Editing
Pirates
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Fergis the sea bard=== 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.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information