• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Sailors on the Seas of Fate - OOC


log in or register to remove this ad

Arr...sorry for delay. Catching up after break mostly, with a liberal dose of reading up on the variant rules involved. :)

Should have her posted this evening.
 



Hah! No, but I was already in Voadam's Wildwood game, so I had some previous experience with his. :)

Here's the update:

[sblock=Anemone]Anemone
Female Human (Nimean) Cleric 5
Alignment: Chaotic Neutral
Age: 20
Languages: Common, Nimean, Aquan, Auran
Appearance: Anemone is a young woman with long, wild, windswept black hair that she often keeps in tight braids or buns to keep it under control and clear sea-blue eyes framed in a perfect oval face, as tan as the rest of her from many years under the sun on the open sea. When not wearing the long, flowing blue-white toga that is a Nimean priestesses official raiment, she alternates between a rather conservative blue long tunic and breeches, or a much less conservative halter and loose baggy pants. She is always barefoot while on ship regardless of her whims though, and she is never without a thin but strong shirt of "windkissed steel," mithril to most, for additional protection.

Statistics
Str: 8 (-1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 12 (+1)
Wis: 17 (+3)
Cha: 14 (+2)

Hit Points: 38
Armor Class: 18 (10 + 2 dex + 5 armor +1 deflection)
Initiative: +2
BAB: +3
Grapple: +2
Speed: 30ft

Saves
Fort: +7
Reflex: +4
Will: +8

Melee
Ranged: +6 atk, 1d8+1 dmg, magic xbow

Feats
1 Point Blank Shot
1 Spell Focus: Conjuration
3 Precise Shot

Special Abilities
Turn Undead
Rebuke Air, Turn Earth
Rebuke Water, Turn Fire
Domains: Air, Water
Spontaneous Casting: Positive Energy

Skills 32
Concentration (Con) +10 (8 ranks + 2 Con)
Diplomacy (Cha) +5 (3 ranks +2 Cha)
Heal (Wis) +10 (5 ranks + 3 Wis + 2 item)
Knowledge (religion) (Int) +6 (5 ranks + 1 Int)
Knowledge (the planes) (Int) +5 (4 ranks + 1 Int)
Profession (Sailor) (Wis) +6 (3 ranks + 3 Wis)
Speak Language (4 ranks)

Spellcasting (Cleric CL 4, DC 13+lvl)
Prepared:
0: Create Water, Detect Magic, Guidence, Purify Food/Water, Light
1: Divine Favor, Doom, Shield of Faith, Bless
Domain: Obscuring Mist
2: Spiritual Weapon, Hold Person, Sound Burst
Domain: Wind Wall
3: Summon Monster III, Prayer
Domain: Water Breathing

Weapon Groups
Basic
Crossbows
Spears/Lances

Magical Items
Vest of Resistance +1, 1000
Healing Belt, 750

Weapons
+1 light crossbow, +6 atk, 1d8+1 dmg, 80', 4lbs, 2335

Armor
Mithril Chain Shirt +1, AC +5, ACP 0, Max Dex +6, 10lbs, 1100gp

Equipment

Money 815

Background

Anemone was born in a small Nimean village on a small island that is far enough north to have cold snaps in winter, but not so far that summer lacks heat. As such, extreme weather was not uncommon, and thus the level of frantic devotion to Nimea was high. Even so, Anemone following the priesthood was in spite of that rather than because of it. She always followed a perverse streak that urged her to reject the dictates of authority and seek her own way. This led her to no end of trouble, but it also lead her to a personal calling from the Goddess.

Following her religious experience (details to come, perhaps in play), Anemone journeyed to the main island to study in the great temple itself. Even here though, in service to the goddess she had devoted herself to, Anemone's penchant for disobedience led to difficulties. Only the obvious favor of Nimea, as expressed by her continued ability to draw on the goddesses miracles, saved her from expulsion from the order. Instead, it was decided that the priestess be sent on a long, solo 'sabbatical.' It was understood that this was a sort of exile. She was not defrocked, but was expected to find her own way...neither limited to the temple's usual mandates, nor able to draw on the explicit support of the temple for any but circumstances she could demonstrate affected the order as a whole, not just herself.

As a priestess of the goddess of the sea and storm, Anemone had no problem finding crew positions on ships, and was more than happy to spend the next several years on one ship or another, bringing the blessings of her goddess to the voyage at hand....serving freighters, passenger ships, and of course renegades and rogues of all stripes.[/sblock]
 

Bonus feats:

[sblock=Anemone] Stormheart - The sea is in your blood. You are no stranger to sea chases and blood on the decks. Benefit: Gain +2 bonus on Balance and Profession (sailor) checks. You ignore any hampered movement penalties for fighting on pitching or slippery decks, and gain a +1 dodge bonus to AC during any fight that takes place on board a ship.[/sblock]

[sblock=Artemis] Bullheaded - Your stubbornness and determination is reknowned. You are exceptionally headstrong and difficult to sway from your intended course. Benefit: You receive a +1 bonus on Will saves and +2 bonus on Intimidate checks.[/sblock]
 
Last edited:

Lorthanoth said:
Bonus feats:

[sblock=Artemis] Bullheaded - Your stubbornness and determination is reknowned. You are exceptionally headstrong and difficult to sway from your intended course. Benefit: You receive a +1 bonus on Will saves and +2 bonus on Intimidate checks.[/sblock]


Intimidate is not one of the skills that I've developed, or intend to develop. Is it not possible to get a +2 on one of the skills that I already have (or better how about getting plain Iron Will since my will save is pretty weak)?
 

I really like that presience idea. I'll change some things around to accomadate it. But I think Zariv still won't wear an eyepatch - it seems too "piratey" to it. I think he'll just have an eye that's completely milked-over, and when he "sees" with it, it fires with infernal light. Finishing him up right now, btw.
 

Alright. Zariv is up. I'm liking how he's looking - a sullen caster with a few light combat spells. Primarily, though, he'll be a "buffer" in play, as well as summoning allies and providing a few defensive spells.
 

Here's The Sailors' Gallery - post your PC there when I've checked him/her out and given the thumbs-up. They're all great backgrounds and very interesting builds - we even have violin player!

[sblock=Redclaw]Bonus feat - Mercantile background -Benefit +2 to all Appraise checks and +2 bonus in a Craft or Profession skill of your choice.

Theon is good to go; he can now be posted in the gallery along with his background. Remember that for range duration, and other effects of his spells he counts as a 2nd level caster thanks to his Rogue levels. Nice characterful magic items as well.[/sblock]

[sblock=Nac Mac Feegle] - Esteban's feat - Born Duelist - Among your people, bloody duels are a common way of solving disputes or avenging insults. You have had to develop a quick wit, a quick blade, or both to survive. Benefit: +2 on Diplomacy checks and +2 bonus on initiative checks.[/sblock]

[sblock=Wik] - Wild Talent - Precognition - you can take Precognition as a cross class skill

Precognition (Wis)

may be used untrained

You can get glimpses into the future, not necessarily accurate. The future can be changed by actions in the present. This skill can used in three ways:

Active Precognition
You can attempt to see the future of a person of object. You must be able to see or touch the subject. Requires full round action and a skill check.

Spontaneous Visions
At GM's discretion the power may activate when you are in contact with a subject with strong 'vibes'. Skill check required.

Danger Sense
Whenever you would normally be surprised in combat, you can make a DC 15 Precognition check. If you succeed you are not surprised.

Special: You can take 10 but not take 20 on a check

Strain: (this is the amount of non-lethal damage you take when you make a Precog check, whether the power is successful or not) Active use 9, spontaneous 1, danger sense 0[/sblock]

[sblock=wsyiwyg] - Iron Will is a bit bland as a bonus feat, my aim is to give you characterful non-core feats. How about - Strong Soul You are made of stern stuff indeed; you are able to resist the pull of powers that would drain your soul - +1 bonus to Fort and Will saves; against death effects, energy drain, and ability drain, this bonus increases to+3.[/sblock]
 
Last edited:

Into the Woods

Remove ads

Top