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About Braxton Horatio WyntersBraxton Horatio Wynters
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Blaudon the Annihilator, Herald of Rovagug:
Mule CE Medium animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4) Fort +5, Ref +4, Will +0 -------------------- Offense -------------------- Speed 40 ft. (30 ft. in armor) Melee machete -2 (1d6+1/19-20) or . . 2 hooves +2 (1d3+1) -------------------- Statistics -------------------- Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4 Base Atk +1; CMB +2; CMD 13 (17 vs. trip) Feats Endurance, Run Skills Acrobatics -5 (-1 to jump with a running start), Perception +5, Survival +0 (+2 to avoid becoming lost) Equipment machete, adventurer's sash, ale (per gallon) (2), artificial gills, bedroll, blanket, box of fishing tackle (2 lb), canteen, canteen, chronicler's kit (worth 40 gp, 4.5 lb), coffee beans (worth 0.2 gp, 4 lb), coffee pot, compass, cooking kit (worth 3 gp, 16 lb), crowbar, fishing pole, simple (1 lb), folding pole, folding shovel, hammock, marlinspike, mead (per gallon) (2), mess kit, pack saddle, piton (4), sack, sack, shaving kit (worth 1.5 gp, 2.5 lb), silk rope (100 ft.), sledge, snuffbox, tin, soap, spell component pouch, tobacco (2), trail rations (7), underwater goggles, waterproof bag, waterproof bag, 6 gp, 4 sp, 9 cp -------------------- Special Abilities -------------------- Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Braxton Horatio Wynters:
===============Personality=============== Even after a decade on the sea, the dual nature of the ocean still awes Braxton. It can be calm or tempestuous, silent as fog or roaring, necessary for life but also destroying everything it touches. He carries himself with a roguish swagger, exuding an annoying level of confidence and aloofness. He likes to drink, but knows when to be serious and has a keen eye for detail. He is capable of being a strong and fair leader; though he can appear to be lazy, he has captained ships with dozens of crewmen and tens of thousands of gold in cargo and is capable of keeping things 'ship shape'. His entire life has been one of a free man, and he loathes those who oppress others, whether they be slavers or politicians that move the ballot box to the far end of the city so the elderly and disabled cannot cast their votes. Having faced storms the likes of which most cannot imagine, he is brave and level headed, though he often plays a bit of an indecisive fool. ===============Appearance=============== Pic of Braxton
Braxton Horatio Wynters is a human man with a distant relation to the long gone azlanti people. He is just a bit on the tall side for a human, and has a professional sailors strong build from climbing rigging and loading cargo. He has light brown eyes, nape-length, slightly curly black hair, and a black goatee. His face is lined from sun and saltwater, and he has an almost tired look about his eyes. His outfit is new. Navy blue linen pants and long-sleeved tunic are covered by a thin, sleeveless leather jerkin that protects the chain armor worn underneath. A plate pauldron and gauntlet protect his sword arm from hand to shoulder, but his right arm is left free for mobility. A rapier is sheathed on his brown leather belt, which is buckled over a sea-green sash that adds a bit of color to his outfit. A brown eagle feather adorns his wide brimmed leather hat. He is used to lightweight wool clothing for sailing, so the heavy leather and chain are uncomfortable to him. ===============Story=============== Braxton Horatio Wynters was born to Isabella and Gerald Wynters near Sandpoint, some thirty years ago. His parents had moved to the small village north of Sandpoint from the big city of Riddleport to try for a quieter life, and to raise their son in a place that was not so busy as the big city. from birth, the boy was fascinated by the sea. He would sit for hours on the docks, watching the large ships sailing past the village for unknown destinations. It was clear early on that a quiet life in a fishing and farming village was not the destiny the gods had laid out for the adventurous boy. When Braxton was fifteen, he traveled to Riddleport to join the Inner Sea Seafarers Union's (ISSU) apprenticeship program, taking advantage of his parents' acquaintances in the industry to get a foot in the door. While not a military organization, the ISSU's school uses a military structure to instill the discipline needed to keep ships safe at sea into their students. The strictness of the lifestyle during training was initially a burden, unfamiliar to the free spirited young man, but he adapted to it quickly enough. The ISSU is a prestigious union that provides pre-vetted, high quality sailors to privately owned mercantile ships. A merchant mariner credential from ISSU made it easy to get a job on any worthy vessel. The school taught all the skills needed for sailing: carpentry, navigation, cargo handling, and many others, but the curriculum was not limited only to those skills vital to shipboard life. They also taught diplomacy, business, accounting, swordsmanship, naval strategy, and others. After one year at the school, Braxton was finally placed on his first ship as an apprentice. The ship was the Sea Witch, a fast and sleek vessel with a reputation for outrunning pirates and storms alike. She traded all along the coasts of the inner sea region, from Riddleport to Absalom to the Shackles. After six months on the Sea Witch, Braxton returned to the ISSU for a final six months of training on land and, two years after starting, received his Merchant Mariner Credential, and he could finally start getting paid for his work on ships. From then on, he lived the typical life of a sailor, spending months at a time at sea, with a few scant days of shore leave once in a while. Unsurprisingly, the teachings of Cayden Cailean resonated with Braxton. The Lucky Drunk's love of personal freedom and taverns are both something any sailor could appreciate, and his preachers were not difficult to find in the places sailors frequented. The privately owned ships Braxton served on would occasionally run support operations for Andoran and Varisian navy vessels, providing supplies and transport, but not engaging in warfare themselves. Working with the Andoran's, Braxton saw more than his share of slaves freed from Chelaxian slave galleys, and Caydenites were always on hand to help the freed slaves find their feet after their rescue. Braxton felt that Cayden Cailean had put him on a ship so that he might be in a position to help others, and the sailor even volunteered for the odd mission with the Steel Eagles. After ten years, Braxton had rose through the ranks and found his first captaincy on a smaller brig called the Tireless. He distinguished himself as a captain, rarely having any crew defect and never losing a ship to storm or reefs. He was a natural leader and could have had a long career in the merchant marines and retired relatively young, but after some fifteen years, he began longing for something else, though he could not explain what exactly it was he felt he was missing. He did know that commanding one ship was not enough for him. He wanted more, his own fleet, but, while his pay as a captain was good, it was not enough to buy his own ships. The discovery of the lost island, Ancorato, seemed to Braxton to be the perfect opportunity to pursue his grander dreams. He could carve out his own place on the new island, claiming prime real estate on the coast for docks and warehouses, maybe an entire harbor. He hung up his captain's hat and purchased a mule and supplies to survey sites that would serve his purposes on Ancorato. ===============NPCs=============== Lyra Heatherly - Because Braxton will be looking for a good place to start his own business on the coast of the lost continent, he has attempted to befriend Lyra to take advantage of her surveying skills. Captain Jacob Markosi - Braxton has both sailed under captain Markosi on one or two occasions before and been his equal as a fellow captain. He's a reasonable man, if a bit stiff for Braxton's taste. ===============Questions=============== 6. Who are your parents? Are they alive? What do they do for a living?
7. Do you have any other family or friends?
8. What is your character’s marital status? Kids?
9. What is your character’s alignment?
11. Does your character have goals?
12. Is your character religious?
13. What are your character’s personal beliefs?
15. Why does your character adventure? Why did your character accept the job?
16. How does your character view his/her role as an adventurer?
18. How does your character get along with others?
19. Is there anything that your character hates?
Possible Build Path:
Level 5 (Inquisitor) - FCB: TBD; Feat: Hurtful Level 6 (Inquisitor) - FCB: TBD; Level 7 (Inquisitor) - FCB: TBD; Feat: Cornugon Smash; Teamwork Feat: Outflank Level 8 (Inquisitor) - FCB: TBD; Level 9 (Inquisitor) - FCB: TBD; Feat: Extra Slayer Talent > > Ranger Combat Style (Menacing) > > Dazzling Display; Slayer Talent: Ranger Combat Style (Menacing) > > Shatter Defense Level 10 (Inquisitor) - FCB: TBD; Teamwork Feat: Improved Outflank Level 11 (Inquisitor) - FCB: TBD; Feat: Violent Display Shopping List:
==Weapon==
==Armor==
==Shield==
==Headband==
==Eyeballs==
==Shoulders==
==Chest==
==Belt==
==Feetsies==
==Gloves==
==Phalanges==
==Slotless==
Braxton's Business Pursuits:
Capital Rules. Building Rules. Rooms and Teams Rules. Capital Purchased Cost Earned Cost
====Current Capital====
====Currently Building==== Pier Create 22 Goods, 3 Influence, 20 Labor (930 gp)
Warehouses and workshops for docking ships and handling cargo and passengers. *1 Dock as part of a Pier*
Animal Pen
Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 4–16 squares An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided. Office
Upgrades From Storage This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building. 3x Shack (Upgrade to Storage)
This no-frills wooden shelter contains a simple table, pallet bed, and stool. One person can build a shack with simple tools and basic materials. For an additional 1 point of Goods and 2 points of Labor, you can construct a brick or stone hut instead of a wooden shack. 3x Storage (one to upgrade to Office)
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 4–8 squares Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock. Laborers
Create 1 Influence, 2 Labor (70 gp); Time 0 days; Size 5 people Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners with no ranks in Craft or Profession. ====Progress on Dock====
====Progress on Pier====
====Future Plans==== 4 Storage
Create (x3) 6 Goods, 5 Labor (220 gp); Time 11 days; Size 4–8 squares Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock. 1 Bar
A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement. Bedroom
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. a Bedroom might be the sleeping place of a building’s owner or a comfortable room for rent. 1 Common Room
1 Lavatory
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn’t have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement’s sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement. Lodging
This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock. 2 Office
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building. Stall
A Stall is a place to keep 1–2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw. Storefront
This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business. 1 Bath
1 Brewery
A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages. 1 Kitchen
Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. a Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs. 1 Laundry
A Laundry contains a large vat for soaking clothes, a cauldron to heat water, washboards, drying lines, and racks and bins for dry clothes. This might be an outside area adjacent to a building. Employees and regular users of a Laundry gain a +1 bonus on Fortitude saves to resist contracting a disease while they’re in the settlement. 1 Workstation (Profession: Brewer)
This includes a table, chair, and appropriate masterwork artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time. Animal Pen
An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided. ====Teams==== 1 Bureaucrats
Create 7 Goods, 7 Influence, 12 Labor (610 gp); Time 5 days; Size 5 people Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of team could include accountants, diplomats, lawyers, and scribes. a typical bureaucrat is a 1st-, 2nd-, or 3rd-level expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe). 2 Craftspeople (Brewery, Kitchen)
Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement. ?? Laborers (Docks, tavern, etc)
Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners with no ranks in Craft or Profession. [b]
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