Goblin Pirate

Foddertooth "Blazing Plank"'s page

12 posts. Alias of turnip_head.


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HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

Hey everyone, I just wanted to give a heads up that I am going to be very busy with school over the next two weeks with the end of the semester, final projects and exams. I will try and post as best I can, but they may be brief. Feel free to take over and run my character if it has been a while, GM. Just think like a goblin vying for survival and you've got Foddertooth! Have a safe weekend and Happy Easter to those who celebrate!


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

Despite Foddertooth having 16 intelligence, I want that to be representative of well developed knowledge of working things - mechanical, applied and practical intelligence - less so with cognitive and abstract intelligence (this is why his speech is still lacking in finesse).

As the well spoken outcast amongst this burly crew finishes his words, Foddertooth scratches his head, a bit lost with those last big words - "autocrat", "legitimate". He is pretty sure he got the gist of what the man said, but there was a lot that didn't make sense. He tries not to make it obvious and moves on to the following question, standing on the bench to make himself better heard.

"You no heard o' me? I Foddertooth. Used t' be pirate, but burned crew and ship in mutiny. Hard to be capt'n o' burning ship an' no crew." The goblin sits down and hangs his head ashamedly, "Foddertooth crash ship outside of port. Foddertooth sure you see it - big explosion - had to swim to port."


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

As the Bloody Hour is called, Foddertooth's nerves send surges of nervous apprehension to his head. "This no sound good..." he thought to himself. Pouring out onto the ship's main deck, Foddertooth is lost within the crowd, unable to see what is going on. When he realizes that the event has no bearings on himself, he clambers atop a nearby crate to get a better view. He can see everything happen from up there, the lashes, the cheering, the gruesome effects of a fine keelhaul. He has mixed feelings about all of this. Foddertooth can see the necessities of torture as discipline, and even enjoys the deliverance of it at times, but seeing the face on Mr. Plugg gave him a new understanding of sadism. By the end of his previous short-lived pirating career, he had grown relatively bored of pointless torture and now prefers a more combative method to releasing his inner-goblin-urges.

That night, when everyone had gathered around the meal hall for supper, Foddertooth was the last one to grab a seat. A cruel errand of pointless messages nearly had him miss the delicious soup. He saw the new members seated in the back corner of the cabin, corralled like nervous sheep. Foddertooth took his bowl of wonderful smelling soup and trotted over to the table. He lifts the bowl to his large mouth and drops almost half of its contents into his mouth, swallowing it in a single gulp. He turns to the fat dwarf, "Foddertooth no taste what they taste. This would be delicacy back home!" He quickly finishes the rest, prompting others who are still slowly working at their servings if they are done and if he can have the rest.

Foddertooth looks to Alfonso who is seated across from him and asks loud enough for his new 'companions' to hear, "Why you here? You no look like pirate. What your story?" Foddertooth's expression is a mix of inquisition and frustration as he is slightly offended to be lumped together with this unfitting man, but he knows now is the time for diplomacy.


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19
Fatigue: 1d20 + 3 ⇒ (6) + 3 = 9 (-3 if not a Fort save)

Foddertooth takes his initial position by Captain Harrigan's side, awaiting the first message to be relayed. The man is tall and stoic, ideal characteristics for a captain of such a crew. It was high noon when the first message was to be delivered and the sun was beating down mercilessly. From then on, it was a constant race from one end of the ship to other. Foddertooth got the impression that the crew was giving him pointless messages just to exhaust and the taunt the goblin. Foddertooth takes advantage of his situation and attempts to gather as much information as possible, going through any unsealed documents, listening for information about their location and destination, and simply getting a better understanding of the layout of the ship. By the end of the day, he stubby legs are numb with fatigue. He never stopped to rest once throughout the day in the hopes of quickly moving through the ranks.

If there is any available information that could be gathered without leaving obvious signs of tampering (unsealed documents, a scroll or note), Foddertooth will read those. As well, if there is an opportunity to pocket a kitchen knife or other small bladed object, Foddertooth will do so.

Sleight of Hand to steal knife: 1d20 + 4 ⇒ (18) + 4 = 22


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

Foddertooth has been through all of this once before - proving yourself to a band of ruthless sea sharks - but last time he wasn't fighting to be one of the crew, just a simple slave for the captain to order around. Eager to prove himself and work his way up in rank once again, Foddertooth quickly scrambles to the rope.

Climb rolls:

Climb 1: 1d20 - 1 ⇒ (6) - 1 = 5 Rough Start
Climb 2: 1d20 - 1 ⇒ (17) - 1 = 16 10ft
Climb 3: 1d20 - 1 ⇒ (10) - 1 = 9 --
Climb 4: 1d20 - 1 ⇒ (19) - 1 = 18 20ft
Climb 5: 1d20 - 1 ⇒ (12) - 1 = 11 25ft
Climb 6: 1d20 - 1 ⇒ (16) - 1 = 15 30ft
Climb 7: 1d20 - 1 ⇒ (10) - 1 = 9 --
Climb 8: 1d20 - 1 ⇒ (3) - 1 = 2 Fall
Climb 9: 1d20 - 1 ⇒ (3) - 1 = 2
Climb 10: 1d20 - 1 ⇒ (5) - 1 = 4
Climb 11: 1d20 - 1 ⇒ (2) - 1 = 1
Climb 12: 1d20 - 1 ⇒ (19) - 1 = 18
Climb 13: 1d20 - 1 ⇒ (1) - 1 = 0
Climb 14: 1d20 - 1 ⇒ (11) - 1 = 10
Climb 15: 1d20 - 1 ⇒ (3) - 1 = 2

Foddertooth struggles to find an convenient way to mount the ropes, which are just slightly too big for hands. Finally making way, he does decent work until the halfway mark, at which point his stamina has been drained and his arms give out.

GM:
ICTSpiceMerchant wrote:
The only face you recognize is the bulbous-nosed dwarf you threw a beer at - and missed - the night before. You remember his cocking back and knocking you out - which is also the last thing you remember. He, in particular, is giving you a nasty glare.

Is the dwarf you are referring to Bedu or another pirate? If Bedu, that's quite humorous!


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

As Foddertooth comes to, he keeps his eyes closed to avoid the blinding lantern light for a few moments longer. His incredible hearing more than makes up for a loss of sight. The to-and-fro' sway and creaking timbers remind him of his times spent in the ballast of his past adventures as a slave. He thinks to himself, "Foddertooth not remember tavern bein' on water, but Foddertooth drank many mugs last night."

When the voice speaks out, Foddertooth finally realizes he's in a whole mess of trouble. Filthy - Foddertooth hated that word. "Who you call filthy, longshanks!? Come close and Foddertooth teach you lesson!" He reaches at his side, seeking to unhook one of his volatile bombs from his bandoleer, but his grasps whiffs only air as he realizes he's void of possessions. He looks around and sees a few others in the same situation. "Oh," he says simply and drops his aggressive front. He has been in this position before and knows it's best not to fight it. However, he hopes to make his situation better by taking in all of his surroundings, specifically the crew and the aforementioned Captain Harrigan and Fishguts.

Foddertooth will be scanning the faces of the men in hopes of recognizing some of them, as well as dwelling on the names Harrigan and Fishguts in order to gather more information about his situation.

Perception (if needed/wanted): 1d20 + 9 ⇒ (4) + 9 = 13


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

I will throw in an update in the gameplay thread in a few hours. I have a nasty migraine right now that I'm going to get rid of.


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

I did up Bedu's character in HeroLab, I may have missed a few things but there a few things that were different. (I don't have the traits in there which would give him +1 diplomacy and perform)

HeroLab output:

Bedu the Barber
Dwarf Bard (Sea Singer) 2
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +1 shield, +2 Dex, +1 dodge)
hp 16 (2d8+2)
Fort +1, Ref +5, Will +2; +4 bonus vs. air and water effects, or being knocked prone, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed 20 ft.
Melee dagger +2 (1d4+1/19-20) and
morningstar +2 (1d8+1) and
scimitar -2 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 8 rounds/day (distraction, fascinate, inspire courage +1, sea shanty), +1 on attack rolls against goblinoid and orc humanoids
Bard (Sea Singer) Spells Known (CL 2nd; concentration +4):
1st (3/day)—cure light wounds, grease (DC 13), vanish
0 (at will)—daze (DC 12), detect magic, mage hand, read magic, resistance
--------------------
Statistics
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Str 12, Dex 14, Con 12, Int 12, Wis 9, Cha 14
Base Atk +1; CMB +2; CMD 15 (19 vs. bull rush, 17 vs. grapple, 17 vs. overrun, 21 vs. trip)
Feats Dodge
Skills Acrobatics +4 (+0 jump), Diplomacy +6, Heal +1, Knowledge (geography) +7, Knowledge (local) +7, Perception +3 (+5 to notice unusual stonework), Perform (oratory) +6, Profession (sailor) +4, Stealth +4, Use Magic Device +6
Languages Aquan, Common, Dwarven, Polyglot
SQ sea legs, world traveler
Other Gear leather armor, light wooden shield, dagger, light crossbow, morningstar, scimitar, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, scroll case, signal whistle, spell component pouch, trail rations (4), waterskin, whetstone, 90 gp, 8 sp, 8 cp
--------------------
Special Abilities
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Sea Legs (Ex) +4 to saves vs. air & water effects, and against being knocked prone.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

Things that stood out: one extra starting language, not proficient with scimitars, skills were affected by encumbrance, and you still had a lot of gold left. I may have missed some things on my end causing some hang ups, but this is just what I got.

It would appear your Sea Singer alternate class grants you either a monkey or parrot familiar at second level =D "BWWAAACK! Poly wanna cracker!"


HP Total: 13 Lethal: 13 Non-Lethal: 10 || AC 17, touch 15, flat-footed 13 || CMD 13 CMB -1 || Init +4, Perc. +9 || Bombs 0/7

Foddertooth here. Looking forward to the game, been wanting to play in this AP for a while now.

The name's Andrew. I've only been playing table-top rpg's for about 10 years or so now, starting with the Basic Game box for D&D in 2004. I'm 21, a student at the College of Charleston, and am running another game and working to get together a dungeon world game (I'm playing Sebastion Atticus Abberforth IV) on the forums.

I'm pretty sure I've got everything in order, having done most of it in HeroLab.


"Mutiny!? Someone say mutiny!?"


Foddertooth "Blazing Plank" is missing from the list


"Call me Foddertooth. Everyone on me good side, but mention me ears and I burn you." The goblin takes a large swig of frothy ale provided by the strange gentlemen who inquired about his story. "Hey, why this taste o' sea water? And why everythin' spinnin. Why everyt...uh oh." With that, Foddertooth falls from the tall stool and crashes to the ground unconscious. That's the last he can remember at least.