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About Captain KortosCoral ‘Waterhorse’ Kortos has always felt the call to the sea, something that most of her centaur village could not understand. Although she loved to run, she loved to swim even more. Her grandmother nicknamed her ‘waterhorse’ and suggested that she travel where her heart took her. If her heart is not in the mountains, she should find the place where she belongs. At an early age, she did a stint with the Absalom navy, where she got officer training. The navy gave her a good start, even though she felt a bit odd amongst all the smaller humanoids. Still, the navy had rules, camaraderie, and gave her a wide-ranging education. When her term was up, she joined the Pathfinder Society, where she has had a little more leeway to use the tactics she’s learned, and where she has the opportunity to travel the world and meet all sorts of new people. And of course, visit coastal areas and oceans all over the world. ★ ---- ★ ---- ★ ---- ★ ____________________ BOT ME!
Favorite Exploration Activities
Saves
Skills [dice=Perception E]1d20+6[/dice] [dice=Acrobatics T]1d20 +3[/dice]
★ ---- ★ ---- ★ ---- ★ Favorite Weapon Attacks and Macros ◈ [dice=Bastard Sword (Two Hands)]1d20 +7 [/dice]
◈ [dice=Bastard Sword (One Hand)]1d20 +7 [/dice]
◈ [dice=Athletics to do Ranged Trip with Bola (non-lethal, ranged trip 20 ft., thrown)]1d20+7[/dice] ◈ [dice=Morningstar]1d20 +7 [/dice]
◈ [dice=Dagger (agile, finesse)]1d20 +7 [/dice]
◈ [dice=Longbow (deadly d10, range 100ft, propulsive, volley 20ft)]1d20 +3[/dice]
★ ---- ★ ---- ★ ---- ★ Favorite Attack Spells - Future ◈◈ [dice=Future Spell that CK does not have currently]1d20+9[/dice]
★ ---- ★ ---- ★ ---- ★ ____________________ CHARACTER DETAILS
Organized Play Number: 820-2019 Experience, Reputation, Adventure List, Equipment: See ITS
Nationality: Absalom
★ ---- ★ ---- ★ ---- ★ Ancestry (Heritage) Centaur (Fleetwind)
SENSES
Special Senses: darkvision ____________________ OFFENSE
Class DC: 17 [T] Speed: 30 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
____________________ SKILLS
For more details, see Bot Me section at the top. Automatic: Athletics, Society, Warfare Lore, Medicine (int-based from class), Nature, Survival, Centaur Lore, Sailor Lore
____________________ BACKGROUND
Sailor
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost. You're trained in the Athletics skill, and the Sailing Lore skill. You gain the Underwater Marauder skill feat.
ABILITY SCORES
Ancestry Centaur Str, Wis, Int, -Cha
Ability Score Summary:
Str ABF Dex Con F Int ABCF Wis A Cha -A, F STR +3, DEX +0, CON +1, INT +4, WIS +1, CHA +0 ____________________ COMMANDER SPECIALS:
Commander's Banner
As long as your banner is visible and in your possession, it provides an aura that gives you and all allies in a 30-foot emanation a +1 status bonus to Will saves and DCs against fear effects. You can pause or resume this effect as part of any action you would typically use to stow or retrieve your banner. If your banner is destroyed or stolen, allies currently benefiting from its bonuses become frightened 1. This effect has the aura, emotion, mental, and visual traits. Some abilities allow you to place your banner in a specialized manner, such as the Commander’s Companion and Plant Banner feats. As long as you have placed your banner in this way, any banner abilities originate from your banner’s space instead of your own, and you gain the same basic benefits as when it is in your possession. An unattended banner has the base Hardness and Hit Points of a standard item of its type (usually cloth, thin leather, or thin wood; the rules for materials appears here) or the Hardness and Hit Points of the object it is affixed to, whichever is greater. Drilled Reactions
____________________ TACTICS:
Prepared: Gather to Me! ◈ [one-action]
Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type. Pincer Attack ◈ [one-action]
Strike Hard! ◈◈ [two-actions]
In Portfolio Mountaineering Training ◈[one-action]
Special If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Climb. Naval Training ◈ [one-action]
Special If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Swim. ____________________ FEATS:
Ancestry Feats and Abilities Special 1st: Ancestry (Large, hooves, darkvision) Mount
Robust
Heritage 1st: Undine A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat. 1st: Centaur Lore Feat 1
You've learned how to nurture your environment and to care for your people. You gain the trained proficiency rank in Medicine and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Centaur Lore. 5th: Feat Name Skill Feats Background: Underwater Marauder Feat 1
Prerequisites trained in Athletics
Bonus from Class: Battle Medicine Level 2: Feat name
General Feats
Class Feats and Abilities 1st: Officer's Medical Training Feat 1
Requirements You can prepare at least three tactics.
2nd: Witch Dedication (future) ____________________ FUTURE PLANNING
1 Ancestry and background, attribute boosts, initial proficiencies, commander’s banner, tactics, drilled reactions, Shield Block, commander feat (officer’s medical training)
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