Here's Bratix. The last little bits of her background are pending Mattdude's submission. :)
1.Bratix is a decidedly odd looking creature. At gnomish height with a shock of wild and untamable blue hair, she is definitely related to a gnome at some level. However, her oddness goes far beyond the hair. Her skin is also an odd color of blue - mixed with more grey and sort of a granite color, swirled here and there with a pattern of scales but no texture. Then there are her wings, lopsided and obviously not useful. One is as big as a full wing, for her size, the other stunted and odd next to it, tiny and useless. They are feathered with blue well, these an eye popping, almost neon color, like the underside of a parrot's belly. All of her shirts and armor are cut to accommodate them, useless though they may be. She has a forked tongue, pointed ears, and odd eyes - slit down the middle like a reptile's, and blindingly and garrishly yellow in her blue face. Something wild has touched this creature, whatever it is - and her predatory eyes and serpent's tongue probably do little to reassure anyone that she is entirely safe.
2. Bratix is insane. Not insane, but we the jury find the defendent crazy. Her low wisdom score represents an extremely skewed view of the world, where she is basically a mad scientist bent on ... fixing EVERYTHING. Fixing the WORLD. Got a problem? Alchemy can fix it! She is convinced she can make an elixir for any problem, and in fact, will try to do that. She's very smart about the world and the things in it that can help her with her work, but a bit stupid about people and why they do the things they do. Too busy with work. People are dumb. Zoom! Sort of a mix of a mad doctor and Sherlock Holmes that way. She's inherited both the gnome's interest in the wondrous and the Tiefling mean streak. Her solution to problems can be a bit shockingly ... permanent. Though usually not killing people. They don't learn if you kill them, and then how can we fix the world?
3. Bratix is good. She really is. She likes people! She just doesn't understand them. While she can be terrifically self-centered and horrifically simplistic in her dealings with people, for the most part she tends towards goodness. She doesn't actually like or want to hurt people. Laws, though, she has no use for. Boring constraints for the mundane people who aren't good enough to rise above them. Order is all well and good, until it restricts you from doing what you want to do; in short, its good for the unimaginative and those that need structure. Luckily, Bratix has risen above such limitations.
4. Bratix is a native of Ilizmagorti. Born and raised around pirates, ship and the seafaring life is no mystery for her. Though she hasn't been out and about on her own for long, Bratix is quite keen to make her own name.
5. Bratix is quite enamoured with the idea of what she could 'enhance' on a ship with her alchemical and perhaps soon engineering abilities. She's a tinkerer on a massive scale - first and foremost with herself and her 'imperfect form', and perhaps later with others, and ships, and the world! In her opinion, being on a pirate ship is the best place to be. NO laws, no countries, no cities to worry about blowing up ... and the people who are pirates usually aren't terribly judgemental about what you look like.
1. Bratix would like to learn how to build ships. She thinks in general there are many things that are inconvenient about them that could be fixed. She'd like to fix them, via her magic, or engineering, or simply just good craftsmanship. She's excited to get aboard a ship - any ship - where she can 'fix' things.
2. I'd like Bratix to pick up engineering and craft (ships) and maybe be able to 'mod' the ship(s?) that the pirates are on in the campaign. If that's possible. If guns are an option, she might also pick that up, and become an all around mad tinkerer.
1. Bratix holds no secrets about what she is or where she comes from. She tends to be an open and forthcoming person, generally truly believing that there's no point in dishonesty. She hasn't quite figured out that aspect of human nature. If there's any secret she truly holds close to the chest, it is her own lack of understanding. She's gotten pretty good at faking understanding the way people act, but she really doesn't like it when her functional knowledge of common sense and everyday logic is questioned.
2. Bratix's parentage - she was raised in a temple to Calistria and never had any interest in who her parents were. They obviously didn't want a skinny blue baby with half-assed wings, and she hasn't looked back. Her, mother, however, was Red Mantis. And might be curious to know where her daughter is.
1. Mother Chiantix - The 'mother superior' at the temple where Bratix was raised. Perhaps not the best moral compass for a young person, but she tried to raise Bratix well enough, and seems to feel that she's turned out okay.
3. Bratix is not friendly with the Mantis back home. Failed uphold her deals with them a time or two too many. She's good with making stuff that they'd use her, but being good and also chaotic, Bratix tends to run off with things if she thinks they'll be used badly. Let's just say she hasn't always followed through for the Mantis, and its not something they take lightly.
1. -- convinced Bratix that she could fly once. She couldn't, and broke her leg. Since then, Bratix has been working feverishly to figure out something that could fix her one stunted wing so that she could fly properly.
2. Bratix likes to sing while she concocts. Her voice is terrible. And the lyrics to her songs don't rhyme. But they can be unsettling!
3. If Bratix had one quote, it would be "Payback is a b!%$!!" Being Chaotic doesn't mean that she doesn't have a sense of justice. It just means that her sense of justice doesn't follow anyone else's rules. She will always repay a slight. Always.
Comments? Concerns? Suggestions? GIVE THEM TO ME.
Here is Astein as updated with new scores and a couple of tweaks:
Male Human (Varisian) Witch 1
CN Medium Humanoid (human)
Hero Points 1
Init +3; Senses Perception +1
AC 13, touch 13, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3
Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Spear +2 (1d8+2/x3)
Witch Spells Prepared (CL 1):
1 (3/day) Air Bubble, Mage Armor, Ear-Piercing Scream (DC 15)
0 (at will) Spark (DC 14), Mending, Dancing Lights
Str 14, Dex 17, Con 14, Int 20, Wis 12, Cha 9
Base Atk +0; CMB +2; CMD 15
Feats Brew Potion, Extra Hex, Extra Hex
Traits Besmara's Blessing, Harrow Chosen (Varisian) (2/week)
Skills Appraise +9, Craft (alchemy) +9, Heal +4, Knowledge (arcana) +9, Knowledge (history) +9, Perception +3, Profession (fortune-teller) +4, Profession (sailor) +5, Spellcraft +9
Languages Aquan, Common, Elven, Hwan, Polyglot, Varisian, Skald
SQ +3 to appraise checks, empathic link with familiar, hero points, hexes (prehensile hair, fortune, misfortune [dc 14]), patron spells (portents), share spells with familiar
Combat Gear Potion of Infernal Healing, Acid; Other Gear Dagger, Spear, Backpack (6 @ 18 lbs), Belt pouch (1 @ 0 lbs), Cauldron, Cooking kit, Grappling hook, Harrow deck, Silk rope, Spell component pouch, Torch (2), Trail rations (2), 8 GP
Acid - 0/1
Dagger - 0/1
Harrow Chosen (Varisian) (2/week) - 0/2
Potion of Infernal Healing - 0/1
Spear - 0/1
Torch - 0/2
Trail rations - 0/2
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Harrow Chosen (Varisian) (2/week) +2 caster level for divination when using heirloom deck as focus.
Misfortune (1 rd) (DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Prehensile Hair Hair grows up to 10 feet long and can be manipulated as if it were a limb with a Strength score equal to her Intelligence score. Hair has reach 10 feet, and can be used as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). (1 min)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8-1)
Fort +1, Ref +4, Will +4
Speed 10 ft., flight (40 feet, average)
Melee Bite (Parrot) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Bombard [Trick], Detect [Trick], Fetch [Trick], Get Help [Trick], Sneak [Trick], Watch [Trick]
Skills Acrobatics +2 (-6 jump), Climb +2, Fly +6, Heal +3, Perception +9, Spellcraft -1, Stealth +10, Swim +2
SQ bombard [trick], detect [trick], fetch [trick], get help [trick], hero points, improved evasion, sneak [trick], watch [trick]
Other Gear You have no money!
. . -none-
Bombard [Trick] Drops item on designated point or opponent.
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.
[bold]Level 0:[/bold] Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
[bold]Level 1:[/bold] Air Bubble, Burning Hands, Ear-Piercing Scream, Ill Omen, Infernal Healing, Mage Armor, Sleep, Summon Monster I, Unseen Servant,
This young man’s skin is red-bronzed by years in the sun and his longish dark hair is well tangled by the winds and falls to his muscular shoulders. A closely trimmed beard and his well-kept gear show a fastidiousness and carefulness that belie the colorful Vasirian scarves that he wears about his leathers in the fashion of the Sczarni. Dark, intelligent eyes keenly take in his surroundings, as one hand drifts towards a well-worn oiled leather pouch that seems to hold a squarish object about the size of a deck of cards. Astein is rarely seen without his colorful pet parrot on his shoulder or nearby, green with blue yellow and red plumage the beautiful animal seems oddly intelligent and calm for such a bird.
Born near the docks of Magnimar to a long line of Sczarni fortunetellers, Astein grew up in the city dreaming of becoming a great warrior and leading a life of adventure. Though exceptionally intelligent, becoming a warrior and blademaster were his childhood dreams, based in part on the fact that his father – killed as a tuff in a clan turf war – was famous for his skill with the greatsword. Not wanting that for her son, his mother also trained him in the Harrowing and Astein humored her by sitting long hours with his grandmother learning the ways of the fortuneteller. Unfortunately for Astein, however, the old deck attuned to him and, on his sixteenth nameday, told his fate with great alacrity.
For a full month every time a Harrowing was performed by or upon Astein the same cards fell in the same way – and no interpretation could be reached that Astein was under a fateful curse. The Harrowing, repeated in such specificity, indicated that whatever city Astein made his home, great misfortune would befall all around him and eventually Astein would die in misery. One week after the Harrowing first showed the curse, Astein’s youngest sister was trampled by a runaway carriage and left crippled. The following week a slate shingle fell and crushed his mother’s shoulder. One week later, his grandmother died of a stroke. The Harrowing still told misfortunes ahead and Astein fled the city on the first boat he could find.
For two years Astein wandered, and as long as he did not spend much time in the same place, his own Harrowings bore normal tidings, and he could predict the futures of others. As soon as he grew comfortable, however, the cursed Harrowings would return, and if he stayed to long ill-fortune would follow. To solve the issue, Astein took work as a sailor, learning the craft easily with his keen mind, and learning the ways of the world. Whenever he arrived in a port, Astein sought out hedge wizards and preachers to see if they had heard of a curse such as his, but no luck. Astein would spend several months on a ship sailing and learning, but eventually the ship would return to its home port – and as soon as it did the cursed Harrowing would begin again. Astein would have to find a new ship and a new start, uprooting himself again.
These travels continued for two years, until a wandering priest of Besmara observed Astein’s perform the Harrowing when it showed the curse. The priest realized that Astein was unfortunate enough to be a Chosen of Besmara, called to the life of piracy – and no other life could he have. The next Harrowing Astein drew showed him that this was true – he was cursed to have no home but a ship that had no home, called by Besmara to a life of piracy. Knowing at least there was a live he could lead, Astein took crew with a disreputable ship and began to turn his growing sailor skills to the life of piracy.
Soon after making his choice and coming to peace with his destiny, an oddly intelligent parrot came to Astein, and he immediately felt a magical bond to the creature. Soon the innate talent that had manifested in his supernaturally accurate Harrowings bloomed, and so his parrot shared the name Harrowing. As his magic blossomed, Astein began to realize that his fate had not been so unkind, though he still missed the idea of a normal life. Besemra's blessing had brought him this life, and with Harrowing and the power the bird brought to him it began to be a good life. With his nascent magic skills, his skills as a cook and sailor, and his general knowledge and smarts Astein has become a boon to any crew that would have him. Since accepting his fate, Astein's Harrowings have been clean and deadly accurate and Astein only knows peace when he is aboard a ship and without a home - as long as Harrowing is with him.
As Astein's Harrowmagic has emerged, his ability to read the future and affect the luck of those around him has lead his crewmates to nickname him the "Luckblade," based on his surname. They have quickly realized that having him around brings fortune to their ship and misfortune to those who oppose them. Coupled with his cooking, especially his signature "lucky stew," Astein fills both the role of good luck charm and a decent ship's cook - two things that a crew can really appreciate.
Considering himself cursed, there is a dull acceptance and depression that once permeated Astein's existence. Knowing that he can never truly have a home or return to his family and clan used to make Astein a dark, brooding presence with a tendency towards bitter sarcasm and pessimism. This attitude sometimes returns when Astein gets homesick or angry, and his temper is something that many know to avoid. However, with his newfound magical skills and his significant abilities both physically and intellectually, and his attitude has improved though he would never be described as having a sunny dispositoin. He has the makings of a highly capable seaman and if he had the personality to take the lead on a boat, would someday surely make captain. Lacking that spark, he appreciates his role as sailor, cook, and lucky charm for his fellow crewmates.
Not able to have a true family or home, Astein feels very possessive and protective of his crewmates and companions. While he is not overly personable he is someone who can be relied upon to do his part and help his substitute family however he can. By promoting the goals of his crew and companions and helping them gain wealth and notoriety, he feels that being the best pirate he can be is the only way to defy what he feels is his cursed fate.
When not otherwise occupied, Astein has a habit of constantly shuffling and cutting his Harrow deck, often mindlessly performing tricks. This deck is also often the source of Astein’s rare glimpses of excitement – fortunetelling. As he does this, his parrot, apparently named for the deck, always grows calm and looks closely at its master. When performing a Harrowing and having the cards fall as they are destined to and not showing his curse, Astein feels reconnected to the life he could have had, and he trusts with certainty that his new magical skills and attunement with his Harrow deck give true fortunes.
|Tie My Shöelace|
|Tasha Del Mar|
I've only bought Freak a Breastplate, because frankly I can't think what else he'd use - he tends to just bite people he doesn't like. And yes, he has three different Archetypes running at once - he barely has any Ranger in him. Which is fine, because I suspect I'll be multiclassing.
Male Demon-Spawn Tielfing Ranger (Trapper, Shapeshifter, Freebooter) 1
Chaotic Neutral Medium Humanoid (Native Outsider)
Initiative; 1 Perception - 8
AC 19, touch 11 flat-footed 18
Fort +2, Ref +3, Will +4
Speed 30 ft.
Melee Bite +5 (1d6+6 - 20x2)
Str 19 Dex 13, Con 11, Int 11 Wis 17, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Armour of the Pit
Traits Armour Expert, Besmara’s Blessings
Skills Perception +8, Swim +8, Profession (Sailor) +8, Survival +7, Climb +8, Disable Device + 8
Languages Common, Abyssal
Other Gear Breastplate, 100gp
Maw, Prehensile Tail, Freebooter’s Bane, Trapfinding, Track, Wild Empathy
Freak was born lucky. To a point. Born aboard a merchant ship caught in a storm, Freak’s first scream seemed to signal an end to the storm. Unfortunately the father was the Captain, and less than pleased when he went below to see his son and found a Tiefling. He had heard tales that his own father was deformed, but had never met the man.
And thus, the Captain was stumped. He couldn’t be sure if his wife had been seduced by something looking like him, in which case the child was not his, or if some taint in his own blood made the child deformed. Equally, his crew were uncaring - they belied the child had the sea’s own luck and blessings.
And so Freak stayed aboard. His name was Francis, but his father, unsure of himself and unable to cope, took it out on the boy and called him ‘Freak’, something the other crew followed. Even Freak himself barely remembers he has another name - he is a freak, and he’s uncaring. But he’s learned the way of the seas and his father could never starve the boy - showing he couldn’t care for his own child would never do. And so Freak grew, and grew strong and arrogant.
Now the Captain has died, and Freak has gone looking for his own way, stopping at the Formidably Maid to drink it up...
Here are the rolls for Strom the SeaReaver, lets see how he does.
4d6 ⇒ (2, 1, 3, 2) = 8 > 7
4d6 ⇒ (6, 6, 2, 2) = 16 > 14
4d6 ⇒ (1, 4, 1, 1) = 7 > 6
4d6 ⇒ (4, 3, 5, 4) = 16 > 13
4d6 ⇒ (3, 2, 4, 6) = 15 > 13
4d6 ⇒ (3, 2, 3, 3) = 11 > 9
Yikes - I believe that's a 1 point buy. I shall try this again!
4d6 ⇒ (1, 6, 1, 6) = 14 > 13
4d6 ⇒ (5, 3, 3, 3) = 14 > 11
4d6 ⇒ (6, 5, 5, 6) = 22 > 17
4d6 ⇒ (4, 2, 4, 6) = 16 > 14
4d6 ⇒ (6, 1, 1, 6) = 14 > 13
4d6 ⇒ (2, 2, 4, 5) = 13 > 11
That's better, I'll take the 2nd roll for a 26 point buy. :)
Stroms new ability scores - they're slightly improved from what they were initially.
Strength : 17 (+3)
Dexterity : 14 (+2)
Constitution : 13 (+1)
Intelligence : 11 (+0)
Wisdom : 15 (+2) (13+2 racial)
Charisma : 11 (+0)
|Tie My Shöelace|
Okay I rolled an Orc Barbarian. Took two alt racial traits, Feral (+1 survival, +1 TH/Dmg when Neg HP, and can't talk) and day runner (No light sesitivity, -2 ranged TH). I couldn't find a decent trait to go with him from the campaign though. But I opted to go with the Adopted trait since he was adopted by mostly Human pirates, gaining the extra feat trait of a human. (Is that okay? Seems cheesy, but I picked power attack and cleave since it went with his concept and mayhap help his 9 point buy, which also means he is nearly always going to PA and cleave. I'll pick something else if you want though.)
In addition I was wondering if he could be apart of the gang that sets upon the PCs at the beginning at the Formidably Maid. He isn't very bright or anything at all really when it comes to thinking he just does what ever others tell him too for the most part. I have no idea how this will work out with the AP cause I have never even looked at it, but pirates sound fun. Haha. Hopefully you can work with it.
Without further ado I present the mighty 'GRUNT.' Big nasty orc that likes to swing things as hard as he can, whether that be his fists or anything else within reach. They call him grunt because that is what they raised him to be and that is all he does... grunt. The poor orc isn't smart enough to even speak, barely smarter than an animal I tell you, and not much wiser either. But that doesn't make him any less scarier, he'll rip you to pieces if he doesn't get his way. The thing stands at like 7 feet tall with arms as big as your waist, I wouldn't be surprised if he could trow a cannon ball better than a cannon itself. Just be careful not to piss him off or you are basically dead, I swear his muscles double in size when he gets angry.
No idea how the boss does keeps him under control though. He found the thing when it was a wee pup, an raised it ever since. Guess it sees him as its dad or something. But I am mighty glad he did keep him. Makes my work loads easier, he takes care of all the grunt labor around the ship. Especially in battle, he is our surprise. He moves all the siege engine into place then we send him up to the deck to mow down anyone on board. Though he does have a tendency to leave a mess wherever he's been, but I guess a ship dyed red ain't so bad.
Male Barbarian 1
Init +1; Senses Perception -2, Darkvision 60 ft
AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 13 (1d12+1)
Fort +3, Ref +1, Will -2
Armor Leather Lamellar, Light
Spd 40 ft/x4
Melee Earth Breaker +4 (2d6+9) 20/x3 [2HD]; [PA]
Melee Falchion +4 (2d4+9) 18-20/x2 [2HD]; [PA]
Str 19, Dex 13, Con 13, Int 5, Wis 6, Cha 10
BAB +1, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Cleave (PFCR 119), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Intimidate +4, Swim +6
SQ Feral (PFARG 138 - 139), Rage  (PFCR 32)
Traits Adopted (Social) (PFAPG 329), Berserker of the Society (Combat: Barbarian) (PFCh: FcGd 62)
-- ORC RACIAL TRAITS --
• Str: +4, Int: -2, Wis: -2, Cha: -2
• TYPE: Humanoid (Orc)
• SIZE: Medium
• DARKVISION 60 FT: Orcs can see in the dark up to 60 ft.
• ORC FEROCITY: Once per day, when a half-orc is brought below 0 hit points, but
not killed, he can fight on for one more round as if disabled. At the end of his next
turn, unless brought to above 0 hit points, he immediately falls unconscious and
• DAYRUNNER: Orcs refuse to yield to any foe, including the sun. Some spend hour
upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs
with this racial trait take a –2 penalty on all ranged attack rolls.
• FERAL: Orcs have the ability to fend for themselves long before they master the
rudiments of their language and culture. Having needed to hunt bugs and tiny animals
for food to survive while still infants, feral orcs fight all the harder to survive
when at the brink of death. Orcs with this racial trait gain Survival as a class skill
and gain a +1 racial bonus on melee weapon attack and
damage rolls when at negative hit points.
• Automatic Languages: Common, Orc
• Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon
-- CLASS ABILITIES --
• FAVORED CLASS (Barbarian) : You've gain the following bonuses: +1 Skill Point.
• FAST MOVEMENT: Speed +10 ft in less than heavy armor or load. (PFCR 31).
• BARBARIAN WEAPONS AND ARMOR: All simple and martial weapons, light
armor, medium armor, and shields (except tower shields). (PFCR 31).
• RAGE: Your barbarian can rage for 8 rounds. Rage rounds are renewed after 8 hours
rest. While raging, gain +4 Str, +4 Con, and +2 on Will saves, –2 to AC. The
increased Con grants you +2 temporary hit points. Can't use Cha-, Dex-, or Int-based
skills (except Fly, Intimidate, Ride, and Acrobatics) or any ability that requires
patience or concentration. A barbarian can end her rage as a free action and is
fatigued for a number of rounds equal to 2 times the number of rounds spent during the
rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter a
rage multiple times during a single encounter or combat. (PFCR 32).
-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
• CLEAVE: Single melee attack at full BAB against foe within reach. If it hits, make
another such attack against an enemy adjacent to the first within your reach. -2 AC
until you're next turn. Standard action. 1/round. (PFCR 119)
• POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3
for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
-- TRAITS --
• ADOPTED (Social): Your adopted parents are of the Human race. (PFAPG 329)
• BERSERKER OF THE SOCIETY (Combat: Barbarian): Your time spent as a
Pathfinder has taught you new truths about the origins of the your rage ability. You
may use your rage ability for 3 additional rounds per day. (PFCh: FcGd 62)
A Whetstone to sharpen his Falchion with and small (relatively, Grunt has big hands) palm sized polished piece of steel.
Grunt is fascinated with the reflective properties of the piece of metal, this is his most valued possession and the last time one of his crew mates tried messing with it they ended up with a broken nose and arm and a black face (rather than eye).
That is about all he has besides his Earthbreaker and his Falchion and Leather, and some pirate clothing. He doesn't find use of anything else, and if he needs something special it is either provided for him or he gets someone to do it for him.
Max Gold now, please do buy your gear, but I'd appreciate if everyone would indicate 2 small items separate from their maingear. These could be items of personal significance (i.e. holysymbol, wizardbook, love letters from a flame) or just too small to have taken off you (string, a vial of ink).
Astein's harrow deck and spell component pouch. Especially the harrow deck.
|Tie My Shöelace|
Lexi, where did you get those questions from? Care if I steal them in the future? I'll probably have my actual group do this before next session cause I like it.
I would answer them for this guy now, but i don't have that much time at work and school run until 10pm (UTC-7) tonight (3 hour labs are fun) so I wont be able to.
1. A short twine necklace with small and crude wood carvings threaded onto it. The carvings could be fish and a seal, or a face, they're too rough to hold any detail, but clearly the necklace is dear to Strom, who never removes it.
2. On the Murky Gull, he did have fellow sailor who he shared some camaraderie with - Borgun. While in a port who's name Strom can't recall, Borgun was testing a coin given him in trade. He put it between his teeth and pulled down on the rest, bending the coin easily. Borgun jumped the merchant and gave him a sound beating, Strom obliged to take care of the two 'toughs' the merchant hired as protection. Borgun gave the worthless coin to Strom, and the barbarian kept the item as a reminder of the harsh and treacherous nature of those who's company he kept. When suspecting treachery, he'd often bring out the coin and run his fingers over it unconsciously, remembering past lessons.
4d6 ⇒ (4, 1, 5, 6) = 16-15
4d6 ⇒ (6, 5, 2, 6) = 19-17
4d6 ⇒ (5, 5, 2, 6) = 18-16
4d6 ⇒ (3, 6, 4, 1) = 14-13
4d6 ⇒ (6, 4, 3, 4) = 17-14
4d6 ⇒ (5, 3, 6, 1) = 15-14
I had some stuff written up and then the power went out from storms. I'll get my inquisitor up as soon as I can.
Edit: Yeesh... with these stats I feel bad for not doing something like a Dex fighter or monk.
Be kind to me dice.
4d6 ⇒ (2, 6, 2, 6) = 16>>14
4d6 ⇒ (6, 3, 5, 2) = 16>>14
4d6 ⇒ (6, 3, 3, 6) = 18>>15
4d6 ⇒ (4, 1, 6, 2) = 13>>12
4d6 ⇒ (3, 4, 1, 1) = 9>>8
Come on now,
4d6 ⇒ (1, 5, 1, 5) = 12>>11
well it started out strong. Still not too shabby.
I'll be making make a rogue(pirate) or possibly a monk of some sort named "Red Beard Runolf"
More to come!
Castarr4's inquisitor here. Crunch is done, finishing up fluff now (it's not going on the actual profile until it's all done).
His small items would preferably be his toad familiar named Beady and his holy symbol of Gozreh. They can be less useful things if you'd prefer though.
No they're both fine. I'll pm you about the familiar if you end up in the final party, but either way they're ok.
any word on that pirate code of conduct? it'd be fun to play a code abiding pirate, and I'll probably go that route
i found this website, but i suppose some things would be different on a shackles ship. I imagine gambling is probably allowed.
I'll have this uploaded tonight when I get home from uni :)
|Charles M Wright, Expert|
Hahaha, we might almost wind up with a party full of teiflings :|
Also, whilst I remember:
Applications will close 5pm April 12th, Australian Eastern Standard Time (GMT+11).
This means you all have tones of time to finish characters, so you have no excuse for lazy character fluff. It also means I have tonnes of time to finish my mid-session exams and assignments, and we can get started when I'm on midsemester break and can post stuff at 3:30am :P
Very interested. Both DM and potential ship mates look promising :)
4d6 - 3 ⇒ (4, 3, 3, 4) - 3 = 11
4d6 - 2 ⇒ (5, 5, 6, 2) - 2 = 16
4d6 - 1 ⇒ (1, 3, 1, 1) - 1 = 5
4d6 - 1 ⇒ (4, 6, 4, 1) - 1 = 14
4d6 - 2 ⇒ (5, 2, 2, 5) - 2 = 12
4d6 - 1 ⇒ (3, 3, 1, 6) - 1 = 12
Hmmm something like a 10-14 pointer depending on how you calculate that 5...
I was considering playing a Barbossa-esque Anti Paladin but these stats dont really jive to well with that (especially since dumping dex isnt an option, real pirates dont wear fullplate)
Gonna roll again and await DM judgement, then see where im at.
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (5, 3, 2, 5) = 15
4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (4, 6, 3, 3) = 16
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (1, 2, 4, 3) = 10
Meh, wheres Focus / Foible when you need it.
Might it be possible to find some middle ground on the stats side of things? Nothing worse than having an idea and seeing it denied because the stats arent good for anything. And I know, bad stats are a roleplaying opportunity, but at the end of the day, being a gimp in combat isnt enjoyable (atleast not to me)
Most of my current ideas "require" a 16 and a couple of 14s to be what I want them to be.
Runner188 here. Here's the crunch. Have the fluff up later, but the general idea is that he's a Tengu Monk (Flowing Monk) from Tian Xia who came over to the Inner Seas with his parents at a very young age. Loves to travel and has been collecting stories and languages for a long time now. Until now, he's used martial arts mostly for self improvement, and the weapons he carries are mostly for show--when he has had to fight, he's liked using his hands. He currently worships Desna, but has a history of being very fickle when it comes to religion, having worshiped several different deities throughout his life. Lots more fluff to come, but that's the basic idea so far.
Thought I'd break up the Tiefling party. :)
I'm really interested in this. I'm thinking a human of Mwangi descent, a wizard who picked up magic from some old Chelish conjurer stationed in Sargava and now dreams to make a name for himself.
Elemental specialist - Water would be the obvious choice, but I'm more inclined towards Wood or Air, control over either could be very useful at sea.
4d6 ⇒ (2, 5, 1, 6) = 14 = 13
4d6 ⇒ (4, 4, 4, 5) = 17 = 13
4d6 ⇒ (2, 1, 5, 1) = 9 = 8
4d6 ⇒ (2, 2, 5, 3) = 12 = 10
4d6 ⇒ (2, 6, 6, 4) = 18 = 16
4d6 ⇒ (3, 6, 2, 4) = 15 = 13
could've gone better, but I'll work with that.
SO MUCH STUFF. But I'm done!
Male Half-elf Illusionist 1
CN medium humanoid
Init +2 Listen +3 Spot +3
AC 12, touch 12, flat-footed 10
Fort 2, Ref 2, Will 2
Speed 30 ft
Space 5 Reach 5
Spellbook - 0 - All, save Conjuration and Necromancy; 1 - Shield, Burning Hands, Color Spray, Shadow Weapon, Silent Image, Vanish, Ventriloquism
STR 12 DEX 14 CON 15 INT 19 WIS 11 CHA 15
Base Atk +0
Feats: Skill Focus (Bluff), Spell Mastery (Detect Magic, Spark, Silent Image, Ventriloquism), Scribe Scroll
Skills Bluff +7, Appraise +8, Knowledge (Arcana) +8, Knowledge (Local) +8, Sense Motive +5, Spellcraft +8
Languages Common, Gnome, Elf, Orc, Goblin
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1. Jayl is a liar. A terrible, filthy, nearly pathological liar. The truth of his ancestry, his birthplace, all of it... it's all conjured up from a mind determined to produce "layers upon layers". He's not malicious or spiteful in his lies. But a life led without attachment leads him to tell wild tales instead of anything approaching true.
2. Jayl is average. The only part of him that's a little strange is his half-elven nature. He doesn't hide his pointed ears, in fact shaving his hair down close to his head to almost emphasize his parents' leavings. Beyond pointedly exposing his parentage, Jayl has perfectly average brown eyes, perfectly average (for a half-elf) features, and wears perfectly average clothes. Usually.
3. Jayl is a drunk. A few years afo he apprenticed with a brewer, learning the trade. After drinking most of his master's product instead of ACTUALLY applying his learning to the craft, he was booted out. He still cooks up batches of ale, or moonshine, as the mood (and materials) strike him. But for the most part, he dives into booze with a fervent zeal that would impress paladins with his dedication. He is rarely truly sober.
4. Jayl is very smart. Despite this, he doesn't admit to it, or to being a spellcaster. He says he's a sleight of hand artist, a trickster, a failed soldier, a clever monkey... anything to avoid admitting that in his brief morning periods of sobriety, he memorizes spells from a spellbook with an origin only he knows about.
5. Jayl likes people. Overall, despite not wanting to be vulnerable in the face of social situations, Jayl still values camraderie. He doesn't like being alone - who'll listen to his tales? This isn't a CLEAR leaning towards good or evil, but he knows that whatever he does, it'll involve other people. This leads him into being a follower pretty easily - he likes going with the flow, for the most part.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Jayl's primary goal in life is a comfortable life. Riches, fame, servants, all of that... all of these are good things to him! But so could be being a hero. Or being a ruler. Or... really anything that means his golden years involve wine, women, and song. That's the dream.
2. I'd like to see the above goal be expounded upon. Maybe crossed out and replaced with a new one. Jayl's motivation is flexible, but I want something for him to latch onto and ride into fame (or infamy, either way)
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.
1. Jayl gave himself the 'Tipsy' moniker. He spread it around, so that people always assume he's an idiot. He usually is, but sometimes he isn't, and that's when he gets people! Well... tricks them into buying rounds, or paying for a bed for the night.
2. His spellbook was stolen from its original owner. And that owner is still alive, and probably grumpy about the theft.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Mother Chiantix - The 'mother superior' at the temple where Jayl was raised. Perhaps not the best moral compass for a young person, but she tried to raise Jayl well enough, and seems to feel that he's turned out okay.
2. Bratix - She's friendly enough, as it goes. Weird, sure. Dangerous, absolutely. But that's okay!
3. Jerek Entsil - Barkeep of the tavern he'd last spent several nights at. Jerek doesn't like people who skip on the tab. And Jerek had connections...
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Jayl drums on things when thinking. It originally was to play into the 'idiot' vibe he cultivates, but as the years wore on, he found it actually focused his mind. So, every time he thinks, he starts thumping on stuff. Too bad he has terrible rhythm.
2. Jayl once got away with pretending to be a member of the city guard to get out of a charge of burglary. He stole some leather armor and a sword, and marched for two miles with the rest of a patrol to slip away. At least, so he says.
3. Jayl normally wears a bunch of fancy rings on all of his fingers, save one iron one - his bonded object.
His plain, iron ring, his most prized possession - a possession from someone he'd loved. Even if she hadn't, and has no idea the ring was gone.
A flat stone, of no real value - he's turned it into a coin so many times, it might be the drunk actually thinks it is one.
Putting together a non tiefling divine for the gm we seem to have a profusion of arcane and almost no divines.
4d6 ⇒ (5, 5, 4, 2) = 16
4d6 ⇒ (3, 5, 4, 1) = 13
4d6 ⇒ (3, 4, 4, 6) = 17
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (3, 2, 3, 1) = 9
I think this qualifies as an 8 point buy, if you the gm consider the negatives. May I request a reroll?
|Tie My Shöelace|
Ability scores will be generated with dicerolling. You will roll 4d6 six times, discarding the lowest dice roll from each set. Assign ability scores as you see fit.In the event that the dice gods spite you (we're talking an 8 point buy), you can go for full reroll.
I believe you get a reroll if you desire.
Also this has to be the most unlucky thread I have seen (though I haven;t seen too many, still new to the boards).
Ok, here's the submission for Cedrus! Still hoping I didn't screw anything up, I'm very new to the boards (though not to Pathfinder nor PbP).
Then Iulia got pregnant. The girl confessed that the child was the fruit of a night of passion with a Bonuwat Mwangi sailor – she remembered a wide white smile with a deep and contagious laugh, warm dark skin and a lot of liquor from the night.
Her father Lucius was quick to proclaim the son a bastard and wanting to cast him out of the house. But Belmavia, who had helped delivering her nephew, couldn’t force her daughter to do such a thing, even if it meant ruining the Chelaxian bloodline. The boy was named Cedrus, the Chelaxian word for the tall and powerful tree that grew in those zones, symbolizing the kid’s dual nature.
Little Cedrus grew as a badly-kept secret, with Lucius and Mariacus barely tolerating his presence, while grandma Belmavia was always delighted to help her daughter raise him.
In time, Cedrus would grow into the apprentice Belmavia never had: she taught him the basics of wizardry, which the kid drank up fascinated.
The name Cedrus, in time, would become sort of a nomen omen: the apprentice named for a tree showed special skills in manipulating wood, and the wind that blows in its branches, through the arcane art.
Once he reached 18 years of age, young Cedrus left Crown’s End to see a bit of the world and experimenting with the craft grandma Belmavia taught him. He got on a ship for Port Peril, a place that promised adventure and rewards! He got into the Formidably Maid for a drink, and that’s where stuff started going south…
Cedrus is smart and likable, a wide-smiled and trusting fellow, maybe a bit inexperienced of the real world. He feels really excited about his magic powers and adventuring – he really is the antithesis of the snobby wizard, he loves to talk and he can’t wait to make Grandma Belmavia proud.
He has skin the color of polished darkwood and hair cropped almost to zero. He dresses like a normal sailor – boots, baggy pants, loose shirt, multipouched vest, cheap wooden and bone jewelry – albeit one who carries a heavy tome with himself at all times.
1) his Bonded Item, a ring - a small circle of ironwood and cedar wood, the first thing he created out of wood using magic, is always with Cedrus.
2) spell component’s pouch, I guess…
Male Human Wizard [wood elementalist*]
NB Medium humanoid (human)
Initiative +2 ; Senses Perception -1
/* Defense */
AC 12, touch 12, flat-footed 10 (+2 dex)
HP 8 (1d6+2)
Fort +1, Ref +2, Will +1
/* Offense */
Speed: 30 feet
Melee club +1 (1d6+1, x2) w/ Arcane Strike already factored in
Arcane school spell-like abilities (CL 1st; Concentration +5)
7/day - Splintered spear +4 (1d6+4 and 1 bleed, x2)
Wizard spells prepared (CL 1st; Concentration +5)
1st (3/day): Alter Winds, Mage Armor, Charm Person
0 (at will): Read magic, Mage hand, Light, Message
Opposition school: metal
/* Statistics */
Str 10, Dex 14, Con 13, Int 18, Wis 8, Cha 13
BA +0; CMB +0; CMD 12
Feats: Arcane Strike, Combat Casting, Scribe Scroll
Skills: Bluff +6, Diplomacy +6, Knowledge [arcana] +8, Knowledge [local] +9, Knowledge [nature] +8, Linguistics +8, Perform [oratory] +2, Spellcraft +8
Languages: Common, Polyglot, Aquan, Draconic, Infernal
Traits: Barroom Talespinner, Fast Talker
SQ: Arcane bond (wooden ring), Flexible Enhancement (usually Dex)
Gear: Spellbook (free; contains Cantrips: all except Mending; 1st level: Charm person, Alter Winds*, Vanish*, Mage Armor, Endure elements), wizard’s kit + rope (22 gp), club, bonded ring (free), 48 gp
**From UM, page 88
4d6 ⇒ (2, 5, 5, 2) = 14 12 con
4d6 ⇒ (1, 4, 4, 3) = 12 11 dex
4d6 ⇒ (6, 1, 4, 4) = 15 14 str
4d6 ⇒ (5, 1, 5, 4) = 15 14 int
4d6 ⇒ (1, 5, 6, 4) = 16 17 wis (2+15)
4d6 ⇒ (5, 2, 5, 3) = 15 13 cha
ok here goes Lorin Val, CN cleric of dagon
Dagon demon lord of the seas is a patron to many beings including desperate coastal dwellers.
He barreled down into the ocean and saw something glittering in the darkness, he descended and found an artifact pulsing evil and chaos wraped in golden chains. He got the artifact out easily enough as the magic in the chains had weakned from thousands of years of existance.
Later on swimming to an Island the artifact whispered to him, offering him a deal. Die, or use it to open a portal to the abyss and trade it for both transportation and a pact with Dagon, Demon lord of the sea. Having no alternative he took the offer and was transported to the city of Dagon, Ugothanok in the abyss.
There he met the Demon lord its presence was unholy, crushing nearly any thought from him other then give the artifact to Dagon. For reasons unknown Dagon kept his word and gave Lorin Val a pact by which he could call on Dagon's power in exchange for the artifact.
Hurled from the abyss into an unknown pirate port with armor, weapons (presumably a gift from Dagon), Lorin Val now must begin his hunt for destiny and to unlock the powers of Dagon.
domains Water and destruction subdomain, Catastrophe
spells orisons 3, create water, purify food and drink and detect magic, lvl 1 spells cure light wounds, doom and domain spell obscuring mist
channel energy is negative
traits Touched by the sea & Secret Knowledge
skills 6 points per lvl (1 point for each skill) per lvl knowledge nature, knowledge religion, knowledge the planes, heal, swim & sense motive.
Destructive Smite(6/day) and Icicle(6/day).
feats Selective channeling and Skill Focus (sense motive)
equiptment 240 gp, armor Scale mail (cost 50 gp), weapon trident (cost 15 gp) and shield Heavy wooden (it should have the holy symbol of Dagon on it, just a cosmetic effect (cost 7 gp), Peasant's outfit (free oufit for each class) and Holy symbol, silver ( cost 25 gp) he has no gp left as these were gifts from Dagon.
Favoured class bonus 1 skill point per lvl.
One figure out how to use the power of Dagon, two explore and discover new things in particular items of Dagon and holybooks dedicated to him, three live comfortably and four find out what strings are attached with his pact to Dagon.
being slightly new to these forums have I missed anything with my cleric?
Edit:For the GM the pact is basically I get the divine powers from Dagon for the service I performed. Mind though throwing people to the sharks certainly doesn't hurt if I want to impress Dagon. This wouldn't have any big effects unless say I sacrificed a hundred people to a Kraken or other underwater beastie.
Viluki's cleric [...]
Um... you should write your domains as: Water and Destruction(Catastrophe subdomain).You might want to list the abilities that they grant you in your stat block as well: Destructive Smite(6/day) and Icicle(6/day).
I assume you're a human, so you get an extra skill point per level that you left out.
You also forgot your favored class bonus. That's either one hp or skill point per level, assuming that you want cleric as your favored class. Alternatively, you could take a +1 on caster level checks to overcome the spell resistance of outsiders... but that seems really situational to me.
Starting gold for this campaign was said to be max, so you have 240 gp to work with, not 70. You may want to adjust equipment accordingly.
Your backstory has some very... interesting hooks in it with both the artifact and the pact. The pact in particular you may want to expand a bit more on, so the DM can be ready for any unexpected surprised that are currently unknown. Like... if your pact was "feed all the humans to sharks whenever you see a shark," that's something that the DM might want to know.
You asked for feedback, so I thought I'd chime in :)
Edit: You might want to put down the final bonus that you have to the skills that you put ranks into, rather than just listing what skills you put ranks in.
I'm very interested in playing this campaign. Rolling for stats first, then I'll post a character once I see what sort of concepts they'd best support.
4d6 ⇒ (3, 1, 2, 1) = 7=6
4d6 ⇒ (4, 6, 3, 2) = 15=13
4d6 ⇒ (3, 2, 1, 4) = 10=9
4d6 ⇒ (4, 4, 1, 4) = 13=12
4d6 ⇒ (6, 4, 5, 6) = 21=17
4d6 ⇒ (5, 3, 6, 3) = 17=14
I'm liking these rolls! Gotta figure out what stat would be the most fun to role play having that six in and then I'll be back with a character.