 +1 -
6th +6/+1 +5 +2 +2 Extreme Endurance +1, Invulnerability DR/3, Rage power
7th +7/+2 +5 +2 +2 -
8th +8/+3 +6 +2 +2 Invulnerability DR/4, Rage power
9th +9/+4 +6 +3 +3 Extreme Endurance +2
10th +10/+5 +7 +3 +3 Invulnerability DR/5, Rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Extreme Endurance +3, Invulnerability DR/6, Rage power
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +9 +4 +4 Indomitable will, Invulnerability DR/7, Rage power
15th +15/+10/+5 +9 +5 +5 Extreme Endurance +4
16th +16/+11/+6/+1 +10 +5 +5 Invulnerability DR/8, Rage power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Extreme Endurance +5, Invulnerability DR/9, Rage power
19th +19/+14/+9/+4 +11 +6 +6 -
20th +20/+15/+10/+5 +12 +6 +6 Invulnerability DR/10, Mighty rage, Rage power
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some of the rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
The following rage powers complement the invulnerable rager archetype: come and get me, guarded life, increased damage reduction*, inspire ferocity, reckless abandon, and renewed vigor*.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces danger sense.
Greater Rage (Ex): At 11th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Indomitable Will (Ex): At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other modifiers, including the morale bonus on Will saves she gains during her rage.
Tireless Rage (Ex): At 17th level, a barbarian is no longer fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.
Mighty Rage (Ex): At 20th level, a barbarian’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.
Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hobgoblins have a base speed of 30 feet.
Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.
Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Infernal, Giant, and Orc.
Point Race Level Gear Boon Total
17 18 +0 18 +0 18 +0 18 +0 S 18 +4
x2 12 +2 14 +0 14 +0 14 +0 D 14 +2
x2 12 +2 14 +0 14 +0 14 +0 C 14 +2
x2 12 +0 12 +0 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 12 +0 W 12 +1
xx 10 +0 10 +0 10 +0 10 +0 H 10 +0
| hustonj |
Ioney Dragi, CG Varisian Aasimar (Scion of Humanity) Sea Singer Bard and Caydenite.
The young, obviously Varisian, man seems calm and untroubled, but something about his attitude, appearance, and slight smirk makes him seem far more interesting than you expect.
Surviving the combat his ship and crew lost was a good thing, but being adrift at sea with 6 seriously injured companions and no healer taught Ioney to improvise in ways that had never occured to him bfore. It also taught him that the life his family had been prepring him for is much better than being a sailor!
At this point, Ioney wants to find himself a nice set of taverns where he can provide solid entertainment and have a much easier life. As a Caydenite, once aboard the Wormwood, he's going to feel obligated to free everyone press-ganged, and then potentialy work to find others who also need such assitance. There's a difference between survivng adrift at sea and serving your god and church.
Speed 30' (30' with pack)
Melee+0; Finesse/Ranged+2; CMB+0/+2 (+0 BAB, +0 Str, +2 Dex)
** Standard Attacks **
Rapier +2 for 1d6 @ 18+, P
[Finesse]
Shortbow +2 for 1d6 @ x3 over 60', P, 20 arrows
[Ranged]
Sap +2 for 1d6 @ x2, B, Non-lethal
[Finesse]
Dagger +2 for 1d4 @ 19+ over 10', P or S
[Finesse/Ranged]
Unarmed +2 for 1d3 @ x2, B, Non-lethal, Provokes
[Finesse]
AC 14, T12, FF12, CMD12 (2 Armor, 0 Deflection, 0 Dodge, 0 Natural, 0 Shield, +2 Dex, +0 Str, +0 BAB)
HP 9 (8+[1x+1 Con])
Fort +1 (+0 Base, +1 Con)
Ref +4 (+2 Base, +2 Dex)
Will +3 (+2 Base, +1 Wis)
Distraction: Perform (Oratory) replaces saves vs Illusion
Fascinate: DC16 Will; 1 Target?
Inspire Courage +1: Morale to save vs Charm/Fear; Competence to Atack & Damage rolls
Sea Shanty: Perform check every round vs Save DC to avoid listeners becoming (and can remove) exhausted, fatigued, nauseated, or sickened
** Magic **
Glitterdust, DC 17 Will, 1/Day
Cantrips DC 15, infinte per day
Dancing Lights
Detect Magic
Mending
Prestidigitation
Level 1 DC 16, 3 per day
Cure light Wounds
Songbird
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]{Note}
+ 2-Acrobatics (Dex) 2+0+0+AC
+ 1 Appraise (Int) 1+0+0
+ 9 Bluff (Cha) 5+1+3
+ 0-Climb (Str) 0+0+0+AC
+ 1 Craft (Any) (Int) 1+0+0
+12 Diplomacy (Cha) 5+1+3+2 Musetouched+1 Barroom Talespinner
+ 5 Disguise (Cha) 5+0+0
+ 2-Escape Artist (Dex) 2+0+0+AC
+ 2-Fly (Dex) 2+0+0+AC
+ 1 Heal (Wis) 1+0+0
+ 9 Intimidate (Cha) 5+1+3
+ 6 Knowledge (Local) (Int) 1+1+3+1 World Traveler
+ 6 Linguistics (Int) 1+1+3+1 World Traveler {Background}
+ 5 Perception (Wis) 1+1+3
+11 Perform (Sing) (Cha) 5+1+3+2 Musetouched {Background}
+12 Perform (Oratory) (Cha) 5+1+3+2 Musetouched+1 Barroom Talespinner
+ 5 Profession (Sailor) (Wis) 1+1+3
+ 2-Ride (Dex) 2+0+0+AC
+ 5 Sense Motive (Wis) 1+1+3
+ 2-Stealth (Dex) 2+0+0+AC
+ 1 Survival (Wis) 1+0+0
+ 0 Swim (Str) 0+0+0+AC
Barroom Talespinner: 1/week DC 15 Knowledge (Local) to gain +1 Trait to influence NPCs on Wormwood
World Traveler: 1 reroll per day against Knowledge (Local) or Linguistics
AC +0 (+0 w/o armor)
Languages: Common (Taldane), Elven, Varisian
x20.0.0 Rapier (2#, 1d6/18+/P)
x30.0.0 Shortbow (2#, 1d6/x3/60'/P)
xx1.0.0 20 arrows (3#)
xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S)
xx1.0.0 Sap (2#, 1d6/x2/B/Non-lethal)
x15.0.0 Lamellar Cuirass (8#, +2/+4/-0/5%/30')
FREExxx Entertainer's Outfit (4#)
xx2.0.0 Backpack (2#)
xx1.0.0 Belt Pouch (.5#)
xx1.0.0 Flint and Steel (-) - Beltpouch
xx8.0.0 Vial of Ink (-) - Waterproof bag
xxx.1.0 Ink Pen (-) - Waterproof bag
x10.0.0 Journal (1#) - Waterproof bag
xxx.5.0 Waterproof Bag (.5#) - Backpack
91.6.0 GP Spent for 26# (22.5# w/o pack); 88.4 GP on hand
Light <= 33# (~/-0/30/x4)
Medium <= 66# (+3/-3/20'/x4)
Heavy <= 100# (+1/-6/20'/x3)
1 Extra Performance
3
5
7
9
11
13
15
17
19
** Traits **[/b]
Campaign:Skull and Shackles: Barroom Talespinner: +1 Trait Diplomacy and Perform (Oratory); 1/week DC 15 Knowledge (Local) to recall legendary Pirate Tale which grants +1 Trait to influence NPCs on Wormwood
Region: The Shackles: Sustaining Performance: DC 15 Audiotory Perform to stabilize dying creature w/i 30'; Use Perform instead of Heal for long-term care.
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Bardic performance, cantrips, distraction, fascinate, inspire courage +1, sea shanty, world traveler
2nd +1 +0 +3 +3 Familiar, sea legs
3rd +2 +1 +3 +3 Still water
4th +3 +1 +4 +4 —
5th +3 +1 +4 +4 Inspire courage +2, lore master 1/day
6th +4 +2 +5 +5 Whistle the wind
7th +5 +2 +5 +5 -
8th +6/+1 +2 +6 +6 Dirge of doom
9th +6/+1 +3 +6 +6 Inspire greatness
10th +7/+2 +3 +7 +7 Jack-of-all-trades
11th +8/+3 +3 +7 +7 Inspire courage +3, lore master 2/day
12th +9/+4 +4 +8 +8 Soothing performance
13th +9/+4 +4 +8 +8 —
14th +10/+5 +4 +9 +9 Frightening tune
15th +11/+6/+1 +5 +9 +9 Inspire heroics
16th +12/+7/+2 +5 +10 +10 —
17th +12/+7/+2 +5 +10 +10 Inspire courage +4, lore master 3/day
18th +13/+8/+3 +6 +11 +11 Call the storm
19th +14/+9/+4 +6 +11 +11 -
20th +15/+10/+5 +6 +12 +12 Deadly performance
Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Distraction (Su): VISUAL At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): AUDIO & VISUAL At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): AUDIO OR VISUAL A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Sea Shanty (Su): AUDIO A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.
Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.
Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.
Dirge of Doom (Su): AUDIO & VISUAL A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): AUDIO & VISUAL A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): AUDIO & VISUAL A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): AUDIO A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su): AUDIO & VISUAL A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Call the Storm (Su): At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects on control weather happen immediately), but not longer than the spell’s normal duration. This performance replaces mass suggestion.
Deadly Performance (Su): AUDIO & VISUAL A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. This ability replaces versatile performance.
Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Native Outsider: Scions of Humanity are both Outsider (Native) and Humanoid (Human).
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Musetouched have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability: Musetouched gain glitterdust once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Languages: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Point Race Level Gear Boon Total
xx 10 +0 10 +0 10 +0 10 +0 S 10 +0
x2 12 +2 14 +0 14 +0 14 +0 D 14 +2
x2 12 +0 12 +0 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 12 +0 W 12 +1
17 18 +2 20 +0 20 +0 20 +0 H 20 +5
| Myrsko |
This is Ruin Explorer’s submission. I’ll have to update the alias, but I have a new character sheet.
Background:
Myrsko Izuro is a spellslinger wizard from Alkenstar. Growing up, he would hear his father and uncle debate which is superior: guns or magic. (His uncle, a wizard from Geb, was on the side of magic.) Sparked by those conversations, Myrsko would spend over 2 decades trying to blend these two fearsome weapons.
With finally successful, Myrsko decided to purse another interest: the Ghol-Gan empire. He has ventured to the Shackles to study the ruins of this ancient empire.
Personality:
Adventurous
Enduring
Friendly
Short tempered
Goals:
Discover more about the Ghol-Gan empire.
Seek ancient, forgotten magic
Physical:
Premature white hair
Light brown skin
Tall
| Torin Brimfisher |
Torin Brimfisher wrote:I'm loosely basing this character on Althea Vestrit from Ship of Magic. Althea was less of a sailor and more of a... ship-whisperer, you could say. Ellie can definitely do the work, but she's also used to getting her way.Ellie Dewblossom wrote:In my previous stint with a PBP of the campaign (Never got through the first book.) we had a rather spoiled Chelish noble girl PC. She was a summoner though. The premise sounds a bit similar, though Ellie sounds wildly more competent on a boat.I love Skull & Shackles! Full disclosure, I've run this campaign in its entirety, but I would love a chance to play it. (I will of course keep player knowledge and character knowledge separate.)
I present Ellie Dewblossom, my cavalier/eventual battle herald. She's a ship captain's daughter who's in for a very rude awakening when she discovers what sea life is like without her father's favoritism.
I will have to look into that as I am running short on fantasy books.
| GM Imperius |
| 1 person marked this as a favorite. |
So, as it stands this morning, this is the list of submissions that I have:
Lapyd: Beryl Saltboulder - Kineticist/Rogue
Lapyd: Shantanna Lyrs - Antipaladin/Barbarian
Ruin Explorer: Myrsko Izuro - Wizard
Odentin: Tempest - Sorcerer
Odentin: Mahkah - Monk
Elfriede: Melli Lillifeet - Swashbuckler
Delmoth: Mama Mambo - Cleric
Spazmodeus: Angeus Mourngrym - Swashbuckler
Dorian Grey: Mad Marvin Dundlerock - Oracle
Delightful: Black Bess - Cleric
Hustonj: Bektat - Barbarian
Hustonj: Ioney Dragi - Bard
CA Jademan: Tik Tik Scaletail - Witch
Aldizog: Brother MacLaren - Cleric
SqueezeMeNow: Torin Brimfisher - Barbarian
Galahad0430: Tristian Fortmaine - Fighter
Pancakes: Veronica Blackblade - Magus
KingHotTrash: Beket Runetooth - Fighter
SodiumTelluride: Ellie Dewblossom - Cavalier
Ouachitonian: Cnut Bjornsson - Barbarian
Noral: Nuwa Feng - Summoner
The following players have expressed interest, but have yet to submit characters:
Pad300
Archae
Philo Pharynx
J Scot Shady
Dickie
Rabscuttle
Trevor86
Edeldhur
Daynen
Just a reminder that recruitment will close to new interest tonight at midnight. After that, a few days will be given to finalize submissions before the final selection.
| Albion, The Eye |
Now there is also a crunch to go with Reknar, the grizzled sergeant ;)
Reknar
Male half-orc bard 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+3/19-20) or
. . longspear +3 (1d8+4/×3) or
. . morningstar +3 (1d8+3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—feather fall, saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, light, mending, message
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Agile Maneuvers, Arcane Strike, Combat Expertise, Weapon Finesse
Traits besmara's blessing, fate's favored, shackles seafarer
Skills Acrobatics +6, Climb +7, Intimidate +8, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +6, Perception +5, Perform (oratory) +6, Profession (sailor) +5, Swim +8, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc, Polyglot
SQ bardic knowledge +1, headstrong, orc blood
Other Gear lamellar (leather) armor[UC], light wooden shield, dagger, longspear, morningstar, sling, air bladder[UE], grappling hook, hemp rope (50 ft.), masterwork backpack[APG], trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Headstrong Must attempt to correct things that contradict your alignment, or shaken for 1h
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
EDIT: Reknar's motivations are a jumble ever since he discovered his mother had died, and his chance for some form of redemption died with her. Even though he might never admit it, he misses his days in the army, mainly the sense of group and the strength it imparts. He's grown too cynic and callous to ever admit it tough, so he just drifts from job to job, usually ending his days drinking too much, and passing out on a cot somewhere.
He has no objectives and no plan, but for some reason he has been drifting closer and closer to the sea. Recently he found out staring out at the vast open water brought him some measure of... Tranquility? Hope? The sense of future possibilities? It is not relevant, as he is not one to dwell much on it - staring at the sea is something he does because it makes him feel good. And that is enough.
And so he has been sticking around - there are plenty of taverns and company to choose from, and even though his pocket is never too full, and his headstrong nature will usually mean he sports a bruise of some sort or another, the old sergeant has no qualms in accepting whatever job is thrown at him, so he always somehow manages to scrounge money for the basic needs - drink, food, and shelter - in that order of priority.
Yeah... I made Reknar headstrong - not sure it is a good idea for Skulls and Shackles, but if he survives, he will have a LOT of tales to tell for sure! :D
| Draak "Lizard" |
Been rethinking the character I wish to submit. I am thinking about a beastmorph alchemist (moving into master chymist eventually). There are two questions about this build I need to ask though.
First, I was envisioning Draak as a tiefling but with orc blood instead of human. The complication with this is I intend to take the Pass for Human alternate race trait for tieflings, which gives him the humanoid (human) trait. Would you be opposed to letting me take the Pass for Human trait and gain the humanoid (orc) trait instead?
Second, will you allow the alternate race trait for tieflings that is a random roll by giving up the darkness spell-like ability? I am rolling below and we can ignore if needed.
1d1d100 ⇒ 92 You can see creatures on the Ethereal Plane. Now that is interesting, though not exactly where the character was originally going.
Draak had always known he was different than the other half-orcs, though he was not sure how. While learning alchemy from his mentor, he also began to learn about other beings, those from this world and those from other worlds. He began to suspect he shared blood with creatures from those “other” worlds, his resistance to various energies was one of the final clues. Even though he showed no real physical traits of his fiendish heritage, Draak was a tiefling.
Draak took to alchemy well, though there was one quirk that even his mentor could not figure out. No matter what variation Draak used with his mutagens, the effect would manifest as saurian features. Draak would grow heavy scales and his hair would become various horns or ridges. His face would elongate and his teeth would grow out. The crew began calling him “Lizard” as a nickname, especially since this trait seemed to manifest when Draak would become angry, even without the mutagen being active in him.
Eventually the raiders took on too strong a target, and the vessel and crew were defeated. Draak’s mentor was killed in the raid but Draak had seen the trouble long before the battle was lost. He managed to grab the sea chest in his mentor’s cabin and fled. He eventually made it to (starting port), where his story continues.
Draak is usually friendly, though that darkness can come on suddenly. He enjoys pirating, raiding, and carousing after. He bonds with a crew and captain that are fair, though he has little desire to lead. Gold, rum, and the company of a tavern wench are his only real goals. Those, and finding the truth about the darkness within himself.
The full build will follow tomorrow or Tuesday. Thanks for the consideration
| pad300 |
I think this fine pile of future pirates needs a sneak…So here’s the mechanical for Djir Benwisker, rogue (and future arcane trickster)
Djir Bentwhisker
Djir Bentwhisker
Ratfolk Unchained Rogue 1
Future intent:Wizard (Air Elementalist> Smoke Subschool) 3, Arcane Trickster ?
Alignment: Chaotic Neutral
Diety: Calistria
Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision
Defense
AC : 16 =10+2 Armor +3 Dex +1 Size
HP: 10 = 8+ 2 (con)
Fort + 3 = +0 Rogue +2 con +1 Trait
Ref + 5 = +2 Rogue + 3 dex
Will + 1 = +0 Rogue + 1 wis
+2 trait vs Mind Affecting
CMD : 12 = 10 + 0 (bab)+3 (dex)-1 size
Offense
Melee: ***
Ranged: ***
BAB : +0
CMB : -2 = +0 (BAB) -1 str-1 size
Spells Prepared N/A
Spell Book N/A
Race = Ratfolk
St : 9 =11 (1 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis; =12 (2 pts)
Cha: = 12 (2 pts)
Feats :
Wasp Familiar (1st)
Deft Maneuvers(Finesse Training, URogue 1, EITR)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)
Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback)
Skills (8+4(int)) (skill roll NOT INCLUDING ACP)
K Arcane + 3 = 1 rank +4 int-2 meticulous,
Spellcraft, + 3 = 1 rank +4 int-2 meticulous,
Perception +7 = 1 rank +3trained +1 wis +2 racial,
Stealth + 11= 1 rank +3 trained+3 dex +4 size,
Disable Device + 7=1 rank +3 Trained +3 Dex, also Trapfinder +1 and Eye for Plunder +1,
Escape Artist + 7=1 rank +3 Trained +3 Dex
UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Bluff +5 = 1 rank +3trained +1 Cha,
Acrobatics + 7=1 rank +3 Trained +3 Dex,
Sense Motive +5 = 1 rank +3trained +1 wis,
K Dungeoneering + 8 = 1 rank +4 int +3 trained
K Local + 8 = 1 rank +4 int +3 trained
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Sleight of hand, + 7 = 1 rank +3 trained +3 dex
Profession (Sailor) +5 = 1 rank +3trained +1 wis
Languages : Common (Taldane), Mwangi (Polyglot) (int), Draconic (int), Undercommon (int), Aklo (int)
FCB: wizard (no levels yet)
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Ratfolk have a base speed of 20 feet.
Darkvision: Ratfolk can see in the dark up to 60 feet
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Weapons (28 gp)
Dagger (2 gp), Rapier (20 gp), Spiked Gauntlet (5 gp), Sap (1 gp), ???
Armor (15 gp)
Lamellar Cuirass (15gp)
Equipment ( 66 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp), Spellbook, spell component pouch (5gp),
Cash: ??? gp
Wasp Familiar (as greensting scorpion, but move 10, fly 40 no Climb bonus, and Fly +7).
Archetype: Emissary
| Albion, The Eye |
Now there is also a crunch to go with Reknar, the grizzled sergeant ;)
** spoiler omitted **...
Just adding a note to say Reknar may dip a martial class (perhaps Brawler) to gain some more ‘beefiness’ as a melee character. In case he is selected, and if we decide it makes more sense for the group, he can also begin as a Brawler first, and go into Bard after.
| hustonj |
Four barbarian submissions? I guess my thinking from so many years ago when I first started pathfinder has been proven: barbarians make great pirates.
Has to do with the fantasy pirate descriptions of the inevitable hulking brute and people who throw themselves completely into combat, with a take-it-all or die trying attitude.
Frankly, I expected more of the wise-cracking, dexterous combatants, a-la Errol Flynn. That is also a hugely popular stereotype that implements both easily and well inside PF1e. Swashbuckler starts there, of course, but there's even the Pirate archetype for Rogues that makes them MORE Errol Flynn-ish than Swashbucklers are!
| eriktd |
| 1 person marked this as a favorite. |
I have a submission I’m working on for a Siege Mage wizard that I intend to start as a Swashbuckler and eventually go into Eldritch Knight. I need a little more time to write him up, but he’s adapted from another campaign and he is a Bonuwat human named Jacques Lacrimoisi, descended from the infamous pirate captain and necromancer Grandam Lacrimoisi.
| GM Imperius |
| 1 person marked this as a favorite. |
Been rethinking the character I wish to submit. I am thinking about a beastmorph alchemist (moving into master chymist eventually). There are two questions about this build I need to ask though.
First, I was envisioning Draak as a tiefling but with orc blood instead of human. The complication with this is I intend to take the Pass for Human alternate race trait for tieflings, which gives him the humanoid (human) trait. Would you be opposed to letting me take the Pass for Human trait and gain the humanoid (orc) trait instead?
That's fine
Second, will you allow the alternate race trait for tieflings that is a random roll by giving up the darkness spell-like ability? I am rolling below and we can ignore if needed.
=Random Ability]1d100 You can see creatures on the Ethereal Plane. Now that is interesting, though not exactly where the character was originally going.
Also fine.
Four barbarian submissions? I guess my thinking from so many years ago when I first started pathfinder has been proven: barbarians make great pirates.
I only see 3 submitted? Unless you mean the variant multiclassed barbarian...
5 more hours to new interest deadline.
| pad300 |
All right, a much more complete version of
Djir Bentwhisker
Pupped in a small colony of ratfolk merchants, Djir was born and raised in Neruma. He ran with the local gangs to start, getting his basic education in roguery. Then he moved on to Port Peril, seeking opportunity in the big city…
He found it! He heisted some mage’s gear (actually an apprentice’s but the loot included a spellbook and selection of alchemy) in a con. (Yes, this is a pre-made hook for his planned diversion into arcane trickster.) Having made a score, he decided maybe he should find a quiet place to lie low; thus he came to the Formidably Maid looking for a cheap passage out of Port Peril.
Looking on the bright side, the passage will be cheap indeed, and very difficult to sort out for anyone looking to follow him.
The other major influence in Djir’s life has been the church of Calistria. Initially drawn in by the sacred prostitutes, he became a devout worshipper when he realized how much the Savored Sting’s ethos resonated with his soul. So much so that Calistria has recognized how he lives her edicts, bestowing on him a wasp familiar.
4’1” and 83 lbs. Beady, lustrous black eyes. A short snout for a ratfolk. His fur is mostly dark brown, with piebald patches on his flanks and butt. Commonly wears a wide-brimmed hat and a heavy cloak, concealing his leather cuirass underneath.
He worships Calistria; opportunistic, vengeful and hedonistic…it fits him to a T.
He’s meticulous about his preparations and planning.
He wants to be rich, and has few qualms about the means of becoming so
He will undoubtedly seek vengeance on those who press-gang him, but afterwards a pirate’s life offers possibilities…
Djir Bentwhisker
Ratfolk Unchained Rogue 1
Future intent:Wizard (Air Elementalist> Smoke Subschool) 3, Arcane Trickster ?
Alignment: Chaotic Neutral
Diety: Calistria
Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision
Defense
AC : 16 =10+2 Armor +3 Dex +1 Size
HP: 10 = 8+ 2 (con)
Fort + 3 = +0 Rogue +2 con +1 Trait
Ref + 5 = +2 Rogue + 3 dex
Will + 1 = +0 Rogue + 1 wis
+2 trait vs Mind Affecting
CMD : 12 = 10 + 0 (bab)+3 (dex)-1 size
Offense
Melee: ***
Ranged: ***
BAB : +0
CMB : -2 = +0 (BAB) -1 str-1 size
Spells Prepared N/A
Spell Book N/A
Race = Ratfolk
St : 9 =11 (1 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis; =12 (2 pts)
Cha: = 12 (2 pts)
Feats :
Wasp Familiar (1st)
Deft Maneuvers(Finesse Training, URogue 1, EITR)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)
Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback)
Skills (8+4(int)) (skill roll NOT INCLUDING ACP)
K Arcane + 3 = 1 rank +4 int-2 meticulous,
Spellcraft, + 3 = 1 rank +4 int-2 meticulous,
Perception +7 = 1 rank +3trained +1 wis +2 racial,
Stealth + 11= 1 rank +3 trained+3 dex +4 size,
Disable Device + 7=1 rank +3 Trained +3 Dex, also Trapfinder +1 and Eye for Plunder +1,
Escape Artist + 7=1 rank +3 Trained +3 Dex
UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Bluff +5 = 1 rank +3trained +1 Cha,
Acrobatics + 7=1 rank +3 Trained +3 Dex,
Sense Motive +5 = 1 rank +3trained +1 wis,
K Dungeoneering + 8 = 1 rank +4 int +3 trained
K Local + 8 = 1 rank +4 int +3 trained
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Sleight of hand, + 7 = 1 rank +3 trained +3 dex
Profession (Sailor) +5 = 1 rank +3trained +1 wis
Languages : Common (Taldane), Mwangi (Polyglot) (int), Draconic (int), Undercommon (int), Aklo (int)
FCB: wizard (no levels yet)
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Ratfolk have a base speed of 20 feet.
Darkvision: Ratfolk can see in the dark up to 60 feet
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
This is partial, it needs filling out; that will happen after selection.
Weapons (65 gp)
Dagger (2 gp), Rapier (20 gp), Spiked Gauntlet (5 gp), Sap (1 gp), light crossbow (35 gp), 20 Crossbow bolts (2 gp)
Armor (15 gp)
Lamellar Cuirass (15gp)
Equipment (57.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp), Spellbook, spell component pouch (5gp),
Cash: 152 gp, 5 sp and 9 cp
Cevanna
Familiar (Emissary)
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Speed 10 ft., fly 40 ft. (average).
Defense
AC 19, touch 15, flat-footed 16 (+3 Dex, +3 natural+1 Natural Armor Adjustment, +2 size)
hp 5
Fort +2, Ref +5, Will +0
Offense
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB, +1 feat of choice
Skills Fly +7, Perception +4, Stealth +15; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This replaces deliver touch spells. Luck Domain Power. [/ooc]
Daynen
|
Bleh...not liking the way mine's shaping up, at least mechanically. I'm not really a major min-maxer but even I can tell when a build is going to be...awkward. My most likely role is also quite a crowded aspiration, if the submissions list is anything to go by. I think I'm going to let this one go. Happy plundering, mateys.
| Veronica Blackblade |
I've made some changes to Veronica's build: I've switched her ability score bonus from Int to Str, and I've dropped the Magical Lineage trait for the Guiding Spirit one, which I think is a better fit from a story perspective - I like the idea of having her grandmother spirit guiding her along, and it easily ties in with the blackblade - I'm thinking she died while pursuing the blackblade quest, and her bond with it left her spirit unable to move on until it is completed - providing Veronica with additional motivation to both complete the quest when she learns of it (which I hope could be something tied in to the campaing) and better her skills (to ensure she can succeed where her grandmother failed).
I do have one question regarding feat options, as I'm not entirely sure my build plans for her are valid: Would Hex Magus (the class ability she gets at level 4 from her archetype, which lets her pick a witch hex) let her qualify for the Extra Hex and Hex Strike feats (as it's not exactly the Hex class feature required by the feats)?
| Rabscuttle |
Beric Pearlsbane, Halfling Antipaladin of Besmara
Born to slave on a Chelish trading ship - the Rolling Pearl, Beric grew up poorly treated and his life was one of harsh punishments and severe restrictions. Rarely able to leave the ship (why should the captain risk his property escaping) - the young halfling was an astute observer and was able to learn all about the running of a ship while performing his duties.
While he was fourteen, his mother became ill on a long journey and passed away. When his father requested some time to mourn their wife and mother - as other crewmembers occasionally had in similar situations, the captain of the ship brusquely informed him that he and Beric were not crew, they were property and no such request would be granted. His father tried to get Beric to accept this treatement stoically, and while Beric outwardly complied - any act of rebellion would still be met by flogging or worse - internally he seethed.
When his father passed a few years later, and the captain seemed more concerned with having to find a replacement than the young man's grief, Beric's heart hardened and he began to plot. Outwardly he became a model slave - working hard, showing his usefulness and feigning loyalty.
Gaining trust meant more responsibilities - and after proving himself competent as the lookout in the crow's nest (after a number of crew members mysteriously fell ill), this became his regular task. Now all he needed was to wait for an opportunity.
He knew that the one of the fears of the Captain was pirates. The ship had had several close run-ins over the years, but had always managed to out run them - and the Captain usually had double alcohol rations for the following few nights.
It was a dark cloudy night when Beric finally had his chance. Most of the crew were asleep or boozing below deck, and the skeleton crew on deck were not paying attention. Behind the ship, Beric spotted a ship approaching from behind. It flew Chelish flags, but Beric could see this was a ruse - the ship was clearly not a Chelish design, there were no signs of cargo, and there were too many people on deck for this time of night - these were clearly pirates.
His heart pounding with anticipation, Beric finally put his plan into action. Glancing below to make sure everyone was distracted, he pulled out a sharpened knife, climbed nimbly over the sides and started cutting through the ropes that held up the main sail, leaving them hanging by a thread.
As the other ship drew nearer, someone below eventually raised an alarm and the crew started to emerge. As the Captain gave the order to flee, Beric made his final cuts and the sails came tumbling down. The pirates the skull and crossbones and Beric felt rapture as the ship drew along side and the gang planks came down. With one side half tangled, it was a one-sided fight. Beric's only regret was that he was not able to kill the captain himself, merely watching on as he fell to a pair of cutthroats.
The rest of the crew was slaughtered to a man, but Beric's act had been noticed by an old orcish cleric of Besmara, and he called out to save the young halfling, seeing in him a great potential. Beric stayed with the pirates for a few years - learning how to fight; learning the doctrine of Besmara, and - at long last - receiving his share of the takings.
With little more to learn from the pirates, he has left them with the ambition of having his own ship and crew, a goal he knows he will achieve once he grows strong enough to seize it.
Statistics
STR: 15 = Base: 17; Racial: (-2) Halfling
DEX: 13 = Base: 11; Racial: (+2) Halfling
CON: 12 = Base: 12
INT: 12 = Base: 12
WIS: 12 = Base: 12
CHA: 16 = Base: 14; Racial: (+2) Halfling
Fort: +4 = Base: +2; CON: +1; Racial: (+1) Halfling Luck
Ref: +2 = Base: +0; DEX: +1; Racial: (+1) Halfling Luck
Will: +4 = Base: +2; WIS: +1; Racial: (+1) Halfling Luck
AC: 20 = Base: (+10); Dexterity: (+1); Armor: (+6) Breastplate; Shield: (+1) Shield, light wooden; Size: (+1) Small; Dodge: (+1) Dodge
Touch: 13
FF: 18
BAB: 1
CMB: 2 = BAB: (+1); Strength: (+2); Size: (-1) Small
CMD: 14 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1); Size: (-1) Small; Dodge: (+1) Dodge
Init: +1 = Dexterity: +1
Speed: 15ft
HP: 12
Languages: Halfling, Common, Elven
Attacks
Melee
Rapier (Small) +4 (1d4+2, 18-20/x2)
Dagger (Small) +4 (1d3+2, 19-20/x2)
Touch +4 (Varies, x2)
Sling staff, halfling (Small) (melee) +4 (1d4+2, x2)
Ranged
Dagger (Small) +3 (1d3+2, 19-20/x2)
Sling staff, halfling (Small) +3 (1d6+2, x3)
Skills
Acrobatics: -2 = +1 DEX; Misc: (-5) ACP; Racial: (+2) Sure-Footed
Appraise: 1 = +1 INT
Bluff: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Climb: -1 = +2 STR; Misc: (-5) ACP; Racial: (+2) Sure-Footed
Diplomacy: 3 = +3 CHA
Disguise: 3 = +3 CHA
Escape Artist: -4 = +1 DEX; Misc: (-5) ACP
Fly: -2 = +1 DEX; Size: (+2) Size Modifier; Misc: (-5) ACP
Heal: 1 = +1 WIS
Intimidate: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Knowledge (engineering): 2 = +1 rank; +1 INT
Perception: 4 = +1 WIS; Trait: (+1) Besmara’s Blessing; Racial: (+2) Keen Senses
Profession (Sailor): 6 = +1 rank; +1 WIS; Trait: (+1) Besmara’s Blessing; Misc: (+3) Class Skill
Ride: -4 = +1 DEX; Misc: (-5) ACP
Sense Motive: 1 = +1 WIS
Stealth: 4 = +1 rank; +1 DEX; Size: (+4) Size Modifier; Misc: (+3) Class Skill, (-5) ACP
Survival: 1 = +1 WIS
Swim: -3 = +2 STR; Misc: (-5) ACP
Race Features
Type (CRB 26): You are a humanoid with the halfling subtype.
Fearless (CRB 26): You receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck (CRB 26): You receive a +1 racial bonus on all saving throws.*
Keen Senses (CRB 26): You receive a +2 racial bonus on Perception skill checks.*
Sure-Footed (CRB 26): You receive a +2 racial bonus on Acrobatics and Climb skill checks.*
Weapon Familiarity (CRB 26): You are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*
Class Features
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura of Evil (Ex) (APG 120): A paladin who uses smite evil on you deals 2 points of damage per paladin level on its first successful attack.
Detect Good (Sp) (APG 120): You can use detect good, as a move action by concentrating on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds.
Smite Good (Su) (APG 120) (1 /day): As a swift action, you can choose one target within sight to smite. If this target is good, you add +3 on your attack rolls and you can add +1 on all damage rolls made against the target of your smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack is 2. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. While smite good is in effect, you gain a +3deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect.
Traits
Besmara’s Blessing (APSkS 5): You gain a +1 trait bonus on Perception* and Profession (sailor)* checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result
Vengeful (QC 18): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Feats
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Equipment
Breastplate, Light wooden shield, Rapier, Halfling sling staff, 4 x Dagger (+ generic equipment, need to finalise it)
I've also got a dwarven sorcerer suitable for a less evil campaign, just working out a few details.
| GM Imperius |
Alright alright alright! We are officially closed to new interest.
As of the time of closing, we have the following submissions:
Lapyd: Beryl Saltboulder - Kineticist/Rogue
Lapyd: Shantanna Lyrs - Antipaladin/Barbarian
Pad300: Djir Brentwhisker - Rogue
Ruin Explorer: Myrsko Izuro - Wizard
Odentin: Tempest - Sorcerer
Odentin: Mahkah - Monk
Elfriede: Melli Lillifeet - Swashbuckler
Delmoth: Mama Mambo - Cleric
Spazmodeus: Angeus Mourngrym - Swashbuckler
Dorian Grey: Mad Marvin Dundlerock - Oracle
Delightful: Black Bess - Cleric
Hustonj: Bektat - Barbarian
Hustonj: Ioney Dragi - Bard
CA Jademan: Tik Tik Scaletail - Witch
Aldizog: Brother MacLaren - Cleric
SqueezeMeNow: Torin Brimfisher - Barbarian
Galahad0430: Tristian Fortmaine - Fighter
Rabscuttle: Beric Pearlsbane - Antipaladin
Pancakes: Veronica Blackblade - Magus
KingHotTrash: Beket Runetooth - Fighter
SodiumTelluride: Ellie Dewblossom - Cavalier
Ouachitonian: Cnut Bjornsson - Barbarian
Noral: Nuwa Feng - Summoner
Edeldhur: Reknar - Bard
Vanulf Wulfson: Kragor Bloodskull - Ranger
Eriktd: Jaques Lacrimoisi - Swashbuckler
And the following have expressed interest, but have not yet submitted a character:
Archae
Philo Pharynx
J Scot Shady
Dickie
Trevor86
Jeremy Packer
If I've missed anyone, please let me know
If those who have submitted would be so kind as to confirm completion of their sheets, that would be wonderful. If I get confirmation from everyone, I will start the selection process early. Otherwise, the deadline for final submissions will be Friday, August 12, at 12:00am PDT, after which I will make the final selections.
Good luck to everyone. This is shaping up to be a very difficult decision. :)
| GM Imperius |
I do have one question regarding feat options, as I'm not entirely sure my build plans for her are valid: Would Hex Magus (the class ability she gets at level 4 from her archetype, which lets her pick a witch hex) let her qualify for the Extra Hex and Hex Strike feats (as it's not exactly the Hex class feature required by the feats)?
I would say yes, it would qualify.