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Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!
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<blockquote data-quote="pallandrome" data-source="post: 3353911" data-attributes="member: 46930"><p>[SBLOCK=Bardach]Bardach, LN Lacerta Animist</p><p></p><p>Str:17</p><p>Dex: 13</p><p>Con: 16</p><p>Int: 16</p><p>Wis: 22</p><p>Cha: 14</p><p></p><p>HP: 46hp</p><p>AC: 14</p><p>Init: +3</p><p></p><p>BaB: +5</p><p>MaB: +8</p><p>RaB: +6</p><p></p><p>Fort: +7</p><p>Ref: +5</p><p>Will: +10</p><p></p><p>Feats - Exotic Weapon Proficiency: Whips, Combat Expertise</p><p>Skills - Climb: +11, Concentration: +11, Jump: +11, Knowledge: The Spheres: +11, Profession: Spelljammer Sailor: +11, Spot: +14, Survival: +14, Use Rope: +9</p><p></p><p>Weapons</p><p>+1 Shocking Mighty (+3) Whip Dagger Attack: +9 Dmg: 1d6+3, 1d6 electrical Crit: 19-20 x2</p><p>Dagger Attack: +9 Dmg: 1d4+3 Crit: 19-20 x2</p><p>Heavy Crossbow Attack: +6 Dmg: 1d10 Crit: 19-20 x2</p><p>Claws Attack: +9 Dmg: 1d8+3 Crit: x2</p><p></p><p>Armor</p><p>Leather Armor Armor Bonus: +2 Max Dex: +6 Armor Check Penalty: 0</p><p>Buckler Armor Bonus: +1 Armor Check Penalty:-1</p><p></p><p>Spiritsworn Allies: Inal Abet - patriarch of a family of ape spirits that chose to come with Bardach's tribe when they were enslaved. There are 6 members of the family that Bardach can call upon to help in fights.</p><p></p><p>Zephyr - A small air spirit that has taken to following Bardach around. Zephyr doesn't have much of a personality, but is intensly protective and possessive of Bardach when called upon. Bardach knows very little about where the creature comes from.</p><p></p><p>Dawn Eyes - Dawn is a sarcastic Eagle spirit that has taken Bardach under her metaphysical wing. She thinks him capable of great things, but he is happy enough just where he is. The two are close friends, but sometimes bicker like an old married couple.</p><p></p><p>Salarassa - Sal is a conniving snake spirit, and usually seems to be out to get Bardach into trouble as much as he is to get Bardach out of it again. Bardach cuts Sal a lot of slack though, as Sal was insturmental in helping Bardach escape from slavery.</p><p></p><p>Klyzxle - A thoqqua spirit with a nigh unpronouncable name, Bardach has found being followed around by this bizzare being lately. It seems friendly, but Bardach has had little opportunity to bring it to flesh, as he's not foolish enough to allow a fire elemental onto a spelljammer. [/SBLOCK]</p><p></p><p>I put an entry on the various spirits that Bardach knows well enough to call up. Does this sound about right for nature spirits, or would you like me to change some things?</p><p></p><p>Also, I put as Bardach's magic item, a +1 Shocking Mighty (+3) Whip Dagger. Bardach, being the kind of guy he is, would probably want a weapon more than just about any other kind of equipment. I figure he could have "appropriated" it from some slavers he was exercising his duties as a privateer on. Or simply killing, if he was a pirate that trip out.</p><p></p><p>I'm probably missing something. Just tell me if I am, and I'll correct it post-haste. (hehe <strong>post</strong>-haste, get it?)</p></blockquote><p></p>
[QUOTE="pallandrome, post: 3353911, member: 46930"] [SBLOCK=Bardach]Bardach, LN Lacerta Animist Str:17 Dex: 13 Con: 16 Int: 16 Wis: 22 Cha: 14 HP: 46hp AC: 14 Init: +3 BaB: +5 MaB: +8 RaB: +6 Fort: +7 Ref: +5 Will: +10 Feats - Exotic Weapon Proficiency: Whips, Combat Expertise Skills - Climb: +11, Concentration: +11, Jump: +11, Knowledge: The Spheres: +11, Profession: Spelljammer Sailor: +11, Spot: +14, Survival: +14, Use Rope: +9 Weapons +1 Shocking Mighty (+3) Whip Dagger Attack: +9 Dmg: 1d6+3, 1d6 electrical Crit: 19-20 x2 Dagger Attack: +9 Dmg: 1d4+3 Crit: 19-20 x2 Heavy Crossbow Attack: +6 Dmg: 1d10 Crit: 19-20 x2 Claws Attack: +9 Dmg: 1d8+3 Crit: x2 Armor Leather Armor Armor Bonus: +2 Max Dex: +6 Armor Check Penalty: 0 Buckler Armor Bonus: +1 Armor Check Penalty:-1 Spiritsworn Allies: Inal Abet - patriarch of a family of ape spirits that chose to come with Bardach's tribe when they were enslaved. There are 6 members of the family that Bardach can call upon to help in fights. Zephyr - A small air spirit that has taken to following Bardach around. Zephyr doesn't have much of a personality, but is intensly protective and possessive of Bardach when called upon. Bardach knows very little about where the creature comes from. Dawn Eyes - Dawn is a sarcastic Eagle spirit that has taken Bardach under her metaphysical wing. She thinks him capable of great things, but he is happy enough just where he is. The two are close friends, but sometimes bicker like an old married couple. Salarassa - Sal is a conniving snake spirit, and usually seems to be out to get Bardach into trouble as much as he is to get Bardach out of it again. Bardach cuts Sal a lot of slack though, as Sal was insturmental in helping Bardach escape from slavery. Klyzxle - A thoqqua spirit with a nigh unpronouncable name, Bardach has found being followed around by this bizzare being lately. It seems friendly, but Bardach has had little opportunity to bring it to flesh, as he's not foolish enough to allow a fire elemental onto a spelljammer. [/SBLOCK] I put an entry on the various spirits that Bardach knows well enough to call up. Does this sound about right for nature spirits, or would you like me to change some things? Also, I put as Bardach's magic item, a +1 Shocking Mighty (+3) Whip Dagger. Bardach, being the kind of guy he is, would probably want a weapon more than just about any other kind of equipment. I figure he could have "appropriated" it from some slavers he was exercising his duties as a privateer on. Or simply killing, if he was a pirate that trip out. I'm probably missing something. Just tell me if I am, and I'll correct it post-haste. (hehe [B]post[/B]-haste, get it?) [/QUOTE]
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