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The Seas of Blood (a piritical game) - Full

Phoenix

First Post
IcyCool said:
Right then, introducing Bartholomew Jenkins, A.K.A. Blue-Note Bart, and the notorious Captain Smith.

One of the more interesting tales heard round the ports is that of the monkey that accompanies Jenkins. It appears far more intelligent than it should be, and according to Jenkins it is the former commander of the Moon Goddess, Captain Jeremiah Smith, who's been put under a terrible curse. No one seems to know if it's just a good yarn or the honest truth, but the crew of the Moon Goddess have occaisonally been known to salute the monkey, and respond to his screeches with, "Aye Cap'n."

I'll get a full character sheet and backstory, but for now there's the teaser. I'm also looking for a better nickname than Blue-Note Bart, if anyone has some suggestions. Phoenix, I'm looking at taking the "Obtain Familiar" feat from Complete Arcane and was hoping you'd let me have a Monkey (as per the tiny monkey in the SRD) for a familiar. It's certainly not integral to the character, but it'd be a whole lot of fun. :)

And Bront, I don't see this character having a lot of stuff, so I could probably contribute 10,000gp to the ship, if you want.


Love it, go ahead (post the feat as well though).
 

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Phoenix

First Post
NPC Cohort

Code:
[B]Name:[/B] Phineus "The Doctor" Morgan
[B]Class:[/B] Cleric 
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Fharlanghn

[B]Str:[/B] 13 +1 (5p.)     [B]Level:[/B] 6        [B]XP:[/B] 15000/21000
[B]Dex:[/B] 12 +1 (4p.)     [B]BAB:[/B] +4         [B]HP:[/B] 48 (6d8+12)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +5     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (6p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 16 +3 (8p.)     [B]Init:[/B] +1        [B]Spell Save:[/B] +X
[B]Cha:[/B] 14 +2 (6p.)     [B]ACP:[/B] -4         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +6    +3    +1    + 0   +0    +0    20
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 19

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +2    +0    +7
[B]Ref:[/B]                       2    +1    +2    +5
[B]Will:[/B]                      5    +3    +0    +8

[B]Weapon                  Attack   Damage     Critical[/B]
Dagger                    +6    1d4+1     19-20x2
-thrown			  +6    1d4+1     19-20x2
Club         	          +6    1d6+2     19-20x2
Light Crossbow            +6    1d8       19-20x2

[B]Languages:[/B] Common, Aquan, Giant

[B]Abilities:[/B] 
Domains: Weather (Survival is a class skill) & Travel (Freedom of Movement 6rnds/day)
Turn Undead 5/day: +2 Check, +8 Damage.

[B]Feats:[/B] 
1 Brew potion
1 Lightning Reflexes
3 Endurance 
6 Diehard

[B]Skill Points:[/B] 45       [B]Max Ranks:[/B] 9/4.5
[B]Skills                Ranks  Mod  Misc  Total[/B]
Balance*		2    +1    -4    -1
Concentration		5    +2          +7
Diplomacy		4    +2          +6
Heal			7    +3          +10
Knowledge (religion)	3    +2          +5
Knowledge (history)	5    +2          +7
Prof: Sailor		2    +3          +5
Prof: Cook		5    +3          +8
Survival		5    +3          +8
Use Rope*		2    +2          +4
*Cross class skills

[B]Equipment:      [/B]
+1 chainmail
+1 heavy darkwood shield
masterwork throwing daggers (x4)
+1 impact club
Masterwork light crossbow
Crossbow bolts
Parrot food
Varnish
Spare leg
Additional hats
	
[B]Spells per day:[/B] 5/4+1/4+1/3+1
[B]Spells Prepared:[/B]
0 - Create water, detect poison, light, mending, purify food and drink. 
1 - [I]Longstrider*[/I], divine favour, remove fear, sanctuary, shield of faith.
2 - [I]Fog cloud*[/I], delay poison, hold person, lesser restoration, spiritual weapon.
3 - [I]Call lightning*[/I], dispel magic, prayer, remove disease.
[I]*Domain Spells[/I] 

[sblock]WEATHER DOMAIN

Granted Power: Survival is a class skill.
Weather Domain Spells
Spell Name		Brief Description
1 Obscuring Mist	Fog surrounds you.
2 Fog Cloud		Fog obscures vision.
3 Call Lightning	Calls down lightning bolts (3d6 per bolt) from sky.
4 Sleet Storm		Hampers vision and movement.
5 Ice Storm		Hail deals 5d6 damage in cylinder 40 ft. across.
6 Control Winds		Change wind direction and speed.
7 Control Weather	Changes weather in local area.
8 Whirlwind		Cyclone deals damage and can pick up creatures.
9 Storm of Vengeance	Storm rains acid, lightning, and hail.[/sblock]

[B]Age:[/B] 39
[B]Height:[/B] 6'5"
[B]Weight:[/B] 220lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Black
Appearance: 'Doc' Morgan is an imposing figure to those that know nothing about him. Standing over six feet tall, a little on the chubby side and as dark as ebony, his head completely bald, his left leg is wooden from the knee down and he is rarely seen without his pet parrot 'Archibold'.

Background:'Doc' was one of the crew abandoned with Captain Swoops, though this was before he heard the calling of the god of travellers. None knew exactly what happened to the one-legged sailor on that fateful isle, but whilst Swoops was away in the jungle 'Doc' walked into the camp with faith in his heart. He knew that their salvation was soon, all they needed was patience.

What was more remarkable was the fact that Doc had stumbled around on his wooden leg (he'd lost his real one in a fight with rival pirates in a tavern when he was young) for decades, but now the wooden leg seemed new and polished, it seemed to be a part of his leg and he now moves with the grace of any of the other crew members.

Archibold is another story though. The crew have always said that it was possibly the dumbest parrot alive, having prven this by trying to eat a bag of flour by itself after being locked in the stores all night. Doc hasn't been able to teach the parrot to say anything, but it has picked up words by itself such as:

"Avast me timbers!"
"Pass the potatoes scruffy!"
"How many you got there? I'll take three!"
"I'll give ya four, no, eight gold for it!"
 
Last edited:

Ferrix

Explorer
Argent Silvermage said:
Those feats that the animal has from the MM are static. you can't change them.

Not true, only ones that are marked with a little "B" are set since they are bonus feats. They are just the common choices.
 


Hypersmurf

Moderatarrrrh...
Argent Silvermage said:
Those feats that the animal has from the MM are static. you can't change them.
Ferrix said:
Not true, only ones that are marked with a little "B" are set since they are bonus feats. They are just the common choices.

This debate is why I've directed the question to the DM :)

How about it, DM? Toughness mandatory, or just the default?

-Hyp.
 

Phoenix

First Post
Hypersmurf said:
This debate is why I've directed the question to the DM :)

How about it, DM? Toughness mandatory, or just the default?

-Hyp.

With an Int of 2 I'll say Mandatory.

Natural Bond [CAdv]
Natural Bond adds three to your effective druid level for the
purpose of bonus hit dice, extra tricks, special abilities, and other
bonuses the companion receives. Effective Druid Level cannot
exceed character level.


Why select this feat if you are playing a straight Druid class? It doesn't allow you a Drd11 companion....
 

Bront

The man with the probe
Phoenix said:
With an Int of 2 I'll say Mandatory.

Natural Bond [CAdv]
Natural Bond adds three to your effective druid level for the
purpose of bonus hit dice, extra tricks, special abilities, and other
bonuses the companion receives. Effective Druid Level cannot
exceed character level.


Why select this feat if you are playing a straight Druid class? It doesn't allow you a Drd11 companion....
It allows him to take a higher level companion and get higher level benifits (Have a Companion that's Druid-7 and have an effective druid level of 4 for example)
 

Phoenix

First Post
Bront said:
It allows him to take a higher level companion and get higher level benifits (Have a Companion that's Druid-7 and have an effective druid level of 4 for example)

...but it says that Effective Druid level cannot exceed Character Level...

So for a single-class Druid this is a useless feat since the EDL cannot go above 8....
 

Argent Silvermage

First Post
Phoenix said:
...but it says that Effective Druid level cannot exceed Character Level...

So for a single-class Druid this is a useless feat since the EDL cannot go above 8....
The Aussi fire bird is correct. The feat is only good for multi classed characters. A Druid 8 gets no benefit but a Druid 4/ whatever 4 would have an animal companion of an 7th level druid.

If the character was druid 6/ whatever 2 the companion would still only be 8th level. but if the character was druid 2/ whatever 6 the companion would be equal to a 5th level druid's.
 

Bront

The man with the probe
Phoenix said:
...but it says that Effective Druid level cannot exceed Character Level...

So for a single-class Druid this is a useless feat since the EDL cannot go above 8....
But his effective druid level with a higher level companion is lower.

There's a thread on this somewhere (I had someone ask me in my campaign about this specific use of the ability), but obviously, as the GM, you can rule how you wish. Basicly, it all comes down to where you calculate effective druid level.
 

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