Imrijka

Captain Shar'ka Fire-Eye's page

Organized Play Member. 29 posts (960 including aliases). 1 review. No lists. No wishlists. 4 Organized Play characters. 20 aliases.


Full Name

Captain Shar'ka Fire-Eye

Race

Half-Orc Ranger/8; HP 76/76; AC 21, TAC 14; Init +5; Perc +12; with Barnacle, Large Snapping Sea Turtle/8; HP 64/64; AC 28, TAC 10; Init +0, Perc +5

Classes/Levels

Ranger Attacks:
Adaptive Seeking Longbow +12/+7, 1d8+3; Seaborne Starknife +11/+6, 1d4+3; Fave enemies: Orcs/Half-Orcs (+2), Dragons (+4); Fave terrain: Forest (+2), Water (+2)

Gender

Female

Size

Medium

Age

16

Special Abilities

Animal Companion Barnacle, the large snapping sea turtle

Alignment

CG

Languages

Common, Orc

Occupation

Dragon Slayer

Strength 15
Dexterity 16
Constitution 15
Intelligence 10
Wisdom 12
Charisma 14

About Captain Shar'ka Fire-Eye

Her 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.
Shar’ka tracked the latest band of chromatic dragons to the western seas. After meeting Captain Simon Drake, she felt their two fates of seeking revenge were intertwined. Together, with a ship to sail and crew to assist, they could find and destroy the dragons.

Speed: 30 ft.

Darkvision: 60 ft.

OFFENSE

+5 Initiative, +8 BAB

CMB: 10 (BAB +8, Str +2)
CMD: 23 (BAB +8, Str +2, Dex +3)

+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))
Toughness

Fort: +10 (Base +6; Con +2, Cloak of Resistance +2)
Ref: +11 (Base +6; Dex +3, Cloak of Resistance +2)
Will: +5 (Base +2; Wis +1, 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
Improved Empathic Link, Boon Companion, Leadership

TRAITS
Trait 1: Reactionary: +2 on every Initiative check

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
Dex 10
Con 14
Int 1
Wis 13
Cha 6

Speed: 20 ft.

Swim: 20 ft.

OFFENSE

+0 Initiative, +5 BAB

CMB: 9 (BAB +5, Str +4)
CMD: 19 (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
Combat Training: attack, come, defend, down, guard, heel

Trick 2
Deliver (take object to a place or person indicated)

Trick 3
Work (push or pull a load)

DEFENSE

HP MAX: 64

AC: 28 (+16 Natural Armor, +0 Dex, +2 Armor (Bracers of Armor))

Fort: +7 (Base +5; Con +2)
Ref: +5 (Base +5)
Will: +3 (Base +2; Wis +1)

FEATS
Sure Footed

Toughness

Improved Grapple (+2 to grapple/grab checks)

Improved Natural Attack (+2 to attack)

OTHER BONUSES
Link: handle her animal companion as a free action, or push it as a move action; +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells: cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself; may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion: If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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)