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    Captain Earle Coffin

    Chris
    Chris


    Posts : 9531
    Join date : 2011-10-26

    Character Information
    Hit points:
    Captain Earle Coffin Left_bar_bleue35/35Captain Earle Coffin Empty_bar_bleue  (35/35)
    Action Points:
    Captain Earle Coffin Left_bar_bleue0/0Captain Earle Coffin Empty_bar_bleue  (0/0)
    Character Sheet:

    Captain Earle Coffin Empty Captain Earle Coffin

    Post  Chris Wed Oct 25, 2023 4:54 pm

    Captain Earle Coffin Capt_c10

    Captain Earle Coffin
    Veteran
    Firebrand 4
    Fur Trader (whaler)


    Str    10
    Dex   14
    Con   14
    Int    10
    Wis   12
    Cha   18

    HP:  35
    AC:  16
    INIT: +2
    SAVES:  CHA  +7 WIS +3
    Resolve: 4
    Cantrips known: 4 (guidance, vicious mockery, shillelagh, spare the dying)
    Gambit slots: 1st (3)
    Gambits known: (4+2 +1 ranger + Demagogue)

    Favored Enemy:  British

    SKILLS:
    Nature +3
    Survival +3
    Munitions kit
    navigator tools
    water vehicles
    *history of privateer naval expertise* +4
    Persuasion *expertise*  +8
    Intimidation  +6
    Deception  +6
    Perception  +3


    FEATS:
    Skill Expertise (+1 Cha, +1 skill, +1 expertise)
    +2 CHA ASI


    Veteran:
    Ability Score Increase. Your Constitution score increases
    by 1, and your Dexterity score increases by 1.

    Heritage.  Colonial

    Speed. Your walking speed is 30 feet. +5 = 35

    Tour of Duty. As a seasoned soldier, you have served
    with distinction in numerous engagements. Choose a
    conflict from the table below, or create your own:
    Privateer naval conflict vs British and French

    Whenever you make an Intelligence (History) check
    related to this conflict, you are considered proficient in
    the History skill and add double your proficiency bonus
    to the check, instead of your normal proficiency bonus.

    In addition, choose one of the belligerents involved in
    the conflict. You have battlefield experience facing this foe
    and consider that heritage your Favored Enemy (as the
    ranger class feature). You learn their language if you do
    not already know it.

    Veteran Training. You have proficiency with all
    simple and martial muskets.

    Campaigner. You have proficiency with the
    munitions kits. At the site of a major battle—recent or
    historic—you can spend 1 hour scavenging enough
    discarded shot to make up to 10 cartridge rounds.

    Experienced. You gain one feat of your choice.

    Language. You can speak, read, and write your heritage
    language, as well as a language from Tour of Duty.  (English + French)


    Firebrand:

    Proficiencies
    Armor: Light armor, medium armor
    Weapons: Simple weapons, longswords, all martial pistols, simple and martial muskets, grenades
    Languages: Two languages of your choice (English, French, German, Wyandot, Iroquois

    Saving Throws: Charisma, Wisdom
    Skills: Choose three from Deception, History, Insight,
    Intimidation, Investigation, Medicine, Performance,
    Persuasion, Religion, Sleight of Hand

    Silvered Tongue
    You can use the eloquence of your words to both aid your
    companions and beguile your enemies. When a creature that
    you can see within 60 feet of you makes a Charisma saving
    throw, you can spend 1 resolve point as a reaction to force the
    creature to reroll the saving throw. You decide whether the
    creature uses the higher or lower roll.
    You must choose to use this feature after the creature
    makes its roll, but before the GM determines whether the
    creature succeeds or fails the saving throw. The creature is not
    affected if it can’t hear you, doesn’t understand the language
    you are speaking, or if it is immune to being charmed.

    Fighting Style:  Dueling

    Rhetorical Flourish
    Starting at 3rd level, with only your voice and determination,
    you sustain your casting even when your resources are
    strained. You can cast gambits of 2nd-level or higher that
    are listed on your vocational gambit list by spending resolve
    points (you cannot cast 1st-level gambits using this feature).
    Each gambit level has a different cost, as shown in the
    Resolve Cost column of your vocational gambits table.
    Using this feature, you can spend that many resolve points
    to cast a listed gambit without expending a gambit slot.
    You can cast any of the gambits on your vocational gambit
    list that you can afford—even gambits of a level that isn't
    available to you yet.
    When you cast a gambit using Rhetorical Flourish, it
    is cast at its lowest level. If you want to cast a vocational
    gambit at a higher level, you must expend a gambit slot
    as normal.

    Demagogue

    Vocational Gambits
    1st code duello*, rhetoric*, tongue lash* —
    2nd castigate*, enthrall, hold person 3

    Ranger Gambit: pass without trace or improvised artillery (depending what others take)

    Prepared Gambits:  Bless, Healing word, sally forth, non sequitur, aid, prayer of healing

    Bonus Proficiencies
    When you choose this vocation at 1st level, you gain
    proficiency with medium armor and with grenades.

    Miscreant’s Secrets
    Also at 1st level, you pick up a few tricks of the trade
    from the unsavory characters you associate with. Choose
    one gambit from the ranger gambit list. The gambit you
    choose must be of a level you can cast, as shown on the
    Firebrand table. The chosen gambit counts as a firebrand
    gambit for you and can be prepared as normal.

    You gain one additional gambit from the ranger
    gambit list at 6th level and again at 10th level and 15th level.

    Dread Reprisal
    Starting at 2nd level, your words deliver bitter denunciations
    that throw your foes off balance. When you deal psychic
    damage to a creature you share a language with, you can
    spend 1 resolve point to weaken it. Until the start of your
    next turn, the creature doesn't benefit from any condition
    immunities it has. In addition, the next weapon attack that
    hits it ignores all resistances to damage and deals an extra
    2d4 damage.


    Fur Trader (Whaler)

    Skill Proficiencies: Nature, Survival

    Tool Proficiencies: Vehicles (water), your choice of
    leatherworker’s tools or navigator’s tools

    Languages: One of your choice (German)


    Preferred Prey
    You know the best markets for select pelts. Choose one
    to three preferred prey or roll on the table below.
    Whale, seal, otter

    Feature: Where Animals Roam
    Long expeditions hunting game have taught you to rely
    on yourself. When you forage for food and water, you can
    always find food for yourself and up to five other people
    each day, provided that the land offers game, fowl, or fish.
    Any unused portions can be made into up to a half day's
    rations for later use. When you encounter signs of wild
    animals, you can automatically tell the likely species
    and number.


    Equipment: Navigator's tools, a set of traveler's clothes, one wampum belt, 2 hunting
    traps, a healer's kit

    Leather Buffcoat  (14+2)
    sturdy tricome (+4 hp)
    sachet case (+1 spell slot)
    walking cane (club)
    belt loops (2 eq slots - coat pistols)
    hobnail boots +5 spd



    Dueling pistol 2d8  misfire 1,  35 ft / 140 ft MW grip
    +5 2d8+4

    2x coat pistol d12   misfire 2 20 ft / 80 ft
    +4 1d12+4

    cartridge rounds 20
    vent picks 2

    spent £48 0s out of starting £50

    money:
    £2 cash
    animal pelts worth £2
    a pouch containing $1.00 in Continental dollars.


    Last edited by Chris on Fri Nov 03, 2023 10:54 pm; edited 15 times in total
    Chris
    Chris


    Posts : 9531
    Join date : 2011-10-26

    Character Information
    Hit points:
    Captain Earle Coffin Left_bar_bleue35/35Captain Earle Coffin Empty_bar_bleue  (35/35)
    Action Points:
    Captain Earle Coffin Left_bar_bleue0/0Captain Earle Coffin Empty_bar_bleue  (0/0)
    Character Sheet:

    Captain Earle Coffin Empty Re: Captain Earle Coffin

    Post  Chris Wed Oct 25, 2023 4:54 pm

    Chris
    Chris


    Posts : 9531
    Join date : 2011-10-26

    Character Information
    Hit points:
    Captain Earle Coffin Left_bar_bleue35/35Captain Earle Coffin Empty_bar_bleue  (35/35)
    Action Points:
    Captain Earle Coffin Left_bar_bleue0/0Captain Earle Coffin Empty_bar_bleue  (0/0)
    Character Sheet:

    Captain Earle Coffin Empty Re: Captain Earle Coffin

    Post  Chris Wed Oct 25, 2023 4:54 pm

    Earle Coffin - Quaker, Nantucket whaler captain, received letter of marque from Continental Congress, turned privateer,  lost his ship Hermes to HMS warship
    cousin to Thomas Coffin, father of Quaker abolitionist Lucretia Mott



    "It is a terrible thing to ask a man to choose between two irreconcilable truths. The right of self determination and pacifism cannot, it seems, coexist. God gave both to mankind. Which then is greater? Neither is greater. They are equal. If we can live in peace; we do. Our God-given right to self determination is our sacred duty to follow our own Inner Light. This Inner Light is God Himself. When the British prevent us from deciding our path, they deny us of God's Grace. The only way to both peace and self determination is through Independence!"


    Last edited by Chris on Fri Nov 03, 2023 11:10 pm; edited 1 time in total
    Chris
    Chris


    Posts : 9531
    Join date : 2011-10-26

    Character Information
    Hit points:
    Captain Earle Coffin Left_bar_bleue35/35Captain Earle Coffin Empty_bar_bleue  (35/35)
    Action Points:
    Captain Earle Coffin Left_bar_bleue0/0Captain Earle Coffin Empty_bar_bleue  (0/0)
    Character Sheet:

    Captain Earle Coffin Empty Re: Captain Earle Coffin

    Post  Chris Fri Nov 03, 2023 11:20 am

    finished spending starting money

    done

    Sponsored content


    Captain Earle Coffin Empty Re: Captain Earle Coffin

    Post  Sponsored content


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