Male Human (Garundi) Shaman 2 Rogue (Pirate) 2
N Medium humanoid
Initiative +2 (+2 Dex)
Senses Perception +9 (+3 Wis, +3 Ranks, +3 Ranks)
Speed 30 feet
Languages Common, Polyglot
Dexterity 14 (+2)
Intelligence 14 (+2)
Wisdom 17 (+3)
Charisma 14 (+2)
Armour Class 14, touch 12, flat-footed 12 (+2 Dex, +2 Leather Armour)
Combat Manoeuvre Defence +14 (+2 BAB, 0 Str, +2 Dex, +10)
Hit Points 20 (4 HD: 1d8)
Fortitude Save +0 (+0 Con, +0 base)
Reflex Save +5 (+2 Dex, +4 base)
Willpower Save +6 (+3 Wis, +3 base)
Base Attack Bonus +2 (+4 melee touch, +4 ranged touch)
Combat Manoeuvre Bonus +2 (+2 BAB, +0 Str)
Shortspear +4 (1d6; x2)
Shortspear, thrown +4 (1d6; x2; 20 feet)
Shaman Spells Prepared
1st-level (2+1 spirit spell/day) – Entangle, Sleep, Summon Nature's Ally I, Colour Spray (Spirit), 0-level (at will) -- Create Water, Detect Magic, Know Direction, Touch of Fatigue
Feats, Skills and Special Abilities:
Feats: Combat Expertise, Weapon Finesse, Sea Legs, Improved Unarmed Strike
Traits: Ancient Explorer, Tongue of Many Towns
Acrobatics 11 (Dex +2, Class +3, Feat +2, Ranks +4)
Bluff 7 (Cha +2, Class +3, Ranks +2)
Climb 7 (Str +0, Class +3, Ranks +2, Feat +2)
Diplomacy 8 (Cha +2, Class +3, Trait +1, Ranks +2)
Disable Device 8 (Dex +2, Class +3, Ranks +3)
Knowledge (history) 4 (Int +2, Trait +1, Ranks +1)
Knowledge (local) 9 (Int +2, Class +3, Traits +2, Ranks +2)
Knowledge (nature) 7 (Int +2, Class +3, Ranks +2)
Knowledge (religion) 6 (Int +2, Class +3, Ranks +1)
Perception 10 (Wis +3, Class +3, Ranks +4)
Profession (sailor) 8 (Wis +3, Class +3, Ranks +2)
Sense Motive 9 (Wis +3, Class +3, Ranks +3)
Spellcraft 7 (Int +2, Class +3, Ranks +2)
Stealth 8 (Dex +2, Class +3, Ranks +3)
Survival 10 (Wis +3, Class +3, Ranks +1, Spirit Animal +3)
Swim 6 (Str +0, Class +3, Ranks +1, +2 Feat)
Special Abilities: Stardust (sp) 5/daily
Hex: Evil Eye (DC 14, foe at -2 for one of: ability checks, AC, attack rolls, saving throws, or skill checks. Duration 6 rounds)
Sneak Attack +1d6
Sea Legs (Ex): At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.
Swinging Reposition (Ex): 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 a 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.
Evasion (Ex): 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.
Favoured Class: Shaman
Favoured Bonus: +1 skill point
Kerruk Gahar is a star-smitten sailor from the Thuvian coast, touched with the magic of the Spirits. Growing up wild and mostly alone (his mother died at childbirth, and his father was a shiftless drunk, his infrequent appearance in Kerruk's life merely an occasion for beatings and long diatribes about Kerruk's responsibility for his mother's death).
Kerruk finally ran away to sea, and it was there - encouraged by the splendid vista of the heavens at night and the attentions of an enchanted osprey - that he became what he is today: a Shaman in the service of the heavens. His innate romanticism, nurtured by the tall tales of his fellow-sailors has led him to a somewhat quixotic search for ancient relics and lost treasures, and thus he has made his way to Port Peril and his own date with capricious destiny.
Kerruk is short (5'6"), compact and nondescript - aside from his startling sparkling eyes. These give him a superficially gregarious appearance, until one becomes aware that his gaze is focussed inwards, as if on a reality only he can see or sense.
He is a willing worker and crew member, but rather taciturn. His easygoing nature vanishes quickly if he is threatened or his nightly communion with the stars is interrupted. He also fancies himself something of a warrior - this may not be strictly the case - and will not hesitate to test his skills in this area if he considers it a fair or reasonable challenge. His magic often goes unused, but he will seldom be caught without aggressive or offensive spells at his command.
Since joining the good ship Wormwood Kerruk has been shocked out of his naivete...a process culminating in his foolishly misguided attempt to provoke rebellion against the horrendous Captain Harrigan. Although he seems to have escaped - a probably deserved - death for now, he has become far more cautious, and is working hard to make up for the deficiencies his time on the Wormwood has revealed. He is also keen to emulate - in his own way - the flashy skills of TapTap, who he likes and trusts and Jack, who he admires (although he is not sure how much he trusts the opportunist swashbuckler).