Cayden Cailean

Spinnaker Jon's page

525 posts. Alias of Camris.


Full Name

Spinnaker Jon

Race

Human

Classes/Levels

Bard/Rogue (Seasinger/Pirate) L4 | AC 19(T14FF15) | HP 29/29 | Saves: F2R8W3 | Init: +5 | Perc: +4 | Bard Perf: 7/7 | Status:

Gender

Male

Size

5'8"

Age

30

Special Abilities

As Bard (Sea Singer) and Rogue (Unchained)(Pirate)

Alignment

CG

Deity

Olidammara (CN) - God of Music, Revels, Wine, Rogues, Humor, and Tricks. Symbol is a Laughing Mask

Location

Port Sasserine

Languages

Common, Imperial Pelagian, Polyglot,

Occupation

Sailor/Performing Artist

Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Spinnaker Jon

Spinnaker Jon L4 (Seasinger/Pirate)
Male human bard (sea singer) 1/unchained rogue (pirate) 3 (Pathfinder RPG Advanced Player's Guide 84, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +5; Senses Perception +4

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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 29 (4d8+6)
Fort +2, Ref +8, Will +3; +1 vs. fear and mind-affecting
Defensive Abilities evasion, unflinching +1

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Offense
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Speed 30 ft.
Melee bronze hilt rapier +6 (1d6+4/18-20) or
. . cold iron dagger +5 (1d4+1/19-20) or
. . cup-hilt dagger +5 (1d4+1/19-20) or
. . sap +5 (1d6+1 nonlethal) or
. . silver dagger +5 (1d4/19-20) or
. . unarmed strike +5 (1d3+1 nonlethal)
Ranged mwk hand crossbow +6 (1d4/19-20)
Special Attacks
bardic performance 6 rounds/day (distraction, fascinate [DC 12], inspire courage +1, sea shanty),
sneak attack (unchained) +2d6

Bard (Sea Singer) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—sleep (DC 13), vanish[APG] (DC 13)
. . 0 (at will)—dancing lights, lullaby (DC 12), prestidigitation, unwitting ally[APG] (DC 12)

--------------------
Statistics
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Str 12, Dex 16, Con 12, Int 16, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 17

Feats
Combat Expertise,
Dodge,
Improved Feint,
Sea Legs[UC],
Weapon Finesse

Traits
- custom trait -
Azure District Bonus Feat--Water Rat [General]
Benefit: You gain a +2 bonus on Swim checks.
When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on Initiative checks.

Skills
Acrobatics +11,
Appraise +7,
Bluff +9,
Climb +9,
Diplomacy +6,
Disable Device +11,
Escape Artist +9,
Intimidate +6,
Knowledge (geography) +8 (+8 vs. forbidden lore, +8 vs. non-forbidden lore),
Knowledge (history) +7 (+7 vs. forbidden lore, +7 vs. non-forbidden lore),
Knowledge (local) +10 (+10 vs. forbidden lore, +10 vs. non-forbidden lore),
Perception +4,
Perform (sing) +6,
Profession (sailor) +7,
Sense Motive +5,
Sleight of Hand +6 (+8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath),
Stealth +9,
Survival +1,
Swim +11,
Use Magic Device +6
Languages Common, Elven, Olmen, Undercommon

SQ
forbidden lore (0 lore; +0/+0),
swinging reposition,
world traveler

Combat Gear
potion of cure light wounds,
potion of invisibility,
wand of mage armor (11 charges),
antiplague[APG],
antitoxin;
Other Gear
+1 glamered chain shirt,
bronze hilt rapier,
barbed bolt (20),
cold iron dagger,
crossbow bolts (20),
cup-hilt dagger,
incendiary bolt (10),
mwk hand crossbow,
sap,
silver dagger,
smoke arrows[APG] (5),
adventurer's sash,
backpack, bedroll, belt pouch, earplugs[APG], eye patch, flint and steel, grappling bolt[UE], grappling hook, hammock[UE], hemp rope (50 ft.), hip flask[UE], ink, inkpen, journal[UE], Lute, masterwork thieves' tools, mess kit[UE], mirror, pirate clothes, pot, puzzle heel (3 steps)[UI], reinforced scarf[UE], silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE],
2,636 gp, 19 sp, 12 cp

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Tracked Resources
--------------------
Antiplague - 0/1
Antitoxin - 0/1
Barbed bolt - 0/20
Bardic Performance (standard action, 6 rounds/day) - 0/6
Cold iron dagger - 0/1
Crossbow bolts - 0/20
Cup-hilt dagger - 0/1
Incendiary bolt - 0/10
Potion of cure light wounds - 0/1
Potion of invisibility - 0/1
Silver dagger - 0/1
Smoke arrows - 0/5
Torch - 0/10
Trail rations - 0/5
Wand of mage armor (11 charges) - 0/11
World Traveler (1/day) (Ex) - 0/1

--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Forbidden Lore (0 lore; +0/+0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swinging Reposition (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Unflinching +1 (Ex) +1 save vs. fear and mind-affecting effects
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

--------------------
Background and History:
Jonathan Dastoras was born to a promenant Port Sasserine merchant family. He grew to be a shy child, much more given to reading and dreaming than his father would have preferred, though his mother encouraged it.
About the time he hit his teenage years, his mother died. Taking the loss hard, he moped about the mansion inconsolable. When his father remarried, he did not take it well. His new stepmother Zue and sister Etheve responded in kind.
Then there came a time when his Father had had enough of the domestic squabbling and shipped the young man off to a famous military academy in Rauxes. He never arrived.
The ship he was on was taken by one of the Red Sail pirate ships. The Captain, “MadDog” Norton, took him and others as slaves and sank their ship as they left.
It was a shock; the way the pirates behaved intimidated him, but he was also fascinated at the difference from his fathers ships. The way they were almost an anarchy, but came together to face threats. He decided to go along with them and set to working hard. Soon he was made a ship’s boy. Being a little small and untrained, he was bullied a lot. He took to telling stories he had read to the pirates and he learned the sea shanties from them. He grew more popular as he grew more accomplished. Over several years he worked hard and rose eventually to First Mate for Captain Mad Dog. He took the name Spinnaker Jon because he didn’t want to embarrass his family.
Over those years he was witness to much blood shed and cruelty. Despite his status, he started to have misgivings; especially about the slaves they took and sold to the Olmen in the southern jungles.
There came a time where he could not go on as he had been. He stole a ship and a cargo hold full of slaves. Making his way back to Port Sasserine, he was pursued by Captain Mad Dog, they caught up him and there was a battle where he and Mad Dog dueled on a yardarm. Jon struck down his old Captain, who fell in the water between the ships. Victorious he sailed back to Port Sasserine and freedom.
Having made such a famous adventure, his father insisted that he resume his place in the family. He felt joy at the approval of his father, but knew it was impossible now. He was just too different now. When his step sister tried to get him to give her his inheritance vault key… he just smiled, dropped it into a well in front of her and strolled off singing a sea shanty on the way to the nearest tavern.

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APPEARANCE AND CHARACTER:
Spinnaker Jon is a craggy faced man, his skin burned brown by wind and weather. His sandy hair and sideburns are hidden under a wide brimmed hat. He wears a threadbare hot-weather outfit.
He has an easy smile and a ready wit; garrulous to a fault, his favorite activity is to tell stories of his (or other peoples) travels, the story suitably punched up for entertainment value. He smokes a pipe.

Azure District:

The Azure District is Sasserine’s true waterfront. Consisting of two sections, Azure District also houses the majority of the city’s slums and lower-class citizens, although they aren’t quite as desperate a catch as those forced to live in Shadowshore. The western section of Azure District is primarily concerned with the city’s internal waterways, while the eastern section is home to the city’s booming whaling industry.
Azure District’s representative nobles are the Islarans. The family has held the post of harbormaster for many generations, although rumor holds that old Keltar Islaran’s getting on in years and none of his children particularly want the job when he passes on. Rumors also hold that the Kellani family has designs on this post, but with relations between these two families being as choppy as they are these days, it’s unlikely that such a transfer will occur while old Keltar still lives.

If you’re from Azure District, you probably spent a fair portion of your youth at sea. You have friends or family that work in the whaling industry, and may have spent some time on a whaling ship yourself. You likely worship at the Azure Cathedral, a temple dedicated to Osprem (the goddess of ships and sailors), Procan (the god of the sea), and Xerbo (the god of sea trade). Alternately, you could worship all three, in which case you have access to the domains of Luck, Strength, Travel, and Water. Clerics who worship all three of these deities may be of any alignment.

Azure District Bonus Feat
Water Rat [General]
Most of Azure District’s citizens learn to swim at a very early age, and take to the water as easily as land.

Benefit: You gain a +2 bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on Initiative checks.

Normal: Without the benefits of this feat, a character swims at one-quarter his speed as a move action or at one-half speed as a full-round action.

Background and History:
Jonathan Dastoras was born to a promenant Port Sasserine merchant family. He grew to be a shy child, much more given to reading and dreaming than his father would have preferred, though his mother encouraged it.
About the time he hit his teenage years, his mother died. Taking the loss hard, he moped about the mansion inconsolable. When his father remarried, he did not take it well. His new stepmother Zue and sister Etheve responded in kind.
Then there came a time when his Father had had enough of the domestic squabbling and shipped the young man off to a famous military academy in Rauxes. He never arrived.
The ship he was on was taken by one of the Red Sail pirate ships. The Captain, “MadDog” Norton, took him and others as slaves and sank their ship as they left.
It was a shock; the way the pirates behaved intimidated him, but he was also fascinated at the difference from his fathers ships. The way they were almost an anarchy, but came together to face threats. He decided to go along with them and set to working hard. Soon he was made a ship’s boy. Being a little small and untrained, he was bullied a lot. He took to telling stories he had read to the pirates and he learned the sea shanties from them. He grew more popular as he grew more accomplished. Over several years he worked hard and rose eventually to First Mate for Captain Mad Dog. He took the name Spinnaker Jon because he didn’t want to embarrass his family.
Over those years he was witness to much blood shed and cruelty. Despite his status, he started to have misgivings; especially about the slaves they took and sold to the Olmen in the southern jungles.
There came a time where he could not go on as he had been. He stole a ship and a cargo hold full of slaves. Making his way back to Port Sasserine, he was pursued by Captain Mad Dog, they caught up him and there was a battle where he and Mad Dog dueled on a yardarm. Jon struck down his old Captain, who fell in the water between the ships. Victorious he sailed back to Port Sasserine and freedom.
Having made such a famous adventure, his father insisted that he resume his place in the family. He felt joy at the approval of his father, but knew it was impossible now. He was just too different now. When his step sister tried to get him to give her his inheritance vault key… he just smiled, dropped it into a well in front of her and strolled off singing a sea shanty on the way to the nearest tavern.