Rival Explorer

Rimy Jim's page

306 posts. Alias of goodwicki.


Full Name

Rimy Jim the Chantyman

Race

darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects:

Classes/Levels

1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Gender

RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1;

Size

A very hefty medium

Age

29

Special Abilities

Darkvision 90', Immune to Fear, blindsense 30'

Alignment

Neutral

Deity

Pantheist, and more fer cursin' than fer prayin'

Location

Sandpoint

Languages

See below

Occupation

Currently on "sabbatical"

Strength 28
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 12
Charisma 18

About Rimy Jim

HP 162 (10+5d10+1d8+5d12+4 mythic +60)
AC 35 (10 base/+9 armor/+3 shield/+5 natural armor/+2 deflection/+3 DEX/+3 armor via magic vestment)
Touch AC 15; Flat Footed AC 30
BAB: +10/+5 (10.25; +0.75 per Bard/DD level)
CMD 34 (10 + 10 BAB + 9 STR + 3 DEX +2 deflection)
Fort +14 Ref +14 Will +12
Inititiative +3
Speed: 30

Class Levels:
Bard (Arcane Duelist) 12/ Fighter (Drill Sergeant) 6, Sorcerer (Draconic, White) 1, Dragon Disciple 5

Zenovia:
cutlass +2*, adamantine; arcane bond item
Regular: +23/+18 for 1d6+14(15-20/x2)
or 2H +22/+17 for 1d6+18(15-20/x2)

Pow Attack: +20/+15 for 1d6+29(15-20/x2)
or 2H +19/+14 for 1d6+27(15-20/x2)

Base ‘to hit’: +10 BAB +1 Wpn Focus +1 Wpn Training +2 ABP +9 STR = +23
Base ‘to dmg’: +1 Wpn Training +2 Wpn Spec +2 ABP +9 STR = +14

*ABP

  • Ignores any hardness < 20
  • May add +3 additional damage bonus as a swift action via Arcane Strike feat
  • May stack additional enhancement bonuses and special abilities via Bladethirst bardic performance
  • Appearance:
    Rimy Jim stands well over six feet tall, but is so broad shouldered and barrel chested that from a distance you might mistake him for a dwarf, albeit a green and beardless one. The unreasonable bulk on his frame is the result of his draconic and orcish heritage, which have granted him the muscle mass of three ordinary men encased in a layer of fat thick enough to make a whale whistle in appreciation. His visible skin tone varies from dark to pale green, though beneath his clothes and armor large sections of his body have grown over with grey and white scales, some of which may be seen peeking past his cuffs, collar, and hat. This has made his hair growth spotty at best, and so he opts to shave the few hardy hairs that manage to see the light of day – one of the many tasks for which he employs Zenovia, his adamantine cutlass.

    Jim generally wears a fine long coat of dark grey wool with white stitching, under which he wears a suit of mithril full plate somewhat incongruously decorated with a climbing rose motif - plunder from a fallen foe. His head is topped by a particularly dire-looking black tricorn hat under which he wears a black bandanna; loosely wrapped about his shoulders is a fine white Varisian scarf that turns blood-red in the unfortunate and infuriating circumstance that he is severely wounded. The rest of his outfit is comprised of simple, sturdy traveler’s clothes in good repair, except for his ocean-blue knee-high boots which, on closer inspection, are responsible for several inches of his height. One can see that “under” his fingerless gloves he wears at least one ring on every finger and thumb, one of which bears the heraldry of the Death’s Head orc tribe for anyone knowledgeable enough to distinguish it from a pirate’s Jolly Roger.

    Overall my idea is that Rimy Jim is growing more and more monstrous in appearance as he advances his bloodlines; given his Intimidate bonus, I imagine he projects an almost tangible aura of menace at all but the most relaxed of times. As soon as I have some time I’ll get a sketch put together and link to it here.

    Personality:
    Always the first mate but never the captain, when left to his own devices Rimy Jim is a stubborn, short-tempered, rash vagabond set adrift on the sea of life. When given purpose, however, he becomes a bold and tenacious task-oriented professional nigh incapable of accepting defeat, even if due to the shortcomings of others – the failure of his crew is merely his own failure to sufficiently motivate them.

    Next to Zenovia, Jim views his reputation as his most valuable possession, and eagerly redresses any slights against it. His reputation, of course, is as a tougher-than-nails taskmaster that can succeed against all odds and stare down death itself.

    Jim has a hard time viewing anyone as an equal who is afraid of him, which stops him from developing a relationship beyond the professional with most sentients. This has made what few friends he’s had either very dumb, very mean, or very good liars – conveniently, all are traits shared by many of the most successful pirates. He respects ability and a good work ethic, however, which leads him to view most people he associates with as tools for him to use to complete the job at hand.

    Mythic Stuff:
    Mythic Path: Marshall
    Mythic Tier 1
    5 mythic power
    Mythic Surge +1d6

    Marshall Order: Decisive Strike.Effect: As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.

    Mythic Path Abilities: Lightning Performance - may start a bardic performance as a swift action; may spend 1 mythic power to start as a free action.

    ABP Summary:
    Resistance: +3 enhancement, all saves
    Armor Attunement: +2 enhancement armor bonus
    Weapon Attunement: +2 enhancement
    Deflection: +2 AC
    Mental Prowess: +4 enhancement CHA
    Physical Prowess: +4 enhancement STR
    Toughening: +1 enhancement natural armor

    Arcane Duelist Abilities:
    Arcane Duelist Archetype
    Bardic Performance 30 rounds x day
  • Rallying Cry
  • Inspire Courage +3
  • Inspire Competence +4
  • Bladethirst +4
  • Dirge of Doom
  • Inspire Greatness
  • Soothing Performance

  • Distraction
    Fascinate
    Arcane Bond (weapon only): Zenovia. May use the hand holding Zenovia for somatic components.
    Arcane Armor (medium armor has 0% arcane spell failure)

    Drill Sergeant Abilities:
    Drill Sergeant Archetype
    Tactician 2xday, 6 round duration (Stealth Synergy)
    Armor Training I (+1 to armor check penalty and max DEX modifier, move normally in medium armor)
    Weapon Training I (heavy blades +1 hit/damage)

    Sorcerer/Dragon Disciple Abilities:
    Bloodline: Draconic, White
    Bloodline Arcana: Cold descriptor spells deal +1 damage per die.
    Blood of Dragons: Add DD levels to Sorcerer levels for purposes of Bloodline Abilities
    Bloodline Abilities: The below combines any early-onset abilities gained from Dragon Disciple and assumes Robe of Arcane Heritage is functioning.
  • Claws(Su)/Dragon Bite(Ex) 1d6 damage; 7 rounds/day
    -Claws count as magic weapons for overcoming DR
    - Also gains primary bite attack at full BAB & 1.5xSTR bonus to damage
  • Dragon Resistances/Natural Armor Increase
    - Resist Cold 10
    - +4 natural armor bonus
  • Breath Weapon 2xday
    - 30-foot cone, 10d6 cold damage, Ref DC 19 for ½ damage
  • Bonus Feats
    - Sorcerer 1: Eschew Materials
    - DD5 Bloodline Feat: Toughness
  • Ability Boost (DD2,4)
    - +4 STR
  • Blindsense 10’ (DD5)

  • Orc Bloodline Abilities:
    Effective Sorcerer level 10 (Class level -2)
    Gained through Eldritch Heritage & Mythic Eldritch Heritage feats
  • Touch of Rage (L1): 7 x day; +6 morale to attack, damage, and Will saves for 1 round; Effective Sorcerer level 12 due to Mythic Eldritch Heritage feat
  • Fearless (L9): Immunity to Fear
  • Strength of the Beast(L9): +2 STR (inherent)
  • Traits:
    Background: Wild Ferocity: Water (racial), Sea-Soul (regional)

    Racial: Acute Darkvision, Intimidating, Orc Blood, Weapon Familiarity, Variable Combat Feat (campaign-specific trait)

    Feats:
    Arcane Strike (Lvl 1, Arcane Duelist)
    Weapon Focus: Cutlass (Lvl 1, Fighter bonus feat 1/4)
    Intimidating Prowess (Lvl 1)
    Combat Casting (Lvl 2, Arcane Duelist bonus feat)
    Dazzling Display (Lvl 2, Fighter bonus feat 2/4)
    Stealth Synergy (Lvl 2, Drill Sergeant tactician feat)
    Skill Focus: Intimidate (Lvl 3)
    Weapon Specialization: Cutlass (Lvl 4, Fighter bonus feat 3/4)
    Skill Focus: Survival (Lvl 5)
    Disruptive (Lvl 6, Arcane Duelist bonus feat)
    Eschew Materials (Lvl 6, Sorcerer 1 bonus feat)
    Eldritch Heritage: Orc Bloodline (Lvl 7)
    Power Attack (Lvl 8, DD1 Bloodline feat)
    Improved Critical: Cutlass (Lvl 9, Fighter bonus feat 4/4)
    Endurance (Lvl 9)
    Spellbreaker (Lvl 10, Arcane Duelist bonus feat)
    Diehard (Lvl 11)
    Mythic Eldritch Heritage (Lvl 11 / Mythic Tier 1)
    Toughness (Lvl 12 / DD5 Bloodline feat)
    *Quick Draw (default half-orc combat feat)

    Skills:

    108 Total Ranks (72 Bard + 24 Background + 12 INT)

    Intimidate +41 (12 ranks, +3 class, +4 CHA, +9 STR, +6 Sk Foc, +2 racial, +5 competence)
    Swim +23 (12 ranks, +3 class, +9 STR, +1 trait, -2 acp)
    *Profession: Sailor +16 (12 ranks, +3 class, +1 WIS)
    Stealth +16 (12 ranks, +3 class, +3 DEX, -2 acp)
    Survival +20 (10 ranks, +3 class, +1 WIS, +6 Sk Focus)
    Linguistics +14 (10 ranks, +3 class, +1 INT)
    *Perform: Sing +12 (5 ranks, +3 class, +4 CHA)
    *Perform: Oratory +12 (5 ranks, +3 class, +4 CHA)
    Bluff +12 (5 ranks, +3 class, +4 CHA)
    Knowledge Arcana +12 (8 ranks, +3 class, +1 INT)
    Diplomacy +8 (1 ranks, +3 class, +4 CHA)
    Climb +16 (6 ranks, +3 class, +9 STR, -2 acp)
    Acrobatics +5 (1 ranks, +3 class, +3 DEX, -2 acp)
    Knowledge Religion +5 (1 ranks, +3 class, +1 INT)
    *Knowledge Geography +6 (2 ranks, +3 class, +1 INT)
    Perception +10 (6 ranks, +3 class, +1 WIS)
    *Denotes background skill

    Languages:
    Common, Aquan, “Cypher”/Thassilonian, Draconic, Giantish, Gnoll, Hallit, Minkaian, Orc, Shoanti, Skald, Tien, Varisian.

    Equipment:
    I'm new to this automatic progression(*) thing, but I think the following list is legit.

    [HEAD] Dire Tricorn +5 to Intimidate skill (2.5k)
    [HEADBAND] –
    [EYES] –
    [SHOULDERS] Varisian Scarf - Shawl of Life-Keeping (1k)
    [NECK] Swarmbane Clasp
    [CHEST] -
    [BODY] Robes of Arcane Heritage (16k)
    [ARMOR] Mithral Full Plate +3 (via maguc vestment ) (10.5k)
    [BELT] –
    [WRISTS] –
    [HANDS] –
    [RING/LEFT] Death’s Head Ring of Ferocious Action (3k)
    [RING/RIGHT] Ring of Sustenance (2.5k)
    [FEET] Boots of the Cat (1k)

    Rod of Extend Spell, lesser in belt loop
    “Zenovia” - Cutlass, Adamantine +2* (3k)
    Buckler, Masterwork +2*(165gp)
    Cutlass, Masterwork (315gp)
    Javelin x5 (5gp)
    Dagger x2 (4gp)

    11 rings of varying appearance and value (100gp total value)
    Large Sack (1sp)
    - Hardtack, 1 week’s supply trail rations (35sp)
    - Rotgut, cask (5gp)
    - Scroll, break enchantment
    Belt Pouch x3 (3gp)
    A- Rum cup, wooden
    B- Potion, barkskin +2
    B- Potion, cure serious wounds 3d8+5
    B- Potion, lesser restoration
    C- 60 pp, 98 gp
    Neck Pouch (1gp)
    - 10 pp
    - 100gp gems x4, 500gp gem x2
    100' silk rope w/grappling hook (21gp)

    Money:
    2,198 gold in various denominations of coins and gems

    Background:
    Rimy Jim is the son of a Riddleport dockside whore and an unknown client of orcish descent. He grew up poor, raised by his mother and a rotating cadre of dockworkers, sailors, bartenders, and pirates. Larger and stronger than many men, his mother is fiercely superstitious and fiercely proud despite her profession, claiming that her ancestors were famous dragonslayers in some far-away land. Growing up, Jim split his time between the dingy shop of a supposed witch and the numerous cheap saloons that Riddleport has to offer.

    His mother often left him with Talaria the Fair, an old crone who sold love potions and luck tinctures from a wharfside shack as dubious and decrepit as herself. She took a shine to the boy, somehow able to sense his mystic potential, and taught him that there were two equally potent kinds of magic: the kind that came from arcane syallables and pleas to the divine, and the kind that came just from convincing people that something was possible. She also taught him to heed his feelings and instincts, for there was magic in his blood if he but chose to trust it.

    When not with his “Nanny Tal”, Jim worked on the docks moving crates and running simple errands for pennies to spend in dockside taverns, relishing the exciting tales of action and adventure common to such establishments and developing a knack for memorizing their details and setting them to song.

    At the age of 13 he was deemed fit enough by his mother to fend for himself, and began his maritime career on the Gambler’s Lament under Captain Hiram Lockjaw, a reliably unscrupulous man familiar to Jim’s mother. Unsurprisingly the brashness, self-reliance, and moral ambiguity instilled by his upbringing made him perfectly suited to a life of smuggling and piracy, enterprises in which he excelled.
    Captain Lockjaw tutored the young man, making sure he learned his way around a ship and around a blade, as well as imparting some valuable leadership skills. After three years spent mastering sailing and fighting, as well as developing his knack for song into downright magical performances, Jim parted ways with the Gambler’s Lament.

    Over the next decade Jim worked his way from sailor to bosun and chantyman, known for efficiently supervising disreputable deck crews through a combination of song and intimidation; his affinity for ice magic and the layer of frost it often left on wayward or sloppy sailors soon earned him the nickname “Rimy Jim”.

    Rimy Jim was then contacted by Captain Lockjam and offered the job of first mate aboard the Gambler's Lament. It seemed that the Captain had come across some secret information, and was set on sailing into the Eye of Abendego to claim a fantastic treasure; his regular first mate had quit at the news. Jim agreed to the pay and share of treasure offered and sailed off to find his fortune within that damned storm. Unfortunately, like so many before them, the crew of the Gambler's Lament found only destruction and death within.

    While the Captain's map seemed to somehow keep them in the calmer parts of the storm, the ship was attacked by a strange and terrifying sea serpent, the likes of which Jim had never seen nor heard of before. Captain Lockjaw was instantly killed, drawn into the beast's toothy maw be several tantacles, while the creature asssaulted the very minds of the crew with visions of horror. Rimy Jim rallied the crew against the beast and the elements, and personally fought off the beast despite grievous personal injuries. When the Gambler's Lament limped back into Riddleport with empty holds and a quarter of its original crew, men now haunted by their ordeal, Rimy Jim sold what was left of the ship and decided to take a break from the pirating game for a time. He heard there was some big to-do happening in Sandpoint, and bought passage there to seek some much needed rest and relaxation.

    In Sandpoint:
    Rimy Jim stood at the gamesman’s stall, quickly losing what little patience the gods had given him. He had thought that the festival’s gawking crowds, cheap beer, and questionable meat on sticks would be just the thing to relax him after his recent experiences, but instead had found it souring his already dark mood. Now he stood at a game of “skill” which offered a variety of straw dolls to anyone who could knock down a stack of bottles with the single throw of a small ball.

    While he may be impetuous, Rimy Jim is nobody’s fool; he’d known going in that the game was rigged, but had trusted that his strength and skill could overcome the weighted bottles of the bottom row. Fifteen minutes later, however, a small mound of his coins lay piled on the counter and he’d yet to claim a prize. The barker’s smile had widened with each copper, and was now so large that Jim was fairly certain he could put one of his generously-sized fists through it without even brushing the man’s lips.

    He dropped another coin onto the counter, picking up the ball and hurling it at the stack. Its impact scattered all the bottles save one, which wobbled wildly on its base before eventually righting itself.

    “Death and damnation!”

    The barker collected the errant bottles and reset them before walking back to the counter. “Try again, sir?”

    Glowering at the bottles, Jim dropped another coin and snatched up the ball, the barker’s smile miraculously widening even further as he swept the coin into the pile. With a snarl, Jim wound up and unleashed the ball upon the bottles, sending the lot flying in all directions; the lot save one, of course, which wobbled wildly on its base. Jim succumbed to his frustration and anger, shouting an arcane curse which shattered the reticent bottle into a score of pieces.

    “I’ll take the Sandpoint Devil,” he grumbled, pointing at the doll of a winged horse-thing as he transferred his glower to the barker.

    “No magic,” the barker explained without breaking his smile, pointing up at the prominently displayed sign hanging above his head. “Sorry.” Jim’s eyes never left the barker’s.

    “I can’t read. Now give me the Devil.”

    “But sir, you read the sign aloud when you first arrived. I’m afraid that I can’t give you a prize.” The barker began to turn to collect the bottles, but hesitated when Jim didn’t break his gaze.

    “You’re mistaken; I didn’t read anything. The Sandpoint Devil, if you please.”

    “But, sir…” The barker’s eyes widened as the half-orc exhaled a small cloud of cold mist from his nostrils and leaned his burly frame over the counter until their faces were mere inches apart.

    “You’ve cheated me out of enough coin to pay for every one of these dolls three times over. Or for your funeral.” The barker laughed nervously, his eyes now darting between Jim’s stare and the passing crowd. “Now give me that doll, or by Gozreh’s beard I swear I’ll break you into so many pieces that you'll envy that bottle.”

    The barker’s smile finally faded as he stared into Jim’s eyes. “We… we have a winner, folks!” The man fumbled the doll from the shelf, holding it out in shaking hands. “A Sandpoint Devil for the handsomely dressed gentleman!”

    Rimy Jim sneered in scorn as he took the doll from the cringing man before turning and walking back into the crowd. The encounter left him even more frustrated than before, and he ground his teeth as a cold serpent of anger uncoiled itself in his gut. He almost pitied whomever managed to give him cause enough to release it –

    “Look out, you stupid half-breed!” The shriek, shrill and condescending, came from behind him, and he whirled around with his fist drawn back to strike, still clutching the hard-won doll.

    A human girl of eight years stood glaring at him, her arms crossed defiantly across her chest. At her feet lay a paper cone, its candied contents spilled across the dirt. Her eyes didn't blink at the sight of the towering sailor about to strike. Rimy Jim bent at the knees and waist, swinging his fist down towards the girl’s face.

    “Apologies, m’lady.” Bowing low, he held the Sandpoint Devil doll up before her in his open palm. “Please accept this unworthy gift by way of recompense for me thoughtlessness, abject as it was.” She stared into Jim’s face for a few moments, eyes narrowed in suspicion, before taking the doll. A smile spread across her face as she turned it over in her hands.

    “Okay. Thanks, stupid!” Rimy Jim smirked as he watched her wander back into the throng of people, then straightened his overcoat as he rose back to his hunched, hulking posture.

    "Damn kids."

    Grinding fried dough into the ground, he turned on his heel and stalked off towards the nearest bar, grumbling to himself.

    “Grog’s a pirate’s friend, fer sure, a downright remedy,
    But a better friend is, in fact, one’s own worst enemy;
    Fer grog may warm ‘is belly ’n calm ’is shaky nerves
    But nothin’ beats when ye get ta give the other what ‘e deserves.”