Elek Kardforgató's page

2,409 posts. Alias of Robert Henry.


Gender

Retired to SUMITHA

Age

21

Alignment

neutral

Deity

Besmara

Languages

Aquan, Sylvan, Taldan, Tien

Occupation

sailor

About Elek Kardforgató

Armorist/Rogue 14 | HP 110/196 | AC 36/T22/FF29 | F+18/R+19/W+18 | CMB +19 CMD 39/43 | PSB 24/32 PSD 34 | init +10 | Perc +20/26 | Influence +35/42 | Sailor + 31/33 | Disable Device + 35/42

| Spell Pool @ 13/22 | Martial focus @ 1/1 | Sneak Attack 7d6 | Fatal Thrust 3d6 | Destructive Blast 4d6 21

Initiative: 10 = 6 [dex] + 4 [feat]
Speed: with Fleet of foot: 40 ft.
Fly: with Windrider: 70 Severe 105 Windstorm
Perception 20/27 = 14 [Lvl] + 2 [Wis] + 4 [alertness] + 7 [trapfinder]
Hit Points: 196 = 14(10 [class] + 1 [FC] + 2 [con] + 1 [toughness])

AC: 26/36 = 10 + 9 [mithril plate] + 6 [dexterity] + 1 [TWD] + 4 [deflection(ABP)] + 1 [dodge] + 4 [Attunement (ABP)] + 1 [armor expert]
Touch: 22
Flat-footed: 19/29

Fort: + 18 = 7 [base] + 2 [con] + 3 [tenacity] + 2 [1 st lvl good saves/ABP] + 4 [Resistance/ABP]
Ref: + 19 = 7 [base] + 6 [dex] + 2 [1 st lvl good saves/ABP] + 4 [Resistance/ABP]
Will: + 18 = 7 [base] + 2 [wis] + 3 [tenacity] + 2 [1 st lvl good saves/ABP] + 4 [Resistance/ABP]

Base Atk + 14/9,
CMB + 19 = 14 [base] + 1 [strength] + 4 [Attunement (ABP)]
CMD 39/43 = 10 + 14 [base] + 1 [strength] + 6 [dexterity] + 4 [Attunement (ABP)] + 4 [deflection(ABP)] +4 [Shrewd Countermeasures:dodge bonus: dirty tricks, disarms & steal combat maneuvers]
PSB (offense): 24/32 = 14 [base] + 6 [Cha] + 4 [Attunement (ABP)] + 6/feint [Legerdemain] + 2/feint [bandana]
PSD (defense): 34 = 10 + 14 [base] + 2 [Wis] + 4 [Attunement (ABP)] + 4 [Shrewd Countermeasures]
Feint and Demoralize are now considered "Psychological Maneuvers”.

Melee: + 19/13 = 14/9 [base] + 1 [strength] + 4 [Attunement (ABP)]
Ranged: + 24/19 = 14/9 [base] + 6 [dexterity] + 4 [Attunement (ABP)]
Finesse + 24/19 = 14/9 [base] + 6 [dexterity]+ 4 [Attunement (ABP)]

Stats: Str. 12, Dex. 22, Con. 14, Int. 12, Wis. 14, Cha. 22,

Race, Background, Traits:

Human Race Traits:
Focused Study:All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
@ 1st lvl.: Influence
@ 8th lvl.: Disable device
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Background:
Descended from Heroes
Ability Boost: Charisma
Bonus Feat: Additional Traits
Class Skills: Influence and Lore (your ancestors)
Name Dropping: You might be able to wrangle minor assistance from a major campaign figure. Additionally, the common folk treat you with deference, and your family's reputation is often good for a free meal or place to sleep.

Traits:
(AP Trait) Buccaneer's Blood One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Influence or demoralize and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores
(Magic) Unorthodox Casting: Charisma Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc. This does not change or otherwise affect any class specific features they may have based on another ability score, unless that class feature specifically calls out a casting ability score anywhere in the class feature.
(Pirate) ​Hook-Hand: As a form of artificial limb, you have a hook or harpoon replacing one of your hands. You are always treated as armed and are automatically proficient with it as a weapon (treat as a dagger); you cannot wield a weapon that requires two hands, but you suffer no penalties when spellcasting. Once per day if using it to perform an ability check, skill check, or to make an attack roll, you gain a +1 competence bonus to that roll. This weapon can be enchanted even though it is not of masterwork quality.


Feats & Talents:

Feats
Feat Tax Power Attack, Combat Expertise, Deadly Aim,
Initial Bonus Feat: Toughness
Focused Study @ 1st lvl: Skill Focus Influence
1st lvl: improved init.
3rd lvl: Combat talent: Barrage Sphere (Melee Archer) Same as Point-blank shot
Rogue talent @ 4th lvl: Combat feat: Two Weapon Defense
5th lvl: Combat talent: Cone of death
5th lvl rogue class feat Shadow strike
Rogue talent @ 6th lvl: Combat feat: Double Slice
7th lvl: Dodge
9th lvl: Duel wield mystic fusion
11th lvl: "extra arsenal trick:" Movement: Breath underwater
13th lvl: Steadfast Personality: Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects.
Advanced Rogue talent @ 14th lvl: Feat: Blindfighting

Background Feats
Beginning Background Feat: Additional Traits
@ 2nd lvl: Cunning
@ 4th lvl: Alertness
@ 6th lvl: Persuasive
@ 8th lvl: Deft Hands
@ 10th lvl: Windrider
@ 12th lvl: Magical Aptitude
@ 14th lvl: Robustness Whenever you are the target of a spell, sphere ability, or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.

Magic Talents:
First level: Bonus Talents:Crafted Blast
First level: Bonus Talents: Weather Sphere
Blended Talent @ 2nd lvl: Borne Aloft (mantle, wind)
Blended Talent @ 4th lvl: Wind Lord
Blaster Destruction talent @ 5: Focused Blast
Blended Talent @ 6th lvl. : Lengthened Weather
Blended Talent @ 8th lvl.: Severe Weather
Blaster Destruction talent @ 10: Searing Blast
Blended Talent @ 12th lvl: Greater Size
Blended Talent + 14th lvl.: Divination Sphere: Drawback: Hidden Magic Boon: Blindfolded Oracle
Arsenal trick @ 14th lvl: Feat: magic feat: Life Sphere: : Drawback: Regenerate Boon: Deeper Healing talent: 3d8+7hp

Combat Talents:
Dual Wield 1st lvl: Dual Attack
Fencing Sphere 1st lvl: Fatal Thrust 2d6
Rogue Combat Talent @ 2nd lvl: Fast Feint
3rd lvl feat slot: Barrage sphere
4th lvl Arsenal Trick: Combat talent: Feint Strike
Rogue Combat Talent @ 4th lvl: read foe
5th lvl feat slot: Cone of Death
6th lvl Arsenal Trick: Combat talent: Expert feint
Rogue Combat Talent @ 6th lvl: unlikely feint
8th lvl Arsenal Trick: Combat Talent: Fatal Opening
Rogue Combat Talent @ 8th lvl: : Verbal Feint
Blended Talent @ 10th lvl: Dual Opportunity
Rogue Combat Talent @ 10th lvl: Focusing Feint
Combat talent @ 12th lvl: Cunning Combo
Combat talent @ 14th lvl: Combat Sphere: Sniper (Associated Feat: Precise Shot)


Automatic Bonus Progression & Other Benefits:

1st lvl Background: Descended from Heroes
1st lvl feat: improved init.
1st lvl: Good Saves + 2 Fort, Reflex, Will
2nd lvl Background Feat: Cunning
3rd lvl feat: Two Weapon defense
3rd lvl: +1 resistance bonus
4th lvl: Background feat: Alertness
4th lvl:Deflection +1
4th lvl: Ability boost x3, + 2 Dex, Cha, Wis,
5ft lvl feat: rapid shot
5th lvl: Attunement + 1 Enhancement bonus to one weapon (attack rolls, damage rolls), CMB/CMD, PSB/PSD, and AC
6th lvl: +2 resistance bonus
6th lvl: Background feat: Persuasive
7th lvl feat: dodge
7th lvl: + 2 deflection
8th lvl: Ability boost x3: Dex, Wis, Cha
8th lvl:background feat: Deft Hands
8th lvl:Attunement +2
9th lvl: + 3 resistance bonus
9th lvl feat: Mystic Assault
10th lvl: background feat: Windrider
10th lvl: + 3 deflection
11th lvl: Feat:"extra arsenal trick:" Movement: Breath underwater
11th lvl: Attunement +3
12th lvl: Ability boost x3: Dex, Cha, Str
12th lvl: background feat: Magical Aptitude
12th lvl: Resistance +4
13th lvl: Feat: Steadfast Personality
13th lvl: Deflection + 4
14th lvl: Background feat:
14 th lvl: Attunement +4

Classes:

Armorist Blaster
Casting: @ 12 An armorist may combine spheres and talents to create magical effects. An armorist is considered a Low-Caster and uses Wisdom Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Caster Level: @ 7
Casting Tradition:: Cursed Prosthetic
Drawbacks: Focus Casting (prosthetic), Witchmarked, Verbal components
Sphere-Specific Drawbacks Destructive Touch
Extra magic talent energy strike (blast shape)
Boons: Wild Surge
Bonus Talents at creation: 2
Destruction Sphere Destructive Blast @ 4d6
Spell Pool: @ 22 6 [Cha] + 14[1 per lvl] + 2[1 per 6 levels in casting classes] An armorist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Blended Training: An armorist gains a combat or magic talent at 2nd level and every 2 levels thereafter, according to Table: Armorist.
Talent @ 2nd lvl: Borne Aloft (mantle, wind)
Talent @ 4th lvl. Wind Lord
Talent @ 6th lvl. : Lengthened Weather
Talent @ 8th lvl: Severe Weather
Talent @ 10th lvl: Dual Opportunity
Talent @ 12th lvl: Greater Size
Talent @ 14th lvl: Divination Sphere: Drawback: Hidden Magic Boon: Blindfolded Oracle
Bound Equipment: @ 3 + 1,+2 enhancements, one talent at origin, + 3 more talents
overall

An armorist gains a bond with a specific weapon, suit of armor, or shield that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 9th level, 13th level, and 17th level and may select a staff beginning at 5th level.
Bound equipment is masterwork quality, and grants a single sphere or talent. A piece of bound equipment must possess a base sphere before additional talents of that sphere may be added unless the armorist possesses that sphere, such as through the bonus talents gained from possessing the combat training class feature, from the Extra Combat Talent feat, or levels in another class. The armorist may not use talents gained from her bound equipment to qualify for feats or to meet other prerequisites unless otherwise noted. Spheres and talents that grant skill retraining never grant it when gained via a piece of bound equipment. If the armorist possesses a sphere-specific drawback, she may use a talent granted by a piece of bound equipment to buy off that drawback. If the armorist gains a base sphere from a piece of bound equipment, with the GM's permission she may apply a drawback to that sphere to gain a bonus talent as normal for a drawback. The drawback and bonus talent must be set at the time the equipment is gained. Each time the armorist gains a new piece of bound equipment, one of her existing pieces grants an additional sphere or talent.
At 3rd level, an armorist may give her bound equipment special properties from Table: Bound Equipment that have an equivalent enhancement bonus less than or equal to 1 for every 4 armorist levels possessed (to a maximum bonus of +5 at 18th level). Bound equipment cannot be enchanted through any other means than gaining armorist levels. Bound staves grant the armorist enhancement bonuses to her caster level with one sphere, chosen when the staff is created.
Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day. A bound double-weapon must divide its weapon qualities between the two ends. Alternatively, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork.
@ 1st lvl: Adamantine and Mithril Arm Cannon masterwork exotic ranged weapon 3d6, 20, x2, B, Close 25ft +5ft/4 caster levels:
At 1st level as her first bound weapon, the blaster binds a unique weapon known as the arm cannon, which counts in all ways as a bound weapon. When summoned, the arm cannon occupies one hand and cannot be disarmed. The arm cannon is an exotic ranged weapon the blaster is proficient with that makes ranged touch attacks, and deals 1d6 bludgeoning damage +1d6 at 5th level and every four levels beyond 5th, regardless of size. The weapon has no range penalties, but has a maximum range of Close. In all other ways, the arm cannon counts as a destructive blast from the Destruction sphere with a caster level equal to the blaster’s level, but also as a ranged weapon that can be augmented by feats and abilities as usual such as Rapid Shot. While the arm cannon is not directly tied to the blaster’s caster level, she may nonetheless augment her arm cannon with Destruction talents except for (blast shape) talents and Gather Energy. She must still spend any spell points required by the applied talents, and must spend those spell points for each attack. The Admixture talent may be applied as a full-round action or as part of a full-attack if the additional costs are paid for every attack to which it is applied. The arm cannon can gain enhancements as normal for a bound weapon. The blaster can bind additional arm cannons as additional bound equipment as normal. This ability alters the bound equipment class feature.
1st Enhancement bonus: Shadow Wake Shadow wake weapons leave a short-lived trail of unstable shadowstuff when used in an attack. This quasi-real energy deals an additional 1d6 nonlethal damage. If an attack with a shadow wake weapon misses but would have hit the touch AC of the target the target still takes 1d6 nonlethal damage.
2nd enhancement bonus: Merciful A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability).
original trait: Impossible Reload,
Trait added @ 5th lvl: Mixed assault
Trait added @ 13th lvl: the sniper sphere
@ 2nd lvl Arsenal trick: Cold Iron Harpoon Hand Light Weapon, 1d4, 19-20, x2, S&P
1st Enhancement bonus: Fey-forged A wielder of a fey-forged weapon can choose to apply her Charisma modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed light weapons nor reduced for off-hand weapons. If a fey-forged weapon is used to attack a creature with the fey creature type, the attacker suffers a -2 penalty to attack rolls and damage rolls.
2nd enhancement bonus: Shocking @ 1d6
original trait: Duelist Sphere
@ 5th lvlmithril Trident Hand: Light Weapon, 1d6, 20 x2 P
1st Enhancement bonus: Human Bane
2nd enhancement bonus: Attack action deals weapon damage + 1d4 DEX damage (Fort DC 11 + your CHA modifier halves). It's an attack action to use, so no full-attack shenanigans or augmenting with a Destructive Blast. XD
original trait: Duelist Sphere
Trait added @ 5th lvl: Leg Cutter DC is 10 + 1/2 BAB + CHA modifier
@9th lvl: Mithril Plate armor +9 + 6, - 0, normal speed, 25 lbs.
1st Enhancement bonus: Impervious
2nd enhancement bonus: Deathless
Original trait: 'Equipment sphere"(armor training as the free sphere)
Trait added @ 9th lvl: Armor Expert
@ 13th lvl: adamantine Estoc
1st Enhancement bonus: Preventative
2nd enhancement bonus: shock
Original trait: balanced blows
Arsenal trick: At second level and every even-numbered level thereafter the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.
@ 2nd lvl: Additional Binding: Harpoon Hand
@ 4th lvl:Combat Talent: Feint Strike
@ 6th lvl:Combat Talent: Expert feint
@ 8th lvl:Combat Talent: Fatal Opening
@ 10th lvl: Improved Materials
11th lvl Feat: "extra arsenal trick:" Movement: Breath underwater
@ 12th lvl: Hunter: (requires Armorist 10): Add bane (+1) and defiant (+1) to the qualities you may add to your bound and summoned weapons and armor/shields respectively.
@ 14th lvl: Advanced Arsenal trick: Feat: magic feat: Life Sphere: : Drawback: Regenerate Boon: Deeper Healing talent. 3d8+7hp
Armor Training (Ex): armor check penalty - 3, dex bonus + 3 Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor.
Destruction: The blaster gains the Destruction sphere as a bonus sphere at 1st level. At 5th level and every 5 levels thereafter, she gains a bonus talent from the Destruction sphere. This replaces the summon equipment class feature.
@ 5th lvl: Focused Blast
@ 10th lvl: Searing blast

Rogue
Weapon and Armor Proficiency: An armorist is proficient with all simple weapons, as well as light armor and bucklers. In addition, if this is the character's first level in any class, they may select a Martial Tradition of their choice.
Martial Tradition: Buccaneer
Martial focus @ 1
Duelist Training (discipline) You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, dueling sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.
Pirate Training (discipline) You gain proficiency with the boarding axe, boarding gaff, boarding pike, cat-o’-nine-tails, cutlass, Duelist sword, grappling hook, pistol, rapier, and sea-knife. Additionally, you gain a +2 competence bonus to Profession (sailor) checks made to sail a ship. At +10 base attack bonus, this bonus increases to +4.
Dual Wielding sphere Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. Whether blending sword and dagger or spinning a double-bladed sword through a dazzling attack routine, few warriors are as awesome to behold as practitioners of the Dual Wielding sphere.
Variable: Fencing sphere Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing sphere, you gain 5 ranks in the influence skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice).
Fatal Thrust @ 3d6 Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
A fencer may apply the effects of a single (exploit) talent to any fatal thrust
Combat Training A rogue is considered a Proficient practitioner, gaining spheres and talents as appropriate, and uses the higher of their Charisma or Intelligence as their practitioner modifier.
Combat talent @ 2nd lvl Fast Feint
Combat talent @ 4th lvl: read foe
Combat talent @ 6th lvl: Combat talent: unlikely feint
Combat talent @ 8h lvl: Verbal Feint
Combat talent @ 10th lvl: Focusing Feint
Combat talent @ 12th lvl: Cunning Combo
Combat talent @ 14th lvl: Combat Sphere: Sniper (Associated Feat: Precise Shot)
Skill Specialty @ + 7: A rogue dedicates herself to refining specific sets of skills. A rogue gains one of the following skill specialties at 1st level, 4th level, and every 6 levels thereafter. Each skill specialty grants bonuses equal to 1/2 the rogue’s level (minimum +1) on certain checks. A rogue cannot gain a skill specialty more than once and bonuses from different skill specialties do not stack.
@ 1 st lvl: Legerdemain: Grants a bonus on Sleight of Hand checks, on attempts to feint, and on Perception checks made to oppose Sleight of Hand checks (including noticing hidden weapons). When the rogue makes a successful feint against an enemy, that foe cannot make attacks of opportunity against the rogue while it is denied its Dexterity bonus to AC against the rogue’s attack. When the rogue succeeds at a Sleight of Hand check to take something from a creature, that creature cannot make attacks of opportunity against the rogue until the start of its next turn.
@ 4th lvl: Information Broker: Grants a bonus on Knowledge (civilization) checks and checks made to gather information. When gathering information, the rogue can roll twice and find out both results. If the lesser of the two checks reveals false information, the rogue is aware it is false unless all those she questions believe it to be true.
@ 10th lvl: Trapfinding: Grants a bonus on Disable Device checks and on Perception checks made to locate traps. The rogue can use Disable Device to disarm magic traps.
Sneak Attack @ 7d6 If a rogue can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. If a rogue chooses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Tenacity: + 3 A rogue is cunning and resilient, she gains a +1 bonus on her Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.
Instinct: A rogue hones her intuitive senses to utmost sharpness. Her reflexive quickness allows a rogue to act and react seemingly faster than thought. At 2nd level, 4th level, and every four levels thereafter, a rogue chooses and gains one of the following instincts.
@ 2nd lvl: Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
@ 4th lvl:Improved Uncanny Dodge (Ex): A rogue can no longer be flanked. This instinct denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the defender does. Levels from other classes that grant improved uncanny dodge stack to determine the minimum rogue level required to flank the character. If the attacker has sneak attack from other classes, these class levels stack with rogue levels to determine the effective rogue level of the attacker. A rogue must be at least 4th level before taking this instinct.
@ 8th lvl.Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor, medium armor, or no armor. A helpless rogue does not gain the benefit of evasion.
@ 12th lvl:Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion. A rogue must be at least 8th level and have the evasion instinct before taking this instinct.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a rogue gains one rogue talent she meets the prerequisites for.
@ 2nd lvl: Flowing Feint
@ 4th lvl: Combat Feat: Two Weapon Defense
@ 6th lvl: Combat Feat: Double slice
@ 8th lvl: Fleet Footed
@ 10th lvl: (advanced): Quick shot
@ 12th lvl: (advanced): Slippery Mind (Ex):
@ 14th lvl: (advanced): Feat: Blindfighting
Avoidance: A rogue gains intensive expertise in a specific defensive facet of her craft. Starting at 3rd level and every 3 levels thereafter, the rogue either selects a new avoidance or selects one of her existing avoidances and increases her benefits from it by the amount(s) listed in the avoidance.
@ 3 rd lvl: Shrewd Countermeasures (Ex): A rogue knows how to thwart devious tricks and underhanded tactics. She gains a +1 dodge bonus to her CMD against dirty tricks, disarms, and steal combat maneuvers, and she adds 1 to the DC of feints and Sleight of Hand checks made against her.
@ 6th lvl: Shrewd Countermeasures + 2
@ 9th lvl: Shrewd Countermeasures + 3
@ 12th lvl: Shrewd Countermeasures + 4
Finesse Training (Ex): At 3rd level, a rogue can select any one type of finesse weapon (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
@ 3rd lvl: Estoc
Debilitating Injury At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
@ 5th lvl: Influence
@ 10th lvl: Sense Motive
Shadowstriker: At 5th level, a rogue gains the Shadow Strike feat as a bonus feat. If the rogue already has this feat, she can instead take any combat feat or rogue talent she meets the prerequisites for.

favored class bonus: + 1 HP


Skills:

Class skills: 182 = 14(8[class skill] + 1[race] + 1 [Int] + 1 [cunning] + 1 [fencing] + 1 [read foe])
Class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Influence (Cha), Knowledge (arcane) (Int), Knowledge (civilization) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (martial) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), ,Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). + Lore (Ancestors)
Acrobatics + 11 = 6 [Dex] + 2 [rank] + 3 [class skill]
Appraise + 1 [Int]
Athletics + 6 = 1 [str] + 2 [rank] + 3 [class skill]
Disable Device + 35/42 = 6 [Dex] + 14 [rank] + 3 [class skill] + 4 [Deft Hands] + 6 [skill focus] + 2 [MW tools] + 7 [trapfinder]
Disguise + 6 [Cha]
Escape Artist + 23 = 6 [Dex] + 14 [rank] + 3 [class]
Fly + 23 = 6 [Dex] + 14 [rank] + 3 [class skill]
Influence + 35/42 = 6 [Cha] + 14 [rank] + 3 [class skill] + 6 [skill focus] + 1 [background] + 1 [trait] + 4 [persuasive] + 7 (gather information) [information broker]
Knowledge (arcane) + 18 = 1 [Int] + 14 [rank] + 3 [class skill]
Knowledge (civilization) + 25 = 1 [Int] + 14 [rank] + 3 [class skill] + 7 [information broker]
Knowledge (dungeoneering) + 5 = 1 [Int] + 1 [rank] + 3 [class skill]
Knowledge (engineering) + 12 = 1 [Int] + 8 [rank] + 3 [class skill]
Knowledge (geography) + 3 = 1 [Int] + 2 [Svinglis Eye]
Knowledge (martial) + 12 = 1 [Int] + 8 [rank] + 3 [class skill]
Linguistics + 6 = 1 [Int] + 2 [rank] + 3 [class]
Lore (Ancestors) + 10 = 1 [Int] + 6 [rank] + 3 [class skill]
Profession (sailor) 31/33 = 2 [Wis] + 14 [rank] + 3 [class skill] + 1 [trait] + 4 [sphere] + 2 [Svinglis Eye] + 2 [Charts Shackles] + 5 Hurricane crown.
Ride + 6 [Dex]
Sense Motive + 23 = 2 [wis] + 14 [rank] + 3 [class skill] + 4 [alertness]
Slight of hand + 26 = 6 [dex] + 6 [rank] + 3 [class skill] + 4 [Deft Hands] + 7 [Legerdemain]
Spellcraft + 15 = 1 [Int] + 7 [rank] + 3 [class skill] +4 [Magical Aptitude]
Stealth + 23 = 6 [Dex] + 14 [rank] + 3 [class skill]
Survival + 4 = 2 [wis] + 2 [Svinglis Eye]
Use Magic Device + 27 = 6 [Cha] + 14 [rank] + 3 [class skill] + 4 [Magical Aptitude]

Gear:

Jewelry Worn
Black Diamond earring (sells for 50 gp.)
a broken, silver-plated manacle
Items Worn/Carried
Courtier's outfit: A blue double breasted dress coat trimmed in black, Black thigh-high leather boots and a black tri cornered hat with blue lace.
Bandolier @ 2: N/A
Magical Items:
Worn:
Body: Sevenfingers's sea coat 5 lbs. This long black coat is completely waterproof and sealed shut by bronze clasps. Its two large pockets provide additional protection for and easy access to treasure, acting as the side pouches of a handy haversack. When in a place with cardinal directions, the wearer of the coat always knows which way is north, as the know direction spell. Once per day, the coat's wearer can cast dream council.
Eyes: Snipers goggles
Hand: Ring of Invisibility
Hand: Ring of the Sea Strider
Head: Hurricane crown
Headband: Interesting Item A linen handkerchief embroidered with a pentagram design, surrounded by arcane symbols.
Neck: Amulet of proof against detection and location
Wonderous Items:
Efficient quiver: 2 lbs.
Items in quiver
Ghost-touched Undead-bane Estoc: 2d4,15-20/x2, P
Howling Estoc: 2d4,15-20/x2, P
Masterwork trident Madeof living coral Living coral weapons automatically repair themselves 2hp per day. If undamaged, the weapons deal +1 damage.
In the pockets of the sea coat
eversmoking bottle:
Castaway's Flare
Svinglis Eye
Sacred stings Divine Favor (a yellow ribbon)
Froghemoth Eye 1/day hold to gain all-around vision for 10min
Andran Insignia As a Move action, you can cause the insignia to shine with a steel-gray light for one minute, shedding light as a torch. While the insignia shines, creatures adjacent to you are dazzled. If you feint a creature that is dazzled by this insignia, you gain a +2 circumstance bonus to your PSB check. This insignia can be activated once per day.
Sap:1d6, x2, B, nonlethal
MW thieves tools:
Farglass
Sending Stone: Connected to stone in the 'Banshee's Revenge'
orb of Stars
Aspis Badge (bronze)
Aspis Badge (silver)
Silver Raven Figurine of Wondrous Power (sells for 1,800gp)This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
Consumables: (in sea coat pockets)
Vial of Marid's Tears
holy water
Wand - summon monster IV: 3/23
Wand -lesser restoration: 27/50
Wand of Summoning III 36/50

Haversack: 5 lbs.
Items in Handy Haversack
Kit, Fighter’s: 29 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Items in Sea chest/cabin/ship (or on loan)
Sending Stones: 16 stones connected to ships, friends and islands.
Impossible Bottle
skeleton anchor
Charts of the Fair Winds
Jalhazar's Wheel
Sea Chest
Ship's Figurehead
Hospitality Hammock
large telescope
portable alchemist's lab (set up in hold)
Enchanted darkleaf Lamellar: 12 1/2 lbs. Light: +4, +5 (Sandara)
glamered elven chain (Breaker)
Cloak of the Manta Ray (Owlbear)
Ring of the Iron Skull(Iryani)
Eel Skin Armor (Conchobhar)
MW Alchemical lab set up in fort
Carry Capacity
Light load: 43 lbs. Or less
Medium load: 44 lb./ 86 lbs.
Heavy load: 87 lb./ 130 lbs.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.


Monies:

150 gp.(beginning wealth) - 126 gp. (original gear) - 1 gp. (slate board). - 20 gp. (Syl) +21 gp (bilge) + 10 gp.(sailor) - 20 gp. (Aretta) + 325 gp. (cut) + 379 gp (island) -150 gp. (MW armor) + 5 (loot) - 100 (bribe crimson/breaker) = 473 gp. - 5 gp. (Flag) = 468 gp. + 800 (plunder) + 800 (plunder) + 850 (plunder) - 1,500 gp (silk sails) = 1,418 gp. + 850 (plunder) + 950 (whale skull) + 3,450gp (Dowager Queen) = 6,668 gp + 11,600 gp. (sale of two ships) + 1,150,5 gp (Cruel whip) + 157.5 gp. (WM Falcata) - 7,200 gp (cloak) - 2,300 gp. (improve estoc) - 10,000 gp. (Vicious Fighters) = 76 gp. remaining + 25 gp. (Cho-Tzu) = 101 gp. - 86 gp. (Coat, hat, boots, earing and 12 tickets) + 3,270 gp. = 3,285 gp. + 4,223gp + 1,775 gp. = 9,283 gp. +19,300 gp. - 28,450 gp = 133 gp. + 1,400 gp. = 1,533 gp. - 200 gp. + 3,000 gp. + 320 p. = 4.653 gp. + 21,700 gp. - 12,250 = 14,103 gp. - 125 gp. restock at Drenchport and scrimshaw + 6,085. gp. - 850 gp. - 10 gp. - 260 gp. - 1,000 gp. = 17,943 gp. -16,275 gp. = 1,668 gp. - 1,500 gp. = 168 gp. + 4,500 gp. = 4,668 gp. + 16,400 gp. - 13,185 gp. = 7,883 gp. - 450 gp. - 3,000 gp. = 4,433 gp. + 26,122.5 gp - 28,650 gp. = 1,905.5 gp. + 6,208 gp. - 6,000 gp. = 2,113.5 gp. + 3,350 gp. - 5,400 gp. = 63.5 gp. + 2,000 gp. +12,000 gp. + 1,400 gp. + 3,198 gp. + 4,800 gp. + 593 gp. = 24,054.5 gp. ‬+ 14,675 gp. - 13,470 gp. = 25,259.5 gp. - 24,850 gp. = 409.5 gp. + 32,202.5 gp. - 3,500 gp. = 29,112 gp. + 55,982.5 - 50,000 gp. - 31,250 gp. = 3,844.5‬ gp. - 3,040 gp. = 804,5 gp.


crew:

Captain: Elek Kardforgato
Officers: @ 10
First Mate: Sandara Quinn- trickery domain cleric; deception, healing, illusions Boarding Pike of Repelling
Master-at-Arms: Breaker Bones-barbarian; tankiness Furious falchion, Vindictive Harpoon:
Master Gunner: "Giffer" Tibbs - technician alchemist; gadgets
Quartermaster: Conchobhar Shortstone- bard; jack-of-all-trades
Helmsman: Rakkaw-tengu jinx-eater
Carpenter/Surgeon: Wulfgar Ivarson Cleric of Gorum
Cook: Ambrose "Fishguts" Kroop
Cabin Boy: Jack Scrimshaw Animal Bane Dagger
Cook's Assistant: Owlbear Hartshorn
Ships Inquisitor: Iryani

Unnamed Crew: @ 20


words:

energy strike = Néngliàng dǎjí
Wild surge = Kuángcháo
become harpoon hand = Biànchéng yú chā shǒu
return to harpoon hand = huí dào yú chā shǒu
become cannon = Chéngwéi dàpào
become the trident = Chéngwéi sānchā jǐ
cannon = Dàpào
shoot = shèjí
rapid shot = Kuàisù shèjí
deadly aim = Zhìmìng de mùbiāo
Destructive power = Pòhuài lì
Add spell point = Tiānjiā fǎshù diǎn
pierce = Cì chuān
Slash = Xuējiǎn
bludgeon = Dà bàng
mantle = Dìmàn
fly = Fēi
born aloft = Gāojǔ
wind = Fēng
lengthen weather = Yáncháng tiānqì
severe weather = Èliè tiānqì
Cone of Death = Sǐwáng zhī zhuī
mithril armor = Mì yín kuījiǎ
remove armor = Xiè xià kuījiǎ
Searing blast = Zhuórè de bàozhà
quick shot = Kuàisù pāishè
feint shot = Yánggōng
Barrage = Dàn mù
Merciful = Réncí
not merciful = Bù réncí
adamantium sword = Jīngāng jiàn
Storm dismissed = Fēngbào bèi bóhuí
Searing blast = Zhuórè chōngjíbō
Crafted blast = Jīngxīn zhìzuò de bàozhà
Deeper healing = Gēngshēn céngcì de zhìyù

Background / Bullet points:

Great grandfather Alexander Kardforgató was an up-and-coming Chelish nobleman who sided with house Davian in the war for succession. After the “Battle of a Hundred Kings” he sailed his ship to Sargava hoping to escape Queen Abrogail’s wrath. When House Thrune sent their Fleet to punish Baron Grallus, Captain Kardforgató sailed with the Pirates of the Shackles. After the victory, he joined the pirates, returning to Port Peril instead of Sargava.

Elek’s Dad, Sikandar Kardforgató, lawful Neutral captain of the pirate ship, ‘The Banshee’ Captured and hung by the Chelaxian Captain Salisfer, of the ship “the Justice”

Elek’s mom, Cassandra Kardforgató, chaotic neutral cleric of Besmara, also hung by the Chelaxian Captain Salisfer, of the ship “the Justice”

Born aboard ship, considered ‘The Banshee’ his home and Port Peril his city. Lived aboard ship, learning from family and crew. At fourteen the ships cabin boy.

His father, Sikandar, especially enjoyed attacking slavers and freeing the slaves. This caught the attention of the Chelaxian wealthy, they sent a small armada to set a trap for him. This armada was directed by a captain named Salisfer. The Chelaxians bated the trap with a slaver ship, by the time Kardforgató realized it was a trap it was too late.

The Banshee was so damaged that the Chelaxians scuttled the ship. Taking the Kardforgatós and remaining pirates prisoner. The other prisoners were put in chains to be sold as slaves. The captain and his wife, when it was found out who they were, were hung from the yardarm. Elek, getting loose from the soldier holding him, ran and tried to hold his mother up, trying to keep her from suffocating to death. As she died, she gestured towards her linen bandana, mouthing one word. ‘Revenge.’ As Elek glared at the chelaxian captain he swore he would kill the man. the captain ordered he be hanged as well. The ship medic stepped in, saying he was just a boy. The captain with a sneer ordered he be punished as a thief. Drawing his own saber, he had the soldiers hold out Elek’s arm and cut off the boys left hand. Then ordered he be thrown overboard to the sharks.

The next thing Elek remember was being on a beach on a tropical island. Rescued by a Sea witch named Callistro. The island belonged to a member of her coven, another witch named Mélusine. There was a third witch named Rusalka. Who rarely came to the island using a portal in the center. Where she came from, he didn’t know. It seemed the three witches served his mothers god, Besmara.

Elek spent two years with the witches, most of it seemed like a dream spent between a small hut on the edge of the beach and in the clear bay with Callistro. But he could not forget his promise to his mother, revenge. During the lucid times he spoke of these things to the two witches. After a time they promised to send him back to the world of men with a way to get his revenge.

He remembers shards of his last night on the island, It was a full moon in the fall, all three witches were there. They literally had a caldron boiling over an open fire. From the soupy green fluid they pulled the harpoon tipped leather wood and metal prosthetic. Rusalka asked him a question in a language he didn’t understand. Then hissed, ”Do you want revenge boy?” He nodded and she slammed the prosthetic onto the stump of his left arm. It felt like the metal end of the harpoon was seared onto the bone in his arm. He passed out from the pain.

When he woke the prosthetic was still on his arm, straps running to a shoulder harness that he didn’t remember seeing or putting on. With only, other than the prosthetic, a ragged loincloth and his mothers bandana. He was no longer on the Island. He was on a beach in the Xidao Gulf under a dock in the city of Kasai, the capital of Minkai.

They had returned him to the world of men, but a long way from the shackles. The only boats he could find were small junk, coast huggers, sailing west. It took him five years to work his way back to the city he knew as a child.


personality:

Seven years ago, as a cabin boy on his parents ship, Elek believed he would someday be the captain of his own pirate ship sailing out of Port Peril. He had the name, he had the family tradition, he had the skills, he had the training, he had the connections. It was his destiny. As the son of the ship's captain and cleric, Elek was a little filled with his own self importance but overall he was fun, energetic and charismatic; being well liked in general by the crew.
Elek is no longer that happy go lucky child who sailed with his parents daydreaming about the freedom that only a pirate has. He is now a hard, cold, driven man. His hatred for the Chelaxian captain Salisfer has kept him focused on not only his return to the Shackles and becoming a pirate captain, but also revenge on the Chelaxians for the loss of his parents and his arm. He is still the friendly, outgoing, jolly shipmate of his younger years. But there is now a darkness to him that was not there in his youth.

On the Myers Briggs scale elek is a Commander


appearance:

Elek is just under six foot tall with a lean fencers frame. While slight of build he is quick with long arms and nimble fingers. His high forehead, straight raven black hair, worn shoulder length, and his dark grey eyes mark him as of mixed Chelish descent. While his tan face, weathered features and narrowed eyes mark him as a sailor.

His gear is suited to a sailors life, dark leather thigh boots cuffed down to his knees, his sap tucked in the front of the right boot, his butterfly knife tucked in the back. Dark blue breeches and a white-poets shirt. Instead of a waistcoat he wears black leather lamellar armor crossed with dark canvas and leather bandoliers and a broad leather belt where he wears his estoc on his left hip. A Dark linen handkerchief embroidered with a pentagram design, surrounded by arcane symbols worn as a head band. With a black magical cloak worn over his left shoulder, crossing under his right arm Clasped with a deep platinum shark broach.

Protruding from under the black magical cloak, a wood and iron prosthetic that ends in a blackened harpoon head. The tip itself is not that uncommon, but the dark arcane symbols carved in every surface of the implement and the way it radiates darkness, gives pause.


Ships Rules:

There will be no killing of other crew, anyone guilty of murdering a crew member will walk the plank. If in port they will walk the plank starboard side with their hands tied and their gear tied around their neck.

Grog will be optional and served with every meal. We will use a 3/1 ratio, so it's the same amount of rum. Drunkenness beyond the ability to perform ones duties will be punished with the serving of water, the time of punishment will depend on the length and severity of said drunkenness.

Lesser infractions will be punished as the officer on duty see's fit, up to and including the lash.


The Tattoo:

Fonts:
looted ships: plain printed letters without serifs
taken ships: thin script
fought ships: thin blocked letters with serifs
sank ships: thick blocked letters with serifs
recruited/commandeered/purchase ships: thick script
Purchased ships in medium script
Colors:
Absalom: teal
Chelaxian: red
Rahadoum: gold
Sargavan: light blue
Shackles: black
Aspis Consortium: pink

The tattoo itself
"Truewind" in teal plain print
"Dowager Queen" in red thin script
"Devil's Pallor" in black thin script
"Sea Chanty" in light blue script
"The Dominator" in red thin blocked letters with serifs
"Famished Mane" in red thin script
“The Kurstav” in pink thin script
“Dragon’s Dishonor” in black thick script
“Deathknell” in gray thick blocked letters with serifs
“Grand Storm” in black medium script
“Chainbreaker” in teal thin blocked letters with serifs
“Devil’s Shackles” in black thick script
“Devil’s Plague” in red thick script
“Dryad's Grave” in black thick script
“Black Serpent” in black medium script
“Jester’s Grin” in red thick script


The Fleet:

Flag ship and Admiral
Banshee's Revenge: Captain Elek Kardforgató: A Caravel light ballista x 4, ram, + heavy ballista x 4, springal, arrow x1

There all Sailing ships :)
Squadron #1
Cyclops' eye: Captain Ulfric Ironbeard, a Catamaran: firedrakes x 2, standard catapults x 2, light ballista x 4
Devil's Bane: Captain "Artful" Rogers, a frigate: heavy ballista x 4 +light ballista x 4,
Black Serpent: Captain Slippery Syl Lonegan, a Frigate: light ballista x 2 +light ballista x 2
Wayfinder: Captain Rogar Ironbeard, a Xebec: +light ballista x 4,

Squadron #2
Grand Storm: Captain Ratline Rattsberger, a Schooner: heavy ballista x 2 +light ballista x 4,
Rat's Demise: Captain "Crimson" Cogward, a Schooner, light catapult x 2, +light ballista x 4, light catapult x 1
Black Corsair: Captain Bonnie Blades, a Caravel: light catapult x 1 +light ballista x 4, light catapult x 2
Devilish Dutchess: Alise Grogblud, a Caravel: +light ballista x 4,

Ships left in the cove to protect the fort:
Mermaid's Revenge: Tilly Brackett, a Caravel; +light ballista x 4,
Erinyes: Captain Rosie Cusswell, a Caravel: +light ballista x 4,
Gylou's Cage: "Jaundice" Jape, a Caravel: +light ballista x 4,


Flag
Navy Terminology
General guidelines on plunder/infamy
Deeper Healing talent 3d8+7hp