About Mathurin Kerbouchard
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
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.
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...
Languages Common, Elven, Aquan, Orc
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.
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
Head: Brimmed Hat
Body: Shirt, Pants, Belt, Mithral Shirt
Waist: Belt, (2) belt pouches
Mithral Shirt 1100gp
Masterwork Composite Longbow 100gp
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)
Flint & Steel 1gp
Swim Fins (2) 2sp
Sunrod (2) 4gp
Masterwork tool – Craft: Carpentry (2) 100gp
Thermometer (2) 50gp
148 GP, 8 SP, 0 CP
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