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Tinkerer

Dibbets's page

1,402 posts. Alias of Mark Sweetman.


Full Name

Dibbets

Race

Halfling

Classes/Levels

Oracle of Gozreh 4

Gender

Male

Size

Small

Age

30

Alignment

N

Deity

Gozreh

Location

Freeport

Languages

Common

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Dibbets

Current Notes:HP = 26/26, Spells Cast = 0/7 1st, 2/4 2nd

Dibbets
Male Halfling
Oracle of Gozreh 4

N Small humanoid
Initiative: +2; Senses: Perception +9 (+13 Afloat)

DEFENSE
AC 13, touch 13, flat-footed 11 (+1 Size +2 Dex)
CMD: 14 (10 +3 BAB +2 Dex -1 Size)
Hit Points: 26 (4d8 +4 Con)
Fortitude: +5 (1 Base +1 Con +1 Race +2 Pickled)
Reflex: +4 (1 Base +2 Dex +1 Race)
Will: +6 (4 Base +1 Wis +1 Race)

OFFENSE
Speed: 15 ft
Melee: +4 for 1d4 (3 Base +1 Size)
Ranged: +6 for 1d6 (3 Base +1 Size +2 Dex)
CMB: +2 (3 Base -1 Size)
Special Attacks
Spells: 7 x 1st 4 x 2nd per day
Spells Known
0th: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
1st: Air Bubble, Alter Winds, Cure Light Wounds, Doom, Obscuring Mist
2nd: Aid, Cure Moderate Wounds, Gust of Wind

Traits:
Able Seaman- +1 bonus to Climb, and that skill becomes a class skill for you
Crow's Nest Squint - +1 bonus to Perception, and that skill becomes a class skill for you whilst on board a ship

Feats:
Alertness: +2 on Perception and Sense Motive
Exotic Weapon Proficiency: Boomstick (Musket)

Besmara's Favor:
Pickled: +2 to Fort saves

Skills:
Acrobatics (Dex): +10 (3 Rank +2 Mod +3 Class +2 Race)
Bluff (Cha): +8 (4 Rank +4 Mod)
Climb (Str): +8 (2 Rank +1 Trait +3 Class +2 Race)
Perception (Wis): +9 (4 Rank +1 Mod +2 Race +2 Feat) (+13 while on board a ship)
Profession (Sailor) (Wis) +6 (2 Rank +1 Mod +3 Class)
Sense Motive (Wis): +10 (4 Rank +1 Mod +3 Class +2 Feat)
Stealth (Dex): +11 (2 Rank +2 Mod +4 Size +3 Class)
Swim (Str): +4 (4 Rank)
3 for Craft Tattoo

Languages: Common, Halfling, Dwarven and Elven

Special Qualities:
Favoured Class: Oracle - +1 Skill Point
Oracle’s Curse (Ex): Lame: land speed reduced to 15ft
Wind Mystery:
Revelations: Wind Sight (Ex): ignore penalties on Perception checks based on wind and the first 100ft of distance.
Air Barrier: +4 Armor bonus to AC for 3 hours per day

Racial Traits:
Fearless: +2 on saving throws vs fear
Halfling Luck: +1 on all saving throws
Keen Senses: +2 on Perception checks
Sure-Footed: +2 on Acrobatics and Climb

Appearance:
It is clear to see that this Halfling has spent long days at sea in the sun. His skin is deeply tanned and weathered, and his hands have thick callouses. His head sprouts with brown hair that is tangled and matted, his full beard showing remnants of meals over the past few days. Grey eyes peer out from sunken sockets, though they have a calculating and intense bent.
While at sea he is usually stripped to the waist, which shows off his impressive collection of tattoos. The standout is a blue and black full back piece of Gozreh’s wind and water aspects. Whilst working he wears a leather bandolier that has a number of items dangling from the straps – from flasks of grog, packs of playing cards, daggers and knick-knacks. His holy symbol hangs from his belt.
To see him walking the first thing noticeable is a pronounced limp, with him favouring his right leg. The left was clearly broken and not set back right, as it is bowed and shows long scars from where the bone pierced the skin. Although it slows him down, he is at home above deck in the ropes, and doesn’t suffer from the motion of the waves.

Gear:

Windwave Kilt:

This kilt is usually made of thick woven strips of sea-green and sky-blue cloth decorated with tiny pearls and bits of coral along the beltline; some instead are blue at the top and green along the bottom. When worn, you gain a +3 competence bonus on all Swim checks. When not worn, it floats on water like a dry log, automatically buoying upward any creature of 100 pounds or less and aiding in floatation for heavier creatures.
If Gozreh is your patron, once per day you may use gaseous form; in this form you do not need to breathe and you may enter water or other liquid, appearing as a slightly cloudy space within the water and able to swim at speed 10 feet. You may drink salt water as if it were fresh water.

Lost to the Wind:
Quarterstaff (1d4, x2, B) – 2lb
Light Crossbow (1d6, 19-20/x2, 80ft, P) – 2lb
20 x Bolts – 2lb
2 x Dagger – 1lb
1 x Masterwork Dagger - 0.5lb

2 x Flask – 1.5lb (both empty)
Fortune-teller’s deck (common) – ½ lb
Tattoos – some on the arms, and a 2 colour back piece
Pouch, belt – 1/2lb
Spell component pouch – 2lb
Wooden Holy Symbol
Peasant’s Outfit - filthy rag pants, shirt was burnt – 1lb
Bandolier – 2lb

Bird feather token
Pink pearl of power - recast a single level 1 spell 1/day
Wand of cure moderate wounds (12 charges)

2 x Alchy Fire

500gp downpayment on a Musket

Cash at Hand: 164.8 gp

From the sodden sailor fight:
1500gp in gold and jewels
Magic ring
Cloak of the Manta Ray
Heavy Boarding Axe +1 (strange metal)



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