|I'm Hiding In Your Closet|
I'll start with a rough draft, in case you find anything so objectionable that you want to haggle it over a bit or just make large changes:
[NAME NOT YET DECIDED], CN Merman Cleric
A native of the waters around Ancorato, and as fate would have it, the first to make contact with the first wave of colonists. Hired as a liason between colonists and fellow regional natives - he never mentioned being an outcast....
Merman Cardinal/Elder Mythos Cultist (as per prior arrangement), Seasinger and Secret Magic alternate Racial Features. Offers a very broad array of both intellectual and social skills, powerful (primarily offensive) divine magic, and of course being very handy in the water!
|DeathQuaker RPG Superstar 2015 Top 8|
“Cannonball” Sal Fisher is a sailor/fisherwoman who yearns to see new horizons, catch ever bigger fish, fight sea monsters—and find a new home.
17 years ago in the River Kingdoms, a group of river-traveling traders called the Fairfleet found toddler Sal trying to pull herself ashore by herself. Downriver was the remains of a boat and what was left of her parents after an attack by some water-dwelling carnivore who had, sated, fled by the time the Fairfleet traders arrived. Sal has no idea how she survived, but the traders declared Desna had set her in destiny in the stars to survive great things in the waters. Raised not by one family looked after in varying degrees by the whole clan, Sal grew up a bit rough around the edges, with a strong independent streak and a penchant for friendly trash talk (a defensive mechanism against those in the trading clan who saw her as lesser for being either a mongrel or a foundling, or both). Always naturally drawn to water—her foster-folk presume she is descended in part from aquatic elves—she took to fishing from a young age and began to earn her keep by the age of 14 selling fish. This for better or worse gave her a further sense of independence. She became well versed also in fighting off more dangerous creatures along the shore, tackling fanged and finned foe alike—perhaps her vengeance upon those that took her parents so long ago. Hearing travelers talk of the sea and both the huge fish and more monstrous creatures within, by 18 Sal decided the fish and other beasts of the rivers were too small for her liking, and she simply up and left one day to seek her fortune at the sea, leaving a scrawled note “Thank u –S” in the boat of the family that had been kindest to her. Heading south, she found her way to Andoran’s coast and signed on to the first trawler she could, hoping to catch some “big ones,” but was disappointed at first in the small silvery fish they hauled up in nets; she later managed to get a job aboard a whaling ship and mastered the art of harpoon throwing. She also developed skills as a repeller, using a long fishing spear a crewmate customized for her [statistically, her ranseur] to fend off pirates and monsters alike. Locals in Almas sometimes tell the tale of her rescuing a crewmate who went overboard; tying her harpoon’s rope to the rail and carrying the spear with her to tow herself and the other to safety, she jumped in feet first rather than dove, leaving up such a splash that she became nicknamed “Cannonball.” Her sights are set on further adventure, and dreams of bigger and bigger fish have now expanded to fantasies of hunting leviathans, krakens, and sea dragons. This yearning is not based in bloodlust, but a seeming insatiable desire to prove to herself her strength and to see what has not yet been seen. While docked in Almas, she heard about the Bountiful Venture company’s call for brave souls to establish a colony across the sea. She decided, especially with her natural affinity for the water and yen for adventure, she was a shoo-in for joining in, and told the Bountiful Venture recruiters so. Seeing a rough, outspoken young woman mainly known for spearing fish and little else, they turned her away. So she showed up again, and again, and again, each time forcefully arguing why she was the best for the job. Eventually, she wore them out, and earned herself a spot on Talmandor’s Bounty.
Summary: NG Half-elf Ranger (Tidal Hunter) 1, primarily melee warrior, well suited to dealing with water and underwater situations, and good survival skills.
((All of the following is subject to change, correction, and adjustment according to suggestions. I’m not married to the harpoon idea—I like the flavor of it but might better build a character with another sea-themed weapon like the trident/ranseur and not lose a feat to Exotic Weapon Proficiency, but hopefully you get the gist.))
“Cannonball” Sal Fisher
NG Half-Elf Ranger (Tidal Hunter) 1
Init +2; Senses Low-light vision, Scent; Perception +8
hp 12 (1d10+2)
AC 16 T 12 FF 14 (Armor 3 + Dex 2 + Shield 1) | CMD 16
Fort +4 (Base 2+ Con 2) Ref +4 (Base 2 + Con 2) Will +2 (Base 0 + Wis 2) (+2 vs enchantment spells/effects, +1 vs fear); Immune magic sleep
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
==OFFENSIVE AND OTHER ADVENTURING ABILITIES==
Movement Base 30 ft.
BAB+1; CMB +4
Harpoon +4 (1d8+3/x3 P); grapple
Ranseur +4 (2d4+3/x3 P); reach, disarm (-1 to attack with buckler)
Dagger +4 (1d4+3/19-20x2 P/S)
Light Crossbow +4 (1d8/19-20x2 P)
Harpoon +4 (1d8+3/x3 P); 10 ft. (tied to 50 ft. rope)
Dagger +4 (1d4+3/19-20x2 P/S); 10 ft.
Favored Enemy (Ex) (Animals +2): Gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of selected type (animals), as well as a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Keen Scent (Ex): A tidal hunter gains scent, as the universal monster rule. This replaces track and camouflage.
Waterborn (Su): A tidal hunter can breathe water for up to 10 minutes per ranger level each day. This replaces wild empathy and the 6th-level combat style feat.
==STATISTICS AND OTHER ABILITIES==
Str 16 Dex 14 Con 14 Int 12 Wis 14 Cha 8
(20 point buy, race bonus to Strength)
=Feats, Proficiencies, and Traits=
Exotic Weapon Proficiency (Harpoon) (L1)
Simple and martial weapons; light and medium armor; shields
Fearless Defiance (Faith): Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.
Reckless (Combat): You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Set Mind (Campaign): Every time that you’ve said you’d do something, you’ve made sure to follow through. You can’t remember a time when you weren’t this way. People have a hard time making you change your mind once you’ve set yourself on a certain path. You might be exceptionally stubborn or you may just have a particular determination. Either way, you’re going to keep doing what you set your mind to. The Bountiful Venture Company recognized this useful trait of yours and selected you for the second wave of colonists because of your great resolve and unswerving dedication to what you set your mind upon. Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.
=Skills and Skill Related Abilities=
(6 + 1 Int/level + 1 favored class=8 (skills with no scores are class skills I am just listing so I don’t forget them)
Acrobatics: 1 rank + 2 Dex + 3 class + 1 trait -2 ACP = +5 (+6 w/o buckler)
Climb: 1 rank + 3 Str + 3 class -2 ACP = +5 (+6 w/o buckler)
Knowledge (nature): 1 rank + 1 Int + 3 class = +5
Perception: 1 rank +2 Wis + 3 class + 2 race = +8
Profession (fisher): 1 rank + 2 Wis + 3 class = +6
Stealth: 1 rank + 2 Dex + 3 class -2 ACP = +4 (+5 w/o buckler)
Survival: 1 rank + 2 Wis + 3 class = +6
Swim: 1 rank + 3 Str + 3 class + 4 race -1 ACP = +10 (11 w/o buckler)
Languages: Common, Elven, Aquan
Keen Senses : Half-elves receive a +2 racial bonus on Perception checks.
Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.
(Starting wealth: 175 gp; Maximum light load: 86 lbs (76 lbs without mwk backpack))
Wooden Armor (20 gp, 25 lbs; +3 armor, Max Dex +3; ACP -1; armor check penalty for swimming in this armor is 0)
Buckler (5 gp, 5 lbs; +1 shield, ACP -1)
Harpoon (4 gp, 6 lbs (rope is calculated in separately); 1d8/x3 P, 10 ft., Grapple: Grapple: On a successful critical hit with a weapon of this type, you can attempt a combat maneuver check to grapple your opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the creature using a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away that the creature you're grappling is no longer within the weapon's reach, you end the grapple with that action.)
Ranseur (10 gp, 12 lbs; 2d4x3 P; Disarm, reach)
Dagger (2 gp, 1 lb.; 1d4/19-20x2 P/S, 10 ft.)
Dagger (2 gp, 1 lb.; 1d4/19-20x2 P/S, 10 ft.)
Light Crossbow (35 gp, 4 lbs.; 1d8/19-20x2, 80 ft.)
20 crossbow bolts (2 gp;2 lbs.)
Backpack, Masterwork (50 gp, 5 lbs.)
Fishing kit (5 sp, 3 lbs.)
Bucket (5 sp, 2 lbs.)
Dice (1 sp)
Gear Maintenance kit (5 gp, 2 lbs.)
Grooming Kit (1 gp, 2 lbs)
Mess kit (2 sp, 1 lb.)
Silk Rope, 50 ft. (Unless otherwise stated, tied to harpoon) (10 gp, 5 lbs)
String (50 ft.) (extra fishing line) (1 cp, 1/2 lb.)
Sunrod (4 gp, 2 lbs)
Tindertwigs (x5) (5 gp)
Wandermeal x6 (6 cp, 3 lbs [1 cp and 1/2 lb each])
Waterproof bag (5 sp, 1/2 lb.)
Waterskin (1 gp, 4 lbs.)
Explorer's Outfit (free)
Spent: 157 gp, 7 sp, and 7 cp
Weight: 85 lbs.
|I'm Hiding In Your Closet|
Okay, here is my submission-
Overview: Varisian story teller and historian, seeking fact from fiction in regards to her grandmothers and people's legends. Is hoping to write a novel/tale based on her findings.
Ellariel is the grandaughter of a variasian story teller. Her parents were both lost at sea when she was very young, around 5 or 6, and she herself only managed to survive due finding a large piece of wood to float on. She was carried as if by provenance back to Varisia. From there, she was picked up by a varisian caravan, and thanks to her mother's scarf she had wrapped around her they were able to determine her family and return her to her grandmother. After this, Ellariel had a fear of water, particularly large bodies of it but for several years she refused to take a bath without a huge fight. Eventually, her grandmother resorted to cleaning her with magic. Image the fright she had when one day, Ellariel conjured water from thin air at the age of 11? Many tried to convice the child that what she had was a gift, but Ellariel would hear none of it. She refused to use them as best she could. Eventually, as she grew older she overcame this fear? Hatred? At least enough to actually practice with her power.
Now, her grandmother was a story teller, not one of fantasy or whimsy per-say, but a teller of ancient tales and myths. History older than many of the kingdoms today. Not everything was true, as things grew embellished over many, many tellings, certain aspects were sometimes wrong or perhaps a part was lost. But her favorite stories were those of ancient Azlant and Thassilon. She loved when her grandmother would perform her story telling. Both in part due to the thought of such a powerful nation existing, and in the way it was told. It was evident that, as she grew older, Ellariel would follow in her grandmothers foot steps to become a story teller as well.
Eventually, this led to her pursuing written historic records regarding both nations. Which, to her surprise, was often as fractured and hearsay as her grandmothers stories. Eventually, she had discovered all she could, which to her dismay was not much more than what the legends and tales her grandmother told had said. She had so hoped to write a proper story on the past kingdoms, one steeped in fact, but colored with the fantastical. Though, when involving the ancient kingdoms of Azlant and Tassilon one was often one and the same. Needless to say, when rumors of an expedition to the ruins of the disappeared nation reached her. She vowed to be the first one on that boat.
Ellariel is here to uncover as much information about the ancient kingdom as she can, to separate fact and fiction, and eventually pen her own story of the ancient legend so that she can add it in good conscience to her peoples many tales. She may not have been given a proper "academic" education, but she knew more than most did without it.
crunch- water kineticist with the azlanti scholar trait. Primarily she will be focused on ranged/melee damage with some minor utility.
Here is Arble Selane - the halfling deep shaman.
Maybe it's luck or maybe it's skill. Either way, Arble is always in the right place at the right time.
Arble grew up in the great town of Almas to two lovely halfling parents - Gordith and Meribelle. Both were form slaves from Cheliax. How they escaped, they wont tell Arble. She's always wondered what their live was like before. But both seem content now.
Compared to her parents, she grew up with almost unlimited freedoms. Arble would wander the markets of Almas, sampling wares and running amok. She made plenty of friends along the way. Though she had an air of a free spirit, Arble worked hard. If a child was lost, Arble would be in the lead searching for it. If a market vendor had a squabble with another, she would attempt to mediate. If a chair or wagon broke, she helped fix it. She dabbled in many things, always very helpful, never really focusing on one thing.
But eventually, one did draw her eye. The ocean. As she aged, the ocean would almost call her name. "Arble...." she would imagine. Countless sunsets on the beach would be spent watching the sun dip below the horizon. Day in and day out, she would walk along the beaches, collecting shells, investigating the tide pools, cleaning up litter.
Then one day, she came across a small octopus stranded on the beach. Blue rings around it's multiple arms. It stared up at Arble. Immediately, Arble felt drawn to it. She picked it up - and the octopus crawled along her arm. "Arble...". This time she wasn't imagining it. She looked up at the waves in the ocean. They were calling her name. She knew she had to go out there and explore - with her new octopus friend at her side.
May play around with spells/feats/traits a bit. Let me know if it all looks good.
I've got Pendelea here, amphibious undine sniper slayer:
Overview: Veteran hunter and scout looking for new challenges away from home.
Pendelea looks roughly like a cross between a human and a fish, with clear gill slits on her neck and fins sprouting from her head and limbs. Her skin is usually a deep turquoise, but can change color and pattern depending on the conditions. Because of her aquatic upbringing, she wears as little as is necessary, relying on stealth, mobility, and an impressive array of self-built weaponry to protect herself.
Coming from an insular community, Pendelea can be slow to fully trust strangers, but carries a healthy sense of respect for others, as long as they aren't actively hostile. Her long trips out scouting and hunting during her formative years have left her unaccustomed to society and many of its more arcane modes of communication, but she sees the value in bonding and working together with small groups.
Just wanted to get a basic stat block up-
human, water kineticist-
Ability scores: (not quite the final, but a general idea)
Weapon finesse(?) or precise shot, toughness
Kinetic Blade (or?) extend range.
|Bastien "Bastion" de Navarre|
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Thank you all so much for your interest and submissions. It was difficult to cut the list down but I finally managed it.
Could the following players check into the discussion thread
- phaeton_nz's Triix
- caps' Katria Bitterstream
- hustonj's Luimener
- noral's Salaamati
- kittenmancer's Sette Tawhoq
- deathquaker's Cannonball
If you're not in the above, I am sorry. This is the part of recruitment I hate, and the quality was really awesome. I thank you all for your time and wish you the very best.