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*Ship's Paychest - Locked sea chest containing | *Ship's Paychest - Locked sea chest containing | ||
− | ** | + | ** 2660poe (inc 1000poe advance on current mission) |
** 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) | ||
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*Decanters of fine Realm wine | *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 Halfling cloth bolts (belonging to Shelly) | ||
*Cargo of Soursap Rum (Belonging to Vomzisk) | *Cargo of Soursap Rum (Belonging to Vomzisk) | ||
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Name: Fergis Delmari | Name: Fergis Delmari | ||
Race: Human | Race: Human | ||
− | Class: Bard (Sea Singer) | + | Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic |
Alignment: CN | Alignment: CN | ||
Appearance/Personality: | Appearance/Personality: | ||
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Cha 18 | Cha 18 | ||
− | BAB: | + | BAB: 2 |
Fort: 2 | Fort: 2 | ||
− | Ref: | + | Ref: 8 |
− | Will: | + | 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: | + | HP: 27 / 27 |
− | Short sword: + | + | Short sword: +4, 1d6+1, 19-20 x2 |
− | Dagger | + | Dagger: +3, 1d4+1, 19-20 x2 |
− | Light crossbow: + | + | 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 | + | Climb 3:9 |
− | Craft (Carpenter) 1:6 | + | Craft (Carpenter) 1:6 |
− | Craft (Tattoo) | + | Craft (Tattoo) 4:9 (11) (13) |
− | Diplomacy | + | 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 | ||
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*Linguistics 2:13 | *Linguistics 2:13 | ||
Perception 2:5 (7) | Perception 2:5 (7) | ||
− | Perform (Wind) | + | Perform (Wind) 4:11 (13) |
− | Profession (Sailor) | + | Profession (Sailor) 2:5 |
Sense Motive 2:5 (7) | Sense Motive 2:5 (7) | ||
− | Spellcraft | + | Spellcraft 4:9 |
− | Stealth | + | Stealth 3:9 |
− | Swim | + | Swim 4:10 |
* reroll 1/day | * reroll 1/day | ||
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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: | + | 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 | + | 1st: 4 @ |
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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 | ||
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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. | ||
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Crossbow, light (masterwork) | Crossbow, light (masterwork) | ||
Dagger 2 | Dagger 2 | ||
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Bolts 1 | Bolts 1 | ||
Short sword (masterwork) | Short sword (masterwork) | ||
Artisan’s tools, masterwork (tattooing) | Artisan’s tools, masterwork (tattooing) | ||
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Musical instrument, masterwork (tin whistle) | Musical instrument, masterwork (tin whistle) | ||
− | Wand of Cure Light Wounds: | + | 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 | ||
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8 gp | 8 gp | ||
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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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Cha: 10 (+0) | Cha: 10 (+0) | ||
− | HP: | + | HP:29/29 |
AC: 18 | AC: 18 | ||
Init: 6 | Init: 6 | ||
− | Fort: + | + | Fort: +4 Ref: +7 Will: +3 |
− | BAB: + | + | 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( | + | 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. | ||
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Touch of the Sea | Touch of the Sea | ||
− | + | Discovery(1)- Infusion | |
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− | Discovery( | ||
Loadout- | Loadout- | ||
− | Extracts Prepared (4 | + | Extracts Prepared (4/day): |
CLW | CLW | ||
True Strike | True Strike | ||
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Name: Vomzisk | Name: Vomzisk | ||
Race: Lizard | Race: Lizard | ||
− | Class: Pirate 1,Seaborn Sorcerer | + | Class: Pirate 1,Seaborn Sorcerer 1, Bloodrager 2 (Aquatic Bloodline) |
Favoured Class: Sorcerer | Favoured Class: Sorcerer | ||
Alignment: CN | Alignment: CN | ||
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AC 19 | AC 19 | ||
Hit Die: 1d8/2d10/1d6 | Hit Die: 1d8/2d10/1d6 | ||
− | HP: | + | HP: 36 |
Damage | Damage | ||
Unarmed: 1d4+3/5 claw, 1d3+3/5 bite | Unarmed: 1d4+3/5 claw, 1d3+3/5 bite | ||
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##Ranks/Total | ##Ranks/Total | ||
##Acrobatics (dex) 1/+14 | ##Acrobatics (dex) 1/+14 | ||
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##Climb (str) 2/+10 | ##Climb (str) 2/+10 | ||
− | ##Diplomacy (Cha) | + | ##Diplomacy (Cha) 2/+8 |
##Intimidate (Cha) 2/+8 | ##Intimidate (Cha) 2/+8 | ||
##Know Local (int) 3/+7 | ##Know Local (int) 3/+7 | ||
− | ##Perception (wis) | + | ##Perception (wis) 2/+7 |
##Profession (Sailor) (Wis) 1/+6 | ##Profession (Sailor) (Wis) 1/+6 | ||
##Sense Motive (wis) 1/+6 | ##Sense Motive (wis) 1/+6 | ||
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##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> |
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Proficiencies: | Proficiencies: | ||
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Spells | Spells | ||
− | 0: Mage Hand, Dancing Lights, Drench, Scoop | + | 0: Mage Hand, Dancing Lights, Drench, Scoop |
− | 1( | + | 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' | ||
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Masterwork Greataxe | Masterwork Greataxe | ||
Silvered Greataxe | Silvered Greataxe | ||
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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 | ||
− | + | 1470 poe | |
===Gap-Tooth Shelly the Prize Fighter=== | ===Gap-Tooth Shelly the Prize Fighter=== | ||
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'''Speed:''' 40ft | '''Speed:''' 40ft | ||
'''AC''' 18 | '''AC''' 18 | ||
− | '''Hit Die:''' | + | '''Hit Die:''' 4d8 |
'''HP:''' 39 (including 4hp from 4 lvls of favoured class) | '''HP:''' 39 (including 4hp from 4 lvls of favoured class) | ||
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*Silver hatchet (1d6 dmg, crit x2) | *Silver hatchet (1d6 dmg, crit x2) | ||
*Belt pouch containing | *Belt pouch containing | ||
− | ** | + | **87.5poe worth of mixed coin |
− | ** | + | **2 potions of Cure Light Wounds (1d8+1) |
**potion of heroism | **potion of heroism | ||
**potion of Enlarge Person | **potion of Enlarge Person | ||
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**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 | ||
− | ** | + | ** 5 further pre-measured pistol charges & bullets |
*10 gallon keg filled with applejack | *10 gallon keg filled with applejack | ||
− | *Leather sack containing | + | *Leather sack containing 0poe |
+ | *46 Bolts of halfling cloth (purchased at 30gp each - 1380gptotal) - In ship's hold | ||
===Whitelaw Quint, Soul Lodge Vicar=== | ===Whitelaw Quint, Soul Lodge Vicar=== | ||
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[[File:Cipactlix.jpg]] | [[File:Cipactlix.jpg]] | ||
− | ==Lake in the Hills== | + | ===Lake in the Hills=== |
[[File:Cityl.png]] | [[File:Cityl.png]] | ||
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