Saturday, February 22, 2014

Welcome to the Party

Last weekend I had the opportunity to run some Pathfinder Freeport scenarios at Con of the North. Since they might be useful, I'll post the pre-generated characters here. In the past, when I've run games, I've given the players character sheets, but left it to them to decide upon their characters' names, personality traits and background information. This time around I provided those details, and I think it helped facilitate roleplaying and character interaction.

Here's a link to a PDF for these characters.

Pre-Generated Characters

Additionally, I should mention that these characters are based upon drawings by Claudio Pozas, as can be see here.

Claudio Pozas Pirates

-Nate



Horace
Although there is no specific rank and file among this band of adventurers, Horace is the one who gives orders while aboard ship. After all, he is an experienced and competent sailor, and he knows the water around Freeport better than most people known the insides of their own homes. He is also a skilled combatant, having honed his abilities with cutlass and pistol during numerous voyages. This corsair is just as comfortable in a tavern brawl on land as he is resisting a boarding action on the deck of a ship at sea. It should also be noted that he is inordinately vane when it comes to his moustache.

As far as other characters are concerned, Horace is a brother in arms with Uriel. Despite the fact that some Freeporters look down on the half-orc, Horace has fought back-to-back with Uriel on many occasions and has come to trust the barbarian's prowess and raw strength. Similarly, he views Konrad as a kindred spirit. Although it is unusual for a dwarf to worship Harrimast, Horace and Konrad share a love of the sea and thus have a common bond. The sorceress, Lucinda, is an enigma for him. She is beautiful and exotic, certainly, but she has also demonstrated her grit and wile in battle. Finally, while Horace doesn't always approve of Maximillian's tactics, the halfling has shown himself to be more than useful in situations that require stealth and guile instead of swashbuckling and swagger.

Horace
CR 2
XP NA
Male human fighter 3
CG Medium humanoid
Init +2; Senses Perception +2
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 Dex, +2 armor, +1 Dodge)
hp 27 (3d10+6)
Fort +5, Ref +3, Will +3
Resist None
OFFENSE
Spd 30 ft.
Melee Masterwork cutlass +7 (1d6+3)
Ranged Stinger FP +5 (3d6)
Special Attacks None
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Dodge, Improved Dodge, Point Blank Shot, Precise Shot, Weapon Focus (cutlass)
Skills Climb +9, Profession (sailor) +8, Swim +9
Languages Common
SQ None
Combat Gear Leather armor, masterwork cutlass, 2xStinger FP pistols, ammunition, 2 pouches; 23 pp, 15 gp, 10 sp


Uriel
Life in Freeport can be hard for a half-orc. After all, most "humanoids"--a term which Uriel finds objectionable--are consigned to living in the Bloodsalt district. What is more, in the aftermath of a barbarian invasion and rioting among the orcs, an individual who combines both elements is often regarded with distrust if not outright hostility. Even so, Uriel works to establish his reputation as a man of honor and a skilled combatant. While he has had success in accomplishing the latter, the prior has proven more difficult.

The barbarian is respected by his companions, if perhaps somewhat begrudgingly by Konrad. He and Horace are brothers in arms, and the half-orc has grown to appreciate the daring of the halfling Maximillian. Uriel is intrigued by Lucinda, given that she is of mixed races like he is, and--if the truth should be revealed--he is a little bit smitten with her.

It should come as no surprise that the barbarian is quite skilled in combat. His prodigious strength and his sense for natural surroundings also make him useful aboard a ship, even if it is hard for him to live in the tight spaces belowdecks.

Uriel
CR 2
XP NA
Male half-orc barbarian 2
CG Medium humanoid (orc)
Init +0; Senses Perception +8 (Darkvision 60 ft.)
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 31 (3d12+6)
Fort +5, Ref +1, Will +3
Resist None
OFFENSE
Spd 40 ft.
Melee Masterwork greatsword +8 (2d6+6)
Ranged Longbow +3 (1d8)
Special Attacks Power Attack, Cleave
STATISTICS
Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +7; CMD 17
Feats Cleave, Power Attack
Skills Climb +10, Perception +8, Swim +10
Languages Orcish, Common
SQ Orc Blood, Orc Ferocity
Combat Gear Chain shirt, masterwork greatsword, longbow, 20 arrows, 2 pouches; 24 pp, 12 gp, 10 sp


Maximillian
Others tend to underestimate Maximillian because of his size, but they soon learn better. After all, the halfling possesses a reckless sense of courage and has enough speed to carry himself out of many dangerous situations. Of course, there are also times when his lack of caution requires a little outside help to remedy; happily for him, his skills in finding and eliminating traps, along with sneaking up on enemies, make him an indispensable member of the party--so Horace and Uriel don't grumble too much when they have to step in and save him.

People don't know too much about this rogue. His companions have learned that he was orphaned at a young age, and thus had to learn to fend for himself on the streets of Freeport. It was during those difficult times that Maximillian first developed a need to prove himself in the eyes of others--a compulsion that he still has to this day. He is learning to trust his fellow adventurers, however, and is coming to recognize that sometimes discretion is the better part of valor. When a deadly foe threatens his friends, however--or when there is a valuable prize to be won--he is the first to rush into harm's way.

Maximillian
CR 2
XP NA
Male halfling rogue 3
CG small humanoid
Init +4; Senses Perception +8 (Low-light vision 60 ft.)
DEFENSE
AC 18, touch 16, flat-footed 12 (+4 Dex, +2 armor, +1 size, +1 Dodge)
hp 17 (3d8)
Fort +2, Ref +8, Will +2
Resist None
OFFENSE
Spd 20 ft.
Melee Masterwork rapier +7 (1d4)
Ranged Shortbow +6 (1d4)
Special Attacks Sneak Attack
STATISTICS
Str 11, Dex 18, Con 10, Int 14, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +12, Bluff +8, Climb +8, Disable Device, +10, Disguise +8, Escape Artist +10, Knowledge (local) +8, Perception +8, Sleight of Hand +10, Stealth +10
Languages Halfling, Common
SQ Fearless, Halfling Luck, Keen Senses, Sure-Footed
Combat Gear Leather aror, mastework rapier, shortbow, 20 arrows, masterwork thieves' tools, 2 pouches; 30 pp, 17 gp, 10 sp


Konrad
Few mainlanders would expect to see a dwarf serving aboard a ship. They've probably never met Konrad son of Kasimir, a loyal cleric of Harrimast. He, like his father before him, has sworn to serve the God of Pirates. In this way he is gregarious and outgoing among manners, always amicable to sharing drinks and food with others. All the while he preaches the benefits of the buccaneering life: fellowship, plunder and freedom.

This is not to say that the dwarf is bloodthirsty, however. Indeed, he seeks to take only from those who hoard wealth for themselves, and give it to those who are in need. He can be somewhat loose with his interpretation of need, though. Woe be it to any undead, demons or other such unholy things who cross his path, for he is a tireless foe for such monsters.

Konrad is just as quick to join a fight as he is a round of drinking or singing, almost as much as Uriel or Horace. The dwarf is fast friends with the human pirate, and the respect he is developing for the half-orc is slowly overcoming the prejudice that many of their kinds have for each other.

Konrad
CR 2
XP NA
Male dwarf cleric 3
NG Medium humanoid
Init +); Senses Perception +4 (Darkvision to 60 ft.)
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 23 (3d8+6)
Fort +5, Ref +1, Will +7
Resist Details
OFFENSE
Spd 20 ft.
Melee Masterwork heavy flail +4 (1d10+1)
Ranged Heavy crossbow +2 (1d10)
Special Attacks None
Domain Spell-Like Abilities (CL 3rd):
Agile Feet, Icicle
Spells Prepared (CL 3rd):
0th--Detect magic, guidance, resistance, virtue; 1st--bless, divine favor, obscuring mist; hold person, shield other, spiritual weapon (4/3+1/2+1)
STATISTICS
Str 12, Dex 10, Con 14, Int 10, Wis 18, Cha 12
Base Atk +2; CMB +3; CMD 13
Feats Combat Casting, Extra Channel
Skills Heal +10, Knowledge (religion) +6
Languages Dwarvish, Common
SQ Channel Energy 2d6, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning
Combat Gear Chain shirt, masterwork heavy flail, silver holy sumbol, healer's kit, 2 belt pouches, heavy crossbow, 10 bolts


Lucinda
Life at sea is often considered to be a man's world. What is more, it is frequently a world in which brawn and physical toughness are considered to be the most important of a person's attributes. For those reasons, it would be easy to underestimate the value of Lucinda to her crew. Enemies should only do so at their own risk.

For one thing, the half-elf is a skilled sorceress. While not as practiced in the arcane arts as some, she is crafty enough to use her spells to aid her companions. She can charm a member of the city watch or leave a group of enemy pirates sleeping peacefully. The half-elf is a good in a fight, too, unleashing fire and other surprises upon unsuspecting foes.

What Lucinda has only shared with a select few is the fact that somewhere in her pedigree is the blood of a bronze dragon. Although she enjoys the excitement and challenge of adventuring, the sorceress hopes one day to learn more about her magical inhertiance, and perhaps even to meet the creature from whom she is descended.

Lucinda
CR 2
XP NA
Female half-elf sorcerer 3
NG Medium humanoid
Init +2; Senses Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (3d6)
Fort +1, Ref +3, Will +3
Resist None
OFFENSE
Spd 30 ft.
Melee Heavy mace +1 (1d8)
Ranged Light crossbow +3 (1d8)
Special Attacks None
Spells Known (CL 3rd):
0th--Daze, detect magic, prestidigitation, read magic, resistance; 1st--shield, shocking grasp, sleep
Bloodline Draconic
STATISTICS
Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 19
Base Atk +1; CMB +1; CMD 13
Feats Point Blank Shot, Spell Focus
Skills Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +10
Languages Elvish, Common, Draconic
SQ Elf blood, elven immunities, keen senses, multitalented
Combat Gear Heavy mace, light crosswob, 10 bolts, potion of eagle's splendor, potion of cat's grace, 2 pouches

2 comments:

  1. You left out the good Captain Vashnek!

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    Replies
    1. Actually had a great time playing him. Not often you get to take the part of a goblin sea captain. Expect he's seeing the estate agent now about the big house in the fancy part of town...

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