Corsair

Bangkha's page

125 posts. Alias of Sai Ling.


Classes/Levels

Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

About Bangkha

Drenchport:
Rain was the one thing Drenchport was never short on. It blew in sideways across the fever sea and hammered the roofs and walls. It hammered a young half-orc who squatted on his heels outside a local tavern, hunched low with a spotted cat huddled under his coat, glaring at the sky as if it would scare the rain back into the clouds. The people coming in spared them an odd glance, but no coin.

A ragged looking orc stumbled out of the tavern, unsteady on his feet, and uglier by far than the average Shackles orc. Bangkha sighed as his father fell face down in the muddy street and went to help the old drunk to his feet. He tugged on the old man's arm and that was when he saw the slit across his throat, and the blood still leaking out into the mud.

"Talked too much, that one," said a voice behind him. Bangka turned to see who else had come out of the tavern. A trio of big men, cultists of the Eye, grinned down at the young half-breed. The cat hissed, arching his back, and the men grinned.

"You'll want to watch your mouth, unless you want to end up like your father," the leader said. He had a scrubby black beard and was missing two fingers on his left hand. Bangkha watched him with the same sullen hatred he had watched the sky with moments earlier. Eventually the men left.

He buried his father in the woods near their shack. When he was done, he found old Thorny, one of his father's old shipmates, a withered old human who'd lost his eyes experimenting with gunpowder a few years back.

"They'll have second thoughts on letting you live," Thorny said. "They won't want you coming after them for revenge, so don't. Get a place on a ship, go to Port Peril, or anywhere. Just don't come back to Drenchport til you're ready for them."

Bangkha:
Bangkha
Half-Orc Druid 2
NG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 11, flat-footed 15 (+1 Dex, +1 natural, +4 armor)
hp 22 (2d8+9)
Fort +5, Ref +2, Will +5
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee Club +5 (1d6+6)
Druid Spells Prepared (CL 2nd; concentration +4):
1st (3/day)—touch of the sea (DC 13), shillelagh (DC 13), faerie fire
0 (at will)—stabilize, purify food and drink (DC 12), detect magic, mending
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Statistics
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Str 18, Dex 12, Con 14, Int 10, Wis 15, Cha 7
Base Atk +1; CMB +5; CMD 16
Feats Ironhide, Toughness
Traits besmara's blessing, deft dodger
Skills Fly +5, Handle Animal +2, Intimidate +0, Perception +8, Profession (sailor) +8, Spellcraft +4, Survival +8; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ nature bond abilities (animal companion, leopard), spontaneous casting, wild empathy, woodland stride
Other Gear Leather lamellar armor
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Cat:

Animal Companion
Leopard
N Small animal
Init +5; Senses low-light vision, scent; Perception +5
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Defense
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AC 17, touch 16, flat-footed 12 (+5 Dex, +1 size, +1 natural)
hp 18 (+3)
Fort +4, Ref +8, Will +4
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Offense
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Speed 50 ft.
Melee bite +8 (1d4+1/×2) and
. . 2 claws +8 (1d2+1/×2)
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Statistics
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Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 17 (21 vs. trip)
Feats Iron Will, Weapon Finesse
Tricks Attack [Trick], Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Perception +5, Stealth +13 (+17 in Undergrowth), Swim +5; Racial Modifiers +4 Stealth in Undergrowth
SQ attack, come, down, fetch, heel, seek, track
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.