Rogue [Pirate] 7 | hp: 25/52 | AC 18 | T 12 | FF 16 | CMD 21 | F +3 (+5 vs hot weather), R +7, W +3; +2 vs fear/mind-affecting | Init +2 | Perc +11 | SM +9
Gender
Male
Size
Medium
Age
21
Alignment
Chaotic Good
Deity
Besmara
Location
The Shackles
Languages
Aquan, Common
Occupation
Pirate
Strength
18
Dexterity
14
Constitution
13
Intelligence
13
Wisdom
12
Charisma
14
About Isaac Silvermane
Captain Isaac Silvermane
Human (Cheliaxian/Mwangi) Rogue [Pirate] 7
CG Medium Humanoid (human)
Init: +2 Senses: Perception +11
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DEFENSE
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AC 18, touch 12, flat-footed 16
hp 52
Fort +3 (+5 to resist hot weather), Ref +7, Will +3; +2 vs fear and mind-affecting effects
Defensive Abilities evasion, uncanny dodge
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OFFENSE
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Spd 30 ft
Melee tidewater cutlass +11 (1d6+5/18-20/x2)
dagger +9 (1d4+4/19-20/x2)
mwk dagger +10 (1d4+4/19-20/x2)
brass knuckles +9 (1d3+4/x2)
Ranged shortbow +7 (1d6/x3) (range: 60 ft)
dagger +9 (1d4+4/19-20/x2) (range: 10 ft)
mwk dagger +10 (1d4+4/19-20/x2) (range: 10 ft)
Space 5 ft; Reach 5 ft
Special Attacks Sneak Attack +4d6
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STATISTICS
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Str 18 (+4), Dex 14 (+2), Con 13 (+1), Int 13 (+1), Wis 12 (+1), Cha 14 (+2)
Base Atk +5; CMB +9; CMD 21
Feats Aquatic Combatant, Dazzling Display, Gory Finish, Martial Weapon Proficiency (Cutlass), Sea Legs, Skill Focus: Swim, Weapon Focus (cutlass)
Traits Buccaneer’s Blood, Hurricane Savvy
Skills Acrobatics +13 - 1, Appraise +11, Bluff +7, Climb +14 - 1, Diplomacy +12, Intimidate +11, Knowledge (local) +10, Knowledge (dungeoneering) +1 (+3 to navigate underground), Perception +11, Profession (sailor) +14, Sense Motive +9, Sleight of Hand +1 (+3 when hiding small objects on person when dressed in pickpocket's outfit), Survival +1 (+3 to avoid becoming lost), Swim +18
Languages Aquan, Common
SQ Heart of the Sea (replaces skilled), rogue talent (black market connections, combat training [Aquatic Combatant]), swinging reposition, unflinching
Combat Gear +1 chain shirt (700 gp; 25 lbs; -1 ACP), tidewater cutlass (4 lbs), shortbow (30 gp; 2 lbs) 55 common arrows (3 gp; 9 lbs), 2 brass knuckles (2 gp; 3 lbs), 4 daggers (8 gp; 4 lbs); Other Gear pickpocket’s outfit (free; 3 lbs) (currently wearing), rogue’s kit (includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10) flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pintons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin) (50 gp; 37 lbs), compass (10 gp; 0.5 lbs), spyglass, Cheliaxian Imperial Navy greatcoat (completely fixed, has five still-intact large, silver buttons that could probably be resold; buttons worth 2 gp each), alchemist fire (1 lb), leather hip flask w/ crocodile, 2 mwk daggers (2 lbs), silver locket, hot weather outfit (4 lbs; 8 gp), gold earrings, anchor feather token, amulet of natural armor +1, cloak of the manta ray (1 lb), slippers of spider climbing (0.5 lbs; currently wearing) (currently carrying 74.5 lbs)
Current Money: 200 gp, 80 sp, 6 cp
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SPECIAL ABILITIES
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Aquatic Combatant You gain a +2 bonus on Swim checks and don't take penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.
Black Market Connections A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities.
Thorp- DC 10
Hamlet- DC 12
Village- DC 15
Small town- DC 18
Large town- DC 20
Small city- DC 25
Large city- DC 30
Metropolis- DC 35
Buccaneers’ Blood +1 to Intimidate and Profession (sailor) and one-time +1 bonus to Disrepute and Infamy
Cloak of the Manta Ray This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray’s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
Compass +2 circumstance bonus to Survival checks to avoid becoming lost. Can also use to gain the same bonus on Knowledge (dungeoneering) checks to navigate underground.
Dazzling Display While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Evasion At 2nd level and higher, 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 or no armor. A helpless rogue does not gain the benefit of evasion.
Gory Finish When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.
Heart of the Sea +2 racial bonus on Profession (sailor) and Swim checks; skills always class skills; Can hold breath twice as long as normal; gain a +4 racial bonus on concentration checks when attempting to cast spells underwater [replaces skilled]
Hurricane Savvy You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
Pickpocket’s Outfit Outfitted with concealed pockets, this clothing gives you a +2 bonus on hiding small objects on your person.
Sea Legs You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
Skill Focus (Swim) Gain a +3 bonus on all Swim checks. If you have 10 or more ranks in that skill, this bonus increases to +6.
Slippers of Spider Climbing When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
Swinging Reposition At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.
Tidewater Cutlass The blade of this +1 cutlass is spotted with rust, and its basket hilt is cast in the likeness of a grinning skull. Once per day, a tidewater cutlass can be used to cast hydraulic push.
Uncanny Dodge Starting at 4th level, 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 Dex 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 (see Combat) against her.
Unflinching Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.
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PHYSICAL DESCRIPTION
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Age: 21
Height: 5’5”
Weight: 185 lbs
Skin Tone: Tan
Body shape: lean but with muscle
Hair Color and Style: Silver; reaches shoulders
Eyes: Bright blue
Scars: a couple of noticeable scars on face and chest
Tattoos: on his back: images include Besmara’s holy symbol, the Silvermane family symbol (Cheliax symbol on fire with Sebastian’s hook hand in the foreground); base of neck: Kraken with tentacles wrapping around arms
Outfit: blue bandana, black tricorn, green collared shirt, black pants, black leather boots, black belt w/ silver buckle, Cheliaxian Imperial Navy greatcoat, a set of nice gold earrings.
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BACKSTORY
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Isaac Silvermane has always wanted to live up to his family reputation. Coming from an elite family of pirate captains, he strives to be the best, to lead his own fleet, to become a Free Captain, and to take up the mantle of the Hurricane King (a title that no one in his family has claimed since Sebastian), and to finish what his ancestor started: the death of the thrice-damned House of Thrune, specifically Queen Abrogail 2. He also wishes to claim his inheritance: to find the lost tomb of Captain Sebastian Silvermane, his weapons, and his loot. Learning from more experienced sailors, as well as his family, he knows his way around a ship and the sea. He often pays homage to Besmara, just as his family have always done. He also relies on the family name and reputation to give him a slight edge, knowing that people fear and respect the Silvermanes. Understanding that everyone in his family has a speciality when it comes to piracy (Sebastian using his Chelish knowledge, leadership, sailing and fighting skill, and reputation; Isaac’s father specializing in boarding ships), Isaac trained himself in sailing in stormy weather. On the night that he was press-ganged, Isaac went to the Formidably Maid in Port Peril to begin his career as a pirate. However, while there, he got into deep conversation with a charming woman. The next he knew, everything went black.
Hometown: Queen Bes, Besmara’s Throne, The Shackles
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PERSONALITY
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Isaac fits the stereotype of a pirate: brave, brash, boastful, and adventurous. However, that doesn’t mean he’s an idiot. He has his ancestor’s smarts and wit, sometimes doing things others might find odd or mad. When in a fight with Cheliaxians or allies of the Queen, however, he attacks with brutality, killing them with all of the anger of Sebastian. He’s also picked up on Sebastian’s way of execution of Chelish soldiers; he will tie them to their ship, cut off their left hands, and set the ship on fire. However, that doesn’t mean he’s evil or without morals. His family lives up to a specific saying of Sebastian’s: “Trust and honor your crew and stand by them. For when you’re at your lowest, they will come to your aid.” Isaac lives by his family saying, as well as his own codes, such as “Do not take a friendly fight to the point of murder”, “Show loyalty to your crew”, and “Treat your crewmembers with respect...within reason, of course.” He always tries to say little prayers to Besmara daily, due to his family’s connection to her.
Deities of worship: Besmara
Ancestor: Captain Sebastian Silvermane:
The tale of Captain Sebastian Silvermane starts with his time in Cheliax. He was once known as Admiral Sebastian Chartagnion, one of the youngest admirals in Chelish history. Due to his odd bright silver hair, he gained the nickname “Admiral Silvermane”. During this point in his life, he was strict, by-the-book, and held the law in the highest regard. He often attacked pirate vessels, executing the crew and burning the ships. Due to his success and skill, he was well respected among the soldiers and the people. However, Queen Abrogail 1 grew concerned with this because of the possibility that Sebastian could lead a coup against House Thrune with the support of the people. So the Queen deceived Sebastian and betrayed him, tying him to the mast of his flagship, The Judge, severing his left hand (which was known as the Hand of the Law, due to the fact that he personally executed his enemies with that hand; he was also left-handed), and setting the ship (and Sebastian) on fire. Desperate and in pain, he prayed for anyone to help. His prayers were answered by Besmara. She offered to save his life, in return for his service to create chaos for the lawful country of Cheliax. He agreed, wishing to take revenge on the Queen. He washed up in the Shackles. He cast aside his last name in place of Silvermane and spent the next 20 years learning piracy, destroying Chelish vessels, exploiting his Chelish knowledge to his advantage, executing the crew and captains in the same manner as he was to die. He eventually became a Free Captain and, ultimately, Hurricane King. However, after 7 years as King, he retired, giving the crown to his First Mate, and leaving the Shackles for a time, claiming that Besmara needed him elsewhere. About two years later, he returned to the Shackles with a child. This led to the lineage of the Silvermanes. He died by the time his son reached manhood. The Silvermanes fashioned a tomb in the Abendego Gulf, but the location has faded from memory.
Appearance:
During his time as Admiral, Sebastian kept his appearance neat and proper. His hair was always slicked back. His uniform always met the regulation requirements. His skin was nearly flawless. However, after the betrayal, his appearance radically changed. He still wore his admiral uniform, but it was torn, dirty, and lacked the properness that it used to have. His hair became long, dirty, and wild. His left arm ended with a wicked silver hook. His eyes, once holding a cold and calculating gray gaze, now holds a wild and angry look, becoming near crazed when he spied a Chelish vessel. His skin, once carrying the pale tone the Chelish were known to have, became tanned and weathered and marred with burn scars.
Weapons:
Sebastian’s preferred weapon was, interestingly, a cutlass. He believed that to succeed in the weaponry of a pirate was an added insult to “their kind”. Over the course of his piracy career, he learned even more skills and tricks with the cutlass, making him an expert. His left hand, no longer able to carry out the Law, served as an additional weapon with the hook hand.
Rumors:
Rumor has it that in the Tomb of Captain Sebastian Silvermane, lies all of the treasure he made and stole, as well as his equipment, including his fabled cutlass that, legend holds, was blessed by Besmara herself.
Some people say that Sebastian's son was born from a foreign woman he had a dalliance with. Others say that he was secretly married to one of his crewmembers. A few drunks and idiots say that he had the child with the Queen of Cheliax. Even fewer sailors and a few faithful say that the mother was actually Besmara, who took such an interest in Sebastian that they became lovers.
People often say that when Sebastian died, Besmara made him one of her heralds.