
Mama Mambo |

Anyway you're right an over 70 year old song is a bit of a stretch, for your listening pleasure, Mambo No. 5 by Pérez Prado. XD

GM Imperius |

@GM Imperius
The trait Eye for Plunder says:
" you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood."What do you consider "mundane trade goods"?
There's actually a whole section on trade goods over on the SRD. However, that section seems to have been written after S&S got published, and the amounts given for specific prices don't really jive well. If you really want to hash out the minutiae of the goods, though, that should give you a general idea.
However, the point of the trait is to give you something to barter with. It's meant to be nebulous, not to give you extra adventuring gear beyond what you actually start with (though, you would be free to trade with other crew members for stuff).

GM Imperius |

Also, as a side note, just for clarity: Even if you already stated your character was complete prior to the deadline, I'm asking for a confirmation post, to confirm nothing has been altered, etc.
Lapyd: Beryl Saltboulder
Lapyd: Shantanna Lyrs
Odentin: Tempest
Odentin: Mahkah
Elfriede: Melli Lillifeet
Delmoth: Mama Mambo
CA Jademan: Tik Tik Scaletail
Galahad0430: Tristian Fortmaine
Pancakes: Veronica Blackblade
SodiumTelluride: Ellie Dewblossom
Edeldhur: Reknar
Jeremy Packer: Draak "Lizard"
Vanulf Wulfson: Kragor Bloodskull
Eriktd: Jaques Lacrimoisi

pad300 |
This is a complete version of Djir Bentwhisker
Pupped in a small colony of ratfolk merchants, Djir was born and raised in Neruma. He ran with the local gangs to start, getting his basic education in roguery. Then he moved on to Port Peril, seeking opportunity in the big city…
He found it! He heisted some mage’s gear (actually an apprentice’s but the loot included a spellbook and selection of alchemy) in a con. (Yes, this is a pre-made hook for his planned diversion into arcane trickster.) Having made a score, he decided maybe he should find a quiet place to lie low; thus he came to the Formidably Maid looking for a cheap passage out of Port Peril.
Looking on the bright side, the passage will be cheap indeed, and very difficult to sort out for anyone looking to follow him.
The other major influence in Djir’s life has been the church of Calistria. Initially drawn in by the sacred prostitutes, he became a devout worshipper when he realized how much the Savored Sting’s ethos resonated with his soul. So much so that Calistria has recognized how he lives her edicts, bestowing on him a wasp familiar.
4’1” and 83 lbs. Beady, lustrous black eyes. A short snout for a ratfolk. His fur is mostly dark brown, with piebald patches on his flanks and butt. Commonly wears a wide-brimmed hat and a heavy cloak, concealing his leather cuirass underneath.
He worships Calistria; opportunistic, vengeful and hedonistic…it fits him to a T.
He’s meticulous about his preparations and planning.
He wants to be rich, and has few qualms about the means of becoming so
He will undoubtedly seek vengeance on those who press-gang him, but afterwards a pirate’s life offers possibilities…
Djir Bentwhisker
Ratfolk Unchained Rogue 1
Future intent:Wizard (Air Elementalist> Smoke Subschool) 3, Arcane Trickster ?
Alignment: Chaotic Neutral
Diety: Calistria
Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision
Defense
AC : 16 =10+2 Armor +3 Dex +1 Size
HP: 10 = 8+ 2 (con)
Fort + 3 = +0 Rogue +2 con +1 Trait
Ref + 5 = +2 Rogue + 3 dex
Will + 1 = +0 Rogue + 1 wis
+2 trait vs Mind Affecting
CMD : 12 = 10 + 0 (bab)+3 (dex)-1 size
Offense
Melee: ***
Ranged: ***
BAB : +0
CMB : -2 = +0 (BAB) -1 str-1 size
Spells Prepared N/A
Spell Book N/A
Race = Ratfolk
St : 9 =11 (1 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis; =12 (2 pts)
Cha: = 12 (2 pts)
Feats :
Wasp Familiar (1st)
Deft Maneuvers(Finesse Training, URogue 1, EITR)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)
Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback)
Skills (8+4(int)) (skill roll NOT INCLUDING ACP)
K Arcane + 3 = 1 rank +4 int-2 meticulous,
Spellcraft, + 3 = 1 rank +4 int-2 meticulous,
Perception +7 = 1 rank +3trained +1 wis +2 racial,
Stealth + 11= 1 rank +3 trained+3 dex +4 size,
Disable Device + 7=1 rank +3 Trained +3 Dex, also Trapfinder +1 and Eye for Plunder +1,
Escape Artist + 7=1 rank +3 Trained +3 Dex
UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Bluff +5 = 1 rank +3trained +1 Cha,
Acrobatics + 7=1 rank +3 Trained +3 Dex,
Sense Motive +5 = 1 rank +3trained +1 wis,
K Dungeoneering + 8 = 1 rank +4 int +3 trained
K Local + 8 = 1 rank +4 int +3 trained
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Sleight of hand, + 7 = 1 rank +3 trained +3 dex
Profession (Sailor) +5 = 1 rank +3trained +1 wis
Languages : Common (Taldane), Mwangi (Polyglot) (int), Draconic (int), Undercommon (int), Aklo (int)
FCB: wizard (no levels yet)
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Ratfolk have a base speed of 20 feet.
Darkvision: Ratfolk can see in the dark up to 60 feet
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Weapons (65 gp)
Dagger (2 gp), Rapier (20 gp), Spiked Gauntlet (5 gp), Sap (1 gp), light crossbow (35 gp), 20 Crossbow bolts (2 gp)
Armor (15 gp)
Lamellar Cuirass (15gp)
Equipment (57.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp), Spellbook, spell component pouch (5gp),
Alchemy (100 gp): Alchemists Kindness (10, 10 gp), Poison Ward Salve (15 gp), Vermin Repellent (10 gp), Adhesive Strip (2, 10gp), Sunrod (5, 10 gp), Smog Smoke Pellet (40 gp), Tindertwigs (5, 5 gp)
Cash: 2 gp, 5 sp and 9 cp, 50 gp of “trade goods”
Cevanna
Familiar (Emissary)
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Speed 10 ft., fly 40 ft. (average).
Defense
AC 19, touch 15, flat-footed 16 (+3 Dex, +3 natural+1 Natural Armor Adjustment, +2 size)
hp 5
Fort +2, Ref +5, Will +0
Offense
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB, +1 feat of choice
Skills Fly +7, Perception +4, Stealth +15; Racial Modifiers +4 Fly, +4 Perception, +4 Stealth
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.
Domain Influence (Sp or Su): At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This replaces deliver touch spells. Luck Domain Power. [/ooc]

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Torin Brimfisher wrote:Four barbarian submissions? I guess my thinking from so many years ago when I first started pathfinder has been proven: barbarians make great pirates.Has to do with the fantasy pirate descriptions of the inevitable hulking brute and people who throw themselves completely into combat, with a take-it-all or die trying attitude.
Frankly, I expected more of the wise-cracking, dexterous combatants, a-la Errol Flynn. That is also a hugely popular stereotype that implements both easily and well inside PF1e. Swashbuckler starts there, of course, but there's even the Pirate archetype for Rogues that makes them MORE Errol Flynn-ish than Swashbucklers are!
The Aldori Defender archetype is very much the finesse type fighter. In addition, I took the trait, Bruising Intellect, which means I spend the whole fight making witty insults against my opponent to intimidate them (many of the Aldori's abilities flow from Intimidate).

Rabscuttle |

Sorry about the delay, work has been busy.
Added some appearance and personality and basic equipment to Beric, whom I'll confirm as completed.
Didn't have time to finish other character, I'll have to gamble on an evilish campaign
Beric Pearlsbane
Halfling Antipaladin of Besmara
Born to slave on a Chelish trading ship - the Rolling Pearl, Beric grew up poorly treated and his life was one of harsh punishments and severe restrictions. Rarely able to leave the ship (why should the captain risk his property escaping) - the young halfling was an astute observer and was able to learn all about the running of a ship while performing his duties.
While he was fourteen, his mother became ill on a long journey and passed away. When his father requested some time to mourn their wife and mother - as other crewmembers occasionally had in similar situations, the captain of the ship brusquely informed him that he and Beric were not crew, they were property and no such request would be granted. His father tried to get Beric to accept this treatement stoically, and while Beric outwardly complied - any act of rebellion would still be met by flogging or worse - internally he seethed.
When his father passed a few years later, and the captain seemed more concerned with having to find a replacement than the young man's grief, Beric's heart hardened and he began to plot. Outwardly he became a model slave - working hard, showing his usefulness and feigning loyalty.
Gaining trust meant more responsibilities - and after proving himself competent as the lookout in the crow's nest (after a number of crew members mysteriously fell ill), this became his regular task. Now all he needed was to wait for an opportunity.
He knew that the one of the fears of the Captain was pirates. The ship had had several close run-ins over the years, but had always managed to out run them - and the Captain usually had double alcohol rations for the following few nights.
It was a dark cloudy night when Beric finally had his chance. Most of the crew were asleep or boozing below deck, and the skeleton crew on deck were not paying attention. Behind the ship, Beric spotted a ship approaching from behind. It flew Chelish flags, but Beric could see this was a ruse - the ship was clearly not a Chelish design, there were no signs of cargo, and there were too many people on deck for this time of night - these were clearly pirates.
His heart pounding with anticipation, Beric finally put his plan into action. Glancing below to make sure everyone was distracted, he pulled out a sharpened knife, climbed nimbly over the sides and started cutting through the ropes that held up the main sail, leaving them hanging by a thread.
As the other ship drew nearer, someone below eventually raised an alarm and the crew started to emerge. As the Captain gave the order to flee, Beric made his final cuts and the sails came tumbling down. The pirates the skull and crossbones and Beric felt rapture as the ship drew along side and the gang planks came down. With one side half tangled, it was a one-sided fight. Beric's only regret was that he was not able to kill the captain himself, merely watching on as he fell to a pair of cutthroats.
The rest of the crew was slaughtered to a man, but Beric's act had been noticed by an old orcish cleric of Besmara, and he called out to save the young halfling, seeing in him a great potential. Beric stayed with the pirates for a few years - learning how to fight; learning the doctrine of Besmara, and - at long last - receiving his share of the takings.
With little more to learn from the pirates, he has left them with the ambition of having his own ship and crew, a goal he knows he will achieve once he grows strong enough to seize it.
Beric is small from years of poor nutrition, but he is strong and wiry. He has tanned skin from living on his ship and tussled brown hair. He has a friendly smile when he wishes, but his eyes are have the determination of one who knows his path. He dresses in plain pirate clothes (for now) - a well-worn jacket over a linen shirt, rough canvas pants and a bandana over his head. Besmara's unholy symbol - a silver skull and crossbones hangs around his neck on a well-worn chain.
Beric is vengeful but patient, and can feel that he is destined for great things. He is aware of his size, and knows that others may look down on him because of it. He knows that not all power depends on size and when he gains his own power, those that underestimated him will get what's coming to them. He knows the value of a crew that works together is well aware of the danger that can come from those who are not.
Besmara's Antipaladin Code:
• I pursue what I desire. One who cannot keep it from me does not deserve to possess it.
• Treasure demonstrates my might. I won’t waste my time on schemes with no profit to be had.
• No trick is beneath me. I will never forgo an advantage in the name of fairness.
• Pride does not shackle me. I retreat if I must to survive for another day.
• The weak serve the strong. I will never let my crew forget or doubt my strength.
• Revenge can be delayed to keep the ship sailing. Crew members who cross me shall die onshore; foes can be useful allies under changed circumstances.
• I will suffer no restraint. Those who seek to pacify me will fall broken in my wake.
Statistics
STR: 15 = Base: 17; Racial: (-2) Halfling
DEX: 13 = Base: 11; Racial: (+2) Halfling
CON: 12 = Base: 12
INT: 12 = Base: 12
WIS: 12 = Base: 12
CHA: 16 = Base: 14; Racial: (+2) Halfling
Fort: +4 = Base: +2; CON: +1; Racial: (+1) Halfling Luck
Ref: +2 = Base: +0; DEX: +1; Racial: (+1) Halfling Luck
Will: +4 = Base: +2; WIS: +1; Racial: (+1) Halfling Luck
AC: 20 = Base: (+10); Dexterity: (+1); Armor: (+6) Breastplate; Shield: (+1) Shield, light wooden; Size: (+1) Small; Dodge: (+1) Dodge
Touch: 13
FF: 18
BAB: 1
CMB: 2 = BAB: (+1); Strength: (+2); Size: (-1) Small
CMD: 14 = Base: (+10); BAB: (+1); Strength: (+2); Dexterity: (+1); Size: (-1) Small; Dodge: (+1) Dodge
Init: +1 = Dexterity: +1
Speed: 15ft
HP: 12
Languages: Halfling, Common, Elven
Attacks
Melee
Rapier (Small) +4 (1d4+2, 18-20/x2)
Dagger (Small) +4 (1d3+2, 19-20/x2)
Touch +4 (Varies, x2)
Sling staff, halfling (Small) (melee) +4 (1d4+2, x2)
Ranged
Dagger (Small) +3 (1d3+2, 19-20/x2)
Sling staff, halfling (Small) +3 (1d6+2, x3)
Skills
Acrobatics: -2 = +1 DEX; Misc: (-5) ACP; Racial: (+2) Sure-Footed
Appraise: 1 = +1 INT
Bluff: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Climb: -1 = +2 STR; Misc: (-5) ACP; Racial: (+2) Sure-Footed
Diplomacy: 3 = +3 CHA
Disguise: 3 = +3 CHA
Escape Artist: -4 = +1 DEX; Misc: (-5) ACP
Fly: -2 = +1 DEX; Size: (+2) Size Modifier; Misc: (-5) ACP
Heal: 1 = +1 WIS
Intimidate: 7 = +1 rank; +3 CHA; Misc: (+3) Class Skill
Knowledge (engineering): 2 = +1 rank; +1 INT
Perception: 4 = +1 WIS; Trait: (+1) Besmara’s Blessing; Racial: (+2) Keen Senses
Profession (Sailor): 6 = +1 rank; +1 WIS; Trait: (+1) Besmara’s Blessing; Misc: (+3) Class Skill
Ride: -4 = +1 DEX; Misc: (-5) ACP
Sense Motive: 1 = +1 WIS
Stealth: 4 = +1 rank; +1 DEX; Size: (+4) Size Modifier; Misc: (+3) Class Skill, (-5) ACP
Survival: 1 = +1 WIS
Swim: -3 = +2 STR; Misc: (-5) ACP
Race Features
Type (CRB 26): You are a humanoid with the halfling subtype.
Fearless (CRB 26): You receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck (CRB 26): You receive a +1 racial bonus on all saving throws.*
Keen Senses (CRB 26): You receive a +2 racial bonus on Perception skill checks.*
Sure-Footed (CRB 26): You receive a +2 racial bonus on Acrobatics and Climb skill checks.*
Weapon Familiarity (CRB 26): You are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*
Class Features
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Aura of Evil (Ex) (APG 120): A paladin who uses smite evil on you deals 2 points of damage per paladin level on its first successful attack.
Detect Good (Sp) (APG 120): You can use detect good, as a move action by concentrating on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds.
Smite Good (Su) (APG 120) (1 /day): As a swift action, you can choose one target within sight to smite. If this target is good, you add +3 on your attack rolls and you can add +1 on all damage rolls made against the target of your smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack is 2. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. While smite good is in effect, you gain a +3deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect.
Traits
Besmara’s Blessing (APSkS 5): You gain a +1 trait bonus on Perception* and Profession (sailor)* checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result
Vengeful (QC 18): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Feats
Dodge (Core 122):You gain a +1 dodge bonus to your AC.*
Equipment
Breastplate, Light wooden shield, Rapier, Halfling sling staff, 4 x Dagger, 10 x Bullets, Sling, Backpack, Holy Symbol, Silver, Rope, silk (50 ft), Mess kit, Waterskin, 4 x Rations, trail (per day), Pouch, belt, Pirate clothes, basic (Small creature), Torch

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Witty repartee and demoralizing intimidation are not normally considered synonyms.
Errol Fynn's dexterous combats involved far more than what we know and love as finesse combat.
Ah, but witty repartee is such a more fun way to demoralize your opponent by making fun of his ineptitude in the middle of comabt. The intimidating part is how you seem to be effortlessly defeating his attempts to hit you while making fun of him :) And Errol Flynn's dexterous combat is the very defintion of finesse combat.
I also like to imagine that it is less of direct frightening the opponenet than making him antagonized and frustrated. Unfortunately, they don't have that actual condition, so shaken is the next best way to simulate that.

eriktd |
2 people marked this as a favorite. |

Want to talk about this creepy figurine I found?
You know, idol chatter…

Draak "Lizard" |

Want to talk about this creepy figurine I found?
You know, idol chatter…
NOPE! I know better than dealing with that! Ugly cuttlefish!

GM Imperius |
2 people marked this as a favorite. |

Just over 13 hours left.
I'll probably start preliminary review tomorrow when I wake up. At this point, we have 1 person who hasn't confirmed, and 3 people who never submitted characters in the first place.
Not making any decisions until after the deadline, but all things considered, may as well get a head start.