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Male Human Barbarian (Sea Reaver) / 1
Brayden Green wrote:

I can't believe that I just typed out the entire intro of the story and then my browser decided to page back when I scrolled the touchpad mouse down to hit submit on my laptop.

That was like 4 or 5 paragraphs long with dialogue. Swearwords!

That at least deserves some !%#!@#$!# son of a motherless !$!$! and I'll put a %!@#$!#^ inside a %!$!@# duck and kick its %!#$!#@ into !@#$!#@$!@! creation!

Isn't imagination great!?


Male Human Barbarian (Sea Reaver) / 1

Shorga turns, suddenly standing upright with his back ramrod straight. His hands drop to his sides dramatically, his food forgotten, "I am a Cavalier - shir! Of the Order of the Blue Roshe!" his eyes flashing with righteous fury. Turning smartly on his heel he stomps the rest of the way to his horse trailer.


Congrats, have fun guys!


Tossing the hat in with a late submission.

Human Barbarian (Sea Reaver)

other stats are under his profile.

Thanks and good luck all! :)


Congrats you chosen few! Thanks for tossing the bone Charles, and have fun GMing!


He must not have any Restless that needed to be Wriggled out. ;)


I feel a little self conscious now... but oh what the heck.

*wriggle*


I'd wriggle in anticipation myself... but Lexi seems to have the market on wrigglin.


Please see the highlighted portions as I agree with your assessment of Inquisitors. Maybe it should be 'Skills/Jack of All trades'. Feel free to adjust as you like.

Strom Burlog wrote:
Updated list of applicants separated into imperfectly designated specialties.


Updated list of applicants separated into imperfectly designated specialties.

Characters So Far

Front
Strom Burlag - Barbarian (sea reaver)
Grunt - Orc Barbarian
Lentiku Haku - Monk (Flowing monk)
Knell - Martial Artist Monk
Odaecia - Barbarian (sea reaver)
Vars Doritan - Fighter
Praeldral Entwë - Elf Fighter

Range
Bratix - Alchemist
Freak - Tiefling Ranger

Arcane
Astain Longblade - Witch
Corvo - Witch (Sea Witch)
Varithuda - Wizard (Evoker)
Tipsy Jayl - Illusionist
Cedrus - Wizard (Wood Elementalist)

Divine
Bevel - Cleric of Besmara
Tasha del Mar - Oracle
Lorin Val - Cleric of Dagon

Skills
Dagus Stonehart - Inquisitor of Gozreh
"Red Beard" Runolf - Rogue (Pirate)
Nico - Inquisitor of Cayden
Djulla "Sea Charm" Olavess - Gillman Eldritch Raider (Rogue)

Unknown
Percival - ???


lexibean wrote:
Nooooo. Wriggleeeee.

Why do I have this sudden craving for chewing gum?


Q:What do you give a 280 lbs Orc named Grunt?

A:Anything he wants.


I'll add to the character creation questions to ask what your alignment preferences are. In the past S&S has been created with evil characters in mind.

Oh and I'll just submit my character now and modify as needed. Crunch is under the profile.

Strom Burlog
Human Barbarian (Sea Reaver)

Strom Burlon History:
While his fellow tribesmen would sing song and praise the cold breezes and open plain of his homeland, Strom yearned for the ocean. As often as his hunts would allow he'd run the many days and nights needed to bring him to the blue plains of water. Swimming near the shore, hunting fish and bigger game under the water, taking whatever driftwood he could find to go out as far into the blue plains as he could, rolling with the mountainous waves, feeling the power of the blue plain beneath him. This, this is the true wilderness, he'd often think to himself in these moments. Until one day, drifting on the waves, eyes closed in bliss, a net was thrown over him and he was dragged aboard a passing whaler which happened to be short on slaves. My lucky day he thought, as he was beaten again and again, the sailors trying to force him into submission. He took the beatings, and still he fought and tries to escape many times, ripping his manacles from the wall on more than one occasion. It wasn't till the Captain himself intervened, giving Strom a choice, he could work willingly and without trouble for the remainder of the journey, or he could patch sails with a needle and thread... and minus a leg. After that things became easier for Strom and his love of the sea only grew. He also grew about eight inches and gained a good forty pounds, finally coming into manhood. Not a few of his 'friends' told him it was a good thing he wasn't this big when they first fished him from the water, or they'd have had to cut his throat right off.

He was also introduced to piracy, a part-time occupation of the Murky Gull, the name of the whaler, when easy targets were available and whet the captain's fancy. Soon enough swinging a weapon on a rolling deck felt like second nature to the young Barbarian, and his great strength and natural seamanship soon earned him the respect, and fear, of the rest of the crew. More than once Strom dove into a stormy sea to save a fellow sailor, for while he was strong, he knew to take care of those that took care of him, and understood ships required more than just sails, but hands to set them.

Everyone on board, even the captain, was happy to see the retreating mans broad back, now criss-crossed with old scars gained during his 'education', walk away from the Murky Gull that day. Standing on the docks of Port Peril, Strom reached down and jingled the small purse at his belt, remembering the advice of his fellow sailors and keeping the rest in a hidden portion of his pack. Striding forward people melted out of the way, and if they didn't move quickly enough they were sent flying. He had learned many things on the Murky Gull, and he knew what his assets were, and his wouldn't soon forget the harsh lessons of that pungent ship of death, the resting place of his youth, and subsequent rebirth as... something more.


Hey DM, as you've already selected a couple of character with overlapping skills as Strom, I thought I'd preempt a little and request an eval if Strom isn't selected. Publicly or via PM is fine by me. I appreciate any advice that may help me get my characters selected in the future.

Thanks for the chance to apply and good luck everyone!


Grats you three! good luck on the high seas!


Hmm, not that I care in the slightest, but it is interesting that no one went straight healer. That just means it'll be an extra awesome story!


DM Barcas wrote:
@Strom Where does he come from? Does his morality begin and end with loyalty to comrades? How does he feel about slaves and their treatment? How does he feel about betrayal of a ship that he has less loyalty towards?

1. His people enjoyed the nomadic lifestyle of his ancestors, and would travel across the Thanelands between the cities of Ullerskad to the south, Turvik to the north, and Summerglen to the east in the Hagreach.

Some years the game was not plentiful enough, the tribe would travel to the Steaming Sea to hunt the coastal animals. One such year is how he ended up being vulnerable enough to be taken into 'forced labor' (basically slavery).

2. He feels a strong sense of loyalty to his people, and by extension most Ulfen. However, the life of a Raider is cut-throat and deadly, so Strom has become very careful about those he trusts and entrusts with his loyalty. His first loyalty is to himself, second to his tribe, and third for those comrades who prove worthy of it.

3. Although he's careful to act disinterested and uncaring about slaves and their plight, he secretly yearns to free them, fancying himself a slave of sorts. Taken against his will, 'broken' by the slavers who took him (or so they thought), and far from those he loves, Strom does what he can to help slaves when he believes no one is watching.

4. Strom has been at sea long enough to realize the need for a strong hand at the helm. While he is not afraid to betray a ship he has less loyalty towards, he'd be well certain it'd benefit him or those he cares about before he'd go along with the betrayal.


Human Barbarian (Sea Reaver)

Story:
While his fellow tribesmen would sing song and praise the cold breezes and open plain of his homeland, Strom yearned for the ocean. As often as his hunts would allow he'd run the many days and nights needed to bring him to the blue plains of water. Swimming near the shore, hunting fish and bigger game under the water, taking whatever driftwood he could find to go out as far into the blue plains as he could, rolling with the mountainous waves, feeling the power of the blue plain beneath him. This, this is the true wilderness, he'd often think to himself in these moments. Until one day, drifting on the waves, eyes closed in bliss, a net was thrown over him and he was dragged aboard a passing whaler which happened to be short on slaves. My lucky day he thought, as he was beaten again and again, the sailors trying to force him into submission. He took the beatings, and still he fought and tries to escape many times, ripping his manacles from the wall on more than one occasion. It wasn't till the Captain himself intervened, giving Strom a choice, he could work willingly and without trouble for the remainder of the journey, or he could patch sails with a needle and thread... and minus a leg. After that things became easier for Strom and his love of the sea only grew. He also grew about eight inches and gained a good forty pounds, finally coming into manhood. Not a few of his 'friends' told him it was a good thing he wasn't this big when they first fished him from the water, or they'd have had to cut his throat right off.

He was also introduced to piracy, a part-time occupation of the Murky Gull, the name of the whaler, when easy targets were available and whet the captain's fancy. Soon enough swinging a weapon on a rolling deck felt like second nature to the young Barbarian, and his great strength and natural seamanship soon earned him the respect, and fear, of the rest of the crew. More than once Strom dove into a stormy sea to save a fellow sailor, for while he was strong, he knew to take care of those that took care of him, and understood ships required more than just sails, but hands to set them.

Everyone on board, even the captain, was happy to see the retreating mans broad back, now criss-crossed with old scars gained during his 'education', walk away from the Murky Gull that day. Standing on the docks of Port Peril, Strom reached down and jingled the small purse at his belt, remembering the advice of his fellow sailors and keeping the rest in a hidden portion of his pack. Striding forward people melted out of the way, and if they didn't move quickly enough they were sent flying. He had learned many things on the Murky Gull, and he knew what his assets were, and his wouldn't soon forget the harsh lessons of that pungent ship of death, the resting place of his youth, and subsequent rebirth as... something more.

Char Sheet:
----------------------------------------------------------------------
Basic Information

Character Name : Strom Burlog
Player Name : Jordan
Character Race : Human
Alignment : Neutral
Deity : None (Athiest)
Total Level : 1
Height : 6',3"
Weight : 215 lbs
Eyes : Blue
Hair : Brown
Size : Medium
Speed : 30' (switched Fast Movement for Marine Terror)
-----------------------------------------------------------------------
Character Class Information

Class and Level : Barbarian (Sea Reaver) 1
Class and Level :

Favored Class(es) : Barbarian
Favored Class Bonus : +1 hit point or +1 skill point
-----------------------------------------------------------------------
Ability Scores

Strength : 18 (+4)
Dexterity : 14 (+2)
Constitution : 14 (+2)
Intelligence : 08 (-1)
Wisdom : 12 (+1)
Charisma : 08 (-1)

Maximum Load : 25/300 lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push : 1500 lbs. (equal to Maximum Load x5)
-----------------------------------------------------------------------
Combat Statistics

Hit Points : (14)
Base Attack (BAB) : (+1)
Initiative : (+2) 2 Dex + 0 misc

Base Melee : (+5) 1 BAB + 4 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Combat Maneuver : (+5) 1 BAB + 4 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+17) 10 + 1 BAB + 4 Str + 2 Dex + 0 misc + 0 size <- CMD

Armor Class : (16) 10 base + 4 armor + 0 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (14) 10 base + 4 armor + 0 shield + 0 misc + 0 size
-----------------------------------------------------------------------
Saving Throws

Fortitude : (+4) 2 base + 2 Con + misc
Reflex : (+2) 0 base + 2 Dex + 0 misc
Will : (+0) 0 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
-----------------------------------------------------------------------
Racial Abilities and Features
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

----------------------------------------------------------------------
Class Abilities and Features

Sea Reaver (Archetype)
Not all barbarians hunt forests, plains, and mountains. Some are raiding terrors on the sea and coasts, pillaging those who hoard treasure and pursuing monsters of the deep. Some sea reavers are no more than hunters of the open sea, while others are raiders striking fear into coastal settlements within reach of the sea reavers' longships.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Marine Terror (Ex): A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): The following rage powers complement the sea reaver archetype: bestial leaper, bestial swimmer, come and get me, hurling charge, raging leaper, raging swimmer, rolling dodge, and smasher.

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.

Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.

Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.

Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.

Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.

Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.

Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.

Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.

Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.

Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.

Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.

Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.

Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.

Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.

Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).

Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.

Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.

Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.

Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.

Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.

Eyes of the Storm (Ex): At 2nd level, a sea reaver ignores any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved. This ability replaces uncanny dodge.

Savage Sailor (Ex): At 3rd level, a sea reaver gains a +1 bonus on Acrobatics, Climb, Profession (sailor), Survival, and Swim checks made in aquatic terrain, including aboard a ship or along shorelines. These bonuses improve by +1 every three levels after 3rd. This ability replaces trap sense.

Sure-Footed (Ex): At 5th level, a sea reaver takes no penalties when moving across slick surfaces, whether natural or magical (e.g., grease, ice storm, and sleet storm). She is not at risk of falling, is not denied her Dexterity bonus when moving across such areas, and does not treat them as difficult terrain. This ability replaces improved uncanny dodge.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.

Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.

Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.

Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.

-----------------------------------------------------------------------
*Rage Powers*
6/6 Rounds
HP: 16/16
AC: 14
Will: +2
Base Melee : (+7) 1 BAB + 6 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Weapon : Scimitar (1d6+6, 18-20x2, S, 4 lbs)
Weapon : Throwing Axe x2 (1d6+6, x2, S, 10', 2 lbs)
Weapon : Unarmed (1d3+6, non-lethal, B)

-----------------------------------------------------------------------
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

*Acrobatics (Dex) - 0r+2a+0c = (2)
*Climb (Str) - 1r+4a+3c = (8)
*Craft (Int) - (0)
*Handle Animal (Cha) - (0)
*Intimidate (Cha) - 1r-1a+1t+3c = (4)
*Kn(Nature) (Int) - (-1)
*Perception (Wis) - 1r+1a+3c = (5)
*Ride (Dex) - (2)
*Survival (Wis) - 1r+1a+3c = (5)
*Swim (Str) - 1r+4a+3c+1t = (8)

Languages: Common
-----------------------------------------------------------------------
Traits and Feats

1) Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
2)Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. **Hopefuly Trait**

Feat #1: Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Feat #1: Cleave - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

-----------------------------------------------------------------------
*Temporary Bonuses and Conditions*

Equipment:
Armor : Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)**
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield : Buckler (+1 AC, - MaxDex, -1 ACP, 5 lbs)**
Shoulders :
Wrists :

Weapon : Scimitar (1d6+4, 18-20x2, S, 4 lbs)**
Weapon : Throwing Axe x2 (1d6+4, x2, S, 10', 2 lbs)**
Weapon :
Weapon : Unarmed (1d3+6, non-lethal, B)

Other Equipment : **
Backpack 1 lbs
Blanket (winter) 2 lbs
Oil (flask) 1 lbs
Belt Pouch x2 1 lbs
Rations x4 1 lbs
Waterskin 1 lbs
Torch x3 3 lbs
Travelers Outfit 1 lbs

Equipment Weight :

Money : **
42 GP
0 SP
0 CP


I'd like to submit Strom Burlog, a barbarian turned Sea Reaver far from home. I'll give the Kingmaker game your running a peek, but from all the praise it's been given I'm already excited to see how your Skull & Shackles game pans out.

Story and stats are under his profile, if you prefer them on this thread let me know and I'll add them real quick. Thanks!


Here's my Barbarian (Sea Reaver) who started a Skull&Shackles game which didn't survive far into the first module due to RL business for the GM. He (and I) would sure like to get into a game if we could. Thanks!

Backstory:
While his fellow tribesmen would sing song and praise the cold breezes and open plain of his homeland, Strom yearned for the ocean. As often as his hunts would allow he'd run the many days and nights needed to bring him to the blue plains of water. Swimming near the shore, hunting fish and bigger game under the water, taking whatever driftwood he could find to go out as far into the blue plains as he could, rolling with the mountainous waves, feeling the power of the blue plain beneath him. This, this is the true wilderness, he'd often think to himself in these moments. Until one day, drifting on the waves, eyes closed in bliss, a net was thrown over him and he was dragged aboard a passing whaler which happened to be short on slaves. My lucky day he thought, as he was beaten again and again, the sailors trying to force him into submission. He took the beatings, and still he fought and tries to escape many times, ripping his manacles from the wall on more than one occasion. It wasn't till the Captain himself intervened, giving Strom a choice, he could work willingly and without trouble for the remainder of the journey, or he could patch sails with a needle and thread... and minus a leg. After that things became easier for Strom and his love of the sea only grew. He also grew about eight inches and gained a good forty pounds, finally coming into manhood. Not a few of his 'friends' told him it was a good thing he wasn't this big when they first fished him from the water, or they'd have had to cut his throat right off.

He was also introduced to piracy, a part-time occupation of the Murky Gull, the name of the whaler, when easy targets were available and whet the captain's fancy. Soon enough swinging a weapon on a rolling deck felt like second nature to the young Barbarian, and his great strength and natural seamanship soon earned him the respect, and fear, of the rest of the crew. More than once Strom dove into a stormy sea to save a fellow sailor, for while he was strong, he knew to take care of those that took care of him, and understood ships required more than just sails, but hands to set them.

Everyone on board, even the captain, was happy to see the retreating mans broad back, now criss-crossed with old scars gained during his 'education', walk away from the Murky Gull that day. Standing on the docks of Port Peril, Strom reached down and jingled the small purse at his belt, remembering the advice of his fellow sailors and keeping the rest in a hidden portion of his pack. Striding forward people melted out of the way, and if they didn't move quickly enough they were sent flying. He had learned many things on the Murky Gull, and he knew what his assets were, and his wouldn't soon forget the harsh lessons of that pungent ship of death, the resting place of his youth, and subsequent rebirth as... something more.

He's currently spec'd at level 1 and I can quickly bump him to level two if selected. His stats are under his profile and I can move them to the recruitment thread if desired.


Male Human Barbarian (Sea Reaver) / 1

Strom seems to brighten at this idea. "Maybe one of you sneakier folks and ask around about the bet and who's tracking it? Assuming such a book exists, could just be in some fellows head."


Male Human Barbarian (Sea Reaver) / 1

Strom shrugs with a slight movement of his shoulder and follows the womans example by speaking in a whisper, "Could be, but I'm less and less convinced that everyone is our enemy, like I first thought when we all woke up in that room. Anyone you think we could trust, or get closer to trusting?" He looks around quickly, licking his lips as he continues, "Fishguts seems a likely candidate, and possibly the Quartermaster. She may have left the store room open, so we could retrieve our things."


Male Human Barbarian (Sea Reaver) / 1

Strom, who had followed the slyph up, stops by her side as she tosses the tails overboard, speaking in a quiet voice, "Did I just hear Plugg say there was a bet out on us? No secret who thinks we won't make it, but I'm more interested in who thinks we will!"


Male Human Barbarian (Sea Reaver) / 1

Stroms still waiting on some responses... poor forelorn Strom.


Male Human Barbarian (Sea Reaver) / 1

I believe that's the 'Amazing Goat-Stomache' check... pretty sure.


Male Human Barbarian (Sea Reaver) / 1

Strom marvels at the change in the air, and feels his skin tingling beneath the skilled bandages applied by Cecic, stopping the healing after two healing waves (Disregard if someone needs more healing). He looks over at the small cleric, the wonder still on his face, "That was amazing! Thank you. What manner of healing is this?" You can see the large muscles of his leg flexing and relaxing as Strom tests the recently sustained, and more recently healed, wounds. "How did those rats get in there anyways? Have they been here all along?" he asks those who have spent time in the bilges, his days being taken up by the kitchen.


Male Human Barbarian (Sea Reaver) / 1

After a few seconds Strom seems to regain his strength, climbs the ladder and sits against the wall, tilting his leg to get a better look at the bites.


Male Human Barbarian (Sea Reaver) / 1

Strom holds his breath as he looks over the rest of the filthy hold, eyes wary of movement. Seeing none, he closes his eyes and takes a deep shuddering breath, seeming to almost deflate a little as he relaxes. Looking around he asks, "Everyone ok?" He looks down at the rent in his own flesh even as he asks, nose twitching at the noxious odor.
Perception: 1d20 ⇒ 16

No problem!


Male Human Barbarian (Sea Reaver) / 1

On his turn-and if the rat is alive...

Strom steps quickly to Mawimbi's help, steps south and west till he can strike at the small creature. He chops at the thing, a quick, violent motion.

Attack: 1d20 + 7 ⇒ (9) + 7 = 16 and Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Rage/Stat Tracker:
3/6 Rounds
HP: 11/16
Str: 22, Con: 16
AC: 14
Will: +2

Base Melee : (+7) 1 BAB + 6 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Weapon : Scimitar (1d6+6, 18-20x2, S, 4 lbs)
Weapon : Throwing Axe x2 (1d6+6, x2, S, 10', 2 lbs)
Weapon : Unarmed (1d3+6, non-lethal, B)


Male Human Barbarian (Sea Reaver) / 1

Cool! Worked that time without having to update my cache. But whatever happened I'll take it! EDIT: :oS it was my firefox button to block all images, comes in handy at work... unfortunately I forget it's on sometimes. hehe.


Male Human Barbarian (Sea Reaver) / 1

Those with higher init, you could wait (delay) until some rats have been cleared out of the way, *wink wink* *nudge nudge*. Also Agent, the newest map link doesn't reflect Zada's NE movement or any dead rats. Shouldn't there be some?

Round 1

Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24

Hardly fazed by the next vicious attack from the vermin at his feet, the Reaver's red-tinged gaze turns to his next foe and a growl escapes his throat, even as his axe swinging for its spine.

Attack: 1d20 + 7 ⇒ (6) + 7 = 13 and Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Raging/Combat Stats:

4/6 Rounds
HP: 11/16
Str: 22, Con: 16
AC: 14
Will: +2

Base Melee : (+7) 1 BAB + 6 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Weapon : Scimitar (1d6+6, 18-20x2, S, 4 lbs)
Weapon : Throwing Axe x2 (1d6+6, x2, S, 10', 2 lbs)
Weapon : Unarmed (1d3+6, non-lethal, B)


Male Human Barbarian (Sea Reaver) / 1

Nope! :) Just updating my understand of the 5' step as a non-action. annnnd check! The swift action I was clear on. I was going to 5' to the north, where you're moving, but didn't think I could. Next time I'll remember, so thank you!


Male Human Barbarian (Sea Reaver) / 1

FYI Zada, I think your first action is in the surprise round. So a movement or a standard, but not both. Although, when re-reading your post, it appears you may have posted both your surprise round and your Round 1 actions in one post. Is that correct?


Male Human Barbarian (Sea Reaver) / 1

Surprise Round
Strom bellows in surprise, pain and rage as the water erupts in vermin, managing to get out a short warning before letting his rage consume him, "Huge Rats!"

Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12
While his powerful body tries to fight off whatever the rat put into it, he lifts the small axe and slashes at the rat to the south with a howl of anger, aiming to take the vermins head off.

Attack: 1d20 + 7 ⇒ (15) + 7 = 22. Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Raging/Combat Stats:

5/6 Rounds
HP: 14/16
Str: 22, Con: 16
AC: 14
Will: +2

Base Melee : (+7) 1 BAB + 6 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Weapon : Scimitar (1d6+6, 18-20x2, S, 4 lbs)
Weapon : Throwing Axe x2 (1d6+6, x2, S, 10', 2 lbs)
Weapon : Unarmed (1d3+6, non-lethal, B)


Male Human Barbarian (Sea Reaver) / 1

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Init: 1d20 + 2 ⇒ (5) + 2 = 7
Strom peers into the gloom, shadows dancing around in magic light.


Male Human Barbarian (Sea Reaver) / 1

Strom, surprised but happy to see his friends and the mission they've been assigned, answers the slight woman, "He's not bad at all, I think he'd actually be a good person to have around, if he'd stop drinking himself to death!" The large man stops at his locker to pick up some of the recovered items. Having already started wearing his armor (which he still wears beneath his blood and grease stained apron he forgot to remove), he needs only to strap on his buckler, secure his scimitar, and a small, sharp axe. He grins as the familiar weight of his gear settling on his person, and hurries after the others. Arriving behind them he chuckles, "Whatever's down there has got to be more exciting than gutting fish, let's get to it."

Strom starts forward to lead the way in, following the floating lights. He tries hard not to show he's more nervous about the source of illumination, than the unknown menace in the bilges.


Male Human Barbarian (Sea Reaver) / 1

Strom continues his chopping and cutting, wishing for the thousandth time that someone would come rescue him form this drudgery, or at least a breeze could find its way into the stifling galley. He wipes a drop of sweat from his nose and keeps on chopping, the sound rhythmic and sharp.

If only a party member knew of a quest, any quest, we could undertake on this awful vessel. ;)


Male Human Barbarian (Sea Reaver) / 1

Day 4
Strom comes up on deck, clad in a filthy apron and carrying his fishing net. With a stretch of his large frame he lets the wind carry some of the smell of the galley away from him, but he knows it's just a temporary reprieve and sighs heavily.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

He listens as Cecic describes the nearby island and it's death-dealing dragon and tries not to gulp too loudly. "Amen to that Lucky." he says in an equally quiet voice. He heads over to the side to work on catching the days haul. It is a difficult morning, but finally he has enough to put together a decent stew.

Its on his way back to the depths of the ship, when he catches sight of Lucky headed to speak with little Tibbs and stops to watch. He can't help but ask, "Spirit? In the bilges?" Strom tries to keep his discomfort undetectable for the second time that day, "What sort of spirits are we talking about? Aherm."


Male Human Barbarian (Sea Reaver) / 1

Guys, just an update; I've been swamped at work the last few days and been struggling to keep my head above water there. I hope you can all be patient with me while I get that crud worked out. I'll get in as soon as I can and get posting again. Thanks for being patient! Or at least not acting impatient! :)


Male Human Barbarian (Sea Reaver) / 1
Lucky Wilkins wrote:
Should be that everything that was listed on your character sheet is now back in your possession, I think.

That is my understanding as well


Male Human Barbarian (Sea Reaver) / 1

You got it! So then who broke the dang lock, did we do it?


Male Human Barbarian (Sea Reaver) / 1

Strom nods his head slowly, "Agreed. I'm not wanting to force her, honestly I was hoping for some reassurance in my own decision." He grins a bit ruefully, "But as you wisely said, I'll just take my own chances and leave it at that."


Male Human Barbarian (Sea Reaver) / 1

Strom can't help but get a little heated as he thinks of the injustice of it, "Well hold on, we've seen pirates bearing weapons, some better concealed than others, but weapons don't seem to be forbidden. Besides, I don't mind getting caught with my own things. If they come to steal it again, lets just say that this time I'll be ready." He shrugs, "But that's just me."


Male Human Barbarian (Sea Reaver) / 1

Strom looks perplexed, "Then how did you get our things out of the chest? Was it one of the two wooden ones?"

GM - is this just semantics that's confusing me? Lucky picked the lock but didn't actually break it? Or was Strom looking at a different chest than the one Lucky got into?


Male Human Barbarian (Sea Reaver) / 1

Strom doesn't attempt to break any of the other locks but puts the number of lockers and chests in his head and reports his findings before sleeping to the others. Lowering his voice once he finds them, "I've just been into the Quartermaster's store. I saw a set of two wooden lockers, a wooden trunk, a metal trunk, and two wooden chests. Each container was secured with a lock except for one of the wooden chests -which had a broken lock," He pauses and gives Lucky a significant look, "was that you Lucky, getting our things back?" He smiles his gratitude as he retrieves his things from Lucky's locker and then wonders out loud to the others, curiosity thick in his voice, "I wonder what the other chests contain?"

That night he dons his studded leather armor, the leather fitting over him like a second skin. He sighs a small sigh as he does so, having felt very... soft without it. The buckler and all other weapons go into his locker for the night, except his throwing axes -which he keeps handy even while sleeping.


Male Human Barbarian (Sea Reaver) / 1

Thank you mucho.

"Yessir, ma'am sir." Strom smiles at the half-orcs mannerism, feeling this was someone he could really get to know, and watches appreciatively as she departs. Turning back he notices the door isn't completely latched and grins a wide grin of excitement. He checks back the way Grok left, wondering if the interesting creature left it open on purpose or not. He casts a glance in Fishgut's direction, making sure the man still snores, and heads into the Quartermaster's store. He looks for his items and any other items which look like they might belong to his small group of friends.


Male Human Barbarian (Sea Reaver) / 1

Yum, nothing like a a slimy saliva and blood handshake among friends! ha.
Strom, watches their exchange, and tries not to look squeamishly at the hand jutting towards Cecic.


Male Human Barbarian (Sea Reaver) / 1

As long as we're using the correct currency, yes. hehe


Male Human Barbarian (Sea Reaver) / 1

If we're getting technical it's four cp. ;)


Male Human Barbarian (Sea Reaver) / 1

I seem to recall a way to avoid drinking the rum? A stealth or bluff or something? If so could you put that info under the campaign tab? I couldn't find it in the posts. Thanks GM!

Strom watches with gritted teeth as Scourge whips Mawimbi, imagining all the ways he'd like to pay Scourge back. He moves towards the man as Scourge says something in his face, and places a heavy on on Scourges shoulder, hopefully on top of still-healing lash wounds, "Master Scourge! Thank you for your well wishes this morning, it was a vigorous start to our day. Next time pay us a visit yourself, won't you?" Strom's voice drips mock sincerity and he keeps a smile, or bared teeth, in Scourges direction. He helps Mawimbi move towards his group of allies, settling him down with concern. "Can anyone do anything to help him?" he asks quietly, looking at the others faces.

Some rolls:
Stealth to avoid drinking rum (if possible): 1d20 + 2 ⇒ (8) + 2 = 10

If I must drink: Cha Bonus: 1d3 - 1 ⇒ (1) - 1 = 0 for 1d8 ⇒ 6 hours.
Con Damage: 1d2 - 1 ⇒ (2) - 1 = 1, Non-lethal: 1d4 + 1 ⇒ (3) + 1 = 4.
Avoid addiction DC5: 1d20 + 4 ⇒ (19) + 4 = 23


Nighttime Task - Influence NPC (Grok)
Strom leaves the others in search of Grok, looking on deck and in the galley to find her. When he does he approaches with a friendly smile, "Ahoy Grok, Strom's my name. I hear you got the run of the supplies, you must have a strong hand to keep us mangy sailors out of it. Say I was wondering, what'r the rules about weapons aboard ship? I've seen plenty around, but don't want to go getting myself in trouble if I can avoid it." He smiles, and wonders if he's making a good impression at all. Diplo: 1d20 - 1 ⇒ (17) - 1 = 16

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