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

HolyMan

Thy wounds are healed!
/
Shackles_symbol.jpg


"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-talk/311067-hms-skull-shackles-ap-ooc.html
http://www.enworld.org/forum/playing-game/323620-hms-skull-shackles-ap.html

HM
 
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HolyMan

Thy wounds are healed!
NPCs

[sblock=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 [/sblock]
 
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HolyMan

Thy wounds are healed!
Locations

[sblock=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[/sblock]
 

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HolyMan

Thy wounds are healed!
Loot

[sblock=Character's Equipment][sblock=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:
[/sblock]
[sblock=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:
[/sblock]
[sblock=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
[/sblock]
[sblock=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:
[/sblock]
[sblock=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: [/sblock]
[sblock=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
[/sblock]
[sblock=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
[/sblock][sblock=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
[/sblock]

Returned Equipment:
Kolto
Bella
Lightning
Nightstorm
Kalir
[/sblock]

[sblock=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[/sblock]
[sblock=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[/sblock]
 
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HolyMan

Thy wounds are healed!
Misc 1

[sblock=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.

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=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.[/sblock]

[sblock=Infamy Threshold]
The following benefits are available to groups that achieve the listed amount of Infamy.
Code:
     Title & Infamy
_____[U]Required[/U]______[U]Benefit_________________________________[/U]
      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.
[/sblock]

[sblock=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:
[U]   Cost     Imposition Benefit[/U]______________________________________
            [COLOR=Red]Disgraceful Impositions[/COLOR]
    2       [I]Yes, Sir![/I]: 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       [I]Captain’s Orders![/I]: 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       [I]Walk the Plank![/I]: 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      [I]Get Up, You Dogs![/I]: 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.


            [COLOR=Red]Despicable Impositions[/COLOR]
    5       [I]Lashings![/I]: The speed of the PCs’ ship doubles for 1 day.

    5       [I]Shiver Me Timbers![/I]: 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      [I]Besmara’s Blessings![/I]: 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      [I]Dead Men Tell No Tales![/I]: While on board their ship, the PCs can use
            this imposition to automatically confirm a threatened critical hit.

            [COLOR=Red]Notorious Impositions[/COLOR]
    5       [I]You’ll Take It![/I]: 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       [I]Honor the Code![/I]: 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      [I]Master the Winds![/I]: 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      [I]Chum the Waters![/I]: 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.

            [COLOR=Red]Loathsome Impositions[/COLOR]
    5       [I]Evade![/I]: Teleport your ship 100 feet in any direction. This
            imposition can be used once per day.

    10      [I]You’ll Take It and Like It![/I]: 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      [I]Master the Waves![/I]: 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      [I]The Widow’s Scar![/I]: 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.

            [COLOR=Red]Vile Impositions[/COLOR]
    10      [I]More Lashings![/I]: The speed of the PCs’ ship quadruples for 1 day.

    15     [I] The Hungry Sea![/I]: A PC aboard her ship may cast elemental swarm,
            storm of vengeance, or whirlwind as an 17th-level caster.

    20      [I]Dive! Dive! Dive![/I]: 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      [I]Summon the Serpent![/I]: 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.
[/sblock][/sblock]
 
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HolyMan

Thy wounds are healed!
Misc 2

[sblock=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 [/sblock]
[sblock=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[/sblock]
 
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Kaodi

Hero
Nightstorm

[sblock=Nightstorm]
[sblock=Game Info]
Race: Human
Class: Ninja
Level: 2
Alignment: Neutral Evil
Languages: Common
Deity: Besmara[/sblock]
[sblock=Abilities]
STR: 15
DEX: 16
CON: 12
INT: 10
WIS: 11
CHA: 14[/sblock]
[sblock=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:[/sblock]
[sblock=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.
[/sblock]
[sblock=Racial Traits]
+2 to DEX, +1 Bonus Feat, Heart of the Fields: Profession (Boater)
Favored Class - Ninja [/sblock]
[sblock=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[/sblock]
[sblock=Feats & Traits]
1st lvl- Improved Unarmed Strike, Nimble Moves
3rd lvl-

Traits:
a) Deft Dodger
b) Touched By The Sea[/sblock]
[sblock=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
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=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[/sblock]
[sblock=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[/sblock]
[sblock=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.[/sblock]
[sblock=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).[/sblock]
[sblock=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[/sblock] [/sblock]
 
Last edited:

Insight

Adventurer
REIKO THE WHITE LOTUS
[sblock=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)[/sblock]
[sblock=Abilities]
STR: 11
DEX: 18
CON: 10
INT: 13
WIS: 15
CHA: 9[/sblock]
[sblock=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[/sblock]
[sblock=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
[/sblock]
[sblock=Racial Traits]
Extra feat at 1st level
+1 skill rank per level[/sblock]
[sblock=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.[/sblock]
[sblock=Feats & Traits]
Monk - Improved Unarmed Strike
Bonus Monk - Agile Maneuvers
Human - Weapon Finesse
1st lvl- Combat Expertise

Traits:
a) Deft Dodger
b) Dockside Brawler[/sblock]
[sblock=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
[/sblock]
[sblock=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[/sblock]
[sblock=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.[/sblock]
[sblock=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...[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=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:[/sblock]
 
Last edited:

kinem

Adventurer
Jabe Cooper, Alchemist

[sblock=Jabe Cooper, Alchemist]
[sblock=Game Info]
Race: human
Class: alchemist
Level: 1
Alignment: N
Languages: Common, Elven, Draconic, Infernal, Goblin
Deity: none[/sblock]
[sblock=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[/sblock]
[sblock=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[/sblock]
[sblock=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)[/sblock]
[sblock=Racial Traits]
human: bonus feat, +2 to one ability score, +1 skill point / level[/sblock]
[sblock=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.
[/sblock]

[sblock=Feats & Traits]
1st lvl- Throw Anything, Brew Potion, 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[/sblock]
[sblock=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
[/sblock]
[sblock=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[/sblock]
[sblock=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[/sblock]

[sblock=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.
[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=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:[/sblock] [/sblock]
 

sunshadow21

Explorer
Lightning Thunderval
[sblock=Game Info]Race: Undine
Class: Storm Druid
Level: 1
Alignment: Chaotic Neutral
Languages: Aquan, Auran, Common, Elven
Deity: the raw fury of Mother Nature[/sblock]
[sblock=Abilities]STR: 11
DEX: 16
CON: 12
INT: 14
WIS: 16
CHA: 10[/sblock]
[sblock=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:[/sblock]
[sblock=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[/sblock]
[sblock=Racial Traits]Darkvision 60 ft
Spell Like Abilities: Hydraulic Push 1/day
Cold resistance 5
Water Affinity[/sblock]
[sblock=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[/sblock]
[sblock=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[/sblock]
[sblock=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
[/sblock]
[sblock=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
[/sblock]
[sblock=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[/sblock]
[sblock=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.[/sblock]
[sblock=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.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
[sblock=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[/sblock]
[sblock=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:[/sblock][/sblock]
 
Last edited:

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