Corsair

DeGrog Coarse-Hair's page

200 posts. Alias of Reagh Greenleaf 738.


Full Name

DeGrog Coarse-Hair

Race

Half-Orc

Classes/Levels

Fighter 8 (Corsair) AC=20/23 Lt.Fortification; T=12; FF=18/21; Init. +4; Perc. 0; Fort 11; Ref 6; Will 4(6); HP 86/86

Gender

Male

Size

Medium

Age

23

Special Abilities

Bravery, Armored Pirate, Pirate Weapon Training

Alignment

NG

Deity

Gozreh

Location

Korvosa

Languages

Orc, Common

Occupation

Sailor, Reformed pirate (sort of . . .)

Strength 21
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 11
Charisma 8

About DeGrog Coarse-Hair

Face Tattoo:
DeGrog has a trident scar/tattoo on most of his face. The central tine runs vertically from chin to forehead, and the side tines go up his cheek and over his eyelids, terminating above his eyebrows (which are very coarse). The main shape is formed by scars, outlined and bad-assified, tribal-style, in blue-black ink.

HP: 86
Initiative: +4
Speed: 20 (med. armor); 30
Darkvision: 60; Perception: 0

AC: 20; 23 w/shield
Touch: 12
Flat-foot: 18; 21 w/shield
special: Light Fortification: crit. and sneak attack 25% normal

Fort: 11 (Endurance, Diehard)
Ref: 6
Will: 4 (6 vs. Fear)

BAB: +8/+3
CMB: +13
CMD: +25
special:
Power Attack: att. -3
1hand: +6 dmg.
2hand: +9 dmg.
Impr. Deckfighting: Standard act.; as Great Cleave, no AC penalty
Lunge: Standard act.; +5 ft. reach; -2 AC

Combat Strategy:
*note* only 'call' Salt Reaver to hand when suddenly surrounded, or to use element of surprise. Otherwise unsheathe as normal weapon (to avoid revealing spec. ability).

Casual Marching: Trident in hand (as a walking stick). Shield slung. Make AoO w/trident, or throw at target, then draw cutlass.
Marching on guard: Salt Reaver in hand, shield readied.
Marching in wide open area: Heavy Crossbow loaded; shoot, drop, move in to melee.
Kicking down door: Salt Reaver, shield
Ambush, at a distance: Take a pot shot with Heavy Crossbow, drop, then move in for melee attack. Use fire bolt as necessary (+1d4 fire).
Cover, from a distance (as to avoid Dragon breath): as above, reload as appropriate.
Enemy charging: ready Brace with Trident.

Melee: Optimal: Get close, Lunge and damage lots of bad guys with cutlass. Flank with allies. Threatening more baddies takes priority over avoiding flank. Rely on armor, Fortification and Diehard whilst laying waste.

*One big baddie, charge-able: Charge, Power Attack, two-hands.

*Dangerous big baddie (aka Dragon): Be more careful.

*Many small baddies: move to within 5 or 10 ft.(as tactically appropriate), Lunge, Power Attack, Improved Deckfighting (as Great Cleave, no AC pen.)

*Many tough/dangerous baddies: as above, use shield.

*Baddie hard to hit: no Power Attack.

*Baddie(s) hit back hard: ready shield, use Lunge with discretion.

*Baddie needs lots of damaging: full attack, two-hand Power Attack

*Lots of missile fire/spell-flinging: ready shield, move close, quickly, using cover when available.

*Special Baddie(s): use appropriate weapon type/treatments (Oil of Bless Weapon, Bladeguard, bludgeon, alchemical silver, cold iron, splash weapons, etc.)

*Uncertain terrain/conditions: move with caution, no charging, use crossbow if can't get close. Or - take calculated risk to jump over holes, etc. (no armor check penalty on Acrobatics).

Salt Reaver (+1, Called cutlass): att. +16/+11; Crit 15-20 x2
1hand: 1d6+9
2hand: 1d6+11
Call: Swift action, range 100, blocked as teleport.

Salt Reaver, full BAB die rolls:
  • 1-handed : [dice]1d20+16[/dice] for [dice]1d6+9[/dice] dmg
  • crit confirm, 1-handed:[dice]1d20+16[/dice] for addt’l. [dice]1d6+9[/dice] dmg
  • ----
  • 2-handed: [dice]1d20+16[/dice] for [dice]1d6+11[/dice] dmg
  • crit confirm, 2-handed: [dice]1d20+16[/dice] for addt’l. [dice]1d6+11[/dice] dmg

Other attacks:
Trident (MW, cold iron): att. +14/+9; Crit x2, Brace
1hand: 1d8+5
2hand: 1d8+7
Thrown: range 10, att. +11, 1d8+5

Warhammer (Alchemical silver): att. +13/+8; Crit x3
1hand: 1d8+5
2hand: 1d8+7

Crossbow (heavy): att. +11 (shoot 1hand: +7); Crit 19-20 x2
1d10+1
range: 120; reload: full-round, prov. AoO
Ammo: 10; 1 fire bolt: +1d4 fire

Dagger (+1, magical beast Bane):
att. +15/+10; thrown-rng. 10, att. +12/+7; Crit 19-20 x2
1d4+7
Bane att. +17/+12; thrown +14/+7; Crit 19-20 x2
1d4+9, +2d6

Dagger: att. +14/+9; Crit 19-20 x2
1d4+6
Thrown: range 10, att. +11/+6
Ammo: 2

Shield Bash (off-hand): att. +3/-2; Crit x2
1d4+5

Splash Weapons:
Range 10; att. +10/+5; Crit x2
Acid (2): 1d6, 1 splash 5 ft.
Alkali (2): 1d6, 1 splash, x2 vs. oozes and acid based
Alchemist fire (2): 1d6, 1 splash; +1d6 next round
Holy Water (2): 2d4 vs. undead/evil outsider; incorporeal: adjacent ranged touch, no prov. AoO.

AC items:
Armor/Shield:
Breastplate (agile) (+1, Light Fortification): bonus +7; med.; max dex. +3; penalty -3 (O for Climb and Jump); wt. 25.
Shield (+1, Darkwood): bonus +3; penalty 0; wt. 5 (as heavy shield)

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Skills:
Skills: (no armor penalty for Acrobatics + Swim; Climb + Jump)
Acrobatics 10; Appraise 0; Bluff -1; Climb 10; Diplomacy -1; Disguise -1; Escape artist 2/-1; Fly 2/-1; Heal 0; Intimidate 3; Knowledge(Geog) 4; Perception 0; Perform -1; Profession(sailor) 8; Ride 2/-1; Sense Motive 0; Stealth 2/-1; Survival 5; Swim 10.

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Items, Treasure, encumbrance, etc.:
Items/Potions/Gear:

Belt of Giant Str. +2
Cloak of Res. +1
1 CSW (3d8+3)
5 CLW (1d8+1)
2 Bless Weapon
0 Prot. from Evil
0 Resist Energy/fire 10
3 Bladeguard
3 Antiplague
0 Air Crytals
5 Tindertwig
1 lamp oil
50 ft. silk rope
5 rations, trail
HHH, belt pouch, bedroll, canteen, sm. mirror

General weight carried: HHH, weapons, armor
Load: light 153; med 306; heavy 460
Over head 460; off ground 920; drag/push 2300

Treasure:
PP: GP: 2515 SP: 6 CP:
Gems: 150 worth (stashed in hair, boot, bellybutton, etc.)


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Feats, Abilities, Traits:
Feats:
Endurance (+4 various saves)
Ironhide (+1 nat. armor)
Weapon Focus-Cutlass (+1 att.)
Deckfighting (as Cleave, no AC pen., standard act.)
Power Attack (standard act., until next turn)
Weapon Specialization-Cutlass (+2 dmg.)
Diehard (auto stabilize; staggered; standard act.=1 dmg; until -16 HP)
Improved Deckfighting (as Great Cleave, no AC pen., standard act.)
Lunge (+5' reach/threat, -2 AC until next turn)
Improved Critical-Cutlass (double threat range)

Special Abilities:
Bravery (+2 Will vs. fear)
Armored Pirate (no penalty Acrobatics + Swim; heavy)
Weapon Training (+1 att/dmg; Pirate Weapons: crossbow, cutlass, dagger, hook hand, rapier, short sword)

Traits:
race: Sacred Tattoo (+1 Luck, all saves)
race: Shaman's Apprentice (Endurance bonus feat)
Reactionary (+2 init.)
Reckless (Acrobatics +1, always class skill)


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DeGrog comes from a sordid past involving: a desperate Orc female, a (very) drunken sailor with a trident tattoo, an Orc Shaman with a penchant for scraping things in your face, a fatal altercation over a ‘lady’, a pirate captain, years of plunder and bloodshed, and a near-death experience during a terrible shipwreck. DeGrog has now traded in his evil ways, and uses his fighting prowess to help others find the freedom they seek among the open seas. He’s still a rough and tumble fellow, to be sure – but he has a deep respect for Gozreh, and a trident tattoo on his face to match. He’s less ferocious than you might expect of a half-Orc. However, his gruff exterior and stoic outlook hide a moving compassion for the oppressed, and a calm terror for his foes. (He still shouts Arrrrggghhh!!! once in a while, though).

During his pirating days, DeGrog learned to fight with all pirate weapons. The cutlass, though, is his true calling. In battle, his preferred weapon is Salt Reaver, a magical cutlass he can Call to his hand in a flash, even from a distance. He prefers not to reveal this ability except in dire circumstances, or when he expects his enemies won’t survive (which is usually the case). He’s recently perfected his lunge, and lashes out with surprising reach. He also learned to fight, move about on a crowded deck and even swim in heavier armor than usual for a sailor. As his ex-captain’s hard hitter for ship-boardings, DeGrog also took up the shield to ward off arrows from marines and cheap shots from unscrupulous pirate-types. He wields the shield when in danger of taking many hits, otherwise he adds power to his swing with two hands on his weapon.

Most recently DeGrog took a job as a mercenary on a ship full of refugees from a famine-stricken area. He hoped to protect these folk as they struggled to find a new home. Dangerously low on food and fresh water, they docked at Korvosa. With the plague ravaging the port city, their ship was quarantined at dock, and neither people nor supplies were allowed to move to and from the ship. Without enough supplies to sail on, DeGrog knew that hunger and illness would soon overtake the refugees trapped on board. Time wore on, until the Corsair could no longer stand the outrage and took action. Equipped for the worst, DeGrog climbed down into the harbor water, and swam for a likely spot to steal some food to bring back to the ship – or if the opportunity arose, to overpower some of the guards, allowing some of the refugees to escape their floating coffin. DeGrog himself, however, was soon overpowered, knocked senseless and thrown into a dungeon . . .