Blackwood's Dogs, Ch. 2 — OOC

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Fialova
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Blackwood's Dogs, Ch. 2 — OOC

Post by Fialova »

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“We got together in a few days a company of the toughest old salts imaginable--not pretty to look at, but fellows, by their faces, of the most indomitable spirit.”

This game is direct continuation of the original Blackwood's Dogs game, but for the sake of clarity and avoid confusion about old, inactive PCs I have made a new thread for it. You can find the original game's thread here. Anyone wishing to continue with their original character may do so, simply copy and paste their old sheet and loot from that thread to this one. Any newcomers may make a new PC using the rules below.

Character Creation Rules
System: 4e
Level 11
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat, and free Improved Defenses feat.
Themes: Allowed.
Background: any published benefit
Equipment: Free level 10, 11, and 12 magic items. Free basic shit items within reason. 11,350gp to spend on other magic items or to have on your person. Additionally, there are two unique types of weapons created for this game so far that you may choose to start with. Should you do so, subtract half of the listed value from your starting gold as these were not purchased but looted. Each player may take at most one of each item, until there are none left in the stock:

Navyman Musket +1 x20
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Military two-handed melee/ranged hybrid weapon
Value: 1200 gp
Damage: 1d8 melee, 1d6 ranged
Proficient: +3
Range: 15/30
Weight: 8 lb.

Properties:
Reach (see books for details, applies to melee attacks only)
Load Minor (see books for details, applies to ranged attacks only)

Group:
Spear, Firearm (custom weapon group, shares feats with crossbow)

Navyman Musket +1
Level 5
Critical: +1d6 damage and target is slowed (save ends)
Enchantment: +1 attack and damage rolls.
Rarity: Uncommon
Property: a successful hit with a melee attack deals ongoing 3 damage (save ends)

Officer Saber +2 x6
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Military one-handed melee weapon
Value: 2800 gp
Damage: 1d10
Proficient: +3
Range: -
Weight: 5 lb.

Properties:
High Crit (see books for details)

Group:
Heavy Blade

Officer Saber +2
Level 7
Critical: +2d6 damage
Enchantment: +2 attack and damage rolls.
Rarity: Uncommon
Property: on a hit, the user may mark the target until the end of the user's next turn

Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. If by (mechanical) race or some other means you are granted a language other than common, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).

Basic guide to ship roles/ranks

Setting and Lore

You are a pirate, and have been for some time now. Your one of the notorious Blackwood's Dogs, crew of the Salacious Saint under the infamous Captain Blackwood. You and the other members of the Saint have wreaked havoc on the Forelle Sea for years, primarily plundering wealthy trade ships from Imardin.

The Dogs are somewhat of a living legend in maritime circles, and the Captain even more so. Cruel, ruthless, and cunning, you murder and pillage your way throughout the archipelago, hunted by the Imardin navy and other smaller navies wherever you go. You have yet to be caught, though, or even come close, though recently they've begun to inch ever nearer to the justice they seek.

This games takes place on and around the continent of Voreld. Unlike other games that have begun so far, you will have free reign of the entire continent to travel to, though you will begin in the Forelle Sea where your crew has spent most of its time - after all, more ships pass through the region than anywhere else.

Your character is a member of the Saint's crew, and has been for at least a year prior to the start of the game - enough time to be a trusted, established member of the crew. How much time they've been aboard is up to you, though Blackwood has only been in the public eye for a little over a decade, so the span of time is between 1 and 10 years, roughly. How you came to be a member of the crew is entirely your choice, feel free to get as creative as you like with this. The only restriction is that none of you are part of the original crew, you all joined after Blackwood's captaincy was well established

The Story So Far...

Recently the crew, at Blackwood's orders, tracked and hunted down a specific merchant vessel. After a hard-fought battle to take the ship, you all found that it did not bear any material treasure of worth - as you'd been led to believe - but that it held a prisoner instead. The prisoner, a young woman, was said to be a seer of some sort and since freeing her from the ship she has been kept in Blackwood's chambers. Blackwood then revealed his true plan to the crew, that he intended to use the vessel and its supposed prisoner as bait to capture another navy vessel for a fleet he intended to build.

Now in possession of a second ship, Blackwood tasked his sailing master Aladaor to sail the ship with a skeleton crew. Meanwhile, the Salacious Saint had its Imardin Navy colors hoisted and followed just within sight. After a few days another navy ship came into view, itself hunting the merchant vessel as you had only days before. It chased the ship down and attacked, and while it did so your crew gave chase. With the superior construction of the Saint you were easily able to catch up and flank the navy vessel, pounding it with cannon and spell from both sides.

After some time your crews jointly boarded the navy vessel and took out its captain and most of the crew. However, one officer - Jean-Claude Olivier - arranged a parley with your own crew. He claimed to be the brother of Daphne, the seer from the merchant vessel, and stated his only priority was seeing her to safety. He claimed he would speak with the remaining crew below deck and get them to set aside their weapons, but it turned out to be a ruse.

Instead of peace, Jean-Claude reorganized the crew below and another battle took place on the gun deck. There a few of the vanguard were gravely wounded, but eventually Jean-Claude stood alone and defeated at the bow of the ship. Not willing to go out without a fight, and not wanting to see another of Imardin's prized warships fall into the hands of pirates, the man lit the gunpowder room on fire. The ensuing explosions and inferno rapidly engulfed the ship, which the crew only barely managed to escape in one piece.

Blackwood was furious that the vessel went down in flames, and quickly retreated to his chambers to plan his next move. Meanwhile, Phil the quartermaster doled out rewards for the loot claimed from the navymen, a decent haul given how well equipped such sailors tend to be. The two vessels then set sail for the Wastrel's Wharf - the pirate haven town on the isle of Talguta - to unload their loot and relax.

After a day of relative freedom spent within the town and its surroundings, first mate Mad Marian called the crew back to the Saint. There Blackwood gave a speech, announcing his plans. Alador was promoted to captain of the captured merchant vessel, which was renamed the Black Bishop, and various crew members were transferred to his officer corps to aid in recruitment and repairs. That ship and its crew would remain moored in the Wharf until it was seaworthy, and the Saint would return to its pillaging.

After the announcements, Marian gathered a select few of you - the vanguard, some of whom just gained their promotions to the position during the same meeting - to have a secret followup meeting with Blackwood directly. The group of you met at his quarters, alongside the non-vanguard member Eva, and there Blackwood revealed to you his next goal.

There you learned that Blackwood had a contact in the Imardin Admiralty, someone likely high ranking given that their office is in Fort Ellis itself. He tasked the lot of you with infiltrating the building undercover to meet with his contact, and relay to him the information provided. To do so, the Saint would hunt down another merchant vessel and task you all with sailing it to Ellisport. There you'd dock in one of the seedier parts of town, where the navy's prying eyes rarely venture, and from then on you'd be on your own to figure out how to proceed. Now, all that is left to do in preparation is to find and capture such a ship...

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Fialova
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

The Ferocious Fleet

As revealed to you relatively recently, Captain Blackwood's goal is not simply to be any other pirate with a ship, but rather the commander of his own fleet of pirate ships that all answer to him. Such a setup is still in its infancy, however, and it will require both time and effort to see this goal to fruition. Listed here will be information on the current ships in this fleet, their crews, and any potential passengers that may be aboard. As more ships are obtained, more information will be added to this post to reflect the additions.

The Salacious Saint
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The Salacious Saint is a uniquely impressive ship, one-of-a-kind in its construction. Originally called the Saint Sebastian, it was once a prototype design built by the Imardin navy, designed for hunting small, quick ships while still maintaining impressive firepower. Blackwood gained his initial reputation by stealing this ship from the navy and murdering the man who designed it and destroying his plans, thus preventing the design from being replicated. Now, while not the most powerful ship on the sea, it is certainly the one with the greatest combination of speed, range, and firepower all wrapped up into one.

The Black Bishop
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The second ship added to Blackwood's planned fleet, this was once a merchant vessel that the Dogs captured in battle on the seas. It is wider and bulkier than the Saint, making a slower vessel overall, and it has fewer ports for cannons. It makes up for this by having a large cargo hold, making it ideal for transporting prizes - and protecting them, with its sturdier hull - once they've been seized by the Dogs.

The Crew of the Salacious Saint

The Big Dogs

These are the Saint's officers in order of rank. Unlike most pirate crews, the Dogs adhere to a power structure more reminiscent of navy crews. New members are often wary of such a structure initially, but it serves to keep order that would otherwise be much more difficult with a standard setup. Blackwood's reputation and skill at choosing targets is the only thing that allows such a system to stay in place.

Captain: Blackwood
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Appearance
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Bio:
Captain Blackwood is one of the most notorious pirates in the Forelle Sea, which says a lot given just how many pirates roam those parts. He has been the captain of Salacious Saint for over a decade now, yet still no member of the crew knows his first name, or even if Blackwood is really his last name. He is a ruthless man towards his prey with an eye ever on the prize, whatever it may be, and when it comes to plunder he often keeps most of it for himself. The sheer amount of plunder brought in by the Dogs is usually enough to keep his men happy despite this tendency, though, and the ever-full barrels of rum go a long way in maintaining loyalty as well. He is strict and very no-nonsense when it comes to business and treasure, but he is friendly to his crew members for the most part. The only time he is prone to hostility towards the crew is when someone tries to offer him advice – Blackwood listens to no opinions that conflict with his own.

Duties:
As Captain, Blackwood holds the highest authority on the ship. In battle his orders are absolute, and outside of battle they are very close to being so as well. While most pirate captains are democratically elected and kept only as long as they serve the crew's best interest, Blackwood has never come close to being removed from his position and most attempts at a change in leadership end before they can gain much traction. That is not to say there aren't men who wish for a new captain, but the ones who do have grown wise enough to keep it to themselves and those they trust unless they can muster enough support to have a real chance.

First Mate: Mad Marian
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Appearance
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Bio:
Marian is somewhat of an enigma to most of the crew, due in part to her skeletal left leg. While most assume it is a finely-crafted peg leg made to look like real bone - or, perhaps, even made of bone itself - some claim that it is real. They believe her to be a creature of the night, a unique one that is capable of thought and speech and which does not decay as normal. Whether man or monster, her reputation is the same: Marian is a terrifying figure who is merciless in battle and barely better outside of it.

Duties:
Marian serves as the first mate, a position rarely found among pirate crews. She ranks above all but the captain himself, and serves as a go-between for him and the other officers. While the captain typically keeps to his quarters, except in battle and other select occasions, Marian oversees the general day-to-day operations of the ship. Though she is not particularly skilled in any of the tasks required to keep the ship afloat and sailing, her personality in reputation is perfect for keeping the crew in line.

Quarter Master: Phil
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Appearance
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Bio:
Phil is a fairly laid-back man, a lover of the pipe. On days where he has little to do, or after his accounting work has been accomplished for the time being, he can usually be found in the hold, lounging in a chair and smoking his pipe. A few times a day he checks the ship's inventory and makes sure everything is in order, only to go back to lounging around and enjoying his relatively easy position among the crew.

Duties:
Most pirate crews view the quartermaster as equal to, or even greater than, the captain in terms of importance, but the Dogs less so. Phil is still a huge asset to the crew, but his rank is only 3rd in the Saint's hierarchy rather than second or tied for first. Phil's role is in keeping the accounts of the crew and in distributing loot. Generally, officers receive 2 shares to a standard sailor's one, though due to his unique position Phil is awarded 3. The Captain tends to forgo standard shares, instead claiming most of the unique or otherwise highly valuable items. In a normal situation this would likely get him voted out or killed, but the sheer amount of income earned by the Dogs has greatly dampened any animosity that might arise from this practice

2nd Mate & Disciplinarian: Orson
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Appearance
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Bio:
Orson is a large and imposing man, and one of the finest swordsmen on Blackwood's crew. He is probably the officer that the crew finds most relatable, having a fairly stern but overall friendly personality. He has a tendency to spend most of his time performing everyday duties with the sailors, which fosters trust between him and them. This helps with his position, as keeping others in line is much less difficult when those others know and admire you.

Duties:
As the 2nd Mate Orson is primarily tasked with keeping spirits high and conflict at a minimum. This job is typically one of the duties of the quartermaster, but Orson is much more suited to socializing than Phil, but not nearly skilled enough at arithmetic for bookkeeping. In battle Orson is often one of the first into the fray, wielding either one or two swords with ease, and keeping morale of the crew as high as possible.

Sailing Master: Malik
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Appearance
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Bio:
Not much is know about Malik, except that he was recently poached from the crew of Cutthroat Kishar, captain of the Silver Sabre. He seems gruff and quiet, and his age and overall demeanor match that over a grizzled sailor, so few question his expertise. Time will tell if it is on par with Alador's.

Duties:
As the ship's navigator, Malik plots courses and maintains the Saint's maps. Not much is yet known about what else he brings to the table, but given that he was poached from a rival crew it seems unlikely that navigating is his only worthwhile skill.

Bosun: Samuel Gravestaff
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Appearance
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Despite his privileged position as Bosun, Sam (as he is known by most) is one of the few crew members who openly speaks out against the Captain on a regular basis. Ever seeking more power, he takes every opportunity he can to make his voice heard. However, his way with words and his penchant for telling entertaining tall tales keeps him well-liked among most of the crew.

Duties:
As Bosun, Samuel's job is in maintaining the Saint and its supply stores. Every morning he is meant to walk the ship and keep an eye out for any issues that need fixing. Unlike Carver, his predecessor, he does not believe it necessary to make a second pass each day, and instead spends the rest of his time telling stories or voicing his complaints as always.

Master Gunner: Baelgar
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Appearance
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Bio:
Baelgar is tall for a dwarf, and quite heavyset. He is a highly skilled smith, though, hailing originally from Durduum. He has a love of explosions, which lent naturally to his appointment as the master gunner. His other love is alcohol of any variety, and celebrates every victory with as much as he can get his hands on before Carver or Phil cuts him off.

Duties:
As gun master, Baelgar spends most of his time keep the various cannons in order, keeping the gunpowder dry, and making sure the ammunition stays rust-free. At port he is tasked with procuring and inspecting all related supplies, as his dwarven instincts and smithing knowledge leave him far better equipped to the task than even a seasoned quartermaster. A few of the guns onboard the Saint are even his own work, and when he has the time he occasionally plans out future designs for new weapons and ammunition.

Carpenter: Grommak
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See here.

Duties
The ship's carpenter works closely with the Bosun, making any necessary repairs to the hull or other woodworking as necessary when pointed out by the latter. Grommak has yet to need to do any repairs on his own, so his the first true test of his abilities is still to come.

Surgeon: M. Villiers
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Appearance
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Bio:
Aubrey Villiers was once a well-respected surgeon in Ellisport, where his patients ranked among some of the city's wealthiest elite. His good name was tarnished when it came to light that he was involved in a drug smuggling operation linking back to multiple organized crime gangs from Talguta. He managed to evade arrest with the help of a long-time acquaintance, Captain Blackwood, and in return agreed to join the man's crew as surgeon

He is a serious and humorless man, one who values quiet solitude. This is often hard to come by on the Saint, but he does his best to seek out both a time and space to quietly reflect on life or read. When he is not busy tending to the wounded, at least.

Duties:
As surgeon, M. Villiers - as he is known by the crew - is responsible for keeping the men alive and in as best a condition as possible. He is a godsend to the crew given his exceptional talent for medicine, something most surgeons are merely adequate at at best. Though he doesn't always save everyone, the Dogs have a much higher survival rate than most in the business, something that has contributed greatly to their success as a whole.

The Normal Dogs

These are all normal sailors on the crew who are not officers. Some perform extra tasks on the ship besides being sailors/combatants, but they don't have any extra authority as a result. Unless otherwise noted, all of the standard crew members are considered able-bodied sailors in addition to whatever other tasks, if any, they perform.

Most PCs are at this rank and all are part of the vanguard, the group that heads into combat first when boarding a ship, and who are generally among the ship's best fighters. Current PCs are as follows, with exceptions to the 'Normal Dog' rank noted where applicable:

Grommak - Two-Blade Ranger, Striker (GROMkill), Carpenter
Darcell - Melee Cunning Bard, Leader (Namelessjake)
Henri Labelle - Ranged Warlord, Leader (Scratcherclaw), Apprentice Gunner
Margaux - Melee/Ranged Rogue, Striker (FinalTemplar)
Pete - Polearm Fighter, Defender (BartNL), vying for Apprentice Navigator
Pandora - Fighter|Sorcerer, Striker|Defender (TauNeutrino), vying for Apprentice Navigator

Some notable NPC crew members are listed below:

Eva Delacroix
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Appearance
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Eva's is a quiet young woman who is slow to trust others. She tends to keep to herself, brewing potions and poisons in a room below deck in the dim candle light. When forced to socialize she tends to try to scare the other crew members away, and it often works. Her looks tend to attract the men's attention regularly, though her store of different poisons serves as a deterrent for those who think they can take her whenever they please.

Rhys
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A rare elven pirate, Rhys is the ship's primary cook. He offers an eclectic set of culinary talents, combining traditional elven methods, skills acquired from various islands in Forelle, and some little known tricks originating in the Cape of the Andor peninsula. There are persistent rumors that Rhys cooks and eats his victims after a battle, and some men claim to have seen him gathering bodies just for such occasions. No one has yet mustered up the courage to confront him with these accusations, however.

Rusty the Red
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Appearance
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Rusty is one of the Saint's longest-serving crew members, and his face is well known due to the shaggy red beard that adorns it. He is large, imposing, and one of the finest sailors the crew has to offer, but he is also a notorious coward. When victory is certain, as is often the case, it barely shows. Any time there is any amount of difficulty in a hunt, though, and his cowardice overshadows his tough-looking exterior as he questions every move and tries to convince everyone to reconsider.

Brent Osoris
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Appearance
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(A more accurate image can be found here)

The world's first pirate, Brent was swashbuckling even in the dinosaur age. He wrecked havoc on seas then, but now all of his friends are dead. Or so he likes to believe. He's really just a small pet lizard that was originally found on one of the more tropical islands in the Forellian Archipelago.

Wendy Dickens
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Appearance
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Wendy is only a teenager, and was picked up by the crew about a year or so ago. Some of the men decided to haul her off of a merchant vessel after it was raided, intending to use her to relieve some tension. That plan backfired when she stuck one of her attackers in the neck with a blade she'd had hidden on her person, causing Blackwood himself to intervene.

Seeing some promise in the feisty lass, he offered to let Wendy earn a spot on the crew by working as a deckhand, in exchange for his assurance that his men wouldn't lay a hand on her. She begrudgingly accepted, but over time she has become fond of (some of) the crew and has since grown to enjoy the freedom associated with her new life of piracy.

Ice Man
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Appearance
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Briefly your foe, the Ice Man is now the Salacious Saint's newest crew member. He is a man of impressive magical talent, specializing in powers related to the cold and ice. Apart from that, little is known about him so far. He has yet to even reveal his name to you, likely due to lack of trust. Grommak owes him a favor for helping beat up some Maluhi men in Wastrel's Wharf.

Gaul Imran
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See here.

Noor
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Appearance
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Noor is an opportunistic young woman. Her homeland was Chathra, where she was once a guerrilla figher in the ongoing attempt to resist Imardanian occupation. However, despite her love of home and country she gave up the fight when she realized there was no real hope of victory in the war. Instead, to further support her hatred of Imardin and its navy she turned to piracy. She revels in the killing of the 'squids,' as pirates often refer to navymen.

During her time as a guerrilla fighter she developed numerous skills that make her quite useful to Blackwood. She is adept at stealth and infiltration, skills that are now utilized primarily for sniping unsuspecting enemy sailors prior to boarding. She is even more skilled at hand-to-hand combat, and mostly eschews weapons in close combat in favor of her deadly fists and legs. This skill has earned her a recent promotion to the vanguard after half of it was assigned to the Black Bishop.

Personality-wise, Noor is very gruff and sarcastic. Her years as a soldier have given her a penchant for cursing, drinking, and getting into fist fights with those that piss her off. Don't let the pretty face fool you, she can hold her own with anyone else in a brawl. Otherwise she is generally pretty laid back and doesn't show much ambition to become an officer or to amass tons of wealth. She seems perfectly content raiding and pillaging and, when the situations arises, sending as many navymen to watery graves as she can.

?? - apprentice carpenter
?? - apprentice navigator
?? - apprentice surgeon
?? - apprentice cook
?? - bosun mate

The Little Dogs

These are the low ranking members of the crew, ones who receive only a fraction of a share of the loot and who don't get a vote in elections or when making decisions. Typically this status is reserved for young boys serving as powder monkeys, swabbies, cabin boys, or other menial positions, but such positions are rare on the Saint. Instead, most often this is where new recruits fall in the crew hierarchy, and only once they've proven their worth do they earn a permanent, equal spot among their ranks.

Bea
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Appearance
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Big John's daughter, who hails from Tulrisse. Not much is known about her so far, except that she encountered the group in Wastrel's Wharf and tried to convince her father to return home with her. When he refused she instead opted to follow him into Blackwood's service, where she was begrudgingly accepted by Marian. However, since she is new and untested she is not yet considered a full part of the crew. Time will tell if that changes.

Non-Dogs

Though not a common occurrence, the Saint does occasionally host guests or harbor prisoners. While not part of the crew, they are still often important occupants of the ship nonetheless.

Daphne
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Appearance
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Little is known about this mysterious woman found locked in a cage in the hold of the Merchant Vessel the crew recently acquired. One of the merchant vessel's crew claimed she was a seer of some sort, and she appears to be the sister of Jean-Claude Olivier - the recently deceased master-marksman of the Imardanian Navy. Shortly after her capture, or rescue depending on one's perspective, she was whisked away to the Captain's quarters and has remained there since. She only speaks Imardanian as far as anyone can tell.

The Crew of the Black Bishop

The Big Dogs

These are the Bishop's officers in order of rank. Unlike most pirate crews, the Dogs adhere to a power structure more reminiscent of navy crews. New members are often wary of such a structure initially, but it serves to keep order that would otherwise be much more difficult with a standard setup. Blackwood's reputation and skill at choosing targets is the only thing that allows such a system to stay in place, but Alador is untested as a Captain so only time will tell if the system can be effectively extended to other ships in the fleet.

Captain: Alador
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Appearance
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Bio:
Alador is an arrogant and condescending man, not well-liked by most of the Dogs despite being one of their most valuable assets. He is one of the only members skilled in magic, and his particular expertise is in the weather-altering sort. He is very well-read, a self-educated man who escaped a life of poverty to become what he is now - a seasoned navigator and spellcaster. He and Blackwood often conversed at length in private, and have a mutual respect - something not common for Alador. Now that he is a Captain in his own right he is glad to have developed such a relationship with the man.

First Mate: Big John
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John, standing at a solid 7' 5", is an incredibly large man, lending to his apt nickname. He is very quiet and rarely talks about himself, or at all, except when necessary. It's said that he was once a feared bandit in Volberg, where he hails from, though so few are close to him that it's hard to tell whether this is true or not. He only opens up to a select few that he deems worthy, among them being some other members of the vanguard, though even then he still only talks on occasion.

Regardless of how sociable he is, everyone recognizes John's prowess in battle, which has earned him a spot among the crew's vanguard. He carries on his person a staff and sword, but these are more distraction than anything - backup for if he ever loses hold of his primary weapon. In a large leather sack that he keeps on him at all times there is a long length of fine chain that the man whips through the air, sending enemy crew members flying into the sea before they can even reach him to fight back. Despite its length, he wields it with such skill that he can avoid damaging the ship in the process.

Quarter Master: Isabelle
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See here.

2nd Mate: Liam Rend
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See here.

Sailing Master: Yvan Bellamy
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Appearance
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Henri's best friend since childhood, from a family of equal societal standing. As children, they were inseparable and that didn't fade when they were both sent to the Academy. While Henri used money and charm to get ahead, Yvan simply used his skills, which were slightly lesser than those of Henri. As Henri prospered, though, Yvan failed and was removed from the Naval school. Not wanting to return home to a disappointed family, he clung to Henri and eventually followed him into piracy. A man only slightly less handsome than Henri, Yvan is one of the few people respected and admired by him.

Bosun: Crooked Carver
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Appearance
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Bio:
Carver is an unpleasant man to be around, so most people tend to leave him alone. He has a vaguely unpleasant odor and a permanent scowl, and rarely has anything nice to say about the other crew members. Despite this he has been bosun for years and is quite good at the job due to his perfectionist nature. He tends to spit as he talks, though he rarely speaks to anyone except his Bosun Mate, Marian, and Blackwood himself.

Master Gunner: Old Lefty
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Real name Todd Jenkins, Lefty is something of a career criminal. He's been at it since he was a boy, and a pirate since his 30s, and in all that time he's honed his skills to become one of the best at crafting traps and bombs. He lost his right hand years ago, and ever since he was known by his nickname, though the 'old' part came with age. He's fairly eccentric, but level-headed in crisis and a well-liked fellow by his fellow crewmen.

Carpenter: Bargetze
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Appearance
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Bio
Bargetze is an orcish woman hailing from the forests south of Terrak. She puts on a tough exterior, something necessary to survive in a pirate crew, but she is known to open up and have a good time with the crew. Many are intimidated by her large, imposing stature, though some of the men have taken her physique as a challenge. While most are content to try to beat her in physical feats, such as arm wrestling and boxing, some have taken it upon themselves to try to bed the woman. She rarely allows it.

Surgeon: TBD
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None at the moment, to be recruited in the Wastrel's Wharf.

The Normal Dogs

These are all normal sailors on the crew who are not officers. Some perform extra tasks on the ship besides being sailors/combatants, but they don't have any extra authority as a result. Unless otherwise noted, all of the standard crew members are considered able-bodied sailors in addition to whatever other tasks, if any, they perform.

The Little Dogs

These are the low ranking members of the crew, ones who receive only a fraction of a share of the loot and who don't get a vote in elections or when making decisions. Typically this status is reserved for young boys serving as powder monkeys, swabbies, cabin boys, or other menial positions, but such positions are rare on the Bishop. Instead, most often this is where new recruits fall in the crew hierarchy, and only once they've proven their worth do they earn a permanent, equal spot among their ranks.

Non-Dogs

Though not a common occurrence, the Bishop does occasionally host guests or harbor prisoners. While not part of the crew, they are still often important occupants of the ship nonetheless.

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Fialova
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

Records and Logistics

This post covers all things specific to your crew that are logistical or involve record keeping. Things such as quests, loot, and a brief game history are located here. Additionally, any notable NPCs encountered, mentioned, or in other ways relevant to this game will be listed below.

Idle Chatter and Wild Rumors

In this section I'll keep a running list of current and potential leads for quests, heists, hunts, and other prospects that you come across during the game. The locations these entries are listed under are where you need to be to complete these tasks, though they may have been assigned to you elsewhere.

Wastrel's Wharf

  • (Henri) retrieve Olivier's rifle from the smith Blondel
  • (Grommak, Darcell) earn greater trust with the Kyung Min, and gain permanent access to their fences
  • (Henri) find the Amkharan merchants again and see what wares they have to offer
  • (Henri) visit Myrrine again, and whisk her away
  • (all) bring bodies to Ignis, the fresher the better, in the jungle outside town

Ellisport

  • (all) dock in the South Ward and find a way to get into Fort Ellis
  • (all) meet with Captain Blackwood's contact

Forelle Sea

  • (all) hunt down a merchant ship to use as a disguise

Anywhere

  • (Henri) find more information on the strange symbol adorning the unlabeled wine. Perhaps an academy or library will hold the information. All you know is it holds a potential connection to areas in southern Imardin
  • (Grommak) repay Darcell the 320gp he loaned you

Cargo Hold

This will be a listing of any currently-carried cargo, for example the undistributed loot from a recent hunt or perhaps a cache of goods being smuggled somewhere. If it is on the ship and more than mundane necessities, and not claimed by an individual, it will be listed here.

Any item in this list is free game for party members to 'buy' for half the value of the item until the items are sold at port. This is typically done at the Wastrel's Wharf, though there are also fences in other cities that will buy the party's goods as well. Once landfall is made and the items are offloaded, they will be removed from this list and no longer able to be 'bought.'

*

Movers and Shakers

Any NPCs of note actually encountered in the course of the game will be listed here with their information. I will also have listed any major NPCs that are relevant to the campaign, whether they have been encountered in-game yet or not. For a full list of major and minor extant NPCs during the time of the campaign, you can view this post.

Commodore Candice Rosso
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Appearance
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Image

Candice is an extremely ambitious young woman, who has made a name for herself as the Imardin Navy's foremost pirate hunter. Her skill at command and in the hunting of pirate ships allowed her to swiftly rise through the ranks, but it is not enough - she wishes to make admiral. She believes that taking down the Salacious Saint, and Captain Blackwood with it, will be enough to convince her superiors to make her their peer, and so has made hunting the Dogs her primary objective in the past year or so.

Her fleet is made up of somewhere between 5 and 7 frigates, at any given time, and she leads it from her flagship, Temperance. The captains under her command are all highly skilled sailors, and just as devoted towards ridding Forelle of its pirate menace as she is.

Jean-Claude Olivier (deceased)
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Appearance
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Jean-Claude was one of the Imardin Navy's most skilled marksmen, which earned him a comfortable position as the marksmanship instructor at the Fort Ellis Naval Academy. He was a perfectionist and expected the same from his students, which led to him being viewed as somewhat of a harsh instructor. He was also keenly aware of his own skills, and was ever ready to show just why he was the one teaching and not the one learning should any ambitious child try to mouth off or talk him down.

The crew encountered him on the navy vessel you now know Blackwood was trying to capture in a risky gambit. The navy ship had been chasing the merchant vessel you captured, where you found Daphne and the Ice Man, and Jean-Claude was not its commanding officer but a guest of importance. He claimed to be Daphne's brother, and her reaction to seeing him suggests this might be true.

In the course of the battle Jean-Claude attempted to talk you down, specifically targeting Henri and their shared past. When the captain went down, he said he would convince the remaining crew to surrender if the Dogs agreed to spare their lives. However, it turned out to be a ruse and he instead reorganized them to fight on. The battle ended with Jean-Claude setting himself and the ship ablaze, preferring to die than let Blackwood steal another warship from Imardin.

Captain Cutthroat Kishar
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Appearance
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Kishar is another of the more notorious Forellian pirates, infamous for his tendency to put entire crews to the sword on regular occasions. His nickname is a fairly accurate one, as he tends to slit the throats of the captains he encounters personally, before unleashing his crew on theirs. He is the captain of the Silver Sabre, which primarily raids the region between Amkhara and Visha. On occasion he has also been known to extend north towards Dakara and even Nelghet on occasion.

Captain Jane the Jaguar
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Appearance
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Jane is a cunning woman and a skilled swordsman. She hails from Gleios, where she was taught to fight by her noble parents. A series of unfortunate events led her to piracy, where she took up with the Seahorse, eventually becoming its captain. With her crew she stalks the sea, primarily the region between Gleois, Akiro, and mainland Ya-Jarang. Many of her fellow pirates have made passes at her in the past, and most have discovered the hard way that she is not to be trifled with as a result.

While in the Wharf, Darcell offered to sell Jane some of the spoils of the navy ship they attacked, specifically a few of the muskets. She was initially skeptical, but eventually agreed to the deal after her quartermaster checked over the goods. She left the transaction quite pleased with the arrangement, eager to put the weapons to use in her future endeavors. Perhaps she will be open to future trade.

Captain Tarou Tengatsu
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Appearance
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Image

Tarou is known to be an honorable man of middle age, one who holds high standards for the conduct of his men both with their prey and with other pirate crews. Captain of the Swordfish, he is fiercely loyal to his homeland and will never attack a Jarangi ship, going so far as to defend them from other pirates. He mostly plagues Imardanian waters and the seas around Cru'un, though sometimes ventures further east to the western coasts of Kurnhuelde as well.

While in the Wharf, Grommak did a task for him in exchange for the favor. The task was to rough up a Maluhi crew, without revealing Tarou's involvement or that Grommak is on Blackwood's crew. In exchange, Grommak received a coin granting him one-time entry into a nearby Kyung-Min black market warehouse. He suggested further work for himself and the Kyung-Min could go a ways towards establishing further trust between the man and the gang, potentially earning Grommak or others permanent access to their wares.

Captain Savona the Siren
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Appearance
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Image

Savona is the beautiful captain of the Sirensong, one of the many pirate ships that ports in Wastrel's Wharf. The ship is smaller than most, and crewed primarily by lovely young women who are talented in music. Instead of the usual tactic of attacking and robbing people, their modus operandi is to play enchanting melodies that carry on the wind near dangerous waters. Those lured in by their voices are then beset by the waves and rocks, their cargo washing ashore to be claimed by the Sirens.

Savona herself is a shrewd woman, who was a member of a number of other crews before procuring the small ship she renamed to Sirensong. She is known to be fiercely loyal to the younger women of her crew, and will go to any lengths to protect them from those who'd do her harm. She seeks out promising candidates to join her crew whenever in port, and those not skilled in the musical arts she is happy to teach. There are rumors among the Dogs that she and Blackwood were once involved.

Blondel
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Blondel is a smith in Wastrel's Wharf who hails from Imardin. He is currently attempting to repair the damaged rifle lifted from the corpse of Jean-Claude Olivier. He was promised wine from Henri's collection as payment for a job well done.

Proprietor
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Proprietor of the Mug o' Mead, one of many taverns in the Wastrel's Wharf. She is a thin and old elven women, with a gaunt face and a raspy voice. She is stronger than she appears, however, able to carry many pints with ease. She is serious and no-nonsense.

Lewella
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Lewella is a tavern wench at the Mug o' Mead, another elven woman, though much younger. She is in her twenties and quite the looker, and quite feisty, showing a willingness to defend herself if danger presents itself. You got the sense that the Ice Man has a thing for her, perhaps why he spends so much time at the establishment.

Hostess
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Hostess of the bath house in Wastrel's Wharf, which is owned and operated by the Ágrypno. She is of Gleiosian descent and has a thick accent to prove it.

Myrrine
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Appearance
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Image

Myrrine is a beautiful bath wench at the Ágrypno bath house in Wastrel's Wharf. She is either in her late teens or early twenties, with long curly blonde hair. Like the hostess, she is of Gleiosian descent. She is very friendly and seems to be a romantic at heart. Henri shared a very pleasurable afternoon in her company, where he promised to one day whisk her away from that life and take her to Imardin with him.

Abel
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Abel is quartermaster for the seahorse. Darcell met him when arrangement a sale of some navy muskets to her crew.

Oddities Merchant
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A fence in the Kyung Min warehouse near the Lotus. He is dressed quite ornately, has a shop full of trinkets and magical items, and smokes a long tobacco pipe. The man has a thick Jarangi accent and is a quick talking salesman.

Potion Seller
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Another fence in the Kyung Min warehouse near the Lotus. He is quite old, with a long thin grey beard. He is tall and thing and speaks very slowly, seeming quite forgetful and distracted.

Armor & Weapons Merchant
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The last of the fences in the Kyung Min warehouse near the Lotus. She is a muscular woman covered in scars, around Grommak's age. She has a shrine to the Dragon spirit in the back of her shop, and Grommak found that she speaks near-perfect Kurnish in addition to her native tongue and the common trade language.

Mysterious Magister
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Henri spoke to this man at a run-down, and magically protected manor on a road outside of the Wastrel's Wharf. He was impatient and condescending, but seemed quite knowledgeable. He offered to aid Henri in his search for information on his mysterious wine, only on the condition that Henri revealed all he knew about Captain Blackwood. He seemed especially interested to hear about Blackwood's ability to control aspects of the weather.

Ignis
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A voice from the flames you conversed with in a small camp in the jungle outside Wastrel's Wharf, likely a mage hiding and playing tricks with their spells. They posted a bill in the Siren's Call, which the group followed. At their camp they offered a sizable reward if they were presented with fresh corpse to use for some sort of research. They would not elaborate on the nature of their research or even who they were, and when asked for a name they stated 'Ignis', which you suspect is not truly their name.

Captain's Log

As the game progresses I will keep rough running list of important events, just so it is easier to keep track of what's happened without digging through old posts.

  • Encounter 1 - the crew fights on the deck of a merchant vessel, easily win
  • Encounter 2 - the crew fights below deck of the merchant vessel, killing the captain, rescuing a prisoner named Daphne and recruiting a magister calling himself 'Ice Man' to the crew
  • merchant crewman claims Daphne is a seer, and was being taken to Wastrel's Wharf
  • Blackwood sends Alador with the capture merchant vessel to sail ahead of the Saint.
  • days later, a navy ship is seen pursuing the merchant vessel. The Saint chases, flanking it as it tries to sink the vessel.
  • Encounter 3 - the crew fights on the deck of the navy ship, slaying its captain and encountering a high ranking officer claiming to be Daphne's brother
  • Encounter 4 - the crew fights Jean-Claude (the officer) and the remaining navymen below deck, which culminates in him setting the ship on fire, killing himself in the process.
  • the crew manages to escape the inferno intact, some loot is salvaged from the ship before it sinks
  • the Saint makes it to Wastrel's Wharf, the crew goes their own way for a day of relaxation and debauchery
  • the crew is called back to the Saint for the next mission, and some crew is transferred to the captured merchant vessel, now renamed the Black Bishop
  • Blackwood gives the vanguard a secret task of infiltrating Fort Ellis and meeting a contact of his...
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Fialova
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

Locations and Lore

In this post will be a list of locations that are either places you've been before, or locations that are relevant to the game in some specific way. Since we already have wiki for general setting information this will be more for listing only the things that are relevant about each location in connection to your crew and this game. More information about these locations can be provided should you request it, but otherwise you can find most of your answers on the wiki.

Wastrel's Wharf

This town is small and completely lawless, and considered home by many of Forelle's pirate crews. Merchants here will buy anything, whether was obtained by legitimate or illegitimate means, and most of the goods unloaded in town are sold to one of the Talgutan gangs or fenced and resold in towns across Voreld by smugglers and merchants of little conscience.

There is no official leadership of the town, but there are well-respected members of the community who people tend to listen to. Generally the pirate captains - who are the bread and butter of the town's economy - have a large say in the goings-on, with ones opinion mattering more the more loot they bring in. This means that Captain Blackwood is generally considered as an important figure and his word carries a good bit of weight.

In addition to the various pirate and smuggling crews, there are also a number of gang members from the Talgutan gangs who spend time in the city. They often serve as envoys between the main branches of these gangs and the pirate crews, but some gangs also have designs to increase their influence in the town. So far no gang has successfully managed to exert control over the populace, but that doesn't stop them from trying, and brawls or full on battles sometimes take place in the streets between rivals gangs, or gangs and pirate crews.

Gangs of (New) Talguta

The city of Talguta can be divided into 38 loose districts or neighborhoods, while not all of them are official, this is generally how most people view the city. The gangs of the city fight to control these districts so they can exploit them to make money, through means such as selling contraband and running protection rackets. Additionally, due to the proximity of the two settlements there is a decent amount of gang presence in Wastrel's Wharf as well, though no gang can claim any sort of control over the lawless town, which instead is primarily influenced by the pirates that call it home.

City Map
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Image

For more information, check here http://www.ganoltirproject.com/forum/viewtopic.php?p=5508#p5508

Ágrypno
One of the oldest and most established criminal groups in Talguta. Hailing from Gleios, Ágrypno is based primarily in the districts Gleosians call home. The organisation conducts itself in a gentlemanly manner and shows disdain towards the newer and more aggressive players in Talguta who seek to upset the status quo.

In the Wastrel's Wharf, it is noted that they own a high end bath house built atop a hot springs. Henri spent some time there, and found that it was both expensive and worth the price, meeting multiple beautiful women in the process. Apart from this bath house, however, their presence in the town seems limited.

Leader: Kyros Matullus - An aging but powerful man. Well respected by the rest of Ágrypno, he has very little in the way of internal problems to deal with. Instead he is focused on keeping Ágrypno the most powerful criminal enterprise in the city for when his eldest son inherits his position.
Base: Arcturus

The Blood Lions
The extension of a larger organisation based in Amkhara, The Blood Lions have had a presence in the North of the city for some time. They have a reputation of being very aggressive, especially when it comes to Kyung Min who they have feuded with since the beginning. They are known for their weapon of choice, the katana, from their homeland.

Leader: Hirata Takanibu - The son of the leader of the Amkharan Blood Lions, Hirata is young and eager to prove himself. This makes him reckless and unpredictable.
Base: Sejung

Kyung Min
From Ya-Jarang, Kyung Min is less aggressive than their Amkharan neighbour. They share similar values to Ágrypno and the two working together is not unheard of, both seeking to contain The Blood Lions. They are the second oldest enterprise in the city after Ágrypno.

The Kyung Min don't have a large presence in the Wastrel's Wharf, their efforts more focused in Talguta and, more specifically, on combating the Blood Lions encroaching on their territory. Their influence in the Wharf is restricted to a section of the eastern portion of the harbor, the neighboring few warehouses, and the nearby Lotus - the Wharf's most high class inn and tavern. Most business they conduct is done either on one of the ships docked in their harbor or one of the warehouses, though the Lotus has been the sight of some high profile exchanges in the past.

Leader: Tsui Liling - A calm and calculating woman. She knows what she wants and is willing to play the long game to get it. It is said she has never so much as hurt another person, although without a doubt many have been killed on her orders.
Base: Qresh

The Backwater Company
The Backwater Company mostly consists of Orcs from the Kurnish Peninsula. They are relatively new to Talguta, aggressively appearing on the scene a few years ago. Backwater was originally supported by the Wroclast crime family in Groznid Bay, however Boss Dulak is an ambitious man and quickly cut ties with the Wroclasts once Backwater was well established in the city.

Leader: Boss Dulak - An ambitious Orc with a reputation for violence and being quick to anger.
Base: Vafard

The Magisters
Outcasts from Cru'un, The Magisters appeared on Talguta fairly recently. Their unorthodox methods and arcane abilities stopped many from trying to interfere with them for some time. They have a reputation for torture and needless cruelty. Also they are the only gang in the city to employ the use of slaves.

In searching for information on a mysterious symbol adorning an otherwise unmarked bottle of wine he purchased, Henri learned that the Magisters possess a sizable estate off a road leading out of Wastrel's Wharf. The estate is guarded by various traps, both natural and magical in nature, and seems to have some sort of magical surveillance system in place as well. Attempts to force ones way in results in no small amount of pain, so should anyone want to try to break in they'd need to use magic to dispel the protections first.

Leader: Cabeus - While technically run by a council of six, most of the true power in The Magisters lies with a man known only as Cabeus. Rumoured to be from a wealthy family on Cru'un, it is said he bankrolls much of the group's activities. He is know to be a paranoid man, employing spies to spy on his other spies.
Base: Sentosa

The Maluhi
From Mai'okon they are one of the smaller (and less organized) of the major Talgutan gangs, only controlling 3 districts in the southeast of the city. They operate in much the same way as an Okani tribe, adapted to the city life but with many of the same customs and traditions. Many members only speak Okani, and there is an overall strong focus on the members' heritage.

The gang has a strong rivalry with the Backwater Company's orcs. The two gangs share many similarities; both are made up of members with strong ties to their local traditions, both are more aggressive than diplomatic, and both feature primarily large, burly members. The Backwater's recent arrival robbed the Maluhi of much territory, and due to their similarities they've had a hard time of gaining it back. Now the two vie for control of Southeast Talguta, and the borders of their territories see a lot of bloodshed as a result.

Leader: Cheif Kaleo Amalu - Like many of the Maluhi, he is adorned in the traditional Okani tattoos, which serve to memorialize family members, pay tribute to the gods, and invoke fear in their opponents all in one. His men are fiercely loyal, and any who turn their back on him and the gang are hunted down and beaten mercilessly with wooden clubs. Proud of his heritage, he only speaks Okani and refuses to even learn common.
Base: Ka'imi

The City Guard
The City Guard are not a gang in the traditional sense however in many ways they function like the gangs. Based out of The Citadel, The City Guard exerts influence it every district (except for Wastrel's Wharf), however there are several districts where The City Guard holds full control. Their strong presence in these districts, often the wealthier districts of the city, makes it practically impossible to conduct large scale criminal activities.

Leader: Commander Evrart Trager - Appointed by the King in the last year, Commander Trager is a seasoned member of the City Guard. He abhors the corruption which runs rife throughout the organisation and has vowed to put an end to it, although his efforts have not been met with much success so far.
Base: The Citadel

Imardin

The massive theocratic nation has long had its sights on the Forelle Sea, making its first forays into naval conquest centuries in the past, swallowing up small coastal islands before moving onto large prey. They've conquered a number of nations in their quest to spread their religion of peace and prosperity, and this causes issues for the pirate crews of the sea. As Imardin's power and influence grows, so to does their naval presence in the sea. After all, one cannot control the region without controlling the ships that sail it, and so Imardin's navy has made it its quest to hunt down any and all pirates operating in the sea, even those far from their spheres of direct influence.

While Imardin is far from achieving their goal, they have made many strides over the years and have recently begun stepping up their game. The loss of the Saint Sebastian hindered their plans for a time, but lately newer ships have begun to enter into service that are smaller and faster than their normal warships. These frigates, while not as damaging as their larger galleon counterparts, are designed specifically for the purposes of hunting pirate crews and some of their captains have become quite adept at the task. Some pirate crews believe it is only a matter of time before Imardin's goal is accomplished, and many have taken to ignoring territories near the mainland entirely to avoid running into one of these pirate hunting ships.

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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

Rules and Regulations

This game uses a number of mechanics that are either different from the norm, or created specifically for this game. Here I will list any such rules that come up, and will add more as they become relevant.

Selling and Haggling

By default everything you sell will start at 40% its value, and everything you buy will start at 110% its value. You can try to get a better deal by doing a social skill check (bluff/diplomacy/intimidate) with appropriate fluff text, or other methods you can devise. You would be countering a DC to be determined by the individual merchants you encounter, some being easier to haggle with than others. Keep this in mind when going about your business buying and selling things, both in the Wharf and elsewhere.

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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

ship stuff

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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

Companion Characters

Noor

Appearance
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Image

Character Sheet
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Noor, level 11
Thri-Kreen, Fighter|Ranger, Shock Trooper
Hybrid Ranger: Hybrid Ranger Reflex
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Tempest Technique (Hybrid)
Background: Auspicious Birth (Auspicious Birth Benefit)
Theme: Vigilante

FINAL ABILITY SCORES
Str 21, Con 12, Dex 22, Int 11, Wis 14, Cha 9.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 17, Int 10, Wis 13, Cha 8.

AC: 28 Fort: 25 Reflex: 27 Will: 22
HP: 85 Surges: 8 Surge Value: 21

TRAINED SKILLS
Acrobatics +16, Perception +12, Stealth +15, Nature +14, Athletics +16

UNTRAINED SKILLS
Arcana +5, Bluff +4, Diplomacy +6, Dungeoneering +7, Endurance +5, Heal +7, History +5, Insight +7, Intimidate +4, Religion +5, Streetwise +4, Thievery +10

FEATS
Feat User Choice: Ki Focus Expertise
Feat User Choice: Improved Defenses
Level 1: Hybrid Talent
Level 2: Master of the Fist
Level 4: Improved Monk Unarmed Strike
Level 6: Weapon Focus (Unarmed)
Level 8: Two-Weapon Fighting
Level 10: Mark of Scribing
Level 11: Two-Weapon Opening

POWERS
Hybrid at-will 1: Weapon Master's Strike
Hybrid at-will 1: Twin Strike
Hybrid encounter 1: Off-Hand Strike
Hybrid daily 1: Tempest Dance
Hybrid utility 2: Invigorating Stride
Hybrid encounter 3: Parry and Riposte
Hybrid daily 5: Frenzied Skirmish
Hybrid utility 6: Kirre's Roar
Hybrid encounter 7: Biting Volley
Hybrid daily 9: Attacks on the Run
Hybrid utility 10: Clearheaded

Equipped Items Format
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Delete the dashes and replace with item names. Do not apply colors or other formatting, as they will not show up in code format. Do not delete any of the spaces, or else the alignment of the rows will be off. Add more boon rows as necessary, if you have more than one.

Code: Select all

Main Hand: ---
Offhand:   ---
Body:      ---

Head:      ---
Neck:      ---
Arms:      ---
Hands:     ---
Waist:     ---
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---

ITEMS
Monk Unarmed Strike, Dagger, Haunted Hide Armor +3, Iron Armbands of Power (heroic tier), Devastating Ki Focus +2, Backbone Belt (paragon tier), Periapt of Cascading Health +2, Acrobat Boots (heroic tier), Parry Gauntlets (heroic tier), Navyman Musket +1, Southern Star Ring the Bell, Five Stars Arrow Deflection, Crimson Determination (heroic tier), Backpack (empty), Bedroll, Bell and whistle, Camouflaged Clothing, Chest (empty), Fire Kit, Grappling Hook, Hempen Rope (50 ft.) (2), Holy Symbol, Waterskin, Belt Pouch (empty) (2), Rare Herbs (Nature) (20)
RITUALS
Traveler's Camouflage

Combat Block Format
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Character Name (colored to their in-game text color)

Gender Race Class Level
Languages: Common, _____
Age: __
Height: __
Weight: __ lbs.

Speed: __
Initiative: +__
Passive Perception: __
Passive Insight: __
Senses: _____ Vision

AC: __
Fort: __
Reflex: __
Will: __
HP: /
Bloodied: __
Surge Value: __
Surges left: /
Action Points: __

MBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)
RBA: include attack and damage rolls here (e.g. +5 vs AC, 1d6+2 damage)

Resistances:
List all passive resistances here. If none, then just write "None."

Vulnerabilities:
List all passive vulnerabilities here. If none, then just write "None."

Saves:
List all passive bonuses to saving throws here. If none, then just write "None."

Active Effects:
List all current, non-permanent effects here (and the permanent ones too, if you really want). This includes all effects such as being prone, blinded, etc. Make sure this is always up to date. If none, then just write "None."

Powers:

At-Will
Item At-Will


Encounter []
Item Encounter []


Daily []
Item Daily []

Consumables:

List things such as potions and other consumable items here. If none, just write "None."

Important Features:
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Feature: Explanation of feature. These should be any passive effects that are more than a flat increase to attack, defense, hp, or a skill (such as being able to use perception for initiative rolls), any effect that are triggered by certain other effects (such as an attack boost vs bloodied foes), and so on. If it is relevant info that is not directly represented elsewhere in the combat block or in your character sheet, it needs to go here.

Item Feature: Explanation of feature. These should be any effects listed as 'Property' on a magic item, as well as any specific traits of the item itself (such as Brutal and other effects on certain weapons, special effects from superior implements, etc.). Again, if it is relevant it needs to be listed.

Eva

Ice Man

Bea

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Fialova
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

.

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Scratcherclaw
YUO ARE SMART
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Scratcherclaw »

Henri LaBelle, Narcissistic Prettyboy

Image

Alternate Pic
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Image

Ten-Minute Background
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Background and Concept Elements
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Personality: To say Henri is a bit of a narcissist would be an understatement. Some would say he loves himself more than his shipmate Darcell loves women and gambling combined. Due to being spoiled from his wealthy upbringing, Henri has an extreme self-love of himself, namely his appearance. Being an Imardanian only feeds this behavior. He expects the best and rarely takes responsibility for a mistake he's made, as he couldn't possibly have made a mistake. He's perfect in his eyes. Despite this, Henri is generally friendly and loquacious, although conversation always seems to revolve around him. Although he is charming and handsome, Henri isn't one for chasing women about and seducing them, preferring much more sophisticated methods of romancing.

Appearance: Henri is a handsome young man, and in his opinion, the most handsome man who ever lived. He stands roughly 5'11" tall and is relatively thin, but with well-defined muscles. He has sharp hazel eyes set below his striking eyebrows, a vivid jet black to match his wavy hair. Coming from aristocracy, he dresses to impress, and impress he does as women often swoon as he swaggers down the promenade. With such a narcissistic attitude, appearance is very important to Henri, and he keeps himself well-groomed and clean.

Childhood: On a warm summer's day, Henri was born to Maximilien and Veronique LaBelle, their third and last child. Despite not having spoiled his siblings, Marc and Annette much, no expense was spared for the raising of their new child. Although Marc was especially bitter about this, Annette bonded with her new brother and the two became closer in childhood. One evening, the Bellamy family visited for a fine dinner, and they brought their son Yvan. As the two children played, they quickly became the best of friends, through thick and thin. Throughout his childhood, Henri enjoyed anything his heart desired. He had the best food and got to have the best experiences, so it was one to enjoy.

The Naval Academy: At the age of 12, at the demanding of his father, Henri was shipped away to one of the prominent naval academies in Imardin. Although it wasn't too terribly far from his home, he had to stay there rather than take a carriage every morning. Not wanting to be separated, Yvan enrolled as well and the two roomed together. Although the classes weren't easy and the officers were strict, the two stuck it out. Unfortunately, Gilles Porcher happened. An annoyingly boring kid, the pair couldn't stand him, but he always showed up. He meant well, but was just all around obnoxious. Eventually, after four long years, Henri's time at the academy was at its end. While Henri's money had helped him get through, Yvan wasn't nearly as pampered and didn't succeed. Henri, though, managed to graduate at the top of his class and celebrated in a grand manner: with lots of alcohol.

In the Navy: After graduation, his school performance allowed him early promotion to the rank of an officer. Although senior officers hated him for it, as they had had to work for their ranks, they couldn't ignore the power that the LaBelles possessed. Captain Jacques Cornett was one of the few souls who overlooked his family heritage, harassing the boy to try and tone down his ego. When that didn't work, Cornett was infuriated. Henri's eldest brother, Marc, jealous of the wonderful life Henri was building for himself thanks to his pampering, eventually paid a visit to Cornett. The two formulated a plan to put Henri down a few pegs. The next few weeks, the Cornett and Marc forged documents to incriminate Henri, framing him for what he didn't do. When the plan went into action, Henri had no idea what was going to happen. Several sunken ships later, the blame fell on Henri, and as he panicked, trying to figure out what had happened, Cornett discharged him.

In the Dog House Now: Having been disgraced from his family due to his removal from the Navy, Henri had nowhere to go. While travelling Forelle with what little money from his fortune he had left, Henri came across a massive ship. Recognizing it as the stolen Imardanian prototype, Henri boarded, and realizing it was in possession of pirates, decided to join them to get his revenge on the Navy. He was just 18 when he joined, and has been part of the crew since.

Goals
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1.) Henri would eventually like revenge on those who had him removed from the navy, as he feels he can't possibly make a mistake and was wrongly discharged.

2.) I'd like Henri to make amends with his family, or at least meet up with his sister, who is the only member of his family that still likes him.

Secrets
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1.) Although he'll never let anyone know, he was not the best looking child, not exactly ugly, but not exactly what mothers would call cute. It wasn't until his pre-teen years that his appearance improved.

2.) His brother, jealous of Henri's pampering while he was hardly spoiled, set Henri up to fail as an officer, ultimately leading to the discharge from the Navy.

People Tied to Henri
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1.) Annette LaBelle, Henri's eldest sister, is the only member of his kin that hasn't ousted him from their lives. As children, they were exceptionally close, and that bond only grew stronger with age. While her father and mother—influenced by her husband's opinion and temper—removed their youngest son from their inheritance and thoughts, she still cared and fought for him.

Appearance
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2.) Yvan Bellamy is Henri's best friend since childhood and from a family of equal societal standing. As children, they were inseparable and that didn't fade when they were both sent to the Academy. While Henri used money and charm to get ahead, Yvan simply used his skills, which were slightly lesser than those of Henri. As Henri prospered, though, Yvan failed and was removed from the Naval school. Not wanting to return home to a disappointed family, he clung to Henri and eventually followed him into piracy. A man only slightly less handsome than Henri, Yvan is one of the few people respected and admired by him.

Appearance
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3.) Gilles Porcher is a former classmate of Henri at the Academy. Although harmless and good-hearted, Henri simply cannot stand him. Gilles had tried to befriend him, but Henri always resisted the attempts and avoided him at all costs. Despite this, Gilles continued to show up everywhere Henri went, speaking of such trivial things as soil and leather tanning with an overly enthusiastic attitude. Although he has tried to avoid Gilles, he continues to show up everywhere the narcissistic lad does.

Appearance
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4.) Captain Jacques Cornett is the man Henri hates most of all, and he isn't too fond of the spoiled child either. When Henri first joined the Navy, Cornett couldn't stand the massive ego he possessed and tormented him with punishments to create a little humility. When that failed, Cornett looked to others displeased with Henri for action of some sort. He conspired with many, including a jealous Marc LaBelle, for a plan to remove him from the Navy. It worked, and Henri was disgraced by his family, sending him into the life of piracy.

Appearance
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Memories, Mannerisms, and Quirks
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1.) Henri, being a narcissist, carries a mirror with him at all times and constantly checks his appearance to make sure he still looks perfect.

2.) Henri fondly remembers, well, sort of remembers the night he graduated from the naval academy. Although it began with the usual annoyance from Gilles, it ended with getting smashed and waking up in a brothel covered in chocolate and wine.

3.) He has been known to collect a fine assortment of wines, but only the top-quality kinds.

Background - Family/Class/Profession/Institutions
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Family: Being a LaBelle, Henri is from aristocracy. As such, his family is exceedingly wealthy and he was able to have a childhood of luxury and pampering. He is the youngest of three LaBelle children, having a sister, Annette, and a brother, Marc, and is by far the most spoiled.

Class: As aristocrats, the LaBelles are of upper class and possess great riches. He resided in a large estate with multitudes of servants as a child and only received the best. Anything less wasn't fit for a LaBelle. This lifestyle as a young boy led to the development of his excessive self-love.

Profession: After graduating from the naval academy, Henri became a minor officer for the Imardin Navy. With his new position, Henri underwent a power trip and made large mistakes that he refused to take responsibility for, as LaBelles are always right. Shortly thereafter, he was discharged from the Navy. Wanting revenge, and well aware of pirates being a thorn in the Navy's side, Henri joined the most notorious of seafaring gangs: Blackwood's Dogs.

Institutions: From when he was a mere twelve years old to sixteen, Henri attended a prestigious naval academy. With decent skills and the power and money to sway the instructors, he graduated at the top of his class. He still denies any claims of bribery, as his skills are obviously superior to his untalented classmates. He was also part of the Imardin Navy and is now one of Blackwood's Dogs.

Drives - Primary/Secondary/Tertiary
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Primary: Himself: Overall, Henri is a selfish person and does things for his own desire, whether it be appearance-based or not. He looks out for himself above others, but that doesn't mean he has a complete disregard for others.

Secondary: Wealth: As he came from a wealthy family and was cut off from most of the wealth, he wants to reestablish that wealth. Due to this, money is always at the back of his mind when he's doing things, and a bigger payout will often push him to do what he normally wouldn't.

Tertiary: Friendship: Although he may seem rude due to his self-love, he generally is pleasant and nice and he wants to gain more friends. Being away from home and leaving most friends behind, Henri wants to rebuild his vast network of acquaintances and pals and will attempt to build friendships if he can.

Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: Henri wants to find new products that can help keep him looking good at sea without having to spend so much time doing so.

Medium-Term: Henri wants revenge on those who wronged him and disgraced his good name.

Long-Term: He wants to undo the damage done to his name and earn his place back in his family.

Crew Relations - Important NPCs and other PCs
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Captain Blackwood: Although Henri still doesn't know a whole lot about Blackwood and is curious to know more about him, Henri still respects the man. The friendly behavior helps Henri not mind the man.

Mad Marian: Henri is kind of scared of Marian, yet intrigued at the same time, due to her skeletal leg and the rumors surrounding it. He tries best to stay on her good side or avoid her altogether. They don't call her mad for nothing.

Phil: Henri doesn't mind Phil. As he's laid-back, he's hard to dislike, although Henri isn't a fan of the pipe. Henri is slightly jealous that Phil gets such a cush job, he understands how important the job is and doesn't particularly want to do it himself.

Orson: Henri enjoys the presence of Orson since he is one of the more friendly officers. As Orson does day-to-day activities, Henri can see that Orson doesn't believe he's better than him, since Orson definitely isn't. Except maybe with swords, but guns are better anyhow. Henri uses one after all.

Alador: Henri doesn't really like Alador because of his behavior, thinking he's higher than Henri when he's absolutely not. Once a peasant, always a peasant. Henri has noble blood, so that clearly makes him better.

Crooked Carver: Henri avoids Carver as much as possible, not able to stand the stench that the man emits for very long. He realizes that hygiene is difficult for some at see, but come on. Take a bath at port at least once!

Baelgar: Henri is confused as to how a dwarf is so tall, but also respects the man's skill. As Henri regularly uses guns over swords, he relies on the dwarf for repair. Because of this, he's polite to the man, though he is still slightly taken back from Baelgar's love for explosives. Just imagine if one went off in the ship. The explosion would ruin Henri's hair.

Eva Delacroix: Because Eva is clearly from Imardin, given her last name, Henri was initially interested in befriending her. He enjoys her company, and although she is quite beautiful, Henri doesn't try to pursue her, seeing her looks as an example of what beautiful people Imardin produces. Due to her heritage, he feels a certain connection with her, and he likes to gossip with her.

Old Lefty: Henri somewhat likes Lefty. He's likable enough, though his hook has provoked curiosity. Henri has always wondered how the man lost his hand, but never had the courage to ask.

Rhys: Henri does't mind Rhys. He makes decent food, although it in no way compares to what he could eat back home. Still, his culinary skill is likely better than other ships, and Henri appreciates that. The rumors surrounding the elf's cannibalistic cravings greatly disturb Henri, but he tries to push the thoughts out of his mind.

Rusty the Red: Henri doesn't care for Rusty much. The man's cowardice leads Henri to believe he's a wimp and not worthy of respect.

Samuel Gravestaff: Henri is slightly annoyed by Samuel because of the constant speaking out against the captain. Henri believes he should give it a rest and shut his mouth. He's hardly good enough to lead the crew. When Samuel isn't sputtering on about the captain, Henri enjoys his tales, which make long days at sea much more bearable.

Brent Osoris: Henri likes the cute little lizard and likes to watch the antics Brent gets himself into onboard.

Yvan Bellamy: They're best friends. C'mon.

Wendy Dickens: Henri is somewhat surprised that someone so young has skills like hers, although he was skilled with weaponry within his teenage years too. He doesn't mind her company as she can be pleasant to be around.

Big John: Henri is somewhat terrified of Big John. The man's immense height, combat prowess, and limited speech haven't helped with calming the Imardanian's fears. Henri does take slight pity on the man, having to navigate the tight quarters insight the Saint at such a size. Henri wonders how many times Big John has hit his head.

Grommak: Henri doesn't mind the orc, although was slightly fearful of him early on, having assumed all orcs are vicious tribal savages. He is fairly kind to Grommak, and the large orc's dual-wielded swords certainly help influence that.

Darcell: Henri generally likes Darcell and thinks of him as a friend. He enjoys the man's music and is willing to help him with his lusting towards women. Henri is sure to avoid gambling with Darcell, though, as he'd rather keep his money.

Liam Rend: Henri is wary of Liam due to his alcoholic tendencies and tends to keep a close eye on his whereabouts, lest the drunkard get a hold of Henri's fine wines. Well aware of his drinking problem, Henri doesn't trust him much when alone.

Isabelle: Although Henri respects the woman's bold nature, her brashness has proven troublesome and he wishes she could keep herself under control more. He doesn't like that she seems to think she's the center of attention because she's not. He is. On the day-to-day, though, Henri remains friendly with the half-breed. With the temper she possesses, he isn't keen on making her mad.

Constance: Henri isn't particularly fond of Constance, partially because she keeps to herself mostly and he hasn't gotten to know her much. She does slightly scare him, though. Maybe she likes wine, and that'll open her up a bit.

Margaux: Henri tolerates Margaux, seeing her as similar to Isabelle. He finds her somewhat foolhardy and brash and fully expects it to lead her into danger. Despite her temper, he doesn't fear her, as he finds her to be more talk, less action.

Pete: Henri does not mind Pete, though finds him to be somewhat excessively loud, especially after a day of swigging ale. He finds the man's superstition to be annoying, believing Pete brings bad luck upon himself by coming to expect it. Nevertheless, Henri remains friendly enough with the man, provided he does not ask to sample his wines.

Pandora: Henri feels a kinship with Pandora, owing to her naval service and Imardanian heritage. He enjoys her company and generally trusts her, although her coldness and temper leave him wary around her. He does hope she opens up, however, so the might share tales of their time in the Navy.

Noor: Henri generally enjoys Noor's company, although he thinks she is a tad rough around the edges for his likely, though that it to be expected from a pirate. He finds her laid back nature to be a relief, given the intensity some of the crew have, and appreciates her lack of ambition. Henri sees this as less competition for officer roles.

Wishlist - NPCs and Magic Items
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NPCs
Constance Desrochers, Admiral of the Imardanian Navy
A successful admiral for the Navy, Constance rose to prominence over 30 years ago and has been one of the most respected throughout the years. Although she seems strict and serious, she is generally quite sweet, unless you get on her bad side.

Appearance
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Alicia Marino, Serran Swashbuckler
A former gypsy traveling Serran in caravans, Alicia soon learned there was better coin to be made in piracy. She is sassy and puts the spice in life, both literally and figuratively. Few can handle her sharp tongue for long, so she often jumps from crew to crew, plundering riches and spreading the sass.

Appearance
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Brent Osoris
The world's first pirate, Brent was swashbuckling even in the dinosaur age. He wrecked havoc on seas then, but now all of his friends are dead. Or so he likes to believe. He's really just a small pet lizard that was originally found on one of the more tropical islands in the Forellian Archipelago.

Appearance
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Leo Catenacci, Orator Felium
Since he was a child, Leo has had a unique gift: to be able to talk to cats. Growing up in Forelle, he used this to his advantage. Seeking better riches elsewhere, Leo moved to Imardin. Now, he enjoys a comfortable lifestyle, using his many cats to steal precious jewels and masses of gold. He has yet to be caught and doesn't anticipate it.

Appearance
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Gianni Dimitriou, Forellian Blacksmith and Gunsmith
An ambitious man, Gianni has spent most of his life practicing and perfecting his craft. Originally from a smaller town on one of the many islands, he moved to a larger port for more business, and he has definitely seen it. He hopes to one day have enough to open a larger shop in Imardin, but for now, he's content where he is.

Appearance
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Pierre François
Pierre is an Imardanian brat. The son of one of the most influential men in the nation, Pierre enjoys his masses of wealth and attention while looking down other those he considers below him, including other nobles. He all all-around rude and expects everyone to be attentive to his needs and his needs only. If he doesn't get his way, he spews insults and cries for his father. He is whiny and selfish and has been for all 17 years of his life.

Appearance
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Lisette Sauvageon
Lisette from born to a middle-class merchant in Imardin, but the comfortable life wasn't good enough for her. Not quick enough on her feet or skilled enough with hands for petty theft, she soon found the benefits of conning people out of their gold, especially chronic gamblers. She travels around the taverns of the nation, searching for her next victims, yet keeping her identity a secret. Those who have heard of Lisette avoid her, but the fools soon fall to her trickery.

Appearance
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Heida Becke
A native of Violet Keep, Heida is a master of falconry. Despite the men of the city trying to woo her, she keeps to herself, and her falcon. A baker's daughter, Heida was expected to take over the shop once her father got too old, but she found her passion within falconry and stuck with it, despite her father's disapproval. Over the years, though, having seen her skill, Heida's father is much more accepting.

Appearance
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Nadja Raskoph
Although she looks innocent and harmless, Nadja is one of the many spies for the Kingdom of Tulrisse, and is a good one at that. Capable of speaking five languages, a brilliant liar, and fierce with the dagger, Nadja is an asset that Tulrisse can't afford to lose. She has many aliases, and most aren't even sure if Nadja is even her real name. Besides this, she is a capable explorer and a master of stealth. But don't ask about her scar, or you'll be in trouble.

Apperance
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Gunther Seidel
A barkeep from Oak Crossing, Gunther has lived a peaceful life, though he sees plenty of business from travelers and traders crossing the river. Gunther is a quick-witted man and wastes no time refilling the mug of a patron. Although age has begun to take its toll on the man, he is still as chipper as he was 30 years ago.

Appearance
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Bianca De Palma
Hailing from one of the islands in the Forellian Archipelago, Bianca is gardener and florist. Tired of the gray and gloom that often surround people's lives, she tries to brighten up the island with her gorgeous flowers. Bianca is a cheerful woman and rarely gets angry with others. She dreams of spreading joy to all of the world through flowers.

Appearance
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Franco Lamon
Franco is a dockworker from Forelle and has been for a few years. As he grew up impoverished and without opportunity, he was forced to take the first menial labor job he could get his hands on when he came of age. A life of stress, Franco's hair grayed early on, but his youthful build proves his age. After a long day, he often unwinds with a pipe, watching the great blue.

Appearance
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Rosalía Aritza
Although fitting the appearance of a princess, Rosalía is far from one. She's quite the opposite, in fact, working in a brothel in Serran. A personal favorite for many customers, she is dressed to impress, but also heavily protected. She enjoys the life of pleasure and wealth, though she is growing tired of the same old patrons and is considering moving cities for a new crowd.

Appearance
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Jameela Darzi
Jameela is the wife of one of the more powerful merchants in Crescent Bluff, as well as Rahk Simgahl Kul'adin's half-sister. This affords her to have a lifestyle she can enjoy. She can often be found strolling near the sea, usually in vibrant and extravagant clothing. She is determined to answers get her way, which has earned her a reputation of being too much to handle, but those who have met her can attest to her true kind nature.

Appearance
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Adrienne Lavigne
The daughter of a wealthy merchant in Imardin, Adrienne has lived an extravagant life, even though she is barely older than 26. With her father's health slowly failing, though, Adrienne has taken it upon herself to learn the ways of the trade, hoping to eventually take over her father's ship. She is perky and determined, and she loves her father greatly, wanting nothing more than his wellbeing.

Appearance
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Priscilla Beaumont
Priscilla is a socialite who resides in Imardin. Living off her dead husband's fortune, she lives everyday filled with gossip and plenty of wine for her clique. Those not part of her "exclusive" group tend to hate her due to her unpleasant behavior and all-around vile attitude. Hoping to lower her social standing, some even spread rumors that she killed her husband, but Priscilla wholeheartedly denies them, spewing insults at those she believes started said rumors.

Appearance
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Greta Holzmann
A fierce woman, Greta leads a group of bandits in central Tulrisse. Preying on the prosperous trade in the region, she makes a generous amount of coin, but she occasionally has to get her knife dirty. She is a force to be reckoned with when encountered and she has been known to turn the tables quite easily, often employing seduction or intimidation. Although few know her story, one can only assume it's filled with some sort of tragedy for the woman to have turned to banditry.

Appearance
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Items
14 Ring of Fury (paragon tier) - Rings
14 Ring of Feather Fall (paragon tier) - Rings
10 Shielding Girdle - Waist Slot
7 Decanter of Endless Water - Wondrous Items
9 Pearl Sea Horse (heroic tier) - Wondrous Items
10 Skeleton Key (heroic tier) - Wondrous Items
12 Diplomat's Scabbard (paragon tier) - Wondrous Items
12 Fragrance of Authority (paragon tier) - Wondrous Items

Character Sheet
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Henri LaBelle, level 11
Genasi, Warlord, Captain of Fortune
Archer Warlord Optional Choice: Archer Warlord
Warlord: Combat Leader
Commanding Presence: Resourceful Presence
Elemental Manifestation: Watersoul
Background: Auspicious Birth (Auspicious Birth Benefit)
Theme: The Mariner

FINAL ABILITY SCORES
Str 20, Con 12, Dex 14, Int 20, Wis 9, Cha 16.

STARTING ABILITY SCORES
Str 15, Con 11, Dex 13, Int 15, Wis 8, Cha 15.

AC: 25 Fort: 24 Reflex: 23 Will: 22
HP: 82 Surges: 8 Surge Value: 20

TRAINED SKILLS
Diplomacy +14, Athletics +14, History +15, Bluff +14

UNTRAINED SKILLS
Acrobatics +7, Arcana +10, Dungeoneering +4, Endurance +7, Heal +4, Insight +4, Intimidate +8, Nature +6, Perception +6, Religion +10, Stealth +6, Streetwise +8, Thievery +6

FEATS
Level 1: Inspirational Attacker
Level 2: Improved Inspiring Word
Level 4: Distant Advantage
Level 6: Improved Initiative
Level 8: Expert Combat Leader (retrained to Combat Commander at Level 11)
Level 10: Last Legion Officer
Feat User Choice: Improved Defenses
Feat User Choice: Crossbow Expertise
Level 11: Fight On

POWERS
Warlord at-will 1: Direct the Strike
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Race the Arrow
Warlord daily 1: Relentless Wounding
Warlord utility 2: Adaptive Stratagem
Warlord encounter 3: Provocative Order
Warlord daily 5: Create Opportunity
Warlord utility 6: Shifting Tides
Warlord encounter 7: On My Mark
Warlord daily 9: Warlord's Recovery
Warlord utility 10: Dragon's Tenacity

ITEMS

Equipped Items
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Code: Select all

Main Hand: Triple-barreled Pistol +2
Offhand:   Shortsword
Body:      Lifeblood Hide Armor +2; Fine Clothing

Head:      Gem of Colloquy (heroic tier)
Neck:     Cloak of Distortion +1
Arms:      Bracers of Archery (heroic tier)
Hands:     Gloves of Piercing (heroic tier)
Waist:     Flintlock Pistol (3)
Feet:      Acrobat Boots (heroic tier)
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Backpack
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Flotation Bladder
Regalia
Writing case
Grey Rain Cloak
Desert Clothing
Cold-weather Clothing
Stone of Wind (paragon tier)

Belt Pouch
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Mirror
Identification Papers with Portrait
Sun balm
Bell and whistle
Coinpurse of 3890gp

Wine Collection
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Ellisport Sauvignon Blanc, 5E Y588
Kingsport Shiraz, 5E Y579
Ellisport Pinot Noir, 6E Y36
Fort Sakura Riesling, 6E Y50
Crescent Bluff Zinfandel, 6E Y43
Aerlynn Pinot Gris, 5E Y589
Virem Malbec, 6E Y64
Vizidel Petite Sirah, 6E Y27
Kingsport Chardonnay, 6E Y55
Ellisport Merlot, 6E Y49
Crescent Bluff Moscato, 6E Y66
Gleiopolis Grenache, 6E Y62
Erlfeld Chianti, 6E Y70
Unlabeled Red Wine

All Items
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Lifeblood Hide Armor +2, Adventurer's Kit, Mirror, Aerlynn Cabernet Sauvignon, 6E Y12, Fine Clothing, Flotation bladder, Identification Papers with Portrait, Regalia, Sun balm, Writing case, Gray Rain Cloak, Desert Clothing, Cold-weather clothing, Bell and whistle, Acrobat Boots (heroic tier), Gloves of Piercing (heroic tier), Gem of Colloquy (heroic tier), Cloak of Distortion +1, Bracers of Archery (heroic tier), Flintlock Pistol (3), Ellisport Sauvignon Blanc, 5E Y588, Kingsport Shiraz, 5E Y579, Ellisport Pinot Noir, 6E Y36, Fort Sakura Riesling, 6E Y50, Crescent Bluff Zinfandel, 6E Y43, Aerlynn Pinot Gris, 5E Y589, Virem Malbec, 6E Y64, Vizidel Petite Sirah, 6E Y27, Kingsport Chardonnay, 6E Y55, Ellisport Merlot, 6E Y49, Crescent Bluff Moscato, 6E Y66, Short sword, Distance Imardanian Officer's Pistol +3, Stone of Wind (paragon tier), Gleiopolis Grenache, 6E Y62, Erlfeld Chianti, 6E Y70, Unlabeled Red Wine, Triple-barreled Pistol +2, Coinpurse of 3890gp

Triple-barreled Pistol Details
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Military one-handed ranged weapon
Value: 3500 gp
Damage: 1d8
Proficient: +3
Range: 10/20
Weight: 2 lb.

Properties:
Load Free (see books for details)

Group:
Firearm (custom weapon group, shares feats with crossbow)

Rapid Fire Pistol +2
Level 8
Critical: +1d6 damage and target is slowed (save ends)
Enchantment: +2 attack and damage rolls.
Rarity: Rare
Power: (Encounter) Standard Action. Targets one, two, or three creatures (roll separate attack/damage rolls for each)
Attack: Primary Ability vs AC
Hit: 1d8+primary ability mod damage.

Combat Block
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Henri LaBelle

Male Genasi Warlord 11
Languages: Common, Imardanian, Brennisian
Age: 21
Height: 5'11"
Weight: 150 lbs.

Speed: 6
Initiative: +16
Passive Perception: 16
Passive Insight: 14
Senses: Normal vision

AC: 25
Fort: 24
Ref: 23
Will: 22
HP: 82
Bloodied: 41
Surge Value: 20
Surges left: 8/8
Action points: 1

MBA: +13 vs AC, 1d6+5 damage.
RBA: +17 vs AC, 1d8+9 damage.

Resistances: None
Vulnerabilities: None
Saves: +2 vs ongoing damage

Active Effects: None

Powers:

Direct the Strike
Paint the Bulls-Eye
Sea Legs

Acrobat Boots


Second Wind []
Inspiring Word [] [] []
Race the Arrow []
Provocative Order []
On My Mark []
Lady Luck Smiles []
Swiftcurrent []
Adaptive Stratagem []
Dragon's Tenacity []
Shifting Tides []

Triple-barreled Pistol [_]


Relentless Wounding []
Create Opportunity []
Warlord's Recovery []

Gloves of Piercing []
Bracers of Archery []
Stone of Wind []

Consumables:

None

Important Features
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Crossbow Expertise: You gain a +1 feat bonus to attack rolls that you make with a crossbow. This bonus increases to +2 at 11th level and +3 at 21st level. Also, you ignore partial cover or superior cover with weapon attacks you make with a crossbow.

Improved Defenses: You gain a +1 feat bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level and +3 at 21st level.

Inspirational Attacker: Targets of my Inspiring Word gain 5 additional HP if they're adjacent to an enemy I've hit that turn.

Improved Inspiring Word: Add your Charisma modifier (+3) to the hit points restored by your inspiring word.

Distant Advantage: I gain a CA for ranged/area attacks against enemies flanked by my allies

Improved Initiative: I gain a +4 bonus to initiative.

Combat Commander: The initiative bonus from my Combat Leader feature is equal to my Intelligence modifier (+5)

Last Legion Officer When I use a power that would allow an ally to spend a healing surge, that ally can choose to shift 1 square as a free action or gain a +2 bonus to AC and Reflex until the start of their next turn.

Fight On: You can use your inspiring word one additional time per encounter.

Resourceful Presence: When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier (+10). If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier (+8).

Know Your Strength: When rolling damage for a weapon attack, I treat a roll of 1 or 2 as a 3.

Seize the Day: When I spend an action point to attack and roll an odd number on the first roll, I gain 10 THP. If I roll an even number, each ally within 5 squares gains 5 THP.

Archer Warlord When you make a ranged basic attack with a bow, you can use Strength instead of Dexterity for the attack roll and the damage roll.

Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.

Elemental Origin: I'm considered to be of elemental origin.

Watersoul: I can breathe underwater. I gain a +2 to saving throws against ongoing damage.

The Mariner: While aboard a ship, gain a +1 bonus (+2 at Level 10) to any skill or ability check related to life at sea; gain the sea legs power. You gain a +2 power bonus to initiative checks. You ignore difficult terrain when you shift. While aboard a ship, you can use a minor action once per round to shift 1 square.

Auspicious Birth: Substitute your highest ability score for Constitution to determine initial hit points.

Distance Imardanian Officer's Pistol +3: Increases the weapon's normal range by 5 squares and the long range by 10 squares.

Lifeblood Hide Armor +2: You gain 5 temporary hit points after each rest. If you remove the armor, you lose these hit points.

Gem of Colloquy: You gain a +1 item bonus to Bluff and Diplomacy checks.

Cloak of Distortion: You gain an item bonus to all defenses against ranged attacks from more than 5 squares away equal to this item's enhancement bonus.

Bracers of Archery: You gain a +2 item bonus to damage rolls while attacking with a bow or crossbow.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.

User avatar
ratwizard
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by ratwizard »

Introducing Grommak, the Swashbuckling Terror

Image

Background
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Background and Concept Elements
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1) A Time Before -- Grommak's paternal grandparents were once a part of Clan Grappan, situated in the foothills of the second-highest mountain in all of Kurnhuelde. Despite being a well-respected and loyal family, the parents grew tired of their leader's traditional ways and sought better, more rich lives in the coastal city of Groznid Bay. When their two sons, Grom's father and uncle, were very young boys, the parents left the mountain for Groznid Bay, casting away their orcish clan-name in doing so. Grom's father Marek grew up to marry a young orc woman named Jarra in Groznid, and eventually she gave birth to Grommak.

2) The Beginnings -- Growing up in a very bustling coastal city had a very strong influence on young Grom's childhood. His father and his Uncle Korlek worked together as merchants of various trade goods coming in and out of Eastern Kurnhuelde. For the most part, they dealt in commodities and luxuries, including rum and ale, furs, and spices. While the economy had its ups and downs, the family didn't have to worry like others did in the neighborhood as they always had enough funds to make it through any dips in production or political embargoes from Forelle or Imardin.

3) The Deal -- When Grommak was around 9 or so, Korlek urged Marek into a shady deal to go behind the back of one of the trade suppliers, a very rich and very powerful orc called Trade Lord Gorham. The well-planned ruse was to secretly ship a huge sale of spirits from Groznid without paying any of the tariffs imposed by the Trade Lord, more than doubling their profit margin. Marek reluctantly went through with the deal, manipulated by his older brother's blind greed. Unforunately, the plan ended up botched because of the incompetence of Korlek, putting both them in danger when Gorham found out. When the Trade Lord sent out henchmen to capture the brothers, Korlek feared for his life and sold out his younger brother, framing him in the process. The furious Trade Lord Gorham, not knowing he had been duped, approached Marek with an offer to give himself up from hiding in exchange with only paying indentured servitude for a number of years. All of this had been unknown to young Grommak, staying at the home of one of Marek's closest friends and trade partners.

4) Reckoning -- Believing the proposed deal to be the only answer to the terrible situation at hand, Marek agreed to meet up with Gorham's men, surprised to find the man himself at the meeting place alongside the henchmen. "I can break my deals just like you did, Marek," the man said, plunging his gladius into Grom's father, killing him. Not soon after, they tracked down Jirra and murdered her too, desecrating her corpse as a symbol to other merchants in the city not to go behind Gorham's back ever.

5) Deception -- Grommak's Uncle Korlek kept up his front, telling his nephew and peers that he had no implications to the deal and feigning great horror and surprise when he "heard" the news. Korlek claimed that Marek had made the decision himself and however terrible it was, said his brother had paid the price for it. Young Grommak was devastated by the news of his parents' slaying, soonafter began living with his Uncle, as his grandparents had peacefully deceased a few years prior.

6) A Tainted Upbringing -- Unable to properly raise Grommak, Korlek could hardly even look at the boy without feeling intense shame and guilt for his betrayal of kin. Within a couple years, the orcish boy ran the streets with his friends, trading education or any sort of apprenticeship for days filled with "culture." He tagged along with a group of young orcs in what was a sort of boys' gang, conducting petty thievery and being the very bottom ranking of labor for some of the criminal kingpins in the city. Not once did his Uncle Korlek condemn the boy, instead turning to booze for comfort. This unchecked experience in the criminal world of Groznid Bay began to pull Grommak into its whirlpool, for in his pain, he found the exhilaration of his work a helpful boost.

7)The Underworld -- Growing into a young man now, Grommak continued in his ways among the streets of Groznid Bay. He was often sent to do the grunt work, like roughing up some pathetic merchants in the ports who wouldn't pay up their protection money, or burning some of their stocks to prove the point further. The orc didn't commit crimes out of malice or mal-intent -- for the most part, violence was only a fallback if the job was botched or if absolutely necessary. However, when inevitable fights emerged between criminal groups or merchants who truly felt they could defend their stock, Grommak was quick to the punch and ensured a swift and overwhelming victory over territory, clientele, and other claims. He became pretty strong, quick, and not only smart in a fight but on the streets as well.

8) The Serran Foray -- In his early 20s, Grommak worked for a pretty well-established elvish kingpin named Thalanor Wroclast. Boss Wroclast was based in Groznid Bay, but was pretty successful in his criminal network across Kurnhuelde. Sensing the potential of the young orc, the elvish kingpin began sending him as the leader of caravan guards that smuggled stolen merchandise and illicit goods between Kurnhuelde and the Serran cities. More than a few times they were ambushed and Grommak lost a few men over the few seasons, but not once was any of the product compromised. For his efforts, Wroclast commissioned a renowned Serran blacksmith to forge a heavy scimitar for Grommak's use.

9) Dissent Amongst Us -- In response to the attacks, Grommak and a crew were sent to ambush a rival's caravan moving valuable goods back from the Serran cities. One of men sent with him was a rough orcish thug named Bruka with a hard heart filled with jealousy of Grommak being the head honcho for the job. The surprise attack was successful, and despite fighting back, the rival criminals fell to Grommak's band with ease. The few innocent traders among the caravan had no idea they were smuggling goods and pleaded for their lives. Bruka grabbed one of them, a Serran woman, but Grom pushed him off. The leading orc warned Bruka that he would not allow the foul act of rape to happen under his command, knowing of the terrible misdeeds that his innocent mother endured before her murder. The aggressive orc did not take kindly to this command, feeling his authority threatened, and challenged Grommak then and there to a duel, a common orcish custom to establish new leadership. Annoyed by the petty and traditional custom but knowing he must follow it, Grom drew his scimitar and his main-gauche and walked 10 paces back from his opponent, readying himself.

10) Blood on the Sands -- The other brigands stood back and cheered on as Bruka and Grommak circled each other, the former with a heavy axe. With a vicious charge, Bruka launched forward at Grommak. The leader parried the mighty swing with his blades, but was knocked to the sands beneath. Grommak quickly regained his footing and advanced slowly. Bruka hacked at him with another violent arc but this time Grommak was ready for the maneuver. Grommak caught the axe head against his parrying blade on the through-swing, catching his opponent off balance. Bruka made a desperate backswing, slashing into Grommak's torso and causing him to grunt. However, with a swift hack of Grommak's scimitar, Bruka's head split in two and his blood leaked onto the Serran sands below. He stared at each of the other brigands in return, assuring them that his rule of the band was absolute while they were on their mission. They escorted the innocent merchants back to Groznid Bay without other incident.

11) Leaving Home -- Back in Groznid a month later with his wound treated and patched up, Grom met up with Boss Wroclast, who praised him for his handling of the situation and gave him a decent cut of the profits. He then mentioned that an old friend of his was docked in the port, and that Boss Wroclast owed him a favor. Blackwood had been one of the reasons why Wroclast was in a position of power, criminally and financially. Apparently Blackwood had spared him many years ago in a melee, leaving Wroclast alive and with his own ship. The old pirate had lost a few men recently in a vicious battle with another ship, one of them being the carpenter's apprentice. Wroclast made the proper introductions, meeting at the docks in a seedy tavern, where Grommak took an interest to Blackwood and the idea of piracy.

12) To the Seas! -- With Grommak trusting Boss Wroclast's history with the pirate captain, he agreed to join the crew of the Salacious Saint until further notice, knowing that he would have to start from the ground up again. As a parting gift, Wroclast purchased a cutlass for Grommak, knowing that he was one to use twin blades. Once aboard, the orc knew that he was in the minority with most of the crew being from Forelle or Imardin, but he stayed strong in his resolve and did what he was ordered.

13) Gaining Sea-Legs -- The first year with the Saint was quite rough for Grommak as he struggled to adjust to life on the vessel as the very bottom of the barrel ranking-wise. He was treated poorly, but he knew that his treatment had purpose to train him with discipline and weed out any cowards. He eventually made a good impression when he rooted out a thief on-board by doing some investigating on his own. The accused man was keel-hauled and some of the crew began to soften their hazing toward Grommak now that he had showed merit and initiative.

14) The Great Beyond -- Now having been with the crew of the Salacious Saint for a handful of years now, Grommak has been primed to be the backup for the carpenter, now skilled in woodworking and ship repair. He has a decent relationship with the crew, but he is not without his rivals on board. The orc wishes that one day he would become captain of his own ship, understanding the intoxicating power that comes with leading others.

Goals
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1) Grommak wants to be in a position of power aboard the Salacious Saint, knowing that he has the gall to lead. Whether that is Carpenter or Captain himself, is up to the presence of opportunities, however.

2) Grommak wants to learn more about the murder of his parents. He knows that it was Trade Lord Gorham, but there is little he knows about the half-orc.

3) I want Grommak to become a legend among swordsmen, similar to Syrio Forel from GoT. He is the wicked combination of agile and powerful, which could make for a pretty good legend.

Secrets
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1) Grommak's dark past about the slaying of his parents is hidden away in his mind. His mother's especially violent and depressing death still bothers him to this day. He speaks very little about his family for this reason.

2) Grommak has no idea that his Uncle actually orchestrated the betrayal of his parents, leaving him a scarred orphan. Perhaps this revelation could be made known to him over the course of the campaign through a side-plot with Trade Lord Gorham.

People Tied to Character
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1) Boss Thalanor Wroclast -- Very rich and very determined to see his criminal organization succeed, Boss Wroclast worked from the ground up as a poor elvish outcast in Groznid Bay. He became a powerful kingpin and now controls a large amount of the Groznidian underworld which networks to much of Kurnhuelde. Knows Grommak as a loyal man to depend on. Wroclast is old friends with Blackwood.

Appearance
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2) Uncle Korlek -- Grommak's uncle, a shrewd and unabating merchant, which carries over into his day-to-day personality. He is responsible for the demise of Grommak's parents, something that is unaware to his nephew. He did an awful job of raising the boy and has taken to boozing as a form of escape. Slowly drinking himself to an early death in Groznid Bay.

Appearance
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3) Trade Lord Gorham -- The murderer of Jirra and Marek, Trade Lord Gorham is a clever half-orc (half-Serran) who has military training and political standing, despite being possibly a more detestable figure than the actual Bosses throughout Groznid Bay. He does know about Grommak surviving his parents, but not more than just of the orc's existence.

Appearance
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Memories, Mannerisms, and Quirks
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1) Grommak is a pretty rough and tough orc, but isn't inherently cruel or rude. He will commit to violence if necessary and feels little remorse for the bodies that lie in the wake of the Salacious Saint, but gains nothing for senseless violence. He'd rather keep others alive to spread the tale of the Saint's piracy than to brutally murder them.

2) In a sense, Grommak is a reflection of others' personalities. He will be easy-going and loyal to those that show their trust. Conversely, those that condescend or speak ill behind his back, he will show cruelty toward. Given the first impression, he carries a very neutral and collected persona, judging others and deeming them a friendly or a foe.

3) Grommak carries a finely-crafted and very heavy Serran scimitar holstered in a slotted scabbard on his thick leather belt. On his other side, he keeps an unsheathed cutlass. Both of his blades have seen heavy use, and he keeps them polished and cleaned after any battle or other wear. They remind him of Boss Wroclast, his trusted friend and ex-Boss from Groznid Bay.

4) Grom cherishes the few memories he still has of his parents. He does not want to have any children of his own, feeling pained and cheated by his orphaned childhood. He has a soft spot in his heart for mothers, unconsciously aware of the fate of his own.

Background - Family/Class/Profession/Institutions
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Family: All that is left is Uncle Korlek, which Grommak doesn't have strong ties to. His parents were slain and his grandparents died peacefully when he was very young. Because of this, Grommak is more of a lone wolf and doesn't sympathize with family values well. He often feels jealousy when he sees a functioning family.

Class: When growing up, Grommak was of decent socio-economic standing since his father was a successful merchant. However, when living with his uncle, they had less and less as time went on. Eventually the orc became his own provider, and lives decently from the profits of his criminal career. He is not lavish like some of his peers, but also is not overly frugal.

Profession: Previously, a leader of brigands. Now, a Dog amongst the rest of the crew on the Salacious Saint. He has taken up the apprenticeship of carpenter, working his hands to the bone whenever he can to make sure the ship is well-maintained. He hopes to become the carpenter, the captain, or even captain of his own ship in time.

Institutions: Grommak is a member of Blackwood's Dogs -- he is being groomed to become the carpenter.

Drives - Primary/Secondary/Tertiary
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Primary: Power -- Grommak is no stranger to the power-struggle that occurs in tight-knit groups of unsavory individuals. He has fought and killed for the right to leadership, especially in the case of Bruka the Brute. He desires to become possibly the captain of his own ship, if not in a position of power on the Saint.

Secondary: The present -- Grommak is all about living in the moment. Craving that next battle, getting the job done, having a drink or ten. He lives for today and sometimes overlooks the consequences of his actions.

Tertiary: Vengeance -- Having been hurt many times, physically and emotionally in his past, Grommak carries grudges and does not forget or forgive very easily. He seeks to bring to "justice" the murderer of his parents. If he ever found out about his uncle's betrayal, he would surely react harshly.

Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: Live another day -- Grommak knows that his risky life could potentially end and he lives with that in mind.

Medium-Term: Become a higher power on board the Salacious Saint

Long-Term: Become captain of his own pirate ship or even fleet under one banner.

Crew Relations - Important NPCs and other PCs
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Captain Blackwood -- Knowing that Blackwood is a long-time friend of his former Boss Wroclast, Grommak has a decently high opinion of the man and respects his ability to command and lead the Salacious Saint with authority. However, he is put off by the fact that Blackwood regards no outward advice, feeling that advisory is a necessary trait for a leader.

Mad Marian -- Grommak is not fearful of "Mad" Marian as some of the other crewmembers are, but he respects her persona and ability to keep the Dogs in line. He follows her commands and does not step out of line, understanding his place as a lower-ranking Dog. He believes that her facade is just that, and that her peg leg is part of it.

Quartermaster Phil -- Although slightly bothered by the inequity of the loot split by Phil, Grommak enjoys Phil's easy-going presence as a nice foil to the generally tough fronts of most of the crew aboard the Saint. He enjoys listening to the stories the man tells in the hold of the piracy from decades ago.

Orson -- The Bear is somewhat of a role model for Grommak, who is impressed by the man's prowess in fighting and involvement with crew responsibilities. Of the higher-ranking Dogs, Orson is the one that Grommak feels closest too, both because of his personality and his proximity to the everyday jobs of the standard Dogs.

Alador -- Grommak appreciates Alador's success, coming from poverty, but that's about the only thing. The man's condescending personality does not mesh well at all with the orc, and Grommak struggles with containing his annoyance and disapproval of the sailing master. He tries to avoid coming to blows with the man, not out of fear of his arcane abilities, but because of his ranking.

Crooked Carver -- Although originally put off by the man's difficult and unpleasant front, Grommak has gotten to know the man just a bit better than most of the other crew, since he sometimes works alongside him as the apprentice carpenter to patch up the Saint. He doesn't necessarily enjoy him as a friend, but simply doesn't mind him much.

Baelgar -- Grommak enjoys drinking with Baelgar and respects the hard work that the dwarf puts into his work and care of the ship's weaponry. However, Baelgar's overly risky personality and love for explosions makes the orc worry sometimes.

Carpenter Tavish -- Grommak respects his supervisor, but has a jealousy for the position.

Darcell -- Grommak is buddies with Darcell, having come to like the man's personality and ability to get everyone in a good mood. The orc has taken a respect to him, having fought alongside him for a decent time now.

Henri LaBelle -- Grommak does not have any problems with Henri, as he doesn't take the young man too seriously. Henri seems pleasant enough toward the orc, but Grommak can get bored listening to one talk about oneself for too long.

Margaux -- Grommak enjoys sparring with Margaux from time to time. They've butted heads together due to her hot-head, but are quickly cooperative again after a breather and a night of boozing.

Pete -- Grommak gets along with Pete well, considering the man's sense of humor and shared ambitions.

Pandora -- A steady sparring (and sexual) partner of Pandora's, Grommak is surprised he has broken through her dangerous facade. He's insistent on keeping things casual between them, and is pleased she feels the same.

Liam -- Grommak likes a good drink with the lad, but feels sorry for him. He isn't sure what has happened in it, but thinks Liam has had a dark past similar to his own, leading to the man's drinking problem.

Isabelle -- Grommak likes Isabelle well enough, but understands that she's a loose cannon. He knows that this makes her a good fighter, and respects that.

Eva -- Eva makes Grommak uneasy, despite the orc thinking of her as very attractive.

Gaul -- Because of his background as an arena fighter from Tjordek, Gaul and Grommak seem to get along pretty well. The orc has a respect for his martial prowess.

Old Lefty -- The orc respects Old Lefty and his abilities that have taken many years to master. He thinks of him as a bit risky, judging by the missing hand.

Rhys -- Grommak expected to like Rhys based on his trusting of Boss Wroclast, another elf, but is turned away by the cook's strange demeanor. The rumors of cannibalism sure don't help.

Rusty the Red -- Grommak thinks poorly of Rusty, knowing that his cowardice makes him unworthy of being on the crew of the Saint.

Sam -- Grommak is uneasy around Sam. The orc is also keen on becoming captain, but thinks of Gravestaff as dull for letting these mutinous ideas be known.

Yvan -- Grommak is pretty neutral to Yvan.

Wendy -- This strange young woman has struck Grommak's curiosity, but he is wary of her and her mysterious past.

Brent the Monitor Lizard -- Grommak isn't really sure what this thing eats, but he is pretty wary of it. Other sailors keep it like a pet, almost like a house-cat or dog, but Grommak thinks of it as a wild animal and stays clear.

Wishlist - NPCs and Magic Items
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NPCs

WIP *

Chieftain Brekla of Grommak's Grandparents' Tribe

Chieftain Urdokk of Groznid Bay

Chieftain Krassok of Kresh Garuul's summit

Frjelnian Clan and their Chieftain Battak

Boss Karduk of Groznid Bay

Items

Any better Hide Armor +3
Any Magic Off-hand Bastard Sword
Strikebacks, level 10 Hands slot
Horned Helm, level 6 Head slot
Helm of Battle, level 9 Head slot
Diamond Cincture, level 10 Waist slot

Character Sheet
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Grommak, level 11
Half-Orc, Ranger, Blade Dancer
Fighting Style: Two-Blade Fighting Style
Ranger: Prime Shot
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Sohei

FINAL ABILITY SCORES
Str 22, Con 14, Dex 16, Int 9, Wis 18, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 13, Int 8, Wis 15, Cha 10.

AC: 25 Fort: 26 Reflex: 23 Will: 23
HP: 94 Surges: 8 Surge Value: 23

TRAINED SKILLS
Dungeoneering +14, Intimidate +12, Acrobatics +12, Athletics +15, Perception +16

UNTRAINED SKILLS
Arcana +4, Bluff +5, Diplomacy +5, Endurance +8, Heal +9, History +4, Insight +11, Nature +9, Religion +4, Stealth +7, Streetwise +5, Thievery +7

FEATS
Level 1: Weapon Proficiency (Bastard sword)
Level 2: Weapon Focus (Heavy Blade)
Level 4: Two-Weapon Fighting
Level 6: Impending Doom Style
Level 8: Cunning Stalker
Level 10: Thirst for Battle (Retrained to Prime Punisher at Level 11)
Feat User Choice: Improved Defenses
Feat User Choice: Heavy Blade Expertise
Level 11: Two-Weapon Opening

POWERS
Ranger at-will 1: Marauder's Rush
Ranger at-will 1: Twin Strike
Ranger encounter 1: Off-Hand Strike
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Invigorating Stride
Ranger encounter 3: Ruffling Sting
Ranger daily 5: Frenzied Skirmish
Ranger utility 6: Begin the Hunt
Ranger encounter 7: Lashing Leaves
Ranger daily 9: Attacks on the Run
Ranger utility 10: Blood of the Fallen

ITEMS
Bastard Sword, Captain's Saber +2, Magic Hide Armor +3, Jagged Bastard sword +3, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bottle of Wine, Elven Chain Shirt (heroic tier)

CURRENCY
0 gp

Equipped Items Format
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Delete the dashes and replace with item names. Do not apply colors or other formatting, as they will not show up in code format. Do not delete any of the spaces, or else the alignment of the rows will be off. Add more boon rows as necessary, if you have more than one.

Code: Select all

Main Hand: Jagged Bastard Sword +3
Offhand:   Captain's Saber +2
Body:      Magic Hide Armor +3, Elven Chain Shirt

Head:      ---
Neck:      Periapt of Cascading Health +2
Arms:      Iron Armbands of Power
Hands:     ---
Waist:     ---
Feet:      Boots of the Fencing Master
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
Details
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Military one-handed melee weapon
Value: 5500 gp
Damage: 1d10
Proficient: +3
Range: -
Weight: 6 lb.

Properties:
High Crit (see books for details)
Brutal 1 (see books for details)

Group:
Heavy Blade

Swift Charge Saber +2
Level 10
Critical: +2d6 damage
Enchantment: +2 attack and damage rolls.
Rarity: Rare
Property: gain +2 item bonus to defenses against OAs provoked while charging with this weapon
Power: (Encounter) Standard Action. Use this power in place of a MBA when you make a charge attack.
Attack: Primary Ability +3 vs AC
Hit: 3d10+primary ability mod+3 damage, and the target is pushed one square and knocked prone.

Inventory History
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Beginning of campaign:

Code: Select all

ITEMS
Bastard sword, Magic Hide Armor +3, Jagged Bastard sword +3, Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bottle of Wine, 580 gp

-- Gained Captain's Saber and 3600 gp url=http://www.ganoltirproject.com/forum/viewtopic.php?p=7180#p7180[/url]
-- Gained 320 gp, lost 4500 (all of it lol), Gained Elven Chain Shirt (heroic) url=http://www.ganoltirproject.com/forum/viewtopic.php?p=7961#p7961[/url]

Currently:

Code: Select all

ITEMS
Bastard sword, Captain's Saber (Swift Charge Saber +2), Magic Hide Armor +3, Elven Chain Shirt (heroic tier), Serran Scimitar (Jagged Bastard sword +3), Periapt of Cascading Health +2, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Adventurer's Kit, Bottle of Wine

CURRENCY
0 gp
Combat Block
[SHOW]

Grommak

Male Half-Orc Two-Weapon Ranger 11
Languages: Common, Kurnish
Age: 29
Height: 6'2"
Weight: 200 lbs.

Speed: 6
Initiative: +8+5
Passive Perception: 26
Passive Insight: 21
Senses: Low-light Vision

AC: 25
Fort: 26
Reflex: 23
Will: 23
HP: 94/94
Bloodied: 47
Surge Value: 23
Surges left: 8/8
Action Points: 1

Resistances:
None.

Vulnerabilities:
None.

Saves:
+1 against fear, daze, domination, stun effects

Active Effects:
None.

Powers:

Hunter's Quarry
Marauder's Rush
Twin Strike


Second Wind []
Sohei Flurry []
Furious Assault []
Off-Hand Strike []
Invigorating Stride []
Ruffling Sting []
Lashing Leaves []
Cross-Body Parry []
Captain's Saber +2 (Swift Charge) []
Periapt of Cascading Health +2 []
Boots of the Fencing Master [_]


Jaws of the Wolf []
Frenzied Skirmish []
Begin the Hunt []
Attacks on the Run []
Blood of the Fallen [_]

Consumables:

None.

Important Features:
[SHOW]

Racial Traits and Class or Path Features:

Class:

Prime Punisher: If no ally is adjacent to an enemy I am adjacent to, I gain my +1 to melee attacks.

Paragon Path / Background:

Dancing Defense: If hitting with at least two melee attacks on my turn, I gain a +2 bonus to AC and Reflex TSNT.
Dual-Blade Action: On AP-spend, I can take an attack with both hands with a +4 WISmod bonus to damage.
Sohei Indomitability: +1 power bonus to save throws against fear, daze, domination, or stun effects.

Racial:

Half-Orc Resilience: First time being blooded in an encounter, gain 10 THP.
Swift Charge: +2 bonus to speed while charging.

Notable Feats:

Impending Doom Style: If both Twin Strikes hit, one target takes a -2 penalty to attack rolls til my next turn end.
Cunning Stalker: I gain CA against creatures with no other creatures adjacent.
Two-Weapon Opening: When scoring a crit with my main hand, I can take a MBA with my off-hand against the target as a free action.
Heavy Blade Expertise: +2 to defenses against Op Attacks while wielding HB.

Item Features:

Jagged Weapon +3: Crits on a 19 or 20, and crits do 10 ongoing damage (save ends).
Captain's Saber +2: Crits do +2d6 damage, and I gain +2 item bonus to defenses against OAs when charging with this weapon.
Boots of the Fencing Master: When shifting, gain a +1 item bonus to AC and Reflex TENT.

User avatar
FinalTemplar
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Posts: 1925
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by FinalTemplar »

Margaux (#BF00FF)

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Combat Block
[SHOW]

Margaux

Female Bugbear Rogue 11
Languages: Common, Imardanian
Age: 24
Height: 5'11"
Weight: 195lbs.

Speed: 6
Initiative: +17
Passive Perception: 22
Passive Insight: 15
Senses: Low-light Vision

AC: 25
Fort: 24
Reflex: 26
Will: 19
HP: 73/73
Bloodied: 36
Surge Value: 18
Surges left: 6/6
Action Points: 1

MBA: +19 vs AC, 1d12+11
RBA: +18 vs AC, 1d8+8

Resistances:
None.

Vulnerabilities:
None.

Saves:
None.

Active Effects:
None.

Powers:

At-Will
Acrobatic Strike
Duelist's Flurry
Fleeting Ghost
Sea Legs

Item At-Will


Encounter []
Predatory Eye []
One-Two Punch []
Bait and Switch[]
From the Shadows []
Strike Terror []
Swift Parry []
Acrobat's Escape []

Item Encounter [_]


Daily []
Spinning Blade Leap []
Hobble []
Vexing Escape []

Item Daily [_]

Consumables:
None.

Power Descriptions
[SHOW]

Acrobatic Strike Melee - One Creature - 18 vs AC - 1d12+10 - If I am grabbed, I escape the grab.
Duelist's Flurry - Melee - One Creature - 18 vs AC - Dexterity Modifier (+6) in damage, slide the target 1 square, and I shift 1 square. I may use my sneak attack damage even if I do not have combat advantage with this attack.
Fleeting Ghost Move Action - Personal - Move up to my speed and make a stealth check to hide. I take no penalty to the stealth check for the movement, though I must still meet the normal requirements to hide.
Sea Legs Free Action - Personal - Trigger: I roll an acrobatics check to balance or hop down, and you dislike the result. Effect: I reroll the check and take the higher result.
Predatory Eye [] Minor Action - Personal - Effect: If I have combat advantage against a target, I deal 2d6 bonus damage on my next hit (before the end of my next turn) against that target.
One-Two Punch [] Melee - One or Two Creatures - 18 vs AC - 1d12+4 damage. Hit: 1[W] damage. If I hit both targets, I can deal my sneak attack damage to each target instead of just one.
Bait and Switch[] Melee - One Creature - 18 vs Will - 2[W] + Dexterity Modifier (+6) damage. In addition, you switch places with the target and can then shift 1 square.
From the Shadows [] Melee or Ranged Weapon - One Creature - (Melee) 18 vs AC - 1d12+10/(Ranged) 19 vs AC - 1d6+9 - Before attacking, I may shift 2 squares. if the target could not see me prior to the shift, I gain combat advantage for this attack. On a hit, I do damage and can shift 2 squares. If I have any cover or concealment after the shift I can make a stealth check as a free action.
Strike Terror [] Melee - One Creature - 18 vs Reflex - 2d12+10 - On a hit, I push the target 5 squares.
Tumbling Dodge [] Immediate Interrupt - Personal - Trigger: I'm hit by a melee attack - I make an Acrobatics Check and gain a bonus to all defenses against the triggering attack equal to my roll divided by 10. If the bonus causes the attack to miss, I shift 1 square.
Acrobat's Escape [] Immediate Reaction - Melee 1 - Trigger: An enemy enters a square adjacent to you.Target: The triggering enemy. Effect: The target is immobilized until the start of it's next turn. I then shift a number of squares up to your Dexterity modifier (+6) to a square that is not adjacent to the target.
Spinning Blade Leap [] Melee Weapon - One Creature - 18 vs AC - Hit: 2[W] + 6 damage. Miss: Half damage. Effect: Before and after the attack I shift up to my speed.
Hobble [] Melee or Ranged weapon - One Creature - 18 vs AC - Hit: 2[W] + 6 damage. Effect: I knock the target prone. The target can't stand up (save ends).
Vexing Escape []Melee weapon - One Creature - 18 vs AC - Hit: 3[W] + 6 damage, and I can shift a number of squares equal to my Charisma modifier (+1). Miss: Half damage, and I can shift 1 square. Effect: Until the end of the encounter, each time the target enters a square adjacent to me, I can shift 1 square as an immediate reaction.

Important Features
[SHOW]
Racial Features
[SHOW]

Oversized - Can use weapons one size larger.
Predatory Eye - I have the predatory eye power.

Class Features
[SHOW]

Level 1 The Mariner Starting Feature - While aboard a ship, I gain +2 bonus to any skill check or ability check related to life at sea.
Level 5 The Mariner Feature - I gain a +2 power bonus to initiative checks.
Level 10 The Mariner Feature -I ignore difficult terrain when I shift. While I'm aboard a ship, I can use a minor action once per round to shift 1 square.
Expert Mariner - I gain a +2 bonus to initiative checks while aboard a ship, and I am considered trained for any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship. If I'm already trained in that skill, I gain a +2 bonus to such checks.
Sea Legs - When I spend an action point to take an extra action, I gain a +2 bonus to speed and ignore difficult terrain until the end of my next turn.
First Strike - At the start of an encounter, I have combat advantage against any creatures that have not yet acted in that encounter.
Rogue Tactics - Brutal Scoundrel (Add Strength modifier to Sneak Attack damage)
Sharpshooter Talent - Crossbow - I gain an additional +1 bonus to hit with Crossbows and gain Far Shot as a bonus feat even if I don't meet the prerequisites.
Sneak Attack - Once per turn add 3d8+6 damage to a target I hit while I have combat advantage.

Feat(ures)
[SHOW]

User Choice: Improved Defenses - Gain a +1 feat bonus to Fortitude, Reflex, and Will.
User Choice: Master at Arms - Gain a +2 feat bonus to the attack rolls of all weapon attacks. Also, I can use a minor action to sheathe a weapon and then draw a weapon.
Level 1: Backstabber - The extra damage dice from my Sneak Attack class feature increase from d6s to d8s.
Level 2: Weapon Proficiency (Bastard Sword) - Gain proficiency with Bastard Swords.
Level 4: Two-Fisted Shooter - I treat the hand crossbow as an off-hand weapon, and I can reload it one-handed as a free action. When I score a critical hit and have a loaded hand crossbow in my off hand, I can make a ranged basic attack with that weapon as a free action.
Level 6: Versatile Duelist - Gain proficiency with all one-handed, military heavy blades. If a rogue power requires me to wield a light blade, I can use that power with a one-handed heavy blade and can also deal my sneak attack damage while using a one-handed heavy blade with that power.
Level 8: Headsman's Chop - Whenever I hit a proned target with an axe or a heavy blade, the target takes 5 extra damage.
Level 10: Improved Initiative - Gain +4 feat bonus to initiative.
Level 11: Point-Blank Shot - If I make a ranged attack against a foe within 5 squares of me, my attack ignores cover and concealment, including superior cover, but not total concealment.

Character Sheet
[SHOW]

Margaux, level 11
Bugbear (Human), Rogue, Sword Coast Corsair
Build: Aerialist Rogue
Rogue Tactics: Brutal Scoundrel
Rogue: Sharpshooter Talent
Sharpshooter Talent: Sharpshooter Talent (Crossbow)
Background: Geography - Forest (+2 to Perception)

FINAL ABILITY SCORES
Str 22, Con 11, Dex 22, Int 9, Wis 11, Cha 12.

STARTING ABILITY SCORES
Str 17, Con 10, Dex 17, Int 8, Wis 10, Cha 11.

AC: 25 Fort: 24 Reflex: 26 Will: 19
HP: 73 Surges: 6 Surge Value: 18

TRAINED SKILLS
Stealth +18, Thievery +16, Perception +12, Bluff +11, Acrobatics +17, Intimidate +13

UNTRAINED SKILLS
Arcana +4, Diplomacy +6, Dungeoneering +5, Endurance +5, Heal +5, History +4, Insight +5, Nature +5, Religion +4, Streetwise +6, Athletics +11

FEATS
Level 1: Backstabber
Level 2: Weapon Proficiency (Bastard sword)
Level 4: Two-Fisted Shooter
Level 6: Versatile Duelist
Level 8: Headsman's Chop
Level 10: Improved Initiative
Feat User Choice: Improved Defenses
Feat User Choice: Master at Arms
Level 11: Point-Blank Shot

POWERS
Rogue at-will 1: Duelist's Flurry
Rogue at-will 1: Acrobatic Strike
Rogue encounter 1: One-Two Punch
Rogue daily 1: Spinning Blade Leap
Rogue utility 2: Fleeting Ghost
Rogue encounter 3: Bait and Switch
Rogue daily 5: Hobble
Rogue utility 6: Tumbling Dodge
Rogue encounter 7: From the Shadows
Rogue daily 9: Vexing Escape
Rogue utility 10: Acrobat's Escape

ITEMS
Jagged Bastard sword (Large) +3, Point Blank Hand Crossbow (Large) +2, Iron Armbands of Power (heroic tier), Acrobat Boots (heroic tier), Circlet of Second Chances (heroic tier), Talon Amulet +1, Baldric of Time (Lvl 6), Battle Harness Leather Armor +2, Shadowdancer's Gloves (paragon tier), Escape Tattoo (heroic tier), Bedroll, Torch (5), Listening Cone, Hempen Rope (50 ft.), Flint and Steel, Ten-foot pole, Waterskin, Backpack (empty), Footpads, Thieves' Tools, Woodwind, Bottle of Wine, Grappling Hook, Belt Pouch (empty), Coin Purse (1790gp).

Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]

1) Personality - Rebellious, hot-headed and confident.

2) Early Years (pre-Pirate) (23 -> 5 years ago) - Growing up, Margaux lived in the poor ward of Ellisport. She was close friends with Gareth, and she would spend a lot of time with him down at the docks. Their reasons for being down at the docks were very different, however. He was down there waiting for his father to come back, but she was more interested in the seedier people that came into port. She would speak to the pirates as they came in, and try to learn more about the exciting life of being able to roam the seas and doing whatever you want. Her parents treated her with hatred for as long as she can remember, and she dreamed desperately of being able to escape and be free. Shortly after her eighteenth birthday, Margaux fell in love with a fiery pirate named Jane, who insisted that Margaux join the crew she was apart of. She was initially hesitant, and tried to convince Gareth to join, but he wanted no part of it. As soon as she could, she ran off with Jane, leaving her life in Ellisport behind forever.

3) After Becoming a Pirate (5 -> 3 years ago) - Jane showed Margaux the ropes of being part of the crew. Her first few months were the hardest part as she proved herself capable of the life to the rest of the crew. Margaux never went on any big missions with the Seashorse crew, but they brought her along for some of the smaller missions. It didn't take long for Margaux to live out her dream of exploring the seas, hitting many of the bigger ports outside of Imardin, but quickly she grew tired of Jane and knew it was time to move on.

4) Moving On Up (3 years ago) - During her time with the Seahorses, in a port city somewhere in the Forelle sea, Margaux was introduced to a few members of the Blackwood's Dogs. She took this as her chance and wasted no time, leaving barely a note for Jane as she fled in the night to join Blackwood's crew, and by the next day she was gone. Margaux hasn't spoken to or really seen Jane since leaving.

5) After joining Blackwood's Dogs (3 -> Present Day)- Since joining Blackwood's Crew, Margaux has done her best to be useful wherever she can around the ship, hoping to move up in the ranks. She never got to do anything special though, but was definitely allowed to do more than she was with the Seahorses. Recently, Margaux was promoted to Vanguard within the Blackwood's Dogs, and now has to adjust to her new responsibilities.

Goals
[SHOW]

1) Become rich and powerful.

2) Become a pirate captain.

Secrets
[SHOW]

1) Margaux refuses to tell anyone about the existence of her parents, or where she comes from. Jane is probably the only one to know she comes from Ellisport.

2) Joelle cheated on Lucien and Margaux was the result, which is why both her and Lucien (Lucien specifically) treats her so poorly.

People Tied to Character
[SHOW]

1) Joelle (44 years old, Female, Ellisport native) - Margaux's mother. Joelle briefly worked at the Tavern with Gareth's mother, but quit shortly after tying herself to Lucien. For whatever reason, Lucien and Joelle were unable to get pregnant, and an old fling from the tavern showed up. The old fling got Joelle pregnant, and they (Joelle and Lucien) brought Margaux to term, and raised her.

2) Lucien - (48 years old, Male, ???) - Margaux's father. Lucien moved to Ellisport as a young man, hoping to make it in the big city. He thinks himself a master shoe maker, but in reality is fairly mediocre. He woo'd Joelle with promises of money and luxury, but those (so far) have yet to come true. Outside of the incident with Margaux's inception, Lucien is still in love with Joelle to this day, and to Margaux's best knowledge they are still happily together.

3) Gareth - (24 years old, Male, Ellisport native) - One of Margaux's childhood friends.

4) Jane - Margaux's ex-girlfriend, now captain of the Seahorses. Jane was the one who initially beckoned for Margaux to join her in being a pirate. They quickly hit it off, casual flings became more romantic and passionate. Before too long, they were officially dating, but Jane became too Jane was too protective of her, and Margaux desperately wanted to fly free. She split off to join Blackwood's Dogs late in the night due to knowing there was no future for her in the Seahorses.

Memories, Mannerisms, and Quirks
[SHOW]

1) Margaux thinks about the day she left Gareth almost constantly. She hasn't spoken to him since, and regrets it.

2) Every morning Margaux will spend time sharpening and polishing her sword, and will tend to wake up early to make sure she has time to before her other activities.

3) Has a tendency to sit in uncomfortable positions, preferring to be high above the ground when possible.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Margaux's mother and father still live, though she has no contact with them. She's chosen to keep their identities and her birth city a secret, however, hoping to not directly cause them more harm.

Class: Lower-Middle Class

Profession: Pirating

Institutions: None

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Wealth

Secondary: Freedom/Wanderlust

Tertiary: Lust

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Attain wealth and women.

Medium-Term: Visit every city in Voreld.

Long-Term: Live long enough to settle down with someone she loves.

Crew Relations
[SHOW]
Captain Blackwood
[SHOW]

Due to his power and presense, Margaux has an intense respect for Blackwood. Over the last three years, she's grown very fond of him as a Captain and would likely do almost anything he asked for.

Mad Marian
[SHOW]

Though she's smart enough to keep her distance, Margaux respects the power Mad Marian exerts over the crew. Her creepy skeleton foot weirds her out, though.

Phil
[SHOW]

Of course, Margaux respects Phil for what he does within the crew, and many times she finds herself spending a few minutes with him to see how he's doing when she catches him relaxing, before running back off to do her work.

Orson
[SHOW]

Margaux uses Orson as an example for how an officer should act with their crew, and thinks that some mixture between Orson's easy-going and down-to-earth attitude mixed with Blackwood's captain-ing style would make for the perfect captain, though she'd never say that openly.

Samuel Gravestaff
[SHOW]

Margaux genuinely likes Sam, and will listen to his tall tales with great interest. She doesn't believe them at all, but will always encourage him to tell another story when there's an opportunity.

Baelgar
[SHOW]

Margaux likes Baelgar well enough, and appreciates the work he can do with a cannon and some explosives, but tends to keep him at a distance. His over reliance on alcohol to have a good time puts her off.

M. Villiers
[SHOW]

Margaux keeps her distance from the surgeon, but always strongly appreciates the work he does. She's been meaning to ask him about what books he tends to read, and if he has any suggestions, but she's not really had any chance to talk to him.

Noor
[SHOW]

Margaux has taken a liking to Noor, and will often ask to join her when she goes out drinking or partying. She hasn't made a move, and likely won't, but it's crossed her mind more than a few times.

Grommak
[SHOW]

Margaux respects Grommak greatly for his prowess with a sword. She attempts to spar with him whenever she can in order to keep herself up to par.

Henri
[SHOW]

Margaux keeps her distance from Henri. She finds him pleasant to speak to, but something about his self-centered nature throws her off. She speaks kindly to him, but during extended conversations she will find her self politely asking him to shut up.

Darcell
[SHOW]

Margaux doesn't mind Darcell, their mutual love of women gives them both something to talk about. She will often go drinking with Darcell, and sometimes will play wingman for him if he ever asked.

Pete
[SHOW]

Margaux can spend time with Pete just fine, but she tends to find him incredibly bland. She rarely tries to get highly intoxicated, but when speaking to Pete she tends to mostly to keep herself interested.

Pandora
[SHOW]

Pandora and Margaux had a brief fling before things ended abruptly. She still has strong feelings for the mage, but wouldn't admit it. Pandora's cold and seemingly unfeeling nature is too jarring for Margaux to deal with full time, though deep down she wishes that would change. She tries to be merely polite in their recent encounters, hoping to not betray how she feels.

Last edited by FinalTemplar on Mon Jan 27, 2020 7:07 pm, edited 15 times in total.
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Namelessjake
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Namelessjake »

Darcell, the Bard

Image

Ten-Minute Background
[SHOW]
Background and Concept Elements
[SHOW]

Personality - Darcell is fairly easy going, rarely worried about anything. He is a brave, albeit reckless individual who is often infatuated with the idea of fame and glory. He has a very addictive personality with his addictions most noticeably including women, gambling, and to a degree alcohol. Darcell loves the thrill of chasing women and has a reputation amongst the crew as a womaniser.

Birth - Darcell was born to a family of Fishermen on a small Gleosian island. He was the eldest of 3 boys and it was always assumed he would become a fisherman just like his Father.

Early Life - While it was expected he would become a fisherman, Darcell hated the idea, and fishing itself. During his early teenage years he actively avoided it as much as possible, much preferring to chase the girls of his small town. It was during this time he learnt to play his first instrument, the lute, as a way to try and woo women.

Leaving Home - Around the age of 16, Darcell began to save up money earned from playing his lute in taverns. As soon as he had enough, he bought passage on a ship and left without so much as a goodbye, determined not to ever become a fisherman. He has still never returned home and has no idea what has become of his family.

Travelling Bard - After leaving home, Darcell spent the next few years travelling the continent. In his travels he spent time almost everywhere, save for the Dwarvern kingdoms, rarely staying anywhere for more than a few months. He mostly worked as a bard, tending to earn enough money in the courts of local nobility to fund his continued travels.

Shipwrecked - On one of his journeys, Darcell was travelling with a Tulrissian Noble's daughter, Illia Harlaw of Virem, when their ship was caught in a storm off the coast of the Serran Desert. The two were the only survivors and they washed up on a small uncharted tropical island. They survived for a few weeks before they were picked up by a ship on it's way to Fort Sakura. During this time together Darcell fell in love with Illia and on their journey back to Tulrisse he tried to convince her to run away with him, knowing her father would never let her marry a commoner, however his efforts were unsuccessful.

Turning to Piracy - 3 years ago Darcell was travelling on a merchant ship when it was attacked and boarded by Blackwood. Having no loyalty to the captain of his ship, Darcell quickly sided with the pirates. Initially intending to leave as soon as he was able, he enjoyed the life and has stayed ever since.

Goals
[SHOW]

1.) Darcell has never really had an overarching plan, but ultimately he desires fame and riches, similar to many in the same line of work.

2.) I'd quite like to see Darcell change his debaucherous ways and end up with Tania.

Secrets
[SHOW]

1.) Although it would perhaps be hard to believe, if he ever told anyone, Darcell is actually in love with a girl. They were shipwrecked together, the only two survivors after a storm sank their ship, on a small uncharted tropical island of the coast of the Serran Desert. The island was just large enough to provide them with enough food and water to survive until they were picked up by a passing ship, headed for Fort Sakura, after several weeks stranded. The girl in question was the daughter of a Tulrissian Lord and wouldn't run away with him despite Darcell's efforts to convince her on the journey back to Tulrisse.

2.) Darcell is not Darcell's real name. He starting going by it instead of his name shortly after he left home, picking it solely because he liked the sound of it.

3.) Rakh Simgahl Kul’adin has born a grudge against Darcell since Darcell slept with two of his wives and placed a bounty on his head. Darcell is aware of the bounty but is unaware that a small group of mercenaries, known as Costello's Companions, have made collecting the bounty on Darcell their primary objective.

People Tied to Darcell
[SHOW]

1.) Tania - Tania is a fellow bard. Darcell and Tania met several years ago in an Imardanian court. After leaving the court Darcell doubted he would ever see her again however since then they have regularly bumped into each other by complete chance. They originally saw each other as rivals however over time as they kept seeing each other they grew to be close friends. On more than one occasion, after too much wine, they have woken up next to each other in bed.

Appearance
[SHOW]

Image

2.) Illia of House Harlaw of Virem - Illia is the daughter of the Lord of Virem in Tulrisse. Darcell was shipwrecked with her and he fell in love with her while they were stranded. He hasn't seen her since they got back to Virem after being rescued and she refused to run away with him.

Appearance
[SHOW]

Image

3.) Rakh Simgahl Kul’adin of Crescent Bluff - Darcell spent some time in the Rakh's court a few years ago. He slept with two of the Rakh's wives and was forced to flee the city when Simgahl eventually found out. He placed a bounty on Darcell which still remains to this day.

Appearance
[SHOW]

Image

Memories, Mannerisms, and Quirks
[SHOW]

1.) Darcell has a very addictive personality. While his vices definitely include women and alcohol, he he an avid gambler and will often try to gamble whenever he can, albeit not always fairly.

2.) Darcell remembers his early life with distaste. He rarely talks about his home due to how much he hated life as a fisherman.

3.) When bored Darcell will often turn to his instruments, attempting to come up with new songs.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Darcell was the oldest of three boys, born into a family of fishermen. He has no knowledge of what has happened to his family, mostly due to having left his home early on in life and never returning. Darcell tends to assume that they're probably fine, maybe his parents have died, his brothers could be married, but one thing he's certain of is that they're all fishermen.

Class: As the son of fisherfolk, Darcell is a commoner. However, back home on a small island in the Forellian Archipelago his life had not been uncomfortable. The surrounding waters were bountiful and the island had been very close to several trade routes and larger ports.

Profession: After leaving home Darcell generally worked as a travelling bard, busking in taverns and singing in Lords' courts. He would often work as a crew member to earn his passage on ships, during his travels. Now a pirate sailing with Captain Blackwood, his music is more of a hobby with piracy being his primary trade.

Institutions: He is one of Blackwood's dogs, a crew member of the pirate ship the Salacious Saint. He was also briefly part of Rakh Simgahl Kul’adin's entourage until he was caught in bed with two of the Rakh's wives and had to flee Crescent Bluff.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Hapiness - Darcell is driven by wanting to be happy. He does this through gambling, drinking and seducing women, more so since losing Illia, .

Secondary: Wealth - Darcell wishes to accumulate enough money to do whatever he wants, mostly geared towards fulfilling his primary drive.

Tertiary: Fame - Again this drive is mostly geared towards Darcell's primary drive, but he wants to earn a reputation capable of mostly letting him do whatever he wants.

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Drink, gamble, sleep with women and generally have a good time.

Medium-Term: Acquire money and renown.

Long-Term: Win back Illia.

Crew Relations - Important NPCs and other PCs
[SHOW]

Captain Blackwood: Darcell is fairly indifferent to Blackwood. He respects him however he doesn't feel much loyalty towards the captain, due to his almost absent approach to command.

Mad Marian: Darcell is wary of Marian, mostly he tries to avoid her. She is one of the few women Darcell has never even attempted to flirt with.

Phil: As someone who has a lot of free time on the ship, Phil is someone who Darcell envies. However he does like Phil, liking his carefree attitude which is very similar to Darcell's own.

Orson: Orson is someone who Darcell will often go to seeking to gamble and drink with. He respects and likes the man who comes across as one of the crew more so than the other officers. He also admires the man's swordsmanship.

Alador: Darcell doesn't like Alador and his condescending attitude towards the Normal Dogs.

Crooked Carver: Perhaps Darcell's least favourite crew member, Crooked Carver is someone who Darcell will try to avoid and he is glad the feeling appears to be mutual.

Baelgar: Darcell enjoys drinking with Baelgar, even if he can't always keep up with the dwarf. However it does present opportunities to win money.

Grommak: Darcell generally gets on with Grommak and is friendly with him. He respects the Orc however he is at times wary of his ruthlessness and thirst for power.

Henri LaBelle: Darcell generally likes Henri although at times he finds him to be a bit pompous. Also, while most pirates are fairly self centred, Darcell thinks Henri likes himself a bit too much. Darcell is also keen to sample Henri's collection of wines.

Liam Rend: As one of the crew's other heavy drinkers, Darcell enjoys Liam's company and often ends up drinking with him.

Isabelle: Darcell likes Isabelle, although she is a bit older than the girls he normally goes after, he wouldn't completely rule her out.

Constance: Darcell finds Constance attractive, however as a newcomer to the Vanguard he is somewhat wary of her mysteriousness.

Big John: The Bard is intimidated by John's colossal size, however as part of the vanguard he respects the man's fighting ability and generally doesn't mind that he keeps to himself more often than not.

Eva: Darcell thinks Eva is very attractive however he tends to keep his distance as he values his life and there are plenty more fish in the sea, non-poisonous ones more precisely.

Old Lefty: Darcell admires Old Lefty's skills and generally likes the man even if he rarely engages with him.

Rhys: The Bard generally enjoys Rhys' food, at least when the Saint is well stocked with ingredients, however he is more wary of what he's eating when rations are running low. Fresh meat can be rather suspicious.

Rusty the Red: Darcell doesn't mind Rusty, however as someone who likes to consider himself a brave and dashing hero, Darcell is not fond of the man's occasional cowardice.

Sam: Sam is harmless in Darcell's eyes and more likely to get himself killed with his outspokenness before he ever has a real shot at power. He does enjoy the man's stories though and will often try to write them into songs.

Yvan: Darcell is pretty neutral to Yvan, although he finds the way he has clung to Henri a bit pathetic, not usually being one for strong ties himself.

Wendy: Darcell is attracted to Wendy and has tried to pursue her ever since she joined the crew.

Brent the Monitor Lizard: Darcell doesn't mind Brent but does find the concept of a pet lizard on a ship kind of stupid.

Iceman: Owing to the way Iceman joined the crew, Darcell dislikes him quite strongly. Although Darcell is rarely one to hold a grudge so this relationship will likely improve over time.

Gaul: Darcell likes Gaul and gets on with him well, enjoying drinking and talking with the put fighter. Early when Gaul joined the crew Darcell beat him at dice and as Gaul has refused to play Darcell since likely thinking him a cheat. Although Darcell hasn't told him he didn't have to cheat, Gaul is just a terrible dice player.

Pete: Darcell likes drinking with Pete and likes the man's company. He is always trying to convince Pete to gamble with him, usually to little success.

Pandora: Darcell enjoyed his duet with Pandora and would have continued to pursue her but was put off by her coldness. As with most people he still maintains a friendly relationship with her.

Margeux: Darcel and Margeux make an effective wingman team and he enjoys talking about women with her. Her sexuality hasn't stopped him from making a few passes at her in the past, to little effect.

Noor: Darcell is quite enamored with Noor due to her good looks and will often flirt with her, regardless of the reception the flirting receives. He enjoys her relaxed attitude and drinking with her.

Wishlist - NPCs and Magic Items
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NPCS

Ivan Mosse, World Famous Hunter
Ivan is of Tulrissian origin. He heralds from the minor nobility, too far down the line to ever inherit but noble enough to have a comfortable life. With no hope of ever gaining a title he devoted his time to hunting, becoming extremely skilled with his rifle. As rumours of his prowess began to spread he started going after bigger and rarer targets, a quest which has so far taken him deep into Kurnhuelde.

Appearance
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Image

Asmar Jafari, Serran Pirate Captain
Captain of a stolen brig, the Harpy, Asmar commands a small crew exclusively Serran in origin. Asmar shares very little with very few. He generally keeps to himself, verging on ignoring most people. However while distant he comes across as very purposeful, like he knows something no one else does and his piracy around Voreld is part of something greater.

Appearance
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Image

Lord Denros Harlaw of Virem, Admiral of the Royal Tulrissian Fleet
Denros is the Lord of Virem in the Kingdom of Tulrisse. As Lord of a Tulrissian port he was appointed as Admiral of the Kingdom's fleet by King Amerik. He is also the father of Illia Harlaw.

Appearance
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Image

Captain Heymon Locke, Treasure Hunter Extraordinaire
Technically a Forellian pirate, captaining a stolen Tulrissian Schooner known as the Royal Phoenix, Heymon Locke rarely indulges in piracy. Instead he focuses his time an attention on tracking down fabled treasures, something at which he is good enough at to remain a captain. He is known to be a ruthless individual who only cares about money and treasure.

Appearance
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Image

Magic Items

1 Mountebank's Deck - Wondrous Item
6 Midnight Sixes - Wondrous Item
6 Iron Armbands of Power (heroic tier) - Arms
8 Boots of Quickness (heroic tier) - Feet
15 Ring of Aquatic Ability (paragon tier) - Rings

Character Sheet
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Darcell, level 11
Half-Elf, Bard, Cunning Prevaricator
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Harper Pin (heroic tier): Harper Pin (heroic tier) (Lliira's grace)
Harper Pin (heroic tier): Harper Pin (heroic tier) (Mielikki's endurance)
Harper Pin (heroic tier): Harper Pin (heroic tier) (Tymora's luck)
Half-Elf Power Selection: Dilettante
Gritty Sergeant Benefit: Weapon Proficiency (Rapier)
Background: Gritty Sergeant (Gritty Sergeant Benefit)
Dark Sun Theme: Guardian

FINAL ABILITY SCORES
Str 11, Con 17, Dex 14, Int 17, Wis 9, Cha 22.

STARTING ABILITY SCORES
Str 10, Con 14, Dex 13, Int 14, Wis 8, Cha 17.

AC: 24 Fort: 21 Reflex: 22 Will: 26
HP: 79 Surges: 10 Surge Value: 20

TRAINED SKILLS
Arcana +13, Diplomacy +18, Streetwise +16, Bluff +16, Perception +11, History +13

UNTRAINED SKILLS
Acrobatics +10, Dungeoneering +8, Endurance +11, Heal +8, Insight +12, Intimidate +15, Nature +8, Religion +12, Stealth +10, Thievery +10, Athletics +8

FEATS
Bard: Ritual Caster
Level 1: Resourceful Leader
Level 2: Superior Will
Level 4: Advantage of Cunning
Level 6: Bard of All Trades
Level 8: Improved Initiative
Level 10: Improved Majestic Word
Feat User Choice: Battle Song Expertise
Feat User Choice: Improved Defenses
Level 11: Improved Cunning

POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Staggering Note
Dilettante: Demoralizing Strike
Bard encounter 1: Blunder
Bard daily 1: Stirring Shout
Bard utility 2: Moment of Escape
Bard encounter 3: Echoing Weapon
Bard daily 5: Song of Discord
Bard utility 6: Revitalizing Incantation
Bard encounter 7: Unluck
Bard daily 9: Counterpoint
Bard utility 10: Illusory Erasure

ITEMS

Equipped Items
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Code: Select all

Main Hand: Bard's Songblade Rapier +3
Offhand:   Sitar of Restfulness (heroic tier)
Body:      Feytouched Hide Armor +3

Head:      Headband of Intellect (heroic tier)
Neck:      Amulet of Protection +1
Arms:      ---
Hands:     ---
Waist:     Belt of Vigor (heroic tier)
Feet:      ---
Symbol:    ---
Ki Focus:  ---
Ring:      ---
Ring:      ---
Tattoo:    ---

Boon:      ---
All Items
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Ritual Book, Harper Pin (heroic tier), Bard's Songblade Rapier +3, Feytouched Hide Armor +3, Headband of Intellect (heroic tier), Gambler's gear, Spyglass of Perception, Bottle of Wine (5), Gambling cheats, Harp, Sitar of Restfulness (heroic tier), Writing case, Waterskin, Hempen Rope (50 ft.), Belt Pouch (empty), Bedroll, Backpack (empty), Flint and Steel, Trail Rations (10), Amulet of Protection +1, Belt of Vigor (heroic tier), Torch (2), Alchemical Reagents (Arcana) (100), Mountebank's Deck, Midnight Sixes

CURRENCY
Coin Purse of 4310 GP

RITUALS
Traveler's Chant, Glib Limerick

Combat Block
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Darcell

Male Half-Elf Cunning Bard 11
Languages: Common, Gleiosian, Imardanian.
Age: 31
Height: 5'11"
Weight: 165 lbs.

Speed: 6
Initiative: +15 (+20 when within 10 sq. of Henri)
Passive Perception: 21
Passive Insight: 19
Senses: Low-light Vision

AC: 24
Fort: 21
Reflex: 22
Will: 26
HP: 79/79
Bloodied: 39
Surge Value: 20
Surges left: 10/10
Action Points: 1

MBA: +13 vs AC, 1d8+3 damage. (+2 to damage rolls when you have combat advantage)
RBA: +9 vs AC, 1d4+2 damage.

Resistances: None
Vulnerabilities: None
Saves: None

Active Effects: None

Powers:

Vicious Mockery
Staggering Note


Second Wind []
Guardian's Counter []
Demoralizing Strike []
Majestic Word [][] **
Words of Friendship []
Blunder []
Moment of Escape []
Echoing Weapon []
Revitalizing Incantation []
Unluck []
Illusory Erasure []
Lying Lights []
Harper Pin
Mielikki's Endurance [] *
Lliira's Grace [] *
Tymora's Luck [] *
Feytouched Hide Armor +3 [_]


Stirring Shout[]
Song of Discord []
Counterpoint []
Headband of Intellect []
Sitar of restfulness [_]

  • Can only use one per encounter
    ** Can be used twice per encounter but only once per round

Consumables:

None.

Important Features:
[SHOW]

Racial Traits and Class or Path Features:

Group Diplomacy: I grant allies within 10 squares of me a +1 racial bonus to Diplomacy checks.

Bardic Training: I can perform two bard rituals per day of my level or lower without expending components.

Virtue of Cunning: Once per round, when an enemy attack misses an ally within 8 squares of me, I can slide that ally 1 square as a free action.

Song of Rest: When I play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+6) with each healing surge.

Shrouding Action: When I spend an action point to take an extra action, one ally I choose within 5 squares of me and I become invisible until the end of my next turn.

Virtue of Deceit: When I use Virtue of Cunning, one ally I choose within 5 squares of me gains combat advantage against the target of their next attack.

Notable Feats:

Resourceful Leader: When an ally I can see spends an action point to make an attack, the ally gains a +5 bonus to damage rolls on a hit or gains 5 temporary hit points on a miss.

Superior Will: If I am dazed or stunned I can make a saving throw at the start of my turn to end that effect, even if the effect doesn't normally end on a save.

Advantage of Cunning: When I slide an ally with my Virtue of Cunning, I can also slide an enemy that was adjacent to that ally into the space the ally vacated.

Battle Song Expertise: I gain a +1 feat bonus to the number of squares that I can pull, push, or slide creatures with my bard attacks and bard paragon path attacks.

Improved Cunning: When I use Virtue of Cunning to slide an ally, I can slide the ally 2 squares instead of 1.

Item Features:

Headband of Intellect: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.

Spyglass of Perception: Gain a +3 item bonus to Perception checks when using this device.

User avatar
BartNL
Swampperson Prime
Posts: 897
Registered for: 5 years 7 months
Location: Neverland
Contact:

Re: Blackwood's Dogs, Ch. 2 OOC

Post by BartNL »

Peter "Pete" (#40FFFF)
-Vying for apprentice navigator; best nature and perception skills, and the essential rituals.

Appearance
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Image

Ten-Minute Background
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Personality
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Pete is jovial, loud and generally friendly. Especially when drunk people need to make sure not to piss him off though. His size is a good deterrent for that usually, but there's many a sailor with wooden teeth who lost their smile to Pete's fist. In his youth Pete was terrible with money, but he is doing a lot better in recent years. Pete is quite superstitious and he believes bad luck is always waiting for him in the next port. Pete is wanted in Tulrisse for desertion.

Background and Concept Elements
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Birth: Peter, better known as Pete, was born in a small Tulrissian coastal town on one of the smaller islands of the coast of Morhamm. Pete's father is an unfortunate fisherman.
Early life: Pete learned to fish and swim early. Most of his early childhood was spend fishing and fighting other boys for their catch. In that regard he hasn't changed much.
When Pete turned 10, he had always been quite tall for his age, he started working on his uncle's fishing ship.
Fat Mathilda: While the catch was usually good, fishermen don't make good money. Not good enough if you want to drink, gamble, fight and whore each night anyway. Joining a merchant ship as a sailor made sense at the time, but in the end it wasn't much better... The merchant ship Fat Mathilda was Pete's escape from the known world. Pete sailed with it from his seventeenth untill his twenthieth. Pay was better and not being able to spend money for weeks at a time meant that when Pete was able to learn a few things about saving money.
During one of his voyages, the Fat Mathilda was attacked by pirates. The crew managed to fight the pirates off. Pete killed the captain but was badly wounded in the brawl. Pete spend two months recovering on land, depleting his savings. He also hasn't been home since then.
Turissian navy: The pirates Pete fought had only surrendered because he killed their captain. If the reward for that is being ditched, you are not working for the right man. Bitter but wiser Pete decided to never wanted to work for another man in his life. Working for your king and country didn't feel right either. The navy was a good place to hone his skill at arms. The work was mostly similar to his earlier days although battles were a lot more common. That's what you get for trying to find pirates. The pay was still bad. One day Pete killed a pirate of no status that had a pouch tucked away under his shirt which held more gold and silver coins than Pete had earned in a lifetime. This made Pete see the truth; Piracy is a better job than what he's been doing all his life. Pirates work for shares so while they do work for a captain, the captain doesn't pay the men for their work, the men take their share from the loot.
Pirate's Life: Pete deserted the navy and found some temporary work with smugglers, they pay good for someone who knows navy patrol routes. One of these smugglers introduced Pete to Phil, the quartermaster of the infamous Salacious Saint. Pete's been working with them for almost 5 years now.
Recent times: Times are changing, and for the better it seems. The Black Dogs are a pirate fleet. As long as the winds are in the Dog's favour, Pete's good. The recent waves of promotions also has given Pete the chance to become the Apprentice Navigator. With some silent support of Alador, a few favours and a some mean looks, Pete claims the position of Apprentice Navigator under Malik. Navigating a ship came easy to Pete, since he spend a lot of his childhood navigating smaller vessels. The teachings of Alador also are quite the assest. Alador has taught Pete some ritual spells to summon winds and such. Nothing too impressive, but Pete did learn it with more ease than most would.

Goals
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Apprentice navigator is a good spot to be in, Sailing Master has a better ring to in Pete thinks. Malik is old, Pete is not looking to replace Malik now, but eventually the position should be his. While many young sailors dream of being captain, Pete believes the captain's job to be more trouble than it's worth.

Secrets
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1) Pete can't write and read; he can write his name and he knows the name of the ports, stars and winds, but that's where his reading abilities end. This isn't unusual per se, but Pete has tried to keep his inability a secret. Pete is trying his best to become proficient, using reading maps as a cover for improving his reading and writing. Alador is aware of this. Pete hope's Malik isn't.
2) Pete's father's luck was notoriously terrible. His own life before becoming a Dog mirrors that. Pete superstitiously believes that his bad luck might return. As many sailors are superstituous, Pete believes it for the best to boast of giant fish he never caught, instead of telling the tale of how a shark ate his catch. He can't have other's find out about his bad luck.

People Tied to Character
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Peter senior: Pete's father. The poor ole sod has lost a boat, a wife, an arm and a leg to the sees. Pete looks up to his father, as the man doesn't wallow in self pity. Yet Pete can't help but feel sorry for his old man. When Pete was three years old, his father's ship sank and Pete's mother drowned.
Lena: Pete's mother. She drowned when his father's ship sank.
Mila: Pete's grandmother on his mother's side. The woman who raised the young Pete with her boot and ladle. Pete remembers her fondly. She could still be alive, but she's be old.
Lukas: Pete's uncle. Lukas is fisherman with his own ship. Lukas employs Peter senior.
Kevin: An old friend. There's really no good word in Pete's vocabulair that discribes his relationship with Kevin. Kevin is around Pete's age and he comes from the same town. Pete and Kevin have hated eachothers guts since they were kids. As there were few other children, most older, Pete and Kevin had to band together to fight of older kids. Kevin would steal fish from the buckets of other kids, and Pete would taunt the other kids as a distraction. While they never liked eachother, they did always respect eachother's skills. Pete has no idea if Kevin found a good job, but Pete does know that Kevin is sly enough to get whatever he wants, one way or another.
Parcival of Eranor: The captain of the Fat Mathilda. If the Dogs were to encounter the Fat Mathilda, Pete would plead to the captain for mercy for the crew, and for Parcival to be fed to sharks. Pete feels Parcival owes him for saving his ship and life.

Memories, Mannerisms, and Quirks
[SHOW]

Pete's granny made the best fish soup. Pete would kill to taste it again.
When Pete is drunk, he laughs loud enough to silence pirate bars.
While Pete still gambles, he only gambles on land and prefers not to play against his crewmen.

Background - Family/Class/Profession/Institutions
[SHOW]

Family: Pete's a fisherman by birth.
Class: Pete's family are peasants, but a fisherman with a boat is somewhat akin to a landed farmer in status. Those are the peasants with enough money to care of themselve. Pete's father's misfortune has caused the family to fall from that status.
Institutions: The Fat Mathilda: A merchant vessel captained by Parcival of Eranor. Pete served with this crew for years.
Tulrissian navy: Pete size and skill at arms earned him a decent status amongst the Tulrissian sailors. Pete deserted the navy, and is wanted in Tulrissian ports.

Drives - Primary/Secondary/Tertiary
[SHOW]

Primary: Booty. Yo ho a pirate's life for me.
Secondary: Self improvement. Pete want's to become better at things, knowing that he might not always be in a position as confortable as he is in now.
Tertiary:

Goals - Short-Term/Medium-Term/Long-Term
[SHOW]

Short-Term: Continue proving himself.
Medium-Term: Learn how to read and write properly.
Long-Term: Obtain an officer's position. Sailing master would suite him, Pete thinks.

Crew Relations
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Pc's

Grommak: Grommak is reliable, and fun to drink with. Grommak is ambitious, and staying close to the orc could help Pete out in the long run.

Henri LaBelle: Pete triest to avoid Henri when he's sober. When he's drunk he can appreciate the man's stories, that are always about Henri himself.
Once Pete made the mistake of asking Henri to share one of his bottles. Pete still grins when he thinks about Henri's reaction, but he isn't making that mistake again.

Darcell: Darcell being shipwrecked still puts fear in Pete's heart. But Darcell is a good guy, he's fun to drink with. Also, hanging around with Darcell doesn't hurt once chances with the ladies either.

Margaux: She's competent, but she can be a little hot-headed. Pete can relate to that, but he's convinved that he shouldn't piss her off.

Pandora: A weathermage. Pete is aware she'd do great in his spot as apprentice navigator. She's feared for her temper, but her temper is perhaps her greatest weakness. 'If ya can't keep ya head cool in a storm, ya can't be a sailor, boy.' is what Pete's father used to tell him. But his dad wasn't a good sailor either, and he had never met a person who was that storm. So, what would he know, eh? Pete couldn't care less if she ended up on another crew eventually. For now she's a valuable member of the vanguard.

The Big Dogs

Captain Blackwood: Blackwood's leadership has been good for Pete. Pete respects Blackwood, but Pete is also indifferent to getting closer to the man since he wouldn't listen to Pete anyway.

Mad Marian: Marian, some say she is a creature of the night. Pete isn't sure about all that, he he sure doesn't want to find out either.

Phil: Pete owes his place on board to Phil. Phil's a good guy. Perhaps he is a little too laid back, but he get's the job done all the same.

Orson: Pete likes Orson, even though he is an officer Orson also helps with the everyday duties.

Malik: Because Malik is Sailing Master, Pete works closely with Malik. Malik doesn't ask more of Pete than he needs. Pete wants to do more however, so he can learn how to do a better job. Sometimes Pete thinks Malik only asks so little of him to prevent him from being able to take his place. If so, Malik isn't wrong. But come on, how long does he intend to remain a pirate?

Samuel Gravestaff: While Pete respects that Sam has the guts to speak out against the captain, Samuel is also lazy and whiny.

Baelgar: Apparently this guy is tall for his sort. Joking aside. Pete and Baelgar get along fine, the more booze the better. It might be a shortcoming on Pete's side, but unlike many other crew members, Pete has enough faith in the dwarf to trust him with his explosives even when drunk.

M. Villiers: Pete thinks the surgeon is a boring guy, who should be more open sometimes. He does his work well, and that is enough to earn Pete's respect.

The Normal Dogs

Eva Delacroix : Pete tries to avoid witches if he can.

Rhys: Pete has learned to avoid fresh meat after battles. But grub is grub.

Rusty the Red: A coward, Pete doesn't trust him.

Wendy Dickens: A feisty lass. Pete's been on her side on a merchant vessel and thinks he understands how she feels. Pete keeps an eye out for her as he doesn't trust all Dogs around a girl like her.

Ice Man: Who does he think he is not even telling his name? Does he even know who he is? Pete is nice to the newcomer, but he is also deeply suspicious.

Gaul Imran: A good guy, Pete like's to drink with Gaul.

Noor: Pete doesn't trust her. She's odd.

Brent Osoris: Pete feeds Brent fish and ale sometimes. He's a good boy.

Black Bishop

Captain Alador: Alador saved Pete's life once, and Pete wants to repay him someday. In a scheme to repay Alador, Pete is Alador's eyes and ears on the Saint. Pete knows he can't be the only one who reports back to Alador, but he is proud that a captain trusts him with such a task.
Alador has taught Pete a great deal to help him advance through the ranks. He taught Pete basic reading and writing and some magic rituals. Alador pulled some strings to help Pete get a shot at becoming the new Apprentice Navigator.
While Alador is arrogant and not too pleasant to be around, Pete owes that man too much not to look past that.

Bigh John: Big he is. He even dwarves Pete, who is by all accounts a giant of a man. As a fellow Tulrissian, altough that doesn't mean a lot for Pete, they get along well. Luckily for John, Pete can talk about the ports of their homeland for two.

Isabelle: Fun to drink with, but nothing more than that.

Liam Rend: Liam drinks at sea like he's in a port. A bad habit, but Pete doesn't think it too much of a problem.

Yvan Bellamy: Henri's pretty boy best friend. Pete wonders how he became sailing master.

Crooked Carver: For the love of Groddo, take a bath.

Old Lefty: Fun to drink with, but Pete makes sure to stay at a safe distance. You can never know what a man has in pockets, and Lefty's pockets might blow your arm off.

Bargetze: Pete isn't into woman like her, but he sure respects her strenght.

Wishlist
[SHOW]

NPC: Parcival of Eranor, Pete really hates this guy.
Items: A Tattoo with a team bonus (for every crew member), Eberron Shard of Lightning level 12 (paragon), Gauntlet's of Blood heroic or paragon, Ring of the Radiant Storm, Crown of the Brilliant Sun, Lightning Greatspear +3, Ring of Aquatic Ability,

Character Sheet
[SHOW]

Theme: Sohei

====== Created Using Wizards of the Coast D&D Character Builder ======
Peter "Pete" level 11
Minotaur, Fighter, Polearm Master
Fighter: Combat Superiority
Fighter Talents: Two-handed Weapon Talent
Goring Charge Key Ability: Goring Charge Strength
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)

FINAL ABILITY SCORES
Str 22, Con 14, Dex 16, Int 9, Wis 18, Cha 11.

STARTING ABILITY SCORES
Str 17, Con 13, Dex 14, Int 8, Wis 14, Cha 10.

AC: 27 Fort: 28 Reflex: 23 Will: 24
HP: 97 Surges: 12 Surge Value: 25

TRAINED SKILLS
Athletics +18, Endurance +14, Perception +20, Nature +18

UNTRAINED SKILLS
Acrobatics +10, Arcana +6, Bluff +7, Diplomacy +7, Dungeoneering +11, Heal +11, History +6, Insight +13, Intimidate +7, Religion +6, Stealth +10, Streetwise +7, Thievery +10

FEATS
Feat User Choice: Improved Defenses
Feat User Choice: Polearm Expertise
Level 1: Weapon Focus (Spear)
Level 2: Mark of Storm
Level 4: Polearm Momentum
Level 6: Weapon Proficiency (Greatspear)
Level 8: Vigilant Recovery
Level 10: Against All Odds (retrained to Impaling Spear at Level 11)
Level 11: Polearm Gamble

POWERS
Fighter at-will 1: Weapon Master's Strike
Fighter at-will 1: Footwork Lure
Fighter encounter 1: Hack and Hew
Fighter daily 1: Tempest Dance
Fighter utility 2: Sohei Parry
Fighter encounter 3: Rain of Blows
Fighter daily 5: Rain of Steel
Fighter utility 6: Ignore Weakness
Fighter encounter 7: Come and Get It
Fighter daily 9: Shift the Battlefield
Fighter utility 10: Clearheaded

GOLD: 265gp
Ritual components: Rare herbs (250), Alchemical Reagents (250)

ITEMS
Adventurer's Kit, Rushing Cleats (heroic tier), Iron Armbands of Power (heroic tier), Amulet of Protection +3, Battle-Scarred Champion (heroic tier), Ioun's Revelation (level 3), Moradin's Blessing of Iron (level 3), Mercurial Mind (heroic tier), Footpads, Thieves' Tools, Climber's Kit, Ritual Book, Restful Bedroll, Potion of Cure Moderate Wounds (3), Lightning Greatspear +2, Karach Scale Armor +3, Distance Javelin +1, Eberron Shard of Lightning (heroic tier), Tempest Whetstone (heroic tier) (2), Crowbar
RITUALS
Summon Winds, Endure Elements, Enhance Vessel, Water Walk
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Combat Block
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Peter

Male Minotaur (Human) Fighter 11
Languages: Tulrissian, Common
Age: 27
Height: 7'1
Weight: 330 lbs.

Speed: 7 (6 when bloodied)
Initiative: +8
Passive Perception: 30
Passive Insight: 23
Senses: Normal Vision

AC: 27
Fort: 28
Reflex: 23
Will: 24
HP: 97/97
Bloodied: 48
Surge Value: 25
Surges left: 12/12
Action Points: 1

MBA: MBA: +19 VS AC or Reflex, 1d10+12 damage
RBA: RBA: +14 VS AC, 1d6+9 damge (Distance Javelin +1)

Resistances:
None

Vulnerabilities:
None

Saves:
+1 power bonus vs. fear, daze, dominate, stun effects

Active Effects:

Powers:

Footwork Lure
Weapon Master's Strike
Combat Challenge

Lightning Greatspear


Second Wind[]
Sohei Flurry[]
Goring Charge[]
Hack and Hew[]
Sohei Parry[]
Rain of Blows[]
Ignore Weakness[]
Come and Get It[]

Mercurial Mind[_]


Tempest Dance[]
Rain of Steel[]
Shift the Battlefield[_]

Battle-Scarred Champion[]
Ioun's Revelation[]
Moradin's Blessing of Iron[]
Lightning Greatspear[]

Consumables:

Potion of Cure Moderate Wounds (3)
Tempest Whetstone (heroic) (2)

Important Features:
[SHOW]

Feature:Ferocity: Make MBA as immediate interrupt when you drop to 0 hp., Heedless Charge: +2 AC to Opportunity Attacks while charging, Combat Challenge: Mark on hit or miss, Combat Superiority: Add Wis mod to opportunity attacks, Lunging Action: You can spend an action point to increase the reach of your reach weapons by 1 square until the start of your next turn, instead of taking an extra action, Forceful Reach: If you use a reach weapon to deliver a weapon power that pushes, pulls, or slides a target, you increase the distance of the forced movement by 1 square. Polearm Expertise: +2 defenses against charge attacks while holding 2-H polearm, Mark of Storm: Slide enemies you hit with thunder and lightning damage, +1 Flying Speed, Polearm Momentum: Knock prone enemies you push or slide more than 2 squares at the end of the push/slide, Vigilant Recovery: On hit enemy can't benefit from CA against you untill start of your next turn. Polearm Gamble: When a nonadjacent enemy enters a square adjacent to you, you can make an OA with a polearm against that enemy, you grant CA to that enemy until the end of the enemy’s turn.

Item Feature: Eberron Shard of Lightining: +1 dmg on lightning attacks with Lighting Greatspear, Rushing Cleats: +2 to bull rush attacks, increase push or slide of melee and close attacks by 1, Moradin's Blessing of Iron: If an enemy pushes you, reduce the distance reduce distance by 2, If an ememy pulls you, and that leaves you adjacent to that enemy, make a MBA as an opportunity action, Crowbar: +2 athletics to open locked doors or containers, Climber's Kit: +2 Athletics checks for climbing when using this item, Thieves' Tools: +2 Thievery to open locks or disable traps when using this item, Footpads: +1 Stealth when sneaking, Restful Bedroll: +1d8 temp HP after long rest,

Slide/Push Summary
Lightning Greatspear allows lightning damage. (+1 damage from the lightning shard)
Mark of Storm gives +1 slide when you deal lightning damage.
Rushing Cleats increases +1 slide/push on close/melee attacks.
Forceful Reach increases +1 slide/push/pull with reach weapons.
Polearm Momentum allows to knock prone when sliding or pushing 2 or more squares.

Last edited by BartNL on Sun Jan 26, 2020 2:55 am, edited 25 times in total.
User avatar
TauNeutrino
Posts: 30
Registered for: 5 years 7 months

Re: Blackwood's Dogs, Ch. 2 OOC

Post by TauNeutrino »

Pandora, Apocalpytic Harbringer
(#FF00BF)

Image
Vying for Apprentice Navigator, which her skills as a weather mage assist her with.

Ten-Minute Background
[SHOW]
Background and Concept Elements
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Personality - Pandora is cold and closed off to those who don't know her. Although she generally keeps her composure, her temper is legendary when it is awakened, and those who live with her know not to provoke it. She warms up to the few she trusts but still has difficulty being emotionally open.

Birth and Early Life - Pandora was born at the apex of the longest solar eclipse in recent Imardinian history to a human fisherman and his beautiful wife, with her twin being stillborn and warped; her mother soon followed from the strain of childbirth. Because of this and her powerful magic (that was liable to go out of control when she was younger), she was often viewed with suspicion in her impoverished, rural, and superstitious hometown. As a result, she developed a cold demeanor to drive away the hurt and to control her perilous magic.

Navy Years - To escape the prejudice she faced in her boorish town, she left to join the navy as soon as she could. Her adept command of lightning magic and wind allowed her to become weather mage on a sleek, new-generation ship of the line.

Adelaide - While in the Navy, Pandora fell in love with the first mate on another ship, Adelaide Bellamy. Given her lack of affectionate companionship in her hometown, Pandora and Adelaide fell deeply for each other, and Pandora was a loving, even warm person in the company of her beloved. They were engaged, and just two months before they were set to marry, Adelaide was sent on a dangerous mission that was sabotaged, bringing down her ship. Most escaped, but Adelaide drowned, and the brass covered up the incident, not wanting merchants to lose faith in the strength of their navy.

Shattering - Pandora confronted a high-ranking naval officer upon learning the truth after her obsessive search for information on the loss of her fiancé, and the officer brushed off her concerns, telling her (in nicer terms) that Adelaide was less important than the whims of the brass and their wealthy patrons. Pandora went berserk, losing control of her magic and created a malestrom of lightning, detonating the vast quantities of gunpowder the ship was carrying and sinking it, leaving few survivors.

Piracy - Pandora managed to cling to debris long enough to cast a spell that allowed her to walk on water. Desperate for revenge against the Navy, she chanced upon Blackwood and his Dogs, joining up and offering her services as a weather mage and battlemage. This was two years before the start of the game.

Secrets
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1.) She has developed a somewhat split personality, where her softer side is kept caged by the less sane part of her, her hard, cruel, and dominant personality.
2.) Unbeknownst to Pandora, the Imardinian navy believes her dead in the "freak accident" that destroyed her ship. Any survivors didn't get an accurate perspective of what occurred, so she is not a known pirate at this point, given the lengths she goes to disguise her face.

People Tied to Pandora
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Adelaide, her fiance. Pandora will not accept any attacks on her dead fiancé's character, and even gentle teasing will be taken with hostility. She keeps a picture of her in her locket at all times.

Appearance
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Image

Memories, Mannerisms, and Quirks
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She owns a cat named Rum, and will hurt anyone who dares hurt her.

Kitty
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Image

Pandora wakes up early in the morning to meditate and control her chaotic magic.

On pirate raids, she applies light glamours and makeup alongside her screaming armor in order to appear almost demonic, as her skin bleeds lightning and her eyes turn completely white. This gives her a distinctive look.

Background - Family/Class/Profession/Institutions
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Family: Pandora is an only child, with her twin dying in the womb and her mother dying in childbirth. Her relationship with her father has been strained ever since she ran away to the naval academy; they've fallen out of contact now.

Class: Pandora was born into a working-class fishing family, but her magical talent and sheer ambition allowed her to graduate top of her class in the naval academy, securing a good position as a storm mage on a ship of the line before her falling out with the Navy.

Profession: Before she went rogue and became a pirate, Pandora was a weather mage who worked for the Imardinian Navy.

Institutions: She still knows many new officers in the Navy, although they would take a dim opinion of her piracy.

Drives - Primary/Secondary/Tertiary
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Primary: Power - Pandora lost the only person she cared about over herself, and she is determined to become powerful enough to never lose a loved one again. She wants to build her powerbase so that she can face down the might of the Imardinian Navy and get them back.

Secondary: Revenge - She has become somewhat unhinged about the Imardinian Navy, wanting very little more than revenge against the brass. She holds little anger for the average soldier; she pities them for following the rich and incompetent (in her view) admirals like sheep. Despite this, she doesn't particularly care about them either, and won't hesitate to cut them down if they have something she wants.

Tertiary: Love - She doesn't like to talk about it and won't admit it now, but her fiancé meant a lot to her, and finding someone she can truly connect to would go a long way towards healing her as a person. This is more of a subconscious desire than one she actively pursues.

Goals - Short-Term/Medium-Term/Long-Term
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Short-Term: She wants to acquire an officer booth in Blackwood's fleet.
Medium-Term: Pandora wants to acquire captaincy of her own ship and/or command of multiple.
Long-Term: She wants to either infiltrate and reshape the Imardinian navy or bring it to its knees.

Crew Relations - Important NPCs and other PCs
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Captain Blackwood: Pandora has great respect for Blackwood and his ironclad rule over his fleet, something rare in piracy. His skill is legendary, and she hopes to learn from him.

Mad Marian: Marian's a bit of an enigma. Pandora has tried to get close to the partially-skeletal woman a few times but has been rebuffed each time.

Phil: She thinks he's weak, lounging around all day and just cutting pieces of the cake.

Orson: She has a good deal of respect for Orson, as he's not afraid to get his hands dirty and has a relatable personality. They spar on occasion, and she finds his style refreshing.

Malik: She doesn't really know him, but is gunning to get his spot in the medium term. If people don't like him and he might suffer an "accident"... how tragic.

Samuel Gravestaff: He's an entertaining idiot. Only a fool would so openly speak out against a captain who rules with such an iron fist.

Baelgar: He's competent and fairly good-natured; she has no problems with him.

Villiers: She understands and respects his desire for solitude, and considers him quite competent.

Grommak: Grommak is one of the few on the crew that she's truly close to. They spar and are good friends... okay, perhaps a little more than friends. Their relationship isn't one of romance, however, and they're perfectly content to bone down hard and move on with their lives, which is a bit of a recurring thing.

Henri: Although arrogant, Henri is talented, and Pandora appreciates his natural charisma, seeing a bit of herself in him. He's a bit of a prettyboy for her tastes, but he's a good friend when you get past his self-aggrandizement.

Margaux: The two had a fling for a while, but things weren't really working out, so it's not really a thing anymore. Regardless, Pandora likes Margaux, although she envies the younger woman for her love being alive. She's a bit bitter about that.

Darcell: Darcell and Pandora are on good terms, if not particularly close. They sang an absolutely smashing duet once, although Darcell has never tried to get into Pandora's pants again after that night...

Pete: Pandora appreciates his prowess in combat, but she's had bad experiences with superstitious folk like him before. Embrace your luck, she thinks. Trying to run away from the whims of destiny just means you become even more of fate's plaything. He's interested in the apprentice navigator post, which is in the way of her ambition, but she doesn't let that get in the way of a cautiously friendly relationship.

Eva: A woman who keeps that much poison is one of good sense. She is also one to be watched. Carefully.

Rhys: His food is edible; she couldn't care less what he eats.

Rusty the Red: Pandora doesn't suffer cowards well. If he's going to falter in the line of battle, he better stay the hell out of the way.

Brent: The lizard is cute. He gets along relatively well with Rum (they often hunt together for the rats that sneak onto the ship), which is a good thing, because otherwise, the lizard would be tasty instead.

Wendy: Pandora's taken Wendy under her wing, teaching her some light blade techniques in case she ever has to defend herself.

Ice Man: She's reserving judgement.

Gaul: She's not close with the man, but finds him an adept fighter and a likeable person.

Noor: Pandora and Noor are frequent companions, often sparring (she's lethal in a fistfight, making Pandora lean on her magic to keep up) and talking.

Wishlist - NPCs and Magic Items
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NPCS
Magic Items
13 +3 Thunderbolt Lancing Dagger - Implement
11 Dice of Auspicious Fortune - Wondrous Item
12 Ebberon Shard of Lightning (paragon tier) - Dragonshard
10 Salve of Power - Wondrous Item
3 Staff of the War Mage - Implement
5 Staff of the Traveler - Implement
10 Diamond Cincture - Belt
10 Strikebacks - Hands
10 Lancing Dagger of Speed +2 - Implement

Character Sheet
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Pandora, level 11
Human, Sorcerer|Fighter, Demonskin Adept
Sorcerous Power: Sorcerous Power Strength
Hybrid Talent: Fighter Combat Talent
Fighter Combat Talent: Tempest Technique (Hybrid)
Paragon Hybrid Talent: Soul of the Sorcerer
Soul of the Sorcerer: Wild Soul
Choose Bluff or Intimidate for your Level 10 Yakuza Feature: Intimidate (Level 10 Yakuza Feature)
Human Power Selection: Heroic Effort
Background: Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Yakuza

FINAL ABILITY SCORES
Str 18, Con 11, Dex 14, Int 14, Wis 9, Cha 22.

STARTING ABILITY SCORES
Str 15, Con 10, Dex 13, Int 13, Wis 8, Cha 17.

AC: 29 Fort: 26 Reflex: 25 Will: 28
HP: 85 Surges: 7 Surge Value: 21

TRAINED SKILLS
Streetwise +20, Diplomacy +18, Intimidate +21, Bluff +18, Arcana +14, Stealth +14

UNTRAINED SKILLS
Acrobatics +9, Dungeoneering +6, Endurance +7, Heal +6, History +9, Insight +6, Nature +6, Perception +6, Religion +9, Thievery +9, Athletics +11

FEATS
Bardic Ritualist: Ritual Caster
Human: Hybrid talent again again (fighter armor)
Level 1: Hybrid Talent
Level 2: Paragon Hybrid Talent
Level 4: Mark of Storm
Level 6: Arcane Familiar (retrained to Walk Among the Fey at Level 11)
Level 8: Bardic Ritualist
Level 10: Superior Implement Training (Lancing dagger)
Feat User Choice: Battle Song Expertise
Feat User Choice: Armor Proficiency: Scale
Level 11: Unlucky Teleport
Feat User Choice: Improved Defenses

POWERS
Corellon's Boon of Arcane Might (level 3): Howling Zephyr
Corellon's Boon of Arcane Might (level 8): Hidden Lore
Hybrid at-will 1: Ensorcelled Blade
Hybrid at-will 1: Dual Strike
Hybrid encounter 1: Hack and Hew (retrained to Explosive Pyre at Level 7)
Hybrid daily 1: Howling Tempest
Hybrid utility 2: Glowering Threat
Hybrid encounter 3: Flame Spiral
Hybrid daily 5: Dancing Defense
Hybrid utility 6: Life's Losing Hand
Hybrid encounter 7: Come and Get It
Hybrid daily 9: Slaad's Gambit
Hybrid utility 10: Fog Form

ITEMS
Lightning Lancing dagger +2, Rhythm Blade Lancing dagger +1, Eberron Shard of Lightning (heroic tier), Adventurer's Kit, Everburning Torch, Ten-foot pole, Dagger (4), Belt Pouch (empty), Corellon's Boon of Arcane Might (level 3), Mystery of the Hidden Veil (level 3), Amulet of Protection +3, Sehanine's Mark of the Dark Moon (level 3), Crimson Determination (heroic tier), Bahamut's Protective Ward (level 3), Riding Horse, Ritual Book, Traveler's Kit, Charlatan's Kit, Devotee's kit, Inquisitive's Kit, Identification Papers with Portrait, Standard Identification Papers, Potion of Cure Light Wounds, Corellon's Boon of Arcane Might (level 8), Ioun's Revelation (level 3), Screaming Scale Armor +3, Coin of Good Luck (3), Footpads

Gold: 50gp
Ritual Components: Arcane Reagents (Arcana) (450), Rare Herbs (Nature) (100)
Ritual Foci: Fine Violin (50gp), Bag of Falcon Bones (50gp), Tiny Bell (5gp), Fine Silver Wire (5gp), Ceramic Hand (25gp)

RITUALS
Water Walk, Summon Winds, Enchant Magic Item, Glib Limerick, Portend Weather, Alarm, Pass Without Trace, Silent Image, Tenser's Floating Disk, Read Omens, Object Reading, Banish Vermin, Call of Friendship, Transfer Enchantment, Last Sight Vision, Preservation, Unseen Servant

Combat Block
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Pandora
Female Human Wild Sorcerer|Tempest Fighter/Bard/Demonskin Adept 11
Languages: Common, Imardinian.
Age: 27
Height: 6'2"
Weight: 175 lbs.

Speed: 5
Initiative: +7 (+12 when within 10 of Henri)
Passive Perception: 14
Passive Insight: 14
Senses: Normal

AC: 29
Fort: 26
Reflex: 25
Will: 28
HP: 85/85
Bloodied: 42
Surge Value: 21
Surges left: 7/7
Action Points: 1

MBA (Ensorcelled Blade): +19 vs AC; 1d4+18 lightning damage and teleport the target 1 square, dealing an additional 1d10+12 lightning damage. Also on a hit, until EoNT the target takes 6 lightning damage upon hitting or missing Pandora with a melee attack.
RBA (Elemental Bolt; 1/enc): +16 vs Reflex; 1d12+18 lightning damage and teleport the target 1 square, dealing an additional 1d10+12 lightning damage.

Resistances: Resist 10 lightning
Vulnerabilities: None
Saves: None
Conditional Effects: +2 to damage rolls vs. bloodied enemies (crimson determination)
+2d10 damage when implement attacks crit (lancing dagger)
Take half damage (no damage on a miss) from enemies who can't see Pandora

Active Effects: None

Powers:

Ensorcelled Blade
Dual Strike
Combat Challenge


Second Wind []
Heroic Effort []
Ruthless Demonstration []
Glowering Threat []
Life's Losing Hand []
Fog Form []
Elemental Bolt []
Howling Zephyr []
Explosive Pyre []
Flame Spiral []
Come and Get it []
Demon-Soul Bolts []
Screaming Armor [_]


Howling Tempest []
Slaad's Gambit []
Dancing Defense []
Lightning Weapon []
Bahamut's Protective Ward []
Sehanine's Mark of the Dark Moon []
Mystery of the Hidden Veil []
Corellon's Boon of Arcane Might (level 3) []
Corellon's Boon of Arcane Might (level 8) [_]

Consumables:
None.

Important Features:
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Racial Traits and Class or Path Features:

Demon Fury: When Pandora spends an action point to take an extra action, she and her allies gain +3 to attack rolls until the start of her next turn, but enemies gain +3 to attack rolls against Pandora for the same duration.

Variable Resistance: Once per encounter as a minor action, Pandora can change her Wild Soul resistance to one she chooses.

Tempest Technique (Hybrid): +1 to attack rolls when dual-wielding.

Wild Soul: Resist 10 [lightning] and pierce Resist 10 [lightning]

Notable Feats:
Two-Weapon Defense (Hybrid): +1 shield bonus to AC and Ref while dual wielding

Mark of Storm: Slide enemy 1 when you hit it with a lightning or thunder power

Walk Among the Fey: Teleport creature you slide an equivalent distance instead

Unlucky Teleport: When you teleport an enemy with a sorc/sorc PP power, they take 1d10 psychic damage

Damage Breakdowns
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Sorcerer Implement Bonus Damage: +12 (+2 enhancement, +3 lancing dagger, +6 sorcerous power, +1 dragonshard)
General Bonus Damage: +3 (+2 enhancement, +1 dragonshard)

Unlucky Teleport: When a sorcerer power teleports an enemy, it deals 1d10 psychic (-> lightning) damage. Sorcerer damage bonuses apply.

Action Point: +15 damage (+10 resourceful presence, +5 resourceful leader) with hits as part of AP action; +10 damage to non-hit damage instead.

Flame Spiral effect damage: 1d6+12; benefits from +10 from resourceful presence if used on AP.

Last edited by TauNeutrino on Mon Jan 27, 2020 11:45 am, edited 19 times in total.
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Fialova
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Fialova »

Deadline to Complete Characters is by end of day on Friday, January 24th.

After this point I will complete final audits of any characters that were not completed early, and then will start the game sometime that weekend. Should everyone finish their PCs before that date the game may start earlier.

Additionally, there was an OOC decision that the last game ended at that you guys will need to decide on before the game begins.

Mechanics
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So for this part of the game, since IC Blackwood has all of the decision-making process as far as targets/etc go, but giving you guys no options is no fun, I figure I will leave the options of what/where to hunt for a ship OOC up to you all, and then I will have that be the decision that Blackwood came to when directing the crew.

1) The Forelle Sea, despite its name, is really more of a collection of multiple smaller bodies of water between the various larger islands. What area you decide to hunt in will decide what sorts of vessels you are more likely to encounter. Please pick one general region to hunt in for the time being (ex. 'between Ghia and Gleios') and I will use that as part of the process in determining what you encounter.

2) In addition to region to hunt in, the following factors will be used. These are not particularly precise, but it is good to know what your preferred targets would be of the follow:

  • Small Vessels - generally trade vessels or ocean-going fishermen, with smaller crews and fewer goods. Typically only can afford to dock in poorer parts of towns, so would not stand out too much going into Ellisport, but would also not provide much benefit after the particular mission is complete.
  • Medium Vessels - typically more profitable trade vessels and passengers vessels, though there are some nimble military vessels of this 'category' as well. These would be more conspicuous if docked in a poorer part of town than small vessels, but they are also more useful in the long term for Blackwood's fleet.
  • Large Vessels - most of these are military vessels, though some wealthy traders do own ships of a similar size to some navy vessels. These are harder to hunt and would stand out like a sore thumb in poorer docks, essentially requiring the party to dock elsewhere in Ellisport. However, these ships are also large enough to hold many men and (if modified) guns, so much more useful for the fleet in the long run.

Once you've decided on a region of preference and a prey of preference I can move you forward based on that decision.

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ratwizard
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by ratwizard »

OOC Vote
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I vote to take on a medium-sized vessel in the region between Meidan, Visha, and Mai'okon.

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Scratcherclaw
YUO ARE SMART
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Registered for: 11 years 10 months

Re: Blackwood's Dogs, Ch. 2 OOC

Post by Scratcherclaw »

OOC Vote
[SHOW]

Medium vessel as well, between Mai'okon, Brennis, and Ghia. Brennis has dat money

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TauNeutrino
Posts: 30
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by TauNeutrino »

OOC Vote
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Medium or large ship in a prosperous region; if it can be stolen from the Imardinians, even better.

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Namelessjake
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by Namelessjake »

OOC Vote
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I vote a Medium ship in a prosperous region such as near Brennis, hoping for either a Brennisian or Imardanian ship.

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FinalTemplar
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by FinalTemplar »

ooc
[SHOW]

Medium, between brennis and imardin.

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BartNL
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Re: Blackwood's Dogs, Ch. 2 OOC

Post by BartNL »

OOC
[SHOW]

Since it is our goal to infiltrate Fort Ellis, I propose we try to actively avoid capturing Imardinian ships for now.
Ships sailing between Ghia, Brennis and Mai'okon should be good targets.
A small ships is enough to get this job done. A medium ship is fine too. A large ship would be to much trouble docking.

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