I like the concept Persuasion, I am not able to see the character sheet though. Can you recreate the link...I have run into that problem on these forums before and normally redoing it fixes it.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Real quick to all current and future applicants. Reading over the first adventure to prep for this I am realizing this AP leans a lot on skills that are often ignored or prioritized lower. So I want to give a shout out to this skill checks, it would be good if the party consisted of a variety of people that had proficiency in some/most of these:
Athletics or Acrobatics, generally but not always interchangable
Sleight of Hand
Investigation
Nature
Insight
Perception
Survival
Deception
Intimidation
Performance
Persuasion
Double special call out to point out that yes all 4 of the Charisma based skills are on here. There is a good bit of the first part of the campaign that is about making friends and influencing people. Even after that the ability to build your fame and infamy on the high seas is tied pretty closely to Charisma based skill checks.
In addition, the following tools skill proficiencies may come in handy
Cook's Utensils or Herbalism Kit (interchangable for cooking)
Carpenter's tools
Musical Instrument
Navigator's tools
Vehicles (water)
Leatherworker's tools or Calligrapher's Supplies (not really, but what is a pirate game without some sweet tattoos)
With all this in mind if you would like to make any changes to already submitted characters you are welcome to do so.
I will say, none of this stuff is a prerequisite to succeeding in the story, but to a certain degree not having them can definitely ramp up the difficulty level.
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
If I'm accepted I'll point out to the group that Reynard is proficient in a few Charisma skills, including Expertise (+9) in Persuasion. He's got 16 Charisma and the Inspiring Leader feat. So I am covering some of the more 'party face' skills that the DM has suggested we cover. That said (a) I may well not get accepted into the team and (b) I have zero objections to sharing the party face role and in fact certainly do not expect to monopolise it.
Finally, I am UK based so my timings for posting might not match others which might slow down skill challenges in which Reynard is involved - so please bear with me.
As a note, Builder is a support spell-caster, as well as a ranged combat person. So there is some utility there... He has some of the tools built into his body already, and I can take a look at the other tools to modify as needed there.
Reynard's typical roles would be party face, scout (though only +1 Perception and no dark vision) and maybe lock pick. In combat I'm likely to (try) to be mobile using hit and run tactics.
Varus fills the combat roles you'd expect a barb to, but also has all the Cha skills besides Intimidation. He may be reluctant to use some of those skills, however.
Ok, Got the tools modified. The integrated tools are now carpenter's tools, with navigator's tools also there. He has vehicles (water) already. I can add leather worker's tools if needed, but was not sure if that was needed or not. His other tools are tinker's tools and alchemist supplies. Could swap the alchemist supplies out for leather working tools if needed... At third level he will get wood carver's tools with his sub class.
For skills he already had acrobatics, investigation, and perception.
Recruiting will be closing in a little over 24 hours at 10 pm CST tomorrow. At that time I will indicate who has been selected for the campaign and all other applicants will be wait listed in the event the ship needs more crew members. All applications must be completed by 10 pm tomorrow. First post will probably be some time on Thursday morning.
So, some additional feedback:
Moonknight & Baconexpert - I haven't seen your guys' character sheets yet. Having seen everyone else's you two are kind of at a disadvantage for selection. Consider getting those posted.
I realized stealth did not make my list of recommended skills. It probably should have. There are not many times a stealth roll is specifically called for in the adventure, but there might be times you want to move about the ship unseen where stealth would come in handy. Persuasion, I think you moved off of stealth for survival. Both are useful skills in the campaign, so it is a fine choice...but if you did it because I gave the impression that stealth wouldn't be useful then I apologize.
That's all I have to say tonight. Excited to see if any additional applicants come in tomorrow and which characters will end up on the ship.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Both Stealth and Survival would make sense for Varus as a character. I'll probably keep it as is, it'll be nice to have a slightly higher bonus for those Wis skills, and he doesn't have any reason to have either Acrobatics or Sleight of Hand, so it's more beneficial to have higher Wis than a higher Dex.
I'd love to play! I've played a bit of D&D and Pathfinder and I really like Golarion as a setting. Here is a character very loosely based on Alahazra, the iconic Oracle class character from Pathfinder.
Backstory: Sericea is from a family of merchants, and in her childhood she and her sister enjoyed a life of luxury on a private island, leisurely spending time with tutors, learning about history and music. But at the age of 18, Sericea began having vivid dreams about waves and water and creatures of the deep. These nightmares kept recurring, and soon her days and nights were full of such visions. She also began to manifest power over water and wind while unconscious. Her father chartered a fast ship to take them to a nearby wizard's college to seek help. But once they were in open water, Sericea fell into a trance, hearing a powerful voice calling from the sea. A violent storm broke out, and the ship was driven far off course. The first thing Sericea remembered after that was awakening on a shore amidst wreckage of the ship, near Port Peril. Since then, she has been trying to survive in that dangerous city, and desperately trying to find out what happened to her father. She has found a job at a local tavern, using her old childhood skills to help in the kitchen and entertain in the common room, in exchange for a safe place to stay. In her meager spare time, she tries to keep her sorcerous calling under control long enough to search for her father.
Notes: I'm thinking Sericea's onset of sorcerous power is a divine calling from a god of the sea, which I'll represent with the Divine Soul sorcerous origin at level 2. I'm using the 'Barroom Talespinner' background to represent her current situation of working in a tavern. Sericea is lawful neutral, and her calling will be to enforce the "law of the sea," which should provide enough latitude to follow whatever the storyline requires. :) Looking forward to this!
Alignment: Lawful Neutral(Possibly Lawful Evil following revamp)
Background: Fisher(TBRe-adjusted Soon)
Backstory: (TBA)
Put your spoiler here.
(Application unfortunately needs to be retracted. Underestimated how busy things were gonna get up to, and for far too long. Maybe another time captain Bounces!)
(Application unfortunately needs to be retracted. Underestimated how busy things were gonna get up to, and for far too long. Maybe another time captain Bounces!)
I understand...a little sad because that UA subclass looks interesting...but I totally understand.
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
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I like the concept Persuasion, I am not able to see the character sheet though. Can you recreate the link...I have run into that problem on these forums before and normally redoing it fixes it.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Scryed, looks good - no feedback or questions at this time.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Updated. Seems to have just appended the link I put to the link to this thread, which was weird.
Real quick to all current and future applicants. Reading over the first adventure to prep for this I am realizing this AP leans a lot on skills that are often ignored or prioritized lower. So I want to give a shout out to this skill checks, it would be good if the party consisted of a variety of people that had proficiency in some/most of these:
Double special call out to point out that yes all 4 of the Charisma based skills are on here. There is a good bit of the first part of the campaign that is about making friends and influencing people. Even after that the ability to build your fame and infamy on the high seas is tied pretty closely to Charisma based skill checks.
In addition, the following tools skill proficiencies may come in handy
With all this in mind if you would like to make any changes to already submitted characters you are welcome to do so.
I will say, none of this stuff is a prerequisite to succeeding in the story, but to a certain degree not having them can definitely ramp up the difficulty level.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Replaced Stealth proficiency with Survival proficiency. Also shifted ability scores slightly, decreased Dex to increase Wis.
Swapped religion for persuasion, and swapped INT and CHA scores
Could I change Ventus’s class to Bard? We seem to be missing a support class character, and I don’t mind picking up the slack, and bards are fun.
Since we haven't started any game play yet that would be fine.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
If I'm accepted I'll point out to the group that Reynard is proficient in a few Charisma skills, including Expertise (+9) in Persuasion. He's got 16 Charisma and the Inspiring Leader feat. So I am covering some of the more 'party face' skills that the DM has suggested we cover. That said (a) I may well not get accepted into the team and (b) I have zero objections to sharing the party face role and in fact certainly do not expect to monopolise it.
Finally, I am UK based so my timings for posting might not match others which might slow down skill challenges in which Reynard is involved - so please bear with me.
My Homebrew World: The World of Rodinia
Novels Published: Reynard's Fate, Kita's Honour and Callindrill
New sheet: https://www.dndbeyond.com/profile/Wh1tefuryGamer/characters/21657260
As a note, Builder is a support spell-caster, as well as a ranged combat person. So there is some utility there... He has some of the tools built into his body already, and I can take a look at the other tools to modify as needed there.
Reynard's typical roles would be party face, scout (though only +1 Perception and no dark vision) and maybe lock pick. In combat I'm likely to (try) to be mobile using hit and run tactics.
My Homebrew World: The World of Rodinia
Novels Published: Reynard's Fate, Kita's Honour and Callindrill
Varus fills the combat roles you'd expect a barb to, but also has all the Cha skills besides Intimidation. He may be reluctant to use some of those skills, however.
Ok, Got the tools modified. The integrated tools are now carpenter's tools, with navigator's tools also there. He has vehicles (water) already. I can add leather worker's tools if needed, but was not sure if that was needed or not. His other tools are tinker's tools and alchemist supplies. Could swap the alchemist supplies out for leather working tools if needed... At third level he will get wood carver's tools with his sub class.
For skills he already had acrobatics, investigation, and perception.
Announcement!
Recruiting will be closing in a little over 24 hours at 10 pm CST tomorrow. At that time I will indicate who has been selected for the campaign and all other applicants will be wait listed in the event the ship needs more crew members. All applications must be completed by 10 pm tomorrow. First post will probably be some time on Thursday morning.
So, some additional feedback:
Moonknight & Baconexpert - I haven't seen your guys' character sheets yet. Having seen everyone else's you two are kind of at a disadvantage for selection. Consider getting those posted.
I realized stealth did not make my list of recommended skills. It probably should have. There are not many times a stealth roll is specifically called for in the adventure, but there might be times you want to move about the ship unseen where stealth would come in handy. Persuasion, I think you moved off of stealth for survival. Both are useful skills in the campaign, so it is a fine choice...but if you did it because I gave the impression that stealth wouldn't be useful then I apologize.
That's all I have to say tonight. Excited to see if any additional applicants come in tomorrow and which characters will end up on the ship.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Both Stealth and Survival would make sense for Varus as a character. I'll probably keep it as is, it'll be nice to have a slightly higher bonus for those Wis skills, and he doesn't have any reason to have either Acrobatics or Sleight of Hand, so it's more beneficial to have higher Wis than a higher Dex.
I'd love to play! I've played a bit of D&D and Pathfinder and I really like Golarion as a setting. Here is a character very loosely based on Alahazra, the iconic Oracle class character from Pathfinder.
Name: Sericea Lespedeza
Race/class: Female Human Sorcerer
https://www.dndbeyond.com/characters/21720000
Backstory:
Sericea is from a family of merchants, and in her childhood she and her sister enjoyed a life of luxury on a private island, leisurely spending time with tutors, learning about history and music. But at the age of 18, Sericea began having vivid dreams about waves and water and creatures of the deep. These nightmares kept recurring, and soon her days and nights were full of such visions. She also began to manifest power over water and wind while unconscious. Her father chartered a fast ship to take them to a nearby wizard's college to seek help. But once they were in open water, Sericea fell into a trance, hearing a powerful voice calling from the sea. A violent storm broke out, and the ship was driven far off course. The first thing Sericea remembered after that was awakening on a shore amidst wreckage of the ship, near Port Peril. Since then, she has been trying to survive in that dangerous city, and desperately trying to find out what happened to her father. She has found a job at a local tavern, using her old childhood skills to help in the kitchen and entertain in the common room, in exchange for a safe place to stay. In her meager spare time, she tries to keep her sorcerous calling under control long enough to search for her father.
Notes: I'm thinking Sericea's onset of sorcerous power is a divine calling from a god of the sea, which I'll represent with the Divine Soul sorcerous origin at level 2. I'm using the 'Barroom Talespinner' background to represent her current situation of working in a tavern. Sericea is lawful neutral, and her calling will be to enforce the "law of the sea," which should provide enough latitude to follow whatever the storyline requires. :) Looking forward to this!
Sorcerers get their subclass level 1.
Name: Zalsas ZalgamasRace: TritonClass/Subclass: Warlock (Lurker in the Deep(UA))Alignment: Lawful Neutral(Possibly Lawful Evil following revamp)Background: Fisher(TBRe-adjusted Soon)Backstory: (TBA)
Put your spoiler here.
(Application unfortunately needs to be retracted. Underestimated how busy things were gonna get up to, and for far too long. Maybe another time captain Bounces!)
Yog - [Tortle]Druid/Warlock - Circle of Stars/Celestial (Libretalia)
Nobody - [Feral-Tiefling]Wizard/Sorcerer - War/Draconic (HoTDQ)
Jack Vicvan - [Eladrin]Druid/Warlock - Circle of Dreams/Archfey
-
Hiatus:
Xanrazan - [Earth Genasi]Bard - College of Swords(Shadowthorn's Princess of the Apocalypse)
I understand...a little sad because that UA subclass looks interesting...but I totally understand.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)