Burian was born and raised on a ship of witches (under the guise of
sea-faring port harlots) who preyed on pirates and privateers.
He stole away during his late teens, and became a sailor for a time.
Though the ghosts of his past drew the attention of those with whom
he was loathe to associate, he found a connection with the spirits of
ancestors who now guide him. He has learned which voices to trust.
Appearance:
Burian is a short man at 5'6" with a pale complexion and a stern
resting face. His most notable feature is his long prehensile hair.
It is white - near clear crystalline with the right light, and usually
tucked away in a braid. The sides of his face and neck are scarred and
calloused from incidental self-inflicted wounds.
Under a bulky sky-blue cloak Burian wears light sandstone pants tucked
into 20 eyelet near-black boots. He wears a light cotton cream-
colored shirt under a durable cranberry vest which is embroidered and
crafted much like gnomish twistcloth.
Burian Faldaeral of Shadowshore
NG Human Corsair 2/White-haired Witch 5 - Eldritch Knight 1
Init+3, Per+0 (+2)
Str 14 .. AC 17 tch14 ff14 (+3dex,+1ring,+1armor,+2 natural)
Dex 16 .. HP 60/60
Con 12 .. BAB+5
Int 19 .. Fort+7
Wis 10 .. Ref+5
Cha 10 .. Will+5 (+1 vs fear)
CMB+7 (+11 grapple) CMD 20 (22 vs grapple); Move 30'
Melee
Cutlass +8(1d6+3/18-20x2)
--or--
Hair (10ft reach) +9(1d4+5 +1d4 bleed) plus...
>trip d20+10 as a swift action... or ..
>free grapple d20+14 + swift action constrict 1d4+4
(b)Cleave - As a standard action, you can make a single attack at your
full base attack bonus against a foe within reach. If you hit, you
deal damage normally and can make an additional attack (using your
full base attack bonus) against a foe that is adjacent to the first
and also within reach. You can only make one additional attack per
round with this feat. (no -2 to AC)
Feral Combat Training - Choose one of your natural weapons. While using
the selected natural weapon, you can apply the effects of feats that
have Improved Unarmed Strike as a prerequisite, as well as effects
that augment an unarmed strike.
Bleeding Attack - When you damage an opponent with an unarmed strike,
you deal an extra 1d4 bleed damage.
Improved Familiar
Greater Grapple - +2 to grapple a foe. Maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Traits
Child of the Shadow: Gain a +2 trait bonus to Diplomacy to gather
information about a localities black markets. You also gain a +2 trait
bonus to Initiative checks in urban environments. Also, enemies cannot
gain cover from you if they're in your reach. (You can attack around a
corner).
Magical Knack: +2CL Witch
Racial and Class:
Heart of the Sea
Humans born near the sea are always drawn to it. They gain a +2 racial
bonus on Profession (sailor) and Swim checks, and these are always
class skills for them. They can hold their breath twice as long as
normal, and spellcasters gain a +4 racial bonus on concentration checks
when attempting to cast spells underwater. This racial trait replaces
skilled.
Pirate Weapons (Ex)
A corsair is well versed in the types of weapons favored by pirates.
When selecting a group of weapons for his Weapon Training ability, he
can select Pirate Weapons as a group.
The Pirate Weapons group consists of the crossbow, cutlass, dagger,
hook hand, rapier, and short sword.
Deck Fighting (Ex)
A corsair is used to fighting on crowded decks, and isn’t fazed by
fighting multiple opponents at once. At 2nd level, he gains Cleave as a
bonus feat. He may use this feat even if he does not meet the
prerequisites. A corsair does not take the normal –2 penalty to his AC
when using the Cleave feat.
This ability replaces the fighter’s 2nd-level bonus feat.
Bravery (Ex)
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against
fear. This bonus increases by +1 for every four levels beyond 2nd.
DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 30
Fort +7, Ref +7, Will +6; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13
Constant—know direction, speak with animals
At will—dancing lights, prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str 3, Dex 15, Con 12, Int 9, Wis 12, Cha 13
Base Atk +6; CMB +6; CMD 12 (16 vs. trip)
Feats Improved Initiative, Weapon FinesseB
Skills Acrobatics +12, Climb +8, Fly +6, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +12, Stealth +20; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck, flight, lay on hands (1d6, 1/day, always as a 2nd-level paladin), spectral mist
SPECIAL ABILITIES
Cat’s Luck (Su)
A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su)
Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.
Spectral Mist (Su)
A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness
feat.
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance.
The master can communicate emphatically with the familiar, but cannot
see through its eyes. Because of the link's limited nature, only
general emotions can be shared. The master has the same connection to
an item or place that her familiar does.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw
for half damage, a familiar takes no damage if it makes a successful
saving throw and half damage even if the saving throw fails.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as
a touch spell) instead of on herself. A witch may cast spells on her
familiar even if the spells do not normally affect creatures of the
familiar's type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that
the witch knows. This does not allow the familiar to cast these spells
or use spell-trigger or spell completion magic items. Starting at 2nd
level, and every two levels thereafter, a witch’s familiar adds new
bonus spells to the witch’s spell list based on her patron. These
spells are automatically stored by the familiar and can be prepared as
normal once they are gained.
Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touch
spells or hexes for her. If the witch and the familiar are in contact
at the time the witch casts a touch spell, she can designate her
familiar as the “toucher.” The familiar can then deliver the touch
spell just as the witch would. As usual, if the witch casts another
spell before the touch is delivered, the touch spell dissipates. If the
witch activates a hex, her familiar can be used to make the touch. She
does not have to be in contact with the familiar to use this ability.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can
communicate verbally as if they were using a common language. Other
creatures do not understand the communication without magical help.
White Hair:
At 1st level, a white-haired witch gains the ability to use her hair as
a weapon. This functions as a primary natural attack with a reach of 5
feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus
the witch’s Intelligence modifier. In addition, whenever the hair
strikes a foe, the witch can attempt to grapple that foe with her hair
as a free action* without provoking an attack of opportunity, using
her Intelligence modifier in place of her Strength modifier when making
the combat maneuver check. When a white-haired witch grapples a foe in
this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a white-haired witch’s
hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a separate creature.
In addition, a white-haired witch further improves her ability to
control her hair as she progresses in level, gaining the following
abilities:
>Constrict (Ex): At 2nd level, when the white-haired witch’s hair
successfully grapples an opponent, it can begin constricting her victim
as a swift action*, dealing damage equal to that of its attack.
>Trip (Ex): At 4th level, a white-haired witch who successfully strikes
a foe with her hair can attempt a combat maneuver check to trip the
creature as a swift action*.
Gear:
Worn (27lbs... 22lbs w/o haversack)
Explorer's Outfit, +1 Bracers of Armor, +1 Cloak of Resistance, +1 Ring of Protection, +1 Amulet of Natural Armor, +1 Body Wrap of Mighty Strikes, +1 Cutlass, Waterproof Familiar Satchel, Wand of Cure Light Wounds (37), Mwk Silver Dagger, Belt Pouch (Ioun Torch, Campfire Bead).
Handy Haversack
Bedroll, 4 waterskins, 20 trail rations, 50' silk rope, grappling hook, hot weather outfit, furs, cooking kit, mess kit, fishing kit, compass, tinderbox, 10 chalk, 10 charcoal.
Wealth: 38gp 3sp
----- ----- ----- ----- -----
gear cost/weight:
+1 Cutlass 2000/4
+1 Ring of Protection 2000/-
+1 Bracers of Armor 1000/1
+1 Amulet of Natural Armor 2000/-
+1 Cloak of Resistance 1000/1
+1 Body Wrap of Mighty Strikes 3000/1
Handy Haversack 2000/5
Wand of Cure Light Wounds 750/-
Campfire Bead 720/-
Masterwork Silver Dagger 322/1
Ioun Torch 75/
Waterproof Familiar Satchel 30/6
Explorer's Outfit -/8