Verrin Tieruk

Amar the Sailor's page

106 posts. Alias of therealthom.


About Amar the Sailor

Male Human Bard 1
Align: N Init: +3 Speed: 30 ft.
Abilities
10 Str // 16 Dex // 11 Con // 12 Int //12 Wis // 16 Cha

Abilities Calcs:
Str +0, Dex +10, Con +1 Int +2 Wis +2 Cha+5 (+2 racial)

Appearance: Amar is an older man with whitened hair and weatherbeaten skin. His rough dress , tatoos, and earrings mark him as a sailor. The sharp-eyed might catch a glimpse of the ivory pendant carved with the holy symbols of Gozreh, Desna and Cayden Cailean nestled beneath his shirt.

Defense : HP 8 of 8
AC: 15, touch: 13, flat footed: 12 (Leather+2, Dex +3)
Fort: +0 Ref: +5 Will: +3 BAB +3

Melee:
Club +2, 1d6+2, x2
Dagger +2 , 1d4+2, 19-20, x2

Ranged:
Dagger +2 , 1d4+2, 19-20, x2, 10’
Club +2, 1d6+2, x2, 10'
Net , 0, 10' (20 gp 6 #)

Net:
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Spells remaining :
1st: 3 of 3

Spells Known:

0: Dancing Lights, Detect Magic, Know Direction, Message
1st: Hypnotism, Grease

Skills:

Bard: (6 class +1 I )
Acrobatics 7 = +1 +3 class +3 D
Climb 4 = +1 +3 class +0 S
Diplomacy 7 = 1 +3 class +3 ch
Know (Local) 5 = +1 +3 class +1 I
Perception 4 = +1 +3 class +0 W
Perform (oratory) 7 = +1 +3 class +3 Ch
Swim 5= +1 +3 class +0 S +1 trait

Skills to take soon: know(nature) and know(geography) craft scrimshaw and profession sailor

Untrained:
Acrobatics 0 +2 D - Armor --
Appraise 0 +1 I --
Bluff 0 +1 ch --
Climb -- skilled S --
Craft 0 +1 I
Diplomacy 0 +1 ch +1 trait
Disguise 0 +1 ch --
Escape Artist 0 +3 D - 0 Armor
Forgery 0 +1 I
Heal 0 +0 w
Intimidate 0 +1 Ch
Know(nature) 2 = +0 +3 class +2 I
Perception 0 +0 w --
Ride 0 +3 D
Sense Motive 0+0 w --
Spellcraft 0 +1 I
Stealth D - 0 Armor --
Survival 0 +0 W - 0 Armor
Swim -- skilled S -- skilled

Feats and traits :

Drawback Sentimental: You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.

River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Feats:
Human: Spell Focus (enchantment)
1st: Exotic Weapon Proficiency, Net

Combat Gear: Club, 3 daggers. Leather armour.

Other Gear:
Belt pouch,
Ivory rod carved with holy symbols,
Blanket,flint and steel, waterskin. Cast iron skillet. 50' fine manila line. Stock of raw ivory. Wood flute.

History:
Amar is an old man of the sea. As a young lad he was seized as a slave to pay his family's debts. He was sold to a sea captain who employed him as a cabin boy and eventually freed him to work before the mast.

All his life he has worked hard on board and squandered his living ashore. Once he was strong and proud, the finest of seamen, but in his later years he has had to trade on old friendships and favors to find work. Most recently as a ship's cook's assistant because it has become more difficult for him to perform hard physical labor. When he can find a berth, he is still a welcome shipmate for his stories and tunes.

Life at sea is hard and Amar was planning to retire after his last voyage. Paid off he went on a titanic bender with his shipmates and ended up in a barroom fight. He's not sure what happened, but when it was over Amar was knocked cold in the center of a circle of broken furniture and three dead bodies. His crewmates were nowhere to be found.

Amar clings to no particular deity, but worships (or fears) them all. He is particularly attentive to Gozreh, Desna, and the Drunken Hero.