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Count Lucinean Galdana

Callum Carnvegas's page

262 posts. Alias of Dark Netwerk.


Full Name

Callum Carnvegas

Race

Freebooter 3 / Pirate 1

Classes/Levels

[HP 37/37 || AC 17, T 12, FF 14 || F +4, R +7, W +2]

Gender

Male Human

Size

Medium

Alignment

Chaotic Neutral

Deity

Besmara

Languages

Common, Polyglot

Occupation

Pirate!

Strength 16
Dexterity 15
Constitution 12
Intelligence 13
Wisdom 12
Charisma 13

About Callum Carnvegas

Male human Ranger (Freebooter) 3 / Rogue (Pirate) 1
Medium humanoid
Init +2 ; Senses Perception +8 (+10 while in/on water terrain)
==DEFENSE==
AC 17, touch 12, flat-footed 14 (+4 armor, +1 shield, +2 dex) (AC 16 while TWF)
hp 37 (10+7+6+7 +4 con, +3 favored class)
Fort +4, Ref +7, Will +2
==OFFENSE==
Spd 30 ft/x4

Melee Tidewater Cutlass +5 {+6} 1d6+4 18-20/x2 (S) and Boarding Axe +4 {+5} 1d6+1 20/x3 (P or S)

Melee Tidewater Cutlass +7 {+8} 1d6+4 18-20/x2 (S)
Melee +6 {+7}
Boarding Axe 1d6+3 20/x3 (P or S)
Dagger 1d4+3 19-20/x2 (P or S)

Ranged Crossbow, Heavy +5 1d10 19-20/x2 (P)
Ranged Dagger, Thrown +5 {+6} 1d4+3 19-20/x2 (P or S)

Special Expert Boarder {+1}, Sneak attack +1d6
==STATISTICS==
Str 16, Dex 15, Con 12, Int 13, Wis 12, Cha 13
Base Atk +3, CMB +6, CMD +18
Skills Acrobatics +10 {+9}, Appraise +8, Bluff* +1, Climb +11 {+10}, Diplomacy +6, Escape Artist* +2 {+1}, Heal* +1, Intimidate +9, Knowledge (geography) +5/+7, Knowledge (local) +5, Perception +8/+10, Profession (sailor) +9, Sense Motive +5, Stealth +6/+8 {+5/+7}, Survival +6/+8 [+7/+9 tracks], Swim +12 {+10}
* untrained, {} in armor, favored terrain (water)

Skill Ranks:
Freebooter: 24 (6 class +1 INT +1 human)/lvl
Pirate: 10 (8 class +1 INT +1 human)
Acrobatics 3, Appraise 4, Climb 3, Diplomacy 2, Intimidate 4, Knowledge (geography) 1, Knowledge (local) 1, Perception 4, Profession (sailor) 4, Sense Motive 1, Stealth 1, Survival 2, Swim 4

Languages Common, Polyglot
SQ Endurance, Freebooter's Bane, Hurricane Savvy, Ranger Favored Terrain (water), Ranger Wild Empathy
Combat Gear Tidewater Cutlass (4 lbs), Boarding Axe (3 lbs), Dagger x2 (2 lbs), Brass Knife (1 lb), Heavy Crossbow (8 lbs), Bolts x20 (2 lbs), Masterwork Buckler (5 lbs), Chain Shirt (25 lbs)
(50 lbs)
Other Gear Pirate Clothes (fancy) (6 lbs), Hat (1 lb), Belt Pouch x2 (1 lb), *Map Making Kit (2 lbs), Compass (0.5 lbs), *Shaving Kit (0.5 lbs), *Soap (0.5 lbs), *Small Steel Mirror (0.5 lbs), Waterproof Bag (0.5 lbs), Whetstone (1 lb), Alchemist's Fire x2 (2 lbs), Acid x2 (2 lbs), ***Wooden Armor (25 lbs)*** to be sold
*remains on ship unless away for long haul
Potion: Cure Moderate Wounds
(15 lbs / *18.5 lbs)
Encumbrance Light Load (65 of 66 lbs) *Medium (68.5 of 133)
Gear while swimming:

Wooden Armor, Boarding Axe, Brass Knife, {Cutlass, Dagger x4}
{}=if he think's he'll have an opportunity to wipe them down afterwards

Funds 56 GP, 14 SP, 11 CP
Class Abilities
• COMBAT STYLE FEAT: At 2nd level, a ranger must select one combat style to pursue. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. (PFCR)
---Two-Weapon Combat = Two-Weapon Fighting
• FAVORED TERRAIN (Ex) (Water): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
• RANGER WILD EMPATHY (Ex) (+3): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. (PFCR 65).
• TRACK (Ex) (+1): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. (PFAPG 40).
• WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor and shields (but not tower shields). (PFCR).
• FREEBOOTER'S BANE: The freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target. (PFCo: PoIS 23).

Feats
• ADDITIONAL TRAITS: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
• ARMOR PROFICIENCY (Light, Medium, Shield): When you wear light or medium armor or use a shield (except tower shield), the armor check penalty for that armor or shield applies only to Dexterity- and Strength-based skill checks. (PFCR 118, 133)
• ENDURANCE: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
• EXPERT DRIVER (Water): You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops. (PFUC 100)
• SEA LEGS: You gain a +2 bonus on Acrobatics, Climb, and Swim checks. (PFUC 117)
• SKILLED DRIVER (Water): You gain a +4 bonus on driving checks with your chosen vehicle. (PFUC 119)
• TWO-WEAPON FIGHTING: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. (PFCR)

Traits
• ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
• BUCCANEER'S BLOOD (Campaign): One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system). (SkSh 5)
• EXPERT BOARDER (Religion: Besmara): Besmara rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons. (PFCo: PoIS 27)
• HURRICANE SAVVY (Shackles region): You are used to sailing in the terrible winds that roll out from the Eye of Abendego, and can apply the skills you’ve learned to any storm. You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship (PFCo: PoIS 15).

Background:
Callum Carnvegas was born to a humble family in a small fishing village along the shores of Sargava near Eleder. His namesake was his great grandfather Callum “Stormchaser” Carnvegas, one of the first Free Captain’s of the Shackles to have braved and survived the Eye of Abendego when it had appeared a century ago. Callum’s father, formerly a bo’sun in the Shackles who left to start a family with his new Sargavan wife, loved to regale his son with tales of the exploits of Callum Stormchaser and, wistfully, of his own adventures at sea. When travelling to Eleder to sell his catch, Callum was often brought along to see the huge ships at port there.

Callum dreamt of the day where he would become a great pirate, jumping around on his father’s fishing skiff wielding sticks in mock battles. He received many a bruise with his roughhousing, and his mother demanded that his father stop “filling the boy’s head with wild fantasies”, but the idea had already taken root.

Shortly after his 12th birthday, during a visit to Eleder, Callum stowed away on the nearest ship, leaving his family behind, his eyes full of adventure. Shortly after the ship put out to sea the quartermaster of the ship found him huddled in with the stores. After a discussion with the crew, the quartermaster, with their backing, requested to the captain of the ship that Callum remain on board and work for him. After all, having the blood of Stormchaser on board, had to be a sign of Beshaba’s approval.

Over the years, Callum earned his share of beatings, but also learned much of the functioning of the ship and her crew. His skill with the cutlass and boarding axe was passable, but his ability to rally the crew and his tactical acumen was impressive. Even that paled in comparison to his ability to steer the ship through some of the worst winds coming out of the Eye of Abendego. When the wheelsman had been knocked out during a storm near the Eye, Callum was able to take control of the wheel and guide the ship through the storm to safety. The crew knew the blood of Stormchaser was strong in him.

The ship was friendly, but apart from the many runs he was allowed to drive around the Eye, they generally played things safe when it came to piracy and potential battles. Callum wanted more. And so, when the ship docked in Port Peril, Callum left the ship to strike out on his own, follow in his great grandfather’s shoes, and become a notorious pirate.

He went into the Formidably Maid, a tavern the crew would visit on occasion. There he would find his destiny.

Or at least some drink and a woman… and what a woman! What was her name again? A corsair too! She might be able to get me a decent spot on her ship… and the added benefits wouldn’t hurt. “Hey wherrr you going… pretty lady?” he slurred drunkenly.

Callum’s recent lover opened the door to the room. The shadows and drink made it impossible to tell who came in, but he heard a few rough male voices before the shapes closed in on him and he began to feel the pain through the alcoholic fog as these men beat him. Just before slipping into unconsciousness, he thought of his father leaving the free pirates to marry his mother... You can never trust a woman, he thought before passing out.


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