Carlosss's page

116 posts. Alias of Pete H..


| HP 17 (-12) | AC/Tch/FF 12/12/10 | CMD 13 | F/R/W +2/+2/+2 (+2 vs. Poison)


| Speed 30ft | Dehydrating Touch: 7/7, Venom: 2/2 | Spells 1st: 4/5 | Perc: +2 (LL), SM: -1 | Init: +2


TOTALLY NOT DEAD CN Male Vishkanya Sorcerer 2 | Mods: NA

About Carlosss

Reminder to Self:
Carlosss has never ACTUALLY been in a real fight. A little throw down fist fight and some sparring while growing up (he did not like it), but not a true life and death deal. He will probably not handle it well. But he will learn from it, whatever happens so maybe play off one of the PC's that does handle it well, ask them how they deal with it. Also, he's obviously never killed anyone, so that may be a pretty important milestone down the road to RP. He will probably treat this 'piracy' thing as a job until things get real.
He is sorta a coward when it comes to combat actually. Well as in... he avoids combat at almost all costs unless he gets whacked, then can sorta lose it.
Use the line 'snadies and sneltlemen' sometime!

Good words he lives by, "When you f@$~ up a bunch and find yourself in a bad spot, make sure the next thing you do is good. Not to balance the scales or anything, just because one good act can turn s*%~ around."

His master/dad figure/whatever growing up always used to say about his future, "You may not believe in the gods. But they will always put you where you need to be.”

Notes: NA

With a wiry and muscular swimmer’s build, Carlos shows it all off. He knows how good he looks and he expects everyone else does too. Frankly, with a body like his it would be a shame to cover it up. So he doesn’t. A simple tight speedo is the only covering anywhere. He walks around like he knows you are looking and he wants you to look more. Beyond that he usually has a couple weapons, a heavy crossbow and a curved bladed kukri.

Oh yeah, he’s totally covered in greenish-gold scales with a snakelike head. His tongue is constantly flicking in and out, tasting the air.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Caster Level 2 Concentration Check +8, Cast Defensively +12, Spell Penetration +2

Cantrips, DC 14
Prepared Unlimited Casts
Detect Magic
Ray of Frost
Read Magic
Disrupt Undead

1st level, DC 15 5 casts per day
Color Spray
Mage Armor

Scrolls: Air Bubble, Infernal Healing
Base Atk +1, CMB +1
Kukri +1 hit, 1d4 slashing, 18-20x2 crit
[dice=Kukri]d20+1[/dice] for [dice=slashing]d4[/dice] (Rage/Other/??)

Dehydrating Touch +1 hit vs. Touch, d6+1 NL, 20x2 crit, spell-like ability
[dice=Dehydrating Touch vs. Touch AC]d20+1[/dice] for [dice=Nonlethal]d6+1[/dice] (Sickens for 1 Round) (Rage/Other/Lethal vs. Some Enemies?)

Venom applied to a weapon as a Swift action, DC 13, 1/rd for 6 rds, 1d2 dex, cure 1 save

Ray of Frost or Disrupt Undead +3 hit vs. Touch AC, 1d3 cold or d6 positive, 20x2 crit, 25 ft max range
[dice=Ray of Frost vs. Touch AC]d20+3[/dice] for [dice=Cold]d3[/dice] (Rage/Other/??)
[dice=Disrupt Undead vs. Touch AC]d20+3[/dice] for [dice=Positive]d6[/dice] (Rage/Other/??)
Heavy Crossbow +3 hit, 1d10 Piercing, 19-20x2 crit, 120 ft max range
[dice=Heavy Crossbow]d20+3[/dice] for [dice=Piercing]d10[/dice] (Rage/Other/??)
Str 11, Dex 14, Con 14, Int 12, Wis 8, Cha 18
AC Calc 0 Armor (Mage Armor?), 2 Dex
HP Calc 1) 6, 2) 6, Con 4, Favored 1
Save Calc Base +0/+0/+3, Ability +2/+2/-1
Feats: 1) Combat Casting & Eschew Materials
Traits: Focused Mind, Imposing Scion, Marked by Besmara
Drawback: Vain
Favored Class: 1) Skill Point, 2) Hit Point


[dice=Craft: Anything]1d20+1[/dice]
[dice=Escape Artist]1d20+4[/dice]
[dice=Handle Animal]1d20+4[/dice]
[dice=Intimidate]1d20+10[/dice] (+1 vs. Aquatic Subtype)
[dice=Knowledge: Arcana t]d20+5[/dice]
[dice=Knowledge: Geography t]d20+2[/dice]
[dice=Linguistics t]d20+2[/dice]
[dice=Perform: Any]1d20+4[/dice]
[dice=Profession: Sailor t]d20+5[/dice] (1/week reroll)
[dice=Sense Motive]1d20-1[/dice]
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Spellcraft t]+6[/dice]
[dice=UMD t]NA[/dice]

Languages: Common, Vishkanya, Elven (Aquan from Linguistics)
On person: Cold Iron Kukri (2lbs), Heavy Crossbow w/ 20 Cold Iron Bolts (10lbs), Scroll Box (1lb), Grooming Kit (2lb)
Starting GP: 18g 11s 7c
Weight Carried: 15 lbs + 0 lbs extra
Carrying Capacity: Light (38), Medium (76), Heavy (115), LoH (115), Lift (230), Drag/Push (590)
Height 6’00”
Weight 140
Eye Color Gold
Hair Color None
Skin Tone Green/Gold Scales
Region of Origin Jalmeray (though he may be from elsewhere, just grew up there)
Deity None though Maybe eventually Besmara
Favorite meal Raw Fish, freshly caught

Special Abilities:

Dehydrating Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Bloodline Arcana: Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Vain (drawback): You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Besmara’s Blessing (trait): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known). You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Focused Mind (trait): Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. Grew up in an Iorian orphanage, very much like a strict catholic school environment.

Imposing Scion (trait): The reputation of your bloodline grants you a degree of fearful respect. You gain a +1 trait bonus on Intimidate checks. If your bloodline is keyed to a specific creature type, your trait bonus increases to +2 when interacting with creatures of that type.

Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.

Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.

Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.

Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.

Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.

Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Weapon—injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.

Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following languages: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Intimidate everyone with their awesomeness. Assume everyone is looking at them, wishing they were him.

Easy enough, Mage Armor first, then Intimidate to Demoralize usually. Ranged Damage is Ray of Frost right now. Melee would be Dehydrating Touch or whatever weapon he can use with his poison. Later on his spells will play a much higher role in combat.

Daily Preparation:

Do a quick workout to get the blood moving, then admire his sweaty body a bit to build his confidence.

Carlos (no other name he wishes to use) has a pretty lonely life. Plenty of companionship, at least for the enjoyment of sexual pleasures, but otherwise lonely. No friends, no family and he never looked back at the ones that raised him once.

He was born in a port city of the nation of Jalmeray. His egg was found among a collection of wild creatures and other eggs that were to be auctioned off to the highest bidder. As often happens with these stories, a group of wandering adventurers busted up the criminal enterprise. Fortunately though, one of them was bright enough to recognize the type of egg to be of the sentient vishkanya race. Unfortunately though, they just didn’t want to deal with it so he was dropped at a local Irorian temple.

This was both good and bad. It was good for two reasons. He was fed and cared for as he grew up. He was taught strict discipline, which helped him form his body into a sculpted image and more importantly, helped him manage the emergence of his magic. A strong, regimented mind easily grasped the concepts of his arcane tradition and he quickly masters anything to do with magic But it was also bad, because there was no leeway and no love. His life was one strict set of rules for as long as he can remember. Never getting a say in any of them, only being able to do as he was told. A few rebellious actions just locked things down tighter and eventually he just marked the days until he could leave the orphanage.

He has enjoyed his freedom quite a bit. Plenty of shipping work to be done where no questions are really asked and he has no issues doing hard work for pay. He has worked his way from port to port, ship to ship until finally ending up in Port Peril looking for another job. Well, obviously after he goes and spends some pay and enjoys the nightlife.