Erekose's Savage Tide Adventure Path [Players Selected]

Here the stats. I'ev decided to do it a Swashbuckler. He will do a good tank with his high stats, even more when he will enter his Insightful Strike. At start, I have made him with high saving and almost no possession, as I don't see teh need for a sailor like him to have a lot of possession (at the opposite, sailors generally have few), but I think quickly he will acquire some.

Erekose, I know some people thinks the swashbuckler is a bit weak compare to other figthing class. Honestly, I don't mind, even less with these high stats. If you want to do some change, go on, but it can also stay like that.

Jerrell Rivers
Human Swashbuckler 1
Medium Humanoid
Neutral Good
Init +3; Senses Listen +2, Spot +2;
Languages: Common, Dwarven, Elven, Gnome, Halfling
----------------------------
AC 13, flatfooted 10, touch 13;
HP 13 (HD 1d10+3)
Fort +5, Ref +3, Will +2;
----------------------------
Spd 30';
Melee: Dagger +4 (1d4+3/19-20x2);
Melee: Dagger +2 (1d4+3/19-20x2), Fist +2 (1d3+3/x2);
Ranged: Dagger +4 (1d4+3/19-20x2) Range 10', 1 ammunition;
Attack Options:
Base Atk +1, Grapple +4;
----------------------------
Abilities: Str 16 [+3], Dex 17 [+3], Con 16 [+3], Int 16 [+3], Wis 14 [+2], Cha 10 [+0].
XP: 0
Feats: Water Rats, Imporved Unarmed Strike, Two-Weapon Figthing, Weapon Finesse
Skills: Balance +7 [4], Bluff +1 [1], Climb +7 [4], Diplomacy +1 [1], Jump +7 [4], Profession (Sailor) +6 [4], Sense Motive +4 [2], Swim +9 [4], Tumble +7 [4], Use Rope +7 [4]
Possessions: Sailor's Outfit (Free, 2lbs), Dagger (2gp, 1lbs)
Money: 238gp, 0sp, 0cp.
Encumbrance: 3lbs; Load: 76/153/230
----------------------------
[SBLOCK=Description]Jerrell is a large and massive man. He is standing on his six feet and four inch and weight around two hundread and ten pounds. Even with his size, he is quite agile and gracious.

He shaves his head, as it is easier to maintain in long trips. His blue eyes might remind teh color fo the sea and a two day beard can generally be seen on hsi face. When he look at someone, he always have the joyous look of an old friend, even to a stranger.[/SBLOCK]
[SBLOCK=Personality]Jerrell is a reserve man. As a young kids that have become a street rats, he had been took under the wing of Old Furgus, who gave him a chance to go on see in exchange of a tight self-discipline. That make him patient and quiet, prefering the lonelyness of the crow nest over the crowded game of cards with rhum. But when action is about to start, he is the first to join the group and he will alwats be there for his companions and he will do his job at his best.[/SBLOCK]
[SBLOCK=History]Jerrell Rivers was standing in the crow's nest. he was feeling the wind on his face. He remembered the first time he had place his feet on the boat for his first hunting trip. He was so young that old Furgus gave him the name of Little Rat. He was only 9 years old at that time. He was small and was there to the manual tasks that the others didn't wanted. As an orphan, he had been lucky to find that occasion to get out of the street. Since that day, he has passed half his life on this boat, hunting for whales.

Ten years later, the small kid was a large man. Standing on his six feet four inches, his two hundred ten pounds massive body haven’t lost his agility, nor he has lost his nickname; little rat. He climbs and walks on the precarious surface a boat have offer without trouble, and he eat like two persons, just like a rat, but he worth two men. His knowledge of the sea is great for his young age and his strength and endurance allow him to do the job some sailors cannot do alone, like carrying large and heavy pieces of whale, and his throw with a harpoon is precise and strong.

The sea has been quiet for a while, the wave a small and the sky is clear. The sun start to be heavy on his head, but Jerrell continues his job. The ship hasn’t been lucky and if they don't find a whale today, they might have to return to the city without a catch. But the wind seems to change when a small rainbow is spotted by his eyes. The breath of a whale!

"Whales!" shouts Jerrell, pointing at the side. All the sailors on the deck who seemed under some lifeless curse a moment ago quickly start to activate. More spring out from inside the ship. Half of them are looking at the horizon, seeing nothing, others are doing there job as the ship slowly turn. After ten minutes, another blow can be seen, more clearly, and all the sailors on the deck let out a cheer. They all start to activate.

The old Furgus finally show up on the deck. He takes a deep breath and makes sign to Jerrell. "Little Rats! Come down here, The Crow will take your place, you'll go on the captain rowboat, he wants to be there for that hunt." the old man shouts. Jerrell quickly execute and climb down with all the ease of a monkey. Another man quickly climbs up to take his place.

Jerrell quickly jump into the ship and climb down to the supply deck. He grabs a large pack of harpoon and climb back up. Once up there, he hands the harpoon to other sailors that quickly knot some rope at the extremity of them, to be able to retrieve the whale once killed. A great splash can be heard. The whales are near, and it will be time to take the sea. Jerrell put the harpoon in the different rowboat. He grab a dagger and put it at his belt, an habit he got, always useful if you need to cut a rope before the boat is overturned by a furious whale.

Jerrell enters a boat, followed by 6 others sailors and the captain. The boat is put to water, quickly followed by three other boats. Jerrell feel the rush of adrenaline in his body. Each time he takes the sea, he is about to fight against the greatest creature of the sea. Jerrell has more his fair of fight in the tavern. When sailor become too drunk, many get a hot tempers and fight happen. He generally come to the rescue of one of his friend or simply helping the barman by neutralizing both side, and Jerrell's punch was rough, but fighting a whale was another thing. How many time he has seen some sailors being pulled outside there boat or a boat being overturned. Some sailor give there life to be able to bring back such a prey. The sea is rarely merciful.

The whales are finally in range. Old Furgus, in another boat, look at the herd of whale. After a moment, he points one whale. The target has been chosen. The first harpoons are thrown. Two hit the whale. The blood starts to flow, the herd start to become nervous. The whales hear the one that is wounded. The wounded one starts to weaken. Jerrell throw his harpoon. It land on his head. The wound seems deep and the whale flaps his tail. The blow was painfull. The whale seems to panic and lose control. The agony has started and it will not be long before they could grab the body. The boat starts to pitch too much. Jerrell looks at the whale.

"We are too close. Row back! Row back!" he shouts to the four sailors who are rowing, but the sea current is bringing them closer. Too late, the tail hit the rowboat that break into two pieces. Jerrell is projected into the sea. He feels the cold water quickly crisping his muscle. He takes a moment before he conceives what just happen and quickly tries to find the way up to take his breath. As he feels the salty air of the sea filling again his lung, he opens his eyes. He looks around at the situation. Two rowboats are presently taking care of the whale while the third are fetching the sailors that are in the sea.

Old Furgus looks at Jerrell. "Little Rats, you are all right?"

"Yeah, all is ok. Where is the captain?"

Old Furgus doesn't answers and search the sea. He got his answer; the captain was still in the water.

"Sharks!"

A few sharks have been attracted by the blood of the whale. They are generally not dangerous, but if a sailor in the water is bleeding, they might get attacked. Jerrell stares around and see a lifeless body floating. He quickly starts to swim toward it. It is the captain, and his head is bleeding. He must get out of the water, quickly, thought Jerrell. He grabbed him and starts to swim towards Old Furgus, but another one has spotted the captain. A shark was swimming straight toward them. Jerrell, keeping the captain in one hand, reach for his dagger... but doesn't find it. He must have lost it when he had fallen into the water.

"Furg! A harpoon!" Jerrell shouts.

The shark was about to attack but Jerrell give a hard kick on the mouth. The shark didn't seem to like that, but Jerrell feels the pain in his feet. He just cut himself on some razor sharp teeth and now he was bleeding, and he was swimming hard, showing some sign of panic. That would bring more sharks. He continues to swim toward the ship. Now two sharks were swimming around them. A harpoon lands a few feet away from one of the shark. The shark swim away just to come back a moment later. Jerrell grabbed the harpoon and continue to swim. One of the sharks decided to attack. Jerrel thrust the harpoon and feel it penetrating the tough hides of the shark. The harpoon broke under the strength of the predator, but he swim away. Two more was starting to swim around, waiting for there chance.

Jerrell finally reach the rowboat. He pushes the captain into the rowboat, helped by two sailors in the boat.

"Watchout!" shouts Old Furgus

Jerrell quickly dive into the water and barely dodged the shark. Another one swim straight at him, preparing his charge. Jerrell grabbed the shark as he arrived next to him and start to fight against him. Jerrell was feeling his lung was starting to burn, but he feared that freeing the shark would just open him for an attack. Jerrell put his fingers into the shark's eye. It seemed painful and Jerrell decide it was the best moment to end that fight. The shark give a tail slap in his confusion and Jerrell lost what was remaining of air in his lung. He tried to swim back to surface but the breath was missing. He felt the darkness taking him, pulling him to heaven...

"You are the luckiest rat I've seen." told Old Furgus as Jerrell opened his eyes. "I thought we had pulled out of the water a death body, but it seems you are alive. The captain too will survive, thanks to you, or he would have been shark's food. Rest now, you can relax. We have our prey and we lost only one man. We will take care of your wounds once we will be on teh boat, but for now, you need to stay calm or you'll bleed to death."

Jerrell smiles at Old Furgus and closed his eyes, leaving the pitch of the boat to rock him like a baby. [/SBLOCK]
 
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OK. Here's my contribution. I'd just like to say at the outset that I won't be offended if I'm not chosen. This guy was fun to make and I'll use him in some form at some point regardless.

Julian Hemlock, male half elven Bard

[sblock]Name: Julian Hemlock
race class level; Half-elf Bard 1
size type subtype; Medium humanoid(elf)
Alignment: Neutral Good
Init +2; Senses Listen +2, Spot +2; Low-light vision
Languages: Common, Elven, Draconic, orc, Olman, gnome, goblin
----------------------------
AC 15, flatfooted 13, touch 12;
HP 7 (HD 1d6+1)
Fort +1, Ref +4, Will +3;
----------------------------
Spd 30';
Melee: long sword +2 (1d8+3/19-20/x2);
Ranged: short bow +2 (1d6/x3) Range 60', 20 ammunition;
Attack Options:
Base Atk +0, Grapple +2;
----------------------------
Spells: 4 0th known. 2 uses/day
0th - Daze, mending, mage hand, message (DC 11)

Also knows light, prestidigitation & detect magic from feat. Each of
these can be used 1x/day as a spell like ability as a 1st level caster.
----------------------------
Abilities: Str 14, Dex 14, Con 12, Int 14, Wis 12, Cha 13
XP: 0
Feats: Knack for Magic (Savage tide 1st level feat), Point Blank Shot(1st lvl)
Skills (32 ranks total) Modifier skill (ranks): +4 Balance(2),
+5 Bluff(4), +2 Climb(1), +5 Diplomacy(2), +4 Gather information(1),
+4 Jump(3), +3 Knowledge(arcana)(1), +3 Knowledge(geography)(1),
+6 Knowledge(history)(4), +4 Perform(singing)(3), +2 Profession(sailor)(1),
+2 Sense Motive(1), Speak Languages: Olman, gnome, goblin(3),
+4 Spellcraft(0), +1 Swim(1), +5 Tumble(4)

Possessions:
Studded Leather Armor (25 gps; 20 lbs)

long sword (15 gps; 4 lbs)
short bow (30;2)
quiver, 20 arrows (1;3)
dagger (2;1)

Backpack (2;2)
[]waterskin (1;4)
[]3 days rations (1.5;3)
[]quill and drawing pad (1;1)
[]signal whistle(0.8;0)
[]bottle of black ink(8;0)
[]50 feet of silk rope(10;5)
[]empty sack(.1;.5)

Spell pouch (5;2)

Money: 57gp, 6sp, 0cp.
Encumbrance: 47.5 lbs; Load: Light (58lbs)
----------------------------

Description: Julian is fair haired and green eyed. He is good looking,
and a bit rakish in dress. He wears his curly hair long, to his shoulders.

Personality: Happy, curious, adventuresome. Recently a bit depressed &
preoccupied by the death of his friend, and trying to find his place in the world. Julian likes to play practical jokes, sing, drink, dance and laugh. He's also quite scholarly in his own way, being very interested in stories and rumors.[/sblock]

History: [sblock]Julian's mother, Sydney Anassi, skipped out on her tailor-shop
owning parents in the merchant district of Sasserine, to elope with an
exciting young man named Arturo Hemlock. Arturo worked for Zelkarune's
Horns. Sydney began to accompany her warrior husband into the jungle.
It was exciting work,though Sydney had no business being there. Her
cocky boyfriend brought her anyway, as he loved to revel in her
attentions.

This worked for a few months. Then, while hunting a giant anaconda in
the swamps, Arturo and his team were ambushed by Olmans. No one knew
exactly what the group had done to offend the Olmans, but it must have
been bad. Arturi's team was killed to the last man. Sydney wasn't
killed, but suffered, as captives often do.

Eventually, she managed to return to Sasserine. She went back to her
parent's tailor shop and worked as a clerk. Soon, she realized she was
pregnant. Soon after the birth, she realized the child wasn't
Arturo's. The child had green eyes and pointed ears. He looked like
he had elf blood. This mystified Sydney, as there had been no elves
among her tormentors, that she could recall. None the less, she gave
him her Arturo's family name of Hemlock. She didn't tell Arturo's
family in the Champion's District, though.

When the child was still quite young, she summoned all her courage and
approached a frequent client at her parent's shop, a respected elf
wizard and scholar named Covaltine Meekro. The elf was kindly and
lonely, as Sydney had sensed, and agreed to tutor the boy in elvish.
It wasn't long before young Julian had charmed the old elf. The man
soon began to look upon him as the child he had never had. Julian
ended up spending much more time in Covaltine's home than his mother's.

Covaltine lived and taught at The House of the Dragon, a school and
library in the Noble district. Julian was an able student, who quickly
picked up magic and languages. He very much enjoyed reading and spent
many hours in the library. Covaltine would have liked to train Julian
as a wizard, but the boy had little interest in this. He liked
less-structured studies, such as poems, songs, adventure stories. He
also liked running about outdoors with his young human friend, Arkan
Almat.

As he grew, Julian felt uncomfortable in the Noble district. He never
forgot where is mother came from. He decided he'd like to see more of
the world. He managed to get a job on a whaling ship. There he
learned the basics of sailing, learned lots of songs, and saw the Hold
of the Sea Princes, the Scarlet Brotherhood and Sunndi.

He recently returned to Sasserine after a traumatic event. He was
sailing on the whaler, the Sea Wolf, when they stopped to get some
water at a freshwater stream on the coast of the Amedio jungle.
Suddnely, they were attacked. Darts and arrows sliced out of the
trees. Long canoes filled with Olmen paddled out to cut off the escape
of their small boats. A number of sailers were cut down, including
Julian's best friend from boyhood, Arkan Almat.

Julian couldn't understand whey they were attacked so suddenly and
without reason. He figured it was probably a misunderstanding. He
began to shout at the Olmen in their own language, which he had learned
at the House of the Dragon. Sure enough, they paused to listen to the
charming young half elf. He explained his crew had only stopped to
take on fresh water and meant no harm. It was explained to him that
this was a sacred stream, and the ancient home of a black dragon. If
the dragon felt that the sailors were defiling her waters, she might
take out her wrath on the Olmen.

Only with great difficulty was Julian able to talk the Olmen into
letting the surviving crewmen return to their whaler. He gave them
various gifts, anything he could get his hands on. He told them
various stories of their own supernatural powers. He lied and fawned
until finally the Olmen left.

The captain, Slate Larsen, was amazed that this young cabin-boy was
able to talk to the 'savages' in the jungle. The Captain had only ever
used force against the Olmen. He credited Julian with saving his life
and asked him to join his crew as an officer.

Julian reflected on this proposal as the ship sailed back to Sasserine.
He told Slate he would get back to him on it. He wanted to spend some
time conversing with his mother and Covaltine. He also wanted to
report to Arkan's parents the death of their son. They lived in the
Nobles quarters as well, servents to the Lido family.

Julian is also spending time at various taverns, swapping stories and
songs. This is how he relaxes, and it is one of the few ways he can
avoid thinking about the death of his friend. [/sblock]

NPCs: [sblock]Mother Sydney Anassi (human). Works at Tailor shop in Merchant District.

Covaltine Meekro (elf). Wizard/expert. Works at House of the Dragon in the Nobel's district.

Slate Larsen (human) Whaling captain enamoured with Julian

Almat family. family of Julian's late friend Arkan. They live in the Noble's district as servents of the Lido's.

Hemlock family. Family of his late 'father' and namesake. Live in the Champion's district. Unaware of Julian's existance. [/sblock]
 
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Verbatim said:
Extreme rough draft, but as I was looking over the Player's Handout a new idea hit and I hope it is one everyone likes and would be playable in the game.

Nathan Lidu ~Cut~

Comments on Character:
+1 Diplomacy
I've got you at 24gp remaining
Being a member of the Lidu family is a great idea.
 

Verbatim said:
I did struggle to think of something heroic a merchant guy could do, so maybe his skills with negotiations might work?

Anything really, could be big or small. Just something that a patron might have heard about round town.
 

Wystan said:
I am interested in playing a straight players handbook Paladin. I would put the 9 in Dexterity as he has never been much of a ranged combatant anyway. I would be interested in talking with the GM about creating a 10 point Paladin code for the character as well.

[6,2,2] = (10) - Int
[6,6,5] = (17) - Cha
[3,3,5] = (11) - Con
[6,5,2] = (13) - Str
[4,3,2] = (9) - Dex
[6,6,3] = (15) - Wis
[3,3,2] = (8) -Dumped

Heroic thing....

In his Second year of apprenticeship, Thuran selflessly rescued the 5 orphans from the widow Jones home for the abandoned. There was a fire blazing and he disregarded all personal safety and security to rush into the building and emerge with all 5 of the children on his back. He suffered burns over most of his torso and due to this has a lot of scarring on his torso and arms. His mentor left those there, but paid for the healers to restore the damage done to his face and head.

Hope I didn't ruin any of your surprises Wystan, that looks like a good start for a character :)
 


Rystil Arden said:
Sure--of course I won't be able to work on anything until I know, but I'm usually pretty fast anyways.

FC1&2 are in (the others mentioned remain off limits).

No rerolls allowed, but I will put in a min point buy of 33 if people want it. So you could choose to drop the 18 and play around at bumping up the others if you choose to RA. No one has to bump themselves up to 33 if they don't want to.

Reasoning: Its the luck of the draw but I don't want people to be so far behind the average that they feel bad. The average right now was about 37.5 so thats only 4.5 behind.
 

Moonstone Spider said:
I don't gret Dragon so I'd certainly appreciate whatever you can tell me on them.

Hmm now that I look at it, there isn't a whole lot in the Dragon magazine, but here is what I've got:

Dragon magazine said:
Natives: The Olman humans and the Grugach elves of the Amedio Jungle are perfect sources of exotic characters. Barbarians, sorcerors, and clerics of savage deities might all have inscrutable reasons for seeking out the PCs. The pirates of the Crimson Fleet might also have particular interest in Olman natives, primarily as slaves to sell to the Scarlet Brotherhood.

It turns out there is a whole lot more in my Living Greyhawk Gazetteer.

LGG said:
The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.

The Olman are now concentrated in the jungles of Hepmonaland, the Amedio, and their namesake Olman Isles. Many are enslaved in lands held by the Scarlet Brotherhood. Others have escaped to otherwise uncontrolled regions.

Modern Olman have a tribal culture, with a cleric or hereditary chief leading each tribe. Many still practive annual human sacrifice to the dimly remembered Sky Gods, while lesser ceremonies require simple bloodletting and the offering of animals and plants. Their warlike nature is persistent but unrefined, colored by their harsh jungle environment.

That should be plenty to go on :)
 

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