Valeros

Alexander Drake's page

27 posts. Alias of Zayne Iwatani.


Gender

Swashbuckler 1/Waves Oracle 3 | HP 33/33 | AC 16, Touch 13, FF 13 | CMB +1 | CMD 14 | Fort +3, Ref +6, Will +3 | Init +3 | Perception +7

About Alexander Drake

Alexander Drake
Male Human Swashbukler 1/Waves Oracle 1
NG medium humanoid (Human)
Init +3; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Rapier +5 (1d6+3 18-20 x2)
Range: Longbow +4 (1d8)
--------------------
Statistics
--------------------
Str 10, Dex 17 (+2 Human), Con 12, Int 9, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD 14
Feats:Weapon Finesse (class bonus), Weapon Focus (1st), Fencing Grace (Human), True Love (free Story)
Traits: Natural Born Sailor, Strong Swimmer
Languages Commmon, Aquan,
SQ: Deeds, panache, swashbuckler finesse, Mystery (Waves), oracle’s curse (Tongues), orisons, Revelation (Ice Armor)
--------------------

Skills:

Total: (4 Class + 1 FC +1 Human) = 6
(1)Acrobatics(Dex) +7
()Bluff(Cha)
(1)Climb(Str) +4
()Craft(Int)
(1)Diplomacy(Cha) +6 (+7 to Gather Information)
()Escape Artist(Dex)
()Heal(Wis)
()Intimidate(Cha)
()Knowledge (Local)(Int)
()Knowledge (Nobility)(Int)
()Knowledge (History)(Int)
()Knowledge (Planes)(Int)
()Knowledge (Religion)(Int)
(1)Knowledge (Nature)(Int) +3
(1)Perception(Wis) +5
()Perform(Cha)
(1)Profession (Sailor)(Wis) +5
()Ride(Dex)
()Sense Motive(Wis) +6
()Sleight of Hand(Dex)
()Spellcraft(Int)
(1)Swim (Str) +6

Modifier
+1 trait bonus to Profession (Sailor)
+1 trait bonus to Perception
+2 trait bonus to Swim
+1 trait bonus on all Diplomacy checks made to gather information
+1 trait bonus on Knowledge (local) checks


--------------------
Gear:

--Equipped--
Adventurer's Outfit
Rapier
Longbow
Arrows (20) 1
--backpack--
bedroll
belt pouch
flint and steel
iron pot
mess kit
silk rope (100)
soap
trail rations (5 days)
waterskin
Grappling Hook 1

166gp


--------------------
Racial Abilities and Traits/Drawback:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Natural Born Sailor: 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).

Strong Swimmer: You gain a +2 trait bonus on all Swim checks, and can hold your breath for an extra 2 rounds when underwater.

Truth's Agent: You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.


--------------------
Feats:

Weapon Finesse (class bonus): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (1st): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Fencing Grace (Human): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.

In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

True Love: You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition, you gain a +2 bonus on Sense Motive checks. If you have 10 or more ranks in Sense Motive, this bonus increases to +4.


--------------------
Swashbuckler Abilities:

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) : At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.


--------------------
Oracle Abilities:

Mystery (Waves): Class Skills: An oracle with the waves mystery adds Acrobatics, Escape Artist, Knowledge (nature), and Swim to her list of class skills.

Bonus Spells: touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), seamantle (16th), tsunami (18th).

Oracle’s Curse (Tongues): Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/piercing. In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.


--------------------
Spells:

--0th--
4 spells known, DC 13
Create Water
Mending
Light
Purify Food and Water
--1st--
2 spells known, 4/day, DC 13
Cure Light Wounds
Divine Favor

--------------------
Backstory:

"Oy. This yer stop ain't it?" a dwarf sailor shouted up at the rigging. A dwarf sailor. Alexander Drake still got a kick out of that. It wasn't unheard of but it was certainly extremely rare. But given their stout forms, the dwarf made an excellent pilot. He'd seen the shorter man stand firm in the worst of weather and not so much as slide when rogue waves crashed over the side. They even lowered the wheel so he could see better. Alex was indeed up in the rigging eyes ahead rather than to the side where the coast lay. He didn't need to be there since he was paying his way but he showed a level of competence at least equal to the surrounding sailors and was thus left to his own devices. He favored the rigging as a place to rest as it gave him a wonderful view of the sea, something he never tired of, even considering what it did to his home.

--------------------------------------------

For generations his family had lived on a small island as fishermen and women. They were part of a small community that lead very simple lives of peace and prosperity granted by the bountiful sea all around them. They took only what they needed and they prayed everyday to Gozreh for protection and calm weather. But Dagon would have none of that. Out of that very sea they relied upon came an enemy they couldn't defend against. Sahuagin. They came from the water by the dozens, intent on wiping out the little town and offering its populous to their dark sea god. In the confusion, Alex got separated from his family and trapped behind enemy lines. He could see no way to get to the town's walls without revealing himself to the amphibious invaders so he stayed silent and in hiding. As he tried to make his way from the docks and around the furious fighting near the town walls, he saw something in the water. Thinking it another Sahuagin he ducked behind a barrel and waited. He continued to wait for what felt like an hour but nothing happened. He peered around the barrel very slowly to see if the cost was clear.

At the edge of one of the docks he saw a pair of glowing blue eyes starring back at him. His heart leapt into his throat as he thought he had been spotted by one of the sea creatures. But it wasn't a Sahuagin. In fact he felt very silly for thinking something so beautiful could be one of those sea devils. It looked like a girl with green hair and very exotic features. She waved at him to come closer while looking around nervously. She appeared to be just as panicked as he was. Seeing his fear mirrored in her eyes settled his own a bit. He he crawled over as silently as possible. As he did she ducked down into the water, continuing to wave him forward. He had been warned about beautiful women pulling sailors to their death in the ocean and for a moment he paused. But the fear and desperation in her eyes was real. They pleaded with him. Begging for help. And he couldn't resist. He slowly lowed himself into the water and ducked under the dock just as more Sahuagin rushed past. Keeping her head just underwater, they both waited for the water devils to pass. When they did she raised her head above the water and starred into his eyes as if thinking very hard about what to do. He got lost in those large, expressive eyes and found he couldn't turn away. They were sea green and sparkled like a gem just beneath the waves on a clear beach. Fear, confusion, sadness, pain. He saw much in them and his heart skipped a few beats.

Without warning she grabbed both sides of his neck and closed those wonderful eyes. He could see her lips move in some strange tongue and a power radiate into him. Before he could appreciate the rest of her face there was a sharp pain were she touched him. He flinched reflexively and put a hand to his neck. He expected blood but found something very unexpected. Gills. She had given him gills. He starred at her in shock, trying to figure out what was going on. But before he could voice his confusion, she grabbed him and pulled him under and away into the ocean. He held his breath for a moment out of instinct, then realized that was silly too. He had gills now. Breathing underwater would forever be the oddest sensation he would ever know. But once he got past the initial shock he noticed the rest of her. It was decidedly not human. Her entire lower half seemed to be that of a fish, a wahoo to be exact (he was a fisherman's son), with silver and blue scales that made it look like she had stripes. And though the scales stopped around her waste, the stripes continued up to her...he blushed and decided not to continue. Her clothing was a step above non-existent. He had heard merfolk were a reclusive lot but she wasn't being reclusive now. In fact she seemed to be leading him somewhere. They went around the better part of the island to the stony cliffs on the other side. She then dove, dragging him along, and entered an underwater cave. After fallowing its twisting passages for a minute they stopped. She turned to him, her expression earnest, and put a finger over her mouth for quiet. He nodded and followed as she swam slowly up to breach the surface.

They came out under a low ceiling in a tunnel. It opened a few feet away into a large cavern. She glided towards the opening silently and he followed as best he could. She pointed up and just barely stuck her head out and up. He followed suit and noticed a glow coming from near the ceiling. The flickering of a fire he guessed. But that wasn't all that was in this cavern. The first hint he had that Sahuagin were here was the awful stench of rotten fish. It assaulted his senses like a physical force. Then he saw a clawed hand grasp the edge of the ledge 20ft above them, where the flickering fire was coming from. Out of fear he flinched back and caused a small splash. He prayed it didn't hear. He didn't pray hard enough.

A snarl sounded from above and a scaly, tooth filled face looked over. It was met with a bolt made of ice right through the eye. Alex didn't even see her move before she was out in the open, her hand raised and another bolt sailing up to strike another of the sea demons. In response two jumped into the water and another hurled a spear. The spear missed but the other two closed in. They didn't even see the human hiding in the tunnel behind them as the engaged the merwoman. She fought back, every bit as furiously as they pressed. Being the faster swimmer, she darted back and forth striking at the Sahuagin with a slender blade but eventually they began to coordinate their attacks and drive her into a corner.

Alex hadn't moved. He couldn't. What could a fisherman's son do against these creatures? Why had they attacked? Why did she even bring him here?

Break the circle.

The voice resounded with in his head. It sounded strained, like just talking took and enormous toll. Like whoever it belonged to was fading away even as they spoke. Fading upwards? He looked up to see the Sahuagin taking aim. Once they had her cornered she wouldn't last much longer. He turned to her, and for a brief moment their eyes locked. He still saw fear. But also a hardened determination. She was fighting. She was doing something. To save him and his people. He knew it somehow. But what was he doing? Cowering in the dark and about to watch a brave woman die.

He reached up out of the water and grabbed at the rock with shaking hands. The climb was hard but not impossible. But it certainly would have been for someone with a fish tail for legs. He tried to be as quite as possible so as to not tip off the Sahuagin above him, but thankfully the creature seemed to be intent on his target. They finally got her cornered just as he reached the top. The Sahuagin snarled and reared back to throw. But just as it was about to release, Alex reached up and grabbed its webbed foot and pulled with all his strength. It wasn't much after the climb but it came at the worst time for the creature. It stumbled forward and couldn't catch its balance. The throw went wide and the Sahuagin splashed into the water below.

Alex scrambled to the top only to be hit with a wave of heat powerful enough to make him woozy. He squinted at the sudden bright light. Through his fingers he saw a ring of fire around a prone figure. Was this the circle? He paused too long and he heard a cry of pain from behind. He turned to see the merwoman behind a stalactite, fending off a Sahuagin, and streaming ribbons of blood into the water. One of the amphibians still menaced her but the other two were closing in on him now. They were starting the rough climb back up. He didn't have long.

Break the circle.

The voice spoke again. And even though its source was closer it sounded even further away than before. He and looked at the fire. Even from several feet away it made his throat dry. And as he scooted closer he could feel it sap his strength. What was he supposed to do? How could he put out such an inferno? And who could possibly survive that?

Acting on instinct he took off his soaked shirt and held it in front of him to block the heat. And before he could think twice he charged forward. The intense heat blistered any exposed skin as he approached. But he gritted through the pain and threw the shirt over the fire. Without it protecting his face he was blinded by light and heat. He fell back, crying out in pain as face and chest burned. But thankfully his shirt was still wet enough to not be immediately consumed. It broke the circle for only a second. But it was enough. Blessed, cool water sprayed over him as the Sahuagin crested the ledge. It hit them with enough force to blow them back into the opposite wall with bone crushing force. In its wake stood a beautiful woman in a thin shawl of some milky white material. With a wave of her hand the flames disappeared.

Alex writhed in pain on the ground as she approached. He barely held onto consciousness through the agony. Every breath burned his lungs like the fire burned the rest of his body. But somehow, through the delirium of pain he managed to say two words. "Help...her." The woman in the shawl nodded. She leaned down to him, her hair brushing along his blackened skin. Even though he should not have been able to feel it, the strands were mercifully cool. She placed a kiss on his forehead, and the pain retreated. He sighed in relief and then darkness took him.

Alex woke up on a beach near his home. His family and many others had somehow survived the assault. When he returned to them he found out that the Sahuagin had gained the town wall and forced the people to retreat to higher ground. Just as things seemed bleak, the ocean itself rose up and swallowed almost the whole island. It washed away everything. The Sahuagin. The town. The boats. Everything. But at least most of its people were alive. After all the damage, few could return to their livelihood. And even if they could, the seas had grown stagnant. The Sahuagin had done something to it. Ruined it. Life refused to go near it. Alex returned to the cave once to see if either of the women had returned but there was nothing. He knew they were responsible for saving the island's people. He never got the chance to thank them.

After his family left, Alex decided go on a journey to find the female merfolk that saved him and his home. As a child he was a fisherman. As he grew he amplified those skills and became a decent sailor. But the ordeal also instilled in him the importance to be able to defend himself. From the many ships he spent time on, he also learned to use several of the sailor's preferred weapons, eventually settling on the rapier. Good for underwater and above. There was something else too. He could feel something deep within him growing in strength with each passing year. It pulled him towards the sea like a siren song. The sea supported his home and allowed them to live in peace. Then it tried to kill them. Then it saved them. It was a fickle mistress. One that deserved respect.

--------------------------------------------

"Yeah. Thanks captain. You sure this is the place?" Alex said from his perch. He swung down from the rigging with practiced ease and grabbed the pack by the railing.

"Last place I heard about sea people. What do ye want with them anyway? Trying ta find people that don't want to be found. They'd drown ya just as soon look at ya anyway."

Alex just smiled and leaped over the edge, landing with a splash. Apparently he was just going to swim to shore. "I owe one my life," he yells from the water. "And intend to say thank you."

The Shackles:
Alex has traveled much. And in every location he has asked about merfolk as discreetly as possible. Many believed them to be evil creatures that drag sailors to a watery grave if they sail too far into their territory. He had to be careful around such people and careful of his questions. Unfortunately, growing up on an island of fisherman at peace, he never learned the nuances of lying. Or when people were pretending to be nice and trying to get him drunk. He took a moment to walk out on the pier and stare at the waves. He never heard the man come up behind him nor see the object that hit him hard in the back of the head. His last memory was the water rushing up to meet his unresponsive body. He awoke sore, tied up, and laying in a cell in a foul smelling ship. All around were the equally scared faces of other captives. What had he gotten himself into?