Mishael “Misha or sometimes Mishaelstrom”
Female azhari corsair 4
CG Medium outsider
Init +4; Senses darkvision 60 ft.; Perception +6
AC 22, touch 19, flat-footed 17 (+3 armor, +5 Dex, +4 Dodge)
hp 32 (4d10 +4 Con +3 favored class)
Fort +5 Ref +8 Will +1; +2 vs. spells and spell-like effects with the fire descriptor
Weaknesses vulnerable (cold)
Speed 30 ft.
Melee +1 cutlass +7 (1d6+3/18-20/x2)
Special Attacks dirty fighting +1d4, +2 dmg vs. cultists
Str 15, Dex 20, Con 12, Int 15, Wis 10, Cha 18
Base Atk +4; CMB +8; CMD 25
Feats Agile Maneuvers, Combat Expertise, Improved Dirty Trick, Sea Legs
Traits Armor Expert, Hidden Enmity (cultists)
Skills Acrobatics +13, Bluff +10, Climb +11, Diplomacy +11, Escape Artist +9, Perception +7, Profession (sailor) +7, Swim +6; Racial Modifiers Acrobatics (+2), Climb (+2), Profession (sailor) +2
Languages Azharan, Common, Ignan, Draconic
SQ canny defense, corsair's luck (1/day), fire affinity, might of the efreet (+4 to Str for 3 rnds/hr)
Combat Gear +1 cutlass, studded leather; Other Gear adventurer's sash, marbles, earplugs, clay tankard, silk rope (50 ft.), signal whistle, smokestick, vermin repellant, wooden holy symbol (Cayden Cailean), loaded dice, marked cards, new clothes (100 gp), 136 gp, 5 cp
Total Gear Weight 39.5 lbs. +1 cutlass (6 lb.), studded leather (20 lb.), marbles (2 lb.), adventurer's sash (3 lb.), earplugs (0 lbs.), clay tankard (1 lb.), silk rope (5 lbs.), signal whistle (0 lbs.), smokestick (0.5 lbs.), vermin repellant (0 lbs.), wooden holy symbol (0 lbs.), loaded dice (0 lbs.), marked cards (0 lbs.), new clothes (2 lbs.)
Deity Cayden Cailean
Weight 110 lbs.
Eyes fiery red
Mishael was born in the Sultanate of Kizmir to a successful trading family. Her father, Hamzah, was a daring merchant plying the seas of the Arcadian Ocean through the dangerous seas around the Eye of Abendengo, the Shackles, and of course, the famous city of Freeport.
A restless child, Mishael was constantly climbing towers, play-dueling with other children, and always scrambling about the docks getting into trouble. Her father dreamed of Mishael helping to further grow the family fortune, but without the same risks that he faced himself. Mishael secretly dreamed of venturing out on her own. She was fascinated by the stories she heard from the sailors at the docks.
At 7, Mishael stowed away on her father's ship. At first her furious father threatened to return her to home, but realizing next time she might sneak off on someone else's ship, he allowed her to stay. Concerned for her safety, Hamzah made her wear a too-large suit of leather armor. After months of wearing the armor and flying all over the ship, it became a second skin to Mishael and today se finds armor extraordinarily easy to wear, even for extended periods.
Aboard her father's ship, Mishael experienced all the wonders life at sea had to offer. Once they returned home, Hamzah recognized that keeping his daughter at home was hopeless and she became a fixture from that point forward.
At 15, Mishael made the acquaintance of a bard-priest of Cayden Cailean while docked in Riddleport. She found his teaching a perfect compliment to her way of thinking and soon found herself dreaming of freewheeling life with the occasional (or maybe frequent) adventure to deal with an evil tyrant, world-destroying cult, or depraved slavers.
Mishael is so fearless that it often lands her in considerable trouble. In spite of numerous close scrapes on her father's ship, she longed for a life at sea that sought out trouble instead of trying to stay out of it. Shortly after turning 19, Mishael bade her father farewell on the docks of Freeport and joined the crew of Flynn the Quick aboard the Retribution both seeing each other as kindred souls.
Mishael knows well the dangers of being a crewmember of the Retribution in Freeport. She and her crewmates have escaped several close calls with pirate crews out to settle debts. Never one to shy from trouble, Mishael even dropped Captain Scarbelly's pants in an infamous brawl buying time for the crew to slip back to their ship. She regards the tales of a Scarbelly curse as children's tales and would not mind the opportunity to face the Captain again although she also recognizes that in a fair fight her is more than a match for her at present..
Four months ago, Mishael received terrible news during a stop in Freeport. Her father's ship was lost at sea with all hands missing. Rumors swirled of a mysterious stranger that had boarded as a passenger at the last minute and some spoke of a link to one of Freeport's cults. Determined to tear Freeport apart looking for a responsible cult, Mishael asked leave to stay ashore. Instead, first mate Fraya Kent knocked her out and together with Captain Flynn dragged her back to the [Retribution.
A day ago, the Retribution returned to Freeport. Mishael's temper has cooled as much as it ever does and she has hidden it from others. Captain Flynn has offered her the chance to stay in Freeport and return to the Retribution in the future if she so desires.
Behind the Skills:
Skill Points 6 = 4 (Class) + 2 (Int) + 1 (Favored Class)
Acrobatics +12 = 2 (Azhari) + 4 (Dex) + 3 (Rank) + 3 (Class)
Bluff +10 = 4 (Cha) + 3 (Rank) + 3 (Class)
Climb +10 = 2 (Azhari) + 2 (Str) + 3 (Rank) +3 (Class)
Diplomacy +10 = 4 (Cha) + 3 (Rank) + 3 (Class)
Escape Artist +9 = +4 (Dex) + 2 (Rank) + 3 (Class)
Perception +6 = 3 (Rank) + 3 (Class)
Profession (sailor) +6 = 2 (Azhari) + 1 (Rank) + 3 (Class)
Swim +6 = 2 (Str) + 1 (Rank) + 3 (Class)
A corsair has an uncanny ability to escape danger unscathed. Starting at 2nd level, she can use corsair's luck to add one-half her class level (maximum +10) as an insight bonus to any attack roll, ability or skill check, or saving throw. She need not declare the use of this ability prior to the roll, however, she must declare use before the GM announces the success or failure of the roll.