Ranger

Nthanda's page

61 posts. Alias of dien (RPG Superstar 2015 Top 16).


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This is Dien from above with an alias from an old game, but the character's new.

Crunch is in the alias but some things might get tweaked, if I'm accepted, based on other PCs' areas of interest.

Backstory:
Nthanda is a native of the jungle, a proud tribesdaughter. She was born on a night of shooting stars, and her mother and tribe took it as an omen that she was meant for great things. Though she had several siblings, her parents doted on Nthanda, seeing to it she had the choicest morsels at dinner, or a new robe; praising her small victories and looking the other way when she misbehaved. From an early age, Nthanda was trained in the arts of scouting and hunting by her father, Masozi, and spent many hours with him in the jungle. Mwangi trailblazer trait, Seasoned climber trait

Once she reached her teen years, Nthanda was apprenticed, not entirely happily to the village healer, an old man named Mgembi. Nthanda loved to run in the jungle and hated 'boring old lessons' on the stars, medicinal plants, how to bind injuries, and curative magics. All the same, she excelled at them... which only further inflated her ego. Nthanda frequently skipped her lessons to go exploring. Old Mgembi scolded and cursed, but despite her arrogance, Nthanda was well-liked in the village, for she could be charming and personable when the mood took her, and many were inclined to forgive her the self-centeredness of youth. Trained in Diplomacy

When Nthanda was 17, she was indulging herself on one of these unsanctioned excursions (finding that more pleasurable than assisting Mgembi in lancing boils), when her village was attacked by lizardfolk (or another race more suited to the story, if necessary). The enemy came mostly to raid: to capture slaves rather than to wage war. But all the same, there were casualties...

When Nthanda returned to the village drawn by the smell of smoke, it was to find dozens of people wounded, and several dead. Her own younger sister, Taonga, was among those taken by the lizardfolk, and her old Mgembi was crouched by her father's lifeless body, closing his eyes.

He spat at her that she had failed her village; all the favor that had been shown her in her young life was due to the belief that she would serve the village in turn, selflessly giving for the greater good of the tribe. Instead, she had always done only what she wanted-- she had taken gifts and favor, and returned nothing! Mgembi laid her father's death at her feet; unhappy neighbors muttered agreement. A devastated Nthanda fled into the jungle with nothing more than the clothes on her back, unable to face the loss of her father and younger sister, as well as the reactions of her people.

For days she wandered, drinking from streams and eating only plants she knew to be safe. At night, she studied the stars, fervently seeking some guidance from the gods as to what path she ought to take now, to make things right.

A small bird appeared to her: one of the humble mud-daubers, brown and unremarkable. She felt a brush against her mind, and the little bird spoke to her spirit in the voice of her father and told her that the path to service was long, but she did not have to walk it alone. They would begin by finding her sister.

Nthanda turned to tracking the lizardfolk. Ultimately the trail led to a lizardfolk village, but it did not stop there: her sister had been further sold into slavery to other tribes, all the way to the coast. Grimly, Nthanda followed as best she could, even as weeks became months, and leads became dead ends. She made her way as a healer, taking payment for curing or for reading fortunes. In the port city of Kokutang, Nthanda bought passage on the Jenivere, following the word of a sailor who said he saw a young Mwangi girl of Taonga's description being sold to a southern port.

Her task may well be helpless, at this point-- how can one jungle-born girl hope to track someone in the great ocean and the cities and flesh-markets of the world? Yet Nthanda has sworn to herself not to return home until she has her sister, or proof of her sister's death. The spirit of Masozi, in the form of the little bird 'Nyuni', guides her on this path, like a bright star in the heavens. (Seeker trait)

Where Nthanda was once spoilt and entitled, she has now become someone who seeks to serve and atone for her foolishness. While the road is sometimes rocky and it is easy to slip back to old habits, her desire to help with the wounds of others is genuine.

RP sample, or feel free to check any of my other games

Other notes: I've played... portions of SS before, in a fragmented, heavily home-brewed form. It was several years ago and I've forgotten a lot of it, but just in the interests of disclosure.

Also, I'm going to be attending Dundracon on February 12-15. If accepted for the game, I'd be unlikely to post speedily the first day or two, due to playing 12+ hours of PFS a day those two days, heh.


"You are being welcome," Nthanda says with a small smile at the big man.

She has no weapon of her own to draw-- her things still confiscated-- so Nthanda gets out of the boat warily, letting the warmth of the sun-heated sand, and the cool of the water, play together on her bare toes.


"Something was breaking those coconuts," Nthanda points out to the others. Coconuts don't simply fall en masse from the trees and break so clustered like that, after all. "Is probably animal. Or maybe whoever makes the totems."


Nthanda has no objections to the plan to put distance between themselves and Plugg; she has found him a hateful and malicious man, working them past sense and alertness. Probably, she thinks, an exhausted lookout contributed to the damage to the ship. Plugg is also a fool, to scorn the water that both she and Victoriana could make... but calling him this will help nothing.

Nthanda scans the shore, squinting against the brightness of the sunlight on the water.
Perception to see anything problematic on the shore: 1d20 + 2 ⇒ (7) + 2 = 9

"Is good for a landing, I am thinking. Hold. Sh'torek, you are still hurt..." She reaches to touch her shipmate.

CLW, Sh'torek, 4/5 spells for day: 1d8 + 2 ⇒ (1) + 2 = 3 (Sigh)

Nthanda grimaces as Besmara answers her weakly. Her gaze returns to the shore.

Knowledge Nature: 1d20 + 8 ⇒ (20) + 8 = 28

Does she know what might have caused the coconuts to fall right there, beneath those 3 trees?

Belated heal check on the creepy dead 'statues': 1d20 + 5 ⇒ (3) + 5 = 8


Is the ship currently stranded/aground against whatever rock we ran into? Or is it drifting loosely? You said at the start of the storm that we were among small islets and coral reefs-- are any of those fairly close to the ship?


Sorry for my slowness. Just having some trouble finding the voice of the character, I think.

Prof: Sailor: 1d20 + 6 ⇒ (19) + 6 = 25

Nthanda is unhappily aware of the ship's lurching state as she moves around healing those injured so they can best get to work fixing the gaping damage to the ship, and try and escape Plugg's whip.

When Dhugal relates his discovery, Nthanda looks bemused. "Could they have been dragged overboard by those little water creatures?" she wonders to the others. "Yes, let us be asking. I would hate to be leaving them here!"


(Per my last turn, Boldwin also has SoF up on him.)

Nthanda struggles to cast a spell....

Concentration: 1d20 + 5 ⇒ (18) + 5 = 23

...and succeeds. She holds the healing energy in her hands as she makes her way towards Sh'torek.

Acrobatics: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12

She reaches Sh'torek and touches him, releasing the healing energy.

Cure Light Wounds: 1d8 + 2 ⇒ (5) + 2 = 7


Thanks! I'll likely keep forgetting that one a few more times, but at least I'm no longer sticking her armor check penalty on it too, lol.


Nthanda grips to the mast for balance and traction on the wildly pitching deck as she looks around for other allies in this fight.

Acrobatics to move: 1d20 + 5 ⇒ (20) + 5 = 25

The mast apparently helps a lot! Nthanda manages to get behind Boldwin, and murmurs prayers to herself once more.

Concentration to cast: 1d20 + 5 ⇒ (14) + 5 = 19

Again, she calls up nature's protections, wrapping the wind itself around another person.

Shield of Faith to Boldwin, +2 to AC.

In the wild rain, she can see that Sh'torek is hurt, his blood mingling with the water on deck. "I am coming, maqi!" she yells, trying to be heard over the roar of the storm.


Acrobatics to have moved the 5 feet Nthanda moved: 1d20 + 3 ⇒ (12) + 3 = 15 (Success)

Concentration to cast the SOF: 1d20 + 5 ⇒ (14) + 5 = 19 (success)


Nthanda clings to the rigging and the rails barely able to go about her tasks, with the storm raging around them. It's all she can do to keep her footing, but when the ugly little sea creatures make the deck, she growls her exhausted misery out into one wordless noise.

She steps back, feet sliding on the slick wood, and touches her shipmate Vic. It feels redolent of the battle that led them to this in the first place. "May the wind be blessing you!" she yells to Victoriana.

Shield of faith, +2 to Vic's AC. And currently Vic and Nthanda have neither weapons nor armor, correct?


Sh'torek wrote:

"I left home to try my hand at sailing. I was finding the experience to be fascinating. I learned a great deal from the different ships I was working on. Although, none were pirate ships until this one. I was taken by surprise just before going for a swim. I was knocked out and I woke up on the ship that attacked you and the others. That is it."

Nthanda nods, listening. "No-body of us joined with free will, ayah? But, where are you being from... originally..." she says, with a surreptitious look at his blue-tinged skin, hair, and eyes.


Thanks for the updated! Looks like we've made good progress, only 3 remain who can be influenced who still don't like us.


If Nthanda were not so weary from the long hours of maintaining the ship and then seeing to the nicks and scratches of what feels like every swab and salt, then she would likely be amused by the gnomish duet happening. As it is, that night she collapses into her hammock for the few hours of sleep that Plugg allows them.

As I'm understanding it, I can make five more checks? Please ignore any checks I make in excess of what's allowed. Also, if/when you get a chance, can the spreadsheet of who's friendly/not be updated a bit more?

She does seek out Sh'torek, Dhugal, Boldwin, and Ambrose during the few minutes of communal mess-- in hushed tones over ship's biscuits and watery soup, she asks them how each of them came to be on the Man's Promise, and from where they hail originally. They are not, in some cases, the people she would have chosen to associate with of her own volition... especially perhaps the tiefling... but any port in a storm, and any friends on a pirate ship.

And, when she tends the wounds of the sailors, Nthanda continues to try to slip in words of friendship-- and subtle words of assessing motives, intentions, and loyalty to Plugg. She tells the people she treats of the fact that they're not headed to their original destination, and that who knows what dark fate Plugg really has planned for them...?

Diplomacy on Shikivah: 1d20 + 7 ⇒ (11) + 7 = 18
Diplomacy on Shikivah: 1d20 + 7 ⇒ (6) + 7 = 13
Diplomacy on Shikivah: 1d20 + 7 ⇒ (6) + 7 = 13
Diplomacy on Barefoot Sam Toppins: 1d20 + 7 ⇒ (10) + 7 = 17
Diplomacy on Barefoot Sam Toppins: 1d20 + 7 ⇒ (9) + 7 = 16


Sorry again for my delay.

Profession Sailor: 1d20 + 7 ⇒ (18) + 7 = 25

The waves speak to Nthanda. She knows as soon as they have changed course that they are not bound for the destination mentioned. She tries to be interested by this, but for the first day, it is mostly a black despair that grips her: she did so little to stop these pirates from claiming the ship. She scrubs at the deck in the same place where she stood and found her magic failing her, several times: she remembers Vic dropping, and her own sullen surrender. Failure is a bitter pill. Nthanda scrubs and scrubs at the deck until her already-callused palms blister.

Still, to brood is not her natural state. Nature has fierce storms: but they pass, and the sun shines again. It could be worse, Nthanda tells herself: she and Vic are here together, and other friends also may be found. The one called Sh'torek seems water-touched, and kind, and his fellows seem.... not all bad.

Although she remains wary of Dhugal, recalling how he had seemed so bloodthirsty when the Man's Promise was taken.

Though she is tired each night, Nthanda does her part towards trying to sound out the others of the crew. She watches Vic with some admiration: the little one seems to have charm enough for a whole crew in her own right.

She watches the crew, and one evening seeks out Shikivah, the fellow Mwangi woman, speaking to her in Polyglot.

"We are far from the cool shade of green leaves, sister. I saw you burned your hands on the rope line earlier today. I have some art at healing, if you will permit it..."

Diplomacy, Shikivah: 1d20 + 7 ⇒ (17) + 7 = 24

She lets it be noised about the ship that she is a healer. Ship life always has aches and pains-- a wrenched ankle, a hand cut when the knife slips-- and she washes and binds the lesser injuries, and calls up the healing power of nature when simple cloth is not enough. Even when she is tired, she turns away nobody who comes forward with an ache or a pain.

When working along Badger in the hot sun, Nthanda speaks respectfully of the other woman's years, and addresses her as a wise elder, asking if she has any advice for them on this sea voyage... or in planning mutiny.

Diplomacy, Badger: 1d20 + 7 ⇒ (7) + 7 = 14

When she sees Jack Scrimshaw at his work of bone-carving, Nthanda pauses to admire it, and to play sincere compliment to his skill with the blade, and the detail of his carvings. A small thing, a few words of kindness in the midst of the backbreacking labor they are all enduring, but even small things can become big things, Nthanda hopes.

Diplomacy, Jack: 1d20 + 7 ⇒ (19) + 7 = 26


Sorry, been feeling a little under the weather here too, and haven't had the brainpower for a big roleplay heavy post. I'll get one up for Nthanda tomorrow for sure.


"She is many things," Nthanda says of Victoriana, deciding that is the most tactful way of putting it.

Nthanda rubs her burned hands one against the other, and continues to speak quietly to the tall stranger. "I am hearing your words, maqi. Some in this world are deserving of bad fate. Though our fates were set anyhow, I am thanking you, that your turned your blade away from death."

She gives Boldwin a grave nod as well. "I am being called Nthanda. It seems we are now crew, together. It is Besmara's choice."


Nthanda believes that while there is life... there is hope. She cringes at seeing one of her old shipmates go overboard, but there is no saving her. The road to life, for now, is with the pirates.

When Vic speaks with her, she gives her a small nod in turn.

Polyglot:
"I think you are being right... right now, I trust nobody but you, maqi. We must be, as you say, careful."

She has nothing to pack: that makes life simple. Head down, Nthanda trudges back to her original ship, rubbing at her wrists and giving the one called Plugg a wide berth.

On the Man's Promise, she looks around for the pirate-that-hadn't-wanted-to-hurt-anybody.

"There is little room for being kind, on with pirates," she says cautiously.


Nthanda does not resist as they are herded into the stinking bilges. She will suffer in silence-- not that she has much say in the matter, gagged as she is.

She listens stoically to the sounds of the pirates celebrating their victory over her ship. Probably she and Vic will be sold into slavery, she supposes. It is a bad fate.... but there are other fates that could be worse, too. She prays in the night to both Gozreh and Besmara, even if she's not feeling altogether kindly towards Besmara at the moment. Sometimes, she sleeps, but between the manacles, the pain of injuries, and the stink, it's rather difficult.


All too aware that resisting at this point will mean more pain and probably death, Nthanda watches helplessly as the pirates and the crew of the Man's Promise fight it out. She kneels on the wooden deck next to Victoriana and closes her eyes unhappily. Besmara can be a cruel goddess, at times. The fish are going to feast well on corpses tonight.

Actions: Nthanda will cast stabilize each turn on one person (pirate or otherwise) she sees fall in battle that is within thirty of her, but otherwise will not act or move from her position, unless Victoriana goes somewhere, in which case, she will follow her.

Nthanda darts a sharp look at Victoriana and her words, then nods, slowly, to signal her understanding.


Nthanda swears in her native Polyglot when the plucky gnome falls. Her own wounds sting and throb, and she knows she cannot take another blow like that. She drops her mace to the deck as a sign of surrender, restrained fury in the gesture, and drops to one knee next to Victoriana.

Oh why not, let's try casting defensively one more time to fail completely: 1d20 + 5 ⇒ (6) + 5 = 11 ..Yep.

And now Besmara deserts her wholly, she thinks with dull misery. She cannot even heal her fallen crewmate. Nthanda stares with blank resentment at the pirates that ring her and the fallen gnome. Taken alive by pirates is a bad fate.

"She will be dying, if I am not healing her," she says flatly. "Strike if you are wishing, but I do as I must."

(Will cast stabilize on my next turn, although I know OOCly Victoriana is not actually dying. ;)


With enemies all around, Nthanda cries out in pain at the wound she has taken. She lashes out with another attempt to summon flame.

Cast defensively: 1d20 + 5 ⇒ (6) + 5 = 11

The pain of her injuries again causes her attempt to draw upon magic to fizzle out ineffectively.

1 spell slot remaining


Nthanda's eyes flash as enemies emerge from the fog all around them.

"I do not with to kill, either," she retorts shortly to the fish-like man, "but I will defend myself against the bloodthirsty ones among you!"

She wheels on the half-orc who was speaking of killing them all, and unleashes fire a scant second after Victoriana has done the same.

Cast defensively: 1d20 + 5 ⇒ (9) + 5 = 14

But her own spell fizzles and fails before her. Nthanda looks down at her hands in dismay as they only smoke with futility. Grimly, she draws her mace.


As a heads-up, I'll be at Pacificon this weekend, the 29th through the 1st. I will try and check the boards each night and make sure I'm not missing something super important, but posting will be minimal. GMPC my character if necessary.


Ah, gotcha. I'll let the aiding-sailors rolls that Vic rolled, stand.

Climb check to aid: 1d20 + 2 ⇒ (13) + 2 = 15


Well, I certainly am not asking for you to change the adventure as written. I'm also not saying that Nthanda would be a wet blanket towards the members of the crew who do want to embrace the more savage side of pirate life, either-- I see her role as someone trying to make the best of a bad situation, where she would try to keep people alive, etc, but she's not going to mutiny against the other PCs or anything.


Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Nthanda is far too occupied with hauling Victoriana out of the water to notice whatever there is to be noticed. Her teeth are gritted as she realizes the enemy has boarded, and that all around her her crew are being attacked and fighting for their lives. Her healing is needed, but she has a life literally dangling in her hands right now, and she can't trade one life for another.

Hand-over-hand, she hauls. As soon as she Victoriana's hand reaches the top of the rail (if Victoriana gets there on this turn), Nthanda feels her way along the rail towards the stern deck, hoping its height will put her out of the thick fog.

Moving to the B4 region if Victoriana gets up this turn; otherwise, continuing to assist her climb by hauling. I'm not moving my token since I don't know if I'll move this turn or not, but basically she would be at the top of the stairs/ladder up, trying to hold the defensive high ground of the stern of the ship.


Well, with my unasked-for two cents... yes, Nthanda is good-aligned, and I tended to assume more of a "daring, adventurous swashbucklers" type thing than a "hey, we raid towns, capture non-combatant townsfolk, and sell them into slavery". In other words, I was assuming more the romanticized/pulp fiction image of 'pirates' (for the PCs) than the grittier idea of "real" pirates who would have no problems setting a town ablaze, etc.

Nthanda could probably see her way to things like theft, and has no problems killing those who would kill her, but... I guess I'm in a similar boat with Sh'torek, in that I don't envision her as an evil character and that I did not necessarily grasp the adventure needing straight-up enthusiasm for evil actions.

I don't mind playing out moral conflicts and Nthanda needing to do cruel things to survive, but it would be just that from my corner: a moral conflict, and Nthanda needing to do cruel things to survive-- not her ever being happy about it.


Remember you also have +2 from Nthanda's Shield of Faith.


(Round 5)

Sabotaging their ship?! What? Nthanda listens in disbelief. She is also at a loss at to why the other ship hasn't begun attacking in earnest... but she will take what little miracles are thrown at them.

"We are having man overboard!" Nthanda calls to the nearest of the sailors next to her in the fog. "Come to my voice, grab this rope and tie it off! Maqi, we will haul you up once you are having hold!"

Nthanda is helping to tie off the rope/readying to haul when Victoriana calls that she has the rope.

STR check if needed: 1d20 + 1 ⇒ (10) + 1 = 11


Yuuup.

Nthanda blinks when she hears the sound of Victoriana's yelling coming from.... over the deck, down at the water level? What? How did she get knocked overboard?

Nthanda tries to peer over the railing but of course the fog prevents her from seeing Victoriana.

"Where are you?! Keep yelling, maqi! Grab the rope!" she calls, and gropes for a coil of rope on the deck to throw one end overboard.

Perception to try and get a bead on where Victoriana is by sound: 1d20 + 2 ⇒ (5) + 2 = 7

Will do as much of the rope grabbing-and-throwing-it-overboard as I can do in one turn.


Hoh my, you are ambitious. :D I really hope I can see you in order to help you out if you wind up needing it....


No worries! My actions probably remain the same: stay in the thick of things, heal injured people, try to prevent the boarding, etc.


Round 1 Nthanda uses a casting of burning hands to test if she can burn away the fog that is wreathing the Man's Promise, trying to clear free air for the crossbow-ers to fire.

Round 2If burning hands helps clear the fog, she will fire a crossbow at anyone she sees on the pirate ship making squiggly hand gestures or chanting. // If burning hands does not clear the fog, she will remain in covered position behind the railing, cutlass at the ready and listening for the sound of any pirate grappling hook hitting the deck or the rail. She will try and locate such hooks by sound and feel and the 5-feet of sight allowed, and cut the rope.

Round 3 Pretty much a repeat of Round 2-- load and fire a crossbow, or cut ropes if applicable.

I cannot currently see the map you linked, but requested access to do so. Round 4 is... probably pretty contingent on what has happened by that point. If people are wounded on our side, Nthanda would prioritize healing them. If enemy boarders are coming over near her, she would greet them with a burning hands, or the cutlass.


good question. I was thinking of obscuring mist; doesn't look like fog cloud had the same fire effect listed.


Nthanda grips the rigging with tension in her tall body as the other ship closes. She has cast protection on herself on the little gnome-- she only wishes she had enough for all the crew, but she does not.

"Remember," she calls to her crew in their last moments of silence before the twang of crossbows begins, "a deck in battle is being a chaos. If you are hurting, call for Nthanda: I will come."

The fog, when it comes, dismays her. A healer who cannot see to reach the wounded is in trouble... Nthanda swallows down her fear.

She will also attempt to identify the fog with detect magic and spellcraft

Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20

"A curse on you, who use nature to be hiding!" Nthanda shouts. "Victoriana-- fire will be burning it off!"

Nthanda hurries to the rail of the main deck (B1) where the pirates will try to board, crouching behind the rail for shelter from the enemy bolts. She murmurs prayers beneath her breath, and readies her inner flames: as soon as there are a clump of the enemy boarders gathered within her range, she will show them that fire is also a danger of the open sea.

Planning to use burning hands on the first wave of boarders; alternately, to cut any grappling ropes/etc they throw across if they don't nicely clump up for me


Nthanda's brows climb as the little gnome-woman launches into a whirlwind of activity and crew organization. The Mwangi woman blinks, then shrugs. She comes to lend a hand with the setting-up of this... novel-sounding pirate deterrent method, listening closely.

She is sure that when the pirates strike, they will do so with fierce weapons-- and perhaps spells-- of their own as well. She intends to focus on healing the wounded, but it doesn't hurt to familiarize herself with their battle plan.

The gnome has spirit... Nthanda only prays that's enough.


Ehh, not really, I don't think. I didn't plan out gear extensively since I was going off the whole 'you get one weapon, one armor' thing, and I can't summon up the enthusiasm to go on building jag to fight off pirates we know are going to win. ;)

(I don't mean that as a dig against you! Have fun with it!)

Nthanda is more a healer than a warrior anyway. She will cast SOF on herself and Victoriana, as described originally-- and then will probably spend most of the fight trying to triage members of the Man's Promise Crew and keep them fighting.


If Aku is fine with allowing Abundant Ammunition to modify something as big as ballistae bolts (which are probably not in a pouch/quiver :P), I say go for it. ;)

Honestly, I'm down with whatever-- I hate to be a metagaming nonce, but I have a gut feeling we won't really be able to change the outcome of the fight much. ;) Although you can make yourself memorable to the pirate captain as the gnome who nearly burnt up his ship...


In that case..... *eyes Victoriana*

HOW MUCH OIL DO WE HAVE ON BOARD? RIG THE OIL BOMBS AND LET'S BURNING-HANDS THE OTHER SHIP TO DEAATH!

I tease. ;) Mostly.


Ah, twelve hours is plenty then. :3


Duly noted re: gear *salutes GM*

Nthanda draws a cutlass from the ship's armory, and a crossbow as well, which she loads. She doubts she'll get off more than one shot with it before the pirates close, but she'll do what she can.

When the enemy ship comes closer, she calls upon the protection of Besmara and the ocean wind, to wreath her with guarding spirits.

"Victoriana, maqi, can I be calling a prayer on you also?"

Intentions overall, if time permits: grab a cutlass, grab and load a crossbow, ready to cast Shield of Faith* on herself when the ship is a minute away, casting Shield of Faith on Victoriana too if there is time and Victoriana permits. Intentions once the other ship is within bow range: fire her crossbow at a pirate, then switch to cutlass and wait for the first assault, ducking low to the rail for cover, etc.

*Shield of Faith: currently a +2 to AC. It requires a component that I doubt Nthanda will have access to post-pirating-capture-- a scrap of parchment from a holy text-- but if it's safe to assume she can have that now, she'll use it. Might be the last time she casts that for a while. ;)


You mean Polyglot? ;)

In that case, then, she got an earful of a very graphic sexual act involving goats and the parents of the pirates bearing down on them.


Sailor's slang works for me!

Nthanda curses harshly in a dialect of Mwangi when Riaris's call-to-arms rings out over the deck.

To Victoriana, she offers a rueful smile. "Aye-a, hard to be getting near when they are shooting and killing. This.... neh benny," she mutters. "Be staying close, neh? Back to back, we are fighting."


Nthanda shrugs. "Lotta canvas to light up, an' you must be reaching it first. Lessy you are having a trick to send fire wicked-long. Me, I am burning only when they are being close, sorrow be."


The easy banter of shipboard life fades when Nthanda hears the cry of ship ahoy. She steps up onto the starboard railing, bare toes curling on the wood, one hand on the rigging-rope for steadiness, and uses her free hand to shade her eyes and squint out to sea.

"Aye-a, there are being pirates. Always, there are pirates," she says unhappily. "Luck on us, is just a merchanta, neh?"

She can't see the ship, and drops back down to the deck again. The lookout will cry soon enough whether the ship is flying colors, and she'll know whether or not they can relax. But in the meantime... be ready for the worst.

"Choo, you know to be cutting the boarding-ropes, neh?"

She'd probably better grab a weapon to do the same herself-- her mace is nice for cracking someone on the skull, but little use to cut a rope.


Nthanda flashes a white grin at the newest member of their crew, as she unshoulders the rope into a neat coil on the deck.

"Is just being a tune, maqi. I am solid that some time back-in-the-before, a sailor is making good time to Obari, and he singing it, neh? So then. Ship to ship, it passes like sickness!"

Nthanda touches her bright red scarf at Riaris's words, and launches into another verse with a wink at Victoriana.

"My crew sailed through an' past the Shackles
"Chased by twice-damned greedy ocean jackals
"But into Kalhari we sailed, we sailed
"Though the rain came down in pails, in pails!"

Ah yes, I hear all that. There's a fine line to walk between trying to reflect the culture that certain Golarion ethnic groups are obviously based on, and not wanting to do a tone-deaf, awful version of them. I feel your pain!


(Dotting this just so it shows in my listing and I don't have to keep hunting it up)


Ouching pain from a keelhauling. Good luck surviving, and thanks all for the welcome!


Nthanda laughs a belly laugh and shakes her head. "Onna ship, any tune is benny, neh? Onna land, I am thinking they t'row the empty cuppa at my head."

She slings a coil of rope over her shoulder, to take it to be stowed, and hums the refrain of the song to herself. The smooth, scrubbed planks of the deck are sun-warm beneath the bare soles of her feet; the sky is blue and the wind is stiff. Full sails and good weather: what more can you ask of the world?

(Pardon as I experiment to try to find a voice for the character; there will probably be some variation as I try to figure out how to convey her speech patterns in text. I envision her as speaking with what we might call a Jamaican patois, but I think it would look awful and be kind of offensive if I tried to type all of that out phonetically, so I'll keep the phonetics to a minimum and instead try and use slang words and non-standard-English construction. Aku, if it's a pain for you to read as a non-native English speaker, I can easily not do it at all.)

Race

| HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1

Classes/Levels

| Speed 30ft | Improved Iron will 1/1 | Active conditions:

Gender

Male NG Human (Garundi) Fighter 7 / Ranger 3

About Darven Kinock

Darven Kinock
Male human (Garundi) fighter 7/ranger 3
NG Medium humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 91 (10d10+27)
Fort +12, Ref +10, Will +9 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee +1 heavy shield bash +16/+11 (1d8+6) or
. . blade of the open road (+1 aspis bane longsword) +18/+13 (1d8+9/19-20 plus 2d6 vs. Aspis) or
. . mithral short sword +16/+11 (1d6+5/19-20)
Ranged composite longbow +13/+8 (1d8+4/×3)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2), weapon training (heavy blades +1)
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Statistics
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Str 20, Dex 16, Con 14, Int 12, Wis 13, Cha 10
Base Atk +10; CMB +15 (+17 bull rush); CMD 28 (30 vs. bull rush)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Improved Shield Bash, Iron Will, Power Attack, Shield Focus, Shield Slam, Step Up, Two-weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits armor expert, indomitable faith
Skills Acrobatics +5, Climb +11, Handle Animal +4, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +14, Profession (soldier) +10, Ride +8, Survival +18 (+20 to avoid becoming lost), Swim +10
Languages Common, Osiriani, Polyglot
SQ armor training 2, favored terrain (jungle +2), track +1, wild empathy +3
Combat Gear cold iron arrows (50), wand of cure light wounds (12 charges), wand of cure light wounds (CL 3rd, 8 charges), acid (5); Other Gear +1 breastplate, +1 bashing heavy steel shield, blade of the open road (+1 aspis bane longsword), composite longbow (+4 Str), mithral short sword, belt of giant strength +4, cloak of resistance +2, sharrowsmith's handy haversack, wayfinder[ISWG], bedroll, cold weather outfit, crowbar, flint and steel, grappling hook, silk rope (50 ft.), trail rations (8), waterskin, 647 gp
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Tracked Resources
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Acid - 1/5
Cold iron arrows - 3/50
Improved Iron Will (1/day) - 0/1
Light (At will) - 0/0
Trail rations - 0/8
Wand of cure light wounds (12 charges) - 3/12
Wand of cure light wounds (CL 3rd, 8 charges) - 0/8
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in jungle terrain.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +1 Add the listed bonus to Survival checks made to track.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Chronicles

Faction Card Boons:

Season 8: 7 goals
Explorer (2+ goals): Once per adventure, before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus have of the number of goals you completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

Guiding Compass (4+ goals): You wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additiona saving throw to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.

Expedition Coordinator (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.

Season 10: 4 Goals
PREPARED AGENT (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.

Guiding Compass (4+ goals): You wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additiona saving throw to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.