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Seeking 2 - 3 players for Pathfinder pirate game on Fridays @ 4:00pm CST

Hello, I am looking for 2 - 3 more players for an in-progress pirate-themed Pathfinder game run every Friday at 4:00pm CST. I run for 5 - 6 hours, sometimes more, depending if everyone is up for it. We use Roll20 and TeamSpeak for dice rolls and voice chat - only the latter requires a download. The campaign is heavily focused on roleplay with light puzzle-solving and infrequent combat. There are no batlemaps or tokens. The group, consisting of myself and two players, is friendly and willing to joke around OOC, but we do handle in-character roleplay with enthusiasm and seriousness. I DM with the philosophy that it is my place to facilitate fun, not enforce rules. The campaign uses my own homebrew setting. As an overview, it takes place in a Renaissance-esque time period in regards to the value of culture and knowledge. There is only one known continent, Lierengrad, where most of civilization resides. Though it is most likely player characters come from there, the actual story takes place in and around a group of islands known as the Kyrillos Isles. These islands are perceived as the origin of mankind who sailed to the mainland in ancient times and founded what would become all that they have today. Their past long abandoned, this old homeland has been forgotten and is being re-discovered now. Subsequently, piracy is on the rise and the artifact trade is lucrative for everyone. Explorers have also come to find that magic does not work 'properly' on these islands. It has a wild, chaotic nature to it that has the potential to lead to disastrous consequences. The party owns a ship called the Naccio with a crew of about 20, excluding PCs, having only recently started to try and make a name for themselves. Every NPC aboard the ship has been characterized to some extent, they have jobs that they fulfill, and some of them are trained to accompany the party on land as backup. The ship started bare bones and is upgraded by the party using funds they allocate specifically for it. Though an overarching plot exists, it's largely open world and player-driven. Listed below is the current party and what they contribute: Ayla Wavesong, Mermaid Bard 1/Oracle 3 (Ship's owner, ship treasurer, and primary healer) Elric of No-Land, Elf Skirmisher Ranger 4 (Ship's navigator, expedition leader, and built for melee DPR) Richard Durant II*, Half-Orc Warlord 4 (Ship's captain, partial party buffer, and designed to tank fights) *As a result of so many dropouts, I included a DMPC to help out in combat and facilitate roleplay when the party is directionless. He is by no means a focal point nor does he overshadow any other character mechanically. I am fine leaving him on the ship to remain un-involved, which I have done several times already. Character Creation Backstory: I do not like to set requirements. My campaigns are for those who enjoy roleplaying, so if you're concerned about what the minimum expectation is, this may not be the game for you. You may give me as little or as much as you want, but be aware, I reserve the right to include anything in your character's backstory that you do not specify to help me incorporate them into the storyline. Experience: Level 4, Slow Progression. Starting Wealth: Determined based on backstory. Ability Scores: 20 Point Buy. Playable Races: No Outsiders or half-Outsiders, but all other core races are available. See me before playing an elf. Discuss third party content with me first. Races most common to the setting are dwarves, elves, goblins, halflings, hobgoblins, humans, and orcs. Any other race is considered uncommon to exotic in the setting. No race has alignment restrictions. Replace racial Ability Score adjustments with +2/+2/-2 to be distributed as you see fit, but cannot be stacked. Playable Classes: No summoners or Outsider bloodlines for sorcerers, but all other core classes are available. Discuss third party content with me first. Classes most common to the setting are barbarians, bards, fighters, rangers, rogues, and sorcerers. Any other class is considered uncommon to exotic in the setting. Note to spellcasters: You cannot use magic related to the planes or summoning. For further rules on spellcasting see below in House Rules. Hit Points: Max at 1st level + 10. Roll or take average at subsequent levels. Alignment: This game uses the Color Wheel system. Quick reference image here with more in-depth explanation here . Monks can be white or red. Paladins can be white (whiteguard), blue (paladin), black (blackguard), or red (antipaladin). There are no alignment restrictions. House Rules Characterization: Each character receives 2 traits , 1 drawback , and 1 background . You can choose from these lists or create your own, so long as I approve it. Proficiencies: Replace class weapon proficiencies with these rules. Skill Tricks: Found here , they are considered legal. Conversions from Complete Scoundrel are allowed at my approval. Feat Tax: Use these rules in regards to feat selection to cut back on feat tax. Everything applies except the Two-Weapon Fighting house rule. Feats with "Greater" in their name are still taken individually. Quick Draw: Applies to any easily accessed or reasonably sized item regardless of its status as a weapon. Chaos Magic: Anytime a spell is cast a percentile is rolled to determine if it is subject to chaos magic. Chaos magic is a random effect rolled from a table and can be beneficial, neutral, or detrimental. The spell itself may or may not be cast. The chance is not static and is never known to the players. Concerning primary colors only, white-aligned mages have the lowest chance, blue and green-aligned mages have moderate chance, while black and red-aligned mages have the highest chance. Spells are completely regained any time the mage takes the time to perform the ritual required to gain their power (usually 1-2 hours); however, the chaos magic chance increases every time this is done and is only reset upon sleeping for six hours. Exploding Dice: Natural 1's and 20's explode until another number is rolled, thus increasing the failure or success of an action. Fumbles & Criticals: I use Paizo's GameMastery Critical Fumble and Critical Hit decks. Firearms: They are considered Commonplace: Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft. Enchanted Items: Magic armor, weapons, and items whose value exceeds 30,000gp cannot be purchased normally. The only way to obtain them is to discover them in the world, find and somehow commission a master craftsman (extremely rare individuals whose skill is not for public use), or craft them yourself. Enchanted item craftsmen are highly sought after targets with guilds devoted to their capture and enslavement, be forewarned. If you have any questions, please feel free to ask. Thank you for your time and consideration.
Ken- We have ~20 players and GM's working together in a general Skype Chat and on an independent website for scheduling. I am sure we could help you fill your spots if you wanted to join us. PM with you Skype name if interested. Cheers