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Name: Fergis Delmari
 
Name: Fergis Delmari
 
Race: Human  
 
Race: Human  
Class: Bard (Sea Singer) 4, Rogue (Pirate) 1, aspiring Tattooed Mystic
+
Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic
 
Alignment: CN
 
Alignment: CN
 
Appearance/Personality:  
 
Appearance/Personality:  
Line 81: Line 81:
 
Cha 18
 
Cha 18
  
BAB: 3
+
BAB: 2
 
Fort: 2
 
Fort: 2
Ref: 9
+
Ref: 8
Will: 5
+
Will: 4
 
+4 vs air/water effects, slip/trip/knock prone
 
+4 vs air/water effects, slip/trip/knock prone
  
 
AC: 17 (Defense Bonus)
 
AC: 17 (Defense Bonus)
 
Hit Die: d8
 
Hit Die: d8
HP: 33 / 33
+
HP: 27 / 27
Short sword: +5, 1d6+1, 19-20 x2
+
Short sword: +4, 1d6+1, 19-20 x2
Dagger (Silver): +4, 1d4+1, 19-20 x2
+
Dagger: +3, 1d4+1, 19-20 x2
Light crossbow: +7, 1d8, 80’
+
Light crossbow: +6, 1d8, 80’
 
** Sneak Attack: 1d6
 
** Sneak Attack: 1d6
 
+2 CMD vs grapple/overrun/trip
 
+2 CMD vs grapple/overrun/trip
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Appraise 1:6 (8)
 
Appraise 1:6 (8)
 
Bluff 1:8
 
Bluff 1:8
Climb 4:10
+
Climb 3:9
Craft (Carpenter) 1:6 (8)
+
Craft (Carpenter) 1:6
Craft (Tattoo) 5:10 (12) (14)
+
Craft (Tattoo) 4:9 (11) (13)
Diplomacy 2:9
+
Diplomacy 1:8
 
Intimidate 2:9
 
Intimidate 2:9
 
Know (Arcana) 1:6
 
Know (Arcana) 1:6
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*Know (Local) 1:8
 
*Know (Local) 1:8
 
*Know (Nature) 1:8
 
*Know (Nature) 1:8
Know (Planes) 1:6
 
 
*Linguistics 2:13
 
*Linguistics 2:13
 
Perception 2:5 (7)
 
Perception 2:5 (7)
Perform (Wind) 5:12 (14)
+
Perform (Wind) 4:11 (13)
Profession (Sailor) 4:7
+
Profession (Sailor) 2:5
 
Sense Motive 2:5 (7)
 
Sense Motive 2:5 (7)
Spellcraft 5:10
+
Spellcraft 4:9
Stealth 4:10
+
Stealth 3:9
Swim 5:11
+
Swim 4:10
 
* reroll 1/day  
 
* reroll 1/day  
 
  
 
Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks
 
Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks
Line 151: Line 149:
 
Language: Common  
 
Language: Common  
  
Bardic Performance: 14 rds/day, std to start, free to maintain.  
+
Bardic Performance: 12 rds/day, std to start, free to maintain.  
  
  
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Spells/Day:
+
Spells/Day: (Swap out for Cure Light)
 
 
1st: 4
 
  
2nd: 2
+
1st: 4 @
  
 
Spells Known: DC 15 (Conj 16)
 
Spells Known: DC 15 (Conj 16)
Line 182: Line 178:
 
Prestidigitation
 
Prestidigitation
 
Read Magic
 
Read Magic
Summon Instrument: 5 min
+
Summon Instrument: 4 min
 +
 
 +
1st: 4
 +
Enhance Water: touch, 3 pints, turn water to mild booze, removes poisons/diseases/minerals/toxins
 +
Glue Seal: 30', 4 min, 1 object/5' square, Reflex or entangled/item stuck
 +
Grease: 30', 4 min, 1 object/10' square, Reflex or fall/item dropped
 +
Summon Monster I: 1 rd, close, 4 rds, acts immed
  
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:
 
Feat:
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   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.
 
   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.
 
   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
 
  
  
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Crossbow, light (masterwork)
 
Crossbow, light (masterwork)
 
Dagger 2
 
Dagger 2
Silver dagger
 
 
Bolts 1
 
Bolts 1
 
Short sword (masterwork)  
 
Short sword (masterwork)  
 
Artisan’s tools, masterwork (tattooing)
 
Artisan’s tools, masterwork (tattooing)
Artisan’s tools, masterwork (carpentry)
 
 
Musical instrument, masterwork (tin whistle)
 
Musical instrument, masterwork (tin whistle)
Wand of Cure Light Wounds: 47
+
Wand of Cure Light Wounds: 50
 
Tinker’s cap 200
 
Tinker’s cap 200
 
Tattoos 15
 
Tattoos 15
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Applejack, bottle (4 lbs ) 0.3
 
Applejack, bottle (4 lbs ) 0.3
 
Waterskin 1
 
Waterskin 1
Medal of Triton the Hunter
 
 
8 gp
 
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.
 
Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm.

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