Monday, February 18, 2019

The Larks Revisited

As the first post of those presenting material that I used at Con of the North, here are character sheets for the crew of the Skylark, raised up to 5th level.


CR 4
XP 1200
Male human fighter 5
NG medium humanoid
Init +1; Senses Perception +2
AC 16, touch 13, flat-footed 12 (+2 Dex, +1 Dodge, +2 armor, +1 enhancement)
hp 42 (5d10+10)
Fort +6, Ref +3, Will +3
Resist Bravery +1
Spd 30 ft.
Melee Longsword +11 (1d8+7)
Ranged Light crossbow +8 (1d8)
Special Attacks None
Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 12
Base Atk +5; CMB +8; CMD 20
Feats Cleave, Dodge, Great Cleave, Power Attack, Skill Focus (Profession: sailor), Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Climb +11, Profession (sailor) +10
Languages Common
SQ Bravery +1, armor training 1, weapon training 1
Combat Gear Leather armor +1, longsword +1, masterwork 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 he and his comrades discovered the wreck of an aethership, which they used to to refit their bark 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. 


CR 4
XP 1200
Male half-orc ranger 5
CG medium humanoid
Init +1; Senses Perception +10; Darkvision 60 ft.
AC 14, touch 12, flat-footed 12 (+2 armor, +1 Dodge, +1 Dex)
hp 47 (5d10+15)
Fort +6, Ref +5, Will +3
Resist Orc ferocity
Spd 40 ft. 
Melee Longsword +10 (1d8+5), shortsword +8 (1d6+4)
Ranged Longbow +10 (1d8)
Special Attacks Favored enemy
Str 19, Dex 12, Con 14, Int 8, Wis 14, Cha 10
Base Atk +5; CMB +9; CMD 20
Feats Cleave, Dodge, Power Attack
Skills Climb +12, Handle Animal +8, Heal +10, Perception +10, Stealth +9, Survival +10
Languages Common, Orc
SQ Intimidating, orc blood, orc ferocity, weapon familiarity, 1st favored enemy (humans), track, wild empathy, combat style feat (Two-Weapon Fighting), Endurance, favored terrain (water), hunter's bond (hunting companions)
Combat Gear Leather armor +1, longsword +1, masterwork shortsword, 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 clans of the Barbarian Lands to the east of the Middle Sea. Indeed, he even trained to serve as a scout for some of the mercenary bands there, but found that 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 he was more readily accepted 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—and especially with Maximilian. The half-orc now leads shore parties and boarding actions, when needed. 

CR 4
XP 1200
Male halfling rogue 5
CG small humanoid
Init +9; Senses Perception +9
AC 20, touch 16, flat-footed 12 (+5 Dex, +2 armor, +1 size, +1 Dodge, +1 enhancement)
hp 31 (5d8+5)
Fort +3, Ref +10, Will +1
Resist Halfling luck
Spd 20 ft.
Melee Short sword +10 (1d4+1)
Ranged Short bow +9 (1d4)
Special Attacks Sneak attack +3d6
Str 10, Dex 21, Con 12, Int 14, Wis 9, Cha
Base Atk +3; CMB +3; CMD 18
Feats Combat Reflexes, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +15, Climb +10, Disable Device +10, Escape Artist +13, Knowledge (local) +10, Linguistics +10, Perception +9, Sleight of Hand +13, Stealth +17, Use Magic Device +7
Languages Halfling, Common
SQ Fearless, halfling luck, keen senses, sure-footed, weapon familiarity, sneak attack +1d6, trapfinding, Evasion, rogue talents (resiliency, surprise attack), trap sense +1, uncanny dodge
Combat Gear Leather armor +1, shortsword +1, short bow, quiver of 20 arrows, set of thieves' tools, pouch containing 5 gp and 9 sp, elixir of vision

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. 

CR 4
XP 1200
Male dwarf cleric 5
LG medium humanoid
Init +0; Senses Perception +4; Darkvision 60 ft.
AC 17, touch 10, flat-footed 14 (+4 armor, +1 enhancement, +1 shield, +1 enhancement)
hp 41 (5d8+15)
Fort +8, Ref +2, Will +10
Resist None
Spd 20 ft.
Melee Warhammer +5 (1d8+1)
Ranged Sling +3 (1d4)
Special Attacks None
Str 12, Dex 10, Con 16, Int 10, Wis 19, Cha 13 
Base Atk +3; CMB +4; CMD 14
Feats Extra Channel, Iron Will, Selective Channeling
Skills Diplomacy +9, Heal +12, Knowledge (religion) +12
Languages Common, Dwarven
SQ Slow and steady, defensive training, greed, hatred, hardy, stability, stonecunning, weapon familiarity, aura, channel positive energy 3d6 (6 times/day), domains (artifice and knowledge), orisons
Combat Gear Chain shirt +1, light steel shield +1, masterwork warhammer, sling, pouch of bullets, silver holy symbol of Ptah, healer's kit, pouch containing 2 gp, 6 sp and 9 cp, cloak of resistance +1
Spells per Day: 4/4+1/3+1/2+1
Spells Prepared (Typical): Detect magic, guidance, resistance, virtue; animate rope, bless, comprehend languages, protection from evil, remove fear; hold person, shield other, spiritual weapon, wood shape; dispel magic, prayer, stone shape

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 education, 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, respects the other officers, too. Although they tend to be less disciplined than he would prefer, at least when they are ashore, Konrad appreciates their sense of wanderlust. 

CR 4
XP 1200
Female half-elf wizard 5
NG medium humanoid
Init +2; Senses Perception +2; Low-light vision
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 Dodge)
hp 25 (5d6+5)
Fort +2, Ref +3, Will +4
Resist None
Spd 30 ft.
Melee Quarterstaff +2 (1d6)
Ranged Light crossbow +4 (1d8)
Special Attacks Spells
Str 10, Dex 14, Con 12, Int 19, Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 14 
Feats Dodge, Greater Spell Focus (evocation), Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (evocation)
Skills Craft (writing) +12, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Linguistics +12, Spellcraft +13
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, ring of protection +1, cloak of resitance +1, potion of fox's cunning
Spells per Day: 4/4+1/3+1/2+1
Spells Known: All cantrips; burning hands, comprehend languages, identify, jump, mage armor, magic missile, shield, shocking grasp, true strike; flaming sphere, invisibility, locate object, scorching ray; fireball lighting bolt

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. Uriel seems somewhat unsure what to make of her, but respects her abilities. 

Polly the Parrot
CR --
XP --
N tiny animal
Init +2; Senses Perception +6; Low-light vision
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 size, +2 natural)
hp 13 (5d8-5) 
Fort +2, Ref +4, Will +4
Resist None
Spd 10 ft., fly 40 ft. (average)
Melee Bite +6 (1d3-4)
Special Attacks Details
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +5, Perception +6
Languages Common
SQ Alertness, improved evasion, shared spells, empathic link, deliver touch spells, speak with master

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.   


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