Captain Josper Creesy

Captain Jack Harrow's page

No posts. Alias of Ellioti.


About Captain Jack Harrow

Short Summary:
-former pirate that lost his mojo and is now a level 1 character again
-he loves the sea and will do everything to be on a ship again. And maybe become captain once again
-party role: secondary melee, buffer, healer
-ship crew role: while his biggest dream is to become captain once again, he knows that this is a position to be earned not to be taken.
-currently CN, heavy tendency towards CG

Jack Harrow Picture
Male Human Oracle
CN Medium humanoid (human)
Init +4
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 ((1d8)+3)
Fort +2, Ref +4, Will +2 (+2 vs. charm and compulsion)
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OFFENSE
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Speed 25 ft., swim 25 ft.
Melee Rapier +5 (1d6+4/18-20)
Ranged Sling +4 (1d4)

Oracle Spells
1st (4/day) - Air Bubble, Bless, Cure Light Wounds
0th - Detect Magic, Guidance, Light, Stabilize
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STATISTICS
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Str 11, Dex 18, Con 14, Int 12, Wis 10, Cha 15
Base Atk 0; CMB +4; CMD 14
Feats Weapon Finesse, Weapon Focus (light blades), Fencing Grace
Skills Bluff +6, Intimidate +6, Perception +4, Sense Motive +4, Swim +14
Background Skills Appraise +3, Profession (Sailor) +6
Traits Irrepressible, Expert Boarder, Eye for Plunder, Extremely Fashionable
Drawback Attached
Languages Common, Aboleth
Gear Rapier, Sling, pirate clothes, Hide shirt, Buckler, his father's compass, spring loaded scroll case, Jewelry worth 115 gp
consumables Scroll of Magic Stone
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SPECIAL ABILITIES
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Racial
Military Tradition Rapier & Firearms
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
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.

Oracle
Curse Deep One
The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
Mystery Battle
Revelation Weapon Mastery
Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats

Traits
Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Expert Boarder Besmara rewards those who board other vessels and take what they want. While fighting on the deck of a ship, you gain a +1 bonus on all attacks made with one-handed weapons
Eye for Plunder You’ve always had a keen eye for the glitter of gold or silver, and you’ve robbed enough rich merchants and raided enough ships to have a feel for where the most valuable plunder is hidden. You gain a +1 trait bonus on Appraise and Perception checks to find concealed or secret objects (including doors and traps). In addition, you begin the campaign with a selection mundane trade goods worth 50 gp that you were able to scrounge together during your first day on the Wormwood.
Extremely Fashionable You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Bluff) is a class skill for you.
Attached You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
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BACKGROUND
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A long time ago
Jack Harrow was born to the privateer Edward Tilly and an unknown woman on a ship. Rumour has it that his mother was a merfolk sorceress or something like that. He was named Jack after his uncle, Edward's brother. After his mother's demise, Jack grew up in a tumultuous household full of outlaws on a ship sailing from Augustana. He had spent most of his youth unsure whether Edward Tilly was really his parent, frequently referring to him as "The-Man-Who-Might-Be-Father". Despite Jack's resentment of him, he respected the fact that Tilly was always there for him when he needed him most, such as when he nearly got his hand cut off by the pirate Rusty Knickers or when Jack was almost sold into slavery by Captain Lucy Graven. Jack was determined to follow in his father's footsteps and become a ship's captain, rather than just some ordinary scoundrel or pirate like the majority of his relatives (explaining his insistence on being referred to as "Captain" well into adulthood).

As a teenager, Jack learned the seafaring trade as a cabin boy on several privateer ships, including his father's Troubadour. As a member of Tilly's crew, he visited many countries and ports. However, he became fed up with his hectic life in a privateer/pirate, the difference was sometimes small, family. One night, he snuck by candlelight into the study to consult the Pirata Codex and, coming upon a section on freedom and the need for pirates to make their own decisions, decided, he was completely justified in running away. He packed a bag, stole his father's compass and escaped out the window. Jack stowed away aboard a merchant ship not knowing where it will bring him. His seafaring experience made it easy to join any new crew. Quickly he lost interest in merchant ships and joined yet again another Shackles pirate crew.
Eventually, a rather unfortunate encounter and misunderstanding forced him to abandon the pirate life, flee and take employment in the Cessport Trading Company. After five years of faithful (and boring) service, during which he sailed across even further Seas, he was given command of the Wicked Wench, a ship owned by Cutler Beckett, the CTC Director. As Beckett's employee, Jack was tasked to search for the mystical island of Kirma and its legendary treasure. When he eventually found it, he decided to betray Beckett and keep the island and its inhabitants safe from Beckett and his slave traders. Later the unaware Beckett contracted him to transport a cargo of slaves, which Jack, again, chose to ignore and instead liberate them. This time he finally stole the Wench from Beckett. However, several later, Beckett's men managed to find him and officially branded him as a pirate (once again), while the Wench was set aflame and sunk. Jack immedieately retaliated against his archenemy and captured the Wench's sister, the Blue Maiden. He renamed her the Black Pride and began the pirate life anew. This time, he was much more successful and soon Jack Harrow became a Free Captain and a member of the Pirate Council.

Throughout his years as an infamous pirate, Jack Harrow embarked on many adventures, several of which involved gaining treasures of unique value. Sadly, Jack was apparently cursed, because he lost most treasures faster than he could find new ones. It took his crew a special grade of loyalty to work with and around this curse.

Jack had been captain of the Black Pride for ten years, when he went after the treasure of Dead's Isle. With the crew afraid of loosing yet another treausre, during the search of the island, he lost the Pride in a mutiny led by his first mate, Horice Barbooza. He was back to zero once again. But being the great Jack Harrow, a few months later, with the help of a few remaining loyal crew members, he retrieved the Black Pride and killed Barbooza, thereby becoming its captain once again.

Over the course of time, Captain Jack Harrow became a center of intrigue as myths and legends have been told of his exploits. Most of these tales, however, were exaggerations, or even fabrications embellished by Jack himself to bolster his reputation. Despite his dishonesty and many deceptions, Jack Harrow did embark on a number of grand and thrilling adventures, some involving the supernatural, pirate lore, magic, and journeys in discovering hidden treasures.

Besmara' s favor was not with Jack. Three years ago a Kraken attacked the Black Pride and sunk it. Jack had lost her again, now for good. While he was used to loosing and winning, the loss of his beloved Pride broke him. After a year of mourning and drinking, he had lost all his mojo and the tales of the great Captain Harrow started to fade.

Today
Jack is a drunk frequenting Port Peril's harbor taverns. He likes to keep spinning the exaggerated tales of the great Captain Jack Harrow. Not for recognition, but for the sparkle in people's eyes and for the magic a good story can have.
He does minor ship jobs to pay for his rum, but otherwise is not the man he used to be. Nobody would ever believe he could be the man from the tales and rumors. All that remains is a respectable amount of assorted jewelry in the forms of rings, chains and earrings.
Jack frequents a tavern in Port Peril called the Formidably Maid in search of fate. He's not sure how many drinks he had, but they quickly went to his head and he passed out on the table before he found his destiny — unless it lay in the bottom of a bottle. Then again, maybe he found his destiny after all...
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PLANNED PROGRESSION
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level: Feat / Revelation
3: Extra Revelation / Surprising Charge, Warsight
5: Extra Revelation / Battlefield Clarity
7: Die Hard, Combat Casting / Resiliency
8: Improved Critical