Pirates

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The Sea Dragon[edit]

The Ship[edit]

Sea Dragon is a 2 masted brig approx 80ft in length from sprit to stern (60ft of useable deck + bowsprit etc.), 25ft beam, 9ft Draft. She is about 90ft from the waterline to the tip of her mainmast. She is armed with 10 small cannon in 2 broadsides of 4 cannon each, with a further 2 cannon set up as bow chasers. An eleventh cannon is currently in the hold pending divvying up of the loot from the Wind Child. She has 2 ship's boats, one of them a masterwork elven rowboat (+1 to handling. Homeseeking. Tough, gilded and decorated. Worth 2000poe)

She has a foremast with 3 square rigged sails (Mainsail, Topsail and Topgallant) and a mainmast with 3 square rigged sails and a gaff rigged spanker (the latter to help the ship make better headway sailing upwind) Her timbers and one of her two masts are of exceptional quality, having been cut from the Giantwood Forest in the new world.

The Crew[edit]

Full ship's complement: 20-25 (20 + officers)

Current Ship's complement

  • 5 Officers
  • 12 Crew - 8 lizardfolk, 4 cove secret native humans
    • Lizardfolk names include Chalok, Oshka, Skarn
  • 1 'greedy' halfling carpenter
  • 7 City of Sails veteran sailors (currently on probation)

Watch Standers

  • Fergis - Captain
  • Shelly - Bo'sun
  • Twitch - First mate
  • Vomzisk - Quartermaster

The Hold[edit]

  • Ship's Paychest - Locked sea chest containing
    • 1160poe
    • The Wind Child's Navigation instruments
    • Brace of Pistols (from the original gear taken off the octopus)
    • Maps and Documents (from the Octopus)


  • Good quality provisions for a long sea voyage including some Lizardfolk specific delicacies
  • crate of various silvered edged weapons (swords, hatchets, daggers)
  • Barrels of good rum, wine, lantern oil & gunpowder (from the wreck of the Wind Child)
  • Decanters of fine Realm wine
  • Various Ship Tools (shipwright/carpentry/sailmaking etc.) - Taken from the Octopus
  • Cargo of Soursap Rum (Belonging to Vomzisk)

The Ship's Articles[edit]

The purpose of the Articles is mostly to adjudicate the operations of a single ship: how the loot is divvied up,how to deal with conflicts among the crew, etc.

  • conflicts among crew to be settled ashore in a formalised duel of some sort, never by violence aboard ship.
  • Stealing from crewmates is Not Done, and someone who does is liable to whatever punishment the crew decides to mete out
  • Loot is to be split into equal shares and distributed as follows
    • One Share to the Pirate Lords of Cove Secret
    • Two Shares to be divided between the Captain and Watch Standing Officers (currently the officers are splitting this share an extra way to ensure that there is a petty cash fund for ship repairs and other unforeseen circumstances)
    • One Share to be divided equally among the remaining crew.
  • Everyone has equal access to booze and food, and takes it in turn to pick from clothes, arms, sundries, and luxuries.
  • Anyone who suffers a crippling injury gets a large payout, or, circumstances permitting, healing at the general expense
  • Anyone who fails to present themselves and their arms in condition to fight doesn't get a share of the loot after.

characters[edit]

Fergis the sea bard[edit]

Name: Fergis Delmari Race: Human Class: Bard (Sea Singer) 4, Rogue (Pirate) 1, aspiring Tattooed Mystic Alignment: CN Appearance/Personality: Male, mid-20’s, black hair in a rough shag, unkempt beard, piercing green eyes, tanned skin. He wears sailor’s leathers, and walks with a rolling gait.

Fergis was a sailor on a merchant vessel. He traveled far and wide, hearing all sorts of tales. One of them was about Father Dagon, who lurked in the farthest depths, and was neither demon nor god, but something...else.

He didn't think much of it, or the crazy old salt he heard it from, until he was swept overboard in a huge storm. As he was drowning, his mind raced with pleas to all the powers he could think of. One of them answered.

Fergis doesn’t remember how he washed ashore, but he knows his mind has been opened to a greater Truth. Other sailors avoided him, but he found himself welcomed among pirates, since they weren’t discriminating about who they accepted help from.

Did Illara and Harle’s tattoos (deceased)


Str 12 Dex 16 Con 13 Int 14 Wis 10 (+2) Cha 18

BAB: 3 Fort: 2 Ref: 9 Will: 5 +4 vs air/water effects, slip/trip/knock prone

AC: 17 (Defense Bonus) Hit Die: d8 HP: 33 / 33 Short sword: +5, 1d6+1, 19-20 x2 Dagger (Silver): +4, 1d4+1, 19-20 x2 Light crossbow: +7, 1d8, 80’

    • Sneak Attack: 1d6

+2 CMD vs grapple/overrun/trip

Lang: Common, Plaza, Halfling, Infernal, Aklo, Azlanti (ancient)


Skills: 10/level Acrobatics 1:9 Appraise 1:6 (8) Bluff 1:8 Climb 4:10 Craft (Carpenter) 1:6 (8) Craft (Tattoo) 5:10 (12) (14) Diplomacy 2:9 Intimidate 2:9 Know (Arcana) 1:6

  • Know (Geography) 1:8
  • Know (Local) 1:8
  • Know (Nature) 1:8

Know (Planes) 1:6

  • Linguistics 2:13

Perception 2:5 (7) Perform (Wind) 5:12 (14) Profession (Sailor) 4:7 Sense Motive 2:5 (7) Spellcraft 5:10 Stealth 4:10 Swim 5:11

  • reroll 1/day


Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks

Sea Legs: 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.

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using a shield without incurring the normal arcane spell failure chance.

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.

Familiar: 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. ("parrot" - Squall) Tricolor. [Lucky, permits double d20 dice roll once/day] Grants +3 Linguistics HP: 1/2 of Fergis = 11 Attack: Fergis BAB + Dex bonus (2) = 4

 1d3-4

Fly 40', low light, Per +6 Saves: Fort 2, Fergis for others

 Will 4, Ref 8

AC: 16, Int 7 Str 2, Dex 15, Con 8, Wis 15, Cha7 Stealth +7, Acrobatics +6, Sense Motive +4, Profession: Sailor +4 Improved Evasion Grants Alertness within arm's reach (+2 Per, Sense Motive) Share Spells: cast spells with target "You" on familiar Empathic Link: 1 mile, emotions only Deliver touch spells Language: Common

Bardic Performance: 14 rds/day, std to start, free to maintain.


 Sea Shanty (Su): 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 Performcheck 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. 
 Distraction (Su): 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): 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 the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Willsave (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 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): 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.

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.


Spells/Day:

1st: 4

2nd: 2

Spells Known: DC 15 (Conj 16) 0th: 5 Daze: close, 1 target <=4 HD, 1 rd, no actions, Will save Detect Magic Light Prestidigitation Read Magic Summon Instrument: 5 min

1st: 4 (Swap out for Cure Light) Enhance Water: touch, 4 pints, turn water to mild booze, removes poisons/diseases/minerals/toxins Glue Seal: 40’, 5 min, 1 object/5' square, Reflex or entangled/item stuck Grease: 40’, 5 min, 1 object/10' square, Reflex or fall/item dropped Summon Monster I: 1 rd, close, 5 rds, acts immed (Augmented)

2nd: 2 (Swap out for Cure Moderate) Glitterdust: med, 10’r, 5 rds, Will save vs blind ea rd, outlines invisible, -40 Stealth Summon Monster II: 1 rd, close, 5 rds, acts immed (Augmented)

Feat: Spell Focus (Conjuration): +1 DC to saves

Mage's Tattoo (Conjuration): you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Conjuration: acid splash: 30', ranged touch, 1d3 damage (five-pronged twig on back, black with green outline)

Versatile Summon Monster: aqueous, dark

 Aqueous - Type gains the water subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to cold as noted on the table below; Speed gains a swim speed equal to its highest speed + 10 ft.; Attacks gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.

Hit Dice DR Resist Cold Cold Damage 1–4 — 10 1 point



 Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5.
 Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action.

Augment Summoning: +4 Str, Con to summoned monsters


Traits: Auspicious Tattoo: +1 to Will saves

Shrouded Casting (Conjuration): You can cast spells from that school as if you had the Eschew Materials feat.


Equipment: 1000 (Masterwork gear/kits free) Crossbow, light (masterwork) Dagger 2 Silver dagger Bolts 1 Short sword (masterwork) Artisan’s tools, masterwork (tattooing) Artisan’s tools, masterwork (carpentry) Musical instrument, masterwork (tin whistle) Wand of Cure Light Wounds: 47 Tinker’s cap 200 Tattoos 15 Belt pouch (2) 2 Travelers outfit 1 Hammock 0.1 Backpack 2 Rope, silk 10 Grappling bolt 1 Trail rations (2) 1 Mess kit 0.2 Applejack, bottle (4 lbs ) 0.3 Waterskin 1 Medal of Triton the Hunter 8 gp 170gp 500 gp

The Sea Dragon 3 Fortune points/voyage, reroll/declare lucky

Illara’s stuff: Waterproof Medium Chest in the inn Explorer's Outfit Calf boots, Breeches, Flouncy Blouse, Bandana 225GP Sling 10 Bullets Flint & Steel 2 Thunderstones

Backpack in the inn Hammock Healer's Kit Mess Kit Soap Waterskin Ink Inkpen Journal (50 Pages)* Waterproof hooded lantern 1 pint Oil Fishing Kit 5 days halfling trail rations

Scroll Box (Waterproof) In storage with City 4 scrolls of cure light wounds 2 scrolls of Shillelagh 1 Scrolls of Magic Stone 1 Scrolls of Water Breathing

elven rowboat. masterwork , +1 to handling. Homeseeking. Tough, gilded and decorated. Worth 2000poe.

Wind Child loot: Barrels of good rum , wine, lantern oil and gunpowder The ship’s navigation instruments A cannon a glimmering scrollcase that surely contains its sailmaster’s famous map. It is sealed, however, and the sailors worry that in opening it they might damage the magical map itself. Bulky stores of ore, wool, beer, wood worth 1d3 hundred poe The Topaz - trade cat Some of the jars clearly contain medicinal substances that emanate weak magic. A sack of rattling, colourful beans has a slightly stronger aura.

1000 gp in luxury goods for trade in the Monkey Isles (dwarven daggers & jewelry, gemstones)


Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. Mage's Tattoo: five-pronged twig (Elder sign) on back, black with green outline.

Twitch the alchemist froglet[edit]

Level 1 Grippli Unchained Rogue (Pirate) 3 Levels of Alchemist Favored Class: Alchemist Racial Trait: Toxic Skin Str: 8 (-1) Dex: 18 (+4) Con: 12 (+1) Int: 14 (+2) [1st and 2nd level bonus spell] Wis: 13 (+1) Cha: 10 (+0)

HP:33/33 AC: 18 Init: 6 Fort: +5 Ref: +8 Will: +3 BAB: +3 CMB: -2 CMD: 12

Weapon Proficiency: Simple, Firearms, hand crossbow, rapier, sap, shortbow, and short sword

Skills(26/26) --> Acrobatics(+7), Climb(+10), Escape Artist(+7), Perception(4/+10), Sense Motive(+6), Sleight of Hand(+7), Stealth(1/+12), Survival(1/+7), Swim(+3), Appraise(1/+6), Craft (alchemy)(4/+9), Disable Device(4/+11), Use Magic Device (3/+6), Knowledge(arcana) (1/+6), Spellcraft(1/+6), Knowledge(Nature)(1/+6), Heal(3/+7), Profession:Herbalist(2/+6)

Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse.

Languages: Common, Grippli, Plaza, Priest Darkvision 60 ft Sea Legs (Ex)

Class abilities: Alchemy, Bomb 2d6, Mutagen, Poison Use, Poison Resistance +2, Swift Alchemy, Extracts Per Day (4-1st Level)

Feats: brew Potion, Throw Anything, Point Blank Shot, Rapid Shot Traits: Reactionary(+2 on initiative checks) and River Rat(+1 on damage rolls with a dagger and +1 swim check)

Formula Cure light wounds Bomber’s Eye Crafter’s Fortune Disguise Self Shield True Strike Touch of the Sea

2nd Fire Breath

Discovery(2)- Infusion,

Loadout- Extracts Prepared (4 1st, 2 2nd/day): CLW True Strike 2-open

Potions Carried: 5-Extract/bomb bottles Free Swimming 3- Cure Light Wounds (CLW)

Chest (18/18) 10- CLW Shield 2-True Strike Disguise Self Crafter’s Fortune Water Breathing Bomber’s Eye Touch of the Sea Extra vial for bomb/catalyst

Vomzisk[edit]

Vomzisk.jpg Vomzisk was hatched and raised up the coast from Cove Secret. Her folk have ancient alliances with the gods and monsters of the deeps, and those who are most touched by tentacles of the Elder ones spend much of their childhood among the Deep Swimmers, learning the magics that will help them to defend their folk. When many of her village fell to heresy. Vomzisk went with them to the foreign temple, for her duties were not done. Now the temple is overthrown, and she has followed the few survivors from her home into their latest alligiance: the warmbloods who overthrew the priests and their champions. She's learned the ways of a sailor with them, and is happy to turn her skills to the needs of the new cheiftain. Or her heir, as the case may be.


Name: Vomzisk Race: Lizard Class: Pirate 1,Seaborn Sorcerer 2, Bloodrager 2 (Aquatic Bloodline) Favoured Class: Sorcerer Alignment: CN Appearance: Tall, wide bodied, heavy tailed, grey-green horny scales, long snout full of sharp teeth. Generally wears a weapon harness and some painted runes. 6'6", 300 lbs, 25 http://orokos.com/roll/744136


Attributes

Str 17/21 +3/+5

Dex 18 +4

Con 18/22 +4/+5

Int 12 +1

Wis 14 +2

Cha 17 +3

BAB +2 CMB +5 CMD +5 Fort +7/+8 Ref +6 Will +4/6 Speed: 40ft ground, 15' water

AC 19 Hit Die: 1d8/2d10/1d6 HP: 45 Damage Unarmed: 1d4+3/5 claw, 1d3+3/5 bite


Greataxe: 1d12+4/7 +1 to hit x3 crit


Macahuitl: 1d8+4/6, +1 to hit, crit 17+.


Javelin with atlatl 1d6+3, 50' (30' if thrown)

Sneak Attack +1d6 Languages: Plaza, Draconic (or whatever lizards speak) Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager

    1. Ranks/Total
    2. Acrobatics (dex) 1/+14
    3. Appraise (int) 2/+6
    4. Climb (str) 2/+10
    5. Diplomacy (Cha) 3/+9
    6. Intimidate (Cha) 2/+8
    7. Know Local (int) 3/+7
    8. Perception (wis) 3/+8
    9. Profession (Sailor) (Wis) 1/+6
    10. Sense Motive (wis) 1/+6
    11. Spellcraft (Int) 2/+6
    12. Stealth (dex) 2/+9
    13. Survival (wis) 2/+7
    14. Swim (str) 2/+18


Proficiencies: Simple Weapons, Martial Weapons


Feats: Eschew Materials: No need for material components worth less than 1 gp Expanded Arcana: Add one spell from your class’s spell list to your list of spells known.

Class Abilities Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks

Fast Movement: +10'land movement

Bloodrage: Enter a rage as a free action, +4 Str & Con, +2 Will saves, -2 AC. Can use for 8 rounds/day. Fatigued after for twice the duration.

Underwater Attacks: your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties.

Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability a number of times per day equal to 6

Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Spells 0: Mage Hand, Dancing Lights, Drench, Scoop, Message 1(5/day): Mage Armour, Long Arms, Magic Missile (2 missiles, 1d4+1 ea.) Racial abilities Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15' Ability Score Modifiers: +2 Str, +2 Con, -2 Int Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. Swimmer: Lizardfolk have a natural swim speed of 15 feet. This also grants them a +8 racial bonus on Swim checks. Acrobatic: Lizardfolk use their tail to balance and help propel them when jumping, gaining a +4 racial bonus on Acrobatics checks.

Traits Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (Sorcerer) Tribesman: You gain a +1 trait bonus on Survival, and it is always a class skill for you.

Equipment: Masterwork Greataxe Silvered Greataxe +1 Keen Macahuitl 10 javelins Atlatl Leather belt with:

   Pouch:
    Scale polish
    7 days worth of dried fish
    Sharpening stone
    Body paint in assorted colours
    3 oil of Magic Weapon
    3 potions of Magic Fang
    2 potions of Pass Without Trace
   Waterskin

Leather harness holding quiver of javelins and greataxe 435 poe

Gap-Tooth Shelly the Prize Fighter[edit]

Shelly has a broken nose, scarred knuckles, cheeks flushed permanently red and a poorly drawn fouled-anchor tattoo on her right forearm. She has a shock of curly red hair cut short. When she smiles or opens her mouth you can see the two missing front teeth that give her her nickname. She's not particularly tall but she is almost as broad as she is tall, with arms and legs like steel cables. She wears simple cheap clothes, old boots and breeches, a linen shirt dirtied with stains which might be dried blood, and a simple cloth band keeping her short but unruly hair out of her face. She seems to permanently have a tankard, wineskin or hip flask in her hand and seems to spend most of her waking hours cheerfully, amiably drunk.

She was born in the poorest slums of Cove Secret and grew up on the streets, picking pockets or mudlarking on the beach until she was old enough to swing a decent punch. That's when she started fighting in the underground fighting pits and tavern brawls of the slums. She found she had a talent for violence that was enough to put food on the table and grog in her belly, and that gave her a reputation fearsome enough to avoid some of the worse fates that befall street kids in a pirate town. When she can't find a prize fight she tries to find work on the docks, lifting and carrying things for money.

She's not all that bright but she's street smart enough to know there's not a whole lot of future in being an underground fighter. Sooner or later she'll take an injury that can't be healed with time and alcohol, so she's been trying to find work on a pirate crew, thinking a decent amount of loot might be her ticket to something better. She's recently come into some money as a result of betting heavily on herself in a fight nobody thought she could win and is looking to find a way to invest it before she drinks it away or someone robs her in her sleep.

Anyone who has seen her in the ring will be surprised to learn she's generally cheerful and laid back when not punching things for money, though how much of that is down to the booze is anyone's guess.


Name: Gap-tooth Shelly Race: Human Class: Pirate 1 Prize Fighter (Drunken Master) 4 Favoured Class: Prize Fighter (i.e. Monk) Alignment: Neutral Height 5'4", Weight 140lb Age 20

Str 20 (+5) Dex 17 (+3) Con 14 (+2) Int 8 (-1) Wis 13 (+1) Cha 12 (+1) BAB +3 CMB +8 (Grapple +10) CMD 21 (23 vs grapple)

Fort +6 Ref +9 Will +5

Speed: 40ft AC 18 Hit Die: 5d8 HP: 39 (including 4hp from 4 lvls of favoured class)

  • Unarmed Strike Atk +8 Dmg 1d8+5
  • Pummelling Blows (Flurry) Atk +7/+7 Dmg 1d8+5/1d8+5
  • Mwk Handaxe Atk +9 Dmg 1d6+5 (crit x3)
  • Thrown Dagger Atk +6 Dmg 1d4+5 Range 10ft (crit 19/20 x2)
  • Pistol Atk +6 Dmg 1d8 Range 20ft Misfire 1 (crit x4)

Sneak Attack +1d6 Languages: Plaza, Pirate Cant

Skills

  • Acrobatics (dex) 5/13
  • Climb (str) 1/10
  • Escape Artist (dex) 1/7
  • Intimidate (Cha+str) 4/14
  • Know Local (int) 1/3
  • Perception (wis) 3 / 7
  • Profession (Sailor) 1/5
  • Sense Motive (wis) 1/5
  • Stealth (dex) 1/7
  • Swim (str) 1/10

Proficiencies:

  • Simple Weapons, hand Xbow, rapier, sap, shortbow, shortsword, firearms
  • Prize Fighter Weapons: Brass knuckles, Weighted Glove (cestus), club, crossbow (light & heavy), dagger, handaxe, javelin, quarterstaff, shortspear, shortsword, sling, spear.

Feats

  • Intimidating Prowess
  • Improved Unarmed Strike
  • Combat Reflexes
  • Improved Grapple
  • Haymaker (Stunning Fist)

Class Abilities

  • Sea Legs
  • AC Bonus +1 (Ex)
  • Pummelling Blows (flurry) (Ex)
  • Evasion (Ex)
  • Fast Movement +10ft
  • Maneuver Training (Ex)
  • Liquid Prowess (Drunken Ki) (Su)
  • Always Drunk (Ki pool) (3 points)
  • Drunken Strike (Magic)
  • Slow Fall (20ft)

Racial abilities

  • Heart of the Sea:
  • Bonus Feat
  • Ability Score Modifiers (+2 Str)
  • Lvl 4 Ability Score Increase (+1 Str)

Traits

  • Accelerated Drinker
  • Bully

Goods & Gear

  • Masterwork Hand Axe
  • Silver hatchet (1d6 dmg, crit x2)
  • Belt pouch containing
    • 57.5poe worth of mixed coin
    • 0 potions of Cure Light Wounds (1d8+1)
    • potion of heroism
    • potion of Enlarge Person
    • potion of Magic Fang
  • Traveler's Outfit (Boots, breeches, belt, poorly darned linen shirt)
  • Pirate outfit (decent quality with a long coat, tricorne hat and a spare shirt)
  • Waterproof boat cloak
  • Hip flask (currently contains applejack)
  • 2 Daggers
  • Pistol
  • Bandolier containing
    • 5 pre-measured pistol charges & bullets
    • one hip flask (containing good quality rum)
    • Potion of Cure Moderate Wounds (2d8+3)
  • Backpack (oilskin bag with a single shoulder strap) containing
    • Waterskin
    • Wineskin (filled with 4lb fine wine)
    • Bedroll
    • Mess Kit
    • Flint & Steel
    • 50ft hemp rope
    • Soap
    • 5 sunrods
    • 5x trail rations
    • Pewter Tankard
    • Powder Horn
    • Waterproof Lantern (cursed: when you light the lantern you swear that at the edge of the darkness you see the ghost of Captain Stormsailer watching back)
    • 1 pint oil
    • 4 further pre-measured pistol charges & bullets
  • 10 gallon keg filled with applejack
  • Leather sack containing 2760poe

Whitelaw Quint, Soul Lodge Vicar[edit]

Description

Name: Whitelaw Quint

Race: Human

Class: Rogue (Pirate) 1, Oracle 3

Alignment: NE

Appearance/Personality: Impressively multi-talented from a young age, there is little Whitelaw has not excelled at. But channeling the spirits of the Soul Lodge is what called to him, and he has shaken the bones and and gained much from the words they have spoken back. But when last the Hatted Man had come to the Lodge, he had asked of Whitelaw what more could a man possibly learn with only solid ground beneath his feet. Thus, called to the sea, Whitelaw now seeks again the guidance of the spirits, not to mention materials for his continuing research.

Male, young-adult (22 yrs), moderate height and build (5'6", 170 lbs), keeps both clean-shaven and bald, face painted in abstract pattern reminiscent of a skull, cold eyed, pale skin. Matter of fact, to the point. Enjoys playing with dead things.

Attributes

(https://orokos.com/roll/744213)

Str 13 (+1)

Dex 15 (+2)

Con 16 (+3)

Int 13 (+1)

Wis 16 (+3)

Cha 20 (+5)

Derived Statistics

BAB +2

CMB/CMD +3/15

Fort +4

Ref +5

Will +6

Speed: 25', swim 25'

AC 17 (+2 Dex, +5 parry)

Hit Die: 4d8+12

HP: 31 (https://orokos.com/roll/744905)

Attacks
  • Quarterstaff - +3, 1d6+1 b
  • Silver Dagger - +3(+4 thrown), 1d4+1 p, 19-20/x2, 10'
  • Dragoon Pistol - +4, 1d8 b/p, x3, 30' range, misfire 1, capacity 3
  • Hedging Weapon - +4, 2d6+1 force, 30' range
  • Alchemist's Fire - +4 touch, 1d6 fire, 10' range, 1 fire splash to adj creatures, 1d6 burn round after hit
  • Tanglefoot - +4 touch, no dmg, 10' range, on hit -2 atk/-4 Dex/no move, Ref 15 for half move, effects up to large, wears off 2d4 rnds
  • Thunderstone - +4 vs AC 5, no dmg, 20' range, Fort 15 of deafened in 10' for 1 hour
Spells
Spell Details
Level 0 1
DC 15 16
Uses(+1) 7
Ranges
Close Medium Long
35(25+5/2 lvl) 140(100+10/lvl) 560(400+40/lvl)

Caster Level: 4

Oth Level
  • Create Water: V,S; create 8 gallons (2 gallons/level) of clean water at close range
  • Enhanced Diplomacy: V,S; +2 competence to one Diplomacy or Intimidate check made by creature touched in next minute
  • Guidance V,S; +1 competence to one skill check, attack roll, or saving throw made by creature touched in next minute
  • Light: V,DF; item touched glows as a torch for 40 minutes (10 min/level)
  • Mending: V,S; 10 minute casting; repair 1d4 HP to object, remove broken condition if repairing above 50%
  • Resistance: V,S,DF; +1 resistance to saving throws made by creature touched for 1 minute
  • Read Magic: V,S,F (clear crystal); able to read magical glyphs for 40 minutes (10 min/level)
  • Stabilize: V,S; stabilize a dying creature at close range
1st Level
  • Charm Person: V,S; convince target you are close friend and confidant for 4 hours (1 hour/lvl), Will negates, +5 to save if currently being attacked, opposed Cha to give orders, appears dead, +20 Disguise to initiate a corpse
  • Hedging Weapons: V,S,DF; summon 1 (1 + lvl-2/4 ghostly weapons), gain +1 deflection to AC per weapon, throw weapon as standard action as 30' ranged attack for 2d6 force, weapon disappears after 4 minutes (1 min/lvl) or after throwing
  • Obscuring Mist: V,S; 20' cloud of mist surrounds you for 4 minutes (1 min/lvl)
  • Speak with Animals: V,S; can speak with and understand animals for 4 minutes (1 min/lvl), but does not make animals inherently friendly towards me
Skills

(10/lvl rogue, 6/lvl oracle, 28 total)

  • Acrobatics 0/4
  • Appraise 2/6
  • Bluff 1/9
  • Climb 1/7
  • Craft 0/1
  • Diplomacy 1/9
  • Disguise 0/5
  • Escape Artist 0/2
  • Fly 0/2
  • Heal 1/7
  • Intimidate 1/9
  • Knowledge (Local) 2/6
  • Knowledge (History) 2/9
  • Knowledge (Religion) 2/6
  • Knowledge (Nature) 2/6
  • Linguistics 1/5
  • Perception 1/7
  • Perform (Oratory) 1/9
  • Ride 0/2
  • Sense Motive 2/8
  • Sleight of Hand 1/6
  • Spellcraft 3/7
  • Stealth 2/7
  • Survival 1/7
  • Swim 1/15
Languages
  • Common
  • Plaza
  • Old Palace
Proficiencies
  • Simple Weapons
  • Hand Crossbow
  • Rapier
  • Sap
  • Shortsword
  • Firearms
  • Shields
Feats
  • Sea Legs: gain a +2 bonus on Acrobatics, Climb, and Swim checks (included)
  • Weapon Finesse: use Dex for attacks with light weapons, armor check penalty from shield applies to attack
  • Command Undead: as a standard, take permanent control to up to 6 (2x Oracle lvl) HD undead in 30', Will 16 (10 + 1/2 Oracle lvl + Cha) to resist, intelligent undead repeat save daily, 8 (3 + Cha)/day uses
  • Spell Focus (Necromancy): +1 to DC of Necromancy spells
  • Skill Focus (Knowledge: History): +3 to Knowledge History (included)
  • Eldritch Heritage (Arcane): gain 1st ability of Arcane bloodline
Race
  • Favored Class: Oracle (3x Human Alternate FCB)
  • Bonus Feat: 1 extra feat at 1st level
  • Skilled: 1 extra skill point/level (included)
Traits
  • Magical Knack (Oracle): +2 caster level to Oracle, cannot exceed HD
  • Defy Madness: +1 trait bonus to saving throws vs confusion, insanity, madness, and Wisdom damage or drain
Class
  • Sneak Attack: +1d6 damage to foes flanked/denied Dex
  • Juju Mystery: gain spells and bonus skills of Juju mystery, select revelation from Juju revelation list
  • Deep One Curse: lose 5' of base land speed, gain swim speed equal to base land speed
  • Undead Servitude Revelation: gain Command Undead as bonus feat, usable 8 (3 + Cha)/day
  • False Death Revelation: add Charm Person and Dominate Person to spell list, creatures effected by these or Charm Monster appear dead and get +20 to Disguise to pretend to be a corpse
  • Arcane Bond: possess masterwork amulet, +1 spell/day, +8 (caster level + Cha) vs DC 20 + spell lvl to cast without
Goods & Gear

Carrying capacity: 50/100/150 (66/133/200 w/ MW Backpack)

  • quaterstaff
  • silver dagger
  • dragoon pistol
  • dragoon cartridges (20)
  • masterwork holy symbol
  • alchemist’s fire (3)
  • antitoxin
  • oil of Erase
  • potions of Cure Light Wounds (2)
  • potion of Protection from Evil
  • tanglefoot bag
  • thunderstone.
  • masterwork backpack
  • bedroll
  • belt pouch
  • candles (5)
  • chalk (5 pieces)
  • compass
  • crowbar
  • everburning torch
  • flint and steel
  • grappling hook
  • facepaint
  • ink
  • inkpens (2)
  • journals (2)
  • magnifying glass
  • mapmaker’s kit
  • mess kit
  • sack
  • signal whistle
  • silk rope (50 ft.)
  • trail rations (5 days)
  • traveler’s any-tool
  • waterskin

Weight carried: 49lbs

Cash: 25poe onyxes (10), 37poe in belt pouch

Original Concept[edit]

Pathfinder Pirating. Way Down the Monkey Isles

Pathfinder DnD. Level 3 ( 1 level Pirate, 2 levels as you wish) in a low-level setting. You'd play the crew of a tiny skiff plying dangerous tropical oceans, discovering ancient ruins and trekking through steaming forests. etc. I’d set the adventure in the Guild Adventurers pocket universe I created on these board recently, expanding the map to include a New World, jungle continent and plenty of islands. A lot of the adventure would take place off-ship, with the pirate-theme helping to focus character ideas.

Standard Adventurer races 'd be human, halfling and tiefling. More exotic island races might include lizardfolk , jungle-elf, aquatic elves and grippli. You'd be ex-pirates from a scurrilous City of Pirates, looking for booty in a world where piracy is beginning to fade as a profession. The City was once powerful and rich but is decaying and falling into the into control of slum gangs and necromancer factions.

If there’s interest, I’d like to move at pretty good rate of play, ideally with daily posting. I am happy to puppet busy characters and put holidaying players on hold, but we’d need a core group of regular players to make it viable.

Let me know if there’s any interest- but please also give me a concept and be willing to accept feedback on an idea.

HOUSERULES[edit]

Born to Pirate. Start at level 3, but all characters have 1 level in Pirate (the archetype variation of Rogue). Think of it as a bonus level rather than a restriction! It will provide opportunities for lots of skill-rich, interesting characters.

No armor rules. where characters get a parry bonus depending on their class.

Firearms are common, a martial weapon rather than exotic, and added to the Rogue (Pirate) class weapon list. Defence bonus will not affect touch AC for purposes of shooting.

Faster play. All monster natural armour is halved (round up, mind); your ACs will be modest owing to the parry rules used.

Party initiative.

Classes: most core classes and anything that ‘feels’ right. Not keen on (don’t want) clerics; most dedicated spell-casters like wizards/sorcerers can burn spell-slots for healing spells. I don’t want tricky characters (like gunslingers ) that require complex resource-tracking or complex rules judgements.

Theatre of mind play. No wiki unless the game takes off.

Players track their own hit points and gear including money. Post details like hps to help the GM.

The New World[edit]

Islands2.png

Languages[edit]

Old World languages are Common, Court Elven, Tusk and Dwarven. We had a hunting sign language and Thieves' Cant, too. There was a religious language, Angelic, like Celestial, and Reverse Angelic (David Lynch backwards slur) which was Infernal.

All those are still around. As new, new world learnable languages for humanoid characters I offer the following as likely to be actually used: 1. Pirate Cant. 2. Plaza. Trade language parsable by most humans and lizardfolk in the islands 3. Old Palace. Aristo, courtly and poetic human language 4. Aquan ("Tongue of the Sea": sea elves but also sea dragons, nereids and such) 5. Jungle Sign Language. Similar across multiple species but only shared by foresty types 6. Priestly, used by human and lizardfolk priests and magicians. 7. Dead Tongue. Used by ghouls, liches etc. Actually a scambled form of Old Palace


There are dozens of local human and lizardfolk dialects. Other weird exotic languages like aboleth, grippli, bullywug also exist but are unlikley to be freq, used.

City of Pirates[edit]

Some/ most characters will hail from the old world and the City of Pirates, where identities form around the races there: halflings (hearty but sturdy), elves( elegant and aloof) , etc. Many CoP people will be pirates or descendants of pirates, merchants, sailors, but others will be gangsters, thieves and slum-dwellers locked in gang warfare. The city is governed by pirate chiefs and sorcerers who use necromancy to create undead crews, raise famous pirates and such. It’s meant to be grim-dark but fun. there are plenty of infernal temples in the place and interbreeding with outsiders common.


Spice Nations[edit]

Humid, jungly coast and dusty dry interior. Fire berries grow in stands on the rocky high deserts. Ancient highways link old temple ruins.

For several days the band follow the dusty ancient highway across the high desert spine of Spice Nations. 
The stones of the broad road have cracked with age and the intensity of heat.
But the group travels easily in the shade provided by the Tidesage’s powers. 
At night they rest under rocky crags where sand dogs howl and the twin moons spin high in the desert night.

Cove Secret[edit]

Cove Secret nestles in the crook of a hooked bay on the western coast. jungle-clad coast and humid heat. The town is a sight indeed. The grand main palace and rows of seedy slums have the very same feel as a quarter of the old world City of Pirates. On the waterfront, sails rise above a chaos of quays and jetties. Yet the structure of the old city on which it has nested- a lizardfolk ruin with plazas and avenues- gives some welcome shape to the place.

The highway runs directly into the town, aligning precisely with its central avenue. But the ancient gates are manned by a score of well-armed pirates, suspicious of such a large force arriving from the land side of the town. A guard captain descends with a swagger to challenge the newcomers.

....... Like the City of Pirates, the town is divided in three areas, each being governed by different levels of law. There is the tavern and slum quarter , where it’s every pirate for themself. The docks, shops and market are governed by ordinary laws, patrolled by a sharp-eyed watch. And the pristine Pirate Lord’s quarter, with its fountains and elegant houses, where the pirates must dress, speak and observe protocols very carefully indeed. ....

Two taverns are the Conger Eal [sic] and the Piece of Eight. Both stand near to the bustling quays.There is plenty of beer, rum and even a beaker or two of fiery local cactus juice for the piece of gold. Also sailor’s fare of corn gruel and fishy stew.

The Dolphin is a more elegant inn in the fancy captains’ quarter. ...

The merchants’ guild have seen treasure hauls aplenty before. They load loot onto carts in the building’s vaults that run on rails into the palace’s dungeons. The one percent fee is payable on receipt. ...

Every pirate town has its elected Lord, chosen by the Best Captains , also a Harbourmaster, Treasurer and Executioner. The last is typically keen to show their willingness to maintain pirate honour by hanging, guillotining or plunging into an arena violators of the town’s code....especially fears infiltration by arch-enemies the Red Spider Society, or Wizard Realm spies.


...

the Soul Lodge[edit]

A cross between a Masonic Lodge and voudou temple. Shaved-headed , Necromancer Chaplains, all tattoos and black-painted eyes, keep the souls of high ranking pirates safe in jars. The Soul Repository.

The Lodge’s power comes from their ability to summon Past Elders, capable of casting higher level spells like Restoration or even, some say, Raise Dead. The summoning requires a special meeting and service with Lodge dignitaries present.

the lizardfol’s religion[edit]

“The lizardfolk, hm, they have been acting oddly in places. Of tradition, their goode olde religion calls for blood sacrifices only to sustain the life of our two suns. They believe that this world once had more, a dozen or so, and bloodletting is all that sustains the two that remain. But the ceremonies so conducted are oddly decent-teams compete at ball games for the honour of giving up their blood. This thing you observed is part of a subversive cult which we do not understand. Captives are offered to give the sacrificers power....”

ships[edit]

ships available:

  • A sea-elf courier yacht, absurdly fast, comfortable, yet small and unarmed. 5000 poe.
  • A large two-master, fast from the good spread of sail, with several built-in cannons and space for a large crew and even more cargo. The ship needs some work. 5000 poe.
  • Several trade catamarans, unarmed but almost as fast as the yacht, also cheap (2000 poe)
  • Two sloops, similar to the Octopus, going for just 4,000

carousing[edit]

base cost 10poe/pirate but-see below-could cost more!

roll 6d6. read the result like an ORE roll, i.e count how many times each number appears.

1s. foul play from (1) clumsily pickpocketed to (3) dosed and robbed to (5) pressed to (6) captured by death cultists

2s. wenchin'* from (1) harmless flirting to (3) hook-up to (6) sophisticated orgy

3s-folly from (1) mild over-spending to (3) gamblin' (6) buying a haunted mansion/ magic lamp/ etc.

4s-fun (1)memorable joke to (3) palsy sing-along to (6)town-wide festival

5s-fightin' from (1) banter to (3) bar fight to (6) small-scale riot

6s-darin' from (1) arm wrestling to (3) climbing the palace walls to (6) racing to the Monkey isles

  • gender neutral version of this, obv.

As in ORE the sum of the total roll also has a meaning; XPs gained are total *pirate level*20.

Cipactlix.jpg

Lake in the Hills[edit]

Cityl.png

Rainbow Bay[edit]

Rainbowbay.png

Old Palace Block[edit]

Old palace block.png