Wing Clipper

John Rawkins's page

371 posts. Alias of Celeador.


Full Name

John Rawkins

Race

Human (Taldan) Ranger (Freebooter / Corsair) 4 / Bloodrager (Elemental (Aquatic)) 1 / AC 17/11/16 / HP 47/47 / F +9 R +5 W +3 (+2 vs charm and compulsion) / Init. +1 (+2 at Sea) / Perc. +10 (+2 at Sea) / Sense Motive +10

Gender

Male

Size

Medium

Age

23

Alignment

Chaotic Good

Deity

Besmara

Location

Aboard the Empty Lighthouse

Languages

Aklo, Common

Occupation

Ex-Marine

Strength 18
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About John Rawkins

John Rawkins
Male Human (Taldan) Ranger (Freebooter / Corsair) 4 / Bloodrager (Elemental (Aquatic)) 1
CG Medium Humanoid (human)
Init +1 (+2 at Sea); Senses Perception +9 (+2 at Sea)
Aura freebooter's bane +1
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 47 (5d10+14)
Fort +9, Ref +5, Will +3 (+2 saves vs. charm and compulsion spells.)
Hero Points: 2
Grit: 1
Boons: Inner Strength, Teamwork
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Offense
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Speed 30 ft.
Melee Cutlass +9 (1d6+4/18-20/x2) or
. . Boarding Axe +9 (1d6+4/x3) or
. . Dagger +9 (1d4+4/19-20/x2) or
. . Greatsword +9 (2d6+6/19-20/x2)
Ranged Dagger +4 (1d4+4/19-20x2)
. . Pistol +4 (1d8/x4)
Special Attacks Bloodrage (6 rounds/day), Elemental Strike (3 rounds/day)
Ranger (Freebooter) Spells Prepared ](CL 1st; concentration +3):
1st—lead blades
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Statistics
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Str 18, Dex 13, Con 14, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Additional Traits, Amateur Gunslinger, Cleave, Endurance, Exotic Weapon Proficiency (pistol), Furious Focus, Power Attack -1/+2, Quick Draw.
Traits Birthmark, Freedom Fighter, Peg Leg, Suspicious
Trained Skills Acrobatics +5, Climb +8, Diplomacy +8, Intimidate +7, Knowledge (geography) +8 (+2 at Sea), Knowledge (nature) +5, Knowledge (religion) +2, Perception +10 (+2 at Sea), Profession (sailor) +10, Sense Motive +10, Stealth +7 (+2 at Sea), Survival +7 (+2 at Sea), Swim +10
Untrained Skills Escape Artist +1, Fly +1, Ride +1, Armor Check Penalty -5
Languages Aklo, Common
SQ Lone Gunman, Combat Style (Sword and Pistol), Favored Terrain (Water +2)
Combat Gear Alchemist's kindness (3); Other Gear Four-mirror armor, Buckler, Cutlass, Dagger (2), Greatsword, Grog (per gallon) (2), Wand of Cure Light Wounds (20 charges), Wooden Holy Symbol of Abadar, Ink, black, Inkpen, Journal, Marked cards, Pathfinder's kit, Peg leg (w/ Hidden Dagger), Seabag, Wedding Band, Gold, Lock of Alima's hair, Jigsaw Shark-Tooth Necklace, 0 gp
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Special Abilities
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Amateur Gunslinger: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier. You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Bloodline (Aquatic): Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
Bloodline Powers: Elemental Strikes: At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
Bloodrage A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Birthmark +2 save vs. charm & compulsion
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exotic Weapon Proficiency (pistol): You make attack rolls with a pistol weapon normally.
Fast Movement: A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Favored Terrain (Ocean (above and below)): +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when the ranger is on the Ocean. 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).
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Freebooter's Bond 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 to hit when flanking.
Inner Strength Once per day, John can make a DC 15 Will save after failing an ability check or Fortitude save; if successful, he can re-roll the failed roll.
Sword and Pistol Combat Style If the ranger selects sword and pistol combat style, he can choose from the following list whenever he gains a combat style feat: Catch Off Guard, Point Blank Shot, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Snap Shot to the list. At 10th level, he adds Greater Two-Weapon Fighting and Sword and Pistol to the list.
Favored Class (Ranger): +3 Hit Point.
Skilled: +1 Skill Point each level.
Freebooter's Bane +1 (Ex) +1 to hit & damage versus chosen target.
Freedom Fighter You've developed a reputation as a privateer who fights for freedom. You gain a +2 trait bonus on Diplomacy checks. This bonus becomes a -2 penalty when dealing with slavers or those who support the slave trade. Diplomacy becomes a class skill for you.
Peg Leg +1 trait bonus to damage vs animals with the Aquatic subtype. +1 trait bonus to fort saves.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Quick Draw (Ex): Draw weapon as a free action (or move if hidden weapon.) Throw at full rate of attacks.
Teamwork: Once per day as a immediate action may attempt to Aid Another.

Corsair Archetype:

Ranger Archetype – Corsair
Lone Gunman: At 1st level, a corsair gains Exotic Weapon Proficiency (pistol) and Amateur Gunslinger as bonus feats. This ability replaces Track and Wild Empathy.
Sword and Pistol Style: A corsair must select the sword and pistol combat style. He can choose from the following list whenever he gains a combat style feat: Catch Off Guard, Point Blank Shot, Quick Draw, and Two-Weapon Fighting.
At 6th level, he adds Improved Two-Weapon Fighting and Sword and Pistol to the list.
At 10th level, he adds Greater Two-Weapon Fighting and Snap Shot to the list.

Background of John Rawkins:

Five background and concept elements important to John Rawkins.

1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law

Two goals that are important to John.

1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard….

Two secrets about John, one that he knows, and one that he not yet aware of.

1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

Four people that are tied to John, three are friends and one is an enemy.

1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

Four memories, mannerisms or quirks John possess.

1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.
4) On the 3rd of Calistril in 4713AR John received a tattoo from Vrunyar Magmabeard following the death of his longtime friend Iakob Steel. The tattoo, four dots in the shape of a diamond was similar in appearance to the one his friend had. Located on the left side of his brow, just below the hairline each dot represents a promise made. Three for the remaining sailors from the Righteous Eagle held captive on Deepmar Island and one to avenge his friend Iakob who was brutally murdered by the first mate of the Wormwood earlier that same day.