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Repel All Boarders!


PaizoCon

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

The crew of the RIS Ember are tasked with seeking out and neutralizing pirates. Reports hold that a renown ship called the Hungry Wyvern has been striking the Western border, using the the pinnacles and cloudy mountains as cover when they are not striking trade routes. The royal air navy has given the orders covertly, and asked the RIS Ember to take a less noticeable but dangerous route to the hunting grounds. Their hope is to catch the pirates before they are aware that the RIS Ember is hunting them. The route goes through dragon territory, and because of that a bit of extra fire power has been granted to handle any draconic threat.

In short; the primary mission is to neutralize the pirates. Secondary mission is to capture any pirate held ships, equipment, and treasure. Also, while capturing pirates alive to bring them in for trial is commended, it is not expected that every one of them will surrender before swords are thrust through their vile guts.

Welcome!
I am the GM for the game Repel all Boarders! being ran at PaizoCon. I will be posting the pre-generated characters here, as well as the stats for the ship RIS Ember and giving a bit of background on the Cloudhaven setting that the game is set in. Once all six characters have been posted I welcome players to claim the ones they want to play. I may not fully equip them and if I don't I will allow the players to do so.

If you are a player, please post here! I am excited to meet you all and have fun playing together. I am also going to keep my promise of giving you all painted miniatures, and look forward to seeing them being used in the game.

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

Cloudhaven
The world was created by dragons, or so the legends say. They are also the rulers, gods, and source of all magic. Each of the great nations is led by a dragon of immense power, the oldest of them claiming to have had a hand in the world's creation. Each of the intelligent, civilized races were created by them and each one made with a purpose in mind.

For millennium they ruled uncontested by any other race, fighting only amongst themselves for territory, treasure, and resources. Then one day the plague hit. It wasn't a natural sickness, it turned anyone affected feral and wild. For races like humans and elves it turned them in savages who loved nothing more then committing vile evils and causing pain. For the dragons, it stripped them of intelligence, ripped away their magic, and make them dangerously violent.

The survivors could little more then fortify themselves in the major cities. There were still true, civilized dragons, but just barely enough to keep control of their broken nations. A few of the smaller nations even disappeared overnight, and one of the monarchs of a major empire succumbed to the plague. For those who survived, their high city walls and constant vigilance was all that was keeping them from falling victims to savage plague born races.

For a few hundred years the remaining nations survived on the ground, but just barely. Then, in the nation of Folcher, a grand discovery was made that changed everything. The engineers and arcanists discovered a way to build cities in the skies, away from dangers and constant sieges the land brought. It also provided a way to handle the growing problem of over populating what little land the nations could hold back the plague and plague born races from.

Now, just over a thousand years later, there are not just sky-cities but sky-towns. This has mostly been made possible by the many different types of airships that have been invented over the years, but also due to a more recent invention. Firearms have been around for a couple hundred years in the Cloudhaven setting, but are strictly controlled by the nations. Only military ships and cities defenders are allowed cannons, and personal firearms are only gained through gifts or rank. Still, it has been found that cannons are the best way to battle the feral dragons, who make up for their lack of magic with toughness and ferocity.

The RIS Ember flies the flag of the Golden Empire of Sraosha. Sraosha is the oldest gold dragon, Empress Supreme and Goddess Immortal of her empire. She is kind and wise, possessing a LG alignment, but is also very much a dragon and has the expected prideful, vindictive, and often greedy nature that is to be expected. Pirate activity within her borders, on her trade routes, and against her people isn't to be tolerated.

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

CAPTAIN PHEBE ARGALL

A hard worker and master sailor, Captain Argall has proven herself many times and has finally been given command of the RIS Ember. This is her first assignment and she knows that her career can be broken with the slightest mistake. Because of that, she feels even more pressure to succeed, but she uses that pressure as motivation to keep on her toes and not grow complacent. While she hasn't been with the RIS Ember long, she knows what the ship is capable of and how to handle her. The pistol she wields was a personal gift from a general after she graduated the Aerial Naval Academy with honors. While she may not be the best shot with it, it has served her well in the past.

CAPTAIN PHEBE ARGALL CR 7
Female Human Cavalier (Musketeer) 8
LG Medium Humanoid (Human)
Init +9; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 76 (8d10+16)
Fort +8, Ref +5, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Longsword +13/+8 (1d8+5/19-20/x2) and
. . Unarmed Strike +12/+7 (1d3+4/20/x2)
Ranged +1 Pistol +13/+8 (1d8+1/20/x4)
Special Attacks Cavalier's Charge, Sword's Challenge +8/+3 (3/day)
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 15, Int 10, Wis 12, Cha 12
Base Atk +8; CMB +12; CMD 25
Feats Back to Back, Corsair of Taldor, Deadly Aim -3/+6, Gunsmithing, Improved Initiative, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rapid Reload: Pistol, Weapon Focus: Pistol
Traits Reactionary, Ship Aptitude
Skills Acrobatics +6, Climb +13, Intimidate +12, Knowledge (Nobility) +6, Perception +7, Profession (Sailor) +13, Sense Motive +10 Modifiers Sword's Skills
Languages Common
SQ Banner +2/+1 (Ex), Focus (8 minutes) (1/day), Mounted Mastery (Ex), Tactician (Back to Back) 7r (2/day) (Ex)
Combat Gear +1 Longsword, +1 Pistol;
--------------------
SPECIAL ABILITIES
--------------------
Back to Back Gain a +2 to AC against flanking opponents
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Corsair +2 bonus on initiative checks made while on a ship and deal an additional +1 damage when using light or one-handed weapons on a ship.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Focus (8 minutes) (1/day) Focus as a standard action to gain additional benefits when wielding gifted weapon.
Gunsmithing You know the secrets of repairing and restoring firearms.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Reload: Pistol You can reload fast with one type of Crossbow.
Sword's Challenge +8/+3 (3/day) (Ex) +8 to damage target, -2 AC vs. others when used, +3 to hit while riding your mount.
Sword's Skills +4 (Ex) +4 to Sense Motive opposing Bluff.
Tactician (Back to Back) 7r (2/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.

[Note: This character has not yet been given equipment and has 11,385 gp to spend. This character is also only going to be played if we have a full 6 players at the table.]

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

LEARY MACNEIL

The Master Gunner for the RIS Ember knows a little too much about firearms and explosives. His chatter about formula and mixtures becomes almost unbearable each time the cannons are brought out to be fired, and his enjoyment of tossing bombs onto enemy decks has made boarding ships difficult at times. Still, he is good at his job, and the RIS Ember is better for having him on board.

LEARY MACNEIL CR 5
Male Elf Alchemist (Grenadier) 6
CG Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +12
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 33 (6d8)
Fort +5, Ref +8, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Longsword +6 (1d8+2/19-20/x2) and
. . Unarmed Strike +5 (1d3+1/20/x2)
Ranged Bomb +8 (3d6+5 Fire) and
. . Cannon +7 (6d6/20/x4)
Special Attacks Bomb 3d6+5 (11/day) (DC 18), Explosive Bomb
Alchemist (Grenadier) Spells Known (CL 6, 5 melee touch, 7 ranged touch):
2 (4/day) Resist Energy (DC 17), Cure Moderate Wounds (DC 17), Invisibility, Bullet Shield
1 (6/day) Shield (DC 16), True Strike (DC 16), Jump (DC 16), Cure Light Wounds (DC 16), Bomber's Eye (DC 16), Longshot (DC 16)
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 11, Int 20, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Elven Weapon Proficiencies, Gunsmithing, Martial Weapon Proficiency: Axe, Boarding, Siege Commander, Siege Engineer, Throw Anything
Traits Accelerated Drinker, Warrior of Old
Skills Craft (Alchemy) +14, Craft (Siege Engines) +14, Disable Device +12, Heal +10, Knowledge (Arcana) +14, Perception +12, Profession (Siege Engineer) +10, Spellcraft +14, Survival +10, Use Magic Device +9 Modifiers Alchemy +6
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc
SQ Alchemical Weapon (Swift Action) (Su), Directed Blast (Su), Elven Magic, Fast Poisoning (Move Action) (Ex), Infusion, Mutagen (DC 18) (Su), Precise Bombs (5 squares) (Su), Precise Bombs (Ex), Swift Alchemy (Ex)
Combat Gear +1 Longsword, Cannon;
--------------------
SPECIAL ABILITIES
--------------------
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+5 (11/day) (DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Directed Blast (Su) Bomb does damage in 30 ft cone, attack vs one foe and rest take splash dam.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 18) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Siege Commander Grant weapon crew +4 on assemble or move checks
Siege Engineer You are considered proficient with all siege weapons
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

[Note: This character has not been given equipment yet and has 13,679 gp to spend.]

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

MERVIN RADCLIFF

Mervin is officially the quartermaster and doctor, but he has taken on the role of cook and crew entertainer. His silly pirate hat and large ladle are not to be taken lightly though, as he can best common sailors in a fight with his great spoon while they wield swords. His station as a priest of Sraosha means he is also keeping an eye on Captain Argall and her officers, as well as providing fortunate winds and good luck when the ship needs it.

MERVIN RADCLIFF CR 5
Male Halfling Cleric 6
NG Small Humanoid (Halfling)
Init +0; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 11. . (+1 size)
hp 39 (6d8+6)
Fort +7, Ref +3, Will +10
Resist electricity 10
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Mace, Heavy +7 (1d6+2/20/x2) and
. . Ladle +6 (1d4+1/20/x2) and
. . Unarmed Strike +6 (1d2+1/20/x2)
Spell-Like Abilities Lightning Arc (7/day)
Cleric Spells Known (CL 6, 6 melee touch, 5 ranged touch):
3 (3/day) Prayer, Gaseous Form, Dispel Magic, Summon Monster III
2 (4/day) Restoration, Lesser (DC 16), Resist Energy (DC 16), Wind Wall, Hold Person (DC 16), Grace (DC 16)
1 (4/day) Shield of Faith (DC 15), Protection from Evil (DC 15), Bless, Sanctuary (DC 15), Command (DC 15)
0 (at will) Resistance (DC 14), Create Water, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 13, Dex 11, Con 12, Int 13, Wis 18, Cha 13
Base Atk +4; CMB +4; CMD 14
Feats Catch Off-Guard, Combat Casting, Selective Channeling
Traits Helpful, Sacred Touch
Skills Acrobatics +2, Climb +3, Fly +2, Heal +10, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Religion) +10, Perception +6, Profession (Cook) +10, Spellcraft +10, Stealth +4
Languages Celestial, Common, Halfling
SQ Air/Sky/Wind Variant Channeling (±2 Sacred), Aura (Ex), Cleric Channel Positive Energy 3d6 (4/day) (DC 14) (Su), Cleric Domain: Air, Cleric Domain: Freedom, Fearless, Liberty's Blessing (7/day) (Su), Spontaneous Casting
Combat Gear +1 Mace, Heavy, Club; 13,688 gp
--------------------
SPECIAL ABILITIES
--------------------
Air/Sky/Wind Variant Channeling (±2 Sacred) Grants a Acrobatics bonus or ranged attack penalty
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Cleric Channel Positive Energy 3d6 (4/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Air Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Cleric Domain: Freedom Associated Domain: Liberation
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Fearless +2 morale bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Liberty's Blessing (7/day) (Su) Allow target to re-attempt a save.
Lightning Arc (1d6+3) (7/day) (Sp) 30' Ranged touch attack deals 1d6+3 Electricity damage.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

[Note: This character has not been given all of his equipment and have 13,668 gp to spend.]

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

WARREN DERMID

The ship's Sailing Master, Warren is in charge of navigation and the sailing of the ship. He is looking forward to fighting pirates though, as he has only done so a hand full of times. He isn't originally from the empire, and hails from one of neighboring and friendly countries. It is possibly because of that that he is the least favored by the crew.

WARREN DERMID CR 5
Male Human Magus 6
NG Medium Humanoid (Human)
Init +1; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 51 (6d8+12)
Fort +7, Ref +3, Will +6
Defensive Abilities Spell Shield +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Scimitar +8 (1d6+3/18-20/x2) and
. . Unarmed Strike +6 (1d3+2/20/x2)
Special Attacks Spellstrike
Magus Spells Known (CL 6, 6 melee touch, 5 ranged touch):
2 (4/day) Blur (DC 17), Scorching Ray, Glitterdust (DC 17), Frigid Touch
1 (6/day) Magic Missile, Shocking Grasp, Color Spray (DC 16), Enlarge Person (DC 16), Corrosive Touch, Frostbite
0 (at will) Acid Splash, Open/Close (DC 15), Mage Hand, Detect Magic, Prestidigitation (DC 15)
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 20, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Cleave, Combat Casting, Flanking Foil, Power Attack -2/+4, Weapon Focus: Scimitar
Traits Blade Bravado (Taldan), Stargazer (Varisian)
Skills Acrobatics +7, Climb +10, Craft (Siege Engines) +11, Knowledge (Arcana) +14, Knowledge (Geography) +12, Perception +7, Profession (Sailor) +10, Spellcraft +14, Survival +6
Languages Auran, Common, Dwarven, Elven, Gnome, Halfling
SQ Arcane Pool (+2) (8/day) (Su), Astrolabe, Compass, Empowered Magic (1/day) (Su), Sextant, Spell Combat (Ex), Spell Recall (Su)
Combat Gear +1 Scimitar; Other Gear Astrolabe, Compass, Sextant
--------------------
SPECIAL ABILITIES
--------------------
Arcane Pool (+2) (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Astrolabe +2 navigation
Blade Bravado (Taldan) +1 bonus to Acrobatics and Bluff checks when wielding a one-handed weapon
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Flanking Foil Foes you strike lose their flanking bonus against you
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sextant +4 Circumstance to navigate while above ground.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

[Note: This character has not been given full equipment and has 12,775 gp to spend.]

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

HAYLIE HOWARD

Assigned to the RIS Ember as the ship's Boatswain, Haylie looks forward to the adventure and the fight ahead. Somewhat young and out of place for an elf, she has recently gained some respect and reputation withing the Aerial Navy. Because of her daring deeds in one ship to ship battle, she saved the life of her ship's captain and dealt a deadly blow to the enemy. She was awarded a pistol for the heroics, which she has never learned how to use but still keeps it at her side as a symbol of her pride.

HAYLIE HOWARD CR 5
Female Elf Rogue (Acrobat) 6
CG Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 10. . (+5 Dex, +1 dodge)
hp 39 (6d8+6)
Fort +3, Ref +10, Will +1
Defensive Abilities Evasion, Uncanny Dodge; Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Rapier +10 (1d6+3/18-20/x2) and
. . Unarmed Strike +9 (1d3+2/20/x2)
Special Attacks Offensive Defense, Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 14, Dex 20, Con 12, Int 11, Wis 8, Cha 14
Base Atk +4; CMB +6; CMD 22
Feats Combat Reflexes (6 AoO/round), Dodge, Elven Weapon Proficiencies, Mobility, Rogue Weapon Proficiencies, Weapon Finesse
Traits Eager Combatant, Fencer
Skills Acrobatics +16, Climb +11, Fly +7, Intimidate +11, Knowledge (Local) +9, Perception +10, Profession (Sailor) +8, Sense Motive +8, Stealth +14, Use Magic Device +11 Modifiers Expert Leaper, Second Chance (2/day)
Languages Common, Elven
SQ Elven Magic
Combat Gear +1 Rapier; 13,680 gp
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of opportunity per round, and may make them while flat-footed.
Eager Combatant You're so excited to board other ships that you're frequently the first one over the rail, regardless of the danger. You gain a +1 trait bonus on attack rolls made while onboard an enemy ship.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Expert Leaper (Ex) When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Offensive Defense (Ex) Sneak attack grants you +1 AC vs. the target.
Second Chance (2/day) (Ex) Reroll failed Acrobatics, Climb or Fly checks at -5.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

[Note: This character does not have all of her gear and has 13,680 gp to spend.]

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

LONáN ROWE

While not the most accomplished sailor, Lonán is one of the best at keeping a ship in prime condition. Given the assignment as the ship's Carpenter, he is often seen carrying tools of all kinds and working on one project or another with a small group of men he supervises. He tells tales of dragon hunting, which he did in his youth upon hunting ships along the Southern border. It was there that he learned and mastered the harpoon. That isn't his only weapon though, as he claims to be able to fight with any of the tools used around the ship.

LONáN ROWE CR 5
Male Half-Elf Fighter (Weapon Master) 6
CG Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 52 (6d10+12)
Fort +7, Ref +5, Will +3
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Harpoon, Steel +13/+8 (1d8+10/20/x2)
. . Grappling Hook +10/+5 (1d6+4/20/x2)
. . Unarmed Strike +10/+5 (1d3+4/20/x2)
Ranged +1 Harpoon, Steel +12/+7 (1d8+10/20/x2, grapple)
. . Grappling Hook +9/+4 (1d6+4/20/x2, grapple)
Special Attacks Reliable Strike: Harpoon (1/day), Weapon Training +1: Harpoon
--------------------
STATISTICS
--------------------
Str 19, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23
Feats Deadly Aim -2/+4, Distance Thrower, Exotic Weapon Proficiency: Harpoon, Point Blank Shot, Skill Focus: Climb (Adaptability), Two-Handed Thrower, Weapon Focus: Harpoon, Weapon Specialization: Harpoon
Traits Rough and Ready: -Choose-, Strong Arm, Supple Wrist (1/round)
Skills Climb +12, Craft (Ships) +9, Knowledge (Arcana) +2, Knowledge (Engineering) +4, Profession (Sailor) +5
Languages Common, Elven
SQ Elf Blood, Weapon Guard +2: Harpoon (Ex)
Combat Gear +1 Harpoon, Steel, Grappling Hook; 15,991 gp
--------------------
SPECIAL ABILITIES
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rough and Ready You can use tools of your trade as weapons without penalty and gain a +1 trait bonus to attacks with such tools.
Reliable Strike: Harpoon (1/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon
Weapon Guard +2: Harpoon (Ex) +2 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Harpoon (Ex) +1 to hit and damage with your chosen weapon.

[Note: This character does not have all of his gear and has 15,977 gp to spend.]

Grand Lodge

Hello, I'm one of the players scheduled to be playing in this game. Looks really interesting and far from what I expected. Really looking forward to playing, always really liked the airship settings.

I'd like to say I wanna put my name down on one of the characters but it's hard choice. I believe I'm gonna have to put my dib's on Hayle Howard.

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

Awesome! I hope that it isn't bad that this is far from what you expected, but I promise that you will enjoy it.

And you now have dibs on Hayle Howard, so I will be sure to set her aside for you. If you want, feel free to purchase equipment for her. If you don't, that is perfectly alight and I will have her equipment done by PaizoCon.

Grand Lodge

O no, not bad at all, thoroughly impressed with the premise an the world behind it.

I'll help, take a bit of weight off. Is there any books not included for use or are all the pfs legal stuff good?

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

PFS legal sounds great. Thanks for helping out.

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

I just play through the game with my regular group and they loved it. With some of their feedback I will be adjusting things to make this a fun, easy to play, and engaging game for all of the players. Expect the roles mentioned to come into play, and read up on siege weapons and vehicle combat.

Also, the minis I am giving to every player of this game are looking great. I am by no means a professional painter, but I garauntee that you will appreciate these. I am having a great time painting them and plan on buying them again just so I can have them for my personal collection.

Sczarni Star Voter 2013, Star Voter 2014

Pathfinder Companion Subscriber

I just wanted to thank all of the players who sat down at my table on Friday. It was a blast to run this game and I enjoyed playing with every one of you.

Hope to see you all next year.

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