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Current Ship's complement
 
Current Ship's complement
 
* 5 Officers
 
* 5 Officers
* 12 Crew - 8 lizardfolk, 4 cove secret native humans
+
* 12 Lizardmen
** Lizardfolk names include Chalok, Oshka, Skarn
+
* 4 novice sailors (5 Poe day rate)
* 1 'greedy' halfling carpenter
 
* 7 City of Sails veteran sailors (currently on probation)
 
  
 
Watch Standers
 
Watch Standers
 
* Fergis - Captain
 
* Fergis - Captain
 
* Shelly - Bo'sun
 
* Shelly - Bo'sun
* Twitch - First mate
+
* Twitch - Master Gunner
* Vomzisk - Quartermaster
+
* Vomzisk - Quartermaster/first mate
  
 
===The Hold===
 
===The Hold===
  
 
*Ship's Paychest - Locked sea chest containing
 
*Ship's Paychest - Locked sea chest containing
** 1160poe
+
** 1900poe
 
** The Wind Child's Navigation instruments
 
** The Wind Child's Navigation instruments
 
** Brace of Pistols (from the original gear taken off the octopus)
 
** Brace of Pistols (from the original gear taken off the octopus)
 
** Maps and Documents (from the Octopus)
 
** Maps and Documents (from the Octopus)
 +
** A Broken Macahutl (would be +1 Keen if repaired)
  
 
+
*Fresh water and preserved food sufficient for several days, possibly weeks at sea
*Good quality provisions for a long sea voyage including some Lizardfolk specific delicacies
 
 
*crate of various silvered edged weapons (swords, hatchets, daggers)
 
*crate of various silvered edged weapons (swords, hatchets, daggers)
 
*Barrels of good rum, wine, lantern oil & gunpowder (from the wreck of the Wind Child)
 
*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
 
*Various Ship Tools (shipwright/carpentry/sailmaking etc.) - Taken from the Octopus
*Cargo of Soursap Rum (Belonging to Vomzisk)
 
  
 
===The Ship's Articles===
 
===The Ship's Articles===
Line 60: Line 56:
 
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 77:
 
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
Line 103: Line 99:
 
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
Line 112: Line 108:
 
*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 145:
 
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.  
  
  
Line 169: Line 163:
  
  
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 174:
 
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:
Line 212: Line 202:
 
   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
 
  
  
Line 225: Line 213:
 
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
Line 244: Line 230:
 
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.
Line 310: Line 247:
 
Cha: 10 (+0)
 
Cha: 10 (+0)
  
HP:33/33
+
HP:29/29
 
AC: 18
 
AC: 18
 
Init: 6
 
Init: 6
Fort: +5 Ref: +8 Will: +3
+
Fort: +4 Ref: +7 Will: +3
BAB: +3
+
BAB: +2
 
CMB: -2 CMD: 12
 
CMB: -2 CMD: 12
  
 
Weapon Proficiency: Simple, Firearms, hand crossbow, rapier, sap, shortbow, and short sword
 
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)
+
Skills(20/20) --> Acrobatics(+7), Climb(+10), Escape Artist(+7), Perception(3/+9), Sense Motive(+6), Sleight of Hand(+7), Stealth(1/+12), Survival(1/+7), Swim(+3), Appraise(1/+6), Craft (alchemy)(3/+8), Disable Device(3/+10), Use Magic Device (2/+5), Knowledge(arcana) (1/+6), Spellcraft(1/+6), Knowledge(Nature)(1/+6), Heal(2/+6), Profession:Herbalist(1/+5)
  
 
Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse.
 
Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse.
Line 341: Line 278:
 
Touch of the Sea
 
Touch of the Sea
  
2nd
+
Discovery(1)- Infusion
Fire Breath
 
 
 
Discovery(2)- Infusion,
 
  
 
Loadout-
 
Loadout-
Extracts Prepared (4 1st, 2 2nd/day):
+
Extracts Prepared (4/day):
 
CLW
 
CLW
 
True Strike
 
True Strike
Line 375: Line 309:
 
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 17 +3
 
Cha 17 +3
  
Line 406: Line 332:
 
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)
Line 424: Line 342:
 
##Ranks/Total
 
##Ranks/Total
 
##Acrobatics (dex) 1/+14
 
##Acrobatics (dex) 1/+14
##Appraise (int) 2/+6
 
 
##Climb (str) 2/+10
 
##Climb (str) 2/+10
##Diplomacy (Cha) 3/+9
+
##Diplomacy (Cha) 2/+8
 
##Intimidate (Cha) 2/+8
 
##Intimidate (Cha) 2/+8
 
##Know Local (int) 3/+7
 
##Know Local (int) 3/+7
##Perception (wis) 3/+8
+
##Perception (wis) 2/+7
 
##Profession (Sailor) (Wis) 1/+6
 
##Profession (Sailor) (Wis) 1/+6
 
##Sense Motive (wis) 1/+6
 
##Sense Motive (wis) 1/+6
Line 435: Line 352:
 
##Stealth (dex) 2/+9
 
##Stealth (dex) 2/+9
 
##Survival (wis) 2/+7
 
##Survival (wis) 2/+7
##Swim (str) 2/+18
+
##Swim (str) 2/+18</l>
 
 
  
 
Proficiencies:
 
Proficiencies:
Line 448: Line 364:
 
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(4/day): Mage Armour, Long Arms, Magic Missile (2 missiles, 1d4+1 ea.)
 
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'
Line 476: Line 387:
 
Masterwork Greataxe
 
Masterwork Greataxe
 
Silvered Greataxe
 
Silvered Greataxe
+1 Keen Macahuitl
 
 
10 javelins
 
10 javelins
 
Atlatl
 
Atlatl
Line 490: Line 400:
 
     Waterskin
 
     Waterskin
 
Leather harness holding quiver of javelins and greataxe
 
Leather harness holding quiver of javelins and greataxe
435 poe
+
1470 poe
  
 
===Gap-Tooth Shelly the Prize Fighter===
 
===Gap-Tooth Shelly the Prize Fighter===
Line 505: Line 415:
 
'''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  
Line 516: Line 426:
 
'''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
+
*'''Pummelling 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)
+
*'''Thrown Dagger''' Atk +5 Dmg 1d4+5 Range 10ft (crit 19/20 x2)
*'''Pistol''' Atk +6 Dmg 1d8 Range 20ft Misfire 1 (crit x4)
+
*'''Pistol''' Atk +5 Dmg 1d8 Range 20ft Misfire 1 (crit x4)
  
 
'''Sneak Attack''' +1d6  
 
'''Sneak Attack''' +1d6  
Line 539: Line 449:
  
 
'''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
Line 563: Line 472:
 
'''Class Abilities'''
 
'''Class Abilities'''
 
*Sea Legs
 
*Sea Legs
*AC Bonus +1 (Ex)  
+
*AC Bonus (Ex)  
 
*Pummelling Blows (flurry) (Ex)
 
*Pummelling Blows (flurry) (Ex)
 
*Evasion (Ex)
 
*Evasion (Ex)
Line 569: Line 478:
 
*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'''
Line 588: Line 494:
 
*Silver hatchet (1d6 dmg, crit x2)
 
*Silver hatchet (1d6 dmg, crit x2)
 
*Belt pouch containing  
 
*Belt pouch containing  
**57.5poe worth of mixed coin
+
**67.5poe worth of mixed coin
**0 potions of Cure Light Wounds (1d8+1)
+
**2 potions of Cure Light Wounds (1d8+1)
 
**potion of heroism
 
**potion of heroism
 
**potion of Enlarge Person
 
**potion of Enlarge Person
Line 617: Line 523:
 
**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)
 
**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
 
**1 pint oil
** 4 further pre-measured pistol charges & bullets
+
** 5 further pre-measured pistol charges & bullets
 
*10 gallon keg filled with applejack
 
*10 gallon keg filled with applejack
*Leather sack containing 2760poe
+
*Leather sack containing 1000poe
  
 
===Whitelaw Quint, Soul Lodge Vicar===
 
===Whitelaw Quint, Soul Lodge Vicar===
Line 1,005: Line 911:
 
[[File:Cipactlix.jpg]]
 
[[File:Cipactlix.jpg]]
  
==Lake in the Hills==
+
===Lake in the Hills===
  
 
[[File:Cityl.png]]
 
[[File:Cityl.png]]
 
==Rainbow Bay==
 
 
[[File:Rainbowbay.png]]
 
 
==Old Palace Block==
 
 
 
[[File:Old_palace_block.png]]
 

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