About Young Tully
Male human buccaneer 4
CG Medium humanoid (Taldan)
Init +3; Senses Perception +3
AC 18, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 shield)
hp 28 (4d8+4)
Fort +1, Ref +7, Will +3 (+2 vs outsider [evil]; +4 vs bardic performance, sonic, and language-dependent effects)
Speed 30 ft.
Melee mwk handaxe +7 (1d6+1/x3)
Melee dagger +6 (1d4+1/19-20) or rapier +6 (1d6+1/18-20) or sap +6 (1d6+1) or whip +6 (1d3+1)
Ranged shortbow +6 (1d6/x3)
Special Attacks hilt bash
Bard Spells Known (CL 4th)
2nd (2/day) — blistering invective (DC 16), gallant inspiration
1st (4/day) – cure light wounds, ear-piercing scream (DC 15), saving finale, sleep (DC 15)
0 – detect magic, know direction, light, lullaby, message, prestidigitation
Str 12, Dex 16, Con 10, Int 13, Wis 8, Cha 18
Base Atk +3; CMB +4; CMD 17
Feats Dodge, Lingering Performance, Weapon Finesse
Skills Acrobatics (3) +9, Appraise (3) +7, Climb (3) +7, Diplomacy (1) +9, Intimidate (1) +8, Knowledge (engineering) (1) +5, Knowledge (local) (4) +8, Perception (1) +3, Perform (oratory) (4) +12, Profession (cook) (1) +3, Profession (sailor) (4) +6, Spellcraft (1) +5, Stealth (1) +7, Swim (2) +8, Use Magic Device (2) +9
Languages Common, Polyglot
SQ Bardic performance (11 rounds/day), countersong, distraction, fascinate, inspire competence +2, inspire courage +1, song of surrender, versatile performance (oratory), well versed
Traits Barroom Talespinner, Purity of Faith (Iomedae)
Gear masterwork buckler, dagger, masterwork handaxe, rapier, sap, shortbow w/20 arrows, studded leather armor, whip (weight 37 lbs.)
Additional Gear backpack, bed roll, belt pouch, flint and steel, grappling hook w/hemp rope (50 ft.), lamp w/4 pints oil, potion of cure moderate wounds, ring of swimming, soap, waterskin, 583 gp, 4 sp, 4cp (weight 31.5 lbs.)
Barroom Talespinner: You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself. You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.
Purity of Faith (Iomedae): Your soul is clean, and you are deeply committed to fulfilling your duties to the church. Benefit: You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
Hilt Bash (Ex): A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll. This ability replaces bardic knowledge.
Song of Surrender (Su): A buccaneer of 4th level or higher can use his performance to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s performance. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. This ability replaces suggestion.
The rain lashed off of the tarpaulin above him. Ostensibly, the cover had been rigged for his comfort. Though in truth, the rain seemed to come from every direction but directly above and he was thoroughly drenched. It was blowing a three-reef gale directly from the south, and despite the Mediogalti storm-runner's more weatherly qualities, she was making prodigious leeway away from her intended destination.
Port Peril was no more than a looming grey shadow on the horizon. At this moment, it stood due south, which meant it was right in the wind's eye. The ships petty officers were stirring, which could only mean that the ship was soon to go about on the other tack, an evolution which would call for "All Hands".
A rogue wave caught the bow right as 'Young' Tully moved towards the ship's railing. He fetched up hard against the netting, the movement dispelling the last vestige of his control. Grasping the rigging with the strength of desperation, he leaned as far out as he dared and surrendered to his sea-sickness. The first excruciating qualm passed and he mastered himself as the boatswains piped the call for all hands. Tully held his place at the rail, so as to make himself less of a nuisance as the hands went about the business of the ship.
When the ship was comfortably on the starboard tack, and the watch dismissed, he went back to the labor that had drawn him on deck. The next item he pulled from his 'dunnage', that strange nautical term for luggage had caught him off guard at the Westcrown docks, was a dagger with his noble House Tilernos crest engraved into the handle. The silvered item was lovely to look upon, but purely ornamental. He doubted the temper of the steel would survive striking anything thicker than parchment. With the casualness of a life of privilege and wealth, he tossed the dagger into the sea and dove back into his bag for more of his past life.
Ledgers, duplicates of course, of the family holdings in Corentyn. His flimsy excuse for escaping Westcrown and his overbearing father's house. They went overboard easily. Several novels, high adventure in the high seas, the trappings of childhood fancy, were the next to find the deep. These two were technical manuals, Gannymeade's "Seamanship" and Claiborne's "Navigation in the South Sea". They were worth keeping. Noble's finery, not so fine after weeks at sea, was the next victim, though. Slowly, piece by piece, Master Aloysius Kejanus Tilernos, was abandoning his former life. Finally, he lifted the last bag, overturning it on deck.
The last article of his past clattered to the deck. He picked up his father's old iron holy symbol. His father, Kejan Tilernos, Patriarch of House Tilernos, one of the twelve rulers of Westcrown, and a staunch Paladin of Iomedae, had never given up hoping his son would eventually follow his path. Tully suspected his father had easily seen through his "desire" to check over the family's estates in Corentyn. But, he had let him go all the same. Tully would never be a Paladin, there was too much of a wild streak within him. All he had to do was cast this last trinket into the unfathomable depths to be forever done with his past.
The wind had backed several points, and moderated so much that only a single reef was necessary. If they could hold this course for another few hours, they would easily weather the point. Then a single tack would fetch them into the harbor within half a day. The choppy seas had calmed substantially, and Tully was once again master of his stomach. The rain and spray felt refreshing, rather than disheartening. 'Young' Tully swayed easily with the motion of the ship, the comforting weight of the iron 'sword and sunburst' bouncing against his chest as he dashed towards adventure.
'Young' Tully has grown up with an infatuation with sailing and piracy. All of his education, family obligations, civic duties, etc. have been neglected while he reads adventure tales, and fishes for stories from the old salts at the Westcrown docks. Consequently, he has an incredibly starry-eyed, highly romanticized idea of what the life of a pirate is like. He envisions a future of dashing heroics, dazzling sword-fights, lusty wenches, and hearty camaraderie like the stories. The true atrocities and hardships of life aboard ship, and particularly the life of a pirate are likely to be a rude awakening for him.
He has strong conceptual knowledge of the workings of a ship, but very little in the way of practical knowledge. Nevertheless, his knowledge and his very strong personality and leadership skills (read as diplomacy) make him potentially a successful officer or even captain.
His father imparted to him a very strong ethical stance (though very little else), meaning he would much rather subdue or accept the surrender of an opponent than kill him. Mostly, he is a spinner of tall tales of heroism and gallantry, and would like to bring those tales to life.
Boarding Pikes x12
Light Crossbows x9 w/ 200 bolts
Leather Armor x8