Weslen Gavirk

Chad Wassen's page

186 posts. Alias of The Emerald Duke.


Race

Sylph

Classes/Levels

Ranger (Freebooter) 8 | AC 19 / 21 vs ranged T 14 / 16 vs ranged FF 15 /17 vs ranged | HP 80/80 | F +6 R +10 W +4 | Spells: LVL 1: 2/2; LVL 2: 2/2 | Init +3 (5 in urban, 7 in/on water) | Perc +13

Gender

Male | Hero Points: 1 |

Size

Normal

Age

27

Alignment

NG

Deity

Desna

Languages

Common, Auran, Aquan, Elven

Occupation

Quartermaster

Strength 12
Dexterity 18
Constitution 10
Intelligence 15
Wisdom 14
Charisma 13

About Chad Wassen

Stats:

STR: 12
DEX: 18
CON: 10
INT: 15
WIS: 14
CHA: 13

Skills:

Trained Skills:
  • Appraise (Bonus = 14)
  • Climb (Bonus = 12)
  • Knowledge: Geography (Bonus = 13)
  • Perception (Bonus = 13)
  • Profession: Quartermaster (Bonus = 13)
  • Stealth (Bonus = 14)
  • Survival (Bonus = 13 / 17 to follow tracks)
  • Swim (Bonus = 15 / 19 vs nonlethal damage)

----
Untrained Skills of Note:
  • Sense Motive (Bonus = 2 / 3 bargaining on goods)
  • Spellcraft (Bonus = 2)

Feats:

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You are adept at firing ranged attacks into melee. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot: You can make an additional ranged attack. When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Endurance: Harsh conditions or long exertions do not easily tire you. You gain a +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.

Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Precise Shot: Your ranged attacks ignore anything but total concealment and cover. Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits:

Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Class Features:

Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.
The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Archery chosen: Precise Shot (Lvl 2); Improved Precise Shot (Lvl 6).

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Favored Terrains: Water +4 (Lvl 3); Urban +2 (Lvl 8)

Freebooter’s Bond (Ex): At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional +2 bonus on attack rolls when flanking with the freebooter or with another ally affected by this ability. This ability replaces hunter’s bond.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's WIS modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Fast Swimmer (Ex): Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swim check. The freebooter gains a +2 bonus on Swim checks. This ability replaces woodland stride.

Swift Tracker (Ex): 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.

Racial Traits:

+2 DEX, +2 INT, –2 CON: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Sylphs can use feather fall 1/day as a spell-like ability (with a caster level equal to the sylph’s character level).
Energy Resistance: Sylphs have electricity resistance 5.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma scores as 2 points higher for the purposes of all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level. (Replaced by Breeze-Kissed.)
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Languages: Sylphs speak Common and Auran. Sylphs with high Intelligence scores can choose from the following languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Random Crunch:

Hit Points: 77/80
Hit Dice: 8d10
Armor Class: 20 / 22 vs non magic ranged
Touch Armor Class: 15 / 17 vs non magic ranged
Flat-Footed Armor Class: 15 / 17 vs non magic ranged
Saving Throws:
Fortitude: 6
Reflex: 10
Will: 4
Initiative Bonus: 3
Base Attack Bonus: 8/3
Melee Attack Bonus: 9/4 (12/7 with finesse weapons)
Ranged Attack Bonus: 12 (9/4 full round)
CMB: 9
CMD: 22
Spell Resistance: Energy Resistance 5
Spells per Day:
Lvl 1: 2
Lvl 2: 2
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 43 lbs or less
Medium Load: 44 lb - 86 lb
Heavy Load: 87 lb - 130 lb
Lift Over Head: 130 lb or less
Lift Off Ground: 260 lb or less
Drag or Push: 650 lb or less
Hero Points: 1

Items Equiped:

Armor
Mistmail: AC: 5; Max DEX: 4; AC: -1; Arcane Spell Fail: 20%; Max Speed: 30 FT; Weight: 25 LB; Special: On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 3 minutes. This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet.

Weapon
+1 Thundering Composite +1 Longbow: DMG: 1d8+2; Crit: x3; Range: 110 FT; Type: P; Weight: 3 LB; Special: Allows +1 STR damage, +1 to attack and damage rolls, successful critical hits deal 2d8 sonic damage and target must make DC 14 Fort save or be permanently deafened.

+1 Boarding Axe: DMG: 1d6+1; Crit: x3; Weight: 3 LB; Type: P or S; Special: +2 to climb checks vs wooden/"penetrable" surfaces; +1 to attack and dmg rolls.

Shortbow: DMG: 1d6; Crit: x3; Range: 60 FT; Weight: 2 LB; Type: P

Longbow: DMG: 1d8; Crit: x3; Range: 100 FT; Weight: 3 LB; Type: P

Javelin: DMG: 1d6; Crit: x2; Range: 30 FT; Weight: 2 LB; Type: P; Special: Not meant for melee, -4 attack penalty if attempted.

Ranseur: DMG: 2d4; Crit: x3; Weight: 12 LB; Type: P; Special: Disarm, Reach

Boar Spear: DMG: 1d8; Crit: x2; Weight: 8 LB; Type: p; Special: Brace; if you ready a boar spear against a charge and your attack hits, you gain a +2 shield bonus to your AC against that creature until your next turn.

Weighted Spear: DMG: 1d8/1d6; Crit: x3/x2; Weight: 8 LB; Type: B or P; Special: Brace, double

Other
Pirate Clothes (Fancy): Weight: 6 LB; Special: A cotton shirt with blue and white stripes is covered by a military style red jacket, complete with what were once golden epaulets (though the passage of time has faded this color to a more muted yellow) and brass buttons (tarnished). A silk cord serves as a belt, holding up a pair of brown canvas trousers, tucked haphazardly into leather boots. The ensemble is topped off by a tri-corner hat bearing a the plume of some large white bird.

Ring of Arcane Signets: Weight: N/A; Special: The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.

Ring of Sustenance: Weight: N/A; Special: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Pirate's Eye Patch: Weight: N/A; Special: This black silk eye patch is adorned by a skull and crossbones worked in silver thread. The wearer of this patch gains a +2 competence bonus on Swim and Climb checks. In addition, once per day, the wearer of this eye patch can gain the effects of either touch of the sea or expeditious retreat on command (wearer’s choice).

Efficient Quiver: Weight: 2 LB; Special: This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Bag of Holding (Type I): Weight: 15 LB; Special: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type: (Type I content limits: weight - 250 LB; volume - 30 cubic FT). If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Masterwork Backpack: Weight: 4 LB; Special: This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

Ranger's Kit (without backpack): Weight: 26 LB; Special: This includes a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Dungeoneering Kit (Deluxe): Weight: 15 LB; Special: A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Chronicler's Kit: Weight: 4 1/2 LB; Special: This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Items Owned:

Name*****Weight*****Value
Mistmail*****25 LB*****2250 GP
+1 Thundering Composite +1 Longbow*****3 LB****8200 GP
+1 Boarding Axe*****3 LB*****2006 GP
Ring of Arcane Signets*****N/A*****1000 GP
Ring of Sustenance*****N/A*****2500 GP
Pirate's Eye Patch*****N/A*****2600 GP
Efficient Quiver*****2 LB*****1800 GP
Arrows (40)*****6 LB (3 per 20)*****2 GP (1 per 20)
Cold Iron Arrows (10)*****1 1/2 LB*****1 GP
Viridium Arrows (10)*****1 1/2 LB*****200 GP 5 SP
Shortbow*****2 LB*****30 GP
Longbow*****3 LB*****75 GP
Javelin (18)*****2 LB (36 LB)*****1 GP (18 GP)
Ranseur*****12 LB*****10 GP
Boar Spear*****8 LB*****5 GP
Weighted Spear*****8 LB*****10 GP
Pirate Clothes (Fancy)*****6 LB*****30 GP
Type I Bag of Holding*****15 LB*****2500 GP
MWK Backpack*****4 LB*****50 GP
Ranger's Kit (Minus Backpack)*****26 LB*****7 GP
Deluxe Dungeoneering Kit*****15 LB*****130 GP
Chronicler's Kit*****4 1/2 LB*****40 GP
Abacus*****2 LB*****2 GP
Total Weight & Value: 183 1/2 LB / 23466 GP 5 SP

Wealth:
0 PP 27 GP 5 SP 0 CP

Backstory:

Chad was born the son of a shipwright in the coastal city of Hell's Harbor. He spent much of his childhood on and around ships, helping build and repair them with his father, Chase. Chase was content to stay in port, never sailing on the ships he spend years constructing or repairing, but Chad felt the call of the ocean.

Upon turning 20 he shipped off with the first crew that would take him, apprenticing under his ship's quartermaster. Under her expert guidance he learned which merchants to avoid, which ports are more likely to have what goods, and a little bit about how to sense when a merchant might be amenable to negotiations on cargo.

He was about 26 when he joined the crew of the Aurora's Kiss, continuing his service as ship's quartermaster. In his duties he had to occasionally work with Lark, normally in the form of ordering him the needed supplies to keep both the ship and her crew healthy. The ship's rigger, Thren, had little cause to need Chad on a professional basis, but he did enjoy sitting around the mess tables when she was telling one of her tales, lightening the hearts more than the stodgy stale rations would have allowed.

All of that changed when the Aurora's Kiss was destroyed. He had been up in the rigging when it happened, and only his ability to slow his falling speed prevented him from breaking every bone in his body upon impact with the water. After fruitlessly treading water for a few minutes, Chad finally succumbed to the cold of the water.

Thus it came as quite a shock when he awoke, a month later, back in Hell's Harbor. His father, who had been nursing him back to health, informed him that he had been rescued by a passing ship that was headed that way. Upon finally regaining enough health to be mobile two weeks later, he made his way to a tavern to drink to his fallen companions. Giving descriptions in his semi-drunken impromptu eulogy, a fellow patron informed him that people matching Thren and Lark had been sighted on a new ship... captained by Lark, no less. Not quite daring to hope, Chad has investigated further. He managed to get detailed enough descriptions of Thren at the Thrice Horned Hall Opera house, where her performance was disrupted by imps and others. He tracked those clues further to a man who had a spirited debate with two individuals about the might of their ship: the Besmara's Whim. While one man's description did not ring any bells for Chad, the other could have been used to paint a portrait of Lark.

Heading to the harbor, he attempted to find the Whim only to be informed by some grim-faced sailors that she had just left. For Yoha's Graveyard, no less. Color drained from his face as he heard the news. No one ever came back from that cursed place. Well, no one ever came back sane at any rate. Despondent, Chad went to drink to his soon-to-be former companions. The next day he went out hunting for imps, both for profit and for a bit of petty revenge on the creatures that spoiled his chance to hear Thren sing. As he did, he could not help but shoot glances in the direction of that cursed red fog. It came as quite the shock to him when the fog suddenly dispersed. Chad's jaw fell open and would not close for a few minutes. Finally, he fell to his knees and started laughing. It would figure that a decades long mysterious curse would be solved by Lark and Thren... they had more lives than a cat, after all. Gathering his kills, he turned them in for what gold they were worth and prepared to get ready to sail. Once word of this Besmara's Whim returning to port reached his ears, he would be leaving home for the second time of his life.