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Piracy Campaign Character sheets


Pervy

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Please post your character below.

Starting: -Lvl 8-
25 pt boy
2 traits 1 drawback
Gold apropriate to lvl -6- You are down on your luck and need to grab booty for good things!
GG no Re

For that we will be leveling up again every 10 IC pages. Gotta work for it a little, rawr!
 
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Aenon

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Name: The Daring Captain, Marnia the Blue
Class(es): Unchained Monk 8 (+4 Element Dmg)/Fighter 1
Race: Suli (Outsider, Native) Spooky Ghost!
Alignment: TN
Fetishes: Being forced to do stuff, humiliation, and probably everything else :p
Dislikes: Poop stuff
Backstory: Marnia used to be a normal human, once upon a time. Until she met that damned genie lamp...and the genie corrupted her wish. Long story short, she got bound in the lamp, and has to fulfil the first three wishes of anyone rubbing the lamp. Every time they rub it. But she certainly doesn't have the means to fulfill any kind of wish magically. She can only accept wishes she can do with her own abilities and skills.

Now, Marnia has been in the lamp for too damn long. She spends her day sleeping, training her body, and then sleeping some more. Except when the damned pirates rub her lamp and ask her to fulfill their sick fantasies. I mean it is a break from boredom, but not only they could have asked nicely, not only they just pop up at random times, surprising her, but they don't even manage to last long enough for her!

Luckily Marnia isn't a real genie and can leave the lamp on her own - however she can't carry the lamp on her own, and she can only sleep in the damned lamp! As such, if she wants to do something exciting she has to find someone who will take her along...

Bonus questions!
What's a secret your character would never want anyone to know? That she was tricked to be there...
What's the greatest treasure you can find on the high seas? Her freedom!
If you had to pick a pirates-curse for your character, what'd it be?: She has already a thing going on ::) maybe she starts craving to get praised like a good slave?

Ability Scores(+Modifiers)
Str 18 +4
Dex 16 +3
Con 14 +2
Int 8 -1
Wis 18 +4
Cha 12 +1

HP: 76 Armor Class: 21, touch 21, flat-footed 18 [10 +3 dex +4 wis +1 deflection +1 dodge +2 untyped] +4 dodge with fight defensive/+8 vs melee] Initiative Bonus: +5 Speed: 50ft. CMB: +13 (+2 trip) CMD: 34
Energy Resistance: acid 5, cold 5, electricity 5, and fire 5.
Saving Throws: +10 Fort, +9 Ref, +6 Will (+2 vs enchantment)
Class/Racial Feats Dodge, Combat Reflexes, Improved Trip, Deflect Arrows
Chosen Feats: Crane Style, Vicious Stomp, Crane Wing, Crane Riposte, Combat Style Master, Touch of Serenity
Traits: Alert, Reactionary, Information Overload,
Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
, Low-light vision, Evasion, Fast Movement +20ft, Still Mind, Purity of Body

Skills: +13 ( +10), +15 ( +11), [Erotic Masseuse] +13 ( +5+4), [Daring Captain!] +11 ( +6), +10 ( +2+4), Diplomacy +3 (Cha+2), +10 ( +7),

Languages: Common, Aquan

An Empty Genie Lamp
Hat of Disguise
Belt of Incredible Dexterity +2
Ring of Protection +1 [The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 to avoid answering a direct question truthfully. The wearer cannot remove the ring unless the magic of the curse is negated.]
Headband of Inspired Wisdom [This Headband of inspired wisdom +2 also grants you a +5 insight bonus in the Erotic Masseuse profession and makes it a class-skill. However, failing to give someone an erotic massage for 24 hours doubles the insight bonus, whilst disabling the wisdom bonus, and instead applies a -4 wisdom penalty until a massage with happy ending is performed! ]
Amulet of Mighty Fists (Merciful)
+1 broken cutlass -treat as shortsword, allows it's user to cast alter winds unlimited times a day, create water unlimited times a day and Hydraulic push 1/d, as a level 7 caster, using your charisma modifier.
Amber Amulet
Black splinter
Secret Map
99gp

Attacks

Unarmed Strike +13 (1d10+4+1d6 nonlathal) (*+1d6+4 elemental)
Flurry of Blows: +13/13/+8 (1d10+4+1d6 nonlethal)
-1 fight defensive

Stunning Strike DC 18 Fort save 8/day
Touch of Serenity DC 18 Will save 8/day

Style Strike
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his bonus. This movement is made as part of the monk’s attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an as normal. The attack made after the movement must be a kick.

Ki Pool: 8 (magic, cold iron)
By spending 1 point from his ki pool, a monk can do one of the following:

  • By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.
  • (self only, 1 ki point)
  • Elemental Fury (Su): A monk who selects this must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a to imbue his with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this .
  • Breaking-Down Koan (Su): A monk with this ability can spend 1 ki point as a to present a paradox, riddle, or complicated question to a creature within 30 feet. The creature must succeed at a save (DC = 10 + 1/2 the level + his modifier) or be for 1 round. This is a , effect. A monk must be at least 8th level before selecting this ki power.



 
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Repetition

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Name:
Jecqueline (Jec)
Class(es): Alchemist
Race: Ratfolk (modified)
Alignment: CN
Fetishes: Voyeurism (ic) Corruption, Transformation, Monstergirls, Parasites, Brainwashing, Futa, Genderbending, Voyeurism (ooc)
Dislikes: Poop stuff, vivisection/disemboweling during sexy times, Incest, Self Mutilation
Always excited to learn a new thing, Jec started learning alchemy in academy, but when he began mixing unstable magics with it he was expelled. From there he began playing with what he could in a private workshop, until it exploded. When he arrived the next day he looked about and realized that the blast was caused by intentional destruction and that the owner, now his friend was killed. Now he explores looking for anything to learn while expanding his craft, interested by everything, also quietly searching for those who killed his friend the workshop owner, a ratfolk female named Voks who Jec developed romantic feelings for. Jec spent years searching for the killer and finally realized that they were one of the great Pirate Lords. To be able to get revenge for his friend he decided, if you can't beat 'em join those that hate 'em, and stab them in the back later. Next time he got the opportunity he joined the crew of the great pirate lord Ventus Ci'adderci. While with Captain Ventus he improved his skills in sailing, thievery, stealth, and the brew, occasionally probably on purpose brewing an aphrodisiac just so he could watch other members of the crew going at it. He also had overheard one time of Rovana having some powerful artifact that could greatly empower alchemical substances, he had no idea if it were true, but if it is he would be intrigued, and try to find it.

Bonus questions!
What's a secret your character would never want anyone to know? Although he may talk of his exploits sexually, he has never lost his virginity, only watched in fascination as others went at it, often without their knowledge. Also that he fears he was responsible for the fire that killed his friend.
Your character has been trapped in prison and awaits a dark fate.. what do you do?: There must be some way to melt my way out, if not explosions are not as subtle but effective. I wonder if I can spy on the warden before we go, their underpants would be a good addition to the collection.
What's the greatest treasure you can find on the high seas? The treasure of knowledge, friendship and gold are good and all, but if you can brew things juuuusst right, perhaps you can just make those :p Second Best would be losing a treasure, his virginity
If you had to pick a pirates-curse for your character, what'd it be?: The curse of parasites, an infection that marks you as a dirty rat, and perhaps the transformation to a girl while we are at it.
You encounter a mighty dragon you can not (yet) hope to defeat, how would you bargain with them?: Have you heard of the great lord of boom, I hadn't either until I did this, explosion Simply tell jokes, and entertain, and offer services as a last resort.

AbilityScoresRacialLevel ups/Other BonusesFinal(+Modifiers)
STR:12-20100
DEX:14+2016+3
CON:140014+2
INT:16+22/424+7
WIS:120012+1
CHA:7007-2
Skills:TotalRanksClass Racial/Trait/Other
Acrobatics [DEX]+3000/+3(Monkey)
Craft(Alchemy) [INT]+158+3+2/+2/+8(al lv)/+2(Lab)/-10
Disable Device [DEX]+107+30
Escape Artist+8800
Heal [WIS]+41+30
Knowledge (arcana) [INT]+07+30/-10
Knowledge (engineering) [INT]-9100/-10
Knowledge (history) [INT]-9100/-10
Knowledge (local) [INT]-9100/-10
Knowledge (nature) [INT]+07+30/-10
Perception [WIS]+138+3+2
Profession(Sailor) [WIS]+63+30
Perform (Dance)+8800
Sleight of Hand [DEX]+126+30
Spellcraft [INT]-52+30/-10
Stealth [DEX]+1280+4
Use Magic Device [CHA]+200+2





HP:
61/61 Armor Class: 17/14 FF Initiative Bonus: +3 Speed: 30ft. CMD: 18 CMB: +5
Energy Resistance: None
Bab: +6/+1
Saving Throws: Fort:+8 Ref:+9 Will:+3
Class/Racial Abilities:
Alchemist, Humanoid(Ratfolk)
Alchemy
Bomb 4d6
Brew Potion
Mutagen - DEX
Throw Anything
Discoveries: Infusion, Smoke Bombs, Stink Bombs, Shock Bomb (+5/6 extra [favored class]), Spontaneous Healing, Healing Touch, Tumor Familiar (Monkey)
Poison Resistance +6
Poison Use
Swift Alchemy
Size: Small (+1 AC, +1 Size on Attack, -1 combat maneuver & CMD, +4 Stealth)
Tinker (Racial Skill bonuses)
Rodent Empathy (+4 for Handle Animal for rodents only)
Swarming (Can share a square with another ratfolk, and if attacking the same foe gain flanking buff)
Darkvision (60ft)
Chosen Feats:
Point Blank Shot (+1 to hit and direct damage Ranged weapons under 30 ft)
Extra Discovery * 2

Traits:
Alchemical Adept: (Craft bonus, When you fail a Craft(Alchemy) check by 5+ but not a natural 1, you don't ruin any raw material)
Alchemists Apprentice: (Upon imbibing a potion containing a spell on your formula list of a spell level you are capable of casting, you can attempt a Spellcraft check (DC 15 + extract level). On a success, you can immediately add the spell to your formula book.

Other Proficiencies: Simple Weapons, Bombs, Light Armor, not Shields
Common, Draconic, Halfling, Undercommon, Goblin

Equipment and items: (+Gold) 1110.78 gp
Dagger - 2gp
Alchemist's Kit - 40 gp
Common Dungeoneering Kit - 15 gp
Flour 1lb - 2cp
Glass Vials *5 5gp
Rations, trail *5 2.5gp
Canteen 2gp
Hide Shirt 20gp
Journal 10gp
Ink and Inkpen - 8.1 gp
Explorer's outfit - Free(10gp)
0gp
Sling Bullets 30 "6" sp
Alchemist's Lab (+2 craft Alchemy on item creation)
Evil Rock's Locket

*2 (Crafted) "20" gp
*2 (Crafted) "10" gp
(alchemical stuff )
Jackalroot Essence Components (5 doses)
Preserving Flask +1
Preserving Flask +2
Headband of Great Insight
Cloak of the True Hedge Wizard
Alembic of Superior Distillation
Hybridization Funnel
Healing? Potion.

Attacks/Actions: (Attack bonus +Damage with chosen weapon)
Dagger +6 to hit, 1d3 Piercing or Slashing damage range 10 ft
Bomb +11 to hit, 4d6+8 Fire damage (8+7/day) Splash 12 fire damage DC 21 Ref for half
Sling +9(+1 if 30ft or less) to hit, 1d3 Bludgeoning Range 50 ft

Saving throw DC: 17+Extract lv
Formulae List: (lv[6]+1+Int[7] = 11)









2nd Tier





3rd Tier



Prepared Extracts: 1st Tier (4+2+1[Only as carryover])
Cure Light Wounds - In carryover vial
Enlarge Person
Targeted Bomb Admixture*2
Open*2

2nd Tier (4+2+1[Only as carryover])
Cure Moderate Wounds - In carryover vial
Blur
Cat's Grace
Open*2

3rd Tier (2+2)
Channel Vigor*2
Open *2

DC: 10+HD+CHA = 10+8-2 = 16
1/day
1/week

A headband of intelligence +4, that gives a -10 to all intelligence related skill checks. Wearer is convinced that the (Knowledge and Spellcraft) skill checks made are accurate, even if they are nonsensical and tries to convince others with extensive reasoning.

This cloak can do one of the following, unlimited times a day:
Cast enlarge or diminish plants, on a hedge only.
Create a 5x30 ft hedge (Difficult terrain), neatly trimmed in a design chosen by the user
Automatically show the right way through any hedge maze (doesn't work on any other mazes)
Shape a hedge into another style of hedge (As shape water, but hedges only)

All distilled potions also act as minor aphrodisiac (dc 12 fortitude, ingestion, dazzled until erotica or for 1h) [attempt with water once discovered]

This two-spouted funnel is used to safely mix two alchemical into a single flask. Using the vial requires 10 minutes and a DC 25 (alchemy) check; a has a +5 bonus on this check. Failing the check means both are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal vial; when thrown as a , the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical with either water or water, but the (alchemy) DC increases to 30; still get the +5 bonus on this check. The funnel does not work on , elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as fire with fire) has no effect. A mixture cannot be combined with another mixture.

Complete Explanation:
Alchemy
> Jec adds competence bonus = class level (8) to Craft(alchemy) checks to create an alchemical item
> Can use Craft(alchemy) to identify potions as if using detect magic. Must hold potion for 1 round to make such a check
> Permits the creation of bombs, extracts and elixirs
> Knows level(8)+1+int(7)+learned(0) extracts = 16

Bomb 4d6
> can use level(8)+int(7) = 15 bombs/day
> material acquisition, creation, and throwing a bomb costs one standard action that provokes aoo
> range 20ft, and use ' ' special attack
> they are weapons for feats like 'Point Blank Shot' & 'Weapon focus'
> on a direct hit it does 4d6+int(6) fire damage, (not multiplied for criticals, or 'vital strike' like feats) splash damage is minimum (10) those in splash can make a REF save DC: 10+1/2 lv (4)+int(7) = 21
> can be modified by discoveries, and usable only by alchemist

Brew Potion
> Bonus feat, can brew any formulae known caster lv = alchemist lv (spell must be able to be turned into potion)

Mutagen
>At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
> When an alchemist brews a mutagen, he selects one physical ability score—either , , or . It’s a to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 and a +4 to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his , it applies a penalty to his . If it enhances his , it applies a penalty to his . If it enhances his , it applies a penalty to his .
> A non-alchemist who drinks a mutagen must make a save (DC 10 + 1/2 the alchemist’s level + the alchemist’s modifier) or become for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything
> Gain 'Throw Anything' as a bonus feat
> Add int(7) to damage w/ splash weapons including splash damage

Discoveries: Infusion, Smoke Bombs, Stink Bombs, Shock Bomb (+5/6 extra [favored class])
> DC: 10+1/2lv (4) + int(7) = 21
> Infusion; others can drink your elixirs
> Smoke Bomb*; When the alchemist creates a , he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as , filling an area equal to twice the bomb’s splash radius for 1 round per level.
> Shock Bomb*; When the creates a , he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are for 1d4 rounds.
> Stink Bomb*; The effects of the smoke created by an can duplicate the effects of instead of , filling an area equal to twice the bomb’s splash radius for 1 round.
> Spontaneous Healing; Can regain HP like the ability, healing 5 hp as a free action, can do this (lvs)=8, if you fall unconscious this ability activates each round until you are conscious or it runs out of uses.
> Healing Touch; Can use a standard action to use a Spontaneous Healing on another Humanoid, increase spontaneous healing from 1/2 lv to lv.
> Tumor Familiar; see that section, The tumor is a penis. It has fast healing 5 while attached and gives normal familiar benefits while attached or not.

Poison Resistance +4
> +6 on saves vs poison

Poison Use
> Cannot Accidentally poison Self while poisoning a weapon

Swift Alchemy
> Halves time to create Alchemical items
> Can apply poison to a weapon as a move action

Swift Poisoning
> Can apply a dose of poison to a weapon as a swift action.

Feats
Point Blank Shot: +1 to hit and direct damage Ranged weapons under 30 ft
Extra Discovery: See discoveries
Extra Discovery: See discoveries
Extra Discovery: See discoveries

26829

Master gains +3 to Acrobatics
HD: 8
HP: 30 | AC: 18
Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Fort: +6, Ref: +6, Will: +2 (add Ability scores)
Uses Master's Perception skill, otherwise its own skills (note: Acro, Climb, Fly, Percept, Stealth, and Swim are class skills)
BAB: +6/+1

Alertness (EX): When familiar in reach, Master gains Feat
Improved Evasion (EX): When subject to a REF save, half damage on fail and 0 on success
Share Spells (SU): The Master may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A master may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (SU): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (SU): The familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak w/ Master (EX): The familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak w/ animals of its kind (EX): The familiar can communicate with animals of approximately the same kind as itself (including dire varieties): monkeys with other simians. Such communication is limited by the of the conversing creatures.

For flanking purposes the familiar does threaten spaces around them.

 
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helvorn

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Name: Ylria Seaspray
Class(es): Unchained Rogue / Favored Class Unchained Rogue
Level: 9
Race: Human
Alignment: Chaotic Neutral
Description: Ylria is tall, lithe and well formed for a woman with the moves and body of a dancer. She has long pointed canine teeth
Fetishes: Secretly a romantic at heart but is an aggressive, kinky girl into bondage, tattoos/piercings, noncon, tentacles
Dislikes: She violently dislikes diffident, non-aggressiveness men and any type of wishy-washiness; other offs watersports, scat, vore
Backstory: Ylria was raised near the sea in a small fishing village. Her parents were hard working and boring folk who had little time for their ten children. Always curious and adventuresome she rebelled from an early age against the restrictions and narrow mindedness of her family and the village. When she turned 14 the village was raided by pirates and in a bold move she stood her ground and asked to go with them. Ylria wasn't taken seriously at first and gained her position on the ship more as a pretty face and hammock companion than as a warrior or sailor. Still she was ambitious and skilled at sailing and the sea and managed to gain the grudging respect of her shipmates. Never a powerful warrior compared to many of her fellow pirates Ylria focused on speed, dexterity and dazzling two handed fighting. Along the way she managed to learn how to use the new fashioned fire weapons to add to her repertoire of social and combat abilities.

Curse
You gain a bite attack (1d6), as primary natural attack, with which you are automatically proficient and armed. You can use this in addition to weapon strikes as part of a full attack. However, whenever you are targeted with a mind-affecting spell or ability meant to illicit your obedience or subservience, you have to roll twice and take the worse of the two results.

Markings/Piercings
Marked with RAHADINS SLUT just above her mons in dark letters standing out against her fair skin

Bonus questions!
What's a secret your character would never want anyone to know? Ylria secretly would like to marry and have children
What's the greatest treasure you can find on the high seas? The power and respect as captain of her own ship
If you had to pick a pirates-curse for your character, what'd it be?: There are many curses in the life of a pirate. Her curse would be to be slowly transformed into a creature of sex and submission in the body of a furry cat girl.

Ability Scores(+Modifiers)
Str 10 +0
Dex 22 +6
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 12 +1

HP: 67 Armor Class: 18 Initiative Bonus: +12 Speed: 30' CMD: 22/16Fl
Saving Throws: Fort +5 Ref +12 Will +6
Class/Racial Feats Armor Proficiency (Light), Exotic Weapon Proficiency (Firearms), Rogue/Simple Weapon Proficiency, Weapon Finesse, Evasion (Ex) If succeed on Reflex save for half dam, take none instead, Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed plus bewildered, disoriented or hampered on successful damage. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Danger Sense +2 (Ex) +2 bonus against surprise and on reflex saves and AC against traps. Improved Uncanny Dodge (Ex) Retain Cannot be caught flat-footed and retain AC against invisible attackers. Finesse Weapon: Rapier. Rogue's Edge: Perception. Vanishing Trick
Chosen Feats: Improved Initiative, Two-weapon Fighting, Alertness Deceitful, Lightning Slut (+2 CON, lightning damage fills you with intense arousal, Dazzling you for 1 round/10 points of damage taken, minimum 1), Unarmed combat training, Stealthy, Improved Unarmed Strike, Sea Legs, Iron Will

Traits: Bully, Reactionary
Languages; Common, Elven
Skills:
Acrobatics +20, Appraise +5, Bluff +14, Climb +14, Diplomacy +7, Disable Device +20, Disguise +7, Escape Artist +15, Heal +2 Intimidate +7, Knowledge (local) +6, Perception +15, Profession (Cook) +5, Profession (courtesan) +6, Profession (gambler) +5, Profession (sailor) +13, Sense Motive +10, Sleight of Hand +14, Stealth +20, Survival +2, Swim +8, Use Magic Device +5

Equipment and items: leather, dagger, dagger, mwk rapier, short sword, double barreled pistol, double barreled pistol, bullets (10), black powder (2), entertainer's outfit, flint and steel, hat[UE], hip flask[UE], jewelry[UE], jewelry[UE], perfume, common[ISWG] (10), thieves' tools, waterproof bag[UE], whetstone, 80 gp, 2 sp, 8 cp
Rahadin, Lightning's Master: Cursed Unique Shocking and Shocking burst Dagger +2, +2d8 lightning damage, (19-20 x2 +1d10 shocking burst on a critical)
Every failed attack with this dagger has a 25% chance (4 on a 1d4) to summon Rahadin to berate aid the user in battle for one turn. (No effect if already summoned.)
Toradin, Thunder's Master: Cursed Unique Sonic and Sonic burst Dagger +2, +2d6 sonic damage, (19-20 x2 +1d10 shocking burst on a critical)
Every failed attack with this dagger has a 25% chance (4 on a 1d4) to summon Toradin to berate aid the user in battle for one turn. (No effect if already summoned.)
Attacks
Masterwork Rapier +13/+8 (+11/+6 Two Weapon Fighting)/d6+6
Dagger +12/+7/d4 X2
Rahadin, Lightning Master +14/+9 (+12 Two Weapon Fighting)/d4 +2 +2186 lightning damage, (19-20 x2 +1d10 shocking burst on a critical)
Toradin, Thunder Master +14/+9 (+12 Two Weapon Fighting)/d4 +2 +2d6 sonic damage, (19-20 x2 +1d10 shocking burst on a critical)
Double Barreled Pistol +12/+7/d8 Range 20 Misfire 1-2 X2
Bite attack +7/d6


I also did a HeroLab output since that is the only way I can get through all the numbers!

Ylria Seaspray
Female human unchained rogue 9 (Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +12; Senses Perception +15
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 67 (9d8+27)
Fort +5, Ref +12, Will +6
Defensive Abilities danger sense +3, evasion, improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +11/+6 (1d6+6/18-20) or
rahadin +12 (1d4+2/19-20 plus 1d6 electricity) or
toradin +14/+9 (1d4+2/19-20 plus 1d6 electricity) or
unarmed strike +12/+7 (1d3)
Ranged double-barreled pistol +12/+7 (1d8/×4) or
double-barreled pistol +12/+7 (1d8/×4)
Special Attacks sneak attack (unchained) +5d6
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 12, Wis 12, Cha 12
Base Atk +6; CMB +6; CMD 22
Feats Alertness, Deceitful, Improved Initiative, Improved Unarmed Strike, Iron Will, Sea Legs[UC], Stealthy, Two-weapon Fighting, Weapon Finesse
Traits bully, reactionary
Skills Acrobatics +20, Appraise +5, Bluff +14, Climb +14, Diplomacy +7, Disable Device +20, Disguise +7, Escape Artist +15, Heal +2, Intimidate +7, Knowledge (local) +6, Perception +15, Profession (cook) +5, Profession (courtesan) +6, Profession (gambler) +5, Profession (sailor) +13, Sense Motive +10, Sleight of Hand +14, Stealth +20, Survival +2, Swim +8, Use Magic Device +5
Languages Common, Elven
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bonus feat, firearm training[UC], unarmed combat training[UC], vanishing trick[UC]), trapfinding +4
Other Gear mwk studded leather, rahadin, toradin, double-barreled pistol[UC], double-barreled pistol[UC], mwk rapier, hat[UE], masterwork thieves' tools, 32,724 gp, 8 sp
--------------------
Special Abilities
--------------------
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 9 rounds.
 
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Kathyan

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Name: Seak 'Slippery' Deyil
Class(es): Druid (Kraken Caller), Slayer (Bounty Hunter)
Race: Tiefling (Oni-spawn)
Alignment: CN
Description: Measuring slightly less that 6 feet, although surpassing them with her high heeled boots, Seak has an shapely hourglass figure that she likes to further accentuate wearing corsets. She has no horns but her fiendish inheritance is made pretty clear at first sight by the fact that her green eyes glow very brightly not only in the dark but at daylight as well, although some might be staring first at her thick tail, not just at her pretty curvaceous rump but an actual prehensile tail.
Fetishes: Exhibitionism, cheating, humiliation, bondage, rough sex, underwater sex, receiving oral sex, tentacles (she will eventually be able to grow some), frog tongue fucking (yay for kinky animal companion), tail fucking(literally using her tail to fuck others but anal fucking is an ON as well), mind control, dirty language, intimidating others, being bluffed/fooled into kinkiness, sharing her booty with her crew mates, being seduced with wealth and power, non-con (giving and receiving). She wouldn't like being on the sub end of things but I will certainly enjoy it.
Dislikes: Bath stuff, heavy violence or blood in the sexy bits, sexual torture is fine and so is mild violence, Seak doesn't like vanilla sex either.
Backstory: Having grown up in a tropical village surrounded by marsh Seak was picked and looked after by a small circle of druids who raised her with the hopes of making the evil seed that she was grow up to be good. She was taught the faith of the old ways and they were successful making her fiendish nature not to drag to do evil, or so it seemed, but she never fully felt like fitting in there. She could not just be as good as these people and while she respected their gods she couldn't fully put her faith and believes into them. One day as strove to commune with nature itself she wandered on the limits of the village and she walked through the reefs Seak believed to listen something coming from the sea. It was not the voice of elements that she heard but something else, the feeling of a tentacle stroking her hair making her whole body shiver not in fear but in ecstasy and her tail to tighten as it coiled around her thigh, she wanted to know more! The tiefling wouldn't revere the sea from then on but something that lurked in its depths, something that was forbidden and that only madmen and pirates would seek out. Fine if she had to be a pirate to be closer to the creature she worshiped as a god she would be, nothing would prevent her from her goal, not her childhood friends, not her mentors, she'd do anything and kill anyone she'd need to.

Bonus questions!
What's a secret your character would never want anyone to know? That she would like to offer everyone in sacrifice to the tentacled creatures of the sea, let them decide if they are worth living or be kept to satiate their sexual needs.
What's the greatest treasure you can find on the high seas? A kraken's lair. Slippery would be be happy to be able to directly serve such a 'divine' creature and be rewarded by its tentacles as she does whatever she is told.
If you had to pick a pirates-curse for your character, what'd it be?: The curse of the haggler: Whenever asked for sex when bargaining or making a deal(even as a joke or a mere insinuation and even if she is subject to be bottom) the curse would make her think of it as a fair deal and would agree to it.

Ability Scores(+Modifiers)
Str 18 (+4)
Dex 16 (+3)
Con 14 (+2)
Int 12 (+1)
Wis 14 (+2)
Cha 05 (-3)

HP: 39 Armor Class: 21 Initiative Bonus: +3 Speed: 20' CMD: 21 (23 against dirty tricks)
Saving Throws: Fort +8 Ref +6 Will +6 (-2 vs charms and compulsions if offered wealth or power)
Class/Racial Feats
Tiefling: +2str +2wis -2cha; Scaled skin(cold); Skilled (disguise,intimidate); Spell like ability (Alter Self); Darkvision 60'; Prehensile Tail; Favored Class (Druid): +4hp
Slayer: Studied target,Track
Druid: Call of the Waves (A kraken caller must choose a deity of piracy, strife, and sea monsters as her deity. If she ever changes her deity, she loses this archetype and becomes a normal druid), Nature Bond(Giant Frog); Nature Sense; Wild Empathy; Dauntless Swimmer(can always take 10 on Swim checks, even if she is rushed or threatened), Hold Breath(can hold her breath for a number of minutes equal to her Constitution score), Resist the Waves’ Lure(+4 bonus on saving throws against the spell-like and supernatural abilities of creatures with the aquatic subtype),
A kraken caller’s options for wild shape are limited to animals with the aquatic or water subtype or that have the amphibious special quality.

The kraken caller can alternatively expend a daily use of wild shape to grow tentacles out of her body while otherwise retaining her own form. This effect lasts for 10 minutes per level, or until the kraken caller changes back.

At 4th level, the kraken caller grows two tentacles while in this form. The tentacles have a reach of 5 feet regardless of the kraken caller’s size, and the kraken caller can use them as secondary natural attacks that deal 1d4 points of damage (1d3 for a Small kraken caller). She also gains a racial bonus on Climb, Swim, and dirty trick combat maneuver checks equal to the number of tentacles grown.

At each of 6th, 8th, 10th, and 12th levels, a kraken caller can grow an additional tentacle. As a move action, she can retract or regrow any number of the additional tentacles, redistributing the mass of any retracted tentacles. For every 2 retracted tentacles, she can increase the reach of the remaining tentacles by 5 feet (to a maximum of 15 feet), or increase the damage dealt by her tentacles as if she were one size category larger.

While in this form, a kraken caller can expel a 10-foot-radius cloud of ink once per minute as a standard action.

This cloud provides total concealment in water and persists for 1 round per level. The ink has no effect out of water.

This ability alters wild shape.

Pirate Curse: You gain the Skill focus: Appraisal feat, but whenever asked for sex as part of a deal or bargain, you have to accept the deal.

Chosen Feats: Dirty Fighting, Improved Dirty Trick, Skill Focus(Appraise), Shaping Focus
Traits: Bruising Intellect, Keeper of the Veil, Beast Bully(Tiefling), Power Hungry
Skills:
(4+1)x4 + (6+1)x1 =27
Appraise. 5r+3cs+1int+3feat = +12
Climb. 1r+3cs+4str-3armor = +5
Disguise. 1r+3cs-3cha+2racial+1trait+2kit = +6
Handle Animal. 1r+3cs-3cha(+2frog training harness+4animal companion) = +1 (+7)
Intimidate. 5r+3cs+1int+2racial+2circumstance(+2 competence) = +13 (+15) (can be used instead of Handle Animal to handle or push)
Know nature. 5r+3cs+1int+2druid = +11
Perception. 3r+3cs+2wis = +8
Profession (sailor). 3r+3cs+2wis = +8
Survival. 2r+3cs+2wis+2druid = +9 (+10 to follow tracks)
Swim. 1r+3cs+4str-3armor= +5

Languages:Common, Abyssal, Aquan, Druidic.
Equipment and items:
Disguise Kit x10 uses, Masterwork Lamellar armor (horn), Intimidate Masterwork Tool
, Frog training harness, Frog lamellar(leather), Shortspear, Heavy wooden shield, Dagger, Club, Sling, 20 Bullets, 3 Soakstones, 2 Flask of oil,
This includes animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
. Money left = 1gp 6sp

Attacks CMB +8
Dirty tricks CMB +10
Ansur +?
Shortspear +7 (1d6+4)
Dagger +7 (1d4+4)
Club +7 (1d6+4)
Sling +6 (1d3+4, +1d2 fire if soakstone is used)

Spellcasting (can spontaneously convert into Summon nature's Ally)
Cantrips: Create Water, Detect Magic, Enhanced Diplomacy, Guidance
Grade 1: 4slots; Cure Light, Cure Light, Obscuring mist, Speak with animals
Grade 2: 3slots; Gusting Sphere, Lockjaw, Soften Earth and Stone





Name: Peep, the frog
Class(es): Animal Companion
Race: Giant Frog
Alignment: N
Description:(If differing from picture)
Fetishes: Licking, females, wet and moist, teasing, rough play
Dislikes: Dryness

Ability Scores(+Modifiers)
Str 16 (+3)
Dex 14 (+2)
Con 16 (+3)
Int 1 (-5)
Wis 9 (-1)
Cha 6 (-2)

HP: 30 Armor Class: 20 Initiative Bonus: +1 Speed: 30', swim30' CMD: 18
Saving Throws: Fort +7 Ref +6 Will +0
Class/Racial Feats Low-light vision, Scent, Tongue, Pull, +4 Acrobatics (+8 jumping), +4 Stealth; Bonus Tricks 1, Link, Share spells, Evasion
Chosen Feats: Armor Proficiency Light, Skill Focus (stealth)
Skills:
Acrobatics. 1r+3cs+2dex-2armor+4racial(+4 jumping) = +8 (+12)
Perception. 1r+3cs-1wis = +3
Stealth. 2r+3cs+2dex-2armor+4race = +9
Swim. +3str-2armor+8swim = +9


Tricks Fetch, Heel, Maneuver, Sneak, Sex

Equipment and items: Frog Lamellar armor (leather), Frog Training Harness

Attacks
Bite +6 (1d6+3)
Tongue +6 touch (grab)

Tongue (Ex)
A giant frog’s tongue is a primary attack with reach equal to three times the frog’s normal reach (15 feet for a Medium giant frog). A giant frog’s tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.


A cute version of herself. ^^
 
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theguy09

Evard's Tentacles of Forced Intrusion
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Name: Luna Oldblood


Class(es): Sorcerer (Favored) Level: 6

Race: Tiefling

Alignment: Chaotic Neutral

Description: Although being a tiefling, the only noticeable feature of her heritage was the two horns growing from the side of her head. Otherwise, Luna looked just like a young human woman. Standing 5 feet 6 inches, Luna’s clear ocean blue eyes were highlighted by her bright golden hair. Her figure was modestly built with her bust easily being a handful. She was regularly covered by a light white dress under her favorite white robes.

Fetishes: Breeding, nonconsent, tentacles, mind control/parasites, pet play, doms, futas, beastiality, and slavery are all the main ones. She’s practically into most things that involve her getting fucked.

Dislikes: Scat, and vore, and submissive partners (Learned that being a dom can be fun xD).

Backstory: Luna never understood why her parents insisted that it was better that they lived away from the rest of civilization, why it was better to be alone. Luna hated the thought, but she couldn't escape from it. Even among her family who were in self exile, Luna was a bit of an outcast. She held the greatest density of the Oldblood seen in many generations, yet she didn't form any grotesque features like most of the rest of the family. That was enough. She was a freak among freaks in her family's opinion.

Eventually finding a way off the island they were hidden in, Luna ran away from her family with the help if some passing pirates. Though as with pirates, there was a cost. The Capitan wanted Luna to use her magics to help undo a curse, and she agreed but said it would take time. Unknown to him, Luna had absolutely no clue how to do so, having made the promise in desperation to get off the island. She spent a long time among them, trying to research ways to fulfill the promise and by practicing her magics while also being treated as little more than sex pet by the crew. Eventually The Capitan grew tired of no results and sent her off on a risky mission to be done with her...

Curse
Luna is highly fertile with an unnatural desire to be inseminated/used as an incubator. It's strong enough that when cummed inside of, even in combat, Luna must make a will save of 7+level or else submit herself to her desires for 1d2 rounds.

Bonus questions!
What's a secret your character would never want anyone to know? Luna secretly wished that someday she would be defeated and forced to be a slave and then be constantly bred by her new master.

What's the greatest treasure you can find on the high seas? A new family that would accept her, also some magical slave collar around her neck wouldn't hurt.

If you had to pick a pirates-curse for your character, what'd it be?: The breeding slut: Luna is highly fertile with an unnatural desire to be inseminated/used as an incubator. It's strong enough that when cummed inside of, even in combat, Luna must make a hard will save or else lose herself to her desires.

Ability Scores(+Modifiers)
Str 7 -2
Dex 14 +2
Con 16 +3
Int 12 +1
Wis 4 -3
Cha 19 +4

HP: 41 Armor Class: 13/14 Initiative Bonus: +8 Speed: 30' CMD: 13 BAB: +3
Saving Throws: Fort 4 Ref 3 Will 2

Class/Racial Feats Weapon Proficiency (Simple). Eschew Materials: Spell components less than 1g, free. Spells: Knows 6 L0, 4L1, 2 L2 spells, but only has slots for 6L0 and 5L1’s, 1L2, 1L3 and 1L4. Infernal Bloodline. Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell’s DC by +2. Corrupting Touch (Sp): At 1st level, cause shaken as a melee attack. persists for rounds equal to 1/2 your sorcerer level. Creatures shaken radiate an aura of evil. Multiple touches add to the duration. Can use this ability 3 + your Charisma modifier. Infernal Resistances (Ex): gain resist fire 5 and a +2 bonus on saving throws made against poison.

Chosen Feats: 3 chosen. Improved Initiative, Maximize Spell, Craft Wand.
Traits: Reactionary, Lunar Birth, Plant Slave(-2 will saves/attacks vs plants)
Languages: Common, Infernal, Elven
Skills: Appraise (+5) 1, Bluff (13) 4, Craft (+7) 3, Diplomacy (+8) 1, Fly (+6) 1, Knowledge (arcana) (+7) 3, Spellcraft (+7) 3, and Use Magic Device (+9) 2, Stealth (+4).

Equipment and items: 345 gold, 4sp, 5cp Dagger, Light Crossbow, 20 bolts, Haramaki armor, Buckler, Rations 8 days, Backpack, Rope 50ft, 5 torches, Shovel, Tent, Inkpen, Ink, Paper, Curelight wounds potion, Thunderstone, Black hooded robe.


Attacks
Dagger d4
Light Crossbow +4/1d8

Spells
Plant slave Spells:
Entangle 3/d, Speak with Plants 1/d Barkskin 1/d and Tree-Stride 1/week and Wall of Thorns 1/week DC is charisma dependant, Caster level= Hit dices.

Cantrips: Detect Magic, Dancing Lights, Mage Hand, Mending, Arcane Mark, Read Magic.

First Level: Mage Armor, Shield, Magic Missile, Charm Person, Protection from Good(Bloodline).

Second Level: Scorching Ray(Bloodline), Invisibility, (Free Darkness from race), Acid Arrow, Daze Monster

Third Level: (4) Blink, Fireball, Suggestion, Displacement
 
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KitsuneKinomi

Well-known member
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Messages
594
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995
21485 Name: Sayyida [Mitena/Lily]
Class(es): (7)
Race:
Alignment: Neutral Evil
Description: She has one iron earring on her right ear. When not armored she wheres only a cloth wrap around her breast, and cotton underwear. She has one pierced nipple as well. She has human hands, not paws like in the picture. She is fully humanoid except for the fox ears and tail.
IC: Pet play, discipline, being dominated, public use. She hides it but she is very weak to cuddles, often forgetting friend or foe when someone gives her a good 'petting'.
Originally the victim of a pirate raid, Sayyida was taken aboard her pirate masters ship to be used as a cock sleeve until she broke. She did break, however rather than a lifeless husk she has been remade into the obedient bitch for the crew. Using every part of her for there please, and serving loyally like a dog at all times. Even her name, Sayyida was just a pet name given to her by her masters. She has no use for her old name anyways.
Overtime it became clear that Sayyida was skilled in more than just being a willing cum dumpster and minor amusment. She was able to fight proficiently for her master, she couldn't understand why herself, but swordplay came naturally to her. It was only fitting that she use any skills for her masters.
Now she adventures our with her crew mates, she knows where her master is, and the thought to run away would never cross her mind. After all who else is going to clean the crews cocks after a night of whoring?
What's a secret your character would never want anyone to know?: She wishes her masters would be nicer to her.
What's the greatest treasure you can find on the high seas?: A master who will call her a good girl and pat her head.
If you had to pick a pirates-curse for your character, what'd it be?: Feral curse. She slowly looses loyalty to whoever her master is at the time, and instead becomes vicious and horny. She wouldn't be uncontrollable, but it would be like trying to get a wild dog to follow your orders.
 
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OP
Pervy

Pervy

Dances with Girl-Cocks
RP Moderator
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Name: Peep, the unleashed
Class(es): Froglord
Race: Giant Frog
Alignment: LN (Lewd Neutral)
Fetishes: Licking, females, wet and moist, teasing, rough play
Dislikes: Dryness

Ability Scores(+Modifiers)
Str 19 (+4)
Dex 17 (+3)
Con 16 (+3)
Int 1 (-5)
Wis 9 (-1)
Cha 6 (-2)

HP: 45 (6d8+18) Armor Class: 23 Initiative Bonus: +3 Speed: 30', swim30' CMD: 20
Saving Throws: Fort +8 Ref +7 Will +1
Class/Racial Feats Low-light vision, Scent, Tongue, Pull, +4 Acrobatics (+8 jumping), +4 Stealth; Bonus Tricks 1, Link, Share spells, Evasion
Chosen Feats: Armor Proficiency Light, Skill Focus (stealth), Weapon Focus (Tongue)
Skills:
Acrobatics. 1r+3cs+2dex-2armor+4racial(+4 jumping) = +9 (+13)
Perception. 1r+3cs-1wis = +3
Stealth. 3r+3cs+2dex-2armor+4race = +10
Swim. +3str-2armor+8swim = +9

Equipment and items: Frog Lamellar armor (leather), Frog Training Harness (Frog trains you!)

Attacks
Bite +8 (1d6+4)
Tongue +8 touch (grab)

Special attacks: Swallow Whole
Melee bite +6 (1d6+2 plus ) or tongue +6 ( )
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks (tongue, 5 feet), (1d4 bludgeoning damage, AC 10, 1 hp), Tongue (Ex):
A giant frog’s tongue is a primary attack with reach equal to three times the frog’s normal reach (15 feet for a Medium giant frog). A giant frog’s tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
 
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Stellarnova

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X.jpg Eopeia Point cost : 9
Gunnery : 7
Leadership : 1
Navigation : 6
Engineering : 7
Rigging : 9
Spotting : 8
Combat : 7
Eopeia the Sailor! 71138225_p0.jpg
Race: Custom Drider (13 RP)
Class: Ranger (9)
Archetype: Skirmisher
Favored class: Ranger
Alignment: Chaotic Good
Age: 117 years
Type: Humanoid (Human)
Size: Medium
Speed: 40 ft.
Climb Speed: 20 ft.
Languages: Common, Webspeech [Racial language – communicating via vibrations transmitted over strings], Sylvan, Aquan

HP: 67/67
AC: 20 (/w Armor, 14 Flat-footed and armored, 16 Touch)
Carrying capacity: 75 light load, 225 max load
Initiative: +10
BAB: +9/+4
CMB: +10
CMD: 26 (38 against trip and overrun attempts)
Saves: Fort: +7 Ref: 12 Will: +4

Attributes: STR: 12 (+1) DEX: 22 (+6) CON: 12 (+1) INT: 14 (+2) WIS: 12 (+1) CHA: 8 (-1)

Class abilities:
Proficiencies: Simple and martial weapons, light and medium armor, shields (no tower shields)
Track: ½ CL to survival checks to track
Favored Enemy: Humanoid (Human): +4 to some skill checks, ATK and DMG
Wild Empathy: Ability to attempt diplomacy on wild animals
Combat Style: Archery; Point Blank Shot, Rapid Shot
Favored Terrain: Water: +4 to Initiative and some skill checks in the selected terrain
Hunter's Bond: Animal Companion: Giant Spider
Favored Enemy: Magical Beasts +2 to some skill checks, ATK and DMG
Hunter's Tricks: Sic 'Em, Bolster Companion, Skill Sage 5 daily uses
Woodland Stride: Non-magical underbrush no longer hinders movement
Swift Tracker: Can move at full speed without penalty while tracking
Favorite Terrain: Urban: +2 to Initiative and some skill checks in the selected terrain
Evasion: No Damage on successful reflex save

Racial abilities:
Climb: Climb Speed of 20 ft, +8 to climb checks, can take 10 on climb whenever, retain dex bonus while climbing, faster accelerated climb
Expert Climber: +8 to climb check, can cling to any natural surfaces as if under the effect of spider climb, can use both hands while doing so
Quadruped: +10 ft. to base speed, +12 to CMD against trip attempts
Fleet-footed: +2 to Initiative, Run as a free bonus feat

Traits:
Outlander – Exile: +2 to Initiative
Reckless: +1 to acrobatics, acrobatics becomes a class skill
Acrobat: +1 to acrobatics, accelerated climb penalty lessened to -2
Stigmatized: -3 to most diplomacy checks
Magical Klutz: Disadvantage on Use Magical Item checks to activate blindly and on Ref saves against magical item effects

Feats:
Run: Run farther without losing Dex bonus to AC
Exotic Weapon Proficiency: Firearms
Point-Blank Shot: +1 to ATK and DMG for attacks within 30 ft.
Weapon Focus (Rifle): +1 to ATK with Rifles
Endurance: Resist Exhaustion and sleep in armor
Deadly Aim: -3 to ATK, +6 to DMG
Rapid Shot: Additional attack during Full-round attacks
Rapid Reload (Rifle): Reloading a Rifle is now a free action
Precise Shot: No attack penalty while shooting into a melee

Skills:
Acrobatics (c): 9 [+20/24]
Climb (c): 2 [+22]
Craft (Firearms) (c): 3 [+10]
Escape Artist: 1 [+7]
Handle Animal (c): 9 [+11]
Heal (c): 1 [+5]
Knowledge (Dungeoneering) (c): 1 [+6]
Knowledge (Engineering): 3 [+5]
Knowledge (Geography) (c): 2 [+7]
Knowledge (Local): 1 [+3]
Knowledge (Nature) (c): 1 [+6]
Perception (c): 9 [+13]
Perform (Dance): 4 [+3]
Profession (Sailor) (c): 5 [+9]
Sense Motive: 9 [+10]
Stealth (c): 9 [+18]
Survival (c): 4 [+12]
Swim (c): 8 [+12]

Equipment: +1 Reliable Masterwork Rifle (13.000 gp, 12 lbs), +1 Masterwork Spider-Silk Bodysuit (2000 gp, 4 lbs), Artisan's Outfit (1gp, starting outfit, 4 lbs), Masterwork Dagger (302 gp, 1 lbs),
3241.jpg
Eopeia's rifle, a souvenir from her time in the Pinkerton Mercenary Company

55/75 lbs

Inventory: Gunsmith's kit (15 gp, 2 lbs), Masterwork Survival Kit (50 gp, 5 lbs), 5 Air bladders (0.5 gp, 2.5 lbs), Journal (10 gp, 1 lbs), Ink and Quill (8 gp), 10 Metal Cartridges (150 gp), Masterwork Backpack (50 gp, 4 lbs) 1 set of playing cards (0.5 gp), Masterwork Artisan's Tools (55 gp, 5 lbs), 50 ft. Spider silk rope (100 gp, 4 lbs), FOX! (8gp)

582 gp: 18 pp, 401 gp, 5 sp, 50 cp (10 lbs)

Rifle: ATK +17, DMG 1d10+1 x4, Range: 80

Dagger: ATK +11 DMG: 1d4+1 x2, 19-20

Full-round Attack with Point Blank Shot, Rapid Shot and Deadly Aim:
1: ATK +12, DMG 1d10+8
2: ATK +12, DMG 1d10+8
3: ATK +7, DMG 1d10+8

Eopeia hails from a distant land, forced to leave and make her way as a soldier of fortune. She eventually ended up sailing the high seas, in the employ of traders, explorers, pirates and smugglers. She served on many ships with many crews in many positions over the years before stranding in Tortuga after her previous ship was destroyed by Dreadmaw's pirates.

Eopeia is happy-go-lucky, playful, energetic, and smart, if a bit of a clutz at times; despite both her body and mind being keen and flexible, she occasionally gets carried away and inadvertently breaks something. In particular, she has a habit of accidentally triggering or breaking magical items or machines. Nevertheless, she is a capable engineer and firearms expert. Over the decades spent traveling the world, she served in many roles and positions both on land and sea: From a lowly deckhand and scout to gunner, rigger and surveyor up to the quartermaster of a frigate and logistics officer of a mercenary company.

Likes: Good food and booze, jumping and running around on a sunny day, cuddling, building modifications for ships
Dislikes: Bullies, cold weather, cheap booze, lying
Fetishes: Cuddling, Handholding

What's a secret your character would never want anyone to know? That she was exiled from her homeland for accidentally killing a friend.
What's the greatest treasure you can find on the high seas? Blue sky above and blue ocean below.
If you had to pick a pirates-curse for your character, what'd it be? Getting horny upon seeing treasure.
Rikard the Jumping Spider! full_grown_by_enkphoto_d84rhd6-fullview.jpg
HD: 6
Type: Vermin
Size: Medium
Speed: 30 ft.
Climb Speed: 30 ft.
HP: 39/39
AC: 20 (14 vs Touch, 16 Flat-footed)
Initiative: +3
Natural Attack: Bite +4, 1d6 plus poison
Poison: frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC

Attributes: STR: 13 (+1) DEX: 17 (+3) CON: 12 (+1) INT: N/A WIS: 10 (+0) CHA: 2 (-4)

BAB: +4
CMB: +5
CMD: 18 (30 against trip)
Saves: Fort: +6 Ref: +8 Will: +2(+6 against enchantment spells and effects)
Natural Armor Bonus: +4

Special Qualities:
Tremorsense 30 ft.
Darkvision 30 ft.

Skills:
Acrobatics (c) 1 [+7]
Climb (c) 1 [+13]
Escape Artist 1 [+4]
Perception (c) 1 [+4]
Stealth (c) 1 [+7]
Swim (c) 1 [+5]

Feats:
Toughness
Improved Natural Armor
Dodge

Tricks:
Attack
Guard
Menace

A large jumping spider, Rikard has been following around Eopeia for many years. Surprisingly curious and mischievous, Rikard is known to stalk people to frighten them or make off with items close to them. Even Eopeia does not understand everything that goes on behind those big, adorable eyes of his.
632dadc9231ad32688109849f2271e50.jpg I bought a fox as per the animal table of items. Because having another pet doesn't make sense, this fox has nothing to do with Eopeia and just appears on the ship, where she sees to take particular interest in a certain doggo's room!
 
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Dalaneth

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Messages
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Name: Allisane Blackwell Allisane Blackwell.jpg
Class(es): Psion Telepath (Psion Telepath)
Race: Human
Languages: Common, Elven, Goblin, Giant, Aquan, Auran, Terran, Infernal, Aboleth, Undercommon, Draconic, Infernal, Abyssal, Celestial, Sylvan
Alignment: Neutral Evil
Description: as the picture, eyes only go yellow when using her powers
Fetishes: Mind control, Hypnosis, Role reversal, corruption, Bondage, Bestiality(ooc), Futa, dominating, noncon(ooc)
Backstory: Allisane doesn't know much about her family, she was told they were merchants, she was told that her powers in the hands of a baby had ended up driving them insane. She couldn't confirm any of it, the order which had taken her in, The Mindful Eye, had never told her where they'd taken her from, only that story about where she was from and what had happened. Allisane never liked being with The Mindful Eye, she didn't like how much time they spent on the philosophical and ethical talks about what their powers could do, should be used for, she always told herself they were talking like that because the order in general lacked her Talent. She quickly outgrew the other kids taken in by the order, and by the time she was 15 she'd had enough, she wanted out and since the order refused her, she forced her way out. Creating constructs to help bash her way out and killing a few of the orders members on the way.

Outside she at first found that getting along by herself with no friends and resources, but with her gift and training in the occult she managed to find a way. Using her powers to convince people to give her what she wants, to make them pay her for insignificant things through hypnosis, or sometimes giving something more useful as if she was paid enough she'd even make an attempt at predicting people's future. But she never considered it enough, she wanted to expand her powers, she wanted to see the world and taste everything which it had, get everything someone like her deserved.

Bonus questions!
What's a secret your character would never want anyone to know? Where she came from and how she escaped, she suspects the order is unhappy
What's the greatest treasure you can find on the high seas? Freedom and the chance at power.
If you had to pick a pirates-curse for your character, what'd it be?: Everytime she gets Hugged she becomes a Futa for an hour.

Ability Scores (+Modifiers)
Str 8(-1)
Dex 14(+2)
Con 12(+1)
Int20(+5) 22(+6)
Wis 10(0)
Cha 16(+3)

HP: 61 Armor Class: 17 Initiative Bonus: +6 CMB: +3(+15 with telekinetic maneuver) CMD:15
Fort: +4 Ref: +5 Will: +6
Class/Racial Abilities: Telepath Talents(mind thrust, conceal mind), bonus feat(1 and 5) Telepathy 400 ft(can detect telepathy at 30ft) Mental Intrusion
Traits: Reactionary, Psionic knack(psion), Power Hungry.
Feats: Psicrystal affinity(friendly), Improved Psicrystal(Nimble), Psychic sensitivity, Expanded knowledge(astral construct), boost construct, Psionic body, Overchannel
Skills: Appraise +15, Autohypnosis +12, Bluff +15, Diplomacy +18(20 with pendulum), know Arcana +18, know dungeoneering +10, Know history +10, know Nature +10, know psionics +14, Linguistics +15(17 with spirit pen). sense motive +12(14 with tarots), Spellcraft(18)
Equipment and items: Mithral shirt, Handy haversack, cognizance crystal(3PP) Dorje (Crystal shard, 50 uses left) Pendulum(Masterwork hypnosis tool) Tarot Cards(Masterwork Prognostication tool) Spirit pen, 300 gold.
Attacks/Actions: Weapons are for losers
Spellcasting: 99(72+27)PP(102 with cognizance crystal)
CantripsTalents: Mind thrust (1d6 will save mind affecting)
Conceal Mind

Grade 1: 1 cost
Inertia armor
Mind thrust(xd10 with x being amount of powerpoints spent)
Entangling Debris
Deja Vu(Target does will save or repeats last turn)
Attraction(target likes something and will try staying near it)
Astral Construct(customized summon monster)

Grade 2: 3 cost
Aversion(target wants to avoid doing/being near something/someone)
Sense minds
Control sounds
Ego Whip (cha damage)

Grade 3: 5 cost
Crisis of breath
Empathic transfer, Hostile(save vs damage being transferred to enemy)
Battlesense(team fights better together)
Psionic Blast (cone Stun)

Grade 4: 7 cost
Mind control
Fear Cascade
Memory Modification
Telekinetic Maneuver
Psychic reformation
Control Body

Grade 5:
Mind Probe


Anthon.jpg Anthon
Size: Diminutive Speed: 30ft (climb 20, Fly 50 ft(poor)
AC: 20(10 base 2 dex 4 size 4 nat armor) FFAC: 16 TouchAC 16
Stats
Str: 1(-5)
Dex: 15(+2)
Con -
Int: 10
Wis 10
Cha 10

Skills:
Autohypnosis +9, appraise +9, bluff +9, Diplomacy +9, Know arcana +9, Know Dungeoneering +9, Know History +1, Know Nature +1, Know psionics +5, Linguistics +2, Sense motive +9, Spellcraft +9, Stealth +18(4 ranks 2 dex 12 size) Perception+6, Climb +10 (dex based and +8 from climb speed)

Abilities:
Alertness(shared when within 5 ft of Allisane.
Share Power
Improved Evasion
Sighted (40 ft see and hear anything ignoring magical darkness and silence, doesn't work on etherial or invisible, Stealth still applies) Telepathic link(1 mile), Deliver Touch Powers, Flight
 
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Messages
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tumblr_ocosg2qgh11qj7ctbo1_500.jpg Commission for APP on Discord[1824].jpg
Name: Bea the Brave/Bea Autumn
Class: Ranger
Age: 23
Race: Elf
Size : Medium
Speed : 30ft
Languages : Common, Elven, Orc, Draconic
Sex: Futa
Alignment: Chaotic Good

Description;
Short blackhair, small nose, pointed elven ears – left ear is missing the tip, b cup breasts, bubble butt, pointed chin, angular jaw and cheek bones, athletic build, 8 inch cock.
Clothing;
Black cloak with hood, leather waistcoat with brass buckles and buttons, long sleeve dark blue shirt, denim/cotton pants – added pockets and straps, long knife strapped to thigh, calf length brown leather boots, fingerless gloves/gauntlets.
Fetishes;
Creampie, cum swallowing, anal, gangbang, blowjob (giving and receiving) tentacles, thighs/legs, cum inflation, bondage, eggs, dom/sub, womb penetration, equine cock, canine cock, knotting.

Backstory;
Bea and her tribe are a reclusive off shoot of the Water Fairies, growing up in deep darkness only illuminated by algae that glowed bright blue and green. She swam and fished for the tribe, defending them from dangers both great and small. One day the tribe leaders brought her to a council session and chose her to be there Lightbringer. An ancient power given to those found worthy of it. She drank the shimmering blue liquid and felt a surge of power flow through her, illuminating the darkness around her.

Upon receiving this power she looked down. . .and was startled to find a male organ between her legs. . .she asked the elders why this had happened and they said it was to bring light to all creatures.
Living in darkness and low light her whole life she adapted well to the new power she had, shining brightly on the water and shimmering algae feeling like a blazing sun in the darkness. On her first exploration to the surface she found a wolf puppy, injured under a tree. Returning home with the puppy she nursed it back to health and it grew to love her as its protector.

Bonus Questions;

What's a secret your character would never want anyone to know: The fact she is a Futa, and that despite her attitude towards people she wants to be dominated . . .hard.

What’s the greatest treasure you can find on the high seas? : A giant diamond to shine brightly in my cave no matter how dark!

If you had to pick a pirate curse what would it be? Genetic variation allowing for breeding between her and ANY male of a species

Str 11 (+0)
Dex 20 (+5) 22
Con 10 (+0)
Int 16 (+3)
Wis 12 (+1)
Cha 14 (+2)

HP: 62
Armour Class: 20
Carrying Capacity: 38lbs
Initiative Bonus: +8 (Water +2, Forest + 4) (+1)
Base Attack bonus (BAB): +9/+4
Combat Manoeuvrer Bonus: 9
Combat Manoeuvrer Defence: 24
Fortitude Save: +6
Reflex Save: +11 (+1)
Will Save: +4

Class Abilities:
Favoured Enemy – Reptilian (humanoid) +4, Ooze +2
Track
Wild Empathy
Endurance
Favoured Terrain – Water +2, Forest +4
Hunters Bond
Woodland Stride
Swift Tracker
Evasion
Hateful Attack
Sic ‘Em
Bolster Companion

Race Abilities:
Aquatic Mastery
Darkvision
Lightbringer
Keen Senses

Traits:
Reactionary: +2 INT
Seeker of Brigthness: +1 knowledge (nature) and Perception

Feats:
Endurance
Precise Shot
Improved Precise shot
Point-Blank Shot
Sliding Axe
Quick Draw
Boon Companion

Skills:
Knowledge (nature) 8 ranks +3 class skill +1 trait bonus +3 intelligence= +15
Handle Animal 8 ranks +3 class skill +1 wisdom 12(16 to do with animal companion)
Climb 8 ranks +3 skill ranks= +11
Ride 4 ranks +3 class skill +6 dex =13
Swim 8 ranks +3 class skill =11
Stealth 8 ranks +3 class skill +6 dex = 17
Acrobatics 4 ranks +3 class skill +6 dex =13
Heal 3 ranks +3 class skill +1 wis = 7
Profession sailor 9 ranks +3 class skill +1 wisdom= +13
Craft (bows) 5 rank +3 class skill +3 int= +11
Survival 7 ranks +3 class skill +1 wisdom= +11(15 when tracking)
Sense motive 6 ranks +1 wis = +7
Perception 9 ranks +3 class skill +1 trait +1 wis +2 elven sense= +16

Equipment:
Belt : +2 dex
Masterwork Composite Bow: +1 +15/+10 1d8+1 piercing damage 110 range
Masterwork Throwing Axe : +1 +8/+3 1d6+1 slashing damage 10 range
Efficient Quiver
Masterwork Spidersilk Bodysuit: +4 Max dex +8 Armor check penalty 0 Weight 4 lbs
60 Arrows

Wolf stats:
STR: 24(+7)
Dex: 16(+3)
Con: 21(+5)
Int: 2(-4)
Wis: 12(+1)
Cha: 6(-2)
HP 76 (8d8+5)
BAB:+6
AC 25 (10, +10 Natural Armor, +3 Dexterity bonus,+3 Armor, -1 Size ) Touch: 11 FF: 21 CMB 25 CMD 25(28 vs trip) FCMD: 22 (26 vs trip) Initiative: +3 Speed: 50

Saves:
Fort +11
Reflex +8
Will +3(7 vs enchantment)

Skills: Survival: +15(19 for tracking with scent)
Abilities: Scent, Low light vision, Link, Share spells, Evasion, Devotion.
Feats: Weapon focus(bite), Improved Natural attack(bite), Light armor proficiency, Skill focus(survival)
Equipment: Masterwork Studded Leather armor.
Background: Wants dat elf ass.
Tricks: Bur, Fetch, Menace and Guide.
 
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