About Captain Shar'ka Fire-EyeHer story thus far:
Shar’ka Fire-Eye and her loyal Barnacle traveled far from her homeland to search out worthy sea companions. Originating in the coastal woods of Grungir Forest in northwestern Golarion’s Irrisen, Shar’ka learned the arts of tracking, survival, and shooting a bow from the myriad hunters of her half-orc brethren. Her tribe was just a tiny part of a widespread half-orc and orc “country” in Irrisen, united by their common ancestry. These tribes had been occupying the area for well over 100 years, and they were fiercely protective of their property.
Shar’ka has always been more compassionate than others of her race; she was a natural and persuasive leader. She did not hesitate to use stern looks and words to get her way, but she never abused anyone who did not deserve such treatment. When she was three years of age, she was sent out for three days with a group of similar aged half-orcs by the elders of the village to test their natural survival skills. Shar’ka slipped down a slope while exploring along the coast of an inlet, and found herself alone and stranded. Biding her time while trying to think of a solution to climb out, she found a nest of eggs; all were cracked and the nest seemed abandoned. As she was about to eat a snack of dried meat, she heard a tiny noise from deep within the nest. Reaching in, she found a small snapping sea turtle with a broken leg who was ravished with hunger and weak from thirst. She fed him, watered him, and after a time the snapping sea turtle regained enough strength to show her a hidden passage out of the tall rocks. Shar’ka named her new friend Barnacle, and from that moment on the two of them took care of each other and were inseparable. When Shar’ka was only 14 years old, the chromatic dragons known to live in nearby forests attacked without warning. The well-established community of half-orcs was demolished; they were so unprepared for a large scale attack that most of the limited number of survivors of the first attack fled on the spot. Shar’ka stood her ground with the other archers of the village, pooling their arrow resources to try and beat back the beasts. Unfortunately they were too greatly outnumbered, and Shar’ka barely escaped with her life as a blast from a swooping dragon kindled the entire right side of her body and face. Barnacle dragged her to shelter, and together they ran to find help in the next village. The dragons had attacked the entire half-orc country, burning and slaughtering everything and everyone they had come across. Shar’ka could find no one around, and the two companions left everything they had known behind. She has made it her quest to seek out and kill chromatic dragons as a result of their actions against her people, and has constantly tracked, trained, and focussed on just this.
Speed: 30 ft. Darkvision: 60 ft. OFFENSE +5 Initiative, +8 BAB CMB: 10 (BAB +8, Str +2)
+12/+7 MW Adaptive Seeking Composite Longbow, DMG 1d8+3 +11/+6 MW Seaborne Starknife, DMG 1d4+3 +10/+5 Dagger, DMG 1d4+2 First Favored Enemy:
Orcs/Half-Orcs, +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as weapon attack and damage rolls against them. Second Favored Enemy:
Dragons, +4 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as weapon attack and damage rolls against them. Favored Enemy Details:
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Point Blank Shot:
+1 to hit and damage within 30 feet. Point Blank Shot Precise Shot:
Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Precise Shot Endurance:
+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. Endurance Swift Tracker:
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Swift Tracker Woodland Stride:
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Woodland Stride DEFENSE HP MAX: 76 AC: 21 (+1 Mithral Breastplate of Hosteling(+7), +3 Dex, +1 Deflection (Ring of Protection))
Fort: +10 (Base +6; Con +2, Cloak of Resistance +2)
SPELLS
1st level: Longstrider:
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Longstrider 1st level: Magic Fang:
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell. Magic Fang 2nd level: Barkskin:
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. Barkskin ORC TRAITS Intimidating: +2 to Intimidate Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. OTHER FEATS
TRAITS
Trait 2: Friend in Every Town: +1 trait bonus on Knowledge (local) and Diplomacy, and one is always a class skill (I choose Diplomacy) Skills:
Acrobatics +7, Bluff +2, Climb +7, Diplomacy +11, Disguise +2, Escape Artist +2, Fly +2, Handle Animal +13, Heal +1, Intimidate +7, Knowledge (nature) +6, Knowledge (dungeoneering) +4, Knowledge (Geography) +7, Knowledge (Local) +1, Perception +12, Perform +2, Ride +6, Sense Motive +1, Stealth +7, Survival +11, Swim +12 EQUIPMENT
Sturdy Cloth Backpack:
1 Bedroll 1 Clay mug 2 Fishhooks 1 Sewing Needle 50ft. String 50ft. Thread 1 Waterskin 7 Days of Trail Rations 1 Bag of Caltops 1 Iron Pot 10 Candles 40 pieces of Chalk 5 Iron Spikes 1 Bar of Soap Potion CLW Belt:
Belt Pouch: 10 pieces of Chalk 1 Whetstone 1 Flint and Steel Potion of CLW BARNACLE, the Large Snapping Sea Turtle Boon Animal Companion of Captain Shar’ka Fire-Eye Str 18
Speed: 20 ft. Swim: 20 ft. OFFENSE +0 Initiative, +5 BAB CMB: 9 (BAB +5, Str +4)
+9 Bite, DMG 2d6+6 plus grab at a +15 bonus to CMB, 10ft. maximum reach
First Favored Enemy:
Orcs/Half-Orcs, +2 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as weapon attack and damage rolls against them. Second Favored Enemy:
Dragons, +4 bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival checks as well as weapon attack and damage rolls against them. Favored Enemy Details:
Favored Enemy: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Trick 1
Trick 2
Trick 3
DEFENSE HP MAX: 64 AC: 28 (+16 Natural Armor, +0 Dex, +2 Armor (Bracers of Armor)) Fort: +7 (Base +5; Con +2)
FEATS
Toughness Improved Grapple (+2 to grapple/grab checks) Improved Natural Attack (+2 to attack) Ship: Drake’s Revenge (expenses split with Captain Simon Drake:
Tien Xia Junk Aft: Heavy Ballista Loaded with +1 Harpoon/100ft rope Starboard: Masterwork Double Hackbut X1080 days of trail rations 30 Barrels of Fresh Water 10 Barrels of Mead (with Orange Zest to stave off Scurvy) 350ft Hemp Rope 100 yards of Canvas for Sail repair 30 paper cartridges for Double Hackbut (stored in tin box) |