Skull & Shackles (gestalt game) - OOC





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  1. #1
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    Magsman (Lvl 14)

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    Skull & Shackles (gestalt game) - OOC

    Ok need to move you all over here to get you ready for your pre-game and get those characters ready.

    Please post them here (I'll get an RG up and running this weekend) and let's see if we can't balance this party out a little.

    Players:

    @Mowgli
    @rangerjohn
    @Blood and Honor
    @Shayuri

    Let me know if there is anything else you need.

    HM
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

 

  • #2
    Na Bith Mo Riocht T! COPPER SUBSCRIBER
    Lama (Lvl 13)

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    Kolto Tengere: Fetchling Mariner (Mobile Fighter//Sea Singer Gestalt) 01

    Link to the full sheet is in the Mini Stat block.

    (Still working on the background - it'll be posted on the character sheet and in the RG when finished).

    Mini Stats

    Kolto Tengere
    Initiative: +3
    AC: 17 (13 Flat-Footed, 14 Touch)
    HP: 10/10
    CMB: +3 CMD: 16
    Fort: +2 Reflex: +5 Will: +2

    Senses: Low Light Vision, Dark Vision
    Perception: +0, Sense Motive: +0

    Current Weapon in Hand: None

    Active Performances: None

    Special Abilities: Bardic Performance (6/6 Rnds), Disguise Self (1/1)

    Songs Available Cantrips (At-Will), 1st (2/2)
    Cantrips: Know Direction, Message, Prestidigitation, Read Magic
    1st Level: Chord of Shards, Grease

    Consumables
    20 Arrows (Normal)
    20 Arrows (Blunt)

    03 Daggers


    Character Pic & Token/Portrait


    Last edited by Mowgli; Wednesday, 7th September, 2011 at 02:56 AM.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
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  • #3
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    Ignore rangerjohn
    Anyhow this is what I have so far:


    Telethel Star Gazer

    Game Info

    Race:Elf
    Class:Gestalt Magus(Skirnir)/Ranger(Skirmisher)
    Level: 1/1
    Alignment:
    Languages: Common,elven,draconic,orc,aquan
    Deity:Gozreh

    Abilities

    STR:14 +2
    DEX:16 +3
    CON:10 +0
    INT:16 +3
    WIS:14 +2
    CHA:08 -1

    Combat

    HP: 10 = [1d10=10] + 0 (CON) + 0 (misc) + 0 (favored class)
    AC: 19 = 10 + 3 (armor) + 3 (shield) + 3 (DEX) + 0 (misc)
    AC Touch: 13 = 10 + 3 (DEX) + (misc)
    AC Flatfooted: 16 = 10 + 3 (armor) + 3 (shield) + 0 (misc)
    INIT:+3 = +3 (DEX) + 0 (misc)
    BAB: +1 = +1 (ranger)
    CMB: +3 = +2 (STR) + 1 (BAB)
    CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
    Fort: +2 = +2 (base) + 0 (CON)
    Reflex: +5 = +2 (base) + 3 (DEX)
    Will: +4 = +2 (base) + 2 (WILL)
    Speed: 30
    Damage Reduction:none
    Spell Resistance:none
    Spell Failure:0%

    Weapon Stats


    Longsword(melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(S), CRIT 19-20x2
    vs. human FE : +5 = +1 (BAB) + 2 (STR) / DMG = 1d8+4(S), CRIT 19-20x2
    Trident(melee) : +3 = +1 (BAB) + 2 (STR) / DMG = 1d8+2(P), CRIT 20-20x2
    Vs. human : +5 = +1 (BAB) + 2 (STR) / DMG = 1d8+4(P), CRIT 20-20x2
    Trident(range)
    vs. human : +6 = +1 (BAB) + 3 (Dex) / DMG = 1d8+4(P), CRIT 20-20x2 RI 10'
    Shield Bash
    vs. human : +5 = +1 (BAB) + 2 (STR) / DMG = 1d4+4(B), CRIT 20-20x2

    Racial Traits

    +2 Dexterity, +2 Intelligence, 2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

    Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

    Normal Speed: Elves have a base speed of 30 feet.
    Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).

    Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

    Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity racial Traits.

    Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

    Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

    Class Features

    Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor.

    Spells

    Arcane Pool :4

    At 1st level, a skirnir can use his arcane pool to grant an enhancement bonus to a weapon as normal, as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add the following shield special abilities: animated, arrow catching, arrow deflection, bashing, blinding, fortification (any), reflecting, spell resistance (any).

    Arcane Bond (Su)

    At 1st level, a skirnir gains a shield (except for a tower shield) as an arcane bond item. This is identical to the wizard class ability, but the skirnir may only bond with a shield, not a familiar or other item.

    Sorcerous Shield (Ex)

    At 1st level, skirnirs are proficient with all types of shields, including tower shields, and do not suffer an arcane spell failure chance when casting magus spells while using a shield. They treat their magus levels as their fighter levels for the purpose of qualifying for shield-related feats.

    Spellstrike (Su)

    At 1st level, a skirnir may use this ability with a weapon or shield bash attack.
    Whenever a magus casts a spell with a range of touch from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapons critical range (20, 1920, or 1820 and modified by the keen weapon property or similar effects), but the spell effect only deals 2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

    Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

    Favored Enemies:
    Human

    At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

    At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

    If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose fromthose called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

    Track (Ex)

    A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

    Wild Empathy (Ex)

    A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

    The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a 4 penalty on the check.

    Combat Style Feat (Ex)

    At 2nd level, a ranger must select one of two (seven, if styles from Advanced Player's Guide are allowed) combat styles to pursue: archery or two-weapon combat (Note: Advanced Player's Guide adds 5 new combat style options: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).

    The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

    The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
    Weapon and Shield If the Ranger selects weapon and shield [APG] style, he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting. At 6th level, he adds Saving Shield [APG] and Shield Master to the list. At 10th level, he adds Bashing Finish [APG] and Greater Shield Focus to the list.
    ...

    Feats & Traits

    1st lvl-Improved Shield Bash
    You can protect yourself with your shield, even if you use it to attack.

    Prerequisite: Shield Proficiency.

    Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

    Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn (see Equipment).
    3rd lvl-

    Traits:
    a)Abendego Spell Piercer or Jenivere Crew
    b) not allowed yet

    Skills

    Skill Ranks: 10 = [6 (class) + 03 (INT)] x 01 (LvL) + 00 (misc) + 01 (Favored Class)
    Max Ranks: 01
    ACP: -2

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    +01 =  Acrobatics          +03    +00   +0  +00   -2   DEX
    +03 =  Appraise            +03    +00   +0  +00        INT
    -01 =  Bluff               -01    +00   +0  +00        CHA
    +04 =  Climb               +02    +01   +3  +00   -2   STR
    +03 =  Craft:_____         +03    +00   +0  +00        INT
    -01 =  Diplomacy           -01    +00   +0  +00        CHA
    +na =  Disable Device^     +00    +00   +0  +00   -0   DEX
    -01 =  Disguise            -01    +00   +0  +00        CHA
    +03 =  Escape Artist       +03    +03   +0  +00   -2   DEX
    +03 =  Fly                 +03    +00   +0  +00   -0   DEX
    +na =  Handle Animal^      +00    +00   +0  +00        CHA
    +02 =  Heal                +02    +00   +0  +00        WIS
    -01 =  Intimidate          -01    +00   +0  +00        CHA
    +07 =  Know:Arcana^        +03    +01   +3  +00        INT
    +na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
    +na =  Know:Engineering^   +00    +00   +0  +00        INT
    +07 =  Know:Geography^     +03    +01   +3  +00        INT
    +na =  Know:History^       +00    +00   +0  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +07 =  Know:Nature^        +03    +01   +3  +00        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +00    +00   +0  +00        INT
    +08 =  Perception          +02    +01   +3  +02        WIS
    +00 =  Perform:_____       +00    +00   +0  +00        CHA
    +06 =  Profession^:Sailor  +02    +01   +3  +00        WIS
    +03 =  Ride                +03    +00   +0  +00   -0   DEX
    +02 =  Sense Motive        +02    +00   +0  +00        WIS
    +na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
    +na =  Spellcraft^         +00    +00   +0  +00        INT
    +05 =  Stealth             +03    +01   +3  +00   -2   DEX
    +06 =  Survival            +02    +01   +3  +00        WIS
    +07 =  Tracking                             +01    
    +08 =  Swim                +02    +01   +3  +04   -2   STR
    +03 =  Use Magic Device^   -01    +01   +3  +00        CHA

    Spellcasting

    0-2 Disrupt Undead, Prestidigitation
    1-1 Color Spray
    Spell book
    0 level
    All magus
    1st level
    Color Spray
    Enlarge Person
    Feather Fall
    Frostbite
    Magic Missile
    Shocking Grasp

    Equipment

    Code:
    Equipment                    Cost  Weight
    Longsword                     15    4lbs
    Trident                       15    4lbs
    Studded Leather               25   20lbs
    MW Heavy Wooden Shield        n/a  10lbs
    MW Backpack                   50    4lbs
    Bag, Waterproof               5sp  .5lbs 
    Bedroll                       1sp   5lbs
    Spellbook, Magus, Travelling  10    1lb
    Clothing, Explorer's          n/a   worn
    2 weeks ration Wandermeal     14cp  7lbs
    Ink 2 vials                   16    ---
    Parchment 10 sheets            2    ---
    Pouch, Spell Components        5    2lbs
    Shield Sconce                  1   .5lbs
    Torches 3                      3cp  3lbs
     
    Total weight carried:63.5 lbs
    Treasure: gp, sp, cp Gems:

    Carrying Capacity:
    light-58lbs or less w/mw backpack 66lbs or less
    medium-59lbs - 116lbs 67-133
    heavy-117lbs - 175lbs 134-200

    Details

    Size:medium
    Gender:male
    Age:145
    Height:6'3"
    Weight:135lbs
    Hair Color:Blond
    Eye Color: piercing green
    Skin Color:dark tanned
    Appearance:
    Demeanor:

    Background
    Always being at home around the water, Telethel has served many roles aboard ship. From lowly sailor to scout, to even served a tour as ship's navigator.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    Class:
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Feat:
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Skills:
    Favored Class Bonus:
    Last edited by rangerjohn; Thursday, 15th September, 2011 at 01:07 AM.
    rangerjohn

  • #4
    I'll have him done soon.

    Gudrik 'Mongrel' Portbane

    Game Info

    Race: Half-Elf
    Gestalt Class: Barbarian(Sea Rager)//Oracle of Wave
    Level: 1
    Alignment: True Neutral
    Languages: Common and Elven
    Deity:

    Abilities

    STR: 16
    DEX: 14
    CON: 14
    INT: 10
    WIS: 10
    CHA: 14

    Combat

    HP: 13 = [1d12=12] + 2 (CON) + 1 (Favored Class)
    AC: 18 = 10 + 4 (Armored Coat) + 2 (Heavy Wooden Shield) + 2 (DEX)
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 16 = 10 + 4 (Armored Coat) + 2 (Heavy Wooden Shield)
    INIT: +2 = +2 (DEX)
    BAB: +1 = +1 (Barbarian)
    CMB: +4 = +3 (STR) + 1 (BAB)
    CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)
    Fort: +4 = +2 (Barbarian) + 2 (CON)
    Reflex: +2 = +0 (Barbarian) + 2 (DEX)
    Will: +2 = +2 (Oracle) + 0 (WILL)
    Speed: 20'
    Damage Reduction: None
    Spell Resistance: None
    Spell Failure: None

    Weapon Stats

    Battleaxe(melee): +4 = +1 (BAB) + 3 (STR)/ DMG = 1d8+3(S), CRIT 20x3
    Chakram(ranged): +3 = +1 (BAB) +2 (DEX)/ DMG = 1d8+3(S), CRIT 20x2, 30', x3

    Racial Traits

    ...

    Class Features

    ...

    Feats & Traits

    1st lvl-

    Traits:
    A)Reactionary: +2 trait bonus to Initiative checks.
    b) not allowed yet

    Skills

    Skill Ranks: 04 = [4 (Barbarian) + 00 (INT)] x 1 (LvL)]
    Max Ranks: 1
    ACP: -4

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    +00 =  Acrobatics          +00    +00   +0  +00   -0   DEX
    +00 =  Appraise            +00    +00   +0  +00        INT
    +00 =  Bluff               +00    +00   +0  +00        CHA
    +00 =  Climb               +00    +00   +0  +00   -0   STR
    +00 =  Craft:_____         +00    +00   +0  +00        INT
    +00 =  Diplomacy           +00    +00   +0  +00        CHA
    +na =  Disable Device^     +00    +00   +0  +00   -0   DEX
    +00 =  Disguise            +00    +00   +0  +00        CHA
    +00 =  Escape Artist       +00    +00   +0  +00   -0   DEX
    +00 =  Fly                 +00    +00   +0  +00   -0   DEX
    +na =  Handle Animal^      +00    +00   +0  +00        CHA
    +00 =  Heal                +00    +00   +0  +00        WIS
    +00 =  Intimidate          +00    +00   +0  +00        CHA
    +na =  Know:Arcana^        +00    +00   +0  +00        INT
    +na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
    +na =  Know:Engineering^   +00    +00   +0  +00        INT
    +na =  Know:Geography^     +00    +00   +0  +00        INT
    +na =  Know:History^       +00    +00   +0  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +na =  Know:Nature^        +00    +00   +0  +00        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +00    +00   +0  +00        INT
    +00 =  Perception          +00    +00   +0  +00        WIS
    +00 =  Perform:_____       +00    +00   +0  +00        CHA
    +na =  Profession^:_____   +00    +00   +0  +00        WIS
    +00 =  Ride                +00    +00   +0  +00   -0   DEX
    +00 =  Sense Motive        +00    +00   +0  +00        WIS
    +na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
    +na =  Spellcraft^         +00    +00   +0  +00        INT
    +00 =  Stealth             +00    +00   +0  +00   -0   DEX
    +00 =  Survival            +00    +00   +0  +00        WIS
    +00 =  Swim                +00    +00   +0  +00   -0   STR
    +na =  Use Magic Device^   +00    +00   +0  +00        CHA

    Spellcasting

    ...

    Equipment

    Code:
    Equipment                    Cost  Weight
     
     
    Total weight carried:
    Treasure: gp, sp, cp Gems:

    Carrying Capacity:
    light-
    medium-
    heavy-

    Details

    Size: Medium
    Gender: Male
    Age: 22
    Height: 6'1"
    Weight: 193
    Hair Color: N/A
    Eye Color: Blue
    Skin Color: Tanned
    Appearance:
    Demeanor:

    Background
    ...

  • #5
    Na Bith Mo Riocht T! COPPER SUBSCRIBER
    Lama (Lvl 13)

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    Ignore Mowgli
    So, we gonna do this thing or what?

    Been a few days with nothing going on over here, so I thought I'd give it a bump.

    HM, if it's OK with you I'll play Kolto without much background for now. I sortof want to wait for the Players Guide and his campaign trait, as those typically give some good background hooks. For now, he'll be a sailor/poet with a mysterious past, which will be revealed in bits and pieces as the game progresses.

    Did you decide what adventure you'll run us through? Shipyard Rats is fine with me, though I'll need to be careful about metagaming since I'm fairly familiar with it.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  • #6
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Ignore HolyMan
    Of course Mowgli - just need one more character but we could start a little RPing. But weekends and my post count don't get along. Will have something started TUE/WED and it will not be Shipyard Rats.

    I will check characters as we adventure.


    HM
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  • #7
    Na Bith Mo Riocht T! COPPER SUBSCRIBER
    Lama (Lvl 13)

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    Ignore Mowgli
    Cool. No worries on the weekend lag - you know me. I've fully adjusted to PbP pace and rarely get in a hurry . I just noticed that the other game is moving on toward 'fully involved' and didn't want this one to fall by the wayside.

    Looks like Shayari's the only one yet to chime in over here.
    "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."
    -- H.L. Mencken



    Legacy of Fire
    OOC IC

  • #8
    Registered User
    Enchanter (Lvl 12)

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    I Defended The Walls!

    Ignore Shayuri
    Huah!

    Sorry about the delay. I've been rather conflicted. And my computer imploded.

    Torn between a Witch and a Sorceror for the position of Primary Arcanist...and then FURTHER conflicted by which martial class to take along WITH that arcanist class.

    I'm in a tizzy!

    Tentatively considering:

    - Changeling Aquatic Sorceror and Ranger w/Natural Weapons style.

    or

    - "Sea elf" Witch of Water and Ranger w/combat style good for...chucking spears? Not sure. I like the "spirit of water" thing for elves, except for the weapon skill change, but I'll make it work.

    Also considering the merits of Barbarian levels for the sorceror, who will probably also be a decent melee combatant. The Witch will probably focus on ranged combat. ALSO considering the merits of the Savage Fighter archetype for the Aquatic Sorceror.

    Completely open to suggestions at this point!

  • #9
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Ignore HolyMan
    Sorry Shayuri my combo knowledge is not the greatest. You have some great ideas with all of them. Maybe a Barbarian(savage)/Witch(sea witch) - changeling with claws? or aquatic elf (elf with spirit of the waters). Take a feral approach? And btw what familiar are you thinking of taking?

    __________________________________________________ __________

    Also I am about to set up the IC - After looking through some of the PFS modules I have decided on a murder mystery -
    Murder on the Throaty Mermaid

    Since your characters are not Pathfinders I will be changing the game a little. But note that this game takes place abroad ship the whole time so you may wish to adjust your starting equipment.

    C U in the I C soon

    HM
    Last edited by HolyMan; Wednesday, 14th September, 2011 at 07:55 PM.
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  • #10
    Thy wounds are healed! SILVER SUBSCRIBER
    Magsman (Lvl 14)

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    Ignore HolyMan
    And here is the IC - http://www.enworld.org/forum/playing...relude-ic.html

    Please let me know when characters are ready for review we will try and get them completed while we RP a bit.

    HM
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

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