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About Elek KardforgatóArmorist/Rogue 14 | HP 110/196 | AC 36/T22/FF29 | F+18/R+19/W+18 | CMB +19 CMD 39/43 | PSB 24/32 PSD 34 | init +10 | Perc +20/26 | Influence +35/42 | Sailor + 31/33 | Disable Device + 35/42 | Spell Pool @ 13/22 | Martial focus @ 1/1 | Sneak Attack 7d6 | Fatal Thrust 3d6 | Destructive Blast 4d6 21 Initiative: 10 = 6 [dex] + 4 [feat]
AC: 26/36 = 10 + 9 [mithril plate] + 6 [dexterity] + 1 [TWD] + 4 [deflection(ABP)] + 1 [dodge] + 4 [Attunement (ABP)] + 1 [armor expert]
Fort: + 18 = 7 [base] + 2 [con] + 3 [tenacity] + 2 [1 st lvl good saves/ABP] + 4 [Resistance/ABP]
Base Atk + 14/9,
Melee: + 19/13 = 14/9 [base] + 1 [strength] + 4 [Attunement (ABP)]
Stats: Str. 12, Dex. 22, Con. 14, Int. 12, Wis. 14, Cha. 22,
Race, Background, Traits:
Human Race Traits: Focused Study:All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. @ 1st lvl.: Influence @ 8th lvl.: Disable device Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Background:
Traits:
Feats & Talents:
Feats Feat Tax Power Attack, Combat Expertise, Deadly Aim, Initial Bonus Feat: Toughness Focused Study @ 1st lvl: Skill Focus Influence 1st lvl: improved init. 3rd lvl: Combat talent: Barrage Sphere (Melee Archer) Same as Point-blank shot Rogue talent @ 4th lvl: Combat feat: Two Weapon Defense 5th lvl: Combat talent: Cone of death 5th lvl rogue class feat Shadow strike Rogue talent @ 6th lvl: Combat feat: Double Slice 7th lvl: Dodge 9th lvl: Duel wield mystic fusion 11th lvl: "extra arsenal trick:" Movement: Breath underwater 13th lvl: Steadfast Personality: Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. Advanced Rogue talent @ 14th lvl: Feat: Blindfighting Background Feats
Magic Talents:
Combat Talents:
Automatic Bonus Progression & Other Benefits:
1st lvl Background: Descended from Heroes 1st lvl feat: improved init. 1st lvl: Good Saves + 2 Fort, Reflex, Will 2nd lvl Background Feat: Cunning 3rd lvl feat: Two Weapon defense 3rd lvl: +1 resistance bonus 4th lvl: Background feat: Alertness 4th lvl:Deflection +1 4th lvl: Ability boost x3, + 2 Dex, Cha, Wis, 5ft lvl feat: rapid shot 5th lvl: Attunement + 1 Enhancement bonus to one weapon (attack rolls, damage rolls), CMB/CMD, PSB/PSD, and AC 6th lvl: +2 resistance bonus 6th lvl: Background feat: Persuasive 7th lvl feat: dodge 7th lvl: + 2 deflection 8th lvl: Ability boost x3: Dex, Wis, Cha 8th lvl:background feat: Deft Hands 8th lvl:Attunement +2 9th lvl: + 3 resistance bonus 9th lvl feat: Mystic Assault 10th lvl: background feat: Windrider 10th lvl: + 3 deflection 11th lvl: Feat:"extra arsenal trick:" Movement: Breath underwater 11th lvl: Attunement +3 12th lvl: Ability boost x3: Dex, Cha, Str 12th lvl: background feat: Magical Aptitude 12th lvl: Resistance +4 13th lvl: Feat: Steadfast Personality 13th lvl: Deflection + 4 14th lvl: Background feat: 14 th lvl: Attunement +4 Classes:
Armorist Blaster Casting: @ 12 An armorist may combine spheres and talents to create magical effects. An armorist is considered a Low-Caster and uses Caster Level: @ 7 Casting Tradition:: Cursed Prosthetic Drawbacks: Focus Casting (prosthetic), Witchmarked, Verbal components Sphere-Specific Drawbacks Destructive Touch Extra magic talent energy strike (blast shape) Boons: Wild Surge Bonus Talents at creation: 2 Destruction Sphere Destructive Blast @ 4d6 Spell Pool: @ 22 6 [Cha] + 14[1 per lvl] + 2[1 per 6 levels in casting classes] An armorist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Blended Training: An armorist gains a combat or magic talent at 2nd level and every 2 levels thereafter, according to Table: Armorist. Talent @ 2nd lvl: Borne Aloft (mantle, wind) Talent @ 4th lvl. Wind Lord Talent @ 6th lvl. : Lengthened Weather Talent @ 8th lvl: Severe Weather Talent @ 10th lvl: Dual Opportunity Talent @ 12th lvl: Greater Size Talent @ 14th lvl: Divination Sphere: Drawback: Hidden Magic Boon: Blindfolded Oracle Bound Equipment: @ 3 + 1,+2 enhancements, one talent at origin, + 3 more talents overall An armorist gains a bond with a specific weapon, suit of armor, or shield that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 9th level, 13th level, and 17th level and may select a staff beginning at 5th level. Bound equipment is masterwork quality, and grants a single sphere or talent. A piece of bound equipment must possess a base sphere before additional talents of that sphere may be added unless the armorist possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armorist may not use talents gained from her bound equipment to qualify for feats or to meet other prerequisites unless otherwise noted. Spheres and talents that grant skill retraining never grant it when gained via a piece of bound equipment. If the armorist possesses a sphere-specific drawback, she may use a talent granted by a piece of bound equipment to buy off that drawback. If the armorist gains a base sphere from a piece of bound equipment, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the equipment is gained. Each time the armorist gains a new piece of bound equipment, one of her existing pieces grants an additional sphere or talent. At 3rd level, an armorist may give her bound equipment special properties from Table: Bound Equipment that have an equivalent enhancement bonus less than or equal to 1 for every 4 armorist levels possessed (to a maximum bonus of +5 at 18th level). Bound equipment cannot be enchanted through any other means than gaining armorist levels. Bound staves grant the armorist enhancement bonuses to her caster level with one sphere, chosen when the staff is created. Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day. A bound double-weapon must divide its weapon qualities between the two ends. Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork. @ 1st lvl: Adamantine and Mithril Arm Cannon masterwork exotic ranged weapon 3d6, 20, x2, B, Close 25ft +5ft/4 caster levels: At 1st level as her first bound weapon, the blaster binds a unique weapon known as the arm cannon, which counts in all ways as a bound weapon. When summoned, the arm cannon occupies one hand and cannot be disarmed. The arm cannon is an exotic ranged weapon the blaster is proficient with that makes ranged touch attacks, and deals 1d6 bludgeoning damage +1d6 at 5th level and every four levels beyond 5th, regardless of size. The weapon has no range penalties, but has a maximum range of Close. In all other ways, the arm cannon counts as a destructive blast from the Destruction sphere with a caster level equal to the blaster’s level, but also as a ranged weapon that can be augmented by feats and abilities as usual such as Rapid Shot. While the arm cannon is not directly tied to the blaster’s caster level, she may nonetheless augment her arm cannon with Destruction talents except for (blast shape) talents and Gather Energy. She must still spend any spell points required by the applied talents, and must spend those spell points for each attack. The Admixture talent may be applied as a full-round action or as part of a full-attack if the additional costs are paid for every attack to which it is applied. The arm cannon can gain enhancements as normal for a bound weapon. The blaster can bind additional arm cannons as additional bound equipment as normal. This ability alters the bound equipment class feature. 1st Enhancement bonus: Shadow Wake Shadow wake weapons leave a short-lived trail of unstable shadowstuff when used in an attack. This quasi-real energy deals an additional 1d6 nonlethal damage. If an attack with a shadow wake weapon misses but would have hit the touch AC of the target the target still takes 1d6 nonlethal damage. 2nd enhancement bonus: Merciful A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability). original trait: Impossible Reload, Trait added @ 5th lvl: Mixed assault Trait added @ 13th lvl: the sniper sphere @ 2nd lvl Arsenal trick: Cold Iron Harpoon Hand Light Weapon, 1d4, 19-20, x2, S&P 1st Enhancement bonus: Fey-forged A wielder of a fey-forged weapon can choose to apply her Charisma modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed light weapons nor reduced for off-hand weapons. If a fey-forged weapon is used to attack a creature with the fey creature type, the attacker suffers a -2 penalty to attack rolls and damage rolls. 2nd enhancement bonus: Shocking @ 1d6 original trait: Duelist Sphere @ 5th lvlmithril Trident Hand: Light Weapon, 1d6, 20 x2 P 1st Enhancement bonus: Human Bane 2nd enhancement bonus: Attack action deals weapon damage + 1d4 DEX damage (Fort DC 11 + your CHA modifier halves). It's an attack action to use, so no full-attack shenanigans or augmenting with a Destructive Blast. XD original trait: Duelist Sphere Trait added @ 5th lvl: Leg Cutter DC is 10 + 1/2 BAB + CHA modifier @9th lvl: Mithril Plate armor +9 + 6, - 0, normal speed, 25 lbs. 1st Enhancement bonus: Impervious 2nd enhancement bonus: Deathless Original trait: 'Equipment sphere"(armor training as the free sphere) Trait added @ 9th lvl: Armor Expert @ 13th lvl: adamantine Estoc 1st Enhancement bonus: Preventative 2nd enhancement bonus: shock Original trait: balanced blows Arsenal trick: At second level and every even-numbered level thereafter the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once. @ 2nd lvl: Additional Binding: Harpoon Hand @ 4th lvl:Combat Talent: Feint Strike @ 6th lvl:Combat Talent: Expert feint @ 8th lvl:Combat Talent: Fatal Opening @ 10th lvl: Improved Materials 11th lvl Feat: "extra arsenal trick:" Movement: Breath underwater @ 12th lvl: Hunter: (requires Armorist 10): Add bane (+1) and defiant (+1) to the qualities you may add to your bound and summoned weapons and armor/shields respectively. @ 14th lvl: Advanced Arsenal trick: Feat: magic feat: Life Sphere: : Drawback: Regenerate Boon: Deeper Healing talent. 3d8+7hp Armor Training (Ex): armor check penalty - 3, dex bonus + 3 Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor. Destruction: The blaster gains the Destruction sphere as a bonus sphere at 1st level. At 5th level and every 5 levels thereafter, she gains a bonus talent from the Destruction sphere. This replaces the summon equipment class feature. @ 5th lvl: Focused Blast @ 10th lvl: Searing blast Rogue
favored class bonus: + 1 HP
Skills:
Class skills: 182 = 14(8[class skill] + 1[race] + 1 [Int] + 1 [cunning] + 1 [fencing] + 1 [read foe]) Class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Influence (Cha), Knowledge (arcane) (Int), Knowledge (civilization) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), ,Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). + Lore (Ancestors) Acrobatics + 11 = 6 [Dex] + 2 [rank] + 3 [class skill] Appraise + 1 [Int] Athletics + 6 = 1 [str] + 2 [rank] + 3 [class skill] Disable Device + 35/42 = 6 [Dex] + 14 [rank] + 3 [class skill] + 4 [Deft Hands] + 6 [skill focus] + 2 [MW tools] + 7 [trapfinder] Disguise + 6 [Cha] Escape Artist + 23 = 6 [Dex] + 14 [rank] + 3 [class] Fly + 23 = 6 [Dex] + 14 [rank] + 3 [class skill] Influence + 35/42 = 6 [Cha] + 14 [rank] + 3 [class skill] + 6 [skill focus] + 1 [background] + 1 [trait] + 4 [persuasive] + 7 (gather information) [information broker] Knowledge (arcane) + 18 = 1 [Int] + 14 [rank] + 3 [class skill] Knowledge (civilization) + 25 = 1 [Int] + 14 [rank] + 3 [class skill] + 7 [information broker] Knowledge (dungeoneering) + 5 = 1 [Int] + 1 [rank] + 3 [class skill] Knowledge (engineering) + 12 = 1 [Int] + 8 [rank] + 3 [class skill] Knowledge (geography) + 3 = 1 [Int] + 2 [Svinglis Eye] Knowledge (martial) + 12 = 1 [Int] + 8 [rank] + 3 [class skill] Linguistics + 6 = 1 [Int] + 2 [rank] + 3 [class] Lore (Ancestors) + 10 = 1 [Int] + 6 [rank] + 3 [class skill] Profession (sailor) 31/33 = 2 [Wis] + 14 [rank] + 3 [class skill] + 1 [trait] + 4 [sphere] + 2 [Svinglis Eye] + 2 [Charts Shackles] + 5 Hurricane crown. Ride + 6 [Dex] Sense Motive + 23 = 2 [wis] + 14 [rank] + 3 [class skill] + 4 [alertness] Slight of hand + 26 = 6 [dex] + 6 [rank] + 3 [class skill] + 4 [Deft Hands] + 7 [Legerdemain] Spellcraft + 15 = 1 [Int] + 7 [rank] + 3 [class skill] +4 [Magical Aptitude] Stealth + 23 = 6 [Dex] + 14 [rank] + 3 [class skill] Survival + 4 = 2 [wis] + 2 [Svinglis Eye] Use Magic Device + 27 = 6 [Cha] + 14 [rank] + 3 [class skill] + 4 [Magical Aptitude] Gear:
Jewelry Worn Black Diamond earring (sells for 50 gp.) a broken, silver-plated manacle Items Worn/Carried Courtier's outfit: A blue double breasted dress coat trimmed in black, Black thigh-high leather boots and a black tri cornered hat with blue lace. Bandolier @ 2: N/A Magical Items: Worn: Body: Sevenfingers's sea coat 5 lbs. This long black coat is completely waterproof and sealed shut by bronze clasps. Its two large pockets provide additional protection for and easy access to treasure, acting as the side pouches of a handy haversack. When in a place with cardinal directions, the wearer of the coat always knows which way is north, as the know direction spell. Once per day, the coat's wearer can cast dream council. Eyes: Snipers goggles Hand: Ring of Invisibility Hand: Ring of the Sea Strider Head: Hurricane crown Headband: Interesting Item A linen handkerchief embroidered with a pentagram design, surrounded by arcane symbols. Neck: Amulet of proof against detection and location Wonderous Items: Efficient quiver: 2 lbs. Items in quiver Ghost-touched Undead-bane Estoc: 2d4,15-20/x2, P Howling Estoc: 2d4,15-20/x2, P Masterwork trident Madeof living coral Living coral weapons automatically repair themselves 2hp per day. If undamaged, the weapons deal +1 damage. In the pockets of the sea coat eversmoking bottle: Castaway's Flare Svinglis Eye Sacred stings Divine Favor (a yellow ribbon) Froghemoth Eye 1/day hold to gain all-around vision for 10min Andran Insignia As a Move action, you can cause the insignia to shine with a steel-gray light for one minute, shedding light as a torch. While the insignia shines, creatures adjacent to you are dazzled. If you feint a creature that is dazzled by this insignia, you gain a +2 circumstance bonus to your PSB check. This insignia can be activated once per day. Sap:1d6, x2, B, nonlethal MW thieves tools: Farglass Sending Stone: Connected to stone in the 'Banshee's Revenge' orb of Stars Aspis Badge (bronze) Aspis Badge (silver) Silver Raven Figurine of Wondrous Power (sells for 1,800gp)This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Consumables: (in sea coat pockets) Vial of Marid's Tears holy water Wand - summon monster IV: 3/23 Wand -lesser restoration: 27/50 Wand of Summoning III 36/50 Haversack: 5 lbs.
Items in Sea chest/cabin/ship (or on loan)
Monies:
150 gp.(beginning wealth) - 126 gp. (original gear) - 1 gp. (slate board). - 20 gp. (Syl) +21 gp (bilge) + 10 gp.(sailor) - 20 gp. (Aretta) + 325 gp. (cut) + 379 gp (island) -150 gp. (MW armor) + 5 (loot) - 100 (bribe crimson/breaker) = 473 gp. - 5 gp. (Flag) = 468 gp. + 800 (plunder) + 800 (plunder) + 850 (plunder) - 1,500 gp (silk sails) = 1,418 gp. + 850 (plunder) + 950 (whale skull) + 3,450gp (Dowager Queen) = 6,668 gp + 11,600 gp. (sale of two ships) + 1,150,5 gp (Cruel whip) + 157.5 gp. (WM Falcata) - 7,200 gp (cloak) - 2,300 gp. (improve estoc) - 10,000 gp. (Vicious Fighters) = 76 gp. remaining + 25 gp. (Cho-Tzu) = 101 gp. - 86 gp. (Coat, hat, boots, earing and 12 tickets) + 3,270 gp. = 3,285 gp. + 4,223gp + 1,775 gp. = 9,283 gp. +19,300 gp. - 28,450 gp = 133 gp. + 1,400 gp. = 1,533 gp. - 200 gp. + 3,000 gp. + 320 p. = 4.653 gp. + 21,700 gp. - 12,250 = 14,103 gp. - 125 gp. restock at Drenchport and scrimshaw + 6,085. gp. - 850 gp. - 10 gp. - 260 gp. - 1,000 gp. = 17,943 gp. -16,275 gp. = 1,668 gp. - 1,500 gp. = 168 gp. + 4,500 gp. = 4,668 gp. + 16,400 gp. - 13,185 gp. = 7,883 gp. - 450 gp. - 3,000 gp. = 4,433 gp. + 26,122.5 gp - 28,650 gp. = 1,905.5 gp. + 6,208 gp. - 6,000 gp. = 2,113.5 gp. + 3,350 gp. - 5,400 gp. = 63.5 gp. + 2,000 gp. +12,000 gp. + 1,400 gp. + 3,198 gp. + 4,800 gp. + 593 gp. = 24,054.5 gp. + 14,675 gp. - 13,470 gp. = 25,259.5 gp. - 24,850 gp. = 409.5 gp. + 32,202.5 gp. - 3,500 gp. = 29,112 gp. + 55,982.5 - 50,000 gp. - 31,250 gp. = 3,844.5 gp. - 3,040 gp. = 804,5 gp. crew:
Captain: Elek Kardforgato Officers: @ 10 First Mate: Sandara Quinn- trickery domain cleric; deception, healing, illusions Boarding Pike of Repelling Master-at-Arms: Breaker Bones-barbarian; tankiness Furious falchion, Vindictive Harpoon: Master Gunner: "Giffer" Tibbs - technician alchemist; gadgets Quartermaster: Conchobhar Shortstone- bard; jack-of-all-trades Helmsman: Rakkaw-tengu jinx-eater Carpenter/Surgeon: Wulfgar Ivarson Cleric of Gorum Cook: Ambrose "Fishguts" Kroop Cabin Boy: Jack Scrimshaw Animal Bane Dagger Cook's Assistant: Owlbear Hartshorn Ships Inquisitor: Iryani Unnamed Crew: @ 20
words:
energy strike = Néngliàng dǎjí Wild surge = Kuángcháo become harpoon hand = Biànchéng yú chā shǒu return to harpoon hand = huí dào yú chā shǒu become cannon = Chéngwéi dàpào become the trident = Chéngwéi sānchā jǐ cannon = Dàpào shoot = shèjí rapid shot = Kuàisù shèjí deadly aim = Zhìmìng de mùbiāo Destructive power = Pòhuài lì Add spell point = Tiānjiā fǎshù diǎn pierce = Cì chuān Slash = Xuējiǎn bludgeon = Dà bàng mantle = Dìmàn fly = Fēi born aloft = Gāojǔ wind = Fēng lengthen weather = Yáncháng tiānqì severe weather = Èliè tiānqì Cone of Death = Sǐwáng zhī zhuī mithril armor = Mì yín kuījiǎ remove armor = Xiè xià kuījiǎ Searing blast = Zhuórè de bàozhà quick shot = Kuàisù pāishè feint shot = Yánggōng Barrage = Dàn mù Merciful = Réncí not merciful = Bù réncí adamantium sword = Jīngāng jiàn Storm dismissed = Fēngbào bèi bóhuí Searing blast = Zhuórè chōngjíbō Crafted blast = Jīngxīn zhìzuò de bàozhà Deeper healing = Gēngshēn céngcì de zhìyù Background / Bullet points:
Great grandfather Alexander Kardforgató was an up-and-coming Chelish nobleman who sided with house Davian in the war for succession. After the “Battle of a Hundred Kings” he sailed his ship to Sargava hoping to escape Queen Abrogail’s wrath. When House Thrune sent their Fleet to punish Baron Grallus, Captain Kardforgató sailed with the Pirates of the Shackles. After the victory, he joined the pirates, returning to Port Peril instead of Sargava. Elek’s Dad, Sikandar Kardforgató, lawful Neutral captain of the pirate ship, ‘The Banshee’ Captured and hung by the Chelaxian Captain Salisfer, of the ship “the Justice” Elek’s mom, Cassandra Kardforgató, chaotic neutral cleric of Besmara, also hung by the Chelaxian Captain Salisfer, of the ship “the Justice” Born aboard ship, considered ‘The Banshee’ his home and Port Peril his city. Lived aboard ship, learning from family and crew. At fourteen the ships cabin boy. His father, Sikandar, especially enjoyed attacking slavers and freeing the slaves. This caught the attention of the Chelaxian wealthy, they sent a small armada to set a trap for him. This armada was directed by a captain named Salisfer. The Chelaxians bated the trap with a slaver ship, by the time Kardforgató realized it was a trap it was too late. The Banshee was so damaged that the Chelaxians scuttled the ship. Taking the Kardforgatós and remaining pirates prisoner. The other prisoners were put in chains to be sold as slaves. The captain and his wife, when it was found out who they were, were hung from the yardarm. Elek, getting loose from the soldier holding him, ran and tried to hold his mother up, trying to keep her from suffocating to death. As she died, she gestured towards her linen bandana, mouthing one word. ‘Revenge.’ As Elek glared at the chelaxian captain he swore he would kill the man. the captain ordered he be hanged as well. The ship medic stepped in, saying he was just a boy. The captain with a sneer ordered he be punished as a thief. Drawing his own saber, he had the soldiers hold out Elek’s arm and cut off the boys left hand. Then ordered he be thrown overboard to the sharks. The next thing Elek remember was being on a beach on a tropical island. Rescued by a Sea witch named Callistro. The island belonged to a member of her coven, another witch named Mélusine. There was a third witch named Rusalka. Who rarely came to the island using a portal in the center. Where she came from, he didn’t know. It seemed the three witches served his mothers god, Besmara. Elek spent two years with the witches, most of it seemed like a dream spent between a small hut on the edge of the beach and in the clear bay with Callistro. But he could not forget his promise to his mother, revenge. During the lucid times he spoke of these things to the two witches. After a time they promised to send him back to the world of men with a way to get his revenge. He remembers shards of his last night on the island, It was a full moon in the fall, all three witches were there. They literally had a caldron boiling over an open fire. From the soupy green fluid they pulled the harpoon tipped leather wood and metal prosthetic. Rusalka asked him a question in a language he didn’t understand. Then hissed, ”Do you want revenge boy?” He nodded and she slammed the prosthetic onto the stump of his left arm. It felt like the metal end of the harpoon was seared onto the bone in his arm. He passed out from the pain. When he woke the prosthetic was still on his arm, straps running to a shoulder harness that he didn’t remember seeing or putting on. With only, other than the prosthetic, a ragged loincloth and his mothers bandana. He was no longer on the Island. He was on a beach in the Xidao Gulf under a dock in the city of Kasai, the capital of Minkai. They had returned him to the world of men, but a long way from the shackles. The only boats he could find were small junk, coast huggers, sailing west. It took him five years to work his way back to the city he knew as a child. personality:
Seven years ago, as a cabin boy on his parents ship, Elek believed he would someday be the captain of his own pirate ship sailing out of Port Peril. He had the name, he had the family tradition, he had the skills, he had the training, he had the connections. It was his destiny. As the son of the ship's captain and cleric, Elek was a little filled with his own self importance but overall he was fun, energetic and charismatic; being well liked in general by the crew. Elek is no longer that happy go lucky child who sailed with his parents daydreaming about the freedom that only a pirate has. He is now a hard, cold, driven man. His hatred for the Chelaxian captain Salisfer has kept him focused on not only his return to the Shackles and becoming a pirate captain, but also revenge on the Chelaxians for the loss of his parents and his arm. He is still the friendly, outgoing, jolly shipmate of his younger years. But there is now a darkness to him that was not there in his youth. On the Myers Briggs scale elek is a Commander
appearance:
Elek is just under six foot tall with a lean fencers frame. While slight of build he is quick with long arms and nimble fingers. His high forehead, straight raven black hair, worn shoulder length, and his dark grey eyes mark him as of mixed Chelish descent. While his tan face, weathered features and narrowed eyes mark him as a sailor. His gear is suited to a sailors life, dark leather thigh boots cuffed down to his knees, his sap tucked in the front of the right boot, his butterfly knife tucked in the back. Dark blue breeches and a white-poets shirt. Instead of a waistcoat he wears black leather lamellar armor crossed with dark canvas and leather bandoliers and a broad leather belt where he wears his estoc on his left hip. A Dark linen handkerchief embroidered with a pentagram design, surrounded by arcane symbols worn as a head band. With a black magical cloak worn over his left shoulder, crossing under his right arm Clasped with a deep platinum shark broach. Protruding from under the black magical cloak, a wood and iron prosthetic that ends in a blackened harpoon head. The tip itself is not that uncommon, but the dark arcane symbols carved in every surface of the implement and the way it radiates darkness, gives pause.
Ships Rules:
There will be no killing of other crew, anyone guilty of murdering a crew member will walk the plank. If in port they will walk the plank starboard side with their hands tied and their gear tied around their neck. Grog will be optional and served with every meal. We will use a 3/1 ratio, so it's the same amount of rum. Drunkenness beyond the ability to perform ones duties will be punished with the serving of water, the time of punishment will depend on the length and severity of said drunkenness. Lesser infractions will be punished as the officer on duty see's fit, up to and including the lash.
The Tattoo:
Fonts: looted ships: plain printed letters without serifs taken ships: thin script fought ships: thin blocked letters with serifs sank ships: thick blocked letters with serifs recruited/commandeered/purchase ships: thick script Purchased ships in medium script Colors: Absalom: teal Chelaxian: red Rahadoum: gold Sargavan: light blue Shackles: black Aspis Consortium: pink The tattoo itself
The Fleet:
Flag ship and Admiral Banshee's Revenge: Captain Elek Kardforgató: A Caravel light ballista x 4, ram, + heavy ballista x 4, springal, arrow x1 There all Sailing ships :)
Squadron #2
Ships left in the cove to protect the fort:
Flag Navy Terminology General guidelines on plunder/infamy Deeper Healing talent 3d8+7hp |