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==The Sea Dragon==
+
==characters==
 
 
===The Ship===
 
 
 
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===
 
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===
 
 
 
*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===
 
 
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==
 
  
 
===Fergis the sea bard===
 
===Fergis the sea bard===
 
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 26:
 
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
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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)
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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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===Twitch the alchemist froglet===
 
===Twitch the alchemist froglet===
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===
 
===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.
 
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.
  
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Name: Vomzisk
 
Name: Vomzisk
 
Race: Lizard
 
Race: Lizard
Class: Pirate 1,Seaborn Sorcerer 2, Bloodrager 2 (Aquatic Bloodline)
+
Class: Pirate 1,Seaborn Sorcerer 1, Bloodrager 2 (Aquatic Bloodline)
 
Favoured Class: Sorcerer
 
Favoured Class: Sorcerer
 
Alignment: CN
 
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
 
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
 
http://orokos.com/roll/744136
 
 
 
Attributes
 
Attributes
 
 
Str 17/21 +3/+5
 
Str 17/21 +3/+5
 
 
Dex 18 +4
 
Dex 18 +4
 
 
Con 18/22 +4/+5
 
Con 18/22 +4/+5
 
 
Int 12 +1
 
Int 12 +1
 
 
Wis 14 +2
 
Wis 14 +2
 
+
Cha 16 +3
Cha 17 +3
 
  
 
BAB +2
 
BAB +2
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AC 19
 
AC 19
 
Hit Die: 1d8/2d10/1d6
 
Hit Die: 1d8/2d10/1d6
HP: 45
+
HP: 36
 
Damage
 
Damage
 
Unarmed: 1d4+3/5 claw, 1d3+3/5 bite
 
Unarmed: 1d4+3/5 claw, 1d3+3/5 bite
 
+
Greataxe: 1d12+4/7
 
 
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)
 
Javelin with atlatl 1d6+3, 50' (30' if thrown)
 
 
Sneak Attack +1d6
 
Sneak Attack +1d6
 
Languages: Plaza, Draconic (or whatever lizards speak)
 
Languages: Plaza, Draconic (or whatever lizards speak)
 
Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager
 
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
 
  
 +
Ranks/Total
 +
Acrobatics (dex) 1/+14
 +
Climb (str) 2/+10
 +
Diplomacy (Cha) 2/+8
 +
Intimidate (Cha) 2/+8
 +
Know Local (int) 3/+7
 +
Perception (wis) 2/+7
 +
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:
 
Proficiencies:
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Feats:
 
Feats:
 
Eschew Materials: No need for material components worth less than 1 gp
 
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.
+
Improved Unarmed Strike: Doesn't provoke AOO when making an unarmed strike.
  
 
Class Abilities
 
Class Abilities
 
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
 
 
Fast Movement: +10'land movement
 
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.
 
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.
 
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
 
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.
 
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
 
Spells
0: Mage Hand, Dancing Lights, Drench, Scoop, Message
+
0: Mage Hand, Dancing Lights, Drench, Scoop
1(5/day): Mage Armour, Long Arms, Magic Missile (2 missiles, 1d4+1 ea.)
+
1(3/day): Mage Armour, Long Arms
 
Racial abilities
 
Racial abilities
 
Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15'
 
Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15'
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Equipment:  
 
Equipment:  
 
Masterwork Greataxe
 
Masterwork Greataxe
Silvered Greataxe
 
+1 Keen Macahuitl
 
 
10 javelins
 
10 javelins
 
Atlatl
 
Atlatl
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     Waterskin
 
     Waterskin
 
Leather harness holding quiver of javelins and greataxe
 
Leather harness holding quiver of javelins and greataxe
435 poe
+
600 poe
  
 
===Gap-Tooth Shelly the Prize Fighter===
 
===Gap-Tooth Shelly the Prize Fighter===
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'''Name:''' Gap-tooth Shelly
 
'''Name:''' Gap-tooth Shelly
 
'''Race:''' Human  
 
'''Race:''' Human  
'''Class:''' Pirate 1 Prize Fighter (Drunken Master) 4
+
'''Class:''' Pirate 1 Prize Fighter (Drunken Master) 3
 
'''Favoured Class:''' Prize Fighter (i.e. Monk)
 
'''Favoured Class:''' Prize Fighter (i.e. Monk)
 
'''Alignment:''' Neutral  
 
'''Alignment:''' Neutral  
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'''Wis''' 13 (+1)
 
'''Wis''' 13 (+1)
 
'''Cha''' 12 (+1)
 
'''Cha''' 12 (+1)
'''BAB''' +3
+
'''BAB''' +2
 
'''CMB''' +8 (Grapple +10)
 
'''CMB''' +8 (Grapple +10)
'''CMD''' 21 (23 vs grapple)
+
'''CMD''' 20 (22 vs grapple)
  
'''Fort''' +6
+
'''Fort''' +5
'''Ref''' +9
+
'''Ref''' +8
'''Will''' +5
+
'''Will''' +4
  
 
'''Speed:''' 40ft
 
'''Speed:''' 40ft
'''AC''' 18
+
'''AC''' 17
'''Hit Die:''' 5d8
+
'''Hit Die:''' 4d8
'''HP:''' 39 (including 4hp from 4 lvls of favoured class)
+
'''HP:''' 31 (including 3hp from 3 lvls of favoured class)
  
*'''Unarmed Strike''' Atk +8 Dmg 1d8+5
+
'''Unarmed Strike''' Atk +7 Dmg 1d6+5
*'''Pummelling Blows''' (Flurry) Atk +7/+7 Dmg 1d8+5/1d8+5
+
'''Rain Of Blows''' (Flurry) Atk +6/+6 Dmg 1d6+5/1d6+5
*'''Mwk Handaxe''' Atk +9 Dmg 1d6+5 (crit x3)
+
'''Mwk Handaxe''' Atk +8 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  
 
'''Sneak Attack''' +1d6  
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'''Skills'''
 
'''Skills'''
*Acrobatics (dex) 5/13
+
Acrobatics (dex) 4/12
*Climb (str) 1/10
+
Climb (str) 1/10
*Escape Artist (dex) 1/7
+
Escape Artist (dex) 1/7
*Intimidate (Cha+str) 4/14
+
Intimidate (Cha+str) 4/14
*Know Local (int) 1/3
+
Know Local (int) 1/3
*Perception (wis) 3 / 7
+
Perception (wis) 2 / 6
*Profession (Sailor) 1/5
+
Sense Motive (wis) 1/5
*Sense Motive (wis) 1/5
+
Stealth (dex) 1/7
*Stealth (dex) 1/7
+
Swim (str) 1/10
*Swim (str) 1/10
 
  
 
'''Proficiencies:'''  
 
'''Proficiencies:'''  
*Simple Weapons, hand Xbow, rapier, sap, shortbow, shortsword, firearms  
+
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.
+
Prize Fighter Weapons: Brass knuckles, Weighted Glove (cestus), club, crossbow (light & heavy), dagger, handaxe, javelin, quarterstaff, shortspear, shortsword, sling, spear.
  
 
'''Feats'''
 
'''Feats'''
*Intimidating Prowess
+
Intimidating Prowess
*Improved Unarmed Strike  
+
Improved Unarmed Strike  
*Combat Reflexes  
+
Combat Reflexes  
*Improved Grapple
+
Improved Grapple
*Haymaker (Stunning Fist)
+
Haymaker (Stunning Fist)
  
 
'''Class Abilities'''
 
'''Class Abilities'''
*Sea Legs
+
Sea Legs
*AC Bonus +1 (Ex)  
+
AC Bonus (Ex)  
*Pummelling Blows (flurry) (Ex)
+
Rain of Blows (flurry) (Ex)
*Evasion (Ex)
+
Evasion (Ex)
*Fast Movement +10ft
+
Fast Movement +10ft
*Maneuver Training (Ex)
+
Maneuver Training (Ex)
*Liquid Prowess (Drunken Ki) (Su)
+
Liquid Prowess (Drunken Ki) (Su)
*Always Drunk (Ki pool) (3 points)
 
*Drunken Strike (Magic)
 
*Slow Fall (20ft)
 
  
 
'''Racial abilities'''
 
'''Racial abilities'''
*Heart of the Sea:  
+
Heart of the Sea:  
*Bonus Feat
+
Bonus Feat
*Ability Score Modifiers (+2 Str)
+
Ability Score Modifiers (+2 Str)
*Lvl 4 Ability Score Increase (+1 Str)
+
Lvl 4 Ability Sc ore Increase (+1 Str)
  
 
'''Traits'''
 
'''Traits'''
*Accelerated Drinker
+
Accelerated Drinker
*Bully
+
Bully
  
 
'''Goods & Gear'''
 
'''Goods & Gear'''
  
*Masterwork Hand Axe
+
Masterwork Hand Axe,
*Silver hatchet (1d6 dmg, crit x2)
+
Belt pouch containing 35poe worth of mixed coin,
*Belt pouch containing  
+
Traveler's Outfit (Boots, breeches, belt, linen shirt),  
**57.5poe worth of mixed coin
+
Hip flask,
**0 potions of Cure Light Wounds (1d8+1)
+
Wineskin (filled with 4lb cheap wine),
**potion of heroism
+
Dagger
**potion of Enlarge Person
+
 
**potion of Magic Fang
+
Purchased brand new from a chandler in town as a complete kit and still bearing a 20poe price tag (i.e. slightly overpriced)
*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===
+
Backpack (oilskin bag with a single shoulder strap) containing
  
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+
Waterskin
<div style="font-weight:bold;line-height:1.6;">Description</div>
+
Bedroll
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
+
Mess Kit
'''Name''': Whitelaw Quint
+
Flint & Steel
 +
50ft hemp rope
 +
Soap
 +
5 sunrods
 +
5x trail rations
 +
 
 +
10 gallon keg filled with applejack
 +
Pewter Tankard
 +
 
 +
2 potions of Cure Light Wounds
 +
 
 +
Leather sack containing 800poe
  
'''Race''': Human
+
===Soul Temple Vicar===
  
'''Class''': Rogue (Pirate) 1, Oracle 3
+
Race: Human
  
'''Alignment''': NE
+
Class: Rogue (Pirate) 1, Oracle 3
  
'''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.
+
Alignment: ???
  
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.
+
Appearance/Personality: ???
</div>
 
  
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
Line 654: Line 426:
 
'''Wis''' 16 (+3)
 
'''Wis''' 16 (+3)
  
'''Cha''' 20 (+5)
+
'''Cha''' 17 (+3)
 
</div>
 
</div>
  
Line 672: Line 444:
 
'''Speed''': 25', swim 25'
 
'''Speed''': 25', swim 25'
  
'''AC''' 17 (+2 Dex, +5 parry)  
+
'''AC''' 16 (+2 Dex, +5 parry)  
  
 
'''Hit Die''': 4d8+12
 
'''Hit Die''': 4d8+12
Line 682: Line 454:
 
<div style="font-weight:bold;line-height:1.6;">Attacks</div>
 
<div style="font-weight:bold;line-height:1.6;">Attacks</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
*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
 
</div>
 
 
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
 
<div style="font-weight:bold;line-height:1.6;">Spells</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
{| class="wikitable"
 
!colspan="6"|Spell Details
 
|-
 
|Level
 
|0
 
|1
 
|-
 
|DC
 
|15
 
|16
 
|-
 
|Uses(+1)
 
|
 
|7
 
|}
 
 
 
{| class="wikitable"
 
!colspan="6"|Ranges
 
|-
 
|Close
 
|Medium
 
|Long
 
|-
 
|35(25+5/2 lvl)
 
|140(100+10/lvl)
 
|560(400+40/lvl)
 
|}
 
 
 
Caster Level: 4
 
 
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
 
<div style="font-weight:bold;line-height:1.6;">Oth Level</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
*'''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
 
</div>
 
 
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
 
<div style="font-weight:bold;line-height:1.6;">1st Level</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
*'''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
 
</div>
 
 
 
 
</div>
 
</div>
  
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
 
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; -->
<div style="font-weight:bold;line-height:1.6;">Skills</div>
+
<div style="font-weight:bold;line-height:1.6;">Skills (10/lvl rogue, 6/lvl oracle, 28 total)</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
(10/lvl rogue, 6/lvl oracle, 28 total)
 
 
 
*Acrobatics 0/4
 
*Acrobatics 0/4
*Appraise 2/6
+
*Appraise 0/1
*Bluff 1/9
+
*Bluff 0/3
*Climb 1/7
+
*Climb 0/3
*Craft 0/1
+
*Diplomacy 0/3
*Diplomacy 1/9
+
*Disguise 0/3
*Disguise 0/5
 
 
*Escape Artist 0/2
 
*Escape Artist 0/2
 
*Fly 0/2
 
*Fly 0/2
*Heal 1/7
+
*Heal 0/3
*Intimidate 1/9
+
*Intimidate 0/3
*Knowledge (Local) 2/6
+
*Perception 0/3
*Knowledge (History) 2/9
+
*Perform 0/3
*Knowledge (Religion) 2/6
 
*Knowledge (Nature) 2/6
 
*Linguistics 1/5
 
*Perception 1/7
 
*Perform (Oratory) 1/9
 
 
*Ride 0/2
 
*Ride 0/2
*Sense Motive 2/8
+
*Sense Motive 0/3
*Sleight of Hand 1/6
+
*Stealth 0/2
*Spellcraft 3/7
+
*Survival 0/3
*Stealth 2/7
+
*Swim 0/11
*Survival 1/7
 
*Swim 1/15
 
 
</div>
 
</div>
  
Line 783: Line 482:
 
<div style="font-weight:bold;line-height:1.6;">Languages</div>
 
<div style="font-weight:bold;line-height:1.6;">Languages</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
*Common
 
*Plaza
 
*Old Palace
 
 
</div>
 
</div>
  
Line 805: Line 501:
 
*'''Sea Legs''': gain a +2 bonus on Acrobatics, Climb, and Swim checks (included)
 
*'''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
 
*'''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
 
 
</div>
 
</div>
  
Line 814: Line 509:
 
<div style="font-weight:bold;line-height:1.6;">Race</div>
 
<div style="font-weight:bold;line-height:1.6;">Race</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
*'''Favored Class''': Oracle (3x Human Alternate FCB)
 
*'''Bonus Feat''': 1 extra feat at 1st level
 
*'''Skilled''': 1 extra skill point/level (included)
 
 
</div>
 
</div>
  
Line 822: Line 514:
 
<div style="font-weight:bold;line-height:1.6;">Traits</div>
 
<div style="font-weight:bold;line-height:1.6;">Traits</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
*'''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
+
*???
 
</div>
 
</div>
  
Line 830: Line 522:
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
*'''Sneak Attack''': +1d6 damage to foes flanked/denied Dex
 
*'''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
 
 
</div>
 
</div>
  
Line 840: Line 527:
 
<div style="font-weight:bold;line-height:1.6;">Goods & Gear</div>
 
<div style="font-weight:bold;line-height:1.6;">Goods & Gear</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:400px; overflow:auto;">
Carrying capacity: 50/100/150 (66/133/200 w/ MW Backpack)
+
Carrying capacity: 50/100/150 (66/133/200 w/ Masterwork 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
+
Weight carried: ???
  
Cash: 25poe onyxes (10), 37poe in belt pouch
+
Cash: ???
 
</div>
 
</div>
  
Line 1,004: Line 656:
  
 
[[File:Cipactlix.jpg]]
 
[[File:Cipactlix.jpg]]
 
==Lake in the Hills==
 
 
[[File:Cityl.png]]
 
 
==Rainbow Bay==
 
 
[[File:Rainbowbay.png]]
 
 
==Old Palace Block==
 
 
 
[[File:Old_palace_block.png]]
 

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