| Speed 40ft | Active conditions: see Stats spoiler in posts (other than hp, stats shown here are default stats only)
Gender
Male CN Half-Orc Barbarian 12, Rogue 2
Age
24
About Kungrusdak Nosvunkuk
Kungrusdak Nosvunkuk
Male Half-orcBarbarian (Sea Reaver) 12, Rogue (Pirate) 2
CN Medium Humanoid (human, orc)
Init +5; Senses Darkvision; Perception +17 (Can see underwater with helm of underwater action)
Str 25* Dex 20* Con 16 Int 8 Wis 10 Cha 11^
* belt of physical might +4 enhancement bonus to Strength and Dexterity
^ rod of splendor +4 enhancement bonus to Charisma
. . +2 circumstance bonus on Str checks to force open a door or chest when using traveler's any-tool as a crowbar
. . +4 circumstance bonus on Str checks to breake open a door with the aid of an ally when using traveler's any-tool as a portable ram
. . +5 circumstance bonus on Str checks to lift heavy objects when using properly secured traveler's any-tool as block and tackle with rope
AC 28, touch 17, flat-footed 23 (+8 Armor, +5 Dex, +3 Nat Armor, +2 Deflection); CMD 37 (32 Fl)
Damage Reduction: 2/-
hp 150 (12d12, 2d8, +3 Con)
Fort +18 (+4 vs. hot/cold environment, suffocation) Ref +18 Will +10
Special Defenses
. . amulet of natural armor +3 bonus to natural armor
. . cloak of resistance +4 resistance bonus on all saving throws
. . Damage Reduction 2/- reduce damage from weapons and natural attacks
. . Eater of Magic (Su) when succeed at saving throw vs. spell, supernatural ability, or spell-like ability while in rage, gain temporary hp equal to spell level (spell/spell-like ability) or 1/2 CR of effect’s creator (supernatural ability); temporary hit points disappear when rage ends; stacks with temporary hp from rage but not with other temporary hp gained from this power
. . Endurance +4 bonus to Fort saves vs. hot/cold environments and to resist damage from suffocation
. . Evasion if wearing light armor or no armor, take no damage against an attack that normally deals half damage on a successful save if making the save; cannot be helpless
. . Greater Rage -2 penalty to Armor Class, +3 bonus to Will saves, +3 temporary hp per Hit Die
. . headband of havoc 1/day may enter rage as immediate action in response to hostile effect; costs 2 rounds of rage to do so
. . ring of protection +2 deflection bonus to AC
. . Superstition +9 competence bonus on saving throws made to resist spells and spell-like abilities while raging; cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies
. . Sure-Footed (Ex) take no penalties when moving across slick surfaces (natural or magical: e.g., grease, ice storm, and sleet storm); not at risk of falling, is not denied Dex bonus when moving across such areas, and does not treat them as difficult terrain; replaces improved uncanny dodge
Offense:
BAB +13; CMB +20
Speed 40 ft. (Swim 30 ft. with helm of underwater action and can breathe freely)
. . boots of striding and springing gain an enhancement bonus of 10 feet to base land speed
. . Following Step when using Step Up to follow an adjacent foe, may move up to 10 feet; may still take 5-foot step during next turn; any movement made using this feat does not subtract any distance from movement during next turn
. . helm of underwater action can see underwater up to five times farther than water and light conditions would allow for normal vision; on command, gives wearer 30-foot swim speed and creates a globe of air around wearer's head
. . Step Up when adjacent foe takes 5' step away, may also take 10' 5' step if ending adjacent to that foe; immediate action; can't take a 5' step during next turn and subtract 5' from total movement next turn
. . Step up and Strike when using Step Up or Following Step to follow an adjacent foe, may make attack of opportunity
. . Swinging Reposition when wearing light armor or no armor and in an environment where masts, rigging, ropes, sails, and other such structures exist, do not have to move in a straight line when making either a charge attack or a bull rush combat maneuver; immediately after making the charge or bull rush, can move 5 feet as a free action, even if the charge ends turn; does not provoke attacks of opportunity
Melee
. . +3 furious greatsword +23/+18/+13 (2d6+13/17-20, S) +5 greatsword while raging
. . scoundrel's sword cane +22/+17/+12 (1d6+9, P)
. . +1 heavy mace +21/+16/+11 (1d8+8, B)
. . dagger +20/+15/+10 (1d4+7/19-20, P/S)
. . brass knuckles +20/+15/+10 (1d3+7, B)
. . unarmed strike +20/+15/+10 (1d3+7, B, nonlethal)
. . touch +20
Ranged
. . +1 adaptive composite longbow +19/+14/+9 (1d8+8, 120', P)
. . javelin +18 (1d6+7, 30', 50' w/amentum, P)
. . throwing axe +18 (1d6+7, 10', S)
. . dagger +18 (1d4+7/19-20, 10', P/S)
. . ranged touch +18
Special Attacks
. . Accurate Stance +4 competence bonus on melee attack rolls and thrown weapon attack rolls
. . Combat Reflexes may make extra attacks of opportunity equal to Dex bonus each round; may make attacks of opportunity flat-footed
. . Furious Focus when using Power Attack feat with two-handed weapon (or one-handed weapon with two hands), do not suffer penalty on melee attack rolls on the first attack each turn; still suffer penalty on additional attacks, including attacks of opportunity
. . Greater Rage +3 bonus to melee attacks, melee damage, and thrown weapon damage
. . headband of havoc when entering rage, choose 1 rage power to function as if 4 levels higher
. . Improved Critical (Greatsword) weapon threat range is doubled
. . Peg Leg +1 trait bonus to damage vs. sharks and other creatures with the aquatic subtype
. . Power Attack -4/+8 take penalty on melee attacks and CMB to gain bonus to melee damage (+50% damage with two-handed or primary natural attack; -50% damage with off-hand or secondary natural weapon)
. . Sharpened Accuracy (Ex) while in accurate stance, ignore miss chance for concealment and treat total concealment as concealment; also, ignore cover penalties except from total cover
. . Sneak Attack +1d6 damage to melee attacks or ranged attacks within 30' when target is flanked or denied Dex bonus to AC
. . Witch Hunter +4 bonus on damage rolls vs. creatures that cast spells or have spell-like abilities; suppress one random beneficial spell effect for 1 round on successful critical hits
Feats & Traits:
Feats
. . Combat Reflexes may make extra attacks of opportunity equal to Dex bonus each round; may make attacks of opportunity flat-footed
. . Endurance (bonus feat) +4 bonus to: Swim checks to resist nonlethal damage from exhaustion; Con checks to continue running, to avoid nonlethal damage from a forced march, to hold breath, and to avoid nonlethal damage from starvation/thirst; Fort saves to avoid nonlethal damage from hot/cold environments and to resist damage from suffocation. May sleep in light/medium armor without becoming fatigued.
. . Following Step when using Step Up to follow an adjacent foe, may move up to 10 feet; may still take 5-foot step during next turn; any movement made using this feat does not subtract any distance from movement during next turn
. . Furious Focus when using Power Attack feat with two-handed weapon (or one-handed weapon with two hands), do not suffer penalty on melee attack rolls on the first attack each turn; still suffer penalty on additional attacks, including attacks of opportunity
. . Improved Critical (Greatsword) weapon threat range is doubled
. . Power Attack -4/+8 take penalty on melee attacks and CMB to gain bonus to melee damage (+50% damage with two-handed or primary natural attack; -50% damage with off-hand or secondary natural weapon)
. . Sea Legs (bonus feat) +2 bonus on Acrobatics, Climb, and Swim checks
. . Step Up when adjacent foe takes 5' step away, may also take 10' 5' step if ending adjacent to that foe; immediate action; can't take a 5' step during next turn and subtract 5' from total movement next turn
. . Step up and Strike when using Step Up or Following Step to follow an adjacent foe, may make attack of opportunity
. . Weapon Finesse (bonus feat) Use Dex instead of Str on attack rolls with light weapons
Traits
. . Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1
. . Peg Leg No penalties from having a peg leg; +1 trait bonus to Fort saves, +1 trait bonus to damage vs. sharks and other creatures with the aquatic subtype
[4] *Acrobatics +14 (+4 in aquatic terrain; +5 to jump)
[1] Appraise +3 (+2 when using traveler's any-tool as a magnifying glass for small or highly-detailed items or as a merchant's scale for items that are valued by weight)
[1] Bluff +4
[1] *Climb +18 (+4 in aquatic terrain; +2 when using traveler's any-tool as a marlinspike with rope)
[ ] Craft (any) -1 (+2 with traveler's any-tool)
[11] Craft (ships) +13 (+2 with traveler's any-tool)
[1] Diplomacy +4
[1] Disable Device +9 (+2 with masterwork thieves tools; +10 total to open locks when using traveler's any-tool as skeleton key)
[ ] Disguise +0
[1] *Escape Artist +9
[ ] *Fly +5
[1] Handle Animal +4
[ ] Heal +0
[14] Intimidate +17 (+8 to demoralize while raging)
[1] Knowledge (dungeoneering) +3
[1] Knowledge (local) +3
[1] Knowledge (nature) +3
[1] Linguistics +3
[14] Perception +17 (+4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet)
[8] Profession (sailor) +11 (+4 in aquatic terrain; +2 with traveler's any-tool)
[1] *Ride +9
[1] Sense Motive +4
[6] Sleight of Hand +14
[6] *Stealth +14
[1] Survival +4 (+4 in aquatic terrain; +2 to track specific animal or get along in the wild using traveler's any-tool as an animal call; +1 to start or maintain fires when using traveler's any-tool as a bellows)
[1] *Swim +18 (+4 in aquatic terrain, +4 to resist nonlethal damage from exhaustion; +8 with Helm of Underwater Action)
Skill Modifiers
. . Boots of Striding and Springing jump with +5 competence bonus on Acrobatics checks
. . Endurance +4 bonus to Swim checks to resist nonlethal damage from exhaustion
. . Gloves of Swimming and Climbing +5 competence bonus on Swim checks and Climb checks
. . Intimidating Glare Str instead of Cha on Intimidate checks to demoralize a foe during rage; can attempt Intimidate to demoralize an adjacent foe as move instead of standard action during rage; if adjacent foe is demoralized, shaken for remainder of current rage
. . Savage Sailor +4 bonus on Acrobatics, Climb, Profession (sailor), Survival, Swim checks made in aquatic terrain (including on ships and shorelines)
. . scoundrel's sword cane gain a +5 competence bonus on Perception checks
. . Sea Legs +2 bonus on Acrobatics, Climb, and Swim checks
. . Thieves tools, masterwork +2 circumstance bonus on Disable Device checks
. . Traveler's Any-Tool counts as masterwork artisan's tools for most Craft and Profession skills
. . Wormwood boon +2 circumstance bonus to Bluff, Diplomacy, Intimidate, or Perform to influence the NPCs on the ship for the remainder of the adventure
Languages Common, Orc, Sahaugin
Special Abilities:
Racial Abilities
+2 to one Ability Score: Strength
. . Darkvision 60'
. . Orc Blood Half-orcs count as both humans and orcs for any effect related to race
. . Orc Weapon Familiarity Half-orcs are always proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon
. . Sacred Tattoo +1 luck bonus to saves; replaces orc ferocity
. . Shaman's Apprentice gain Endurance as a bonus feat; replaces intimidating
Barbarian Class Abilities
. . Damage Reduction 2/- (Ex) at 7th level, each time the barbarian takes damage from weapon or natural attack, subtract 1 from the damage taken; at 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level); can reduce damage to 0, but not below 0
. . Eyes of the Storm (Ex) ignore any concealment provided by fog, rain, sleet, mist, wind, or other weather effects that is less than total concealment, and any penalties weather applies on Perception checks are halved; replaces uncanny dodge
. . Greater Rage (27 rds/day) +3 bonus to melee attacks, melee damage, and thrown weapon damage, -2 penalty to Armor Class, +3 bonus to Will saves, +3 temporary hp per Hit Die, fatigued 1 minute after
. . Marine Terror (Ex) hold breath for rounds = 4x Con score; move normally though squares of standing water or bog that is 1 foot deep; ignore the cover bonus to AC when attacking creatures partially immersed in water; replaces fast movement
. . Savage Sailor +4 bonus on Acrobatics, Climb, Profession (sailor), Survival, Swim checks made in aquatic terrain (including on ships and shorelines); replaces danger sense
. . Sure-Footed (Ex) take no penalties when moving across slick surfaces (natural or magical: e.g., grease, ice storm, and sleet storm); not at risk of falling, is not denied Dex bonus when moving across such areas, and does not treat them as difficult terrain; replaces improved uncanny dodge
Rage Powers
. . Accurate Stance +4 (Ex) competence bonus on melee and thrown weapon attack rolls; bonus increases by 1 for every 4 levels; this is a stance rage power
. . Eater of Magic (Su) when succeed at saving throw vs. spell, supernatural ability, or spell-like ability while in rage, gain temporary hp equal to spell level (spell/spell-like ability) or 1/2 CR of effect’s creator (supernatural ability); temporary hit points disappear when rage ends; stacks with temporary hp from rage but not with other temporary hp gained from this power
. . Intimidating Glare (Ex) Str instead of Cha on Intimidate checks to demoralize a foe; can attempt Intimidate to demoralize an adjacent foe as move instead of standard action; if adjacent foe is demoralized, shaken for remainder of current rage
. . Sharpened Accuracy (Ex) while in accurate stance, ignore miss chance for concealment and treat total concealment as concealment; also, ignore cover penalties except from total cover
. . Superstition +9 (Ex) competence bonus on saving throws made to resist spells and spell-like abilities; cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
. . Witch Hunter +4 (Ex) bonus on damage rolls vs. creatures that cast spells or have spell-like abilities; suppress one random beneficial spell effect for 1 round on successful critical hits
Rogue Class Abilities
. . Evasion if wearing light armor or no armor, take no damage against an attack that normally deals half damage on a successful save if making the save; cannot be helpless
. . Finesse Training gain Weapon Finesse as a bonus feat
. . Sea Legs gain Sea Legs as a bonus feat; replaces trapfinding
. . Sneak Attack +1d6 damage to melee attacks or ranged attacks within 30' when target is flanked or denied Dex bonus to AC
. . Swinging Reposition when wearing light armor or no armor and in an environment where masts, rigging, ropes, sails, and other such structures exist, do not have to move in a straight line when making either a charge attack or a bull rush combat maneuver; immediately after making the charge or bull rush, can move 5 feet as a free action, even if the charge ends turn; does not provoke attacks of opportunity; replaces 2nd-level rogue talent
Gear:
Light Up to 173 lbs. Medium Up to 346 lbs. Heavy Up to 520 lbs.
Current Load Carried 161.5 lbs (Light)
Money 6,794 gp 1 sp 6 cp
Backpack Traveler's any-tool
Artisan's tools (Craft [ships])
Bedroll
Blanket
Brandy, Chelaxian
Fishing net
Flint and steel
Hammock
Mug/tankard
Pot
Rope
Trail rations
Waterskin
Belt pouch
Money
Thieves tools, masterwork
Whetstone (+1 bonus to damage on 1st hit with sharpened non-magical blade (after 15 minutes of sharpening))
Potion, cure moderate wounds CL3, cures 2d8+3 points of damage
Potion sponge, cure moderate wounds CL3, cures 2d8+3 points of damage
Oil, Magic Weapon CL1, +1 enhancement to attack and damage, 1 minute (x2)
Potion sponge, water breathing CL5, breathe water freely, 10 hours
Potion sponge, restoration, lesser dispels magical effects lowering ability scores or cures 1d4 points of temporary ability score damage; eliminated fatigue or improves exhausted to fatigued; does not restore permanent ability drain
Potion (2), restoration, lesser dispels magical effects lowering ability scores or cures 1d4 points of temporary ability score damage; eliminated fatigue or improves exhausted to fatigued; does not restore permanent ability drain
Potion, remove disease
Background:
Kung was born to an orcish slave working in the chalk mines of Whyrlis Rock, in The Shackles. A clan shaman before she was captured and made a slave, his mother seduced a guard for better treatment, hoping to one day escape the mines, but the guard grew distant and eventually abandoned her when her pregnancy became obvious. She never identified the man to Kung, but his father survives and still guards slaves in the chalk mines. An only child, Kung was raised in isolation. His mother subjected him to a torturous upbringing, clearly resenting his human bloodline, and attempting to imprint him with harsh orcish tradition and shamanic custom to drive the human element down. She repeatedly attempted to inscribe him with sacred orcish tattoos; he always resisted, screaming violently until she stopped, so none are complete. The beginnings of sacred orcish patterns begin in many places around his body.
Like many slave children in Chalk Harbor, Kung grew up clam-digging as a way to help he and his mother eat. When he was only six, he wandered too deep and was attacked by a small shark. He panicked, and in kicking and flailing lodged his right leg deep in the shark's gut such that he couldn't remove his leg and the shark couldn't let go. Kung swam to shallower water, dragging the shark along, where he pummeled it to death with just his fists. He passed out after the ordeal, waking up hours later in a back room of Chalk Harbor's bar to find his leg had been amputated. His father had secretly arranged for the medical care which--a few weeks later after he'd recovered enough--involved the construction of a decent peg leg.
The peg leg soon became like a natural extension of Kung's body, and he is no longer hindered by it. He carries another memento from that encounter, though: a barely controllable passion for battle. While beating the shark with his own hands, Kung experienced a wash of euphoria that drives him to this day. Kung grew to love this simple yet rich pleasure, eventually becoming a serious problem in Chalk Harbor. Working without Kung's knowledge, his father made arrangements to have the young boy sent away to Drenchport.
Kung's life in Drenchport has been largely unremarkable. Not particularly liking his mother and never knowing his father left Kung with no particular interest in trying to return to Chalk Harbor, but lacking any kind of support network in Drenchport has meant a hard life here. Early on, he got by in any way that he could: mostly begging and thuggery. As he grew older, he starting taking odd jobs around town, sometimes even on ships (mostly in-port work cleaning and repairing). He finds his joy in two ways: the rough violence that he still can't fully contain, and in sitting on the Drenchport docks looking out to the Eye. His favorite pastime is standing on the docks during the worst storms, face to the wind, feeling nature's fury. He hopes someday to swim in the Eye.
With orcish green skin and stringy, ill-kept black hair, Kung stands strong and stout. He dresses in armor of gray seal hides--makeshift and piecemeal--and moves with a grace that belies the knotty wooden peg leg that supports him.
Kung recently took work repairing some damage to a privateer while it voyaged to Port Peril. He was awaiting the return trip to Drenchport during which he was to finish the work when the events of Skulls & Shackles began.
Advancement:
Level 1
Barbarian (Unchained, Sea Reaver)
hp 12+3 (max 12 at 1st, +3 Constitution bonus)
+2 Fortitude save, +0 Reflex Save, +0 Will save
+1 BAB
Marine Terror (Sea Reaver; replaces Fast Movement)
Feat: Power Attack
Traits: Fate's Favored, Peg Leg
Skill points (2: 4 Barbarian, -2 Int): Perception, Swim
Favored class bonus: +1/3 Superstition
Level 2
Barbarian (Unchained, Sea Reaver)
hp 7+3 (rolled 5, taking average of 7, +3 Constitution bonus)
+1 Fortitude save (now +9 total)
+1 BAB (now +2 total)
Eyes of the Storm (Sea Reaver; replaces Uncanny Dodge)
Rage Power: Superstition (+2)
Skill points (2: 4 Barbarian, -2 Int): Acrobatics, Perception
Favored class bonus: +1/3 Superstition (2/3)
Kungrusdak Nosvunkuk
Male half-orc unchained barbarian (sea reaver) 12/unchained rogue (pirate) 2 (Pathfinder RPG Ultimate Combat 29, 72, Pathfinder Unchained 8, 20)
CN Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 28, touch 17, flat-footed 23 (+8 armor, +2 deflection, +5 Dex, +3 natural; +2 deflection bonus vs. evil)
hp 150 (14 HD; 2d8+12d12+42)
Fort +18, Ref +18, Will +10; +9 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'; +2 resistance vs. evil
Defensive Abilities evasion, sacred tattoo[APG]; DR 2/—
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Offense
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Speed 40 ft., swim 30 ft.
Melee +1 heavy mace +21/+16/+11 (1d8+8) or
. . +3 furious greatsword +23/+18/+13 (2d6+13/17-20) or
. . brass knuckles +20/+15/+10 (1d3+7) or
. . dagger +20/+15/+10 (1d4+7/19-20) or
. . scoundrel's sword cane +22/+17/+12 (1d6+9)
Ranged +1 adaptive composite longbow +19/+14/+9 (1d8+8/×3) or
. . amentum +18 (1d6+7) or
. . cold iron javelin +18 (1d6+7) or
. . javelin +18 (1d6+7) or
. . throwing axe +18 (1d6+7)
Special Attacks rage (29 rounds/day), rage powers (accurate stance +4, eater of magic, intimidating glare, sharpened accuracy, superstition +9, witch hunter), sneak attack (unchained) +1d6
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Statistics
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Str 25, Dex 20, Con 16, Int 8, Wis 10, Cha 11
Base Atk +13; CMB +20; CMD 37
Feats Combat Reflexes, Endurance, Following Step[APG], Furious Focus[APG], Improved Critical (greatsword), Power Attack, Sea Legs[UC], Step Up, Step Up And Strike[APG], Weapon Finesse
Traits fate's favored, peg leg
Skills Acrobatics +14 (+18 to jump), Appraise +3, Bluff +4, Climb +18, Craft (ships) +11, Diplomacy +4, Disable Device +7, Escape Artist +9, Handle Animal +4, Intimidate +17, Knowledge (dungeoneering) +3, Knowledge (local) +3, Knowledge (nature) +3, Linguistics +3, Perception +17, Profession (sailor) +11, Ride +9, Sense Motive +4, Sleight of Hand +14, Stealth +14, Survival +4, Swim +26
Languages Common, Orc, Sahaugin
SQ eyes of the storm, marine terror, orc blood, savage sailor, sure-footed, swinging reposition, wondrous pavilion
Combat Gear headband of havoc[UE], mariner's eyepatch, oil of magic weapon (2), potion of cure moderate wounds (2), potion of lesser restoration (3), potion of remove disease, potion of water breathing; Other Gear +2 bloodthirsty comfort mithral breastplate, +1 adaptive composite longbow with 30 +1 giant-bane arrows and 30 +1 monstrous humanoid-bane arrows and 50 arrows and 50 blunt arrows, +1 heavy mace, +3 furious greatsword, scoundrel's sword cane[APG], amentum[UC] (5), brass knuckles[APG], cold iron javelin (5), dagger (3), javelin (5), throwing axe (3), amulet of natural armor +3, belt of physical might +4 (Str, Dex), boots of striding and springing, cloak of resistance +4, gloves of swimming and climbing, helm of underwater action, ring of feather falling, ring of protection +2, rod of splendor, traveler's any-tool[UE], backpack, bedroll, belt pouch, blanket[APG], fishing net, flint and steel, hammock[UE], hemp rope (50 ft.), masterwork thieves' tools, mug/tankard, pot, potion sponge[ARG], potion sponge[ARG], potion sponge[ARG], shipwright tools, trail rations (5), waterskin, whetstone, brandy, chelaxian (worth 20 gp, 2 lb), 6,794 gp, 1 sp, 6 cp
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Special Abilities
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Accurate Stance +4 (Ex) Gain a +4 bonus to melee and thrown weapon att.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Eater of Magic (Su) When save vs. spell or Su ability, gain temp Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Eyes of the Storm (Ex) Ignore less than total concealment from weather & ½ perception penalty.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration and use Str instead of Cha for check.
Marine Terror (Ex) Hold breath Con x4 rds, unslowed by 1 ft water/bog & ignore cover from water.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 29 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sacred Tattoo +1 to all saves.
Savage Sailor +4 (Ex) Bonus to Acrobatics/Climb/Prof (sailor)/Survival/Swim on ship, shore, or sea.
Sharpened Accuracy (Ex) While in accurate stance, ignore normal cover and concealment, and only 20% miss vs. total concealment.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike With Step Up or Following Step, use one atk of opp to make attack against followed target.
Superstition +9 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.
Sure-Footed (Ex) Ignore all penalties from slick surfaces.
Swim (30 feet) You have a Swim speed.
Swinging Reposition (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Witch Hunter +5 (Ex) While raging, gain bonus dam vs. spellcasters and crits suppress beneficial spells for 1 rd.
Wondrous pavilion (1/week) Creates a palatial tent with grand furnishings and food.