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No posts. Organized Play character for J. Wilfong.


Full Name

Flotsam Stormkin

Race

Human

Classes/Levels

Cleric / 1

Gender

Male

About Flotsam Stormkin

A Skulls & Shackles character.

Flotsam Stormkin, Cleric of Besmara - 1
CN Medium Humanoid (Human)
Favored Class: Cleric (1st Lvl Bonus = HP)
Languages: Common, Aquan, Azlanti

HD: 1d8 +0 (Con) (9 HP)
Current HP: 9
Init: +2
Movement: 30'

STR: 13 (+1)
DEX: 14 (+2)
CON: 10 (+0)
INT: 15 (+2)
WIS: 16 (+3)
CHR: 12 (+1)

Armor Class: 16 = 10 (Base), + 2 (Dex), + 3 (Armor), + 1 (Dodge)
Touch: 13 Flat Footed: 13

Armor: Studded Leather - +3, ACP = -1, Max Dex +??

SAVES:
Fortitude: 2 = +2 (Base), +0 (Con)
Reflex: 3 = +? (Base), +2 (Dex)
Will: 5 = +2 (Base), +3 (Wis)

COMBAT:
Base Attack Bonus: +0
CMB: +1 = 0 (BAB), +1 (Str).
CMD: 14 = 10 (Base), +0 (BAB), +1 (Str), +2 (Dex)

Composite (+1) Light Crossbow: +2 (1d8, ??', x?, P)
Rapier: +1 (1d6 + 1, 18-20 x2, P)
Dagger: +1 / +2 (1d4 + 1, 19-20 x2, P)

Special Attacks Battle Rage (6/day)
Spell-Like Abilities Battle Rage (6/day), Icicle (6/day)
Cleric Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Doom (DC 14), Cure Light Wounds (DC 14), Magic Weapon (DC 14)
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Light

SKILLS:

Acrobatic: +1 = +2 (Dex), -1 (ACP)
Climb: +3 = +1 (Str), +3 (Class), -1 (ACP)
Escape Artist: +1 = +2 (Dex), -1 (ACP)
Diplomacy: +5 = +1 (Chr), +1 (Rank), +3 (Class)
Knowledge Religion: +6 = +2 (Int), +1 (Rank), +3 (Class)
Perception: +4 = +3 (Wis) +1 (Rank)
Profession Sailor: +8 = +2 (Int), +1 (Rank), +3 (Class), +1 (???), +1 (???)
Stealth: +1 = +3 (Wis), -1 (ACP), -1 (???)
Swim: + 3 = +1 (Str), +1 (Rank), +1 (???)

Feats:

Athletic:
??

Dodge:
???

Traits:

• Besmara's Blessing (1/week):
???

• Deft Dodger:
???

Racial Traits:

???

Class Abilities:

???

SPECIAL ABILITIES:

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon Cord Attached weapon can be recovered as a swift action.

TRACKED RESOURCES
Battle Rage (6/day) (Sp) - 0/6
Besmara's Blessing (1/week) - 0/1
Bolts, Crossbow - 0/10
Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su) - 0/4
Dagger - 0/1
Icicle (1d6+0) (6/day) (Sp) - 0/6
Sunrod - 0/2

Total Weight Carried: ???/???lbs, Light Load
(Light: 50lbs, Medium: 100lbs, Heavy: 150lbs)

Equipment:

Bolts, Crossbow (10), Crossbow, Light, Dagger, Rapier, Studded Leather; Other Gear Backpack (empty), Flask, Grappling bolt, Rope, silk (50 ft.), Sunrod (2), Unholy symbol, wooden: Besmara, Waterskin, Weapon Cord, Whetstone

Background:

Flotsam Stormkin, more familiarly known as Sam, knows little of his beginnings, nor does he much care. What he does know is that he had been found as child, alone in a half sunk row boat adrift at sea, his lungs filled with water.

The crew of the pirate vessel that discovered him were astonished when he suddenly sat up, coughing and choking and spitting up an immense volume of sea water. A superstitious lot, they brought him aboard certain that he'd received a blessing of Besmara.

The crew had named him and made him the cabin boy. Besmara's blessing appeared to be genuine for the ship and her crew knew good times for the next several years until the captain got himself knifed in a tavern on Ilizmagorti. The resulting turmoil ended with a new captain who believed he created his own luck and left the boy, then perhaps 8 or 9, with some priests. Not long after, or so the stories told, the ship was besieged in a storm and sunk.

Sam spent several years with the priests, learning to give due service to the Goddess who had blessed him. As soon as he was able, however, he left to resume his life at sea. Too many years had passed, however, and few outside of the faith remembered the story of his birth. It did not help him that despite his fervor for a pirate's life he was not of good health, frequently plagued with chills and fevers. Though he wielded Besmara's gifts with great skill, he preferred to use his gifts for battle rather than healing and that did not improve his chances of a place aboard a stout ship.

As a result of these shortcomings Sam had a difficult time finding much work and only slowly made his way to Port Peril where he decided to stop in the Formidably Maid, never knowing what his future had in store for him...

Description:

Caring little for cleanliness or hygiene, Flotsam's long, dark hair is usually lank and oily, dangling in tangled strings along his square jaw. He wears stained studded leather armor and carries a rapier and crossbow. On land he stalks the ground with the roiling gait of a sailor, a scowl fixed on his face. Aboard ship, however, he will often show his teeth in a fierce grin as the wind whips his hair about his face.

Hero Lab Profile:

Flotsam Stormkin CR 1/2
Male Human Cleric 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +2 Dex, +1 dodge)
hp 9 (1d8)
Fort +2, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Rapier +1 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Battle Rage (6/day)
Spell-Like Abilities Battle Rage (6/day), Icicle (6/day)
Cleric Spells Known (CL 1, 1 melee touch, 2 ranged touch):
1 (2/day) Doom (DC 14), Cure Light Wounds (DC 14), Magic Weapon (DC 14)
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 13, Dex 14, Con 10, Int 15, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Athletic, Dodge
Traits Besmara's Blessing (1/week), Deft Dodger
Skills Acrobatics +1, Climb +3, Diplomacy +5, Escape Artist +1, Fly +1, Knowledge (Religion) +6, Perception +4, Profession (Sailor) +8, Ride +1, Stealth +1, Swim +3
Languages Aquan, Azlanti, Common
SQ Aura (Ex), Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: War, Cleric Domain: Water, Spontaneous Casting, Weapon Cord
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Rapier, Studded Leather; Other Gear Backpack (empty), Flask, Grappling bolt, Rope, silk (50 ft.), Sunrod (2), Unholy symbol, wooden: Besmara, Waterskin, Weapon Cord, Whetstone
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (6/day) (Sp) - 0/6
Besmara's Blessing (1/week) - 0/1
Bolts, Crossbow - 0/10
Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su) - 0/4
Dagger - 0/1
Icicle (1d6+0) (6/day) (Sp) - 0/6
Sunrod - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (6/day) (Sp) Grant +1 to a melee damage rolls.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon Cord Attached weapon can be recovered as a swift action.

[spoiler=Background]

Flotsam Stormkin, more familiarly known as Sam, knows little of his beginnings, nor does he much care. What he does know is that he had been found as child, alone in a half sunk row boat adrift at sea, his lungs filled with water.

The crew of the pirate vessel that discovered him were astonished when he suddenly sat up, coughing and choking and spitting up an immense volume of sea water. A superstitious lot, they brought him aboard certain that he'd received a blessing of Besmara.

The crew had named him and made him the cabin boy. Besmara's blessing appeared to be genuine for the ship and her crew knew good times for the next several years until the captain got himself knifed in a tavern on Ilizmagorti. The resulting turmoil ended with a new captain who believed he created his own luck and left the boy, then perhaps 8 or 9, with some priests. Not long after, or so the stories told, the ship was besieged in a storm and sunk.

Sam spent several years with the priests, learning to give due service to the Goddess who had blessed him. As soon as he was able, however, he left to resume his life at sea. Too many years had passed, however, and few outside of the faith remembered the story of his birth. It did not help him that despite his fervor for a pirate's life he was not of good health, frequently plagued with chills and fevers. Though he wielded Besmara's gifts with great skill, he preferred to use his gifts for battle rather than healing and that did not improve his chances of a place aboard a stout ship.

As a result of these shortcomings Sam had a difficult time finding much work and only slowly made his way to Port Peril where he decided to stop in the Formidably Maid, never knowing what his future had in store for him...

Appearance and Personality:

Caring little for cleanliness or hygiene, Flotsam's long, dark hair is usually lank and oily, dangling in tangled strings along his square jaw. He wears stained studded leather armor and carries a rapier and crossbow. On land he stalks the ground with the roiling gait of a sailor, a scowl fixed on his face. Aboard ship, however, he will often show his teeth in a fierce grin as the wind whips his hair about his face.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/spoiler]