Devis

Bahrin Fenneaor's page

209 posts. Alias of Jesse Heinig.


Full Name

Bahrin Fenneaor

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

25

Alignment

Neutral Good

Location

Little Oppara

Languages

Common (Taldane), Aquan

Occupation

Seafaring sorcerer

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 12
Charisma 18

About Bahrin Fenneaor

Bahrin Fenneaor
Male human sorcerer 7
NG Medium humanoid (human)
Init +2; Senses Perception +9

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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection)
HP 51 (7d6, +7 Con, +7 Toughness feat, +7 Fast Learner feat)
Fort +5 (+2 base, +1 Con, +2 resistance), Ref +6 (+2 base, +2 Dex, +2 resistance), Will +8 (+5 base, +1 Wis, +2 resistance)

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Offense
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Speed 30 ft., swim 30 ft.
Melee Mithral dagger +4 (1d4; 19-20/x2; piercing or slashing)
Ranged Mithral dagger +6 (1d4; 19-20/x2; piercing or slashing)
Spells Known (CL 7th; concentration +11)
• 3rd (5/day)—aqueous orb*, fly, ice spears
• 2nd (7/day)—acid arrow, buoyancy, glitterdust, slipstream*
• 1st (7/day)—alter winds, hydraulic push*, magic missile, shield, touch of the sea, unseen servant
• 0—acid splash, dancing lights, detect magic, mending, message, prestidigitation, read magic

* Bonus spell from sorcerous bloodline

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Statistics
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Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 22
Languages: Common (Taldane), Aquan

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Feats
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Level 1
Fast Learner (Human): You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Human
Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Sorcerer 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 3
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Level 5
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Sorcerer bloodline level 7
Defensive Combat Training (Combat): You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

Level 7
Craft Magic Arms and Armor (Item Creation): You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
See magic item creation rules for more information.

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Traits
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Natural Born Sailor (Campaign): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that the goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.
You came to a tavern in port in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all…
Benefit: 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).

Sea-Souled (Regional): You are at home at sea.
Benefits: You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Water-Touched (Magic): You share an affinity with elemental water.
Benefit: You gain DR 1/— against creatures and attacks with the water type.

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Adventuring Skills
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Total skill ranks: 35 (14 sorcerer, +7 Int, +7 human, +7 Fast Learner feat)

Climb +5 (5 ranks)
Fly +6 (1 rank, +2 Dex, +3 class skill)
Knowledge (arcana) +11 (7 ranks, +1 Int, +3 class skill)
Perception +9 (7 ranks, +1 Wis, +1 trait)
Profession (sailor) +6 (1 rank, +1 Wis, +3 class skill, +1 trait)
Spellcraft +11 (7 ranks, +1 Int, +3 class skill)
Swim +19 (7 ranks, +3 class skill, +1 trait, +8 swim speed)

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Untrained Skills
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Bluff +4 (+4 Cha)
Diplomacy +4 (+4 Cha)
Handle Animal +4 (+4 Cha)
Intimidate +4 (+4 Cha)

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Gear
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Total starting wealth: 16,000 gp

Diving suit (free outfit)
Chain belt (15 gp, ¼ lb.)
Mithral dagger (502 gp, ½ lb.)
Headband of alluring charisma +2 (4,000 gp, 1 lb.)
Cloak of resistance +2 (4,000 gp, 1 lb.)
Ring of protection +1 (2,000 gp)
Smuggler's wayfinder (2,000 gp, 1 lb.)
[
• Cracked pearly white spindle ioun stone (3,400 gp)
]
Waterproof bag (5 sp, ½ lb.)
[
• Grooming kit (1 gp, 2 lbs.)
• Shaving kit (1 gp 5 sp, ½ lb.)
• 80 gp
]

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Special Abilities
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Human

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.

Sorcerer 7

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Chosen bloodline: Aquatic (Seaborn)

Class Skill: Swim

Bloodline Arcana: When you are in a body of water large enough to float in, your effective caster level is increased by 1.
This ability replaces the Aquatic Bloodline Arcana.

Bloodline Powers: You prefer to attack with water rather than to leech it away.
Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces dehydrating touch.
Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.

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Backstory
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Description: Bahrin is a lean, good-looking man with sparkling eyes, wavy blond hair and a well-defined chin. Though he's not muscular, he's well-proportioned and has the musculature of someone who enjoys swimming.
Bahrain usually favors wearing a sleeveless tunic and trousers along with easily-discarded shoes, all the better for swimming. He does not wear armor and usually carries only a dagger for defense, instead relying on magic when necessary.

Hair: Blond, shoulder-length
Eyes: Blue
Height: 5' 10"
Weight: 163 lbs.
Age: 25 years

Background: Born and raised in the Shackles, Bahrin comes from a coastal fishing town where he had a modest childhood with a sailor father and a seamstress mother. His sorcerous abilities manifested early in his youth, before he was even a teenager, though they were quite modest at first. Over time, he eventually discovered his natural affinity for water, and his ability to swim prodigiously and fling dangerous and amusing magics gave him an obvious route to success - in addition to sailing with his father or helping his mother with tasks, he could accompany sailors on trips and provide useful assistance with his unseen servant or his ability to send messages even in stormy weather.
As he grew up, Bahrin participated in increasingly more dangerous and interesting sailing trips, sometimes being away from home for months at a time. He would even indulge in occasional privateering against hostile ships, though he drew the line at bloodthirsty piracy.
Bahrin's continued development as a sailor and sorcerer allowed him to grow in confidence and magical ability. He had a few rough scrapes over the years, tangling with lacedons and koalinths, and made a few casual friends along the way, but he still feels that he has more to see and much to learn.

Personality Traits: Bahrin is a congenial fellow who is good at making other people feel at ease. He is confident and outgoing, but he also knows when to let someone else take the lead and step back so that experts can handle problems in their field.
Bahrin loves working on the sea and hopes to always live near the ocean. He also enjoys diving, though he can't (yet) breathe underwater, so this is mostly limited to shallow shoals and coral reefs.
Bahrin hates birds (he mostly has experience with sea gulls, which he finds aggressive and dirty) and likes cats and dogs. He is ambivalent about children and isn't sure if he ever wants to settle down with family.
Bahrin enjoys talking about magic and about sailing, but he also appreciates the artistic hobbies of people with different talents, like music, dance, scrimshaw, and woodcarving.