Background, Appearance and personality:
Personality and Background.
Born to the flotsam and detritus of the port Ryzern seemed destined for a life at sea. Apprenticed to a respected riddleport trained mage his path was smooth and easy.
Except for his luck.
Soon after being apprenticed the great man found a better connected prospect and dumped his "half-trained mistake". Since then Ryzern has made something like a living serving as a ships mage and supercargo. He might have even made a life of this.
Except for his luck.
In his short career Ryzern has had one ship sink under him, one burn down in port, lost half his right leg to a tigershark, spent some time imprisoned as a smuggler and, just now, had his captain and shipmates abandon him.
You can see where he gets his nickname.
All this had made his bitter. He owes the world nothing, and that is what he is going to give it. He can be petty and cruel when he feels safe. But then he is paranoid enough to only rarely feel safe. A barracks-room lawyer of the worst kind. A malingerer and goldbrick who only exercises his mind to show his superiority. All in all a lost cause.
Thrown into a strange place and forced to act this rat might just grow into a hero, or at least something that could be mistaken for on in bad light.
AC/Flatfoot AC 12/10
Hit Points: 7
Spells per day.
First level 2
First Level:DC 14
Traits, Feats, and special abilities.:
Suspicious, +1 trait bonus to Sense motive & SM is a class skill
First level, Cypher Magic. You cast spells from scrolls at +1 caster level higher than the scroll’s caster level. This benefit extends to scrolls that you have created. In addition, you gain a +2 bonus on caster level checks made to activate a scroll with a higher caster level than your own.
Wizard 1, scribe scroll
Hand of the Apprentice, 7 uses per day +4 to hit 30' range.
Touch spell 0melee/+2ranged
Armor and Shield:
Aura faint transmutation; CL 3rd
Slot none; Price 5,000 gp; Weight 9 lbs.
This iron grappling hook is attached to a 50-foot length of silk
rope. When a steadfast grapple is thrown, it automatically hits
and attaches to any targeted object or structure within range
of its rope. Against creatures, the wielder must make attack
rolls as normal. Once attached, a steadfast grapple can only be
removed with a DC 30 Strength check, the command word, or
magic such as dispel magic.
Requirements Craft Wondrous Item, animate rope, true strike;
Cost 2,500 gp
~Flint and tinder
~~Scroll of enlarge person
~~4 sheets of parchment
~~2 ink pens
~~vial of black ink
Waterproof bag Stored in peg leg.
Unassigned party loot, xp and notes
Notes on the Wormwood:
Captain Barnabas Harrigan:Mountainous looking garundi man, garled muscle, deep bass voice, dark skin, bald, long black beard held together by golden rings, aura of authority and confidence. Immaculate blue coat.
Mr. Plugg Second in command? Balding man, black ponytail, cutlass and cat of ninetails, black and tattered clothng.
Mr. Scourgre? Enforcer. Sadist
Unnamed Bosuns mate: female gnome, tanned, dark purple hair turned nearly pink by the sun, teeny voice, heavy axe,necklace of human ears, curses ever other sentence.
Unnamed red headed crew-woman: Tricorn hat. Holy symbol on choker(assuming this) Cast something like CLW.
Fishguts Cook, pudgy man about 5 foot tall, apron stained in blood, thick shackles accent, stubbled fat cheeks, bleary gaze, drinks heavily, large black cockerel on his shoulder. (familiar?)
GalleyDirty dishes, piles of food, live chickens, and random refuse, three+ goats, two stoves are along one wall, worktables piled with stuff, very sharp knives, meat cleavers, other sharp implements, pair of shortspears, fresh fruit and vegtables in cupboards.
Use of sweatbox