Gambler

Beryl Saltboulder's page

38 posts. Alias of Lapyd.


Full Name

Beryl Saltboulder

Race

Dwarf

Classes/Levels

Aquakineticist 1/Rogue* | HP 11/11 NL 0 | AC 16 TO 13 FF 13 | F +5 R +5 W +2 (+2 vs poison, Sp, SLA; +2 vs. neg lvls) | CMD 15 (19 vs. BR/Trip) | Init +3 | Perc +6 DV | Burn 0/6

Gender

Male

Age

102

Alignment

Chaotic Neutral

Deity

Besmara

Location

Shackles

Languages

Common, Dwarven, Giant, Undercommon

Occupation

Engineer

About Beryl Saltboulder

Background:

Beryl is one of those Dwarves whose life had been mostly at the sea and ports than under mines - a saltbeard. As a child, his merchant family was ambushed and killed while traveling, and he ended up just another vagabond infant surviving through scraps. He had been like that for decades, and such a life of toils gave him exposure to a vast quantity of stories he loves to tell. That's where most of his coins come from.

A capable sailor, he had worked on some merchant ships through the Shackles, but most of his experience is actually at the dry docks, helping clean and maintain the engines and weaponry of the ships. He's far from being the most skilled person around on it, but his experience is still valuable for the few captains which can't afford the specialized work.

Growing on the streets gave him an edge in activities not truly "legal", per se, and by times he ended up sleeping his nights in cells. Good drinking and stories would eventually get him released; he was too much of a small fish and the troubles he'd cause were way too common among the criminal backgrounds of the ports he lived.

The one thing Beryl never had much was the experience of fighting as an adventurer. He was mostly a commoner. He does carry a spear and a small club-looking weapon he "found" through his journeys, and he knows in the past he was able to do some sort of "water magic", but he never truly invested efficiently in it, neither had the interest of becoming one of those "sorcerer" adventurers. It was always much more comfortable to simply flee or hide!

That night, he was by the Formidable Maid tavern, and as per usual he was drinking, smoking, and trying to make some coins by telling his stories. He was telling the story of the unfortunate sailor who drank too much and ended up press-ganged with a spiked drink, when things suddenly went dark...

Appearance and Behavior:

Beryl is a somewhat ugly, scarred Dwarf. The many decades in the sea and ports gave his skin sunburns that won't ever leave. He uses his red beard badly trimmed, his clothes are a mess, and his small eyes are just plain non attractive. He's really not a remarkable figure at all.

A terrible liar and an invididual who likes his rum and sleep, Beryl compensates it all with his wisdom and intellect: he loves telling stories about the past, most of such stories things he heard from the ports. He's a capable sailor, but he had worked in ships before helping maintain their engines and cannons. He's illiterate, unlearned, but somewhat his Dwarf inheritance makes him a natural when the subject is metal and stone. He's one of those vagabonds that somehow know how to tell a story, and his heart is loyal to his companions - almost as loyal as he is to drinking and smoking smelly cigars!

Role and Plans:

In combat, Beryl is a switch-hitter, throwing his water blasts at range, or shaping them as a light melee weapon to attack. He's efficient, but far from the more optimized damage dealer; yet, as a kineticist he will gain a lot of utility on the battlefield. His archetype will eventually make him amphibious, give him a swim speed and let his blasts work normally under water.

He's also a roguish figure; he has rogue as a variant multiclass, and by level 3 will get trapfinder. He's already trained for perception and disable device, has a good stealth, and I will continue to invest in it. I'm hoping to give him some utility with it.

Out of combat, he's good with diplomacy - he's the classic talespinner, someone who likes to drink and recall stories from the past. He basically uses his intellect for such rolls, and my hope is that he can be useful to support face for the party when needed. I'd love for him to eventually be the captain of his own ship; a saltbeard dwarf makes his profession sailor great.

Finally, Skull & Shackles is the right AP to play with siege engines. It's something I always wanted to do, and my plan for Beryl's feats is to go this direction, helping equip the ship or ships, maintain them working, and maybe give our group a nice edge. I'm already investing in the skills as well.

Character Sheet:

Beryl Saltboulder
Male dwarf hydrokineticist 1/rogue* (Pathfinder Campaign Setting: Aquatic Adventures 50, Pathfinder RPG Occult Adventures 10)
CN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities, +2 bonus vs. negative levels
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Offense
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Speed 20 ft.
Melee hanbo +3 (1d6+2) or
. . spear +2 (1d8+3/×3) or
. . unarmed strike +3 (1d3+2 nonlethal)
Special Attacks kinetic blast
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—kinetic blade
. . Blasts—water blast (1d6+4)
. . Utility—basic aquakinesis
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Statistics
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Str 14, Dex 16, Con 17, Int 14, Wis 14, Cha 5
Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Agile Maneuvers, Precise Shot
Traits barroom talespinner, clever wordplay, vagabond child (urban)
Skills Acrobatics +6 (+2 to jump), Diplomacy +7, Disable Device +7, Knowledge (engineering) +3, Perception +6, Perform (oratory) -2, Profession (sailor) +8 (+10 on checks related to metal or stone), Profession (siege engineer) +6 (+8 on checks related to metal or stone), Stealth +6, Survival +2 (+4 while at sea), Swim +6; Racial Modifiers craftsman[APG]
Languages Common, Dwarven, Giant, Undercommon
SQ burn (1 point/round, max 6), finesse weapon attack attribute, gather power, saltbeard[ARG], shadowhunter, unlearned
Combat Gear holy water, thunderstone; Other Gear leather armor, wooden armor[APG], hanbo, spear, bullseye lantern, good quality lock, sack, thieves' tools, waterskin, wooden holy symbol of Besmara, wrist sheath, spring loaded, cooking book (worth 125 gp), silver ring (worth 5 gp), 38 gp, 12 sp
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Tracked Resources
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Barroom Talespinner (1/week) - 0/1
Burn 1/round (1 nonlethal/burn, 6/day) - 0/6
Holy water - 0/1
Spear - 0/1
Thunderstone - 0/1
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Saltbeard +1 to attack/+2 to AC Gain bonus to att/AC vs. aquatic/water foes. +2 to Sailor/Survial checks at sea.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Water Blast (Sp) Level 0; Burn 0