Difference between revisions of "Pirates"

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===Fergis the sea bard===
 
===Fergis the sea bard===
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Name: Fergis Delmari
 +
Race: Human
 +
Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic
 +
Alignment: CN
 +
Appearance/Personality:
 +
Male, mid-20’s, black hair in a rough shag, unkempt beard, piercing green eyes, tanned skin. He wears sailor’s leathers, and walks with a rolling gait.
  
 +
Fergis was a sailor on a merchant vessel. He traveled far and wide, hearing all sorts of tales. One of them was about Father Dagon, who lurked in the farthest depths, and was neither demon nor god, but something...else.
 +
 +
He didn't think much of it, or the crazy old salt he heard it from, until he was swept overboard in a huge storm. As he was drowning, his mind raced with pleas to all the powers he could think of. One of them answered.
 +
 +
Fergis doesn’t remember how he washed ashore, but he knows his mind has been opened to a greater Truth. Other sailors avoided him, but he found himself welcomed among pirates, since they weren’t discriminating about who they accepted help from.
 +
 +
Did Illara and Harle’s tattoos (deceased)
 +
 +
 +
Str 12
 +
Dex 16
 +
Con 13
 +
Int 14
 +
Wis 10 (+2)
 +
Cha 18
 +
 +
BAB: 2
 +
Fort: 2
 +
Ref: 8
 +
Will: 4
 +
+4 vs air/water effects, slip/trip/knock prone
 +
 +
AC: 17 (Defense Bonus)
 +
Hit Die: d8
 +
HP: 27 / 27
 +
Short sword: +4, 1d6+1, 19-20 x2
 +
Dagger: +3, 1d4+1, 19-20 x2
 +
Light crossbow: +6, 1d8, 80’
 +
** Sneak Attack: 1d6
 +
+2 CMD vs grapple/overrun/trip
 +
 +
Lang: Common, Plaza, Halfling, Infernal, Aklo, Azlanti (ancient)
 +
 +
 +
Skills: 10/level
 +
Acrobatics 1:9
 +
Appraise 1:6 (8)
 +
Bluff 1:8
 +
Climb 3:9
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Craft (Carpenter) 1:6
 +
Craft (Tattoo) 4:9 (11) (13)
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Diplomacy 1:8
 +
Intimidate 2:9
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Know (Arcana) 1:6
 +
*Know (Geography) 1:8
 +
*Know (Local) 1:8
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*Know (Nature) 1:8
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*Linguistics 2:13
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Perception 2:5 (7)
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Perform (Wind) 4:11 (13)
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Profession (Sailor) 2:5
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Sense Motive 2:5 (7)
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Spellcraft 4:9
 +
Stealth 3:9
 +
Swim 4:10
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* reroll 1/day
 +
 +
Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks
 +
 +
Sea Legs: sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.
 +
 +
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
 +
 +
A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.
 +
 +
Familiar: sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. ("parrot" - Squall)
 +
Tricolor. [Lucky, permits double d20 dice roll once/day]
 +
Grants +3 Linguistics
 +
HP: 1/2 of Fergis = 11
 +
Attack: Fergis BAB + Dex bonus (2) = 4
 +
  1d3-4
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Fly 40', low light, Per +6
 +
Saves: Fort 2, Fergis for others
 +
  Will 4, Ref 8
 +
AC: 16, Int 7
 +
Str 2, Dex 15, Con 8, Wis 15, Cha7
 +
Stealth +7, Acrobatics +6, Sense Motive +4, Profession: Sailor +4
 +
Improved Evasion
 +
Grants Alertness within arm's reach (+2 Per, Sense Motive)
 +
Share Spells: cast spells with target "You" on familiar
 +
Empathic Link: 1 mile, emotions only
 +
Deliver touch spells
 +
Language: Common
 +
 +
Bardic Performance: 12 rds/day, std to start, free to maintain.
 +
 +
 +
  Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Performcheck in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.
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 +
  Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform(act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion(figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
 +
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
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 +
Each creature within range receives a Willsave (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
 +
 +
Fascinate is an enchantment(compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
 +
 +
  Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
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Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.
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 +
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Spells/Day: (Swap out for Cure Light)
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1st: 4 @
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Spells Known: DC 15 (Conj 16)
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0th: 5
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Daze: close, 1 target <=4 HD, 1 rd, no actions, Will save
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Detect Magic
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Light
 +
Prestidigitation
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Read Magic
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Summon Instrument: 4 min
 +
 +
1st: 4
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Enhance Water: touch, 3 pints, turn water to mild booze, removes poisons/diseases/minerals/toxins
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Glue Seal: 30', 4 min, 1 object/5' square, Reflex or entangled/item stuck
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Grease: 30', 4 min, 1 object/10' square, Reflex or fall/item dropped
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Summon Monster I: 1 rd, close, 4 rds, acts immed
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 +
 +
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Feat:
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Spell Focus (Conjuration): +1 DC to saves
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Mage's Tattoo (Conjuration): you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day.
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Conjuration: acid splash: 30', ranged touch, 1d3 damage
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(five-pronged twig on back, black with green outline)
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Versatile Summon Monster: aqueous, dark
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  Aqueous - Type gains the water subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to cold as noted on the table below; Speed gains a swim speed equal to its highest speed + 10 ft.; Attacks gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.
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Hit Dice DR Resist Cold Cold Damage
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1–4 — 10 1 point
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 +
 +
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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.
 +
  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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Traits:
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Auspicious Tattoo: +1 to Will saves
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Shrouded Casting (Conjuration): You can cast spells from that school as if you had the Eschew Materials feat.
 +
 +
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Equipment: 1000 (Masterwork gear/kits free)
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Crossbow, light (masterwork)
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Dagger 2
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Bolts 1
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Short sword (masterwork)
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Artisan’s tools, masterwork (tattooing)
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Musical instrument, masterwork (tin whistle)
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Wand of Cure Light Wounds: 50
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Tinker’s cap 200
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Tattoos 15
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Belt pouch (2) 2
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Travelers outfit 1
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Hammock 0.1
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Backpack 2
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Rope, silk 10
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Grappling bolt 1
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Trail rations (2) 1
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Mess kit 0.2
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Applejack, bottle (4 lbs ) 0.3
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Waterskin 1
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8 gp
 +
 +
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Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm.
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Mage's Tattoo: five-pronged twig (Elder sign) on back, black with green outline.
  
 
===Twitch the alchemist froglet===
 
===Twitch the alchemist froglet===

Revision as of 03:09, 23 July 2019

characters

Fergis the sea bard

Name: Fergis Delmari Race: Human Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic Alignment: CN Appearance/Personality: Male, mid-20’s, black hair in a rough shag, unkempt beard, piercing green eyes, tanned skin. He wears sailor’s leathers, and walks with a rolling gait.

Fergis was a sailor on a merchant vessel. He traveled far and wide, hearing all sorts of tales. One of them was about Father Dagon, who lurked in the farthest depths, and was neither demon nor god, but something...else.

He didn't think much of it, or the crazy old salt he heard it from, until he was swept overboard in a huge storm. As he was drowning, his mind raced with pleas to all the powers he could think of. One of them answered.

Fergis doesn’t remember how he washed ashore, but he knows his mind has been opened to a greater Truth. Other sailors avoided him, but he found himself welcomed among pirates, since they weren’t discriminating about who they accepted help from.

Did Illara and Harle’s tattoos (deceased)


Str 12 Dex 16 Con 13 Int 14 Wis 10 (+2) Cha 18

BAB: 2 Fort: 2 Ref: 8 Will: 4 +4 vs air/water effects, slip/trip/knock prone

AC: 17 (Defense Bonus) Hit Die: d8 HP: 27 / 27 Short sword: +4, 1d6+1, 19-20 x2 Dagger: +3, 1d4+1, 19-20 x2 Light crossbow: +6, 1d8, 80’

    • Sneak Attack: 1d6

+2 CMD vs grapple/overrun/trip

Lang: Common, Plaza, Halfling, Infernal, Aklo, Azlanti (ancient)


Skills: 10/level Acrobatics 1:9 Appraise 1:6 (8) Bluff 1:8 Climb 3:9 Craft (Carpenter) 1:6 Craft (Tattoo) 4:9 (11) (13) Diplomacy 1:8 Intimidate 2:9 Know (Arcana) 1:6

  • Know (Geography) 1:8
  • Know (Local) 1:8
  • Know (Nature) 1:8
  • Linguistics 2:13

Perception 2:5 (7) Perform (Wind) 4:11 (13) Profession (Sailor) 2:5 Sense Motive 2:5 (7) Spellcraft 4:9 Stealth 3:9 Swim 4:10

  • reroll 1/day

Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks

Sea Legs: sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

Familiar: sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. ("parrot" - Squall) Tricolor. [Lucky, permits double d20 dice roll once/day] Grants +3 Linguistics HP: 1/2 of Fergis = 11 Attack: Fergis BAB + Dex bonus (2) = 4

 1d3-4

Fly 40', low light, Per +6 Saves: Fort 2, Fergis for others

 Will 4, Ref 8

AC: 16, Int 7 Str 2, Dex 15, Con 8, Wis 15, Cha7 Stealth +7, Acrobatics +6, Sense Motive +4, Profession: Sailor +4 Improved Evasion Grants Alertness within arm's reach (+2 Per, Sense Motive) Share Spells: cast spells with target "You" on familiar Empathic Link: 1 mile, emotions only Deliver touch spells Language: Common

Bardic Performance: 12 rds/day, std to start, free to maintain.


 Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Performcheck in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. 
 Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform(act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion(figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Willsave (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment(compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

 Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.


Spells/Day: (Swap out for Cure Light)

1st: 4 @

Spells Known: DC 15 (Conj 16) 0th: 5 Daze: close, 1 target <=4 HD, 1 rd, no actions, Will save Detect Magic Light Prestidigitation Read Magic 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


Feat: Spell Focus (Conjuration): +1 DC to saves

Mage's Tattoo (Conjuration): you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Conjuration: acid splash: 30', ranged touch, 1d3 damage (five-pronged twig on back, black with green outline)

Versatile Summon Monster: aqueous, dark

 Aqueous - Type gains the water subtype; Senses gains darkvision 60 ft.; Defensive Abilities gains DR and resistance to cold as noted on the table below; Speed gains a swim speed equal to its highest speed + 10 ft.; Attacks gains bonus cold damage as noted on the table below on attacks with natural weapons and metal weapons.

Hit Dice DR Resist Cold Cold Damage 1–4 — 10 1 point



 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.


Traits: Auspicious Tattoo: +1 to Will saves

Shrouded Casting (Conjuration): You can cast spells from that school as if you had the Eschew Materials feat.


Equipment: 1000 (Masterwork gear/kits free) Crossbow, light (masterwork) Dagger 2 Bolts 1 Short sword (masterwork) Artisan’s tools, masterwork (tattooing) Musical instrument, masterwork (tin whistle) Wand of Cure Light Wounds: 50 Tinker’s cap 200 Tattoos 15 Belt pouch (2) 2 Travelers outfit 1 Hammock 0.1 Backpack 2 Rope, silk 10 Grappling bolt 1 Trail rations (2) 1 Mess kit 0.2 Applejack, bottle (4 lbs ) 0.3 Waterskin 1 8 gp


Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. Mage's Tattoo: five-pronged twig (Elder sign) on back, black with green outline.

Twitch the alchemist froglet

Vomzisk

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.


Name: Vomzisk Race: Lizard Class: Pirate 1,Seaborn Sorcerer 1, Bloodrager 2 (Aquatic Bloodline) Favoured Class: Sorcerer 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 http://orokos.com/roll/744136 Attributes Str 17/21 +3/+5 Dex 18 +4 Con 18/22 +4/+5 Int 12 +1 Wis 14 +2 Cha 16 +3

BAB +2 CMB +5 CMD +5 Fort +7/+8 Ref +6 Will +4/6 Speed: 40ft ground, 15' water

AC 19 Hit Die: 1d8/2d10/1d6 HP: 36 Damage Unarmed: 1d4+3/5 claw, 1d3+3/5 bite Greataxe: 1d12+4/7 Javelin with atlatl 1d6+3, 50' (30' if thrown) Sneak Attack +1d6 Languages: Plaza, Draconic (or whatever lizards speak) Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager

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: Simple Weapons, Martial Weapons


Feats: Eschew Materials: No need for material components worth less than 1 gp Improved Unarmed Strike: Doesn't provoke AOO when making an unarmed strike.

Class Abilities Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks 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. 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 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 0: Mage Hand, Dancing Lights, Drench, Scoop 1(3/day): Mage Armour, Long Arms Racial abilities Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15' Ability Score Modifiers: +2 Str, +2 Con, -2 Int Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. Swimmer: Lizardfolk have a natural swim speed of 15 feet. This also grants them a +8 racial bonus on Swim checks. Acrobatic: Lizardfolk use their tail to balance and help propel them when jumping, gaining a +4 racial bonus on Acrobatics checks.

Traits Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. (Sorcerer) Tribesman: You gain a +1 trait bonus on Survival, and it is always a class skill for you.

Equipment: Masterwork Greataxe 10 javelins Atlatl Leather belt with:

   Pouch:
    Scale polish
    7 days worth of dried fish
    Sharpening stone
    Body paint in assorted colours
    3 oil of Magic Weapon
    3 potions of Magic Fang
    2 potions of Pass Without Trace
   Waterskin

Leather harness holding quiver of javelins and greataxe 600 poe

Gap-Tooth Shelly the Prize Fighter

Shelly has a broken nose, scarred knuckles, cheeks flushed permanently red and a poorly drawn fouled-anchor tattoo on her right forearm. She has a shock of curly red hair cut short. When she smiles or opens her mouth you can see the two missing front teeth that give her her nickname. She's not particularly tall but she is almost as broad as she is tall, with arms and legs like steel cables. She wears simple cheap clothes, old boots and breeches, a linen shirt dirtied with stains which might be dried blood, and a simple cloth band keeping her short but unruly hair out of her face. She seems to permanently have a tankard, wineskin or hip flask in her hand and seems to spend most of her waking hours cheerfully, amiably drunk.

She was born in the poorest slums of Cove Secret and grew up on the streets, picking pockets or mudlarking on the beach until she was old enough to swing a decent punch. That's when she started fighting in the underground fighting pits and tavern brawls of the slums. She found she had a talent for violence that was enough to put food on the table and grog in her belly, and that gave her a reputation fearsome enough to avoid some of the worse fates that befall street kids in a pirate town. When she can't find a prize fight she tries to find work on the docks, lifting and carrying things for money.

She's not all that bright but she's street smart enough to know there's not a whole lot of future in being an underground fighter. Sooner or later she'll take an injury that can't be healed with time and alcohol, so she's been trying to find work on a pirate crew, thinking a decent amount of loot might be her ticket to something better. She's recently come into some money as a result of betting heavily on herself in a fight nobody thought she could win and is looking to find a way to invest it before she drinks it away or someone robs her in her sleep.

Anyone who has seen her in the ring will be surprised to learn she's generally cheerful and laid back when not punching things for money, though how much of that is down to the booze is anyone's guess.


Name: Gap-tooth Shelly Race: Human Class: Pirate 1 Prize Fighter (Drunken Master) 3 Favoured Class: Prize Fighter (i.e. Monk) Alignment: Neutral Height 5'4", Weight 140lb Age 20

Str 20 (+5) Dex 17 (+3) Con 14 (+2) Int 8 (-1) Wis 13 (+1) Cha 12 (+1) BAB +2 CMB +8 (Grapple +10) CMD 20 (22 vs grapple)

Fort +5 Ref +8 Will +4

Speed: 40ft AC 17 Hit Die: 4d8 HP: 31 (including 3hp from 3 lvls of favoured class)

Unarmed Strike Atk +7 Dmg 1d6+5 Rain Of Blows (Flurry) Atk +6/+6 Dmg 1d6+5/1d6+5 Mwk Handaxe Atk +8 Dmg 1d6+5 (crit x3)

Sneak Attack +1d6 Languages: Plaza, Pirate Cant

Skills Acrobatics (dex) 4/12 Climb (str) 1/10 Escape Artist (dex) 1/7 Intimidate (Cha+str) 4/14 Know Local (int) 1/3 Perception (wis) 2 / 6 Sense Motive (wis) 1/5 Stealth (dex) 1/7 Swim (str) 1/10

Proficiencies: Simple Weapons, hand Xbow, rapier, sap, shortbow, shortsword, pistols Prize Fighter Weapons: Brass knuckles, Weighted Glove (cestus), club, crossbow (light & heavy), dagger, handaxe, javelin, quarterstaff, shortspear, shortsword, sling, spear.

Feats Intimidating Prowess Improved Unarmed Strike Combat Reflexes Improved Grapple Haymaker (Stunning Fist)

Class Abilities Sea Legs AC Bonus (Ex) Rain of Blows (flurry) (Ex) Evasion (Ex) Fast Movement +10ft Maneuver Training (Ex) Liquid Prowess (Drunken Ki) (Su)

Racial abilities Heart of the Sea: Bonus Feat Ability Score Modifiers (+2 Str) Lvl 4 Ability Sc ore Increase (+1 Str)

Traits Accelerated Drinker Bully

Goods & Gear

Masterwork Hand Axe, Belt pouch containing 35poe worth of mixed coin, Traveler's Outfit (Boots, breeches, belt, linen shirt), Hip flask, Wineskin (filled with 4lb cheap wine), Dagger

Purchased brand new from a chandler in town as a complete kit and still bearing a 20poe price tag (i.e. slightly overpriced)

Backpack (oilskin bag with a single shoulder strap) containing

Waterskin Bedroll Mess Kit 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

Soul Temple Vicar

Original Concept

Pathfinder Pirating. Way Down the Monkey Isles

Pathfinder DnD. Level 3 ( 1 level Pirate, 2 levels as you wish) in a low-level setting. You'd play the crew of a tiny skiff plying dangerous tropical oceans, discovering ancient ruins and trekking through steaming forests. etc. I’d set the adventure in the Guild Adventurers pocket universe I created on these board recently, expanding the map to include a New World, jungle continent and plenty of islands. A lot of the adventure would take place off-ship, with the pirate-theme helping to focus character ideas.

Standard Adventurer races 'd be human, halfling and tiefling. More exotic island races might include lizardfolk , jungle-elf, aquatic elves and grippli. You'd be ex-pirates from a scurrilous City of Pirates, looking for booty in a world where piracy is beginning to fade as a profession. The City was once powerful and rich but is decaying and falling into the into control of slum gangs and necromancer factions.

If there’s interest, I’d like to move at pretty good rate of play, ideally with daily posting. I am happy to puppet busy characters and put holidaying players on hold, but we’d need a core group of regular players to make it viable.

Let me know if there’s any interest- but please also give me a concept and be willing to accept feedback on an idea.

HOUSERULES

Born to Pirate. Start at level 3, but all characters have 1 level in Pirate (the archetype variation of Rogue). Think of it as a bonus level rather than a restriction! It will provide opportunities for lots of skill-rich, interesting characters.

No armor rules. where characters get a parry bonus depending on their class.

Firearms are common, a martial weapon rather than exotic, and added to the Rogue (Pirate) class weapon list. Defence bonus will not affect touch AC for purposes of shooting.

Faster play. All monster natural armour is halved (round up, mind); your ACs will be modest owing to the parry rules used.

Party initiative.

Classes: most core classes and anything that ‘feels’ right. Not keen on (don’t want) clerics; most dedicated spell-casters like wizards/sorcerers can burn spell-slots for healing spells. I don’t want tricky characters (like gunslingers ) that require complex resource-tracking or complex rules judgements.

Theatre of mind play. No wiki unless the game takes off.

Players track their own hit points and gear including money. Post details like hps to help the GM.

The New World

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Languages

Old World languages are Common, Court Elven, Tusk and Dwarven. We had a hunting sign language and Thieves' Cant, too. There was a religious language, Angelic, like Celestial, and Reverse Angelic (David Lynch backwards slur) which was Infernal.

All those are still around. As new, new world learnable languages for humanoid characters I offer the following as likely to be actually used: 1. Pirate Cant. 2. Plaza. Trade language parsable by most humans and lizardfolk in the islands 3. Old Palace. Aristo, courtly and poetic human language 4. Aquan ("Tongue of the Sea": sea elves but also sea dragons, nereids and such) 5. Jungle Sign Language. Similar across multiple species but only shared by foresty types 6. Priestly, used by human and lizardfolk priests and magicians. 7. Dead Tongue. Used by ghouls, liches etc. Actually a scambled form of Old Palace


There are dozens of local human and lizardfolk dialects. Other weird exotic languages like aboleth, grippli, bullywug also exist but are unlikley to be freq, used.

City of Pirates

Some/ most characters will hail from the old world and the City of Pirates, where identities form around the races there: halflings (hearty but sturdy), elves( elegant and aloof) , etc. Many CoP people will be pirates or descendants of pirates, merchants, sailors, but others will be gangsters, thieves and slum-dwellers locked in gang warfare. The city is governed by pirate chiefs and sorcerers who use necromancy to create undead crews, raise famous pirates and such. It’s meant to be grim-dark but fun. there are plenty of infernal temples in the place and interbreeding with outsiders common.


Spice Nations

Humid, jungly coast and dusty dry interior. Fire berries grow in stands on the rocky high deserts. Ancient highways link old temple ruins.

For several days the band follow the dusty ancient highway across the high desert spine of Spice Nations. 
The stones of the broad road have cracked with age and the intensity of heat.
But the group travels easily in the shade provided by the Tidesage’s powers. 
At night they rest under rocky crags where sand dogs howl and the twin moons spin high in the desert night.

Cove Secret

Cove Secret nestles in the crook of a hooked bay on the western coast. jungle-clad coast and humid heat. The town is a sight indeed. The grand main palace and rows of seedy slums have the very same feel as a quarter of the old world City of Pirates. On the waterfront, sails rise above a chaos of quays and jetties. Yet the structure of the old city on which it has nested- a lizardfolk ruin with plazas and avenues- gives some welcome shape to the place.

The highway runs directly into the town, aligning precisely with its central avenue. But the ancient gates are manned by a score of well-armed pirates, suspicious of such a large force arriving from the land side of the town. A guard captain descends with a swagger to challenge the newcomers.

....... Like the City of Pirates, the town is divided in three areas, each being governed by different levels of law. There is the tavern and slum quarter , where it’s every pirate for themself. The docks, shops and market are governed by ordinary laws, patrolled by a sharp-eyed watch. And the pristine Pirate Lord’s quarter, with its fountains and elegant houses, where the pirates must dress, speak and observe protocols very carefully indeed. ....

Two taverns are the Conger Eal [sic] and the Piece of Eight. Both stand near to the bustling quays.There is plenty of beer, rum and even a beaker or two of fiery local cactus juice for the piece of gold. Also sailor’s fare of corn gruel and fishy stew.

The Dolphin is a more elegant inn in the fancy captains’ quarter. ...

The merchants’ guild have seen treasure hauls aplenty before. They load loot onto carts in the building’s vaults that run on rails into the palace’s dungeons. The one percent fee is payable on receipt. ...

Every pirate town has its elected Lord, chosen by the Best Captains , also a Harbourmaster, Treasurer and Executioner. The last is typically keen to show their willingness to maintain pirate honour by hanging, guillotining or plunging into an arena violators of the town’s code....especially fears infiltration by arch-enemies the Red Spider Society, or Wizard Realm spies.


...

the Soul Lodge

A cross between a Masonic Lodge and voudou temple. Shaved-headed , Necromancer Chaplains, all tattoos and black-painted eyes, keep the souls of high ranking pirates safe in jars. The Soul Repository.

The Lodge’s power comes from their ability to summon Past Elders, capable of casting higher level spells like Restoration or even, some say, Raise Dead. The summoning requires a special meeting and service with Lodge dignitaries present.

the lizardfol’s religion

“The lizardfolk, hm, they have been acting oddly in places. Of tradition, their goode olde religion calls for blood sacrifices only to sustain the life of our two suns. They believe that this world once had more, a dozen or so, and bloodletting is all that sustains the two that remain. But the ceremonies so conducted are oddly decent-teams compete at ball games for the honour of giving up their blood. This thing you observed is part of a subversive cult which we do not understand. Captives are offered to give the sacrificers power....”

ships

ships available:

  • A sea-elf courier yacht, absurdly fast, comfortable, yet small and unarmed. 5000 poe.
  • A large two-master, fast from the good spread of sail, with several built-in cannons and space for a large crew and even more cargo. The ship needs some work. 5000 poe.
  • Several trade catamarans, unarmed but almost as fast as the yacht, also cheap (2000 poe)
  • Two sloops, similar to the Octopus, going for just 4,000

carousing

base cost 10poe/pirate but-see below-could cost more!

roll 6d6. read the result like an ORE roll, i.e count how many times each number appears.

1s. foul play from (1) clumsily pickpocketed to (3) dosed and robbed to (5) pressed to (6) captured by death cultists

2s. wenchin'* from (1) harmless flirting to (3) hook-up to (6) sophisticated orgy

3s-folly from (1) mild over-spending to (3) gamblin' (6) buying a haunted mansion/ magic lamp/ etc.

4s-fun (1)memorable joke to (3) palsy sing-along to (6)town-wide festival

5s-fightin' from (1) banter to (3) bar fight to (6) small-scale riot

6s-darin' from (1) arm wrestling to (3) climbing the palace walls to (6) racing to the Monkey isles

  • gender neutral version of this, obv.

As in ORE the sum of the total roll also has a meaning; XPs gained are total *pirate level*20.

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