Yarrr, im a Pirate......Hunter!!!!

Game Master zomblisham

We will be having a jolly good time skipping up and down the Swords Coast.



Hola, I am currently running a pirate Hunter campaign set on the Swords Coast area in Faerun. We need a full arcane caster to act as the ships mage.
-20 point buy
- any race under 15 rp
-2 traits 3 with a flaw.
- no summoner or firearms.
- good backstory strongly encouraged.
-full arcane caster
-level 3 and gold of level 3 equivalent

Scarab Sages

I am interested. I'll make up a wizard when I get back home.


I'm also interested. Gonna cook up a scury young sorcerer called Nadab who's been trawling the seas for his father. His father was a sailor for a merchants ship that went missing. Naturally Nadab blames pirates, which is why he's signed on with Captain Ventra's crew.


Basically the crew are sponsored by the Lord's of waterdeep. I like to post at least once a day most days. I would like to keep the pace relatively fast. So just keep that in mind when applying.

Also Your characters should be an emissary of blackstaff in waterdeep. Other than that you have full creative control of your backstory.


Hp rolls: 2d6 ⇒ (1, 2) = 3 I believe there was a reroll if under half rule in the original recruitment thread?
2d6 ⇒ (4, 5) = 9


Yes you are correct.


Presenting Nadab Irvine. I still need to pick traits and buy gear. (3000gp for third level characters?)

Statistics:
Male Human Aquatic Sorcerer 3
N Medium Humanoid (Human)
Init +2; Senses Perception -1
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield)
hp 24
Fort +3, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.
Swim Speed: 30ft.
Melee
Dehydrating Touch: +2, 1d6+1 (NL) Sickens target for 1 round. Lethal to Oozes, plants, and creatures with the aquatic or water subtypes
Ranged
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STATISTICS
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Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +2; CMD 14
Traits
Drawbacks
Feats(Hum) Toughness, (1st) Arcane Strike, (3rd) Weapon Focus: Spear
Skills (3 points; 2 class, 0 INT, 1 Human)
Knowledge Arcana: +6 (+3 ranks, +3 Class, +0 Int)
Spellcraft: +6 (+3 ranks, +3 Class, +0 Int)
Profession Sailor: +5 (+3 ranks, +3 Class, -1 Wis)
ACP -0
Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Human Features:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2 Charisma

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level. Toughness

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common.

Class Features
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Chapter 10. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–14. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3).

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table 3–15 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Aquatic Bloodline Features:
Bloodline Arcana: Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers: Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.

Dehydrating Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.


Spells:

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Spells
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0th (at will)
Detect Magic
Read Magic
Message
Acid Splash
Prestidigitation

1st (6/day)
Hydraulic Push
Mage Armour
Burning Hands
Enlarge Person


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-43 lb. Medium 45-86 lb. Heavy 87-130 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP

Background:
Nadab grew up in Waterdeep with his mother Erin. His father Atley was a sailer on a merchant vessel but he visited often and Nadab has fond memories of him.

When Nadab was six his father left never to return. Nadab still remembers hugging his father good bye on the docks and watching till the ship turned out of the harbour and he also remembers standing on the docks months later waiting for the ship to return.

After her husbands disappearance Erin was never the same. She grew depressed as they fell into poverty taking jobs where she could find work. Nadab hung around the docks a lot running messages for Sailors and always listening out for rumours of his fathers ship. The most common were of pirates troubling the trade routes.

Nadab said farewell to his mother at the age of eight, signing on with the Navy as a cabin boy. His plan: to learn sailing, bring pirates to justice, and find his father or news of him at any rate. Not long after getting out into the open water strange things began to happen to the boy. Once while being teased a torrent of water erupted from the sea and pushed the offending crew member off the ship. Nadab's toes and fingers seemed to be webbed at times and small things used to change color, become warm or cool to the touch and sometimes float in the air. The captain was fine with all this until Nadab accidentally set the sails on fire.

He was promptly dropped off at Blackstaff tower to learn how to "control himself". The Navy payed Blackstaff to take in the young sorcerer and so began years of being teased and insulted by other apprentices. Nadab has slowly learnt to funnel his innate magical power into spells and though he enjoyed mastering his power he never made friends at the tower and he always pined for the sea. When Blackstaff asked for a volunteer to be his emissary aboard Captain Ventra's ship, to track down and deal/bring a known pirate to justice, Nadab jumped at the chance!


Appearance and Personality:
Nadab is rash and cocky


Here's Nadab's Alias :)

I picked Water Touched and Reactionary as traits. Couldn't find a Drawback I really felt fit my backstory.


Ok I'll introduce you in a couple hours. After that feel free to post

-Posted with Wayfinder


Thanks Zomblisham:)

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