Caul is perfectly rational, calm, and always in control. Except when he isn't. He has a dark reputation, hence his name. He has a quick-triggered temper, but seems to be able to cool off as quickly as he heats up. Caul is an unrepentant, merciless savage of whom it has even been rumored that he has killed a few children in order to free an arrest. It didn't happen quite like that, stories always being exaggerated and all. As far as he's concerned, life's hard in the Shackles. Only man that survives is a harder one. Sometimes tough things need to be done. There it is.
Caul's father was a Free Captain, so hearing, "Ah, if it isn't Captain Grave Morley's kid," certainly hasn't been old for over two decades. Getting out the great wake made from his father's notoriety has been hard for him. Not cutting someone's throat every time he hears about dear Captain Dad is even harder.
Recently, Caul has been working aboard a whaling ship as a harpooner, but there's been little success in it, so he's decided to leave. It doesn't hurt that the decision has been encouraged by the whaling captain, after he shoved another crew member over board after tempers flared.
So he decided to head to the Formidably Maid to start his own career. Time for his own ship. His own name. Only a beauty caught his eye, and after some winks and drinks, he's been cuffed and stuffed in a sack.
Black Caul
Unchained Barbarian 1 (Sea Reaver)
CE Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 15, touch 12, flat-footed 13
hp 15
Fort +5, Ref +2, Will +1
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Offense
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Speed 30 ft.
Melee greataxe +5(1d12+6/x3); greataxe +4(1d12+9/x3)
Ranged javelin +3(1d6+4)
Rage 7 rd/day
Special +1 to damage to someone only threatened by you
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Statistics
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Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
FEATS Power Attack, Cleave
TRAITS Buccaneer's Blood, Axe to Grind
SKILLS Acrobatics +6, Intimidate +4, Knowledge(Nature) +4, Perception +5, Profession(Sailor) +5, Survival +5 (FCB - skill pt)
COMBAT GEAR greataxe, javelin, studded leather armor
OTHER GEAR barbarian's kit(a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin),
Currency 50 gp
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Special Abilities Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Weapon and Armor Proficiency: A sea reaver is not proficient with medium armor.
Marine Terror (Ex): A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement.