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Grundmoch

"Quartermaster" Kai'itza's page

266 posts. Alias of Corerue.


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Full Name

Kai'itza

Race

Lizardfolk

Classes/Levels

2nd level monstrous humanoid (Lizardmen) ECL 3 character

Gender

Male

Size

Medium 7'

Age

18

Special Abilities

Hold Breath

Alignment

Neutral Good

Deity

Semuany Domains: Animal, Plant, Water

Languages

Common, Draconic, Elven and Gnoll

Occupation

Quartermaster of 'The Brotherhood', Boarding Marine.

Strength 17
Dexterity 17
Constitution 18
Intelligence 14
Wisdom 14
Charisma 15

About "Quartermaster" Kai'itza

About 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
On most ships, the first mate is the officer who ranks just
below the captain of the ship and takes over in the event that the
Captain can no longer perform his duties. While some pirate
crews include a first mate, this position is more common on
naval and merchant ships. On pirate ships, the quartermaster
predominantly fills the first mate's duties.

Go to a good depiction of Kai'Itza.

Phat Loot Sheet!

Gender: Male
Race: Lizardmen
Alignment: Neutral Good
Size: Medium
Class: Monstrous Humanoid 2 (ECL 3 due to +1 lvl adjustment and hit die he equals a 3rd level character)
Experiance: 3545

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...
After his recent boasts on the ships deck he is now Kai's #1 priority to be watched.

There are 45 total, not counting the heroes. Conditions are a bit cramped, but not so much to be unhealthy.

Current Crew:
1. Nafa, a Kobold - who has claimed the crows nest as it's home and can be seen all throughout the day scanning the horizon, almost obsessed, it only comes down to eat or fish.
2. Wuvie, a male Half Elf
3. Aka, a female Human
4. Vaesm, male Lizardfolk (Not a member of Kai's tribe, all others are.)
5. Avdaene, a female Drow
6. Eiwia, a female Aquatic Elf
7. Adie, female Wild Elf

Other People:
8. Grunge, male Gnoll, saved a Circle Magi by using his silk animated rope.
9. Smupeap, male ogre
10. Neatua, female aquatic elf
11. Upushoa, female hobgoblin
12. Ivoue, female orc
13. Opseaka, female gnome
14. Eithire, female aquatic elf, wears robes of the circle of magi order, was saved by Grunge at the last second. A sorcerer who seems to have been losing her power.
15. Ieste, female halfling
16. Gellied, male gnome
17. Checea, female elf
18. Iwashe, female goblin
19. Teari, female gnoll
20. Weas, male hobgoblin
21. Eapie, female lizardfolk
22. Weathan, male lizardfolk
23. Veraga, female lizardfolk
24. Cev, male halfling
25. Iela, female aquatic elf
26. Emma, female gray elf
27. Faed, male gnome
28. Oh'vade, male gnoll
29. Iesoagu, male half-elf
30. Coutha, female tiefling
31. Ulu, male aasimar
32. Gunny, male(teenager) elf
33. Garth, Half-Dragon (silver)
34. Stonecold, male Goliath
35. C.P., male Ratling
36. "Butterscotch", Female catfolk
37. Blue Eye, ? Kuo-Toa
38. Gurt, male Minotaur
39. Tina, female Pixie
40. Grex, male Half-Drow
41. Tobias, male Human
42. Greta, female aasimar
43. Vulpa, female Human
44. Hamish, male Human, stocky, barrel chested warrior type. Like to complain about the Gnolls, but leaves them alone if possible. Insists on wearing his breastplate even if it means possibly drowning if he goes overboard.
45. Jaylend, male human, farmer by trade, seems fairly happy to be tending to what livestock is aboard.
46. Kripya Human Female, stays to herself, prefers to stay below deck and out of the way.

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.
Skills

Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.

Hold Breath
A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills
Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.

Lizardfolk As Characters
Lizardfolk characters possess the following racial traits.

Darkvision: 60ft
· +2 Strength, +2 Constitution, -2 Intelligence.
· Medium size.
· A lizardfolk’s base land speed is 30 feet.
· Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
· Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
· Racial Feats: A lizardfolk’s humanoid levels give it one feat.
· Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
· +5 natural armor bonus.
· Natural Weapons: 2 claws (1d4) and bite (1d4).
· Special Qualities (see above): Hold breath.
· Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
· Favored Class: Druid.
· Level adjustment +1.


_____________________________________________________
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
ATB +4 DMG+Crit 1d4 x2 Type Piercing

Shortspear
Atb +4 DMG+Crit 1d6 +3 ×2 Rng 20 ft. Type Piercing

Ranged:
Shortspear
Atb +4 (+5 PBS) DMG+Crit 1d6 (+4 with PBS) ×2 Rng 20 ft. Type Piercing

Longbow, Masterwork Composite Darkwood (Not Proficient) (+3 STR)
Atb +1 (+2 PBS) Dmg+Crit: 1d8+3 (+4 with PBS) ×3 Rng: 110 ft. Type: Piercing
______________________________________________________

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
STR 17 +3
DEX 17 +3
CON 18 +4
INT 14 +2
WIS 14 +2
CHA 15 +2

*RM = Racial Modifier

BAB: +1

Feats:
Point Blank Shot

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
+2 Y Appraise Int +2 =
+9 Y Balance Dex1 +3 + 4 RM +2 Ranks
+2 (+4 w/PD) Y Bluff Cha +2
+3 Y Climb Str1 +3
+4 Y Concentration Con +4
+2 Y Craft Int +2
N Decipher Script Int
+9 (+11 w/PD) Y Diplomacy Cha +2 +7 Ranks (+2 PD)
N Disable Device Int
+2 Y Disguise Cha +2
+3 Y Escape Artist Dex1 +3
+2 Y Forgery Int +2
+2 (+4 w/PD) Y Gather Information Cha +2
N Handle Animal Cha
+2 Y Heal Wis +2
+3 Y Hide Dex1 +3
+2 (+4 w/PD) Y Intimidate Cha +2
+9 Y Jump Str1 +3 RM +4 +2 Ranks
N Knowledge (arcana) Int
+3 N Knowledge (architecture and engineering) Int +2 +1 CcR
N Knowledge (dungeoneering) Int
N Knowledge (geography) Int
N Knowledge (history) Int
N Knowledge (local) Int
N Knowledge (nature) Int
N Knowledge (nobility and royalty) Int
N Knowledge (religion) Int
N Knowledge (the planes) Int
+2 Y Listen Wis +2
+3 Y Move Silently Dex1 +3
N Open Lock Dex
+2 Y Perform Cha +2
+3 N Profession (Sailor) Wis +2 +1 CcR
+3 Y Ride Dex +3
+2 Y Search Int +2
+2 Y Sense Motive Wis +2
N Sleight of Hand Dex1
N Speak Language
N Spellcraft Int
+2 Y Spot Wis +2
+4 Y Survival Wis +2 +2 CcR
+10 Y Swim Str2 +3 +4 RM +3 Rank
N Tumble Dex1
N Use Magic Device Cha
+3 Y Use Rope Dex +3

1 Armor check penalty applies to checks. _ Class skill
2 Double the normal armor check penalty applies to checks
Y = Usable untrained
N = Cannot be used untrained
RM = Racial Modifiers
PD = Portal Denfender
CcR = Cross Class Ranks

Traits:
Portal Defender: [Background Trait]
You prefer to rely on what you know you can count on, yourself. When the escape gates were opening you defended the great portals. You fought along side those that you knew as brothers, and those that were former enemies, in a desperate bid to buy time for the portals that brought you to this world to be opened and allow the masses to escape through them. You stared the greatest demon in the eye and didn't back down while others fled in fear. Others remember your bravery still to this day, and you may have inspired a tale or two.

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 19 gold and 8 silver

Wealth Allocation:

Starting wealth 3000 gp

Donated 1400gp for ship.

Gear:

Armor: Darkwood Buckler 2 ½ lbs 205 GP

Weapons:
Masterwork Composite Darkwood Longbow (+3 Str), 730 gp 1.5 lb.
Arrows (200) 10 Gp 10 lbs(1lb per 20 bolts each)
Shortspears (10) 10 GP 30 lbs (3lbs per unit)

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 :
3x Waterskin, 3 gp 12 lbs
10x day's rations, 5 gp 10lbs
Oil flask, 1 sp 1lbs
Hooded Lantern 7 gp 2 lbs
5 tindertwigs -, 5 gp
Bedroll, 1 sp
Empty Sack, 1 sp
4x Fishing Net 16 gp
Belt Pouch .5 lbs., 1 gp

[spoiler=Spem Habere *Not owned by character, was just an idea for a fishing rig I had at the beginning of character creation.]
Right now the Spem Habere is mainly used as his fishing boat so it has a few fishing nets strung about on its sides and a few in various states of repair. For all purpose the excess weapons that are in his character sheet are stored on board the vessel and are mainly a deterent for small scale raiders or 'rival' fishermen moving in forcefully on his nets.

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
abundance near his tribes ancestral home and was one of many reasons they fought with the gnoll tribes. Many of their spears and all of the tribes bows were made of darkwood, because of the lessened weight it could fly farther and was just as sturdy as normal wood if not better in some aspects.

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:
War Canoe “Spem Habere” (Meaning: To entertain hope)
The war canoe is a large, seagoing canoe, with two outriggers for stability. It has a small stepped mast for sailing on open water.
War Canoe: Gargantuan vehicle;
Seaworthiness +0;
Shiphandling +2;
Speed wind × 10 ft. or oars 20 ft. (good);
Overall AC 1; Hull sections 2 (sink 1 section);
Section hp 30 (hardness 5);
Section AC 3;
Rigging Sections 1; Rigging hp 40 (hardness 0), AC 1;
Ram 3d6;
Mounts —;
Space 40 ft. by 5 ft.;
Height 2-1/2 ft. (draft 2-1/2 ft.);
Complement16;
Watch 1 plus 12 rowers;
Cargo 2 tons (Speed wind × 10 ft. or oars 15 ft. if 1 ton or more);

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



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