Aquamarine



Homeless

View Home Base

Not Not Approved ?
Genealogy
PBP Character Created:
2nd Feb, 2016 - 4:54am

Last Updated:
17th May, 2016 - 12:27am

Player Member ID:
15465

Member Name:
Forderz

Character ID: 202

Character's Game Master:
Thomaslee using the Ponyfinder system

Campaign:
Thomaslee's Ponyfinder RPG Rules, Create Character

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Aquamarine

Character Title:
Merchant Marine

Character Class:
Swashbuckler

Character Status:

Lieutenant

Character Alignment:
Lawful Good

Marching Position:
Middle Front

Rival: ?

The Foe of Aquamarine
Guardian: ?

The Vulnerable Keeps

Character Body
Base Theme / Style
Character Combat Info
56/56HP
18AC
Character Description
Blue-coated, with silver two-toned mane and tail. Green eyes. Cutie Mark of a captain's hat with a shining jewel inlaid.
Character History
The daughter of a nameless sailor and a dockside prostitute, Aquamarine was raised in an orphanage in Baltimare. Growing up among dockhooves and longshoremares, her natural speech is a rough and eclectic mix of dozens of accents, dialetcs, and profanity.

Upon receiving her cutie mark after stoyawaying abord a ship and worming her way into a cabin mare's position, Aquamarine found the lure of the sea to be irresistible.

As she grew, she gained prominence on her ship. Her heroics defending the ship from beastial raiders and opportunistic pirates gained her respect amongst the crew, and eventually was promoted to midshipmare. When her captain was accused of various crimes against the Eastern Equestrian Consortium, a trade organisation, she led a mutiny aboard the ship that resulted in his bloodless capture.

Aquamarine offered to split and repay half her former captain's debts if she was transferred ownership of his ship. The EEC agreed, and Aquamarine found herself in the position of captain three weeks after her twentieth summer (she is unsure of her exact date of birth).

She spent that autumn and winter assembling a crew, renamed her ship the Opulent Lady, and chartered with the Royal Equestrian Marine Service the following spring, hunting down pirates and lawbreakers.

Her bounties paid off her debts, and then following year she elected to start her own transport company, as several brushes with death had cooled her appetite for pirate-hunting. She retrofitted her ship with numerous fineries and branded herself as a premier pleasure craft. An accelerated program of etiquette classes turned her and her crew from salty sea dogs into salty servants, and the Opulent Lady performed many voyages to and from the tropics to the south.

Her new clientele both intruiged and repulsed Aquamarine. These individuals knew their lineages back a hundred generations, while she had no idea what the identity of her own grandmare was. At the same time, their debauchery and arrogance rankled her ingrained sense of nautical duty. A captain commanded respect, while these nobles demanded it.

For half a decade, Aquamarine and the Opulent Lady sailed the southern seas, unmolested by pirate or predator. Disaster finally stuck when a warlord operating out of Zebrica hunted her down, hoping a ship full of rich nobles would fund his conquests. Fearing for their lives and pocketbooks, her passengers begged the crew to protect them.

Aquamarine, knowing that the life of a lowborn captain would mean very little to a cruel warlord, elected to lose most of her cargo and outsail her persuers. A storm that formed over a tight straight provided an opportunity, and Aquamarine gambled she could clear the gap and failed.

The Opulent Lady tore open its hull on shoals hidden by the storm, and quickly capsized and sank. Aquamarine lost consciousness and awoke alone on a small island.

Her survival prospects looked slim, as the island lacked any sort natural spring, and the hardscrabble plants made poor eating. A sealed box filled with truffles she had previously thrown overboard solved one problem, and some lucky rains and creative water-storing solved the other.

A free company of pegasi and gryphon bounty hunters found her after a month of isolation. As fate would have it, they had taken a contract out on the very warlord that had ruined her. Aquamarine was more than happy to share a cage with the zebra, as the fliers lacked any other method of transport.

Aquamarine made her way back to Equestria, a captain without a ship of crew. She learned that some of her passengers had been "rescued" and randsomed by her pursuers, which explained the bounty. Her crew had been less lucky, and were killed or conscripted by the zebras.

Lacking the funds for a new ship, Aquamarine has decided to head to Canterlot to find the funding necessary to get her started again. She hopes her reputation will secure her a loan from a merchant cartel, but failing that, she is not above begging some old passengers for sponsorship.

Plus, the Summer Sun Celebration is going to be happening soon.
Character Magick / Spells / Powers
In every age there is some object or power that is beyond natural abilities. If Aquamarine possesses such abilities or objects it should be listed here.
Character Notes*
Keep anything here that you will like to remember without affecting other Character info.

* The content here is exposed unless you get a Guardian to protect it.
Deity / Allegiance / Cult
Familiar / Side Kick / Craft
Character Equipment
If Aquamarine runs into a dungeon with nothing more than my skin that won't turn out well.
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Nice one Forderz, your character is starting to take form, thank you for joining my game.

Last nag (warning): 17th May, 2016 - 12:27am

* The Game Master's notes to you are exposed, get a Guardian to protect it.
Character Item Location
Head:
Left:
Center:
Right:
Left:
Right:
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Aquamarine
Swashbuckler (Inspired Blade) 5
LG female Medium fey (ponykind)
Init +4(+2 if panacheless);
Senses Low Light Vision, Perception +9

DEFENSE
AC 18, touch 13, flat-footed 14(+2 Dex, +1 dodge, +4 armour, +1 shield)
56hp (5d10+15)
Fort +6, Ref +7, Will +4 (Charmed Life+2 3/day)

OFFENSE
Speed 40ft
Rapier +12 (1d6+12[+/-5 depending on panache) 15-20 x2

Spell-like abilities (Caster level 5th)
2/day—unseen servant
3/day—light

STATISTICS
Str 12, Dex 14, Con 16, Int 18, Wis 13, Cha 15
Base Atk +5 CMB +6 CMD +18(22 vs trip)

Feats: Weapon Finess (Rapier only), Weapon Focus (Rapier), Improved Critical (Rapier only), Practiced Horn Magic, Advanced Horn Magic, Emergency Reposition, Combat Reflexes, Antagonise

Skills: Acrobatics +9(+14 with Softpaws), Bluff +9, Climb +5, Diplomacy +9(+14 with ambitious), Escape Artist +8, Intimidate +9, Knowledge (Local) +11, Knowledge (Nobility) +11, Perception +9, Profession (Sailor) +8, Sense Motive +5, Stealth +3, Swim +5, Concentration +11

Languages Common, Slyvan,
Equipment +1 Rapier, Mithral Shirt, Masterwork Buckler, Plume of Panache, Drowning Talisman, Cloak of Resistance +1, Quick Runner's Shirt, Daredevil Softpaws, Elixir of Vision/Swimming/Thunderous Voice/Tumbling
Non-Combat Equipment Handy Saddlesack (2lbs.) bedroll (5 lbs.); bell; winter blanket (3 lbs.); 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; grappling hook (4 lbs.); hammer and pitons x10 (7 lbs.); iron pot (4 lbs), 10 days hay (10 lbs.); silk rope (50 ft., 5 lbs.); 5 Sacks (2.5 lbs); sewing needle & thread; spade (8 lbs.); signal whistle; soap (1 lb.); 5 torches (5 lbs.); canteen (1lbs.); whetstone (1 lbs.); bouy (16lbs.); crowbar (5lbs.) 79 lbs
890gp

SPECIAL ABILITIES

Unique Destiny

Ponies select one extra feat at 1st level. (Practiced Horn Magic)

Fingerless

Quadruped

Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.

Ambitious

Aquamarine enjoys a +4 bonus to diplomacy when dealing with creatures with more than 5HD than her.

That unicorn trait thingie

Aquamarine's Unseen Servant ability has a bonus to its strength value equal to Aquamarine's Intelligence modifier.

Emergency Reposition [Teleportation]

When you are attacked, you may, as an immediate action, move up to fifteen feet in any direction. The attack that prompted it suffers 50% concealment miss chance. If it was an attack that does not suffer miss chance and you are still in range, it takes effect normally. You may use this up
to your constitution modifier times per day. This movement counts against any movement in your following turn.

Panache (Ex) 6

Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

Derring-Do (Ex): A swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier.

Dodging Panache (Ex): When an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): When an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): While the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): While she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): While she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): While the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Charmed Life (Ex)
Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex)

A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: Advanced Horn Magic

At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Rapier Training (Ex)

An inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).

Antagonise (Ex)
Aquamarine can make Diplomacy and Intimidate checks to make creatures respond to her with hostility. No matter which skill she uses, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target

Particulars:



ROK II

Current Leaders

Krusten

Krusten (17)
Wizard

Merlin (14)
Hunter

Thorin (13)
Stacia

Selinabe (7)
Hiul

Niko (7)
Muttien

Nowen (3)


Aspiring Leaders

Mcxjudge / Primis (2)
Seraphina / Helena (4)
Roleplayer / Krull (4)
Shadow / Royce (4)
Baal / Baal (3)
LitRPG / Bladur (3)

Ready To Rule?

Are you here yet or still hiding? Come out of your cave and become a Ruler... a Ruler of Kings.

Highlights

Ruler Of Kings 2 Text RPG General Discussion: What are your reviews for this Topic? By JB 29th Feb, 2024 - 3:01pm
Role-players Who Threaten To Leave A Game: What are your reviews for this Topic? By JoePublic 19th Mar, 2023 - 4:53pm
Cavalier's Guild: What are your reviews for this Topic? By Piruthabless 27th Jan, 2023 - 1:51am
Paladin's Guild: What are your reviews for this Topic? By Bernhart 7th May, 2022 - 11:35pm
Thinking Required For A Text Adventure: What are your reviews for this Topic? By Wizard 27th Oct, 2021 - 2:16am
Crowdfunding For Ruler Of Kings II: What are your reviews for this Topic? By JB 5th Oct, 2021 - 2:31am
Being The Author: Writing In ROK II: What are your reviews for this Topic? By Vladdadestro 23rd Mar, 2021 - 3:01pm
Crowdfunding For Future Terra II: What are your reviews for this Topic? By JB 20th Mar, 2020 - 11:27am
Martial Artist's Guild: What are your reviews for this Topic? By Adventure 31st Jan, 2020 - 11:28am

▲ TOP

International Discussions Coded by: BGID®
ALL RIGHTS RESERVED Copyright © 1999-2024
Disclaimer Privacy Report Errors Credits