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Rimx
2006-10-01, 07:30 PM
Pirate
"Yar, ye needn't worry about walking the plank guild scum, my Tyrannosaurus still needs his breakfast."

Thomas O'Malley
Male, Human, Pirate 6/Rogue 2
Size/Type: Medium Humanoid
Hit Dice: 2d6+6d10 (hp 43)
Initiative: +7
Speed: 30ft.
Armor Class: 17, touch 13, flatfooted 14
Base Attack/Grapple: +7/+8
Attack: Rapier +10 melee (1d6+3/18-20) or Dart +10 ranged (1d4+3)
Full Attack: Rapier +10 melee (1d6+3/18-20) or Dart +10 ranged (1d4+3)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Sneak Attack +1d6
Special Qualities: Evasion, Trapfinding
Saves: Fort +5, Ref +8, Will +3.
Abilities: Str 13, Dex 16, Con 11, Int 14, Wis 12, Cha 15.
Skills: Balance +10, Bluff +12, Climb +6, Diplomacy +6, Intimidate +15, Jump +11, Knowledge (Geography) +5, Knowledge (local) +3, Profession(Sailor) +12, Sense Motive +3, Sleight of Hand +10, Spot +10, Swim +12, Tumble +10, Use Rope +12.
Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility, Quick Draw, Spring attack, Weapon Finesse
Challenge Rating: 8
Possessions: Cloak of the Manta Ray, Rapier, Studded leather+1, standard Cr 8 gear
Alignment: Lawful Neutral
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Combat:

Evasion(Ex):If the rouge is exposed to any effect that normally allows him to attempt a Reflex saving throw for half damage, he takes no damage with a successful saving throw.

Trapfinding(Ex): This rogue can use the Search skill to locate traps when the task has a DC higher than 20.
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Thomas O'Malley is a tall man with fiery red hair in his early thirties. He grew up in the poor side of Southport, a merchant guild colony city. An orphan at young age, to make ends meet he preformed small tasks of theivery like picking pockets. At the age of 15 he was crimped and forced to work on a merchant guild ship under a tyrannical captain for three years. Relief came during a pirate attack, after a devestaing attack the pirate captian offer a spot on his ship for all sailors who wished take up a pirates life. Thomas jumped at the chance and in a few short years he climbed the ranks using his wit and charisma.

He became captain upon the death of the fomer captian. During a raid on a ship the ships defenses were severly miscalculated. The pirate crew suffered several losses including the captain. Thomas was to lead the remaing crew and was able to route the ships defense. His daring actions made him top choice for captian.

Last year he came across a merchant guild ship transporting two wizards, a father and daughter. Shopia, the daughter, begged Thomas to spare her fathers life. In exchage she provided him her services. A master of ether and fog, she created a magic item that created a shifting wall of fog around the ship that allowed the ship to sneak up on ships unsupecting.

Thomas is an honest and just man who tries to treat his crew fairly and follow the pirates code. He hates to see blood spilled unessarily and will spare the lives of crewmen on the ships he raids who lay down their wepons. However, he has tolerance for those who try to betray or misled him, and will act with extreme prejudice.

When he attacks a ship he offers the ship a chance to surrender. If they fail to comply he atttacks with full force. He prefers to go after merchant guild ships and leaves most smaller ships alone. He has a strong dislike for the mechant guild with the iron fisted way they control trade in the area and run their colonies.

Rimx
2006-10-01, 07:30 PM
Sidekick:

Abacaxi
Male, Lizardfolk, Mystic Druid 7
Size/Type: Medium Humanoid (reptilian)
Hit Dice: 7d8+21 (56 hp)
Initiative: +2
Speed: 50ft.
Armor Class: 17, touch 15, flatfooted 15.
Base Attack/Grapple: +5/+7
Attack: Unarmed Strike +7 (1d8+2) or Bite +7 melee (1d4+2) or Scimitar +7 melee (1d6+2/18-20)
Full Attack:Unarmed Strike +7 (1d8+2) or Bite +7 melee (1d4+2) or Scimitar +7 melee (1d6+2/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:-
Special Qualities: Favored Enviroment +4 Aquatic, Favored Enviroment +2 Warm Desert, Hold Breath, Nature Sense, Resist Nature's Lure, Trackless Step, Wild Empathy, Woodland Stride.
Saves: Fort +8, Ref +4, Will +8.
Abilities: Str 14, Dex 12, Con 16, Int 12, Wis 16, Cha 10.
Skills: Balance +3, Concentration +16, Heal +8, Jump +12, Listen +9, Knowledge (nature) +7, Profession(Sailor) +6, Spellcraft +3, Spot +6, Survival +15, Swim +12.
Feats: Brew Potion, Endurance, Improved Unarmed Strike, Skill Focus(Concentration), Track.
Challenge Rating: 7
Possessions: Scimitar, Standard cr 7 gear
Alignment: Neutral
Spells per Day (If Applicable):6/5/4/3/1
Spells Prepared:
0- Create Water, Detect Magic, Know Direction, Mending, Purify Food and Drink, Resistance.
1st- Cure Light Wounds(2), Longstrider, Magic Fang(2).
2nd- Barkskin, Owl's Wisdom, Spider Climb, Warp Wood.
3rd- Call Lightning, Cure Moderate Wounds, Quench.
4th- Control Water.
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Combat:

AC Bonus (Ex): When unarmored and unencumbered, the druid adds his Wisdom bonus (if any) to his AC. In addition, a druid gains a +1 bonus to AC at 5th level. This
bonus increases by 1 for every five druid levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).These bonuses to AC apply even against touch attacks or when the druid is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Favored Enviroment(Ex): At 1st level, a druid may select a natural environment from among those given on Table: Ranger Favored Environments. Due to the druid's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment.

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the druid may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2.

Hold Breath (Ex): Lizardfolk can hold their breath for 64 rounds before they risk drowning.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride(Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
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Growing up on the Desert Coast, Abacaxi recieved premonitions that later became true. One told him to travel to the south. He followed the coast south till he found a duridic monastery carved in seaside cliffs. There he learned the way of the sea and the way of the desert.

While in meditating in the desert, he received another premonition to protect a man at sea. Leaving the monastery, he set out to sea and was caught in a great storm. Adrift for over a week he was picked up by Thomas' ship. Abacaxi was suprised to find the man he was looking for was thomas. Explaining his premonition, he offered to join the crew and protect thomas for harm. Finding a druid a useful addition to the crew thomas excepted the offer.

Abacaxi acts as ship's healer, brews potions, and keeps the ships stocks from going bad. Like most lizardfolk he wears very little (only belt for weapons,equipement,and spell components), his body is covered body paint and tatoos to show his satus as a druid. He is an honest and dependable, although quiet, person. He spends most of his free time in meditation waiting for a sign for his next course of action. In a battle he prefers to stay at thomas' side, but helps out where needed. Before entering the fray he buffs himself with barkskin and Owl's Wisdom.

Rimx
2006-10-01, 07:31 PM
Treasure:
Thomas has many treasures from plunder as well as exploration of lost islands and old ruins. He has aproxamatly 50,000-80,000 worth of treasure in the hold at any one time. He also has an island hideway built on the inside of a caldera. Bellow are some of the treasures he has.


Eyes of the Kraken (Major Artifact)
About a century ago a powerful quasi-deitiy kraken was on the quest for full godship. During the ceremony to make him one he was attacked by an aboleth, a member of a rival entropic god. The aboleth destroyed the kraken at the height of the ceremony. Although his body was destroyed, the kraken's soul still existed. To finish the ceremony his followers the cult of the kraken would have to build him a new body. Several wizards were used to build a construct body. When one of the wizards found out they were going to be sacrificed at ceremony he fled taking the eyes of the kraken with him. He hid away in a small uncharted island village. Unfortunately the effects of uising an artifact proved to much and he went mad believing himself a god. He proceded to disintergrate all the villagers, feeling they had not worshiped him properly. He spent the rest of his life as a hermit on the island killing any who visited.

The cult of the kraken has searched for the eyes for almost a century. When the cult found the location of the eyes they realized they had gotten there to late, someone already had the eyes. Scrying they found that thomas had the eyes and they sent a member of the cult to steal it from him.

Thomas found the eyes when the ship blown off course by a strong wind. Landing on the island, he found deserted ruins with a Skeleton sitting on a poorly made throne in the center wearing the eyes. He was tempted to put the eyes on, but abacaxi warned him that he felt a strange magical presence eminating from it, shopia confirmed it as well. Thomas decied to keep the eyes in one of his hidden rooms until he could have them better indentified.

The eyes appear to be made of special crystal and fit over the eyes of the wearer. With a special command word they grow to 10' feet in size. If worn they let the user see underwater as if it was air, gain a +4 bonus to spot and search, and have darkvision to 60'. The downside is that after a week of use the wearer must make a will save angainst a dc of 20+the number of weeks the item has been used. Failing the save makes the wearer believe he is a god and act accordingly. The wearer can only be cured with a wish.

Brazier of Fog
When lit and the proper command word spoken this brazier releases fog that forms a wall around the ship obscuring it from other vessels. The fog obscures all sight, including darkvision, beyond 20 feet. The wall of fog streches out 500ft plus or minus 50 ft the wall of fog shifts slightly so the ship is not at the exact center of the ship.
Moderate Conjuration; CL 5th; Craft Wondrous Item, Fog Cloud; Price 16,000 gp; Weight 5 lb.

Hidden Room
Like the portable hole and bag of holding, the hidden room creates an extra dimensional room 10'*10'*10'. Thomas has four on the ship where he keeps his more valuable treasures. Each room is hidden behind a secret door(search dc 30). The hidden room fixes the design flaw found in the portable hole and bag of holding, extra dimensional items can be brought into the room without causing it to self destruct.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 20,000 gp; Weight 75 lb.

Tyrannosaurus
Thomas was almost killed on the cape of dread by a tyrannosaurus. After defeating it he found that it had a nest with one hatchling. He raised it and had it trained. It currently acts as a guard dog on his island estate. He sometimes uses it when he wants a prisoner to talk, dangling them by a rope over the Tyrannosaurus' mouth.

Rimx
2006-10-01, 07:31 PM
Fighter Variant: Pirate

Class Skills
Add the following skills to the fighter's class skill list: Bluff, Balance, Knowledge (Geography), Profession(Sailor), Spot, Use Rope. Remove Ride from the fighter's class skill list. The Pirate gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).

Class Features
The Pirate has all the standard fighter class features, except as noted below.

Weapon and Armor Proficiency
Pirates are proficient with all simple and martial weapons and with light armor.

Bonus Feats
A Pirate doesn't gain the normal fighter bonus feat at 1st level.

Druid Variant: Mystic Druid

A Mystic Druid is based on this variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druid) in the srd. The Mystic Druid lose their animal compainion and gain the unarmed strike ability like a Monk of the same level (this ability stacks with levels of Monk a druid might have). The favored enemy ability is replaced with favored enviroment (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#favoredEnemyVariantFavore dEnvironment).Mystic Druids try to achieve enlightenment by becoming one with their enviroment.

Variant Lizardfolk

Lizardfolk characters possess the following racial traits.

* +2 Constitution, -2 Intelligence.
* Medium size.
* A lizardfolk’s base land speed is 30 feet.
*Lizardfolk have a +2 racial bonus on Balance, Jump, and Swim checks.
* +2 natural armor bonus.
* Natural Weapon: Bite (1d4).
* Special Qualities: Hold breath.
* Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
* Favored Class: Druid.

Hold Breath
A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Rimx
2006-10-01, 07:31 PM
Other crew
The ship has a crew of 1 1/2 dozen to 2 dozen. Most are pirates level 1-3.

Xi(kobold expert 3/rouge 1):
After his home islands were invaded by the merchants guild, he took up a pirating life in the hope of raising enough funds to buy an army to take back his homeland. Acts as the navigator.

ole' pete (Pirate 6/Expert 1):
The oldest member of the crew at 52 ole' pete in first mate. despite his age he is still a capable fighter and pirate. He has seen many strange thing on his years at sea and tells many tales about them for those willing to listen.

Shopia Matten(Wizard 9):
Joined the crew to save her father's life. Produces magic items for the ship and uses her spells to defend the ship in battle. She is looking for a way to save her father who is currently being held in thomas' island estate. She is, to her dismay, finding herself starting to really enjoy the pirating life.

Angela Rose (Rogue 7):
She has been sent by the Cult of the Kraken to recover the Eyes of the Kraken. She has disguised herself as a lowly deckhand and is waiting for a chance to search the ship for the eyes.