|
|||||||||||||||||||||||
|
About "Quartermaster" Kai'itzaAbout Kai'itza Being A Quartermaster and First Mate:
QUARTERMASTER In most cases, the quartermaster is the second in command of a pirate ship. In the simplest of terms, the quartermaster's job is to act as a distributor of rations, work duty, treasure or punishment. As the individual in charge of the ship's stores, the quartermaster often possesses more power than the captain does. Because the quartermaster also keeps custody of all weapons on board the ship, mutineers often try to sway her to their cause. The quartermaster's powers stem from the typical pirate's distrust of authority. Rather than simply hand all the power over to the captain, most pirate crews prefer to split the duties of running the ship between the captain and the quartermaster. While the captain leads in battle and deals with the duties of navigating the ship, the quartermaster usually commands boarding parties and keeps custody of any booty taken. The quartermaster's duties also include deciding what of a prize's cargo is worth taking. While coins, precious metals and gems are almost always taken, the quartermaster must decide what other valuables to take. This is usually based on the availability of space in her ship's hold, the potential trade value of other cargo in the pirates' port of call and other factors. If the quartermaster decides that some item of the booty is infeasible, the treasure is usually burned or - in the case of fine spirits or other foods -, consumed by the crew. Once the booty is safely on board the pirates' ship, the quartermaster has the job of seeing it divided amongst the crew. Exactly how much each man or woman earns is usually laid out in the crew's Articles of Piracy (see below). A typical arrangement is that the captain earns one and a half shares, other senior officers earn one and a quarter shares, and the rest of the crew earns a single share each. Though in most cases any crewman has the right to challenge the quartermaster's division of treasure, there is seldom much serious dispute. Finally, the quartermaster is also responsible for doling out punishment for any infractions of the Articles of Piracy. Although the captain usually proscribes the punishment, the quartermaster must carry it out, though she has the right to refuse. This ensures that any punishment, be it a simple forfeiture of a crewman's share of booty or a marooning, is the will of at least two individuals. The quartermaster also has the authority to act as a mediator and witness in duels between individual crewmembers. FIRST MATE
Go to a good depiction of Kai'Itza. Gender: Male
Kai's views on his fellows:
"Captain" Devannis: Capable, Charismatic and Trustworthy. Further watching is needed to determine his fighting ability but currently Kai is leaning towards strong combatant. "Suny": Skilled, Friendly, Energetic, Vulnerable and Dangerous. Confusing to read, body language says vulnerable instinct says dangerous as a cornered viper. Time will tell. "Surgeon" Avion: Power hungry, dangerous, able to command strange creatures...
There are 45 total, not counting the heroes. Conditions are a bit cramped, but not so much to be unhealthy. Current Crew:
Other People:
whew that was a lot to type.... I'm finding myself strangely drawn to plotting out their relationships as well, and made flow charts to document which couples are with who, who lost loved ones, which characters are mad at who/and why. What an undertaking! I'm usually last minute, wing it guy, but this is fun for me too so far. Possible Character Build:
At level 20: Scout 4 / Ranger 13 Based around movement and ranged attacks doing insane damage with his bow at ranges of 30ft and maintaining a semi-decent AC while on the move because of skirmish. @ lvl 20 Arrow DMG will be 1d8 + 5d6 skirmish + 2d6 Improved skirmish + 1 for point blank shot = 1d8+7d6+1 dmg per arrow (26 dmg on average per shot, without magic, followed by a ATB +28,+28,+28,+28 thru the use of various feats to stack ranger and scout levels to enhance class features.) Lizardfolk as player characters:
Lizardfolk as player characters: Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. Hold Breath
Lizardfolk As Characters
Darkvision: 60ft
_____________________________________________________ Defense _____________________________________________________ Speed 30’ Init. +3 AC 19, touch 13, flat footed 16 (+5 Natural Armor, +3 Dex, +1 Darkwood Buckler) HP: (2d8 + 8 Con. = 24 HP) Current HP 23 Fort: +4, Ref: +6, Will +2 _____________________________________________________ Offense _____________________________________________________ Melee: 2x Claws ATB +4 DMG+Crit 1d4 x2 Type Slashing Bite
Shortspear
Ranged:
Longbow, Masterwork Composite Darkwood (Not Proficient) (+3 STR)
Statistics
Unmodified Stats:
STR15 +2 RM= 17 +3 DEX17 +3 CON16 +2 RM= 18 +4 INT16 –2 RM= 14 +2 WIS14 +3 CHA15 +2 Originally the Int and Wis were opposite as the above but i switched them around to take care of my -2 handicap and give myself a decent intelligence for skillpoints and such since this is mainly going to be a roleplaying campaign. Other then that the rest of my stats were as they fell and were rolled by the DM.
After RM’s
*RM = Racial Modifier BAB: +1 Feats:
Skills:
Skills: (Max of 6 Ranks in class skills, 3 in cross class) 20 Skill Points Total - 4 - 7 = 9 - 4 = 5 - 2 = 3 - 2 -1 = 0 left Skills
1 Armor check penalty applies to checks. _ Class skill
Traits:
Benefit: You are fearless, literally. You are immune to fear effects of any kind. You are occasionally recognized as one who fought at the great portal, holding back the impending doom long enough to allow for the evacuation of your city or home. This grants you a trait bonus of +2 to social situations, Bluff, Diplomacy, Gather information, and Intimidate. Diplomacy is always considered a class skill for you. Languages Common, Draconic, Elven and Gnoll. Light 86 lb. or less Medium 87–173 lb. Heavy 174–260 lb.
Wealth Allocation:
Starting wealth 3000 gp Donated 1400gp for ship.
Gear:
Armor: Darkwood Buckler 2 ½ lbs 205 GP Weapons:
Cloak of Memories: 300 GP – This cloak has various trinkets and items of personal interest *bird feathers, religious items* sewn into its surface, it constantly emits a comfortable warmth that makes even the coldest nights a little more bearable. The item's sewn into its surface are objects that remind Kai'itza of his home and his distant tribe. (Made this item up from scratch it doesn’t provide really any benefits but comfort and role-playing ability, is like a rain poncho but actually gives off a small degree of warmth like a sun warmed rock. I assumed masterwork cost for armor and a small fee for the enchantment magic.) Keeps subject warm in moderate weather and repels water. Backpack :
[spoiler=Spem Habere *Not owned by character, was just an idea for a fishing rig I had at the beginning of character creation.]
Appearance:
Appearance: At approximately seven feet tall, weighing 230 lbs, Kai’itza is an imposing sight, his body is covered in varying shades of grey scales that seems to deflect some notice away from his toned athletic build, and many have lost their nerve when faced with his molten-gold colored eyes. His tail is four feet long and helps him maintain his balance while he performs his daily tasks. He has a three frills that usually lay flat when he is at ease and flare out whenever he is excited, agitated or listening. The frills about his ears are shorter and less pronounced then the frill that runs from the peak of his forhead and runs down to the backside of his neck. Unlike many among his tribe his skin is fairly uniform and even, he bares some elbow spurs but other then that his body is very smooth looking much like a snake.
Personality:
Personality: Kai’itza is both a fearless and determined individual, who is prone to spacing out whenever he looks out to sea, he believes in working hard to obtain what you want and never slacks off when he has obligations or a goal to complete. He is easily fascinated with new trinkets or complex tools and will spend hours studying an object, so long as there is no threats or anything to cuse him to be unease. He is very loyal to those whom he shares a common bond with; he won’t betray his allies or friends even if his life is on the line. He is very energetic while the sun is up and the skies and seas are warm, he tends to get lethargic when his environment starts to get colder. He spends much of his leisurely time either training, working out or practicing his skills. He enjoys games as well but doesn't understand the concept of gambling and his inquisitive nature has gotten him into trouble many times.
Some Back-story on Kai'itza- its fairly wordy so you've been warned~ WIP:
Background: In simpler times his name was Kaitza, which meant ‘Justified One’, he was one of the small but hardy lizardmen tribe of The Oklin’houla. His tribe was one of the few that during the evacuation decided to take the fight to the demon army that came to prevent the exodus. Khaitza was very young back then and it had been an act of desperation when he was handed his first true spear without completing the rite of adulthood first. The greatest shamans and mages of the land had constructed a gateway so that an exodus could occur. The gateway was constructed up in the Broken Steppes Mountains as a sort of precaution against the demon army that was approaching. By using the rough terrain and the many brave warriors at their disposal they hoped to buy the time needed to open the gateway. They marched to meet the enemy alongside the Gnoll warriors of the Broken Steppes mountain tribes, who for generations had been their tribes foes. But all of that was cast aside when the day the worlds skies turned dark and everything as they knew it changed forever around them. One time enemies became allies as the greatest threat reared its ugly head and the gods seemed to turn their backs on their children. So when the Gnolls of the Broken Steppes and his tribe engaged the enemy using guerrilla tactics, they proved their bravery by bloodying the demons that marched towards the fleeing masses. They killed hundreds of the enemy that day but could do nothing to stop the demon armies advance, only slow it through blood and sacrifice. Even as casualties mounted they continued to fight the demons back, determined to hold them until the gates opened and the exodus could begin. The enemy pushed them slowly back across the dried out river beds of what were once lush rainforest's, they were forced to leave the unmoving forms of many of their brother's broken in the cracked earth of once great marshes and ancient wetlands, nourishing the parched earth with their life blood. Finally they were forced to fall back further and further into the mountains their forces were forced to separate and defend the twin mountain passes that would, if left undefended, give the enemy direct access to path that lead to the gateway. Kai'itza looked towards the unfinished gate high upon the ridge behind them, a few miles away from where they held the mountain pass, waiting to see a great doorway open and the call to retreat. As the demon army made their way up the pass and towards their entrenched position the tribe gave them a taste of their greatest weapons. Darkwood had grown in
So when the enemy was nearing the gap to funnel into the passes they were being riddled with arrows from the darkwood bows of the lizard-folk warriors. As they pushed up the steep incline of the pass they were greated by a hail of shortspears as they came further into range. When they finally made the final push into the first line of the lizardfolk, they felt sting of their spears and warblades... They had taken the bait and were now feeling the hook dig in... The enemy was so full of their own hubris that they had marched them selves straight into a well devised choke point, a 'Kill Box' the humans called it. Using the natural terrain the pass caused them to fight in tighter quarters and the demons greater numbers didn't mean anything now that they were being funneled into the lizard-folk warriors. They allowed themselves to be goaded into fighting where the lizardfolk and human warriors had wanted, they were trapped between pushing against the masses marching forward and the focused wrath of the enemy in front of them. Hubris would cost them and cost them dearly it did. The enemies casulties piled High as the lizardfolk continued to bring down anyone foolish enough to be pushed within reach. For several minutes the forward momentum of the demon army had effectively been brought to a halt. A battle of attrition had begun, and neither side was going to yield to other anytime soon, even though the armies of the Alliance had stopped the forward moment of the demon armies advance. They lacked the numbers to suppress the inevitable push that would occur when their numbers dwindled enough that the enemy overpowered them and when that happens all will be lost. Khaitza
Just a neat little ship, not something the character owns yet.:
I came up with the name though and made it resonate with his story and campaign concept. This boat is from Stormwrack:
Cost 1,000 gp.
Need to talk to Will Power about this~:
For Roleplay only! (Not something he can ever use!): Cheiftains Mantle Chieftains Warbow Bag full of Darkwood tree seeds, last of the sacred grove of Oklin'houla |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|