FantasyCraft:Otters Ransom:Mushka
Mushka
Male Drake-blooded Human Charismatic Corsair and Captain lvl 1
Medium Folk
Physical Description
Backstory and personality
- From Region 3 Tujaalbahr, 28 y.o.
- Born 4th of Air 5313 an hour after midnight. Sign is Ascending ceri the mountain: Those born under the ascending ceri shall be strong of body and calm of mind, the bounty of earth's depths shall be theirs.
- Major moon signs include Buried Sandy ecnis The campfire: You shall find your self hindered and blinded by time, Expect your inheritance to be lost.
- I figured he was a thug more than an out and out pirate, so working more out of a port than aboard ship. That business went under (maybe due to a rival operation) so he left for another life. Perhaps he hooked up with Michael.
Quick reference
Senses Notice +4, Search +0
Stealth Blend +3, Sneak +1
AD: 3d4, starting 3
Initiative +2 (+1 Dex + 1 class)
Defense
Defense 14(12) (+1 Dex + 0 class + 1 Speciality +2 Shield)
DR 3 (3 Thick hide)
Vitality 10 (9 class x 1 + 1 Con x 1); Wounds 13
Fort +2 (+1 Con + 1 class)
Ref +1 (+1 Dex + 0 class)
Will +4 (+2 Wis + 2 class)
Defensive Abilities
- Thick hide: Partial Dr 3
- Fire resistant 3
- Heat resistant 3
- Thick hide: Partial Dr 3
Offense
Speed 30 ft.
BAB +0
Melee +2 (+0 BAB + 2 Str)
- [name] [stats]
- [name] [stats]
Ranged +1 (+0 BAB + 1 Dex)
- [name] [stats]
- [name] [stats]
Special Attacks
- [name] [stats]
- [name] [stats]
Statistics
Str 14 (+2)
Dex 12 (+1)
Con 13 (+1)
Int 10 (+0)
Wis 14 (+2)
Cha 16 (+3)
Proficiencies: 4
- Proficiency 1
- Proficiency 1
Skills: (6 class + 0 Int) x [1 + 3] = 24;
- Acrobatics +1 (+1 dex +ranks +other)
- Athletics* +6 (+2 str +4ranks +other)
- Blend +3 (+3 cha +ranks +other)
- Bluff +3 (+3 cha +ranks +other)
- Crafting +0 (+0 int +ranks +other)
- Disguise +3 (+3 cha +ranks +other)
- Haggle +2 (+2 wis +ranks +other)
- Impress* +4 (+3 cha +1ranks +other)
- Intimidate* +8 (+2 wis +4 ranks +2 insight) (threat 19-20)
- Investigate +2 (+2 wis +ranks +other)
- Medicine* +1 (+0 int +1ranks +other)
- Notice* +4 (+2 wis +2ranks +other)
- Prestidigitation +1 (+1 dex +ranks +other)
- Resolve* +3 (+1 con +2ranks +other)
- Ride (Water vehicle, Mount, Land vehicle)* +5 (+1 dex +4ranks +other)
- Search +0 (+0 int +ranks +other)
- Sense Motive* +2 (+1 wis +1ranks +other)
- Sneak +1 (+1 dex +ranks +other)
- Survival* +3 (+2 wis +1 ranks +other)
- Tactics* +6 (+0 int +4 ranks +2 insight) (threat 19-20)
- Acrobatics +1 (+1 dex +ranks +other)
Interests: Nat lang:Arfordir (drake language), Lang:Traveller/Trade, Lang:Alignment Fire, Lang:Taleless (Tujaalbahr), Home Study:Tujaalbahr, Career Study: Criminal, Alignment: A brutal fire and strength god, Career: Factor, Resources: Magical, Dragon Lore
Carrying Capacity: 0/90lb; 91-270; 540 lift/drag; 810 clear
Abilities
Species Human Charismatic (Drake-blooded)
- Charming:once per session increase of 1 non hostile NPC by 5
- Double boost (Charisma): May spend and roll 2 action dice to boost Cha-based skills
- Encouragement: once per scene for one scene give +1 morale bonus to saves to teammate
- Draconic heritage:
- Menacing Threat: May threaten 3 targets with one roll (see p. 220)
- Thick hide 3: have base Dr 3 that doesn't stack with armour.
Speciality (Corsair)
- Bonus feat: Basic skill mastery (officer)
- Agile Defence: basic defence raised by 1
- Flashy: Panache increases by 2
- Terrifying look:will saves of inflicted stress damage to enemies increases by 4
- Water vehicle focus: what it says in the name.
Class (Captain)
- Core:Cadre: once per scene grant teammates one of your basic combat feats
- Level 1:Right hand Man: gain the personal lieutenant feat and basic combat feats count as style feats.
Feats
- Species: Draconic Heritage - Menacing Threat & Thick hide (DR3)
- Specialty: Basic skill mastery (officer) Intimidate & Tactics
- Level 1: Combat Instincts - If an adjacent opponent attacks me but misses, I get free attack @ half dmg (round up) 1/turn
Tricks
- Trick 1
Money and Gear
Lifestyle: 4 (1 class + 3 Cha)
- Panache 3 (30s/month, +1 Appearance), Prudence 3 (30% savings)
Appearance +4 (+1 Panache + 3 Cha)
Stake 100 Hand 0
Gear:
- backpack (+2Str for carrying capacity) 5lb
- bedroll (cold resistance 4) 5lbs
- canteen (2 quarts) 1lb
- tinderbox (starts fire in 1 round) 0.5lb
- 10' pole (+2 jump; triggers traps) 12lb
- pouch (50 coins)
- Crude hide shield 6lb
- Crude axe 12lb
- Crude reflex bow 22.5s 5lb
- 30 standard arrows 10s 3lb
Silver: 72
Legend +1 (0 class)
Reputation: 2
Renown: 0
Trinkets:
- Storage Mirror in dark wood: Store up to five items or reasonable sets of items :cost 5 rep
Prizes:
- Apartment above leather workshop: Scale 2 (5 guests) :cost 5 rep : Fortification challenges 2 (DC 14) cost 1 rep
Miracles
Save DC 13 (10 + 3 Cha + 0 Spellcasting feats)
Casting Level 0
Paths
Fire:
- Step 1: gain fire and heat resistant equal to steps x3
Spells
- [name]: [effect]
- [name]: [effect]
Ahori Companion
Personal Lieutenant (60 XP)
Ahori. Fire-coloured Saurian priestess
Saurian(T) New NPC (Medium Folk Walker — 60 XP): Str 12, Dex 12, Con 12, Int 10, Wis 14, Cha 10; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk IV; Def II; Res I; Health III; Comp I; Skills: Athletics III, Notice III, Ride II, Sense Motive III; Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, fearsome, feat (Dragon heritage, all out attack, combat instincts), refund (free step -2XP), rend, telepathic. Attacks/Weapons: Tail slap I (reach 1), Bite I Gear: Jagged sword
- Destruction I: Each of your melee and unarmed attacks gain the armour-piercing 1 traits
- Fire II: gain fire resistance 6 and heat resistance 6, You may convert melee and unarmed attacks damage to fire damage and cast scorching ray once per scene
- War II: You deal +2 damage with Jagged swords, You may cast mage Armor and true strike once per combat.
Level 1
Str: 12/+1; Dex: 12/+1; Con: 12/+1; Int: 10/+0; Wis: 14/+2; Cha: 10/+0; Init: +1=0+1(dex) Melee: +2=1+1(str) Fort: +1=0+1(con) Health: 15 vit/12 wounds Ranged: +2=1+1(dex) Ref: +1=0+1(dex) Def: 11=10+0+1(dex) Comp: +0 Will: +2=0+2(wis) Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground; Skills: Athletics III (Str) +5 = 4+1; Notice III (Wis) +6 = 4+2; Ride II (Dex) +3 = 3+0; Sense Motive III (Wis) +6 = 4+2 Qualities: aquatic I, class ability (Priest: saved! I), cold-blooded, darkvision I, devoted (Destruction I , Fire II, War II), dread, fearsome, feat (Dragon heritage, all out attack, combat instincts), refund (free step -2XP), rend, telepathic. Attacks: Tail slap I [1d8/20] (reach 1), Bite I [1d8/18-20] Gear: Jagged sword
- Common Actions
- Mage Armour (p.135) 1/combat | 1 Half Action | Personal/Touch | 1 hour (dissmissible) | +4 Gear bonus to defence
- Scorching ray (p.145) 1/scene | 1 half action | short range attack | Instant | 3 rays at visible targets | each does 1d4 fire dmg / 2 Casting Levels
- True Strike (p.148) 1/combat | If next attack b4 end next round, +6 & error range -2 (min 0)
- Jagged Sword 1d20+2;1d8+2 | Lethal & AP1 & Can convert to fire damage
- Tail Slap (19-20) 1d20+2;1d8 | Reach+1 | AP1 & Can convert to fire damage
- Bite (17-20) 1d20+2;1d8 | AP1 & Can convert to fire damage
Notes
I'm assuming the god of fire and strength is a deity rank fire elemental for now though it could have also been a deity rank fire demon, (not evil just embodimentsof the forces of destruction and war). the difference mechanically is as follows
fire elemental: take less damage from fire and heat
fire demon: potentially gain larger host to some skills when using action dice but also potential to get worst results.Acrobatics, Disguise, Prestidigitation, Survival
Oh and everyone with an alignment you you will have in you background physically meet the being you have an alignment with and had a positive conversation/deal at least. Just something to consider as these beings are not some far away force you decided to worship but a literal being your character has and potentially could meet again.
To Do
- Trick
- Nature of the war deity
- Lieutenant - format