Lantern Bearer

"Captain" Devannis Pantera's page

112 posts. Alias of Rizzym Jaderenai.


Full Name

Devannis Pantera

Race

Half-elf, aquatic

Classes/Levels

Swashbuckler 3

Gender

Male

Size

medium

Age

25

Special Abilities

Grace, Insightful Strike

Alignment

Chaotic Neutral

Location

Aboard me ship, the Brotherhood!

Languages

Common, Elven, Aquan, Draconic

Occupation

Sailin' the soarin' seas!

Strength 10
Dexterity 14
Constitution 14
Intelligence 15
Wisdom 13
Charisma 16

About "Captain" Devannis Pantera

INITIATIVE: +2(+2 Dex)

MOVE: 30', swim 20'

HIT POINTS: 36 (3d10 Swashbuckler, +6 Con)

AC: 15 (+3 MW Sharkskin armour, +2 Dex)
Flat-footed: 13
Touch: 12

SAVES:
Fort: +5
Ref: +4
Will: +2

BASE ATTACK BONUS: +3
Melee Attack: +3 (+5 with light weapons)
Ranged Attack: +5

ATTACKS

MW Cold Iron Cutlass (Melee)
To Hit: +6, Crit: 19-20(x2), Damage: d6+2

Dagger (Melee)
To Hit: +5, Crit: 20(x2), Damage: d4+2

Dagger (Ranged)
To Hit: +5, Crit: 20(x2), Damage: d4+2, Range: 10'

'Annabelle' (Flintlock)
To Hit: +1, Crit: 20 (x3), Damage: 3d6, Range: 80'

FEATS:

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Weapon Finesse:(Bonus from Swashbuckler)
Use Dex instead of Str for attacks with light weapons .

Water Adaptation:
Breathe air and water equally well, gain swim speed 20ft.

Education:
Gain +1 on two Knowledge skills of choice; all Knowledge skills are class skills. (Geography, Architecture and Engineering).

TRAIT:

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Portal Defender: [Background Trait]
You prefer to rely on what you know you can count on, yourself. When the escape gates were opening you defended the great portals. You fought along side those that you knew as brothers, and those that were former enemies, in a desperate bid to buy time for the portals that brought you to this world to be opened and allow the masses to escape through them. You stared the greatest demon in the eye and didn't back down while others fled in fear. Others remember your bravery still to this day, and you may have inspired a tale or two.

Benefit: You are fearless, literally. You are immune to fear effects of any kind. You are occasionally recognized as one who fought at the great portal, holding back the impending doom long enough to allow for the evacuation of your city or home. This grants you a trait bonus of +2 to social situations, Bluff, Diplomacy, Gather information, and Intimidate. Diplomacy is always considered a class skill for you.

CLASS ABILITIES:

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Grace: Devannis gains a +1 Competence bonus on Reflex saves at 2nd level. This increases to +2 at 11th, and +3 at 20th. Only works in light armor, and when carrying a light load.

Insightful Strike: Devannis becomes able to place his finesse attacks where they deal greater damage. He applies his Intelligence bonus as a bonus on damage rolls (in addition to any Strength bonus he may have) with any light weapon, as well as any weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to this ability. Only works in light armor, and when carrying a light load.

SKILLS:

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(4 Swashbuckler, +2 Int, x6 = 36 ranks)

Balance +9
Diplomacy +9
Knowledge (geography) +9
Listen +4
Profession (Sailor) +8
Spot +4
Tumble +4
Use Rope +5
Swim+8

EQUIPMENT:

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Light Load: 38 lbs or less
Medium Load: 38 - 76 lbs
Heavy Load: 77 - 115 lbs

On person:
Tricorne hat
Leather coat, dyed black
Silk shirt, white
Cotton doublet, dyed blue
Silk pants, dyed black
Leather boots, black

In cabin:
Navigator's Kit
Backpack
- 4 days/rations
- Silver Necklace
- 3 pieces/parchment
Sack
- 4 shots' blackpowder, shot, etc.

BACKGROUND:

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Life was never easy for one such as Devannis. For instance, his upbringing after being found washed up on the shore in his little coral basket brought much questioning to if he really was 'one of them fishy elves.' But, nevertheless, a couple had taken him in, to everyone's dismay, for it was soon discovered that he was far more human than some could imagine.

Devannis took on the last name Pantera from his adoptive father, a Miguel Pantera. He was raised to believe in quite many things, but the last thing he was taught was how to take what he 'deserved'. Miguel had been a pirate in his prime, and in their port-town he was very infamous for such acts - and for such connections he had within that town. Yes, Devannis had quite the upbringing in his 'teen' years, not truly stealing, but rather taking by force of word or fist - the life of piracy had floated into him.

One night, when he was 15, he was forced into a fight he could not see winning - himself against three adult men, claiming he was a 'poison from the sea.' It was from sheer luck he managed to disarm the cutlass from his hand, and skewer him with it, forcing the other two to enter combat. It wasn't until hours later he showed up at his home, and had a very, very long talk with his father. It was said he was scolded for his reaction, while other rumors have it that he was praised. The only truth?

He walked out of that house a week later, and made a life of his own. That cutlass stayed in his possession as his true, first plunder. He bought it with his blood, and that was more than enough in his eyes.

In ten years, the event that shook the world occurred, and what did he do? He ensured he had his most precious belongings, and moved to do something very daring - he would defend the portals until everyone had boarded, and in one last moment before a creature had sruck him, evaded, and clasped a rope, swinging low and high to board the ship he'd been given, the Brotherhood.

APPEARANCE:

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The Brotherhood:

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Caravel: Colossal vehicle
Seaworthiness +4
Shiphandling +2
Speed wind × 30 ft. (average)
Overall AC –3
Hull sections 24 (sink 6 sections);
Section hp 80 (hardness 5)
Section AC 3
Rigging Sections 3
Rigging hp 80 (hardness 0), AC 1
Ram 4d6
Mounts 2 light and 1 heavy
Space 60 ft. by 20 ft.
Height 10 ft. (draft 10 ft.)
Complement 30
Watch 7
Cargo 120 tons (Speed wind × 15 ft. if 60 tons or more)

The Brotherhood represents the last in a long line of beautifully constructed sailing ships, and even though its creation of rushed as the old world was dying, it would soon prove its self in exploring a new frontier. In their haste to prepare for departure only some of the supplies were brought on board and a single Ballista mounted on deck before the demon army arrived. When the exodus to lands end was complete a varied and exotic crew of miscreants and heroes gathered to crew this magnificent ship.

Armaments:
Ballista
(Mounted on rotating platform allowing it to move 360 degrees.)

Augmentations:
Rotating Platform: This low platform mounted on rollers doubles the fire arc of a siege engine (so catapults have 180-degree fire arcs, and ballistae can fire in any direction). A rotating platform doubles the number of crew required operating the siege engine. Weight: 1,000 lb.

Supplies, Tools and survival gear:
250x Ballista Bolts

Tools:
Carpenters Tools, Repair Kits, Sail Repair Kits wood glue, extra coils of rope (to rebuild burnt rigging), a set of spare sails and possibly a replacement mast.

Food Supplies:
Consist of various amounts of folling: Biscuit, flour, cinnamon, cloves, oregano, parsley, dried apples, honeyed peaches [stored in barrels with enough preservatives for long voyages], oatmeal, salted beef, salted pork, dried peas, butter, cheese [hard], sugar, oyle olive [olive oil], vinegar, suet, raisins, salt, sour krout [sauerkrout], salted cabbage, portable broth [dessicated soup], saloup, mustard, mermalade [marmelade] of carrots, water barrels.

Livestock:
Penned up below decks is a set of milk cows along with a young bull. Several chicken coups are setup on deck and eggs are collected daily, a young rooster is also penned up separately from the females and remains hooded to avoid excessive noise. A lot of cargo space was used for food to keep the livestock well fed until a suitable piece of land is found to place them on.

Exotic Items:
Several sheets of fine halfling tobacco.
Several bags of seeds containing mostly the consumable crops, various types of fruit trees and some small bags of certain trees that are involved in construction.

Weapons:
Due to limited room and flagging funding there are several barrels containing spears, short spears, arrows or crossbow bolts. Several replacement bowstrings and some oil to maintain the crews bows are also packed tightly away Last but not least there are a handful of boarding axes in case the crew is unable to repel boarders.

And most important…

THE SPIRITS! :
Stored below decks and secured tightly [checked daily by the captain himself] are several casks of the various spirits that could be saved before the exodus. Outside the normal Moonshine, and rum, there are several casks of Pulsh Brown Ale and Gnome Golden Light. Mixed among the more numerous spirits are a couple of casks of Elven mead and a box with various bottles of wine, mainly consisting of the easily produced mushroom wine with a rare few bottles of Elven Aleeian Wine in the mix. A single bottle of Elven Moondrop is secured in the Captains chest and remains in pristine condition.

(Funding: 1500gp)

Notable Crew:

Captain: Devannis Pantera
First Mate/Quartermaster: Kai'itza
Head Boatswain: Finn MacKool
Gunner: Olek Molotva
Surgeon: Avion Merdiota
Carpenter: Nerine Waverider
Misc. Crewman/women:
- Nafa, A kobold, who has claimed the crows nest as it's home and can be seen all throughout the day scanning the horizon, almost obsessed, it only comes down to eat or fish.
- Wuvie, a male half elf (HE1)
- Aka, a female Human (Hu1)
- Vaesm, male lizardfolk (Lm1)
- Avdaene, a female drow (Dr1)
- Eiwia, a female aquatic elf (AE1)
- Adie, female wild elf (WE1)

Final spots are debatable - more positions will be filled/labeled as people join the crew!