-Nate
Horace
CR
4
XP
1200
Male
human fighter 5
NG
medium humanoid
Init
+1; Senses Perception +2
DEFENSE
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
OFFENSE
Spd
30 ft.
Melee
Longsword +11 (1d8+7)
Ranged
Light crossbow +8 (1d8)
Special
Attacks None
STATISTICS
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.
Uriel
CR
4
XP
1200
Male
half-orc ranger 5
CG
medium humanoid
Init
+1; Senses Perception +10; Darkvision 60 ft.
DEFENSE
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
OFFENSE
Spd
40 ft.
Melee
Longsword +10 (1d8+5), shortsword +8 (1d6+4)
Ranged
Longbow +10 (1d8)
Special
Attacks Favored enemy
STATISTICS
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.
Maximilian
CR
4
XP
1200
Male
halfling rogue 5
CG
small humanoid
Init
+9; Senses Perception +9
DEFENSE
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
OFFENSE
Spd
20 ft.
Melee
Short sword +10 (1d4+1)
Ranged
Short bow +9 (1d4)
Special
Attacks Sneak attack +3d6
STATISTICS
Str
10, Dex 21, Con 12, Int 14, Wis 9,
Cha 9
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.
Konrad
CR
4
XP
1200
Male
dwarf cleric 5
LG
medium humanoid
Init
+0; Senses Perception +4; Darkvision 60 ft.
DEFENSE
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
OFFENSE
Spd
20 ft.
Melee
Warhammer +5 (1d8+1)
Ranged
Sling +3 (1d4)
Special
Attacks None
STATISTICS
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.
Lucinda
CR
4
XP
1200
Female
half-elf wizard 5
NG
medium humanoid
Init
+2; Senses Perception +2; Low-light vision
DEFENSE
AC
13, touch 13, flat-footed 10 (+2 Dex, +1 Dodge)
hp
25 (5d6+5)
Fort
+2, Ref +3, Will +4
Resist
None
OFFENSE
Spd
30 ft.
Melee
Quarterstaff +2 (1d6)
Ranged
Light crossbow +4 (1d8)
Special
Attacks Spells
STATISTICS
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
DEFENSE
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
OFFENSE
Spd
10 ft., fly 40 ft. (average)
Melee
Bite +6 (1d3-4)
Special
Attacks Details
STATISTICS
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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