Hirabashi Jiro

Kierk Tarsi's page

30 posts. Alias of KDinIN.


Full Name

Kierk Tarsi

Race

Human

Classes/Levels

Ranger (Freebooter) Lvl. 4

Stats:
HP 40/40 | AC 20 | CMD 20 | Fort +6 | Ref +7 | Will +3 | Init +5 | Perc +9

Gender

Male

Size

Medium

Age

18

Alignment

Good

Deity

Acavna

Location

Mwangi Expanse

Languages

Common

Occupation

Pirate, Pilgrim

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Kierk Tarsi

Character Stat Block:

Kierk Tarsi
Human Freebooter Ranger 4
G Medium humaniod

Statistics
Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 12
BAB +4
CMB +7
CMD 20

Initiative +5
Senses +9

DEFENSE
HP 40
Armor Class 20

Saving Throws
Fortitude +6
Reflex +7
Will +3

OFFENSE
Speed 30ft.

Melee Attack Bonus +7
Ranged Attack Bonus +7

Feats
Power Attack: Take -1 to hit, add +3 to damage
Quick Draw: Draw weapon as a free action
Rapid Shot: (Combat Style Feat - Level 2) 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.
Cleave: As a standard action, make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Endurance: 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.

Traits
Enemy of my Enemy: +1 to hit, +1 to damage, and a +1 to intimidate against any worshipper of the demon god Nergal.
Reactionary: +2 to Initiative

Skills: (Per Level: +6 ranks, + 1 (Human)) = 28 ranks
Acrobatics: (+3 Dex)
Appraise: ( 0 Int)
Bluff: (+1 Cha)
Craft (): (0 Int)
Climb: (+3 Str, +4 ranks, +3 class) +10
Diplomacy: (+1 Cha)
Disguise: (+1 Cha)
Escape Artist: (+3 Dex)
Fly: (+3 Dex)
Handle Animal: (+1 Cha, +1 rank, +3 class) +5
Heal: (+2 Wis, +1 rank, +3 class) +6
Intimidate: (+1 Cha, +2 rank, +3 class) +6
Knowledge (geography): (0 Int, +1 rank, +3 class) +4
Knowledge (nature): (0 Int, +1 rank, +3 class) +4
Perception: (+2 Wis, +4 rank, +3 class) +9
Perform: (+1 Cha)
Profession (Sailor): (+2 Wis, 1 rank, +3 class) +6
Ride: (+3 Dex, +1 rank, +3 class) +7
Sense Motive: (+2 Wis)
Stealth: (+3 Dex, +4 rank, +3 class) +10
Survival: (+2 Wis, +4 rank, +3 class) +9
Swim: (+3 Str, +4 rank, +3 class) +10
Track: (+2 Wis, +4 rank, +3 class, +2 class ability) +11

Spells
Spells per day
- Level 1 spells - 1 per day (bonus spell)

Languages
Common

Combat Gear: Total cost - 4216 gold
+1 Falchion: +8, 2d4+5, 18-20/x2
+1 Falchion (Power Attack): +7, 2d4+8, 18-20/x2,
Masterwork Composite (+3 Str) Longbow: +8, 1d8+3, Range: 110 feet
Masterwork Composite Longbow (Rapid Shot): +6/+6, 1d8+3, 1d8+3
- 100 Arrows
- 60 Cold Iron Arrows
- 40 Alchemical Silver Arrows
(2) Throwing Axe: +7, 1d6+3, x2, Range: 10 feet
(4) Dagger: +7, 1d4+3, 19-20/x2 Range: 10 feet
+1 Agile Breastplate: +7 AC, -3 Armor Check (0 Armor Check on Climb and Jump checks)

Gear Total Cost: Total Cost 630.32 gold
2 Guard Dogs
2 Donkeys
2 Pack Saddles
Hammock
Small Tent
Cot
Fishing Net
Fishing Tackle
(4) 50 ft of Hemp Rope
(2) 50 ft of Silk Rope
(2) 50 ft of Twine
(100) Candle
(30) Trail Rations
Backpack
Bedroll
Grappling Hook
Campsite Kit
Gear Maintenance Kit
Shaving Kit
(3) CLW potions
(1) Invisibility potion

Currency
1153.68

Carrying Capacity
Light Load: 76 pounds or less
Medium Load: 77 - 153 pounds
Heavy Load: 154-230 pounds

Special Abilities
Freebooter's Bane: 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.
Track: Adds half of ranger level to survival checks made to track
Wild Empathy: A ranger can improve the attitude of animals by making a diplomacy check.
Combat Style Feat: Archery (Level 2 - Rapid Shot)
Endurance: Gain the Endurance Feat
Favored Terrain: (Jungle) The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain.
Freebooter's Bond: 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.
Spells: Can cast limited amount of divine spells

Appearance:

Kierk is a tall, thin young man, but not one that any one would consider frail. He is packed with muscle for his size, and moves athletically, obviously knowing how to use the size and leverage he was born with. His blue eyes stand out, as ones that have seen difficulty, but the stubble on his chin remind an observer at how youthful he still is. His head is shaved clean daily, a reminder of his upbringing by his father. He wears boots and leggings that would be at home on any ship, as well as a loose fitting shirt linen shirt that has long since stopped being white. Over that, usually, he wears an Agile Breastplate of obvious quality. Depending on the weather, he might have a bandana tied around his head, a tri-point hat, or he will go with his head uncovered. With a bow strapped over his shoulder, the fletching of arrows sticking out of a cover visible over his other shoulder, a hilt of a large blade coming up out of his neck, a hand axe tucked into his belt at each hip, and digger hilts sticking out of various sheathes hanging from his body, it is obvious that though young, Kierk knows how to handle himself.

Backstory:

Kierk Tarsi never knew his mother, but that didn't seem to bother him all that much, he was much to busy growing up aboard his Shaucey Tarsi's pirate ship, The Pegasus. He learned to swim before he could walk, he was climbing rigging before he could talk coherently, and as a 5 year old could out curse many a sailor. Kierk had, what he thought, the perfect life. His father, was about as good a man as a pirate can be, lived religiously by the Pirate Code and taught his crew and his son to do the same thing. As he got older, however, Shaucey became more and more protective of his son. When Kierk was 15, he and his father argued about whether he could join the crew or not. His father, the captain, had the final say, and nothing Kierk did could convince him. He was sent to his bunk with the command to stay out of the way as always.

That was the final straw, Kierk, a strong, athletic young man, knew he had much to offer his father and the crew. He wanted to help, but it seemed as though his father might never let him. So he resolved to prove to his father how helpful he could be. His target was Maud'el Hiphen, a rival captain in the ranks of the Hurricane King's grand pirate armada. Maud'el and Shaucey weren't just different, they lived in completely different realities. Shaucey's rule was that you never looted, plundered, or stole from someone who was in need. Maud'el made a career off of pillaging tiny villages barely surviving. Shaucey believed in honor, and integrity, Maud'el required a sword to be at his neck before he would give his word about anything, and even then he would barely keep. But, in the Hurricane King's armada, sometimes it was results that counted, and Shaucey and Maud'el were both mid-ranking captains because of it.

No one from the Pegasus associated with, or liked any of Maud'el's crews, and often they had had bloody bar fights, or duels in the street, not an entirely uncommon thing in the Shackles. But Maud'el was also known to be a part of the cult of Nergal worship. He claimed that Nergal's blessing was the reason for his success and he bragged about how Nergal had taught him cruelty. Kierk decided that he would steal Maud'el's Nergal idol while he was sleeping. His plan worked perfectly, he boarded the ship silently, swimming under ship's bows and climbing the mooring lines. He snuck into the captain's cabin and found the idol statue he was looking for. He had it in his hands but as he turned to leave, he tripped and fell, waking the rival captain. Within moments, Maud'el had confined the young man to the brig and promised a swift and cruel trial in the morning.

The trial came, and much to Kierk's chagrin, his father, Shaucey was there. A pirate caught stealing from another pirate ship is condemned to a quick and painful end at the end of a rope from the rigging. Kierk knew the code, he knew the law, and he knew what his punishment would be. As Maud'el sentenced him, Shaucey moved forward and announced, "I will give my life in exchange for this young man's life." To add to that, he threw a bag of gold and gems at Maud'el's feet. It was legal, but it was an unheard of move in such instances. It was a bargain too good for Maud'el to refuse. His rival's life and some treasure to boot, in exchange for the life of the little thief. WIth a wicked smile, Maud'el didn't even think it over. "Done!" And within minutes his father's body hung from the yardarm of the ship.

Kierk was taken by Maud'el to a desolate tiny rock that stuck out of the ocean. He was miles from anything but waves, yet here Maud'el left him. "Your father's deal was that you would be allowed to live. I have stuck to the deal. Staying alive might be a different story though." Yet survive he did. He lived on that island for a year, somehow managing to survive. Food was easy, fish were plentiful, but water and shelter were the difficulties. However, as luck (or divine guidance) would have it, enough driftwood and wreckage washed against his island, that he was able to build a shelter, and soon he had enough to turn into a raft. He sailed west, and was shocked that it took him a week before he hit a shore. Thankfully though, it was the mainland.

During his time on the island, Kierk had been forced to deal with his father's death. He couldn't handle the thought that he might be guilty of his father's death, so, as most young men will do, he looked for others to blame. He settled on two. The easy one was Maud'el, but the other, was what would shape him later on; he begin to blame the demon god Nergal. What kind of deity would have a worshipper like Maud'el? Obviously not one worthy of worship, but rather, one worthy of being destroyed. As he did his best to survive on the island, he was increasingly consumed with the idea that Nergal had somehow killed his father. It was misguided, it was justification at best, but it helped Kierk survive, and it inevitably shaped him once he made it to the mainland.

He landed some miles southeast of Sargava, but didn't waste anytime. He was a broken soul looking for healing, and he had convinced himself while in isolation, that his healing, his redemption, would come by tearing down and destroying that which destroyed and tore down his own life. Nergal. He searched for the better part of a year, consumed with the desire to destroy the demon god. He found pockets here and there. When he did, he would find some young men, normally at the local tavern, and tell them as many nightmarish tales about the worship of Nergal as he could dream up. He would convince them to share in his vengeance, and soon the enclave, temple, or otherwise was destroyed and scattered.

His first dream came after he destroyed his first cult member on the mainland. It was a vivid image of a chamber and what he knew to be Nergal's enemy be raised back to life. He was there, as were others he didn't know. He assumed this to be a good omen, and continued in his self-justified vendetta. Soon the dreams were constant, sometimes it was the image of the chamber. Sometimes, it was a vision of a moon, more beautiful and radiant than any he had ever seen. Sometimes, it was of a statue of his father hanging from a yardarm, with a beautiful maiden tending a garden near it. They didn't make sense, but those dreams drove him. However, one night, just a day's journey from Sargava, 3 years after Kierk had been marooned, he had the clearest dream to date.

It was of that night, in Maud'el's cabin. He saw the idol of Nergal, the target of his hatred, and he saw his hands, reach out and grab them. But this time, he saw what he had missed the first time. A sword out of its sheath, lay beside Maud'el's bunk. He didn't see it because it was dark, or because he was in a hurry, or because he wasn't looking for it. That night he realized, Nergal hadn't sought him out or tried to ruin his life, in fact, Nergal had no power over him. He realized that night, that the mistake was all his. Filled with grief and guilt, Kierk tried to wake up, but the dream held him in place. And the sham of a trial was wrapping up. He heard the word's of Maud'el's sentence, and then, in that moment, he remembered his father, step forward, place a hand on his shoulder and say, "I am doing this because I love you."

He woke up in a cold sweat. Tears streaming down his face, his last 3 years of self-denial, of justified revenge and chaos, were shattered by the crystal clear light of truth. He had made a mistake, his father was right, he hadn't been ready, and yet, even still, his father, made the choice, he decided to sacrifice himself because he believed his son was worth it. It was a life-changing moment, and it had been given by whoever was giving him the dreams. The blind and all consuming rage that had filled him was replaced with a longing deeper than an ocean to find whomever had given him his dreams. This longing drove him to Sargava, where he met with others like him, with dreams like his, with faces he recognized from his dreams. And as the talked, as the shared with one another, their purpose became clear. Acavna had given him the dreams, and Acavna was who he, and they as a group would be seeking.