The Glyphstone
2006-09-09, 02:33 PM
Allie Basha and her Forty-Eight Thieves
"I'm going to open up your innards, little sesame!"
Half human, half efreeti, all burning passion and cruelty, Allie Basha is a terror stretching beyond the planes. With her incubus companion and consort beside her, and the crew of her plane-hopping ship Vulcanista, she roams the skies of the Prime Material and the Elemental Plane of Fire in search of plunder to collect and slaves to sell or torture.
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Table of Contents:
-Allie Basha, the Burning Scourge
-First Mate Kanaz'zas
-Allie's Crew
-The Vulcanista
-Cave of the Burning Scourge
-Loot+Booty
-The Tale of Allie Basha
-Designer's Notes
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Allie Basha, the Burning Scourge
Female Half-Fire Elemental Human Swashbucker3/Rogue5/Dishonorable Dread Pirate 7
Size/Type: Medium Outsider (Fire)
Hit Dice: 3d8+5d6+7d8+30
Initiative: +8 (+4 Dex, +4 Imp. Init)
Speed: 40ft.
Armor Class: 27 (+7 armor, +6 Dex, +1 natural, +3 deflection), touch 19, flatfooted 21
Base Attack/Grapple: +13/+17
Attack: +19 melee (1d8+5+1d6 fire/15-20/x2, +1 flaming rapier) or +19 ranged (1d8+1+1d6 fire/19-20/x2, +1 flaming crossbow)
Full Attack: +17/+12 melee (1d8+5+1d6 fire/15-20/x2, +1 flaming rapier) and +12 melee (1d4+4, [i]+1 dagger) or +19 ranged (1d8+2/19-20/x2, +1 flaming crossbow)
Space/Reach: 5ft./5ft.
Special Abilities: Spell-like abilities, Sneak Attack +5d6, Two-Weapon Fighting, Acrobatic Charge, Scourge of the Seas, Insightful Strike, Trapfinding
Special Qualities: Immune to Disease and Fire, Sea(wo)manship, Steady Stance, Fearsome Reputation +4, Grace +1, Evasion, Uncanny Dodge, Trap Sense +1
Saves: Fort +12, Ref +22, Will +11
Abilities: Str 14 (18), Dex 18 (22), Con 16, Int 18, Wis 10, Cha 17 (23)
Skills: Appraise +22, Balance +18, Climb +22, Intimidate +28, Jump +22, Knowledge (Arcana)+9, Profession (Sailor) +18, Spellcraft +9, Search +22, Tumble +22, Use Rope +14
Feats: Weapon FinesseB Quickdraw, Improved Initiative, Leadership, Landlord, Iron Will, Improved Critical (Rapier), Appraise Magic Value
Challenge Rating: 18
Possessions: +1 ghost touch flaming rapier, +2 ghost touch dagger, +3 twilight mithril chain shirt of light fortification, Ring of Protection +3, Ring of Greater Cold Resistance, Ring of Blinking, Type VII Necklace of Fireballs, Boots of Striding and Springing, Vest of Resistance +5, Cloak of Charisma +6, Belt of Giant Strength +4, Gloves of Dexterity +4, Hand of Glory, Quiver of Elhonna (20 screaming bolts, 10 adamantine bolts, 10 silver bolts, 10 cold iron bolts), 2 cases with 20 bolts, 2x potion of CMW, Soulguard Pendant, 194 GP
Alignment: Neutral Evil
The massive flying ship has slowed to a crawl above you, but only to discharge a horde of shrieking, bloodthirsty bandits and murderers. At the head of them all is a tall, immensely attractive woman, her flowing red hair trailing smoke and licks of flame as she brandishes a fiery sword in your direction.
Allie Basha is the undisputed leader of her crew, leading them on brutal raids into the Prime Material Plane. Though her fiery temper can get the best of her sometimes, her unnatural intellect serves to ensure that they always escape with the choicest of prizes, and few survivors beyond those they allow to escape.
Combat:
When the ship is performing strafing runs from above, Allie's preferred spot is in the bow of the ship, directly above the figurehead. There, she launches screaming bolts from her enchanted crossbow, setting flammable targets alight and contributing to the chaos and confusion. During a "boarding action" on the surface, or in the rare cases the Vulcanista must be defended from enemies with flight of their own, Allie wades into battle with her rapier and dagger, hurling curses and fire magic with equal abandon to terrify opponents towards submission.
Acrobatic Charge: Allie Basha can charge over difficult terrain that would normally slow movement, or through squares occupied by allies blocking her path. Depending on the circumstances and terrain in question, this may require a skill check such as Climb, Jump, Balance, and/or Use Rope.
Scourge of the Seas: When Allie Basha uses Intimidate to demoralize foes, it affects all enemies within 30ft. who can see and hear her, and the effect lasts for 5 rounds. Multiple uses of the ability do not stack.
Insightful Strike: Allie adds an additional +4 damage when striking with her rapier or dagger against any opponent not immune to critical hits or sneak attacks.
Trapfinding: Allie Basha can use the Search skill to find traps with a DC higher than 20, along with magical traps.
Sea(wo)manship: Allie adds a +7 insight bonus to all Profession (Sailor) skill checks she makes. Allies and crew within sight of her add a +3 insight bonus to all Profession (Sailor) skill checks instead.
Steady Stance: Allie Basha is never considered flat-footed while balancing or climbing, and gains a +7 bonus on any Balance or Climb check to remain balancing or climbing while taking damage.
Fearsome Reputation: Allie gains a +4 circumstance bonus on Intimidate checks. This ceases to apply if she is in disguise, or otherwise unable to take advantage of her reputation.
Grace: Allie Basha has a +1 competence bonus on Reflex saves. This ceases to apply when wearing medium or heavy armor.
Evasion: If Allie Basha passes her Reflex save against an attack that normally does half damage on a successful save, she takes no damage instead. This ceases to function in medium or heavy armor, and when Allie is helpless.
Uncanny Dodge: Allie retains her Dexterity bonus to AC even when flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to DC if immobilized or helpless.
Spell-Like Abilities: 1/day - Burning Hands (Reflex DC16 half), Produce Flame, Flaming Sphere (Reflex DC17 negates), Wall of Fire, Fire Shield, Fire Seeds (Reflex DC21 half, see text), Firestorm (Reflex DC23 half). CL15th. Save DC's are Charisma-based.
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Kanaz'zas the Incubus
Male Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8+6 (33 HP)
Initiative: +1
Speed: 30ft., fly 50ft. (average)
Armor Class: 26 (+6 armor, +1 Dex, +9 natural), touch 11, flat-footed 25
Base Attack/Grapple: +6/+8
Attack: Claw +9 melee (1d6+3)
Full Attack: 2 Claws +9 melee (1d6+3)
Space/Reach: 5ft./5ft.
Special Abilities: Energy Drain, Spell-like Abilities, Summon Demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 13 (15), Dex 13, Con 13, Int 16, Wis 14, Cha 26 (28)
Skills: Bluff +20, Concentration +10, Diplomacy +13, Disguise +18* (+20 acting), Escape Artist +8, Hide +8, Intimidate +20, Knowledge (any one) +12, Listen +19, Move Silently +8, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
Feats: Dodge, Mobility, Persuasive
Challenge Rating: 7
Possessions: +2 Chain Shirt, Amulet of Mighty Fists +1, Gauntlets of Ogre Power, Cloak of Charisma +2, Vest of Resistance +3
Alignment: Chaotic Evil
As the tide of rampaging buccaneers crashes forward, you catch sight of a rather odd man moving calmly amongst them and carrying no weapons at all. He catches your eye from a distance and beckons, and you are abruptly seized with an impulse to ignore the fighting and go to him...
Kanaz'zas is Allie's cohort, consort, and companion, as well as the first mate of the Vulcanista. His preferred appearance is that of a tall, muscular human male, dressing in breeches and a loose vest. Outside of a shapechange, he looks much the same, but with the addition of a curling tail and a pair of bat-like wings.
Combat:
No braver than the norm for his kind, Kanaz'zas prefers to observe the battle from somewhere safe, using his charming abilities to wreak havoc by proxy. If forced into melee, his magically enhanced claws can be quite dangerous, but more often than not, he will instead teleport to Allie' side to "defend" her (more accurately, the other way round).
Energy Drain: A kiss from Kanaz'zas bestows one negative level (Fortitude DC22 negates), along with a suggestion to accept another kiss (Will DC22 negates). Kanaz'zas usually saves his kisses for Allie, warded as she is by her soulguard pendant, but is not above snacking on the life-force of an attractive captive after a raid - out of Allie's sight, of course.
Spell-Like Abilities: At will—charm monster (DC 23), detect good, detect thoughts (DC 21), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 22), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day Kanaz'zas can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Change Shape (Su): Kanaz'zas can assume the form of any Small or Medium humanoid. His preferred shape is described above.
Tongues (Su): Kanaz'zas has a permanent tongues ability (as the spell, caster level 12th).
*If using his Change Shape ability, Kanaz'zas recieves a +10 bonus on Disguise checks.
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The Crew
Allie has at her command just under fifty ruthless killers and pirates, but the Vulcanista crews only 20. The remaining pirates stay on the Elemental Plane of Fire, in the protected cavern fortress. There, they drink, gamble, and drink some more to pass the time, when they're not counting loot or tormenting whatever prisoners they have in the cells. Allie is well aware of the danger of disgruntled pirates, and makes sure to keep the crew rotated frequently, so that everyone gets their chance to pillage the Prime. She rules with an adamantine fist, but they don't particularly mind - it's a decent life, if a hot one, and the pay is good.
Roster of Villains
-Quartermaster Balkroc (Fire Hobgoblin Scout 3): Crude, cruel, and crass, Balkroc is everything Allie looks for in a second lieutenant. The former leader of a nomadic, desert-dwelling hobgoblin tribe, he signed on to Allie's crew on the spot after coming across the Vulcanista cleaning up from raiding an oasis camp, and has served her loyally ever since.
-Braniac (Blue Psion[Telepath] 3): Braniac is one sorry little creature - weak and cowardly even for a Blue (not known for their courage, or that of ordinary goblins). Originally a captured slave, destined for sale as an oddity in the markets of the City of Brass or Dis, he mind-controlled the pirate guarding his cell into opening it - Braniac actually made it as far as the central area before he was recaptured. For any normal prisoner, that would be death, but Allie saw unusual potential in the diminuitive psion, and decided to keep him. Now, Braniac serves as the pirate queen's telepathic questioner and occasional torture assistant, bullied and knocked about by the larger pirates too drunk to be scared of his power.
-Scurvy+Curvy - Human Experts 2: The pair of galley cooks nicknamed Scurvy and Curvy are fraternal twins, two of the rare survivors from the original group of recruits to Allie's crew. They are both a little slow, though good-hearted, and surprisingly good cooks. Scurvy gets his nickname from his fixation on supplying the pirates with plenty of vegetables, which he considers crucial to their health. Curvy's nickname is easy to decipher - plump and well-rounded, she can certainly handle herself, dealing out brutal raps with a metal ladle to any pirate who gets ahead of himself.
-Silent Sam (Half-Elf Monk 2): Sam is an enigma amongst the crew, because no one can quite remember exactly where he came from. Aside from him, only Allie knows for certain, and she hasn't shared it. In Sam's case, he can't share it - he's tongueless and mute, and has been for as long as anyone can remember. New members of the crew, thinking they've found a cripple to vent their boredom on, usually learn their lesson after the first few broken bones. If they haven't, that means they're dead. Sam may be quiet, but he is a merciless killer with both his hands and the pair of richly decorated kukris he carries underneath his robes.
-Klara Goftsdottr (Human Barbarian 2): No one messes with Klara Goftsdottr. She was the first woman to join Allie's crew, other than Allie herself, signing on during a resupply excursion in a remote buccaneer's refuge. A group of the crew members decided to take advantage of the new female presence in their midst - it took the direct intervention of both Allie and Kanaz'Zas to prevent Klara from mowing down the rest of the Vulcanista's crew, after she finished dismembering the corpses of her would-be rapists. After that little incident, the other pirates learned to keep their distance, scrupulously avoiding anything that might trigger a reaction from Klara, and she has become someone of a leader amongst the handful of other women under Allie's command - they can and do conduct the occasional affair with one pirate or another, but the threat of Klara's wrath wards off anyone who might look for something he was not invited to.
-The Rest (Assorted Races/Class 1): Allie's crew is varied and diverse, both in species and vocation. Roughly half are human of some degree or another, since she prefers minons sharing her own ancestry. The next most populous groups are the gnomes and halflings, with elves, dwarves, orcs, and a smattering of more exotic creatures making up the rest. Most are fighters or rogues, but there are a couple of sorcerers and clerics of various faiths amongst the human contingent. The vast majority of the crew is male, with only five women aside from Klara Goftsdottr, Curvy, and Allie herself, and they have formed their own inter-racial clique under Klara's baleful eye to counteract the seven-to-one advantage the men have in numbers. On occasion, one or another will dally with a male crewmember, but for the most part they keep to themselves, both the men and women releasing their tensions with hired prostitutes during "shore leave".
"I'm going to open up your innards, little sesame!"
Half human, half efreeti, all burning passion and cruelty, Allie Basha is a terror stretching beyond the planes. With her incubus companion and consort beside her, and the crew of her plane-hopping ship Vulcanista, she roams the skies of the Prime Material and the Elemental Plane of Fire in search of plunder to collect and slaves to sell or torture.
-------------------------------------------------------------------------
Table of Contents:
-Allie Basha, the Burning Scourge
-First Mate Kanaz'zas
-Allie's Crew
-The Vulcanista
-Cave of the Burning Scourge
-Loot+Booty
-The Tale of Allie Basha
-Designer's Notes
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Allie Basha, the Burning Scourge
Female Half-Fire Elemental Human Swashbucker3/Rogue5/Dishonorable Dread Pirate 7
Size/Type: Medium Outsider (Fire)
Hit Dice: 3d8+5d6+7d8+30
Initiative: +8 (+4 Dex, +4 Imp. Init)
Speed: 40ft.
Armor Class: 27 (+7 armor, +6 Dex, +1 natural, +3 deflection), touch 19, flatfooted 21
Base Attack/Grapple: +13/+17
Attack: +19 melee (1d8+5+1d6 fire/15-20/x2, +1 flaming rapier) or +19 ranged (1d8+1+1d6 fire/19-20/x2, +1 flaming crossbow)
Full Attack: +17/+12 melee (1d8+5+1d6 fire/15-20/x2, +1 flaming rapier) and +12 melee (1d4+4, [i]+1 dagger) or +19 ranged (1d8+2/19-20/x2, +1 flaming crossbow)
Space/Reach: 5ft./5ft.
Special Abilities: Spell-like abilities, Sneak Attack +5d6, Two-Weapon Fighting, Acrobatic Charge, Scourge of the Seas, Insightful Strike, Trapfinding
Special Qualities: Immune to Disease and Fire, Sea(wo)manship, Steady Stance, Fearsome Reputation +4, Grace +1, Evasion, Uncanny Dodge, Trap Sense +1
Saves: Fort +12, Ref +22, Will +11
Abilities: Str 14 (18), Dex 18 (22), Con 16, Int 18, Wis 10, Cha 17 (23)
Skills: Appraise +22, Balance +18, Climb +22, Intimidate +28, Jump +22, Knowledge (Arcana)+9, Profession (Sailor) +18, Spellcraft +9, Search +22, Tumble +22, Use Rope +14
Feats: Weapon FinesseB Quickdraw, Improved Initiative, Leadership, Landlord, Iron Will, Improved Critical (Rapier), Appraise Magic Value
Challenge Rating: 18
Possessions: +1 ghost touch flaming rapier, +2 ghost touch dagger, +3 twilight mithril chain shirt of light fortification, Ring of Protection +3, Ring of Greater Cold Resistance, Ring of Blinking, Type VII Necklace of Fireballs, Boots of Striding and Springing, Vest of Resistance +5, Cloak of Charisma +6, Belt of Giant Strength +4, Gloves of Dexterity +4, Hand of Glory, Quiver of Elhonna (20 screaming bolts, 10 adamantine bolts, 10 silver bolts, 10 cold iron bolts), 2 cases with 20 bolts, 2x potion of CMW, Soulguard Pendant, 194 GP
Alignment: Neutral Evil
The massive flying ship has slowed to a crawl above you, but only to discharge a horde of shrieking, bloodthirsty bandits and murderers. At the head of them all is a tall, immensely attractive woman, her flowing red hair trailing smoke and licks of flame as she brandishes a fiery sword in your direction.
Allie Basha is the undisputed leader of her crew, leading them on brutal raids into the Prime Material Plane. Though her fiery temper can get the best of her sometimes, her unnatural intellect serves to ensure that they always escape with the choicest of prizes, and few survivors beyond those they allow to escape.
Combat:
When the ship is performing strafing runs from above, Allie's preferred spot is in the bow of the ship, directly above the figurehead. There, she launches screaming bolts from her enchanted crossbow, setting flammable targets alight and contributing to the chaos and confusion. During a "boarding action" on the surface, or in the rare cases the Vulcanista must be defended from enemies with flight of their own, Allie wades into battle with her rapier and dagger, hurling curses and fire magic with equal abandon to terrify opponents towards submission.
Acrobatic Charge: Allie Basha can charge over difficult terrain that would normally slow movement, or through squares occupied by allies blocking her path. Depending on the circumstances and terrain in question, this may require a skill check such as Climb, Jump, Balance, and/or Use Rope.
Scourge of the Seas: When Allie Basha uses Intimidate to demoralize foes, it affects all enemies within 30ft. who can see and hear her, and the effect lasts for 5 rounds. Multiple uses of the ability do not stack.
Insightful Strike: Allie adds an additional +4 damage when striking with her rapier or dagger against any opponent not immune to critical hits or sneak attacks.
Trapfinding: Allie Basha can use the Search skill to find traps with a DC higher than 20, along with magical traps.
Sea(wo)manship: Allie adds a +7 insight bonus to all Profession (Sailor) skill checks she makes. Allies and crew within sight of her add a +3 insight bonus to all Profession (Sailor) skill checks instead.
Steady Stance: Allie Basha is never considered flat-footed while balancing or climbing, and gains a +7 bonus on any Balance or Climb check to remain balancing or climbing while taking damage.
Fearsome Reputation: Allie gains a +4 circumstance bonus on Intimidate checks. This ceases to apply if she is in disguise, or otherwise unable to take advantage of her reputation.
Grace: Allie Basha has a +1 competence bonus on Reflex saves. This ceases to apply when wearing medium or heavy armor.
Evasion: If Allie Basha passes her Reflex save against an attack that normally does half damage on a successful save, she takes no damage instead. This ceases to function in medium or heavy armor, and when Allie is helpless.
Uncanny Dodge: Allie retains her Dexterity bonus to AC even when flat-footed or struck by an invisible attacker. She still loses her Dexterity bonus to DC if immobilized or helpless.
Spell-Like Abilities: 1/day - Burning Hands (Reflex DC16 half), Produce Flame, Flaming Sphere (Reflex DC17 negates), Wall of Fire, Fire Shield, Fire Seeds (Reflex DC21 half, see text), Firestorm (Reflex DC23 half). CL15th. Save DC's are Charisma-based.
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Kanaz'zas the Incubus
Male Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 6d8+6 (33 HP)
Initiative: +1
Speed: 30ft., fly 50ft. (average)
Armor Class: 26 (+6 armor, +1 Dex, +9 natural), touch 11, flat-footed 25
Base Attack/Grapple: +6/+8
Attack: Claw +9 melee (1d6+3)
Full Attack: 2 Claws +9 melee (1d6+3)
Space/Reach: 5ft./5ft.
Special Abilities: Energy Drain, Spell-like Abilities, Summon Demon
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: Fort +9, Ref +9, Will +10
Abilities: Str 13 (15), Dex 13, Con 13, Int 16, Wis 14, Cha 26 (28)
Skills: Bluff +20, Concentration +10, Diplomacy +13, Disguise +18* (+20 acting), Escape Artist +8, Hide +8, Intimidate +20, Knowledge (any one) +12, Listen +19, Move Silently +8, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
Feats: Dodge, Mobility, Persuasive
Challenge Rating: 7
Possessions: +2 Chain Shirt, Amulet of Mighty Fists +1, Gauntlets of Ogre Power, Cloak of Charisma +2, Vest of Resistance +3
Alignment: Chaotic Evil
As the tide of rampaging buccaneers crashes forward, you catch sight of a rather odd man moving calmly amongst them and carrying no weapons at all. He catches your eye from a distance and beckons, and you are abruptly seized with an impulse to ignore the fighting and go to him...
Kanaz'zas is Allie's cohort, consort, and companion, as well as the first mate of the Vulcanista. His preferred appearance is that of a tall, muscular human male, dressing in breeches and a loose vest. Outside of a shapechange, he looks much the same, but with the addition of a curling tail and a pair of bat-like wings.
Combat:
No braver than the norm for his kind, Kanaz'zas prefers to observe the battle from somewhere safe, using his charming abilities to wreak havoc by proxy. If forced into melee, his magically enhanced claws can be quite dangerous, but more often than not, he will instead teleport to Allie' side to "defend" her (more accurately, the other way round).
Energy Drain: A kiss from Kanaz'zas bestows one negative level (Fortitude DC22 negates), along with a suggestion to accept another kiss (Will DC22 negates). Kanaz'zas usually saves his kisses for Allie, warded as she is by her soulguard pendant, but is not above snacking on the life-force of an attractive captive after a raid - out of Allie's sight, of course.
Spell-Like Abilities: At will—charm monster (DC 23), detect good, detect thoughts (DC 21), ethereal jaunt (self plus 50 pounds of objects only), suggestion (DC 22), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day Kanaz'zas can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Change Shape (Su): Kanaz'zas can assume the form of any Small or Medium humanoid. His preferred shape is described above.
Tongues (Su): Kanaz'zas has a permanent tongues ability (as the spell, caster level 12th).
*If using his Change Shape ability, Kanaz'zas recieves a +10 bonus on Disguise checks.
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The Crew
Allie has at her command just under fifty ruthless killers and pirates, but the Vulcanista crews only 20. The remaining pirates stay on the Elemental Plane of Fire, in the protected cavern fortress. There, they drink, gamble, and drink some more to pass the time, when they're not counting loot or tormenting whatever prisoners they have in the cells. Allie is well aware of the danger of disgruntled pirates, and makes sure to keep the crew rotated frequently, so that everyone gets their chance to pillage the Prime. She rules with an adamantine fist, but they don't particularly mind - it's a decent life, if a hot one, and the pay is good.
Roster of Villains
-Quartermaster Balkroc (Fire Hobgoblin Scout 3): Crude, cruel, and crass, Balkroc is everything Allie looks for in a second lieutenant. The former leader of a nomadic, desert-dwelling hobgoblin tribe, he signed on to Allie's crew on the spot after coming across the Vulcanista cleaning up from raiding an oasis camp, and has served her loyally ever since.
-Braniac (Blue Psion[Telepath] 3): Braniac is one sorry little creature - weak and cowardly even for a Blue (not known for their courage, or that of ordinary goblins). Originally a captured slave, destined for sale as an oddity in the markets of the City of Brass or Dis, he mind-controlled the pirate guarding his cell into opening it - Braniac actually made it as far as the central area before he was recaptured. For any normal prisoner, that would be death, but Allie saw unusual potential in the diminuitive psion, and decided to keep him. Now, Braniac serves as the pirate queen's telepathic questioner and occasional torture assistant, bullied and knocked about by the larger pirates too drunk to be scared of his power.
-Scurvy+Curvy - Human Experts 2: The pair of galley cooks nicknamed Scurvy and Curvy are fraternal twins, two of the rare survivors from the original group of recruits to Allie's crew. They are both a little slow, though good-hearted, and surprisingly good cooks. Scurvy gets his nickname from his fixation on supplying the pirates with plenty of vegetables, which he considers crucial to their health. Curvy's nickname is easy to decipher - plump and well-rounded, she can certainly handle herself, dealing out brutal raps with a metal ladle to any pirate who gets ahead of himself.
-Silent Sam (Half-Elf Monk 2): Sam is an enigma amongst the crew, because no one can quite remember exactly where he came from. Aside from him, only Allie knows for certain, and she hasn't shared it. In Sam's case, he can't share it - he's tongueless and mute, and has been for as long as anyone can remember. New members of the crew, thinking they've found a cripple to vent their boredom on, usually learn their lesson after the first few broken bones. If they haven't, that means they're dead. Sam may be quiet, but he is a merciless killer with both his hands and the pair of richly decorated kukris he carries underneath his robes.
-Klara Goftsdottr (Human Barbarian 2): No one messes with Klara Goftsdottr. She was the first woman to join Allie's crew, other than Allie herself, signing on during a resupply excursion in a remote buccaneer's refuge. A group of the crew members decided to take advantage of the new female presence in their midst - it took the direct intervention of both Allie and Kanaz'Zas to prevent Klara from mowing down the rest of the Vulcanista's crew, after she finished dismembering the corpses of her would-be rapists. After that little incident, the other pirates learned to keep their distance, scrupulously avoiding anything that might trigger a reaction from Klara, and she has become someone of a leader amongst the handful of other women under Allie's command - they can and do conduct the occasional affair with one pirate or another, but the threat of Klara's wrath wards off anyone who might look for something he was not invited to.
-The Rest (Assorted Races/Class 1): Allie's crew is varied and diverse, both in species and vocation. Roughly half are human of some degree or another, since she prefers minons sharing her own ancestry. The next most populous groups are the gnomes and halflings, with elves, dwarves, orcs, and a smattering of more exotic creatures making up the rest. Most are fighters or rogues, but there are a couple of sorcerers and clerics of various faiths amongst the human contingent. The vast majority of the crew is male, with only five women aside from Klara Goftsdottr, Curvy, and Allie herself, and they have formed their own inter-racial clique under Klara's baleful eye to counteract the seven-to-one advantage the men have in numbers. On occasion, one or another will dally with a male crewmember, but for the most part they keep to themselves, both the men and women releasing their tensions with hired prostitutes during "shore leave".