In an earlier post I presented a short story called "Act of Faith;" it involves characters that I use for running Freeport adventures at conventions and game days. Below I present stats for them, retooling them for use on Homeworld in the
Aetherial Adventures setting.
-Nate
Note: Some artwork copyright Claudio Pozas, used with permission.
Horace
CR
½
XP
200
Male
human fighter 1
NG
medium humanoid
Init
+1; Senses Perception +2
DEFENSE
AC
15, touch 13, flat-footed 12 (+2 Dex, +1 Dodge, +2 armor)
hp
12 (1d10+2)
Fort
+4, Ref +2, Will +2
Resist
None
OFFENSE
Spd
30 ft.
Melee
Longsword +5 (1d8+5)
Ranged
Light crossbow +3 (1d8)
Special
Attacks None
STATISTICS
Str
16, Dex 14, Con 14, Int 8, Wis 14, Cha
12
Base
Atk +1; CMB +4; CMD 16
Feats
Dodge, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills
Profession (sailor) +6, Swim +7
Languages
Common
SQ
None
Combat
Gear Leather armor, longsword, light crossbow, case of 10 bolts,
pouches containing a captain's logbook, 9 gp and 9 sp
Horace
is the captain of the bark Skylark.
While he and his fellow adventurers discuss and vote about all
business matters, such as which cargoes or passengers to take, or
what course to set, but during battle he gives the orders. This human
loves nothing more than the freedom of commanding a vessel under
sail—except, of course, the chance to cavort at a tavern in port
and, most importantly, his trademark mustache.
Horace
hails from Alcudi, a small fishing village on the northern coast of
the Middle Sea. The sailor learned to handle a ship while serving
aboard fishing vessels, but always dreamed of greater glory. He found
the opportunity to pursue it when a group of individuals who shared
that desire decided to combine their funds and purchase their own
ship, which they named the Skylark.
While for the most part they make their living through traditional
charters and cargo runs, they are always open to more adventurous
opportunities.
Uriel
CR
½
XP
200
Male
half-orc ranger 1
CG
medium humanoid
Init
+1; Senses Perception +6; Darkvision
DEFENSE
AC
14, touch 12, flat-footed 12 (+2 armor, +1 Dodge, +1 Dex)
hp
13 (1d10+3)
Fort
+4, Ref +3, Will +2
Resist
Orc ferocity
OFFENSE
Spd
30 ft.
Melee
Longsword +5 (1d8+4)
Ranged
Longbow +2 (1d8)
Special
Attacks Favored enemy
STATISTICS
Str
18, Dex 12, Con 14, Int 8, Wis 14, Cha
10
Base
Atk +1; CMB +5; CMD 16
Feats
Dodge
Skills
Climb +8, Heal +6, Perception +6, Stealth +5, Survival +6, Swim+8
Languages
Common, Orc
SQ
Intimidating, orc blood, orc ferocity, weapon familiarity, 1st
favored enemy (humans), track, wild empathy
Combat
Gear Leather armor, longsword, longbow, quiver of 20 arrows,
50-ft. coil of silk rope, pouch containing 6 gp and 4 sp
Uriel
was born and raised among the tribes of the Barbarian Lands to the
east of the Middle Sea. Indeed, he even trained to work as a scout
for some of the mercenary bands there, but found he could not stomach
working for blood money. That was why he left home, wandering
westward until he reached the territory of the Northern Empire. There
he faced tremendous intolerance because of his ancestry, but found
that it was better among sailors and their ilk. Indeed, that was how
he met up with the other crew members of the Skylark, with
whom he is now fast friends.
The
half-orc now leads shore parties and boarding actions, when needed.
He is especially fast friends with Maximilian, and is secretly
enamored with Lucinda.
Maximilian
CR
½
XP
200
Male
halfling rogue 1
CG
small humanoid
Init
+5; Senses Perception +5
DEFENSE
AC
18, touch 16, flat-footed 12 (+5 Dex, +2 armor, +1 size)
hp 9
(1d8+1)
Fort +2, Ref +8, Will +0
Resist Halfling
luck
OFFENSE
Spd 20
ft.
Melee Short
sword +6 (1d4)
Ranged Short
bow +6 (1d4)
Special
Attacks Sneak attack +1d6
STATISTICS
Str
10, Dex 20, Con 12, Int 14, Wis 9, Cha
9
Base
Atk +0; CMB +X; CMD X
Feats
Weapon Finesse
Skills
Acrobatics +11, Appraise +6, Climb +6, Disable Device +6, Escape
Artist +9, Knowledge (local) +6, Linguistics +6, Perception +5,
Sleight of Hand +9, Stealth +13
Languages
Halfling, Common
SQ
Fearless, halfling luck, keen senses, sure-footed, weapon
familiarity, sneak attack +1d6, trapfinding
Combat
Gear Leather armor, shortsword, short bow, quiver of 20 arrows,
set of thieves' tools, pouch containing 5 gp and 9 sp
Max
was born in the City of the Sun, at the heart of the Northern Empire.
He never had much use for religion, however, nor any affinity for
“drudge work.” What is more, he saw hypocrisy in many of the high
and mighty from that city, and thus took to a life in the shadier
parts of town. In general he tried to do good for the people around
him, but the powers that be didn't necessarily see it that way.
Before trouble could catch up to him, he signed up with a ship's
crew—and that's how he met his companions aboard the Skylark.
The
halfling serves as lookout aboard the ship, and thus can often be
found perched in the crow's nest, but also throws himself into fights
when necessary. He also acts as quartermaster when needed. Max is
fast friends with Uriel, and sometimes assists Lucinda with
navigational work. He knows that Konrad doesn't always approve of his
methods, but he has also come to learn that he can count on the dwarf
cleric in a pinch—and afterward, if that pinch involved throwing,
and taking, punches.
Lucinda
CR
½
XP
200
Female
half-elf wizard 1
NG
medium humanoid
Init
+2; Senses Perception +2; Low-light vision
DEFENSE
AC
12, touch 12, flat-footed 10 (+2 Dex)
hp
7 (1d6+1)
Fort
+1, Ref +2, Will +2
Resist
Details
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +0 (1d6)
Ranged
Light crossbow +2 (1d8)
Special
Attacks Spells
STATISTICS
Str
10, Dex 14, Con 12, Int 18, Wis 11, Cha
12
Base
Atk +0; CMB +0; CMD 12
Feats
Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation)
Skills
Craft (writing) +8, Knowledge (arcana) +8, Knowledge (geography) +8,
Knowledge (history) +8, Knowledge (local) +8, Linguistics +8,
Spellcraft +11
Languages
Elven, Common, Draconic, Halfling, Dwarven, Orcish
SQ
Low-light vision, adaptability, elf blood, elven immunities, keen
senses, multi-talented, arcane bond (familiar), arcane school
(evocation), cantrips
Combat
Gear Clothing, spellbook, pouch of spell components,
quarterstaff, light crossbow, pouch containing 5 sp
Spells
per Day: 3/2+1
Spells
Known: All cantrips; burning hands, identify, mage armor, magic
missile, shield, shocking grasp
Lucinda
was born and raised in the vast tract of sylvan forest known as
Arcadia. Her father was a human wizard, and her mother an elf druid.
She inherited his interest in arcane magic, leaving home at a young
age to seek a tutor so that she could study evocation in
particular—something of which her parents disapproved. It was while
traveling that she met the crew of the Skylark; although they
didn't seem like fitting company for her at first, she won their
respect through her spellcasting ability, and they earned her
friendship because of their open-mindedness and willingness to visit
new (and sometimes dangerous) places.
The
half-elf serves as the navigator aboard the bark. She enjoys
conversation with Max and Konrad the most, and tolerates Horace's
good-natured flirtation. For some reason, Uriel seems kind of
standoffish around her.
Polly the Parrot
CR
--
XP
--
N
tiny animal
Init
+2; Senses Perception +6; Low-light vision
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp
3 (1d8-1)
Fort
+1, Ref +4, Will +4
Resist
None
OFFENSE
Spd
10 ft., fly 40 ft. (average)
Melee
Bite +4 (1d3-4)
Special
Attacks Details
STATISTICS
Str
2, Dex 15, Con 8, Int 2, Wis 15, Cha
7
Base
Atk +0; CMB +0; CMD 6
Feats
Skill Focus (Perception), Weapon Finesse
Skills
Fly +5, Perception +6
Languages
Elven
SQ
Alertness, improved evasion, shared spells, empathic link
The
mascot of the 'Larks is Lucinda's familiar, a parrot named Polly. She
uses the bird for spying on foes, delivering messages to allies, and
even in combat when needed. During quiet moments Polly usually finds
a place in the rigging to rest, or a perch in the captain's cabin if
there are treats available.
Konrad
CR
½
XP
200
Male
dwarf cleric 1
LG
medium humanoid
Init
+0; Senses Perception +4; Darkvision
DEFENSE
AC
14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp
11 (1d8+3)
Fort
+5, Ref +0, Will +6
Resist
None
OFFENSE
Spd
20 ft.
Melee
Warhammer +1 (1d8+1)
Ranged
Sling +0 (1d4)
Special
Attacks None
STATISTICS
Str
12, Dex 10, Con 16, Int 10, Wis 18, Cha
13
Base
Atk +0; CMB +1; CMD 11
Feats
Details
Skills
Diplomacy +5, Heal +8, Knowledge (religion) +8
Languages
Common, Dwarven
SQ
Slow and steady, defensive training, greed, hatred, hardy, stability,
stonecunning, weapon familiarity, aura, channel positive energy 1d6,
domains (artifice and knowledge), orisons
Combat
Gear Studded leather armor, light steel shield, warhammer, sling,
pouch of bullets, silver holy symbol of Ptah, healer's kit, pouch
containing 2 gp, 6 sp and 9 cp
Spells
per Day: 3/2+1
Spells
Prepared (Typical): Detect magic, guidance, resistance; bless,
comprehend languages, protection from evil
Konrad,
son of Kazmir, grew up serving in the temple of Ptah in the Holy City
on the southern coast of the Middle Sea. There his life was steeped
in religious tradition and ritual, and he developed a zeal for
learning. Part of learning, however, is exploration, and that's why
he chose to leave the insular life of the temple behind. When a bark
with an adventurous crew, the Skylark, happened to be passing
through port, he asked to join them and was accepted.
The
dwarf serves, not surprisingly, as the ship's healer—but can also
hold his own when it comes to a fight. He finds Lucinda to be a font
of knowledge and, due to their varied backgrounds and exploits, the
other officers. Although they tend to be less disciplined than he
would prefer, at least when they are ashore, Konrad appreciates their
sense of wanderlust.