Mackerel "Mack" Brinebeard's page

11 posts. Alias of GM_Drake.


Full Name

Mackerel Brinebeard

Race

Dwarf

Classes/Levels

Oracle 1 (Time mystery; Deep One curse); 3 level dip into Gunslinger (Commando archetype) for levels 2nd to 4th. (If GM approves for 3 level dip, also the Black Powder Vaulter archetype)

Gender

male

Size

Medium

Age

43

Alignment

Neutral

Deity

Besmara & Gozreh

Location

The Shackles (childhood and early adolescence: Minata; rest of adolescence: Iblydos)

Languages

Common (Taldane), Dwarven, Tien, Azlanti (If Mack gets Tien as bonus language for growing up in Tian Xia, ala PFS rules, his Int bonus language will be Iblydosian)

Occupation

Sailor/Salvager

Strength 13
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 10
Charisma 14

About Mackerel "Mack" Brinebeard

Hero Forge mini

point-buy RNG

Ability Scores:

Point-Buy (19)
Str 13 (3), Dex (3), Con 12 (2), Int 13 (3), Wis 8 (-2), Cha 16 (10) = 19 points

Dwarf Racial Adjustments: +2 Con, +2 Wis, -2 Cha

Str 13 (+1), Dex 13 (+1), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 14 (+2)

Dwarven racial traits & alternate racial traits:

Dwarf racial & alternate racial traits

Medium
Slow & Steady
Darkvision
Greed (modified by Saltbeard)
Saltbeard (replaces Defensive Training, Hatred, Stonecunning)
Healthy (replaces Hardy)
Mountaineer (replaces Stability)
Weapon Familiarity
Automatic Languages: Common (Taldane), Dwarven
Bonus Languages List: Giant, Gnome, Goblin, Orc, Terran, Undercommon, human ethnicity languages

Saltbeard
Source Advanced Race Guide pg. 12
Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

Healthy
Source Horror Adventures pg. 38
Dwarves with this racial trait gain a +2 racial bonus on saves against disease and poison, and they need one fewer consecutive successful save (minimum 1) to be cured of diseases and poisons. This racial trait replaces hardy.

Mountaineer
Source Advanced Race Guide pg. 12
Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

Traits:

Campaign Trait: Expert Explorer chosen knowledge skill: Geography; bonus class skill: Survival

Campaign Trait: Eye for Plunder

Regional Trait: Shackles Seafarer

Religion trait [Besmara]: Besmara's Strength

Languages:

Automatic Languages: Common (Taldane), Dwarven
Int Bonus (+1): Tien
Linguistics rank: Azlanti

Class Leveling Plan:

1st level: oracle (Time mystery, Deep One curse)

2nd to 4th level: Gunslinger with the Black Powder Vaulter & Commando archetypes. The commando archetype replacement class features fits well with his character concept, though he is not a commando, nor has he ever been one. His mother was a commando during her younger days before she retired from that life to raise her son ship-side.

5th level and higher: oracle

Black Powder Vaulter

Commando

Skills:

Oracle skills: Craft, Diplomacy, Heal, Knowledge (history), Knowledge (planes), Knowledge (religion), Profession, Sense Motive, Spellcraft,

Mystery (Time): Fly, Knowledge (arcana), Perception, Use Magic Device

Expert Explorer trait: Survival

Shackles Seafarer: Swim

note: the bonus skill rank for his Int bonus at 1st level was used for Profession (sailor)

note: the favored class (oracle) option was used for an additional skill rank for 1st level (Appraise).

Background Skills

Appraise +2 (+4) (1 rank, +1 Int) (+2 racial bonus from Greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones.)

Knowledge (Geography) +2 (1 rank, +0 Wis, +1 trait)

Linguistics +2 (1 rank, +1 Int) (language gained: Azlanti)

Profession (sailor) +4 (+6) (1 rank, +3 class, +0 Wis) (+2 bonus while at sea)

Adventuring Skills

Climb +2 (1 rank, +1 Str)

Perception + (1 rank, +3 class skill, +0 Wis)

Survival +5 (+7) (1 rank, +3 class, +0 Wis, +1 trait) (+2 while at sea)

Swim (15 foot swim speed) +6 (+14) (1 rank, +3 class, +1 Str, + 1 trait) A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Knowledge (Nature) +0 (+1) (0 ranks, +0 Wis) (+1 trait bonus while on the ocean)

Feats:

1st level feat: Gunsmithing (question for GM: will he get a new feat at 2nd level when he gains this as a bonus feat for multiclassing into gunslinger?)

spell repertoire:

It was not just Mack's innate ability to swim more like a shark than a dwarf, but his innate magic that made finding useful salvage treasure that helped keep the family's coffers full as well as avoiding salvage ships that had poisonous creatures on or near them.

Orisons: Create Water, Detect Magic, Detect Poison, Mending

1st level oracle spells: Air Bubble, Cure Light Wounds

Gear:

Battered Pistol (40 gold, 4 lbs) (not functioning yet)
Gunslinger's kit (26 gold, 35 lbs)
Additional powder horn (3 gold, 1 lb)
2 bandoliers (1 gold, -)
cold iron warhammer (24 gold, 5 lbs)
cold iron dagger (4 gold, 1 lb)
silver dagger (22 gold, 1 lb)
scale mail (50 gold, 30 lbs) [-4 armor check penalty]
heavy wooden shield (7 gold, 10 lbs) [-2 armor check penalty]
wooden holy symbol of Besmara (1 gold, -)
wooden holy symbol of Gozreh (1 gold, -)

Total money spent: 177 gold
Total encumbrance: 83 lbs.

Light Encumbrance Threshold: 50 lbs (does not affect speed) (-4 ACP from armor) (-2 ACP from heavy wooden shield) ==> Total ACP: -6

Medium Encumbrance Threshold: 100 lbs (does not affect speed) (Max Dex +3; -3 armor check penalty) (-4 ACP from scale armor) (-2 ACP from heavy wooden shield) ==> Total ACP: -6

Heavy Encumbrance Threshold: 150 lbs (does not affect speed) (Max Dex +1; -6 armor check penalty) (-4 ACP from scale armor) (-2 ACP from heavy wooden shield) ==> Total ACP: -8

Max gold for oracle: 180 gold

Money in belt pouch: 2 gold, 9 silver, 10 copper

The 'thematics' of why Besmara blessed him with the spells of his spell repertoire:

Part of the 'blessing' his parents (and Mack) believe Besmara granted Mack was his ability to detect 'sunken treasure' (Detect Magic orison).

His Mending orison is 'reversing time' on the object he casts mending on.

His Detect Poison orison 'is' Besmara's way of giving him the ability to know when poisonous sea creatures have already laid claim to sunken treasure (for Besmara).

His Create Water orison is so he (and his parents) can remain at sea for longer periods of time.

His Air Bubble spell is so he (and his parents) can dive deeper to salvage more ships to reclaim even more sunken treasure.

His Cure Light Wounds spell is to heal himself, his parents and hurt creatures of Besmara.

His future remaining orisons will be Purify Food & Drink ("Besmara granting him the ability to turn refuse into salvation") and Stabilize ("Keep fellow crew members from perishing").

One of his 2nd level spells will be Masterwork Transformation (with GM's okay, Besmara's version of the spell uses treasures/coins as the material component - "a tithe to Besmara to transform 'make rusty blades anew' (and the like).

Aside from the above spells, other spells would be ones that would be healing/support spells (and most/all will not require material components/divine focus, so the 'tithe to Besmara' for Masterwork Transformation remains more significant of the spells Besmara has blessed Mack with).

As I am only going for 3 level dip in gunslinger for Mack, I did not catch that both archetypes I had selected both replace the same 11th level deed. The archetype that has class replacement options that fit Mack's concept the best is the Commando => Knowledge (geography), Knowledge (nature) and Stealth as class skills; instead of Knowledge (engineering), Knowledge (local) and Sleight of Hand); and Favored Terrain (water) at 2nd level, and Trap Shot deed at 3rd level (to find 'buried' treasure).

Deeds:

He will be taking Extra Grit multiple times, starting at 3rd level. He will not be spending grit until 3rd character level so he can always make use of Quick Clear. Mack will always keep a minimum of 1 grit in his grit pool so quick clear is always an option for him.

Now, unlike most gunslingers, Mack does not use his gun in the traditional sense, but rather as a tool to better find 'buried treasure' via the Trap Shot deed he will gain at 4th character level (and if GM approves of having the Black Powder Vaulter archetype as well, Daring Vault deed becoming option at 3rd character level (when he has 'grit to spare'). edited: Can take Amateur Gunslinger at 1st level instead of Gunsmithing if GM prefers (which would be replaced with Extra Grit upon taking gunslinger at 2nd level; or if GM is okay with same concept of Gunsmithing feat taken at 1st level becomes Extra Grit upon taking levels in the gunslinger class).

If GM approves of Mack having both the Black Powder Vaulter archetype in addition to the Commando archetype (3 level dip only into gunlsinger, and only double-replacement between the two archetypes is one 11th deed they both replace) - will put Black Powder Vaulter deed in brackets beside baseline gunslinger deeds for the 1st and 3rd level deeds Mack will gain for his 3 level dip into gunslinger.

1st level deeds (2nd character level)

Deadeye (Black Powder Vaulter --> Mobile Reload)

Gunslinger's Dodge (Black Powder Vaulter --> Daring Vault ("Yosemite Sam 'flying' gunshots)

Quick Clear

3rd level deeds (4th character level)

Gunslinger Initiative (Black Powder Vaulter --> Shot on the Run)

Pistol-Whip

Trap Shot (Ex) (replaces Utility Shot): At 3rd level, the commando can spend 1 point of grit and target a 5-foot square with her firearm. If she succeeds at an attack against an AC of 10, she triggers a single trap within that 5-foot square, even if she is unaware of the trap. If there are multiple traps within the same 5-foot square, the commando must declare which trap she is triggering; otherwise it is determined randomly. If a creature is occupying the same square as the triggered trap, the trap affects the creature as if it had triggered the trap.

backstory:

Mackerel "Mack" Brinebeard was born on his parents ship while they were sailing the seas of Minata.

His father: Thresher Brinebeard was born in the Shackles. Being a pirate like his father before him was not a good fit for his outlook on life, so he set off with a goal to explore all the seas of Golarion. Along the way he met and fell in love with Mack's mother.

Mack was born...different. Some say he was blessed by Besmara. Some say he was curse by the Sea Witch. Whatever the case, Thresher's 'little shark" of a son improved the family's livelihood better as he grew up and he took to the ocean like a fish, er, shark, to water, making it easier for the family to salvage more treasures from the sunken ships near the coastlines of the islands more accessible thanks to their son Mack's innate ability to move in the sea as easily as he could on land.

Shortly after Mack started going through puberty, his romantic attractions to other dwarves were rebuffed due to his peculiar appearance. His parents decided to set sail for Iblydos. They spent the rest of Mack's puberty years sailing around the islands of Iblydos. Shortly after puberty Mack told his father he wanted to visit his father's homeland of the Shackles. Knowing their son would have a better time navigating the treacherous predators that lived shipside.

The three of them sailed the seas of the Shackles for a few years when word was spread about a recruitment drive for an expedition to the ruins of Azlant. His parents set sail for to apply. As they never returned Mack assumed they were accepted as part of the expedition. When word went out that there was another recruitment drive for a second expedition, Mack set off to apply. His parents must be there, for surely they would have returned to the Shackles if they were not part of the first expedition.

The patterns of his skin look similiar to archipelagos...though the 'maps' on Mack's flesh have not matched up with any islands him and his parents have come across yet.