Argith

Galean "Rafter" Santiago's page

523 posts. Alias of Evgeni Genadiev.


Full Name

Galean "Rafter" Santiago

Race

Human

Classes/Levels

Druid 7 | HP 62/62 | AC 18, T 11 FF 17 | Fort +8, Ref +3, Will +10 | CMD 18 | Init +1 | Perception +17

Gender

Male

Size

Medium

Age

17

Alignment

True Neutral

Deity

Besmara

Location

Shackles

Languages

Common, Druidic

Occupation

Freelance Helmsman/Sailor

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 22
Charisma 8

About Galean "Rafter" Santiago

StatBlock of Galean 'Rafter' Santiago:

Experience:
Male Human Druid (Storm Druid) 7
TN Medium Humanoid(Human)
Initiative +1
Senses: Perception +17
-------
Defense
AC:18; 11 touch, 17 FF (+1 Dex, +4 Armor, +1 natural, +2 Shield(when on))
HP:62(9d8+2+1)
Fort +8, Ref +5, Will +10
Speed 30ft (20 in armor)
-------
Offense
Melee +8 Paddle (2d6+4, 20x2) or
Ranged +5 Dagger (1d8+2, x3)
-------
Str 14, Dex 12, Con 14, Int 10, Wis 22, Cha 8
BAB +5, CMB +7, CMD 18
Feats:Skill Focus(Profession Sailor), Spell Focus (Conjuration), Augment Summoning, Natural Spell, Superior Summoning
Traits: Besmara's Blessing, World Traveller(Sense Motive), Focused Mind.
-------
Skills; 4/level : 24

Survival +20 (7 rank, 3 class, 6 WIS, 2 astrolabe, 2 untyped)
Perception +17 (7 rank, 3 class, 6 WIS, 1 trait)
Profession(Sailor) +26 (7 rank, 3 class, 6 WIS, 3 SF, 2 racial, 1 trait, 2 competence, 2 circumstance)
Knowledge(Nature) +6 (1 rank, 3 class, 2 untyped)
Knowledge(Geography) +7 (2 rank, 3 class, 2 astrolabe)
Sense Motive (2 rank, 6 WIS, 3 class) +11
Swim (2 rank, 2 STR, 2 hat) +6

Others at stat.
Languages Taldane, Druidic
-------

-------
Items:120 gp
Hide Armor 50gp
Quarterstaff
Sailor's Clothing
Backpack 1gp
Fishing Implements
Scimitar 15gp
Heavy Wooden Shield 8 gp
Spell Component Pouch x2 2gp
Besmara's Tricorne - 2,600 gp
Rod of Lesser Giant Summoning - 3,000 gp
Headband of Inspired Wisdom (+2) - 4,000 gp
Amulet of Natural Armor +1 - 2,000 gp
Paddle
Cloak of Resistance +1 - 1,000 gp
Locke's Map. - 100gp for reagents.
3,000 gp remaining.
Svingli's Eye

Spells prepared:
4th lvl (2/day), Control Water, Summon Nature's Ally IV
3rd lvl (4/day), Sky Swim, Summon Nature's Ally III (x2)
2nd lvl (5/day), Summon Nature's Ally II (x3), Cloud of Seasickness, empty slot
1st lvl (6/day), Goodberry, Summon Nature's Ally I (x2), Shillelagh, empty slot
0th lvl Mending, Know Direction, Guidance, Detect Poison

Wind Domain:

Spells/day
1st - Whispering Walk
2nd - Wind Wall
3rd - Gaseous Form
4th - Air Walk

Galean:

Born by a Besmaran priestess aboard a ship in the last hours of her life, Galean spent his entire life by the sea, on the sea and with some brief moments under the sea. He is a rather introspective sort, preferring to stare at the great blue wonder. He does eventually crack jokes at the appropriate time. He is willing to teach anyone how to sail, fish, or handle life in the sea, with almost supernatural ease.
While growing up, he almost drowned after a storm destroyed his fishing boat and knocked him uncouncious. He had a strange vision, showing him as part of the crew of a ship with sails red as blood and made of wood as black as night, flying the Besmaran flag.
His greatest accomplishment is to win a bet that he can raft from Port Peril to Drenchport, a bet that, despite almost drowning once, almost getting eaten by a shark, and almost starving to death, is a cherished memory has won him the respect of many a navigator and captain.

His greatest dream is to one day serve a captain who is worthy of respect, who treats his men well, and respects the sea. He despises slavers and slavery, seeing it both as an affront to nature and a personal dislike.

Appearance:

Galean is an average sized man, with short brown hair and eyes the color of the ocean. He wears a terrifyingly thick jacket over a set of normal (though, cleaner and patched up) sailor's clothing. He has a tattoo of a swordfish on his left forearm.
Unlike most people in the Shackles, he carries a large wooden shield on his back, made of wood apparently older than he is, claiming it to be his "Flotation Device". A cutlass is worn on his belt, though it's apparent that he hasn't got much experience with it.

Party Loot!:

-Wormwood Loot
3 Bottles of Rum, 12 GP each. One may have gone to make Grok Happy.
buckler
a Masterwork hand axe
a Vial of Holy Water
a Tanglefoot bag
Tindertwigs
144 GP.
3 Heavy Maces
Leather Armor -> Yuki
12 SP.

-Ghouls Loot
flask 25 gp
the barrels of perfume 25 gp each
the wedding dress 400 gold
corset another 20 gold
12 hatpins 5 gp each
gemstones could be sold for 306 gp 97 sp total
masterwork dagger
2 daggers

Unidentified potion of cure moderate wounds.
6 flasks of Alchemists' Fire.

-Octo-gob Loot.
32 four pound silver ingots, worth 20 gp each
a potion,
a wand,
a small harpoon,
a lobster pot containing two daggers and a silver dagger of seemingly high quality,
a rusting sickle of dull gray iron,
a fancy blade made of exquisite scrimshaw depicting an octopus encircling a ship,
and 12 blades of various shape (roll 1d100 12 times someone!)

dozens of small scrimshaw objects - most worth only a few coppers

another scrimshaw piece with an octopus eating whales with gold and silver rings hammered into it.
a huge hooked tooth from a massive sea creature containing a cavity stuffed with six pearls
a whale skull with some...curious...carvings on it (roll Spellcraft to identify)!

two sets of highly crafted manacles,
four crossbow bolts that glimmer strangely in the ocean,
a spearhead made of silver,
211 sp and 136 gp scattered on the the floor of the cavern.

Plugg/Scourge Loot.
Plugg
tidewater cutlass,
a masterwork cat-o'-nine-tails, a
light crossbow with 3 bolts,
an amulet of natural armor +1,
bracers of armor +1
shackles of compliance
100 gp and 200 sp
2 points of plunder.

Scourge:
+1 handaxe
a punching dagger,
a whip and
a shortbow

boatswain's call,

8 doses of oil of taggit
six gold teeth worth 5 gp each.
leather snuff box worth 100 gp
1 dose of dark reaver powder
a silver wedding ring worth 25 gp.
14 pp and 29 gp.

(Per Pirate slain) a cutlass, a dagger and a sap, a throwing axe.

a hospitality's hammock

THE LOOTED SHIP!

150 gp
letters of credit - 15,000 GP, if we can pretend to be the captain and get them.
20 cutlasses - resale Value of 150gp.
4 Shortbows with no strings or arrows - Resale Value 70GP.
refined pesh - 2 points of plunder (may want to research where it came from.)

Isabella Locke and her ship

2 Masterwork Daggers - 604 gp
Headband of Alluring Charisma +2 - 4,000 gp
Amulet of Natural Armour +2 - 8,000 gp
Brine's Sting - 10,320 gp
Svingli's Eye - 28,800 gp
------
1 Junk /w Rapid Deploy Sails - 11,000 gp/10 PP
10 Light Ballistae - 5,000 gp
1 Catapult - 550 gp
6 Potions of Water Breathing - 4,500 gp
1 PP worth of Weapons

-----The Sahuagin Royal Court-----
- There is no trident, there is only Zul (I'm assuming +2 trident?)
- gold-plated conch shell engraved with images of sea elves and hippocampi (worth 1,200 gp)
- a gilt tattooing kit (Assuming Masterwork for 50gp)
- a burnished brass hand mirror (worth 20 gp).
- a gold Varisian music box (no longer functional)(worth 400 gp). Inscribed on the underside of the lid are the words “For my darling Isabella.”
- Massive Stone Throne (5,000gp)

Besmara's Bones: This figurehead must be mounted on the prow of a ship function. Once per day, a ship carrying Besmara’s Bones can inflict a curse on an enemy ship struck with a successful ramming attack. The target ship must succeed at a DC 14 Will save or its pilot takes a –4 penalty on Profession (sailor) checks to control the ship. In addition, the cursed ship can never gain the upper hand in ship-to-ship combat (Skull & Shackles Player’s Guide 9). The curse inflicted by the figurehead cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. In addition, once per day, Besmara’s Bones can be used to cast false life (CL 5th) on the captain.

Captain's Locker:

This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size and is decorated with chains and brass skulls. The chest has no lock, but any standard lock can be easily attached to its hasp. The interior of a captain’s locker functions similarly to a type IV bag of holding, and can hold up to 2,500 pounds or a volume of 250 cubic feet. The chest’s weight remains the same, regardless of what it is holding. A captain’s locker does not rot or take any other damage from immersion in water and is watertight, even if opened underwater.
When a captain’s locker is placed within the hold of a ship or some other enclosed cargo-carrying vehicle (such as a freight wagon with a cargo box), the chest warps the dimensions of the cargo hold so that the area’s cargo capacity increases by 50% without changing the weight of the vehicle. The cargo area remains attached to the vehicle, however, so outside conditions that affect the vehicle can also affect the cargo hold. If the captain’s locker is removed from the cargo area while the hold contains more cargo than it could contain on its own, any excess cargo is forcibly expelled through hatches or other means of egress, dealing 3d6 points of damage to anyone standing within 5 feet of the means of egress.

10 points of Plunder
-Two Fan Feather Tokens
- Crown of deep Platinum (5000gp)
- Jeweled Box with loot (5500gp)

-------------The Pirate Captain formerly known as the Scarlet Witch.-----------------------

wand of shield
cloak of resistance +2
rope of climbing
periscope
spyglass.
masterwork falchion
6 points of plunder
locked chest with a mithral dagger set with aquamarines worth 900 gp, a
Shackles ensign,
320 gp in loose coin and a spell book.
fogcutting lenses

To Be Looted Further

Current Total
27 Plund-arr
17490 Gold Pieces

Usually Summoned Beasts:

Giant Eagle
Eagle CR 1/2
XP —
N Medium animal
Init +2; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +6, Ref +4, Will +2
OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +4 [1d6+4], bite +4 (1d6+4)
STATISTICS
Str 18, Dex 13, Con 18, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Weapon Finesse
Skills Fly +6, Perception +10; Racial Modifiers +8 Perception
-----------------------------
Giant Crocodile
Crocodile
N Huge animal
Init +0; Senses low-light vision; Perception +8

DEFENSE

AC 15, touch 8, flat-footed 17 (+0 Dex, +7 natural, –2 size)
hp 34 (3d8+18)
Fort +9, Ref +4, Will +2

OFFENSE

Speed 20 ft., swim 30 ft.; sprint
Melee bite +10 (2d6+10 plus grab) and tail slap +3 (3d6+5)
Space 15 ft.; Reach 10 ft.
Special Attacks death roll (2d6+10 plus trip)

STATISTICS

Str 31, Dex 10, Con 27, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +14 (+18 grapple); CMD 24 (26 vs. trip)
Feats Skill Focus (Perception, Stealth)
Skills Perception +8, Stealth +0 (+0 in water), Swim +14; Racial Modifiers +8 on Stealth in water
SQ hold breath

SPECIAL ABILITIES
Death Roll (Ex)
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
--Hold Breath (Ex)
A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
--Sprint (Ex)
Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

To be continued