TEXT:  
  Red Planks 
  Barge v1.1 
  This Meta-Record Certifies that 
  ______________________________ 
  Played by 
  ______________________________ 
  Player 
  RPGA # 
  is a 
  Red Planks Bargeman 
  A Bandit Kingdoms Meta−organization 
  http://games.groups.yahoo.com/group/Bandit_Kingdoms_Red_Planks 
  Org Notes: 
  � 
  First Joined 
  AR # ____ 
  � 
  Promoted 
  AR # ____ 
  � 
  Promoted 
  AR # ____ 
  � 
  Left  
  AR # ____ 
  � 
  ____________________ 
  Region of residence: _______ 
    _______________________ 
    _______________________ 
   
  Meta-Record 
  Home Region must be the Bandit Kingdoms, 
  County of Urnst, or the Theocracy of Pale 
  597 CY 
   
  Level of 
  Organization 
  & Annual Costs 
  Event: __________________________ Date: ___________ 
  DM:  ______________________________________________ 
   
  Bandit Kingdoms Judge Signature 
   
  RPGA # 
  Fealty: The PC must pledge their life to the Vendetta and to 
  their family leaders. As such, the PC may serve no other 
  masters. 
  Residency: The PC must reside within 30 miles of the 
  Artonsamay’s or Zumker’s open, non−forested shores, or in 
  Alhaster. The PC must notate which region she lives in and 
  above (County of Urnst, Dimre, Midlands, Rookroost, Pale, 
  Redhand, or Stoink Confederacy). 
  Hatred for the Orc−blooded: The Red Planks suffer a −4 
  Circumstance modifier to Diplomacy checks with the orc−
  blooded. 
  The Darkha: Members of the Darkhagard are seldom far from 
  their special two−pronged harpoon (see A&EG, pg. 8, pictured 
  above), the darkha. The darkha is considered a two−handed 
  exotic melee weapon with the following statistics: Cost 4 gp; 
  Damage 1d8; Critical x3; Range Increment 30 ft.; Weight 4 lbs; 
  Type Piercing. A Darkhagard takes great pride in his weapon, 
  which 
  has 
  been 
  individually 
  crafted 
  to 
  his 
  personal 
  specifications. Some affix iron rings to the butts of their 
  weapons in order to use the darkhas as harpoons; with ropes 
  attached to draw the darkhas once it has been thrown, (this 
  counts as a move action, and assumes the darkha is free to be 
  pulled back). Handling a warrior's darkha without permission is 
  considered an insult to the weapon's owner. 
  Requirements and One−Time Costs: 
  Bargeman: 
  � 
  Must have played at least one Bandit Kingdoms regional 
  event. 
  � 
  Must be Human (Rhenee) or Half−Elf (Rhenee). 
  � 
  BAB 3+ and Str 13+. 
  � 
  Must have 2+ ranks in 3 of the following skills: Climb, Handle 
  Animal, Profession (sailor), Swim or Use Rope. 
  One−time cost: 2 TUs learning the ropes. 
  Bosun: 
  � 
  Must have been a Bargeman for six months. 
  � 
  BAB 6+. Must have the feat Precise Shot. 
  � 
  Must have 4+ ranks in 3 of the following skills: Climb, Handle 
  Animal, Profession (sailor), Swim or Use Rope. 
  One−time cost: 1 TU learning your new duties. 
  First Mate: 
  � 
  Must have been a Bosun for one year. 
  � 
  BAB 9+. Must have the feat Exotic Weapon Proficiency 
  (Darkha). 
  � 
  Must have 6+ ranks in 3 of the following skills: Climb, Handle 
  Animal, Profession (sailor), Swim or Use Rope. 
  � 
  Must have 2+ ranks in Diplomacy and Knowledge (local – Iuz 
  Border States). 
  One−time cost: 1 TU learning your new duties. 
   
  Bargeman 
  2 TUs; 400 gp 
   
  Bosun 
  3 TUs; 400 gp 
   
  First Mate 
  4 TUs; 400 gp 
   
  ACCESS GAINED FROM MEMBERSHIP 
  All items are Access: Regional (Bandit Kingdoms) 
  All feats, spells, and prestige classes are Access: Any 
  Bargeman: 
  � 
  May contact the Triad to request a special mission for access to the prestige class Darkhagard 
  (LGJ). 
  � 
  May purchase, and receives a 20% discount on the price of, the following mundane items: 
  dharka (see above), masterwork fiddle (PHB, CV), cord armor, fast donning straps (all from 
  RS), blunt arrow, boot sheath, cage (diminutive, tiny, small), candle mold, candle wick, 
  dragonbite bitter, elven mead, false book, farming tools, fishing tackle, floatation bags, framed 
  pack, frenzywater, hacksaw, hammock, hand mill, heat mat, honey leather, keg, knife vest, 
  lantern fog−cutter, money belt, quick escape enhancement, navigator’s kit, paprika, portable 
  game board, roll of twine, shell armor, snorkel, smuggler’s boots, stump knife, swimmer’s kit, 
  tarpaulin (small, big), winch, wrist sheath (all from A&EG). 
  � 
  The PC receives a 20% discount on the price of items listed on tables 7−5, 7−6, and 7−8 
  (except for Food, Drink and Lodging, Mounts and Related Gear, Transport, and Spellcasting 
  and Services) in the Player’s Handbook. 
  � 
  Gains one permanent Influence Point with the Red Planks. 
  Bosun (all of the previous plus the following): 
  � 
  May learn the feat Foe Specialist (orc only). 
  � 
  May purchase the following mundane items: instant rope, mighty whip (+1 to +4 Str) (all from 
  A&EG), fareye oil, forgery kit, lockslip grease, suregrip (all from CV). 
  � 
  Once per year, the PC may subtract 1 TU from the cost of any Bandit Kingdoms regional event 
  that occurs either in Alhaster, or within 30 miles of the Artonsamay or Zumker rivers. 
  � 
  Gains one Influence Point with the Red Planks. 
  First Mate (all of the previous plus the following): 
  � 
  Gains a +1 Renown bonus to Leadership when recruiting a Rhenee human cohort who is a 
  member of the Red Planks organization. 
  �
  Gains one Influence Point with the Red Planks. 
  Lifestyle Benefits during Bandit Kingdoms 
  Events 
  A Seat at the Captain’s Table: The PC receives 
  Lifestyle 
  discounts 
  during 
  Bandit 
  Kingdoms 
  regional events set in Alhaster, or within 30 miles 
  of the Artonsamay or Zumker rivers (based on 
  rank, see below): 
  � 
  Bargeman: Free Standard Lifestyle. 
  � 
  Bosun: 50% discount on Rich Lifestyle. 
  � 
  First Mate: Free Rich Lifestyle. 
   
  Skill Bonuses during Bandit Kingdoms 
  Events 
  River Knowledge: Due to traveling along the 
  Artonsamay and Zumker, the PC has developed 
  some knowledge about their currents, bends, and 
  wildlife. The PC receives a Circumstance bonus to 
  Knowledge (any) checks made regarding the rivers 
  and their denizens, and to Swim checks made in 
  either river (bonus based on rank, see below). 
  Deck Hand: The Bargeman’s senses are so in tune 
  with his barge that he receives a +1 Circumstance 
  bonus to Profession (sailor) and Rope use checks 
  made while on a barge (bonus based on rank, see 
  below). 
  � 
  Bargeman: +2 
  � 
  Bosun: +3 
  � 
  First Mate: +4 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Bandit Kingdoms/Bandit Kingdoms/RP Bargeman.pdf