Requesting help from fellow board members...

Dalamar

Adventurer
... in creating a pirate ship. I already have a captain, but I need the crew. The PCs will be part of the crew, but they don't have specific tasks (yet).
The party has a Drow rogue, dwarf ranger/rogue and a female elf fighter-aiming-for-duelist.
The captain is a female half-elf Bard, ninth level. Athought the party doesn't know she's 1/2-elf and a bard, for I'm going to make them believe she's a human rogue. She'll probably be Chaotic Neutral, but I haven't decided yet.
The players think this is a ship dedicated on capturing pirates, but I'll have them do some piratism themselves without them knowing.

Here are the facts you probably need:
  • Level 1-3
  • Any class
  • Any race from PHB and FRCS
  • Books I have: PHB, DMG, MM, S&F, DotF, T&B, S&S, Monsters of Faerun, Magic of Faerun and PsiHB
  • Try to make some personality to the character

I think that's all, but if you want to know something just ask. Thanks in advance.
 
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since its a lvl 1-3, there isnt much room for choices... for the classes below, you can either have 1/1 combo, or emphasize one class over another. the numbers usually come with the classes- with the only real number crunching comes in skill pt distr.

I don't have the books with me (at work) so i can give you a couple of ideas- and if you need, I can post the details when I get home. Otherwise

28 pt buy- at lvl 3, you get stat boost- i didnt add that in
14,14,14,12,12,10 (optimum)

monk/fighter
14 on str, dex, wis.
12 on con and int
10 on cha
feat- endurance, blind fight

he is a loner who does his job well. he speaks only to those he trusts and trusts only those who he believes can handle themselves in a battle. If you cant hold your own, he wants nothing to do with you. For that, he favors well rounded fightrs over barbs and wizards (who needs defense)

His favorite buddy can be a rogue, who is adept at backstabbing. Although he does not agree with the hiding in battle- he respects the way a swift arrow from the shadows can get the job done.

rogue/ fighter
14 on dex, con, int
12 on str, cha
10 on wis
feat- pt blank, precise, weapon finesse (rapier)

he is a tough rogue who prefers melee. But his sneakiness and dexterity makes him a formidable foe. He is quiet abd lets his actions speak for him.
he prefers to keep to himself, although a friendly gathering would get him to unleash his wild side.
He is lacks judgement, and so believes people willingly, although he is quick to learn that people are not to be trusted.

barb/ftr
14 on str, dex, con
12 on int, cha
10 on wis
feat- power attack, cleave, dirty fighting (S&F)

brutish and illmannered- he is the muscle of the group. he cares not for ettiquette. When it comes down to it, he will throw up his fists before throwing in the towel.
He tries to be gregarious, though his bad manners and temper keeps people away. anyhow, he tries to be nice to peopel. And those that accepts his warnmth become his friend for life, even though they may misuse him in the future.
Those that turns him down bears the full brunt of his RAGE

bard/rog
14 on cha, dex, and int
12 on con, wis
10 on str
feat- weapon focus, pt blank

sneaky and skillful, this guy tricks peopel into a false sense of security, and then lulls them to his favor with his music. Very persuasive adn cunning, he is able to not enchant you with his song, but also his movements. His dexterity means that he is also able to outmaneuver you and his int means he can outwit you.
His only drawback is that he has no bulk to back up his mouth. But most times, his charm is all he needs...



hope that helps...
 

Level 1 Expert (Sailor)/Level 2 Fighter

STR 12
DEX 14
CON 14
INT 10
WIS 13
CHA 13

The ship's first mate, he is a bit of a disciplinarian. He can hold his own in a fight, as well. He is more of an expertise fighter rather than brute force. He concentrates also on the more cerebral aspects of sailing-navigating, steering, etc. He is man of few words who never speaks more than is necessary and almost never cracks a smile. He drinks hard but doesn't show it, and he is reputed to have the sense of humor of a belaying pin.
 

Level 1 Expert (Sailor)/Level 2 Fighter

STR 12
DEX 14
CON 12
INT 11
WIS 13
CHA 11
Feats: Expertise, Quick Draw, Skill Focus(Profession: Sailor)

The ship's first mate, he is a bit of a disciplinarian. He can hold his own in a fight, as well. He is more of an expertise fighter rather than brute force. He concentrates also on the more cerebral aspects of sailing-navigating, steering, etc. He is man of few words who never speaks more than is necessary and almost never cracks a smile. He drinks hard but doesn't show it, and he is reputed to have the sense of humor of a belaying pin.
 


Thanks everybody so far. Those are good chars. When I have the 'basic' crew, I might also want some higher level ones but I don't know yet.
 

A sea wizard and his apprentice:

Ruy Seafound: Male Human Rogue1 Wizard2; Size: M; hp 14; Init +3 (+3 Dex); Spd 30 ft; AC 14 (+3 Dex, +1 Bracers); Atk +2 melee, +4 ranged; SA: Sneak Attack +1d6, Summon Familiar; AL: NG; SV Fort +0, Ref +2, Will +3; Str 12, Dex 17, Con 10, Int 15, Wis 12, Cha 10.
Skills: Appraise +6, Balance +7, Climb +5, Concentration +5, Disable Device +5, Intimidate +2, Jump +5, Listen +5, Perform +3, Profession (Sailor) +5, Spellcraft +7, Spot +5, Swim +4, Use Rope +7.
Feats: Armor Proficiency (Light), Combat Casting, Exotic Weapon Proficiency, Improved Unarmed Strike, Scribe Scroll, Weapon Finesse (Rapier)
Possessions: Bracers of Armor +1; 3 Daggers; Masterwork rapier

Spells Castable
Wizard (0:4; 1:3)

Spellbook
0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance
1: Animate Rope, Comprehend Languages, Grease, Identify, Spider Climb, Tenser's Floating Disk, Unseen Servant

Found on an abandoned ship by the seamage Veit Dankill, Ruy has lived all of his life at sea. He quickly learnt several different seafaring skills, and many now exceed those of crewmen years his senior.

He has also learnt some magics from Veit, but the dwarf's ill-temper and dubious morrality (even for a pirate!) have meant that as he grew older he spent less and less time in Veit's company.

Ruy is a cheerful, likeable fellow. He's become a favourite amoungst the crew, who have started to treat him as something of a good luck talisman. He is at time somewhat uneasy with his life as a pirate, but is in general content.



Veit Dankill: Male Dwarf Wizard 5; Size: M; hp 9; Init +3 (+3 Dex); Spd 20 ft; AC 13 (+3 Dex); Atk +4 melee, +5 ranged; SA: Summon Familiar, Stonecunning, save +2 vs. poison, save +2 vs spells, +4 dodge vs giants, +1 to hit orcs/goblinoids, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check; AL: NE; SV Fort +1, Ref +1, Will +4; Str 14, Dex 17, Con 7, Int 17, Wis 14, Cha 10.
Skills: Concentration +6, Knowledge (Arcana) +11, Knowledge (Geography) +8, Knowledge (History) +6, Profession (Sailor) +10, Spellcraft +11.
Feats: Brew Potion, Enlarge Spell, Eschew Materials, Scribe Scroll

Spells Castable
Wizard (0:4; 1:4; 2:3; 3:2)

Spellbook
0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Resistance
1: Charm Person, Comprehend Languages, Feather Fall, Grease, Lesser Fire Orb, Sleep, True Strike, Unseen Servant
2: Choke, Familiar Pocket, Filter, Levitate, Rope Trick, Summon Monster II
3: Fireball, Invisibility Sphere, Tongues, Water Breathing

Veit is something of an oddity for a dwarf, being both a seafarer and a wizard. His love of the sea alienated him from the rest of his family, and he quickly rejected them and what he considered a dull life. He joined the crew of a merchant ship, where the seamage recognised his talent for magic an apprenticed him. After a few months, the ship fell afoul of a storm that Veit's master could do nothing to quell. Thinking that the ship was lost, Veit stole his master's spellbook and abandoned the ship and its crew it their fates.

Two days later Veit came across an abandoned ship. He boarded it, looking for provisions (of which he found little). But in one of the master cabins he found a baby boy who he named Ruy Seafound. He took the child with him. A fever gripped him later that day, which took many days to leave him, shattering his health.

He has taken several posts aboard ships, and is currently serving as seamage on the [insert your ships name here]. Much too his disgust, Ruy had little interest in the magical arts, and he has managed to teach him little of the magical arts. He regards Ruy as a lazy ungreatful layabout.
 

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