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Spell Sovereign

Mathurin Kerbouchard's page

73 posts. Alias of Grand Moff Vixen.


Race

Half-Elf

Classes/Levels

Ranger (Warden) 3

Age

24

Location

RSS Paradiso

Languages

Common, Elven, Aquan, Orc

Occupation

Navigator

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

About Mathurin Kerbouchard

Background:
Sailing is in my blood for I was born at sea. I have felt its call for a long time. I wanted to be a sailor, navigating the ship, and seeing new places, new ports of call. I would always go to the tavern and listen to the tales the old sailors would tell, hanging on every word.

My family lived in the city of Cassomir in the Admiral’s Fen district. Ships were always coming and going in Cassomir. I would stand for hours and just watch the ships come in and long to be with them when they departed. An old captain was always telling me the wonderful stories from his sailing days. Of fame and glory and beautiful women waiting to have their hearts swept away by dashing young men like me. How I longed to have my feet on the deck of a ship!

At length, I decided that it was my time to find my way in the world so when the next ship came in I booked passage with her captain. For the next several years I served as cabin boy. I was shown how to navigate, how to be a sailor, even learning how to be a shipwright and doctor. These skills seemed to come naturally to me. I stayed with the ship for 5 years. The time came when the captain put in at Port Peril to unload cargo and resupply. I decided to see if I could find a different ship here. I wanted to see the world and this seemed a good a place as any to start. I made my way to the local have some drink and see what fate had in store for me. Although I passed out I remember waking up the next morning feeling eager to be out at sea again.

Male Half-Elf Ranger (Warden archetype) 3
Chaotic Good Medium Humanoid/Elf

Init +4

--------------------
DEFENSE
--------------------
AC 16, touch 12, flat-footed 14
hp 30
Fort +3, Ref +6, Will +5
BAB +3

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Masterwork Cutlass + 4 atk (18-20)x2 1D6)
Dagger + 3 atk (19-20x2 1D4)
Ranged
Masterwork Composite Longbow + 6 atk (20x3 1D8 110')

--------------------
STATISTICS
--------------------
10 Str, 14 Dex, 10 Con, 14 Int, 18 Wis, 10 Cha
Base Atk +3; CMB +3; CMD 15

Feats
Eagle Eyes
Self Sufficient
Traits

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Besmara’s Blessing:
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception
and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Skills
Climb +6 (3 + 0 Str)+ 3 CS
Craft: Carpentry +8 (3 + 2 Int)+ 3 CS
Heal +12 (3 + 4 Wis)+ 3 CS + 2 feat
Knowledge (geography) +8 (3 + 2 Int)+ 3 CS
Perception +13 (3 + 4 Wis)+ 3 CS + 2 racial + 1 trait
Profession: (Sailor) +11 (3 + 4 Wis)+ 3 CS + 1 trait
Profession: (Surgeon) +10 (3 + 4 Wis)+ 3 CS
Survival +12 (3 + 4 Wis)+ 3 CS + 2 feat
Swim +10 (3 + 0 Str)+ 3 CS + 4 racial

Languages Common, Elven, Aquan, Orc

---------------------------
SPECIAL ABILITIES
---------------------------

Warden (Archetype):

Master of Terrain (Ex): At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.

Live in Comfort (Ex):
At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure. This ability replaces all combat style feats.

Favored Terrain:

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).

Water (above and below the surface) +4
Forest +2

---------------------------
RACIAL QUAILITIES
---------------------------

Half-Elf:

  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf's adaptability and multitalented racial traits.

--------------
GEAR
--------------

Items Worn:

Head: Brimmed Hat
Neck:
Body: Shirt, Pants, Belt, Mithral Shirt
Shoulders: cloak
Arms:
Ring 1:
Ring 2:
Waist: Belt, (2) belt pouches
Feet: Boots

Gear:

Mithral Shirt 1100gp
Masterwork Composite Longbow 100gp
Cutlass 15gp
Dagger 2gp
Huge Chest (Contains everything but weapons and what the backpack has)
Masterwork Backback 50gp (contains sunrods (2), compass, flint & steel)
Waterproof bag (2) 5sp
Explorers outfit free
belt pouches (2) 2gp
Healers kit 250gp (5)
Surgeons tools 40gp (2)
Compass 10gp
Flint & Steel 1gp
Swim Fins (2) 2sp
Stretcher 1gp
Sextant 500gp
Sunrod (2) 4gp
Masterwork tool – Craft: Carpentry (2) 100gp
Thermometer (2) 50gp

Potions/Wands/etc/:

Wealth:

148 GP, 8 SP, 0 CP

Dice codes:

You can place your various dice codes here to copy and paste when posting



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