Mistress Kayltanya

Rhialla "Buxom" Blackwater's page

1,340 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Rhialla "Buxom" Blackwater

Race

Human

Classes/Levels

Cleric 10 HP: 68/68 | AC 21/13/18 | Fort +9, Ref +5, Will +11 (+12 vs Charm/Compulsion)| Init: +3 | Perc: +9 | Channel 6/7 (5d6)

Gender

Female

Age

22

Alignment

CN

Deity

Besmara

Location

Shackles

Languages

Common

Occupation

Pirate

Strength 13
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 17
Charisma 14

About Rhialla "Buxom" Blackwater

Combat/Defenses
Speed 30. Tidal Swiftness: 40 Tidal Swiftness swimming 20 (or +20) With Cloak Sim speed 60 /Tidal swiftness 80
Cold Resistance:10

HP 68 (10d8,+10 CON) Current:59
Init +3 (+3 DEX)
AC 21 (10+ armor 7, + DEX 3 + ring 1,))
Touch 13, Flat-footed 18
Melee +10 (+3 Dex,+7 BAB),
Ranged +10 (+3 DEX,+7 BAB),
Melee: Brine’s Sting +11/+6 1d6+2 (DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1) Crit 18-20 x2 +3d6
Ranged: Icicle dagger +10 1d6+5 cold

BAB +7/+2 CMB +8 (+1 STR, +7 BAB,) CMD 22 (10, +6 BAB, +3 DEX, +1 STR,)
Fortitude +9 (+8 base, +1 CON)
Reflex +5 (+2 DEX)
Willpower +11 (+8 base, +3 WIS) (+12 vs Charm/Compulsion)
*** Favored Class (Cleric)

Skills
Appraise +3, Diplomacy +6, Heal +11, Intimidate +3, Knowledge (Arcana)+5, Knowledge (Planes)+5 Knowledge (Religion)+12, Perception +6, Sense motive +8, Spellcraft +10 ,Stealth +6, Swim +11/ +19 when cloak is active (can take 10 while distressed/ can take run action),
Background Skills: Profession (Sailor)+19, Lore (Pirate captains) +9

Skull and Shackles Traits

Besmara's Blessing

You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.

You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You're not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Birthmark:

You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Feats
Weapon finesse, Selective Channeling, Extra channel, Defiant Luck (reroll 1/force reroll of crit), Tidal Swiftness (Conduit) 5 minutes/day Used: 0, Inexplicable luck (1/day +8 to any one d20 roll)

Special Abilities
Aura
channel energy (Positive) 5d6 Used 1/7
domains (Water, Deception)
orisons
spontaneous casting (Cure)

Domain Granted Powers (Water, Deception)

Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive

Spells (typical prepared list)
Prepared (WIS bonus + Domain), Concentration + (1/2 caster lvl, + WIS)
0 4 [Mending, Purify Food & Drink, Light, Stabilize]
1 5+1 [Remove Fear, Bless, Cause Fear, Disguise Self*, Enhance Water, Comprehend Languages, Protection from Evil]
2 4+1 [Mirror Image*, Bull's Strength, Ironskin, Lesser Restoration, Hold Person]
3 2+1[ Water Breathing*, Searing Light, Magic Circle against evil, Channel Vigor, Remove Blindness/Deafness]
4 2+1 [Flame Strike, Mighty Strength, Control Water*, Positive Pulse]
5 1+1 [Summon Monster V, False Vision*, Breath of Life]

*Domain Spell
Domain Spells: (Deception) 1st—disguise self, 2nd—mirror image 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image., 8th—invisibility (mass), 9th—time stop.
Domain Spells: (Water) 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Gear
Dagger
belt pouch,
spell component pouch,
wooden holy symbol

Magical Gear
Armor +1 glamered elven chain

BeltCummerbund, Aquatic
Body
Chest
Eyes
Feet: Boots of the Cat
Hands:
Head: Besmara’s Tricorne
Headband
Neck: Aegis of Recovery / Shark's tooth amulet
Rings Ring of protection +1 / Ring of Protective Channeling (swift action 1/day/exclude additional target/+5ft)
Shoulders: Cloak of the manta ray
Wrists: Sleeves of many garments

Weapons
Brine’s Sting

Slotless

Poitions/ Alchemical
1 Potion of Cure Moderate Wounds
bloodroot poison (3 doses)
Greenblood oil (4 doses)
Alchemist’s fire (2 of 4)

Besmara’s Tricorne
DESCRIPTION This black leather tricorne hat is weather-beaten and saltstained.
It grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.
CONSTRUCTION
Requirements Craft Wondrous Item, guidance, shrink item, creator must have 5 ranks in Profession (sailor); Cost 1,300 gp

Brine’s Sting
Brine’s Sting is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake.
On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound

Cloak of the Manta Ray
+3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

The cloak does allow the wearer to attack with a manta ray‘s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Appearance
Rhialla

Long of leg and full of hips and bosom, Rhialla is a memorable beauty. Eyes as deep as the sea, raven hair like silk, skin sunkissed yet fair, Rhialla would be considered flawless were it not for the thin line of a scar across her right cheek. A scar that serves as a starting point as the eye traces the map of her body.

When not bearing a contemplative wistful look, her full lips most commonly wear a wild grin, eyes twinkling with the promise of chaos.

Background.

To say that Riallah was born to be a pirate would be a spectacular understatement.

Born in the cabin of a pirate galleon in the midst of a pitched battle fought in the worst of a raging storm, Rhialla entered the world to the sounds of roaring cannons, howling winds and clashing steel, sounds that have been as welcome as a lullaby ever since.

Her father the infamous One-Eyed Jack, her mother, the deadly first mate Blackwater Beth, the girl was born the closest thing to a pirate princess anyone could remember.

Destined from her first breath to become legend, those few who have heard of her entrance into the world still toss a silver into the water whenever they speak of it. If one were to find the ship’s old chiurgeon drunk enough to talk, they’d hear a tale of a birth at sea in the height of a pitched battle, a mother of a storm raging all the while. Amidst the screaming and cursing, in the light of a bolt of lightning that lit up the sea, Beth seemed to change before the woman’s eyes. Laying there before her, skull and bones bandanna holding back hair drenched in sweat, legs splayed awaiting the arrival of her child, sat Besmara herself, fierce eyes sparkling as she laughed away the pain. Besmara's Blessing

A trick of the light perhaps, or a bit too much rum,the woman tried desperately to forget the feeling of divine chaos that filled the room in that moment, but none could deny the goddess’ favor that day as the crew won the day against superior forces, and the sea became calm the moment the screaming babe was put to the breast. Undeniable was the birthmark, the skull and bones dark against the newborn’s shoulder, a sure sign of the Eternal Raider’s touch.

As the girl grew, raised by the crew, an extended family of madness and mayhem, her gift for the life became evident. Able to toddle across a rolling deck from the moment she learned to walk, her natural agility was nothing short of remarkable. Dex 16 She learned to fight from the moment she could hold a rapier,learning how to use her speed and flexibility to her advantage Weapon finesse before her 13th year. From her mother she learned the skills of deception, surprising an enemy by doing the unexpected. As she grew, she found that she had a rare affinity for the sea, as at home in the water as she was on the deck.

In fact the pull she felt for the ocean and the life of freedom went beyond the simple enjoyment of the typical pirate, it was a yearning deep within her soul, a calling to the freedom and chaos that was everything Besmara represented. She devoured every story and tavern yarn she could come by, adopting the goddess’ concepts as a way of life, free to live as she chose, profit from whatever she wanted and benefit from always being a step ahead. Cleric

Life would take an unpleasant turn a few years later when the ship was ambushed by a couple of Chelaxian galleons, an attack that left Riallah an orphan, left for dead in the middle of the ocean. Through a freezing cold night she clung to flotsam, focusing on the cold to keep her awake, the chill making its way to her very bones. And yet she knew that the sea would provide her with an escape. Flotsam Domain
Almost a full day later she was found by another ship, a tobacco trader out of the south. Over the next few years she made her way from ship to ship, surviving on wit, skill and a knack for knowing when to make her exit.

In fact it was this same skill that led her to the tavern in Port Peril, leaving the ship she’d been on for the past year after reading the Captain’s journal while the man slept and seeing his plans to keelhaul her on the next voyage, seeing her as a threat to his hold on the crew. It wasn’t his fault she’d always had a gift for being liked. Men, women it didn’t matter. In no time Riallah could have anyone willing to follow her on a grand adventure, a talent that often made her as many enemies as friends and bedmates.

Wealth: 8,950gp 82sp

Allies/contacts

Cummerbund, Aquatic
+4 competence bonus on Swim checks, and allows her to take 10 on such checks even if distracted or endangered.

Besmara’s Bounty (Ship Details/Enhancements):

Plunder : 21 POINTS
. luxurious silks, fine furs, exotic spices, raw gold and silver ore, and other plundered pirate booty worth a total of 10 points of plunder
' Cargo 2 points of plunder (cloth, copper, and salt)
. 6 points of plunder, primarily consisting of leather, spices, timber, and various ships’ equipment
trade goods and booty worth 3 points of plunder

Jalhazar’s Wheel
Aura moderate transmutation; CL 11th
Slot none; Price 7,500 gp; Weight 15 lbs.
DESCRIPTION
Handles of polished bone and grim skulls decorate this ornately carved ship’s wheel. When grasped, the wheel’s handles feel comfortably smooth. Those who stand watch at the wheel claim to hear the whispered guidance of Captain Xiribal Jalhazar, and occasionally feel ghostly hands holding the ship’s course true.
When fitted to the helm of a ship, Jalhazar’s wheel grants a +5 competence bonus on sailing checks to turn the ship with the hard-to-port or hard-to-starboard actions (Skull & Shackles Player’s Guide 13). The wheel also halves the penalty on sailing checks made when turning the ship while traveling at three or more times the ship’s acceleration. In addition, the ship’s pilot can combine a hard-to-port or hard-to-starboard action with a full ahead or heave-to action as a full-round action up to three times per day.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, haste,
creator must have 10 ranks in Profession (sailor); Cost 3,750 gp

Besmara’s Bones
Aura faint necromancy; CL 5th
Slot see text; Price 10,800 gp; Weight 300 lbs.
DESCRIPTION
Named for the goddess of piracy, strife, and sea monsters, this figurehead must be mounted on the prow of a ship to function.
Once per day, a ship carrying Besmara’s Bones can inflict a curse on an enemy ship struck with a successful ramming attack.
The target ship must succeed at a DC 14 Will save or its pilot takes
a –4 penalty on Profession (sailor) checks to control the ship.
In addition, the cursed ship can never gain the upper hand in ship-to-ship combat (Skull & Shackles Player’s Guide 9).
The curse inflicted by the figurehead cannot be dispelled, but it can be
removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
In addition, once per day, Besmara’s Bones can be used to cast false life (CL 5th) on the captain of the ship carrying the figurehead. A ship may not have more than one figurehead, magical or otherwise, mounted on it at one time.
CONSTRUCTION
Requirements Craft Wondrous Item, bestow curse, false life;
Cost 5,400 gp

Captain’s locker
Aura strong conjuration; CL 13th
Slot none; Price 30,000 gp; Weight 150 lbs.
DESCRIPTION
This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size
and is decorated with chains and brass skulls. The chest has no lock, but any standard lock can be easily attached to its hasp.
The interior of a captain’s locker functions similarly to a type IV
bag of holding, and can hold up to 2,500 pounds or a volume of 250 cubic feet. The chest’s weight remains the same, regardless of what it is holding.
A captain’s locker does not rot or take any other damage from immersion in water and is watertight, even if opened underwater.
When a captain’s locker is placed within the hold of a ship or some other enclosed cargo-carrying vehicle (such as a freight wagon with a cargo box), the chest warps the dimensions of the cargo hold so that the area’s cargo capacity increases by 50% without changing the weight of the vehicle. The cargo area remains attached to the vehicle, however, so outside conditions that affect the vehicle can also affect the cargo hold.
If the captain’s locker is removed from the cargo area while the hold contains more cargo than it could contain on its own, any excess cargo is forcibly expelled through hatches or other means of egress, dealing 3d6 points of damage to anyone standing within 5 feet of the means of egress.
CONSTRUCTION
Requirements Craft Wondrous Item, mage’s magnificent
mansion, secret chest; Cost 15,000 gp

SHACKLES ENSIGN:
This red-and-black naval ensign displays the grinning skull and crossed manacles of the Shackles. While the flag feels as sleek as silk, the material is stronger than the toughest sail canvas. Openly flying a Shackles ensign improves the initial attitude of most hostile or unfriendly pirates by one step, and worsens the starting attitude of those opposed to piracy by one step. The ensign has no effect when not properly mounted on a ship.

Once per day, a Shackles ensign can be hoisted and unfurled on a ship to impose a sinister sense of doom upon an opposing ship’s crew. It takes two full-round actions to raise the flag. All non-pirate creatures (defined at the GM’s discretion) within 300 feet who are able to see the flag take a –1 penalty on attack rolls, weapon damage rolls, saving throws, and skill checks for 1 minute. This is a visual mind-affecting effect. In addition, all allied creatures aboard the ship flying the Shackles ensign gain a +1 luck bonus on attack rolls, weapon damage rolls, saving throws, and skill checks for 1 minute.

Deed to the Isle of Empty Eyes.
Percy's badge of office (silver shackle)