Freebooters and Powder Monkeys (Skull & Shackles AP) - RG





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    Freebooters and Powder Monkeys (Skull & Shackles AP) - RG

    /


    "Agrrh, ye soon tae be Marooners! Get ye on deck or I will'n have ye whipped fir sure."

    "Grab ye a holystone and gets ta scrubb'in. Me deck be full o'blood frum dae last batch o'landlubbers tried tae mutiny on me ship."

    Looking up and down the row of galley slaves he takes in each of his newest crewmen.

    Game Links:
    http://www.enworld.org/forum/talking...es-ap-ooc.html
    http://www.enworld.org/forum/playing...ackles-ap.html

    HM
    Last edited by HolyMan; Thursday, 24th May, 2012 at 02:15 AM.
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    NPCs

    Wormwood's Crew

    Officers
    Barnabas Harrigan (male human) captain of the Wormwood
    Mr. Plugg (male human) first mate
    Peppery Longfarthing (female human) sailing master and old friend of the captain - unfriendly n/a
    Master Scourge (male human) boatswain
    Riaris Krine (female human) master gunner
    Habbly Quarne, the “Stitchman” (male human) ship’s surgeon and carpenter
    Ambrose "Fishguts" Kroop (male human) ship's cook
    Cut-Throat Grok (female half-orc) quartermaster - helpful
    Kipper (male human) gunner’s mate - unfriendly n/a
    Patch Patchsalt (female gnome) boatswain’s mate - unfriendly n/a
    “Caulky” Tarroon (female human) the captain’s cabin girl
    Owlbear Hartshorn (male human) simpleton and “pet” of Mr. Plugg

    Crew
    Sandara Quinn (female human): a pirate more than half her life it's no wonder she came to be a true follower of Besmara; job: swab, attitude: helpful
    Rosie Cusswell (female halfling): short and fierce with more muscles than most of the crew; job: swab, attitude: helpful
    Crimson Cogward (male human): loner, prone to incredible rages and dark moods; job: swab unfriendly DC 21
    Conchobnar Shortstone (male gnome): handsome honey-tounged gnome that gambled with the wrong crew; job: rigger unfriendly DC 23
    Barefoot Samms Toppin (female human): a former fisherwoman from the Sodden Lands who never wears shoes; job: rigger helpful
    Giffer Tibbs (female gnome): a bedraggled gnome with one eye; job: swab friendly DC 10
    Jack Scrimshaw (male human): a young lad talented at scrimshaw; job: swab helpful
    “Ratline” Rattsberger (male halfling): a rat-faced halfling with long arms and three missing fingers; job: rigger helpful
    Tilly Brackett (female human): a tough joker who likes her rum; job: swab helpful
    “Badger” Medlar (female half-elf ): an older woman who shaves her gray hair into stripes; job: swab unfriendly DC 20
    Shivikah (female human): a very tall Mwangi exslaver; job: swab unfriendly DC 22
    Aretta Bansion (female human): a bad tempered exharlot with big ears; job: swab unfriendly DC 21
    Fipps Chumlett (male human): a fat, pushy bully with a shaved head; job: swab Hostile n/a
    Jaundiced Jape (male half-orc): a humorless, greedy half-orc mute; job: swab Hostile DC 25
    Maheem (male human): a big Rahadoumi with a permanent scowl; job: rigger Hostile DC 25
    Slippery Syl Lonegan (female human): an unhinged murderer who fled to sea to escape the gallows; job: rigger Hostile DC 26
    Last edited by HolyMan; Friday, 3rd August, 2012 at 12:38 AM.
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    Locations

    The Wormwood

    A1 - Foredeck
    A2 - Poop Deck
    A3 - Main Deck
    A4 - Officer's Quarters - Locked DC 30
    A4a - access through A4
    A4b - access through A4
    A5 - Captain's cabin - Locked DC 40
    A5a - access through A5
    A5b - access through A5
    A6 - Middle Hold
    A7 - Quartermaster/Cook's cabin
    A8 - Galley
    A9 - Quartermaster's store
    A10 - Lower hold/Crew berths
    A11 - Bilges
    Attached Thumbnails Attached Thumbnails The Wormwood.jpg  
    Last edited by HolyMan; Friday, 15th June, 2012 at 05:58 AM.
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    Loot

    Character's Equipment
    Nightstorm's Equipment

    Code:
    Equipment                    Cost  Weight
    Wakizashi                    35gp   2 lb                            
    Kusarigama                   12gp   3 lb
    10 Shuriken                   2gp   1 lb
    Comp. Shortbow               75gp   2 lb
    20 Arrows                     1gp   3 lb  
    Leather Armour               10gp  15 lb
    Backpack                      2gp   2 lb
    Belt Pouch                    1gp  .5 lb    
    Waterproof Bag                5sp  .5 lb
    Adventurer's Sash            20gp   3 lb    
    Acid (flask)                 10gp   1 lb    
    Caltrops                      1gp   2 lb    
    Hot Weather Outfit           Free   4 lb
    Cloth Kerchief                1sp  .5 lb
    Cloth Mask                    1sp   1 lb
    Compass                      10gp  .5 lb    
    Crowbar                       2gp   5 lb
    Earplugs                      3cp
    Flint + Steel                 1gp
    Grappling Hook                1gp   4 lb
    Shaving Kit                  15sp  .5 lb
    Small Steel Mirror           10gp  .5 lb
    50 ft. Silk Rope             10gp   5 lb    
    Sack                          1sp  .5 lb
    Waterskin                     1gp   4 lb
    Whetstone                     2cp   1 lb
    Smoke Pellet                 25gp  
    Spring Loaded Wrist Sheath    5gp   1 lb
    
    Total weight carried: 62.5 lb
    
    Treasure: 3 gp, 6 sp, 5 cp Gems:

    Reiko's Equipment

    Code:
    Equipment                    Cost  Weight
    Nunchaku                     2gp   2lbs
    Nunchaku                     2gp   2lbs
    Backpack                     2gp   2lbs
    Bedroll                      1sp   5lbs
    Brass Knuckles               1gp   1lb  
    Caltrops                     2gp   2lbs
    Case, Map/Scroll             1gp   0.5lb
    Flint and Steel              1gp   neg
    Peasant's Outfit             1sp   neg
    Pouch, Belt                  1gp   0.5lb
    Sack                         1sp   0.5lb
    Soap                         5sp   1lb
    Torch                        1cp   1lb
    Waterskin                    1gp   4lbs
    Total weight carried: 21.5lbs.
    
    Treasure: 46gp, 1sp, 9cp Gems:

    Lightning's Equipment

    Code:
    Equipment                      Cost   Weight
    Scimitar                      15 gp    4 lb
    Dagger                         2 gp    1 lb
    Padded Armor                   5 gp   10 lb       
    Light Wooden Shield            3 gp    5 lb
    Total Weapons and Armor               20 lb
    
    Masterwork Backpack            50 gp   4 lb
    *Bedroll, Blanket, Hammock      1 gp   9 lb
    
    Belt Pouch (2)                  2 gp   1 lb
    *(p1)Rations (2)                1 gp   2 lb
    *(p1)Flint and Steel            1 gp   ----
    *(p2)Signal Whistle             8 sp   ----
    *(p2)Steel Mirror              10 gp  .5 lb
    *(p2)Chalk (10)                 1 sp   ----
    
    Waterskin                       1 gp   4 lb
    Spell Component Pouch           5 gp   2 lb
    
    
    Total weight carried: 42.5
    
    Treasure: 23 gp, 1 sp, cp

    Jaakali's Equipment

    Code:
    Equipment                    Cost  Weight
    MW Studded Leather         175 gp   20lb
    Daggers x8                  16 gp
    2 Waterproof bags            1 gp
    MW Backpack                 50 gp
    Explorer's outfit           10 gp
    Bedroll
    Hammock                      1 gp
    2 Wrist Sheaths              2 gp
    100' Silk Rope              20 gp
    
    Total weight carried:
    
    Treasure: 25 gp, sp, cp Gems:

    Kalir's Equipment

    Code:
    Equipment                                Cost   Weight
    Arrows (20)                              1gp    3lbs
    Backpack (Small)                         2gp    0.5lbs
    - Waterskin (Filled)                     1gp    4lbs
    - Blanket (Small)                        2sp    0.25lbs
    - Bedroll (Small)                        1sp    1.25lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    Leather (Small)                          10gp   7.5lbs
    Longsword (Small)                        15gp   2lbs
    Outfit (Explorer's/Small)                0cp    2lbs
    Pouch (Belt)                             1gp    0.5lbs
    - Case (Map or Scroll)                   1gp    0.5lbs
    - Artisan's Tools (Calligraphy)          5gp    5lbs
    - Compass                                10gp   0.5lbs
    Pouch (Belt)                             1gp    0.5lbs
    - Masterwork Thieves' Tools              100gp  1lbs
    Shortbow                                 150gp  1lbs
    Total weight carried: 31.5 lbs.
    Treasure: 56gp, 7sp, 0cp Gems:

    Kolto's Equipment

    Code:
    Equipment                        Cost     Weight
    Sailor's Outfit                           --  lb
    Holy Symbol (Gozreh, Silver)      25 gp   01  lb
    Adventurer's Sash                 20 gp   03  lb
    Falcata                           18 gp   04  lb
    Cestus                            05 gp   01  lb
    Dagger (04)                       08 gp   04  lb
    Crossbow (Light)                  35 gp   04  lb
      Bolts (20)                      02 gp   02  lb
    Backpack (Masterwork)             50 gp   04  lb
      Waterproof Bag                  05 sp   00½ lb
        Travelling Spellbook          10 gp   01  lb
        Journal                       10 gp   01  lb
        Ink (Black,2 Vials)           16 gp   --  lb
      Waterproof Bag                  05 sp   00½ lb
      Rope (Silk, 50')                10 gp   05  lb
      Grappling Bolt (05)             05 gp   02½ lb
      Grappling Hook                  01 gp   04  lb
      Hammock                         01 sp   03  lb
      Rations (10 Days)               05 gp   10  lb
    
                               Total Weight:  50½ lb
    
                Light  Medium   Heavy    
    Max Weight: 0-058  059-116  117-175
    
    PP: 00
    GP: 18
    SP: 09
    CP: 00
    
    Gems/Jewelry/Other:
    0000

    Tara's Equipment

    Code:
    Equipment                                Cost   Weight
    Backpack (Small)                         2gp    0.5lbs
    - Waterskin (Filled)                     1gp    4lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    - Rations (Trail/Per Day)                5sp    1lbs
    
    Outfit (Explorer's/Small)                0cp    2lbs
    Pouch (Belt)                             1gp    0.5lbs
    - Compass                                10gp   0.5lbs
    Pouch (Belt)                             1gp    0.5lbs
    - 
    
    Total weight carried:  lbs.
    
    Treasure: gp, 0sp, 0cp Gems:
    
    Carrying Capacity
    Light: 0 to 32lbs
    Medium: 33 to 65lbs
    Heavy: 66 to 97lbs
    Bella's Equipment

    Code:
    No Extra
    
    Treasure: 54gp, 7sp, 0cp Gems:
    
    Carrying Capacity
    Light: 0 to 58lbs
    Medium: 59 to 116lbs
    Heavy: 117 to 175lbs


    Returned Equipment:
    Kolto
    Bella
    Lightning
    Nightstorm
    Kalir


    Found items

    Link to post

    Lightning: Items found/pilfered hand axe, short sword, 2 waterskins, harpoon, grapple, 7sp

    Jaakali: suit of leather armor, three heavy maces, 12sp, in some old crates and a masterwork handaxe

    Gaining new gear

    So now everyone may get back their starting gear with a Diplomacy check DC 0 and a ship action to Shop, normally day only but now Grok will let the PCs into the quartermasters area after she locks up.

    You may also try the following actions with the quartermaster which also require the Shop ship action:
    - loan of goods worth up to 150gp DC 11
    - loan of equipment up to 300gp DC 21

    Nightstorm gains 100gp
    Last edited by HolyMan; Saturday, 11th August, 2012 at 03:43 AM.
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    Misc 1

    Infamy and Disrepute


    Infamy Score: 1
    Maximum Infamy allowed: 4
    Disrepute: 0

    Some pirates only do what they do for the promise of wealth, being little more than brigands of the waves. Others do it for the reputation, fearsomeness, and power that comes with numbering among the most notorious scallywags on the seas. That’s where Infamy comes in. Numerous times over the course of their careers, the PCs—as members of a single pirate crew—will have the opportunity to recount their victories, boast of the treasures they’ve won, and spread tales of their outrages. All of this has the potential to win the PCs Infamy, but that alone isn’t the goal. At the most basic level, infamous pirates have the potential to press gang unfortunates into their crews, get repairs to their ships in nearly any port, and win discounts from merchants they’d prefer not to rob. As a crew becomes more and more infamous, however, its legend stretches across the seas,allowing it to garner support from other pirate lords, win more favorable vessels, and even rally whole pirate armadas under its flag. This system allows characters to track how their legend is growing over the course of the campaign, along with providing them tangible rewards for building appropriately piratical reputations.

    Infamy and Disrepute Scores

    In a method similar to the tracking system for Fame and Prestige Points detailed in Pathfinder Campaign Setting: Pathfinder Society Field Guide, a party has two related scores, Infamy and Disrepute. Infamy tracks how many points of Infamy the crew has gained over its career—think of this as the sum of all the outlandish stories and rumors about the PCs being told throughout the Shackles. Infamy rarely, if ever, decreases, and reaching certain Infamy thresholds provides useful benefits and allows others to be purchased using points of Disrepute. Infamy is limited by actual skill, however, and a group’s Infamy score can never be more than 4 × the PCs’ average party level.

    Disrepute is a spendable resource—a group’s actual ability to cash in on its reputation. This currency is used to purchase impositions, deeds others might not want to do for the group, but that they perform either to curry the group’s favor or to avoid its disfavor. This score will likely fluctuate over the course of a pirate crew’s career and can go as high as the group’s Infamy (but never higher), and at times might even drop to zero. This isn’t something to worry about, though, as a low Disrepute score has no bearing on a crew’s overall reputation—on the contrary, it merely means they’re making use of the benefits their status has won them. However, it does represent that even the PCs’ legend can only take them so far, and if a group’s Disrepute drops lower than the Disrepute price of a benefit, the crew must spend time building its Disrepute back up before it can purchase that benefit.


    Winning Infamy and Disrepute

    A few things are required to gain Infamy: an audience, a deed to tell about, and a flair for storytelling. Proof of the group’s deed in the form of plunder doesn’t hurt either. To gain Infamy, the PCs must moor their ship at a port for 1 full day, and the PC determined by the group to be its main storyteller must spend this time on shore carousing and boasting of infamous deeds. This PC must make either a Bluff, Intimidate, or Perform check to gauge the effectiveness of her recounting or embellishing. The DC of this check is equal to 15 + twice the group’s average party level (APL), and the check is referred to as an Infamy check. If the character succeeds at this check, the group’s Infamy and Disrepute both increase by +1 (so long as neither score is already at its maximum amount). If the result exceeds the DC by +5, the group’s Infamy and Disrepute increase by +2; if the result exceeds the DC by +10, both scores increase by +3. The most a party’s Infamy and Disrepute scores can ever increase as a result of a single Infamy check is by 3 points. If the PC fails the Infamy check, there is no change in her group’s Infamy score and the day has been wasted. Occasionally, deeds of exceptional daring or depravity might win a party increases to its Disrepute. This sort of discretionary bonus to Disrepute is noted in the context of an adventure or determined by the GM.


    Infamy and Disrepute per Port

    No matter how impressionable (or drunk) the crowd, no one wants to hear the same tales and boasts over and over again. Thus, a group can only gain a maximum of 5 points of Infamy and Disrepute from any particular port. However, this amount resets every time a group reaches a new Infamy threshold. Thus, once a group gains 5 points of Infamy and Disrepute in Quent, it can gain no further points of Infamy from that port until it reaches the next Infamy threshold, though the crew can travel to another port and gain more Infamy by boasting to a new audience.


    Plunder and Infamy

    Plunder can modify a PC’s attempt to gain Infamy in two ways. Before making an Infamy check for the day, the party can choose to spend plunder to inf luence the result—any tale is more believable when it comes from someone throwing around her wealth and buying drinks for the listeners. Every point of plunder expended adds a +2 bonus to the character’s skill check to earn Infamy. The party can choose to spend as much plunder as it wants to influence this check—even the most leaden-tongued pirate might win fabulous renown by spending enough booty. Additionally, if a PC fails an Infamy check, the party can choose to spend 3 points of plunder to immediately reroll the check. The party may only make one reroll attempt per day, and spend the plunder even if the second attempt fails—some people just aren’t impressed no matter how much loot you throw at them.


    Spending Disrepute

    A group’s Disrepute can be spent to buy beneficial effects called impositions, though some impositions might only be available in certain places— such as at port—or might have additional costs—like forcing a prisoner to walk the plank. Spending Disrepute to purchase an imposition requires 1 full day unless otherwise noted. When Disrepute is spent, the group’s Disrepute score decreases by the price of the imposition, but its Infamy (and, thus, the group’s Infamy threshold) remains the same. The prices of impositions and the Infamy threshold required to make those impositions available are detailed below.


    Infamy Threshold

    The following benefits are available to groups that achieve the listed amount of Infamy.
    Code:
         Title & Infamy
    _____Required______Benefit_________________________________
          Disgraceful     Characters may purchase disgraceful impositions.
         (10+ Infamy)     The PCs may choose one favored port. They gain a +2 bonus 
                          on all Infamy checks made at that port.
    
          Despicable      Characters may purchase despicable impositions.
         (20+ Infamy)     Once per week, the PCs can sacrifice a prisoner or crew
                          member to immediately gain 1d3 points of Disrepute. This
                          sacrifice is always fatal, and returning the victim to 
                          life results in the loss of 1d6 points of Disrepute.
    
          Notorious       Characters may purchase notorious impositions.
         (30+ Infamy)     Disgraceful impositions can be purchased for half price
                          (rounded down).
                          The PCs may choose a second favored port. They gain a +2 
                          bonus on all Infamy checks made at this new favored port 
                          and a +4 bonus on Infamy checks made at their first 
                          favored port.
    
          Loathsome       Characters may purchase loathsome impositions.
         (40+ Infamy)     Despicable impositions can be purchased for half price 
                          (rounded down). 
                          PCs gain a +5 bonus on skill checks made to sell plunder.
     
          Vile            Characters may purchase vile impostions.
         (55+ Infamy)     Notorious impositions can be purchased for half price 
                          (rounded down). 
                          Disgraceful impositions are free.
                          The PCs may choose a third favored port. They gain a +2 
                          bonus on all Infamy checks made at the new favored port, 
                          a +4 bonus on Infamy checks made at their second favored 
                          port, and a +6 bonus on Infamy checks made at their first 
                          favored port.


    Impositions


    The following benefits can be purchased by groups that spend the listed amount of Disrepute and have achieved the requisite amount of Infamy. Over the course of the Skull & Shackles Adventure Path, characters might find other ways to spend their Disrepute. GMs are also encouraged to create their own impositions using the following as guidelines.

    Code:
       Cost     Imposition Benefit______________________________________
                Disgraceful Impositions
        2       Yes, Sir!: For the next hour, the PCs’ crew completes any mundane 
                tasks they’re assigned in half the expected time. This typically 
                relates to Craft and Profession (sailor) checks made to prepare, 
                maintain, or repair the ship, and cannot be applied to combat or 
                more complex deeds like crafting magic items.
    
        5       Captain’s Orders!: As a standard action, a PC on board her ship 
                can cast fog cloud, heroism, make whole, quench, or whispering 
                wind with a caster level equal to her character level.
    
        5       Walk the Plank!: The PCs may sacrifice one crew member or prisoner 
                to grant themselves and their crew one of two bonuses: either a +2 
                bonus on all skill checks or a +2 bonus on attack rolls. These 
                bonuses only apply while on board the PCs’ ship and last until 
                either the next day or when the captain leaves the ship. If a 
                sacrificed character is returned to life, the PCs and their crew 
                members take a –2 penalty on both skill checks and attack rolls for
                1 day.
    
        10      Get Up, You Dogs!: Every PC and allied character on the deck of the
                PCs’ ship is affected as per the spell cure light wounds, as if
                cast by a cleric of the PCs’ average party level. This imposition
                can only be used once per week.
    
    
                Despicable Impositions
        5       Lashings!: The speed of the PCs’ ship doubles for 1 day.
    
        5       Shiver Me Timbers!: While on board their ship, the PCs and their
                entire crew can reroll initiative or roll initiative in what would 
                otherwise be a surprise round. The benefit of this imposition can
                be used immediately, but only once per week.
    
        10      Besmara’s Blessings!: As a standard action, a PC on board her ship
                can cast animate rope, control water, remove curse, remove disease, 
                or water breathing with a caster level equal to her character level.
    
        10      Dead Men Tell No Tales!: While on board their ship, the PCs can use
                this imposition to automatically confirm a threatened critical hit.
    
                Notorious Impositions
        5       You’ll Take It!: The PCs can spend up to 5 points of plunder in 1
                day at 50% of its value (regardless of a community’s maximum sale
                %). This amount cannot be adjusted by skill checks.
    
        5       Honor the Code!: The PCs and their crew gain a +4 bonus on all 
                Charisma-based skill checks made against other pirates for the next
                24 hours.
     
        10      Master the Winds!: As a standard action, a PC on board her ship can
                cast call lightning storm, control winds, mirage arcana, or 
                telekinesis with a caster level equal to her character level.
    
        15      Chum the Waters!: For every Infamy threshold they possess, the PCs
                summon 1d4 sharks into the waters surrounding their ship. These
                sharks are not under the PCs’ control and viciously attack any
                creature in the water.
    
                Loathsome Impositions
        5       Evade!: Teleport your ship 100 feet in any direction. This
                imposition can be used once per day.
    
        10      You’ll Take It and Like It!: The PCs can spend up to 5 points of
                plunder in 1 day at 100% of its value (regardless of a community’s
                maximum sale %). This amount cannot be adjusted by skill checks.
    
        10      Master the Waves!: As a standard action, a PC on board her ship can
                cast control weather, discern location, hero’s feast, or waves of 
                exhaustion with a caster level equal to her character level.
    
        20      The Widow’s Scar!: Choose one enemy to curse. You and your crew gain
                a +2 bonus on attack and damage rolls against that NPC for 1 week. 
                The enemy is aware of the curse and who cursed her, and can end the 
                effect with a remove curse spell.
    
                Vile Impositions
        10      More Lashings!: The speed of the PCs’ ship quadruples for 1 day.
    
        15      The Hungry Sea!: A PC aboard her ship may cast elemental swarm,
                storm of vengeance, or whirlwind as an 17th-level caster.
    
        20      Dive! Dive! Dive!: The PCs’ ship submerges and can travel underwater
                at its normal speed for up to 1 hour. During this time, the vessel is
                encompassed by a bubble of breathable air and takes no ill effects
                from the water—even most sea creatures keep their distance. The ship
                leaves no visible wake upon the waters above, but might be visible in 
                particularly clear water.
    
        25      Summon the Serpent!: One sea serpent comes to the aid of the PCs’
                ship. This sea monster is under the control of the PCs and serves for
                10 minutes before disappearing back into the deep.
    Last edited by HolyMan; Thursday, 24th May, 2012 at 03:55 AM.
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  • #6
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    Magsman (Lvl 14)

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    Misc 2

    Ship Actions

    In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounger for gear, interact with their shipmates, or attempt to influence NPCs.

    With the PCs potentially scattered across the ship working at their jobs, however, there is a danger that early events in the adventure might focus too much upon the actions of individual characters. Some PCs might have more time on their hands and act accordingly. To avoid this, the PCs’ activities aboard ship—carrying out their assigned tasks; exploring the ship; robbing, bullying, or befriending shipmates; working; or playing—are performed as part of ship actions. These actions reflect the time required to set up or complete an activity, such as gathering enough crew to play a game, scouting out a room to make sure it’s empty, and so on. Remember that even the cook’s mate has a job to do during the day, and ship actions are meant to reflect the available time a PC can carve out from his or her work time without going into too much detail.

    Each PC can normally take two ship actions each day, one during the day and one at night. A PC can also
    attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.

    Daytime Ship Actions
    Work Diligently: Gain a +4 bonus on any one check for a job’s daily task

    Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC

    Sneak: Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception check or other skill check with no chance of detection)

    Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store

    Shirk: Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered

    Nighttime Ship Actions
    Sleep: Go to bed early and sleep through the night (automatically recover from fatigue)

    Gamble: Play or gamble on a game of chance or pirate entertainment

    Entertain: Make one Perform check to entertain the crew

    Influence*:
    Attempt to influence a single NPC

    Sneak*: Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered

    Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered

    Working

    Day 1 Jobs/Actions:
    Lightning swab deck/working diligently - successful
    Nightstorm swab deck/sneak - successful
    Reiko cooking/work diligently - successful
    Bella swab deck/work diligently - successful
    Kolto line work/Diplomacy (rosie) - successful
    Kalir swab deck/Diplomacy(Sandra) - successful
    Tara swab deck/work diligently - successful
    Jaakali swab deck/sneak - successful
    Last edited by HolyMan; Friday, 15th June, 2012 at 06:06 AM.
    My UPDATED Signature is here

    And come join in the creation of a new living world here: Living Pathfinder

  • #7
    Registered User
    Enchanter (Lvl 12)



    Join Date
    Jan 2002
    Location
    Napanee, Ontario
    Posts
    5,298
    Blog Entries
    1

    ø Ignore Kaodi
    Nightstorm

    Nightstorm

    Game Info

    Race: Human
    Class: Ninja
    Level: 2
    Alignment: Neutral Evil
    Languages: Common
    Deity: Besmara

    Abilities

    STR: 15
    DEX: 16
    CON: 12
    INT: 10
    WIS: 11
    CHA: 14

    Combat

    HP: 18 = [2d8=14] + 2 (CON) + 0 (misc) + 2 (favored class)
    AC: 15 = 10 + 2 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
    AC Touch: 13 = 10 + 3 (DEX) + (misc)
    AC Flatfooted: 12 = 10 + 2 (armor) + 0 (shield) + 0 (misc)
    INIT: +3 = +3 (DEX) + 0 (misc)
    BAB: +1 = +1 (Ninja)
    CMB: +3 = +2 (STR) + 1 (BAB)
    CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
    Fort: +1 = +0 (base) + 1 (CON)
    Reflex: +7 = +3 (base) + 3 (DEX) + 1 (misc)
    Will: +0 = +0 (base) + 0 (WILL)
    Speed: 30 ft.
    Damage Reduction:
    Spell Resistance:
    Spell Failure:

    Weapon Stats

    Unarmed Strike (melee): +3 = +1 (BAB) + 2 (STR)/ DMG = 1d3+2(B), CRIT 20x2
    Wakizashi (melee): +3 = +1 (BAB) + 2 (STR) + 0 (feat)/ DMG = 1d6+2(P or S), CRIT 18-20x2, Deadly
    Kusarigama (melee): +3 = +1 (BAB) +2 (STR)/ DMG = 1d3+2(S) or 1d6+2(B), CRIT 20x2, Double, Monk, Reach, Trip, Grapple
    Shuriken (ranged): +4 = +1 (BAB) +3 (DEX)/ DMG = 1d2+2(P), CRIT 20x2, Range 10 ft.
    Comp. Shortbow (ranged): +4 = +1 (BAB) +3 (DEX)/ DMG = 1d6(P), CRIT 20x3, Range 70 ft.

    Racial Traits

    +2 to DEX, +1 Bonus Feat, Heart of the Fields: Profession (Boater)
    Favored Class - Ninja

    Class Features

    Proficiency with Simple Weapons, Kama, Katana, Kusarigama, Nunchaku, Sai, Shortbow, Shortsword, Shuriken, Siangham,

    Wakizashi and Light Armour
    Poison Use, Sneak Attack +1d6
    Ninja Trick (Fast Stealth)
    Ki Pool: 3

    Feats & Traits

    1st lvl- Improved Unarmed Strike, Nimble Moves
    3rd lvl-

    Traits:
    a) Deft Dodger
    b) Touched By The Sea

    Skills

    Skill Ranks: 16 = [8 (class) + 00 (INT)] x 02 (LvL) + 00 (misc) + 00 (Favored Class)
    Max Ranks: 02
    ACP: -0

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    +08 =  Acrobatics          +03    +02   +3  +00   -0   DEX
    +05 =  Appraise            +00    +02   +3  +00        INT
    +02 =  Bluff               +02    +00   +0  +00        CHA
    +07 =  Climb               +02    +02   +3  +00   -0   STR
    +00 =  Craft:_____         +00    +00   +0  +00        INT
    +02 =  Diplomacy           +02    +00   +0  +00        CHA
    +na =  Disable Device^     +00    +00   +0  +00   -0   DEX
    +02 =  Disguise            +02    +00   +0  +00        CHA
    +08 =  Escape Artist       +03    +02   +3  +00   -0   DEX
    +03 =  Fly                 +03    +00   +0  +00   -0   DEX
    +na =  Handle Animal^      +00    +00   +0  +00        CHA
    +00 =  Heal                +00    +00   +0  +00        WIS
    +02 =  Intimidate          +02    +00   +0  +00        CHA
    +na =  Know:Arcana^        +00    +00   +0  +00        INT
    +na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
    +na =  Know:Engineering^   +00    +00   +0  +00        INT
    +na =  Know:Geography^     +00    +00   +0  +00        INT
    +na =  Know:History^       +00    +00   +0  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +na =  Know:Nature^        +00    +00   +0  +00        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +00    +00   +0  +00        INT
    +05 =  Perception          +00    +02   +3  +00        WIS
    +02 =  Perform:_____       +02    +00   +0  +00        CHA
    +06 =  Profession^:Sailor  +00    +02   +3  +01        WIS
    +03 =  Ride                +03    +00   +0  +00   -0   DEX
    +00 =  Sense Motive        +00    +00   +0  +00        WIS
    +na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
    +na =  Spellcraft^         +00    +00   +0  +00        INT
    +08 =  Stealth             +03    +02   +3  +00   -0   DEX
    +00 =  Survival            +00    +00   +0  +00        WIS
    +08 =  Swim                +02    +02   +3  +01   -0   STR
    +na =  Use Magic Device^   +00    +00   +0  +00        CHA

    Spellcasting

    ...

    Equipment

    Code:
    Equipment                    Cost  Weight
    Wakizashi 		     35gp  2 lb		                    
    Kusarigama                   12gp  3 lb
    10 Shuriken                  2gp   1 lb
    Comp. Shortbow               75gp  2 lb
    20 Arrows                    1gp   3 lb   
    Leather Armour               10gp  15 lb
    Backpack		     2gp   2 lb
    Belt Pouch		     1gp   .5 lb	
    Waterproof Bag               5sp   .5 lb 
    Adventurer's Sash	     20gp  3 lb	
    Acid (flask)		     10gp  1 lb 	
    Caltrops		     1gp   2 lb	
    Hot Weather Outfit	     Free  4 lb
    Cloth Kerchief               1sp   .5 lb
    Cloth Mask		     1sp   1 lb
    Compass			     10gp  .5 lb	
    Crowbar                      2gp   5 lb
    Earplugs 		     3cp
    Flint + Steel		     1gp
    Grappling Hook		     1gp   4 lb
    Shaving Kit		     15sp  .5 lb
    Small Steel Mirror	     10gp  .5 lb
    50 ft. Silk Rope	     10gp  5 lb	
    Sack			     1sp   .5 lb
    Waterskin		     1gp   4 lb
    Whetstone		     2cp   1 lb
    Smoke Pellet		     25gp  
    Spring Loaded Wrist Sheath   5gp   1 lb
    Potion of "Cure"	      --
    
    Total weight carried: 62.5 lb
    Treasure: 22 pp, 408 gp, 556 sp, 5 cp Gems: Black Pearl (500 gp), Piece of Jade (100 gp), 2 Moonstones (50 gp each), 7 Pieces of Blue Quartz (10 gp each)

    Carrying Capacity:
    light- 66
    medium- 133
    heavy- 200

    Details

    Size: Medium
    Gender: Male
    Age: 23
    Height: 5'9"
    Weight: 160 lb.
    Hair Color: Sandy Blonde
    Eye Color: Brown
    Skin Color: Medium Tan
    Appearance: Well-Kept
    Demeanor: Haughty

    Background
    Nightstorm was the son of peasant colonists, and grew up knowing only hard work in the Sodden Lands. He was recruited by smugglers and pirates who plied the smaller waterways and shores as a young lad. Around the age of twelve though his life changed when his crew attempted to rob an old man from Tian who lived secluded in the marshlands. After a short battle, his six pirate companions lay dead, and Nightstorm, then known by another name, feared he would be next. But after looking him over, the old man spared him on the condition that Nightstorm become his apprentice. And so a poor boy from Garund learned the ways of the elite assassins of Tian.

    After finishing his apprenticeship, Nightstorm was bequeathed with the name he now bears. His master also gave him a gift of weapons the old man had crafted himself in the fashion of his homeland, then sent him on his way to fulfill the promise of his name.

    Adventure Notes
    Won fight with Owlbear Harshorn and was rewarded with 100 gp.
    Defeated reefclaws and recovered treasure chest from sunken ship (250 gp worth of coins and gems, plus 1100 gp worth of coins and gems).

    Level Ups

    Level 2
    Class:
    BAB: +0 to +1
    Fort: +0 to +0
    Ref: +02 to +3
    Will: +0 to +0
    Feat:
    Class Features: Ninja Trick (Fast Stealth), Ki Pool
    HP: +8 = (1d8 - 2 = 6) + 1 [CON] + 10 (Old Total) = 18 (new total)
    Skill Ranks: +08 = +08 (Class) + 0 (misc) + 08 (Old Total) = 16 (new total)
    Skills: Acrobatics, Appraise, Climb, Escape Artist, Perception, Profession (Sailor), Stealth, Swim
    Favored Class Bonus: +1 HP
    Last edited by Kaodi; Wednesday, 28th November, 2012 at 07:38 PM.
    -Kaodi

    Good name in man and woman, dear my lord,
    Is the immediate jewel of their souls.
    Who steals my purse steals trash; 'tis something, nothing;
    'Twas mine, 'tis his, and has been slave to thousands;
    But he that filches from me my good name
    Robs me of that which not enriches him
    And makes me poor indeed.

    -Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.

  • #8
    Registered User
    Myrmidon (Lvl 10)

    Insight's Avatar

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    Apr 2003
    Location
    Columbus, Ohio
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    ø Ignore Insight
    REIKO THE WHITE LOTUS
    Game Info

    Race: Human
    Class: Monk (Flowing Monk; Ultimate Combat)
    Level: 1
    Alignment: Lawful Neutral
    Languages: Common (Taldane) and Tianese
    Deity: Besmara, the Pirate Queen (basic fealty only)

    Abilities

    STR: 11
    DEX: 18
    CON: 10
    INT: 13
    WIS: 15
    CHA: 9

    Combat

    HP: 8 = [1d8=8] + 0 (CON) + 0 (misc) + 0 (favored class)
    AC: 16 = 10 + 0 (armor) + 0 (shield) + 4 (DEX) + 2 (WIS)
    AC Touch: 16 = 10 + 4 (DEX) + 2 (WIS)
    AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)
    INIT: +4 = +4 (DEX) + 0 (misc)
    BAB: +0 = +0 (Monk)
    CMB: +4 = +4 (DEX) + 0 (BAB)
    CMD: 16 = 10 + 0 (STR) + 4 (DEX) + 0 (BAB) + 2 (WIS)
    Fort: +2 = +2 (base) + 0 (CON)
    Reflex: +7 = +2 (base) + 4 (DEX) + 1 (Trait)
    Will: +4 = +2 (base) + 2 (WIS)
    Speed: 30ft
    Damage Reduction: none
    Spell Resistance: none
    Spell Failure: n/a

    Weapon Stats

    Nunchaku (melee): +4 = +0 (BAB) + 4 (DEX)/ DMG = 1d6+0(S), CRIT 20x2
    Nunchaku - Flurry of Blows (melee): +3/+3 = +1 (BAB; Special) + 4 (DEX) -2 (TWF) / DMG = 1d6+0 (S), CRIT 20x2
    * Nunchaku gains a +2 bonus to CMD checks to disarm
    Unarmed Strike (melee): +4 = +0 (BAB) + 4 (DEX)/ DMG = 1d6+1(S), CRIT 20x2
    Unarmed Strike - Flurry of Blows (melee): +3/+3 = +1 (BAB; Special) + 4 (DEX) -2 (TWF) / DMG = 1d6+1 (S), CRIT 20x2

    Racial Traits

    Extra feat at 1st level
    +1 skill rank per level

    Class Features

    Flurry of Blows: Reiko can make a flurry of blows attack as a full-round action. She makes one additional attack using any combination of unarmed strikes or attacks with special monk weapons. For the purposes of these attacks, Reiko's base attack bonus is equal to her Monk level.
    Redirection: As an immediate action, Reiko can attempt a reposition or trip combat manuever against a creature that Reiko threatens that attacks her. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex save DC 12). Reiko gains a +2 bonus on the combat maneuver check if the attacker is using Power Attack or is charging and a +4 bonus if both apply. Reiko can use this ability once per day. It replaces Stunning Fist.
    Unarmed Strike: Reiko's attacks may be with fist, elbows, knees, and feet. Her unarmed strikes deal lethal or nonlethal damage as she chooses, with no penalty to the attack roll. Her unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects.

    Feats & Traits

    Monk - Improved Unarmed Strike
    Bonus Monk - Agile Maneuvers
    Human - Weapon Finesse
    1st lvl- Combat Expertise

    Traits:
    a) Deft Dodger
    b) Dockside Brawler

    Skills

    Skill Ranks: 8 = [4 (class) + 1 (INT) + 1 (Human)] x 1 (LvL) + 00 (misc) + 1 (Favored Class)
    Max Ranks: 1
    ACP: -0

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    +08 =  Acrobatics          +04    +01   +3  +00   -0   DEX
    +00 =  Appraise            +01    +00   +0  +00        INT
    -01 =  Bluff               -01    +00   +0  +00        CHA
    +04 =  Climb               +00    +01   +3  +00   -0   STR
    +00 =  Craft:_____         +01    +00   +0  +00        INT
    -01 =  Diplomacy           -01    +00   +0  +00        CHA
    +na =  Disable Device^     +00    +00   +0  +00   -0   DEX
    -01 =  Disguise            -01    +00   +0  +00        CHA
    +08 =  Escape Artist       +04    +01   +3  +00   -0   DEX
    +04 =  Fly                 +04    +00   +0  +00   -0   DEX
    +na =  Handle Animal^      +00    +00   +0  +00        CHA
    +02 =  Heal                +02    +00   +0  +00        WIS
    -01 =  Intimidate          -01    +00   +0  +00        CHA
    +na =  Know:Arcana^        +00    +00   +0  +00        INT
    +na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
    +na =  Know:Engineering^   +00    +00   +0  +00        INT
    +na =  Know:Geography^     +00    +00   +0  +00        INT
    +05 =  Know:History^       +01    +01   +3  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +na =  Know:Nature^        +00    +00   +0  +00        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +00    +00   +0  +00        INT
    +06 =  Perception          +02    +01   +3  +00        WIS
    -01 =  Perform:_____       -01    +00   +0  +00        CHA
    +na =  Profession^:_____   +00    +00   +0  +00        WIS
    +00 =  Ride                +04    +00   +0  +00   -0   DEX
    +06 =  Sense Motive        +02    +01  	+3  +00        WIS
    +na =  Sleight of Hand^    +00    +00   +0  +00   -0   DEX
    +na =  Spellcraft^         +00    +00   +0  +00        INT
    +08 =  Stealth             +04    +01   +3  +00   -0   DEX
    +00 =  Survival            +02    +00   +0  +00        WIS
    +04 =  Swim                +00    +01   +3  +00   -0   STR
    +na =  Use Magic Device^   +00    +00   +0  +00        CHA

    Equipment

    Code:
    Equipment                    Cost  Weight
    Brass Knuckles               1gp   1lb  
    Peasant's Outfit             1sp   neg
    Total weight carried: 1.0lbs.
    Treasure: 46gp, 1sp, 9cp Gems:

    Carrying Capacity:
    light- 0 to 38lbs
    medium- 38 - 76lbs
    heavy- 76 - 115lbs

    Details

    Size: Medium
    Gender: Female
    Age: 24
    Height: 5'4"
    Weight: 120lbs.
    Hair Color: Black
    Eye Color: Blue
    Skin Color: Dusky
    Appearance: Reiko wears understated clothing and her black hair cut short (ear length). She has a pair of nunchaku tucked into her cloth belt, tied at the waist. Peculiar black pictographic tatoos are evident on her forearms.
    Demeanor: Reiko is quiet and gives her thoughts or opinion only when vitally necessary. She appears content to let others show their foolishness and stop them only in a life or death situation. Reiko is mostly a loner, but is willing to team up with those she respects.

    Background
    Reiko was born to a merchant house in the Lung Wa empire, on the continent of Tian Xa, far from Avistan and the Inner Sea. Reiko's father, a powerful merchant of the sea, journeyed to Avistan and, knowing he might not return to Lung Wa for a long time, took his family with him. Reiko spent the first ten years of her life on the sea, and even picked up a few sailing tips and tricks along the way. Reiko's father spent five years at Cassomir before moving on to Corentyn. At Corentyn, Reiko's father sold the rest of the goods that the family had brought with them.

    When the family returned to Lung Wa, Reiko would be expected to be sold to some allied merchant house and she would live out the rest of her days in a cloistered existence. She did not want that life for herself. Instead, infatuated with the life of the sea and the sailors who took their own lives in their hands every day, Reiko fled her father. The day before the family was to leave for a year's journey back home, Reiko lost herself at the port city and never made her father's ship.

    Reiko spent the next year at Corentyn, working in a variety of menial jobs around the docks. She ran into trouble often - both for her foreign origin and her gender - and had to learn to defend herself. Reiko found that she liked fighting and she really liked beating men who were bigger and stronger than she (which was just about all of them). After a particularly nasty affair outside the Wanton Wench in Corentyn, where Reiko singlehandedly beat six drunk sailors, an older sailor named Jossin Steadyhands took the girl into his stable of dockside prize fighters. Though Steadyhands assumed that Reiko would be some sort of novelty, the girl quickly became one of the stable's best draws. In time, Reiko toured the nearby ports, especially the rough-and-tumble ports in and around the Shackles.

    Reiko's run ended at Port Peril. She got a little too drunk and took on too many ruffians all at once. Reiko beat most of the, but the sheer numbers overwhelmed her. She was knocked unconscious and dragged off...

    Adventure Notes
    None yet

    Level Ups

    Level 2
    Class:
    BAB: +0 to +0
    Fort: +0 to +0
    Ref: +0 to +0
    Will: +0 to +0
    Feat:
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Skills:
    Favored Class Bonus:
    Last edited by Insight; Friday, 6th July, 2012 at 04:06 PM.

  • #9
    Registered User
    Waghalter (Lvl 7)



    Join Date
    Sep 2004
    Location
    Charleston, WV
    Posts
    3,858

    ø Ignore kinem

    Jabe Cooper, Alchemist

    Jabe Cooper, Alchemist

    Game Info

    Race: human
    Class: alchemist
    Level: 1
    Alignment: N
    Languages: Common, Elven, Draconic, Infernal, Goblin
    Deity: none

    Abilities

    STR: 14/+2 cost 5
    DEX: 14/+2 cost 5
    CON: 10/+0 cost 0
    INT: 18/+4 cost 10 (+2 human)
    WIS: 12/+1 cost 2
    CHA: 8/-1 cost -2

    Combat

    HP: 9 = [1d8=8] + 0 (CON) + 0 (misc) + 1 (favored class)
    AC: 16 = 10 + 4 (armor) + 2 (DEX)
    AC Touch: 12 = 10 + 2 (DEX)
    AC Flatfooted: 14 = 10 + 4 (armor)
    INIT: +2 = +2 (DEX) + 0 (misc)
    BAB: +0 = +0 (alchemist)
    CMB: +2 = +2 (STR) + 0 (BAB)
    CMD: 14 = 10 + 2 (STR) + 2 (DEX) + 0 (BAB)
    Fort: +2 = +2 (base) + 0 (CON)
    Reflex: +4 = +2 (base) + 2 (DEX)
    Will: +1 = +0 (base) + 1 (WILL)
    Speed: 30'
    Damage Reduction: n/a
    Spell Resistance: n/a
    Spell Failure: n/a

    Weapon Stats

    morningstar (melee) +2 = +2 (STR) / DMG = 1d8+3(B+P), CRIT 20/x2

    bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything)
    1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14)

    note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)

    Racial Traits

    human: bonus feat, +2 to one ability score, +1 skill point / level

    Class Features

    Alchemy +1, bomb 1d6, brew potion, mutagen, throw anything; proficient with light armor & simple weapons & bombs

    bomb: 5/day, 20' range increment, attack +3 ranged touch (+0 BAB, +2 DEX, +1 Throw Anything)
    1d6+4 fire damage, CRIT 20/x2, splash (5 damage, Reflex half DC 14)

    note: Point Blank Shot (+1 to attack and damage within 30', not included above), Splash Weapon Mastery (only -1 / range increment, adjust miss direction)

    extracts (2/day):
    known formulae: crafter's fortune (+5 to one craft check within day), cure light wounds (1d8+1), disguise self (10 min), identify (3 rounds), shield (1 min, +4 AC), touch of the sea (1 min, 30' swim speed)

    Typically, Jate prepares 1 each of Cure light wounds and Shield extracts, and a dose of Dex-enhancing mutagen.

    mutagen (10 min):
    At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

    When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.


    Feats & Traits

    1st lvl- Throw Anything[B], Brew Potion[B], Point Blank Shot, Splash Weapon Mastery

    Splash Weapon Mastery: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or –1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.

    Far Shot: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

    Traits:
    a) Armor Expert (reduce ACP by 1)

    b) not allowed yet

    Skills

    Skill Ranks: 9 = [4 (class) + 4 (INT)] x 1 (LvL) + 1 (human) + 00 (Favored Class)
    Max Ranks: 1
    ACP: -1 with Armor Expert

    The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

    Skills: ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    + 8 =  Appraise            +04    +01   +3  +00        INT
    - 1 =  Bluff               -01    +00   +0  +00        CHA
    + 1 =  Climb               +02    +00   +0  +00   -1   STR
    + 9 =  Craft:Alchemy       +04    +01   +3  +01        INT
    - 1 =  Diplomacy           -01    +00   +0  +00        CHA
    + 5 =  Disable Device^     +02    +01   +3  +00   -1   DEX
    - 1 =  Disguise            -01    +00   +0  +00        CHA
    + 1 =  Escape Artist       +02    +00   +0  +00   -1   DEX
    + 5 =  Heal                +01    +01   +3  +00        WIS
    - 1 =  Intimidate          -01    +00   +0  +00        CHA
    + 5 =  Perception          +01    +01   +3  +00        WIS
    + 1 =  Sense Motive        +01    +00   +0  +00        WIS
    + 5 =  Sleight of Hand^    +02    +01   +3  +00   -1   DEX
    + 8 =  Spellcraft^         +04    +01   +3  +00        INT
    + 1 =  Stealth             +02    +00   +0  +00   -1   DEX
    + 5 =  Survival            +01    +01   +3  +00        WIS
    + 1 =  Swim                +02    +00   +0  +00   -1   STR
    + 3 =  Use Magic Device^   -01    +01   +3  +00        CHA

    Equipment

    Code:
    (180 gp total value)
    
    Equipment 			Cost  	Weight
    chain shirt			100 gp	25 lbs
    morningstar			8 gp	6 lbs
    kit, alchemists'		25 gp	5 lbs
    formula book			15 gp	3 lbs
    6 vials				6 gp	0 lbs
    backpack			2 gp	2 lbs
    lantern, hooded			7 gp	2 lbs
    oil, lamp (6 hr, x2)		0.2 gp	2 lb
    flint & steel			1 gp	0 lbs
    waterskin			1 gp	4 lbs
    bedroll				0.1 gp	5 lbs
    
    Total weight carried: 54.42 lbs
    Treasure: 14 gp, 7 sp, 0 cp

    Carrying Capacity:
    light- 58 lbs
    medium- 116
    heavy- 175

    Details

    Size: M
    Gender: M
    Age: 28
    Height: 5' 9"
    Weight: 175 lbs
    Hair Color: black
    Eye Color: black
    Skin Color: light brown
    Appearance: Jate wears his hair in dreadlocks
    Demeanor: grim


    Background

    Jabe Cooper is seeking his fortune. Of course, that's what he was doing a few years ago when he stole a magic ring from his alchemical mentor, Rodun. That earned him three years in the local prison; it could have been more but Rodun was not a vengeful man. He picked up some strange tales from his fellow prisoners, which he sometimes likes to retell. But now he's out, on the straight and narrow, has learned to value loyalty, and is determined not to repeat his mistakes (like getting caught).

    Aside from the other benefits of his trade, Jabe secretly hopes to discover a way to prevent himself from growing old.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    Class:
    BAB:
    Fort:
    Ref:
    Will:
    Feat:
    Class Features:
    HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
    Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
    Skills:
    Favored Class Bonus:

  • #10
    Lightning Thunderval
    Game Info
    Race: Undine
    Class: Storm Druid
    Level: 1
    Alignment: Chaotic Neutral
    Languages: Aquan, Auran, Common, Elven
    Deity: the raw fury of Mother Nature

    Abilities
    STR: 11
    DEX: 16
    CON: 12
    INT: 14
    WIS: 16
    CHA: 10

    Combat
    HP: 16 = [2d8=8,6] + 1 (CON)x2 + 0 (misc) + 0 (favored class)
    AC: 15 = 10 + 1 (armor) + 1 (shield) + 3 (DEX) + 0 (misc)
    AC Touch: 13 = 10 + 3 (DEX) + 0 (misc)
    AC Flatfooted: 12 = 10 + 1 (armor) + 1 (shield) + 0 (misc)
    INIT: +3 = +3 (DEX) + 0 (misc)
    BAB: +1 = +1 (storm druid)
    CMB: +1 = +0 (STR) + 1 (BAB)
    CMD: 14 = 10 + 0 (STR) + 3 (DEX) + 1 (BAB)
    Fort: +4 = 3 (base) + 1 (CON)
    Reflex: +3 = 0 (base) + 3 (DEX)
    Will: +6 = 3 (base) + 3 (WIS)
    Speed: 30 ft, swim 30 ft
    Damage Reduction: cold resistance 5
    Spell Resistance:
    Spell Failure:

    Weapon/Special Ability Stats
    Hydraulic Push (Sp) +5 = 2 (Caster Level) + 3 (WIS)/ Bull rush target creature/object, extinguish normal flame, no aoo, close range, 1/day
    Storm Burst (Sp): +4 = 1 (BAB) + 3 (DEX)/ DMG = 1d6+1 nonlethal, -2 attack rolls for 1 round, x2 CRIT, 30 ft ranged touch, 6/day
    Scimitar: +1 = 1 (BAB) + 0 (STR)/ DMG = 1d6(S), 18-20/x2 CRIT
    Dagger (melee): +1 = 1 (BAB) + 0 (STR)/ DMG = 1d4+1(P/S), 19-20/x2 CRIT
    Dagger (ranged): +4 = 1 (BAB) + 3 (DEX)/ DMG = 1d4+1(P/S), 19-20/x2 CRIT, 10 ft

    Racial Traits
    Darkvision 60 ft
    Spell Like Abilities: Hydraulic Push 1/day
    Cold resistance 5
    Water Affinity

    Class Features
    Weapon and Armor Proficiencies: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, natural attacks of assumed form; nonmetal light and medium armor
    Spells and Orisons
    Nature Sense
    Nature Bond: Weather Domain
    Wild Empathy +2
    Windwalker: penalties from wind effects are treated as one step less severe

    Feats & Traits
    1st lvl-Combat Casting
    3rd lvl-

    Traits:
    a)Water Rat: +1 Swim (class skill), +1 damage with dagger
    b)Blessed by Besmara: +1 Perception, Prof (sailor), reroll Prof (sailor) 1/week

    Skills
    Skill Ranks: 7 = [4 (class) + 2 (INT)] x 01 (LvL) + 00 (misc) + 1 (Favored Class)
    Max Ranks: 1
    ACP: -0

    Skills:
    () = class skill
    ^ = trained only
    Code:
    Total                      Stat   Rank  CS  Misc  ACP
    +03 =  Acrobatics          +03    +00   +0  +00   -0   DEX
    +02 =  Appraise            +02    +00   +0  +00        INT
    +00 =  Bluff               +00    +00   +0  +00        CHA
    +05 =  ()Climb               +00    +02   +3  +00   -0   STR
    +02 =  ()Craft:_____         +02    +00   +0  +00        INT
    +00 =  Diplomacy           +00    +00   +0  +00        CHA
    +na =  Disable Device^     +03    +00   +0  +00   -0   DEX
    +00 =  Disguise            +00    +00   +0  +00        CHA
    +03 =  Escape Artist       +03    +00   +0  +00   -0   DEX
    +03 =  ()Fly                 +03    +00   +0  +00   -0   DEX
    +na =  ()Handle Animal^      +00    +00   +0  +00        CHA
    +03 =  ()Heal                +03    +00   +0  +00        WIS
    +00 =  Intimidate          +00    +00   +0  +00        CHA
    +na =  Know:Arcana^        +00    +00   +0  +00        INT
    +na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
    +na =  Know:Engineering^   +00    +00   +0  +00        INT
    +na =  ()Know:Geography^     +02    +00   +0  +00        INT
    +na =  Know:History^       +00    +00   +0  +00        INT
    +na =  Know:Local^         +00    +00   +0  +00        INT
    +09 =  ()Know:Nature^        +02    +02   +3  +02        INT
    +na =  Know:Nobility^      +00    +00   +0  +00        INT
    +na =  Know:Planes^        +00    +00   +0  +00        INT
    +na =  Know:Religion^      +00    +00   +0  +00        INT
    +na =  Linguistics^        +02    +00   +0  +00        INT
    +09 =  ()Perception          +03    +02   +3  +01        WIS
    +00 =  Perform:_____       +00    +00   +0  +00        CHA
    +09 =  ()Profession^:Sailor  +03    +02   +3  +01        WIS
    **Reroll Prof (sailor) 1/week
    +03 =  ()Ride                +03    +00   +0  +00   -0   DEX
    +00 =  Sense Motive        +03    +00   +0  +00        WIS
    +na =  Sleight of Hand^    +03    +00   +0  +00   -0   DEX
    +07 =  ()Spellcraft^         +02    +02   +3  +00        INT
    +03 =  Stealth             +03    +00   +0  +00   -0   DEX
    +10 =  ()Survival            +03    +02   +3  +02        WIS
    +14 =  ()Swim                +00    +02   +3  +09    -0   STR
    +na =  Use Magic Device^   +00    +00   +0  +00        CHA

    Spellcasting
    Spell Like Ablility: Hydraulic Push 1/day, CL 2

    Concentration: +5(+9 when casting defensively)
    SR: +2
    Spontaneously cast domain spells

    Level, #/day, DC: memorized
    0, 4, 13: Create Water, Guidance, Purify Food and Drink, Stabilize
    1, 3+1, 14: Cure Light Woundsx2, Air Bubble, *Obscuring Mist

    Equipment

    Code:
    Equipment                    Cost  Weight
    Scimitar                      15 gp    4 lb 
    Dagger                         2 gp    1 lb 
    Padded Armor                   5 gp   10 lb        
    Light Wooden Shield            3 gp    5 lb 
    Total Weapons and Armor               20 lb  
    
    Masterwork Backpack            50 gp   4 lb 
    *Bedroll, Blanket, Hammock      1 gp   9 lb  
    Belt Pouch (2)                  2 gp   1 lb 
    *(p1)Rations (2)                1 gp   2 lb 
    *(p1)Flint and Steel            1 gp   ---- 
    *(p2)Signal Whistle             8 sp   ---- 
    *(p2)Steel Mirror              10 gp  .5 lb 
    *(p2)Chalk (10)                 1 sp   ----  
    Waterskin                       1 gp   4 lb 
    Spell Component Pouch           5 gp   2 lb   
    
    Total weight carried: 42.5
    Treasure: 1123 gp, 6 sp, cp
    Gems: 250

    Carrying Capacity:
    light- 38 lb/43 lb
    medium- 76 lb/86 lb
    heavy- 115 lb/130 lb

    Details
    Size: Medium
    Gender: Male
    Age: 23
    Height: 5’ 6”
    Weight: 140 lb
    Hair Color: Sea Green; usually rather unkempt
    Eye Color: Blue
    Skin Color: Dark Blue
    Appearance: Clothing is blues and greens of various shades and hues, combined in eye popping ways, much like what a storm could produce; simple and sturdy
    Demeanor: He has a reputation of being as mercurial as the storms he worships, and has a dramatic flare when he is trying to show off his full capabilities, but is actually fairly even tempered most of the time, finding such temperment much more conducive to gaining steady employment, though his sense of humor tends to be off putting to many.

    Background
    Born and raised in a coastal village, Lightning earned his nickname so well that even those that know his real name don't use it. His passion for the wild side of nature always left a bit of a gap between him and others, though it bothered others far more than it bothered him, with many saying that he had been chosen by Besmara and therefore it would be unwise to get too close to him for a long period of time. Drawn to a lfie at sea, he has worked on and around the local waters and trade routes for a couple of years now, working as a common sailor and dockhand as jobs present themselves.

    Adventure Notes
    None yet

    Level Ups

    Level 2
    Class: Storm Druid
    BAB: +0 to +2
    Fort: +2 to +3
    Ref: +0 to +0
    Will: +2 to +3
    Feat: N/A
    Class Features: Spells/Day: +1 Orison, +1 1st; Windwalker
    HP: +7 = (1d8 - 2 = 6) + 1 [CON] + 9 (Old Total) = 16 (new total)
    Skill Ranks: +7 = 4 (Class) + 2 (INT) + 1 (FC) + 7 (Old Total) = 14 (new total)
    Skills: Climb, Knowledge (Nature), Perception, Profession (Sailor), Spellcraft, Survival, Swim
    Favored Class Bonus: Skill Point

    Level 3
    Class: Storm Druid
    BAB: +1 to +2
    Fort: +3 to +3
    Ref: +0 to +2
    Will: +3 to +3
    Feat: Uncanny Concentration
    Class Features: Spells/Day: +2 2nd, +1 2nd Domain; Stormvoice
    HP: +7 = (1d8 - 2 = 6) + 1 [CON] + 16 (Old Total) = 23 (new total)
    Skill Ranks: +7 = 4 (Class) + 2 (INT) + 14 (Old Total) = 21 (new total)
    Skills:
    Favored Class Bonus Skill Point:
    Last edited by sunshadow21; Sunday, 16th December, 2012 at 06:30 PM.

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