Lirianne

Cannonball Sal's page

310 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


Race

NG Half-Elf Ranger (Tidal Hunter) 9| Perc+16, SnsMo+2; LLvision, Scent; Init +3 | hp 85/108 | AC 19(21) T14(15) FF16(18) | CMD 29(27) | Fort +10 Ref +10(11), Evasion Will +7 (+2 vs enchantment,+1 vs fear)| Immune magic sleep, Resist Electricity 2

Classes/Levels

Aquatic Mastery +6; Favored Enemy +4 Aberrations & Animals, +2 Magical Beasts | Hero Points 0 | Enlarge Person 3 min

About Cannonball Sal

“Cannonball” Sal Fisher
NG Half-Elf Ranger (Tidal Hunter) 9
Init +2; Senses Low-light vision, Scent; Perception +16

==DEFENSIVE ABILITIES==:

hp 108 (9d10+18)
AC 21 T 15 FF 18 (Armor 5 + + Deflection 2 + Dex 3 + Natural Armor 1) | CMD 27
Fort +10 (Base 6+ Con 2 + Cloak 2); Ref +11 (Base 6 + Dex 3 + Cloak +2) (Evasion); Will +7 (Base 3 + Wis 2 + Cloak 2) (+2 vs enchantment spells/effects, +1 vs fear); Resistance Electricity 2; Immune magic sleep

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Evasion (Ex): At 9th level, if the rager makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

==OFFENSIVE AND OTHER ADVENTURING ABILITIES==:

Movement Base 30 ft., Swim 30 ft.
BAB+9/+4; CMB +13
Melee
+2 adamantine ranseur +15/10 (2d4+8/x3 P; ignores 10 hardness); reach, disarm
power attack w/ furious focus: +15/7 to hit, damage 2d4+17
Mwk Harpoon +14/9 (1d8+4/x3 P; grapple)
Mwk Cold Iron Dagger +14/9 (1d4+4/19–20x2 P/S)
Mwk Alchemical Silver Dagger +14/9 (1d4+3/19–20x2 P/S)
Boarding Axe +13/8 (1d6+4/x3 P/S)

Ranged/Thrown
Mwk Harpoon +13 (1d8+4/x3 P; grapple); 10 ft
Mwk Cold Iron Dagger +13/8 (1d4+4/19–20x2 P/S); 10 ft
Mwk Alchemical Silver Dagger +13/8 (1d4+3/19–20x2 P/S); 10 ft

Favored Enemy (Ex) (Animals +4, Aberrations +4, Magical Beasts +2): Gains a bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of selected type, as well as a bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify these creatures.

Keen Scent (Ex): A tidal hunter gains scent, as the universal monster rule. This replaces track and camouflage.

Waterborn (Su) (90 minutes): A tidal hunter can breathe water for up to 10 minutes per ranger level each day. This replaces wild empathy and the 6th-level combat style feat.

Wave Rush (Ex): At 7th level, tidal hunter gains a swim speed equal to base speed. This replaces woodland stride.

Hunter's Bond (Ex) (2 rounds): Companion bond: the ranger can spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by the allies; they use whichever bonus is higher.

Ranger Spells, CL 6, Conc +8:

Ranger Spell List

Prepared Ranger Spells
Level 1 (3/day)
Compel Hostility: Makes foes attack you instead of allies.
Delay Poison: Stops poison from harming target for 1 hour/level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Level 2 (2/day)
Summon Nature's Ally II: Summon creatures
Versatile weapon: Weapon bypasses some DR.

==STATISTICS AND OTHER ABILITIES==:

Str 18 Dex 16 (14) Con 14 Int 12 Wis 14 Cha 8
(20 point buy, race bonus to Strength; lvl 4 and 8 stat raise to Str)

=Feats, Proficiencies, and Traits=
FEATS
Power Attack (L1) (-3 to hit, damage +6/+9 two handed): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) when making an attack with an off-hand weapon or secondary natural weapon. When BAB reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shield of Swings (Ranger Combat Style L2): When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn

Endurance (Ranger L3): You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Quick Draw (L3): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Furious Focus (L5): When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Vital Strike (L7): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Staggering Blow(L9): When you attack a foe using Vital Strike, you can choose to take a –2 penalty on your attack roll to also make the attack a staggering strike. You must make this choice before making the attack roll. If your attack roll is successful, your target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Strength modifier) or be staggered until the start of your next turn. Once a creature that failed its save recovers from the effects of your staggering blow, it is immune to the effects of this feat for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect. (Source: Monster Codex)

COMBAT STYLE
At 2nd level, the tidal hunter chooses a combat style, and chooses feats from that style at 2nd, 10th, 14th, and 18th levels. The ranger can choose feats from the selected combat style even if she does not have the normal prerequisites.

PROFICIENCIES
Simple and martial weapons; light and medium armor; shields

TRAITS
Fearless Defiance (Faith): Upon overcoming your fear, you become a scourge to your enemies. You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.

Reckless (Combat): You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

=Skills and Skill Related Abilities=
Skills
(6 + 1 Int/level + 1 favored class=8 per level); (skills with no scores are class skills I am just listing so I don’t forget them))
Acrobatics: 9 ranks + 2 Dex + 3 class + 1 trait = +15
Climb: 4 ranks + 3 Str + 3 class = +10; add +2 circumstantially if using boarding axe
Craft (fishing tackle): 3 ranks + 1 Int + 3 class = +7
Handle Animal
Heal: 5 ranks + 2 Wis + 3 class = +10
Intimidate
Knowledge (dungeoneering) 6 ranks + 1 Int + 3 class = +10
Knowledge (geography) 6 ranks + 1 Int + 3 class = +10
Knowledge (nature): 6 ranks + 1 Int + 3 class = +10
Perception: 9 ranks +2 Wis + 3 class + 2 race = +16
Profession (fisher): 5 ranks + 2 Wis + 3 class = +10
Ride
Spellcraft
Stealth: 9 ranks + 2 Dex + 3 class = +14
Survival: 9 ranks + 2 Wis + 3 class = +14
Swim: 1 rank + 4 Str + 3 class + 4 racial + 8 swim speed = +20

Languages: Common, Elven, Aquan

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

Aquatic Mastery (Ex): At 3rd level, tidal hunter must take Water as favored terrain, which increases at 5th and 8th levels. This alters favored terrain. She has a +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks in Water terrain, and in this terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
Swift Tracker (Ex): Beginning at 8th level, a ranger moves at normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

==EQUIPMENT==:

(Starting wealth: 46,000 gp; Maximum light load: 100 lbs

=Worn=
+2 studded eel hide armor (5,225 gp; 25 lbs) (Armor 3+2; +6 Max Dex; 0 ACP; grants electricity resistance 2)
Amulet of natural armor +1 (2,000 gp)
Belt of incredible dexterity +2 (4,000 gp, 1 lb)
Cloak of Resistance +2 (4,000 gp, 1 lb)
Daredevil Boots (1,400 gp; 1 lb.) . As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.
Handy Haversack (2,000 gp; 5 lbs) When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Ring of protection +2 (8,000 gp)
Explorer's Outfit (free)
Underwater Goggles (5 gp; -) (slid up on head if not actually under water)

=Wielded (by default if not stated in game otherwise)=
+2 adamantine ranseur (11,010 gp; 12 lbs; disarm, reach)

=Sheathed/Carried=
Mwk harpoon (355 gp, 6 lbs + rope)(1d8 P/x3; 10 feet; grapple--on a successful critical hit, can attempt to grapple target) alt rules: "If it deals damage, the harpoon lodges in an opponent who fails a Reflex saving throw (DC 10+damage dealt). A harpooned creature moves at half speed and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the harpooned creature can move only within the limits that the rope allows. If the harpooned creature attempts to cast a spell, it must succeed on a DC 15 Concentration check or lose the spell. The harpooned creature can pull the harpoon from its wound if it has two free hands and takes a full round action to do so, but it deals damage to itself equal to the initial damage the harpoon dealt. A character who succeeds on a DC 15 Heal check can remove a harpoon without further damage.")
1 cold iron dagger (704 gp, 1 lb)
1 alchemical silver dagger (372 gp, 1 lb)
2x dagger (2 each gp; 1 each lb)
Boarding Axe (6 gp, 3 lbs) (When in hand, a boarding axe grants a +2 circumstance bonus on Climb checks to scale wooden or other penetrable surfaces, such as ice.)

=On belt=
Waterskin (1 gp, 4 lbs.)

=In Handy Haversack=
-- Main Compartment (80 lbs)--
Rope of Climbing (3,000 gp; 3 lbs) .60-foot-long; strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
Artisan’s Tools (tackle crafting): 5 gp, 5 lbs
Fishing kit (5 sp, 3 lbs.)
Hammock (1 sp; 3 lbs)
Healer’s kit (50 gp, 1 lb.)
Gear Maintenance kit (5 gp, 2 lbs.)
Grooming Kit (1 gp, 2 lbs)
Rope, Spider-Silk (90 ft; 200 gp, 8 lbs) (10 ft cut from original 100 ft to tie up man)

-- Small Compartment 1 (20 lbs) --
Oil of Magic Weapon +1 x2 (50 gp ea)
Potion of Barkskin +2 x2 (300 gp ea)
Potion of Cure Serious Wounds (750 gp)
Potion of Lesser Restoration x4
Traveler's Any Tool 250 gp
Dice (1 sp)
String (50 ft.) (extra fishing line) (1 cp, 1/2 lb.)
Antiplague x6
holy water x10
Wand of cure light wounds (50 charges)
Potion of Fly
Potion of Enlarge Person x5

-- Small Compartment 2 (20 lbs)
Feather token (anchor) 50 gp
Feather token (fan) 200 gp
Feather token (swan boat) 450 gp
Candles x4 (1 cp ea)
Mess kit (2 sp, 1 lb.)
Tindertwigs (x4) (4 gp)
Wandermeal x7 (7 cp, 3.5 lbs [1 cp and 1/2 lb each])

Wealth: (Most is located in haversack, with some change in pockets and boots) 351 gp, 9 sp, 8 cp
Weight: 58 lbs.

[/spoiler]

==DESCRIPTION==:

=Background=
Sal began her life far to the north in the River Kingdoms. She knows not where she was born or to whom, but a river-traveling merchant group called the Fairfleet found toddler Sal trying to pull herself ashore, all alone. Downriver was the remains of a boat and what little was left of her parents after an attack by some water-dwelling carnivore who had, sated, fled by the time the Fairfleet traders arrived. A soothsayer among the traders declared Desna had set Sal’s destiny in the stars: born of waterbourne dangers, she would survive the worst to one day slay a great aquatic beast. Raised not by one family looked after in varying degrees by the whole merchant clan, Sal grew up a bit rough around the edges, with a strong independent streak and a penchant for friendly trash talk (a defensive mechanism against those in the merchant clan who saw her as lesser for being either a mongrel or a foundling, or both). Always naturally drawn to water—her foster-folk presume she is descended in part from aquatic elves—she took to fishing from a young age and began to earn her keep by the age of 14 selling fish. She became well versed also in fighting off more dangerous creatures along the shore.

Hearing travelers talk of the sea and both the huge fish and more monstrous creatures within, by 18 Sal decided the fish and other beasts of the rivers were too small for her liking, and she decided she must seek her destiny in larger bodies of water. She disappeared one morning, leaving a scrawled note “Thank u –S” in the boat of the family that had been kindest to her. Heading south, she found her way to Andoran’s coast and signed on to the first trawler she could, hoping to catch some “big ones,” but was disappointed at first in the small silvery fish they hauled up in nets; she became far more interested in dealing with the larger sea creatures that sometimes preyed upon the ship. She also developed skills as a repeller, using a long fishing spear a crewmate customized for her [statistically, her ranseur] to fend off pirates and monsters alike. Once, when a crewmate fell overboard, she tied a rope to the rail and she jumped in to save him, leaving up such a splash that she was nicknamed “Cannonball.” Fortunately despite creating waves, the crewmate was rescued. She also jumps into the water to fight or catch larger fish directly.

Seeking further adventure on the seas than a trawler could give her, she joined a merchant ship, Maia’s Folly, heading toward the Shackles. Unfortunately, skirting the edge of the Eye of Abendego, the Folly got caught in a storm and further became endangered by an attack from disturbed comozant wyrds. The crew, Sal included, worked 36 hours to try to save themselves as well as the ship, fighting the elementals and bailing out the bilges. To no avail: the ship capsized. Only Sal survived thanks to her ancestral ability, however weakened compared to true aquatic elves, to breathe water. A salvaging ship called The Long Sunset rescued her, captained by Luna “Drakerider” Fleetfoot, pulling her half-dead, starving, and shivering from a half-shattered jolly boat. She quickly befriended the captain, who reminded her a great deal of a childhood friend. Sal worked hard and became first mate; her primary jobs were to smack talk Luna when she gets too full of herself and lead the charge against any sea monsters who threaten the ship’s salvage operations. Unfortunately, the Sunset was recently badly damaged in a storm and will be unable to sail for many months. Luna, knowing Sal is incurably restless, suggested she seek temporary employment with some pirate friends they had made, the crew of Besmara’s Whim. Luna previously “lent” another crewmate, Emberar Lealtus, to the Whim, but had heard from him that he had left to explore more Gholgan ruins, so she figured the Whim might need an extra hand. While reluctant to leave her pal, she’s heard great things about the accomplishments of that crew, and hopes that perhaps with them, she might find the “big one” she is destined to slay at last.

=Personality=
Sal is blunt but friendly; what she lacks in charm and social skills she makes up for in enthusiasm, and she is extraordinarily enthusiastic. She loves the water, and while she grew up on the rivers, she loves the sea even more. As much as she talks about fishing and sea monster hunting, this is more an excuse to see the world and seek out adventure. Growing up transient, she has little interest in putting down roots, and rather enjoys staying on the move. Used to being the odd-one-out, she is quick to blow off anyone showing a hint of cruelty, arrogance, or indifference. A kind or patient enough soul who manages to earn her friendship earns endless gratitude and loyalty. Anger builds up in her swiftly, is released with force, and then forgotten. She otherwise is generally happy-go-lucky and even the worst circumstances fail to phase her for long—at least outwardly. In truth a deep part of her both ever mourns what she has lost as a child and what cruel mortals and beasts besides take from so many families, but she would never admit such a thing verbally; indeed, part of her bright demeanor is backed by the philosophy that with so much darkness in the world, she refuses to add to it.

=Appearance=
Sal has rough cut black hair that, unwrapped, falls just below the base of her neck, but she normally keeps it out of the way bound in a colorful scarf; the scarf also partially conceals her pointed ears. She has a pair of diving goggles that she often wears on her forehead. Her bronze skin is weathered from a long life outdoors, making her look older than she is. Sal gazes upon the world with dancing violet eyes. Only about 5’2”, she is covered in wiry muscle and has, for her size, powerful arms from years of pulling in fish from the rivers and sea. She normally wears fishers’ overalls if she needs nothing for a particular occasion, with whatever protective gear she needs in addition, including numerous treasures she has won from would-be boarders or wrecks salvaged by the Sunset.