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===Vomzisk=== [[File: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 ##Ranks/Total ##Acrobatics (dex) 1/+14 ##Appraise (int) 2/+6 ##Climb (str) 2/+10 ##Diplomacy (Cha) 3/+9 ##Intimidate (Cha) 2/+8 ##Know Local (int) 3/+7 ##Perception (wis) 3/+8 ##Profession (Sailor) (Wis) 1/+6 ##Sense Motive (wis) 1/+6 ##Spellcraft (Int) 2/+6 ##Stealth (dex) 2/+9 ##Survival (wis) 2/+7 ##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
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