I' like to submit Jack, Tielfing Warpriest of Besmara Jack: Jack Male Tiefling Warpriest ( Besmara ) 1 CN Medium Initiative +1; Perception +7 -------------------- Defense -------------------- AC 18, Touch 11, Flat-Footed 17 HP 10 Fort +4, Ref +1, Will +4 Speed 30 ft. -------------------- Offense -------------------- Greatsword +3 2d6+3 19-20 -------------------- Statistics -------------------- Str 14 Dex 12 Con 14 Int 14, Wis 14 Cha 11 Base +0; CMB +2; CMD 13 Feat Armor of the Pit, Weapon Focus Greatsword Trait Besmara’s Blessing, Sea-Souled Skill Acrobatics 0+1=1, Appraise 0+2=2, Bluff 0+0=0, Climb 0+2=2, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+1=1, Heal 0+2=2, Intimidate 0+0=0, Knowledge Religion 1+5=6, Perception 1+6=7, Perform 0+0=0, Profession Sailor 1+6=7, Ride 0+1=1, Sense Motive 1+5=6, Stealth 0+1=1, Survival 0+2=2, Swim 1+5=7 Language Abyssal, Aquan, Common, Infernal -------------------- Equipment Backpack, Bedroll, Blanket, winter, Chalk, Greatsword, Pouch, belt, Rope, silk(50 ft.), Scale mail, Waterskin -------------------- Spells Detect Magic, Detect Poison, Mending Bless, Shield of Faith -------------------- Special Abilities Armor Check Penalty: -4 Blessings: 4/day War, War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Water, Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional id4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities. Darkvision: Tieflings see in the dark for up to 60 feet. Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold and fire. A tiefling with this trait gains resistance 5 in the chosen energy types and also gains a +2 natural armor bonus to AC. See feat Armor of the Pit. Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. -------------------- Background On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born. As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome. As she was laying on floor, exhausted, she prayed. Supreme goddess and all powerful spirt of the sea hear my call. As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON. I have seen his eyes, he will bring you much pleasure in the years to come. He will be famous, more so than all who sail on the Barracuda, including myself. Take me, my husband and all who call the Barracuda her home so my son may live. After a mere heartbeat the storm started to lose power and in minutes was completely gone. The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me. The priestess kissed her newborn and said Be great, little Jack. Besmara smiled again and took the boy from his mother. Jack, a fitting name were the last words from her lips and she vanished. At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate. And Jack…… Jack never knew his parents or the events that had transpired on the day he was born. All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children. He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind. Although he was loved by his foster parents Jack soon noticed he was different than normal young boys. His eyes, feet and even his skin were different. His foster parents didn’t care, they were just glad to have a son but the rest of the world did care. Jack was bullied and picked on by the other kids, he was an outcast, his childhood years were hard. Despite the affection of his foster parents Jack never felt at home in Quent. He just didn’t fit in and at the age of 12 he couldn’t take it anymore he ran away and stowed away on a merchant vessel. Just 2 days on sea he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor. The captain, a cleric of Besmara saw something in the weird looking young boy and made part of his crew. He also taught the boy about Besmara, the pirate queen. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate. But Jack wanted something different, he resigned and went back to his roots, to Quent. But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death. The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery. Now exactly 1 year later after his return to Quent he finds himself in the Formidably Maid tavern drinking the painful memories away.
As promised my submission. Jack:
Jack Male Tiefling Warpriest ( Besmara ) 1 CN Medium Initiative +1; Perception +8 -------------------- Defense -------------------- AC 18, Touch 11, Flat-Footed 17 HP 13 Fort +4, Ref +1, Will +4 Speed 30 ft. -------------------- Offense -------------------- Greatsword +3 2d6+3 19-20 -------------------- Statistics -------------------- Str 14 Dex 12 Con 14 Int 14, Wis 14 Cha 11 Base +0; CMB +2; CMD 13 Feat Armor of the Pit, Toughness, Weapon Focus Greatsword Trait Besmara’s Blessing, Sea-Souled, Seeker Skill Acrobatics 0+1=1, Appraise 0+2=2, Bluff 0+0=0, Climb 0+2=2, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+1=1, Heal 0+2=2, Intimidate 0+0=0, Knowledge Religion 1+5=6, Perception 1+7=8, Perform 0+0=0, Profession Sailor 1+6=7, Ride 0+1=1, Sense Motive 1+5=6, Stealth 0+1=1, Survival 0+2=2, Swim 1+5=7 Language Abyssal, Aquan, Common, Infernal -------------------- Equipment Backpack, Bedroll, Blanket, winter, Chalk, Greatsword, Pouch, belt, Rope, silk(50 ft.), Scale mail, Waterskin -------------------- Spells Detect Magic, Detect Poison, Mending Bless, Shield of Faith -------------------- Special Abilities Armor Check Penalty: -4 Blessings: 4/day War, War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Water, Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional id4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities. Darkvision: Tieflings see in the dark for up to 60 feet. Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold and fire. A tiefling with this trait gains resistance 5 in the chosen energy types and also gains a +2 natural armor bonus to AC. See feat Armor of the Pit. Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. -------------------- Background On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born. As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome. As she was laying on floor, exhausted, she prayed. Supreme goddess and all powerful spirt of the sea hear my call. As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON. I have seen his eyes, he will bring you much pleasure in the years to come. He will be famous, more so than all who sail on the Barracuda, including myself. Take me, my husband and all who call the Barracuda her home so my son may live. After a mere heartbeat the storm started to lose power and in minutes was completely gone. The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me. The priestess kissed her newborn and said Be great, little Jack. Besmara smiled again and took the boy from his mother. Jack, a fitting name were the last words from her lips and she vanished. At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate. And Jack…… Jack never knew his parents or the events that had transpired on the day he was born. All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children. He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind. Although he was loved by his foster parents Jack soon noticed he was different than normal young boys. His eyes, feet and even his skin were different. His foster parents didn’t care, they were just glad to have a son but the rest of the world did care. Jack was bullied and picked on by the other kids, he was an outcast, his childhood years were hard. Despite the affection of his foster parents Jack never felt at home in Quent. He just didn’t fit in and at the age of 12 he couldn’t take it anymore he ran away and stowed away on a merchant vessel. Just 2 days on sea he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor. The captain, a cleric of Besmara saw something in the weird looking young boy and made part of his crew. He also taught the boy about Besmara, the pirate queen. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate. But Jack wanted something different, he resigned and went back to his roots, to Quent. But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death. The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery. Now exactly 1 year later after his return to Quent he finds himself in the Formidably Maid tavern drinking the painful memories away. Survey:
What position do you see yourself eventually in on a ship? I want to be the captain. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.) No problem with it. All is fair in love and piracy. Which campaign trait are you selecting and why? Besmara’s Blessing and isn’t obvious! Where was your character born? On the high Seas. Who raised him? His foster parents. What was happening in the region when your character was growing up? I grew up in Quent, so adventure and piracy were an everyday fact of life. Does your character have any relatives? Not any more. Motivation The loss of his parents and the teachings of his old friend. What are your character’s immediate goals? What would he like to do in the coming year? Being all he can be in Besmara’s name. Making a name for himself. What are his long-term goals? Joining the ranks of Tessa Fairwind, with his own ship. What type of person would be his ideal mate? A carefree woman who would set him free from his loss and the painful memories. Who is his patron deity? Is he a devout worshiper? Besmara. He wants to be but is just getting started, so ready to spread the faith. Is he a devout member of any nonreligious cause? No. Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced? Bullying. What is his greatest fear? Fading away without ever being. What is the one task he absolutely refuses to do? Don’t know, we will have to cross that bridge when we get to it. Idiosyncrasies His appearance. What is your character’s motto or favorite saying? Live now or die trying. What is his favorite color? Black/Red. Describe what he would wear if money were no object? See attached picture. What is his favorite food? Drink? Scampi’s. Whisky. What is his favorite animal? Otter. What habits of his friends annoy him most? Laziness. What well-known media figure from sports, movies or politics most closely resembles your character? Russel Brand’s Crazy Pirate Look. What would be his theme song? Part of the A team intro. If his friends were to write his epitaph, what would it be? He lived, he loved and he would want us to get wasted! What would be his job in modern society? Cia Operative. I will make an alias if/when I get chosen. Good luck to all.
As promised I give you Scar the Silent, Halfling Druid. Crunch:
Scar the Silent Male Halfling Druid 1 NG Small Initiative +2; Perception +9 -------------------- Defense -------------------- AC 15, Touch 13, Flat-Footed 12 HP 9 Fort +4, Ref +3, Will +5 Speed 20 ft. -------------------- Offense -------------------- Scythe +2 1d6+2 20 *4 Sling +3 1d3+1 20 *2 -------------------- Statistics -------------------- Str 12 Dex 14 Con 13, Int 12, Wis 14, Cha 10 Base +0; CMB +0; CMD 13 Feats Mounted Combat Traits Frontier-Forged, Student Survivalist Skills Acrobatics 0+2=2, Appraise 0+1=1, Bluff 0+0=0, Climb 0+1=1, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+2=2, Fly 0+2=2, Handle Animal 1+7=8, Heal 1+5=6, Intimidate 0+0=0, Knowledge Nature 1+7=6, Perception 1+8=9, Perform 0+0=0, Ride 1+7=8, Sense Motive 0+2=2, Spellcraft 0+1=1, Stealth 0+6=6, Survival 1+10=11, Swim 0+1=1 Languages Common, Druidic, Halfling, Sylvan -------------------- Equipment Backpack, small, Bedroll, small, Blanket, winter small, Chalk, Leather, small, Pouch, belt small, Rations, trail 5 days, Rope, silk(50 ft.), Waterskin. -------------------- Spells Create Water, Mending, Spark Cure Light Wounds, Entangle -------------------- Special Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed. Cuddles:
Cuddles Female Tiger N Medium Initiative +3; Perception +6 -------------------- Defense -------------------- AC 14, Touch 13, Flat-Footed 11 HP 18 Fort +4, Ref +6, Will +2 Speed 40 ft. -------------------- Offense -------------------- Bite +2 1d6+1 Claw +3 1d4+1 -------------------- Statistics -------------------- Str 13 Dex 17 Con 13, Int 2, Wis 15, Cha 10 Base +1; CMB +2; CMD 15 Feats Weapon Focus Claw Skills Acrobatics 0+7=7, Climb 0+1=1 Escape Artist 0+3=3, Intimidate 0+0=0, Perception 1+5=6, Stealth 0+7=7 , Survival 0+2=2, Swim 1+4=5 Tricks Attack, Defend, Down, Seek, Stay, Track Special Low-light vision, rake, scent Background:
Erik was born 24 years ago, third child to two loving parents. He grew up on the outskirts of a small rural village where his parents had a small farm. From a young age Erik and his siblings worked on their parent’s farm, life was harsh but good. The years went on and Erik grew into a young man, sharing his mother’s interest for nature, he frequently explored the surrounding woods. It was on one of these trips he would find trouble with a capital T. Being out and about Erik had wandered a bit too far and found himself in a forbidden part of the woods. Recent rumors told of disappearances in this part of the woods. Gathering some herbs for his mother Erik came face to face with 3 goblins. Not really armed, besides a small dagger, Erik decided to flee. He run as fast he could and thought he had outrun the kobolds when a he turned round the corner to come face to face with a ‘big’ goblin holding a large blade. Unable to dodge the coming attack, Erik felt the blade cutting him across the throat. Feeling the blood flow from the apparent mortal wound Erik put both is hands on his throat to stop the bleeding. Last thing he remembered while he lost consciousness was the ugly grin on the goblins face. He must be dreaming, on his way to his forefathers, when a wet sensation came over him. It was more of someone was washing his face and throat with a sturdy cloth. Opening his eyes Erik got the scare of his life. A small striped cat was licking his face and the wound on his neck. Cursed I must be to almost die at the hand of that goblin, to survive by a miracle, then to get eaten by a tiger Erik thought to himself. Please make this painless and quick. After half a minute he still hadn’t been killed so Erik opened his eyes again to look straight into the cats eyes. He was pleasantly surprised to see not bloodlust or hunger but intelligence and kindness. A friendship was born that moment between Cuddles, tiger and Erik, halfling. Cuddles protected Erik while he nursed himself back to life using the skills his mother had told him. After a week he was strong enough to travel and he set out for his home. Devastated he was when he came upon the burned out ruins of his parent’s farm. No sign of any survivors Erik grieved for 2 days. That day Erik died and Scar the Silent was born. Having no family left and without a home Erik decided to find his mother’s old friend, the ranger Shalelu. The last year with Shalelu Scar improved his already existing nature skills, becoming a druid. When asked by Shalelu for help he didn’t hesitate, seeing this is a chance to repay her for all her help and wisdom. Description: Scar has a tanned skin from being outside all the time. He looks at the world with his brown eyes in a positive way without forgetting the hardship that made him who he is today. His clean-shaven bald head has a nice shine to it in the morning sun. He wears a travelers outfit fit for living outdoors, all brown and green with a sturdy black leather armor over it.
My submission! Jack, Tiefling Warpriest of Besmara:
Jack Male Tiefling Warpriest ( Besmara ) 1 CG Medium Initiative +1; Perception +7 -------------------- Defense -------------------- AC 18, Touch 11, Flat-Footed 17 HP 13 Fort +4, Ref +1, Will +4 Speed 20 ft. -------------------- Offense -------------------- Greatsword +3 2d6+3 19-20 -------------------- Statistics -------------------- Str 14 Dex 12 Con 14 Int 14, Wis 14 Cha 11 Base +0; CMB +2; CMD 13 Feat Armor of the Pit, Toughness, Weapon Focus Greatsword Trait Looking for Work, Seeker Skill Acrobatics 0+1=1, Appraise 0+2=2, Bluff 0+0=0, Climb 0+2=2, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+1=1, Heal 0+2=2, Intimidate 0+0=0, Knowledge Religion 1+5=6, Perception 1+6=7, Perform 0+0=0, Profession Gambler 1+6=7, Ride 0+1=1, Sense Motive 1+5=6, Spellcraft 1+5=6, Stealth 0+1=1, Survival 0+2=2, Swim 0+2=2 Language Abyssal, Common, Infernal, Undercommon -------------------- Equipment Backpack, Bedroll, Blanket, winter, Chalk, Greatsword, Pouch, belt, Rope, silk(50 ft.), Scale mail, Waterskin -------------------- Spells Detect Magic, Detect Poison, Mending Bless, Shield of Faith -------------------- Special Abilities Armor Check Penalty: -4 Blessings: 4/day War, War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Water, Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional id4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities. Darkvision: Tieflings see in the dark for up to 60 feet. Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold and fire. A tiefling with this trait gains resistance 5 in the chosen energy types and also gains a +2 natural armor bonus to AC. See feat Armor of the Pit. Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. -------------------- Background On rough seas in the midst of a storm a young boy was born. His mother, bless her soul, was trying to make quick work of her delivery as she was needed to support her crew, husband and ship. As a priestess of Besmara first and captain of the Barracuda second it was her task to pray to the goddess for salvation and command her man. Her husband, first mate and currently at the helm trying to steer the ship out of the hurricane was unaware his first child was just born. As the waves got higher, the winds stronger and the chance at survival slimmer it would be a mother’s love for her newborn child that would change the obvious outcome. As she was laying on floor, exhausted, she prayed. Supreme goddess and all powerful spirt of the sea hear my call. As I have served you for the last decade, looting and pillaging in your name, I have but one request SAVE MY SON. I have seen his eyes, he will bring you much pleasure in the years to come. He will be famous, more so than all who sail on the Barracuda, including myself. Take me, my husband and all who call the Barracuda her home so my son may live. After a mere heartbeat the storm started to lose power and in minutes was completely gone. The crew started to cheer on the decks above as a beautiful red-haired woman appeared beside the priestess, smiled and said Name the boy and give him to me. The priestess kissed her newborn and said Be great, little Jack. Besmara smiled again and took the boy from his mother. Jack, a fitting name were the last words from her lips and she vanished. At first nothing happened, then an eerie sound, a call from below the water. Then all hell broke loose, giant black tentacles came up from the water and grabbed the ship. The mast broke like a twig and the hull was being crushed to pieces. Men who didn’t die in the initial attack were taken by a wide variety of sea monsters when they entered the water. No crewmember survived including the captain and her first mate. And Jack…… Jack never knew his parents or the events that had transpired on the day he was born. All that Jack new was that he was an orphan who had been taking in by an innkeeper and his wife, a couple in their forties who couldn’t have children. He grew up in Quent a city/port ruled by the pirate lord Tessa Fairwind. Although he was loved by his foster parents Jack soon noticed he was different than normal young boys. His eyes, feet and even his skin were different. His foster parents didn’t care, they were just glad to have a son but the rest of the world did care. Jack was bullied and picked on by the other kids, he was an outcast, his childhood years were hard. Despite the affection of his foster parents Jack never felt at home in Quent. He just didn’t fit in and at the age of 12 he couldn’t take it anymore he ran away and stowed away on a merchant vessel. Just 2 days on sea he was found and brought before the captain. He pleaded with the captain to let him be part of the crew, to let him be a sailor. The captain, a cleric of Besmara saw something in the weird looking young boy and made part of his crew. He also taught the boy about Besmara, the pirate queen. In the next 4 years Jack served on his crew, from deckhand to eventually becoming his first mate. But Jack wanted something different, he resigned and went back to his roots, to Quent. But when he returned to Quent all was not well, his mother had gotten ill and had died a year after he left and his father couldn’t take the loss of his wife and he drank himself to death. The loss of his parents hit him hard and he sought to forget this loss in reckless behavior like gambling and thievery. Now 1 year later after his return to Quent he finds himself in Riddleport drinking the painful memories away. He came to Riddleport hearing about the big gambling tournament, first prize would be enough to buy his own ship. If I get picked I will pick an avatar and make an alias. |