Gaston Cromarchy

Wetbeard's page

56 posts. Organized Play character for CuriousTrout.


Gender

M CN Half-Orc Bloodrager 1 | HP: 14/14 | AC: 17/Touch: 12/Flat: 15 | CMB: +5, CMD: 17 | F: +7, R: +4, W: +3 | Init: +2 | Perception +8 (6 Without Sight), Sense Motive +2 | Low-Light Vision

Strength 18
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 13
Charisma 7

About Wetbeard

Common Dice Rolls:

Standard Attack Actions
[dice=Falchion Attack]1d20+5[/dice]
[dice=Falchion Damage]2d4+6[/dice]

[dice=Raging Falchion Attack]1d20+7[/dice]
[dice=Raging Falchion Damage]2d4+9[/dice]

[dice=Atlatl Attack]1d20+3[/dice]
[dice=Atlatl Damage]1d6+4]/dice]

Other Rolls
[dice=Aberrant Tumor Bodyguard]1d20+4[/dice]
[dice=Scent Perception]1d20+16[/dice]


Botting Wetbeard:

.
------------------------------
BOTTING WETBEARD
------------------------------
Common dice rolls are listed above.

In combat, Wetbeard will always dive directly into combat, relying on his high AC, Health, Familiar Bodyguard, and Saves to survive encounters. His Bodyguard can be used 4 times per round, and should always be used when attacked. If forced to attack from a range, he'll resort to his Atlatl.

Out of Combat, Wetbeard is brash and boisterous, but firmly believes in teamwork, often spurring on his teammates. He prefers to stay out of diplomatic matters.

When investigating, he'll use Wanda's Perception Bonus while letting his feelers sniff the air to give him a +16 Perception Check.

As it is the responsibility of the player to play, if a GM is forced to bot me, they have 100% freedom to play him as they see fit.


Basic Information:

------------------------------
INFORMATION
------------------------------
Wetbeard
Pathfinder Society# 246666-4
Medium Male CN Half-Orc (Humanoid)
Spelleater, Untouchable Rager Aberrant Bloodrager 1
Initiative +2 (+2 DEX)
Senses Perception +8 (+6 Without Sight)(+1 Rank, +3 Class Skill, +1 Vigilant Gaze, +2 Keen Eye, +1 WIS), Low-Light Vision (Vigilant Gaze)
Languages Common

Defense:

------------------------------
DEFENSE
------------------------------
AC 17, Touch 12, Flat-footed 15 (+4 Armor, +1 Familiar Natural Armor, +2 DEX)
HP 14 (+10 Bloodrager 1, +1 Favored Class Bonus, +3 CON)
Fort +7 (+2 Bloodrager 1, +1 Sacred Tattoo, +1 Fate's Favored, +3 CON)
Ref +4 (+1 Sacred Tattoo, +1 Fate's Favored, +2 DEX)
Will +3 (+1 Sacred Tattoo, +1 Fate's Favored, +1 WIS)
CMD 17
(+1 BAB, +4 STR, +2 DEX)

Offense:

------------------------------
OFFENSE
------------------------------
Speed 30 ft. (Base 30, Medium Armor -10, Fast Movement +10)
BAB +1 (Bloodrager 1)
CMB +5 (+1 BAB, +4 STR)
Melee Falchion +5 (+1 BAB, +4 STR) (2d4+6) (+4 STR, +2 Two-Handed)
Ranged Atlatl +3 (+1 BAB, +2 DEX) (1d6+4) (+4 STR)

Skills and Favored Class Bonuses:

------------------------------
SKILLS AND FAVORED CLASS BONUSES
------------------------------
Armor Check Penalty -3 (-3 Armor)
Skill Ranks 2 (+4 Bloodrager 1, -2 INT Per Level)

Skills:
Acrobatics* -1 (+2 DEX, -3 ACP)
Appraise -2 (-2 INT)
Artistry -2 (-2 INT)
Bluff -2 (-2 CHA)
Climb* 1 (+4 STR, -3 ACP)
Craft -2 (-2 INT)
Diplomacy -2 (-2 CHA)
Disguise -2 (-2 CHA)
Escape Artist* -1 (+2 DEX, -3 ACP)
Fly* -1 (+2 DEX, -3 ACP)
Heal +1 (+1 WIS)
Intimidate -2 (-2 CHA)[/ooc]
Linguistics -2 (-2 INT)
Perception +8 (+6 Without Sight) (+1 Rank, +3 Class Skill, +1 Vigilant Gaze, +2 Keen Eye, +1 WIS)
Perform -2 (-2 CHA)
Ride* -1 (+2 DEX, -3 ACP)
Sense Motive +2 (+1 Vigilant Gaze, +1 WIS)
Stealth* -1 (+2 DEX, -3 ACP)
Survival +1 (+1 WIS)
Swim* +5 (+1 Rank, +3 Class Skill, +4 STR, -3 ACP)

*These skills have Armor Check Penalty Applied

Favored Class Bonuses
Level 1 - HP +1


Traits and Feats:

------------------------------
TRAITS AND FEATS
------------------------------
Half-Orc Alternate Racial Traits Sacred Tattoo (Replaces Orc Ferocity), Shaman Enhancement (Replaces Intimidating, Weapon Familiarity), Vigilant Gaze (Replaces Darkvision).
Background Traits
Fate's Favored, Deadeye.
Feats Aberrant Tumor

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Weapon and Armor Proficiency

Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Bloodline

Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.

The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here. Source: PPC:MTT

Bloodrage (Su)

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)

A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.


Tumor Familiar:

------------------------------
TUMOR FAMILIAR
------------------------------
Wanda
Aberrant Tumor (Armadillo Base, +1 Wetbeard AC), Protector Archetype
Init +3 (+3 DEX)
Senses Scent, Perception +8 (+16 Using Scent)

DEFENSE
AC 21, Touch 15, Flat-footed 18 (+3 Dex, +6 Natural [+2 Base, +1 Familiar 1, +3 Protective Ball], +2 Size)
HP 7 (Half of Wetbeard)
Fort +2 (+2 Familiar 1)
Ref +5 (+2 Familiar 1, +3 DEX)
Will +1 (+1 WIS)

OFFENSE
Speed 0(30)ft. Burrow 0(5) ft. (0 When in Protective Ball)
BAB +1 (Equal to Wetbeard)
CMB -2 (BAB +1, STR -3)
Melee Claw +4 (+1 BAB, +3 DEX) (1d2–3)(-3 STR)

STATISTICS
STR 4
DEX 17 (+2 Shaman Enhancement)
CON 11
INT 6
WIS12
CHA 9

FEATS
Skill Focus (Perception), Combat Reflexes, Bodyguard

SKILLS
Perception +8 (+16 Using Scent)
Swim +5

SPECIAL ABILITIES

Natural Diver (Ex)

Armadillos can hold their breath underwater for up to 6 minutes. Their dense armor naturally causes them to sink; they can inflate their stomachs to counter this, accounting for their racial bonus on Swim checks.

Protective Ball (Ex)

Some armadillos can roll up into a ball, increasing their natural armor bonus to +3 but decreasing their speed to 0.

Share Spells

The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su)

The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Loyal Bodyguard (Ex)

A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe.

This ability replaces alertness and improved evasion.


Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-100lbs. Medium 100-200lbs. Heavy 201-300lbs.
Current Load Carried 96lbs
Money 0 GP 1 SP 2 CP
Equipment
Falchion (70gp, 8lbs)
Hide Armor (15gp, 25lbs)
Atlatl (2gp, 2lbs)
Atlatl Darts x6 (6gp, 12lbs)
Gear
Common Backpack (2gp, 2lbs)
Bedroll (1sp, 5lbs)
Blanket (5sp, 3lbs)
Drill (5sp, 1lb)
Earplugs (3cp, --)
Flint and Steel (1gp, --)
Lamp (1sp, 1lb)
Lamp Oil x3 (3sp, 3lbs)
Rations (5sp, 1lbs)
Rope, 50ft (1gp, 10lbs)
Waterskin (1gp, 4lbs)

Background:

------------------------------
BACKGROUND
------------------------------
*THUD!*

The thug falls to the floor of the wooden dock with a heavy "oof" and immediately begins gasping for air. Over him, a tall, bizarre looking Half-Orc sneers down, rows of tiny tentacles writhing beneath his chin.

"Whats'a matter boy, is that the best ye got?" He gives the man a swift kick to the gut, growling down. "What happened to guttin' me like a fish, eh? I thought you said you was gonna skin me and sell it like a trophy!" He gives the man another kick, then leans close over the beaten thug, letting his wet, squirming feelers touch his shivering face. "A nobody like you won't be the death of Wetbeard, The sirens'll be singing songs of me for ages to come. But you?" He sneers, his feelers twitching. "All you'll be is one of the many fools I crushed beneath me boot." His eyes glimmer with excitement. "What do you think Wanda, should we skin him, or tie an anchor to his boots and throw him to the fish?" Wetbeard stands up, tall over the cowering lad. From beneath his armor, a tumor of flesh crawls up to his exposed chest, roughly the size of a cannonball. A gruesome face emerges from the growth, 2 eyes glancing wildly and a toothy snarl spreading wide. The lump of flesh lets out a guttural growl, a sensation that causes Wetbeard to burst into uproarious laughter. "Pulling his teeth and making a necklace of them, what a splendid idea!" He raises his foot as if to stomp on the man, but then gently lowers his foot back down, seemingly satisfied with terrifying the boy. "Be thankful whelp, you were given a great honor to be bested by the mighty Wetbeard. I'll let you live, but only for one reason. To tell the tale of Wetbeard!"

. . .

Back in his quarters, he tosses his armor onto his bedroll, grumbling as he does. "An oceanside shack, not exactly a captain's quarters." He sighs, his beard of feelers moving in response. Further below, Wanda twitches anxiously. "I know girl, but we can't kill every lad who's trying to make an easy copper." His grey, eel-like skin reflects the light of the candle as he stands and walks over to the window. In the reflection of the glass, he admires himself. Many others called him monstrous, hideous, and terrifying, but Wetbeard knew better. His form struck fear into the heart of his foes, and his bizarre anatomy made him tough to kill. A result of his father's ill-fated meeting with a Siren, Wetbeard had always assumed. "Now to find the she-devil that seduced the old bastard... that wench deserves a drink."

He chuckles as he finishes preparing for bed, his mind swimming with thoughts of the future. Of the days when he'll be a captain of his own ship, with his own crew, his name feared throughout the seas. The thoughts made his feelers dance in joy, his tusked mouth breaking into a grin.

Wetbeard, the most feared sailor of the seas. That's got a ring to it.


Appearance and Personality:

------------------------------
APPEARANCE AND PERSONALITY
------------------------------
Appearance: Wetbeard's abberant blood is immediately recognizable in his anatomy, as the usual color of his Half-Orc skin is instead a dull, rubbery grey hue. Beneath his chin, a beard of writhing, vestigial feelers squirm, providing him with his namesake. He retains the large underbite of his Orc ancestors, giving him a very gruff appearance.

Further down, on his exposed chest a large fleshy growth pulses, with 2 bulbous eyes flickering around. The unsightly, monstrous growth is unnerving to look at, but Wetbeard seems fond of it, often talking to it as if it were a pet.

He generally adorns himself with clothing associated with pirates and sailors, considering the sea his one true love.

Personality: Gruff and rugged, Wetbeard lives for adventure and treasure. He considers his allies his "crew" and approaches all things with the Captain's Code: he makes sure everyone makes it out, then he'll take care of his own safety. In social settings, he is aware of his monstrous appearance and makes no efforts to be courteous, believing that if their respect is worth anything, he'll win it through action rather than words.