Obherak

Maeleg Valdemar's page

121 posts. Alias of Nicolas Vandemaele-Couchy.


Race

Aasimar (Garuda-blooded)

Classes/Levels

Gunslinger 1

Gender

Male

Alignment

CN

Deity

Besmara

Languages

Taldane (Common), Celestial, Infernal, Polyglot

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

About Maeleg Valdemar

Background:

Mylah Valdemar was a wayward child. A wayward wizard to be more precise. She didn't like the idea of working in Magnimar for her family's interests and after a last argument with her father, she took the first ship leaving the city. The next years were full of various adventures for the young woman until she found herself commanding her own ship in the Shackles. Maybe she would have tried to become a Free Captain but she got pregnant. The child was the last memory of an affair with an outsider she had conjured.
The child found in the sea the solace the other plumekith usually find in the mountains and became a good sailor but he couldn't but think something was missing in his life. It took him several years to understand he was missing the freedom his mother had known and the joy felt when a ship is plundered. At the same time, he learned his mother had disappeared at sea while sailing west of the Cannibal Islands.
Forgetting his celestial ancestry, Maeleg undertook to make himself known, taking the first ship (the "Abadar's Vow") to Port Peril. Unfortunately, his first stop was the Formidably Maid in Port Peril and he quickly found himself beaten senseless and stuffed in a sack.

Maeleg has glossy black feathers in place of hairs, a silvery skin and golden eyes. He usually wears an Andoran uniform, "found" on an officer who didn't need it anymore.


Defense:

AC 13, touch 13, flat footed 10 (+3 Dex)
HP 12 (1 HD ; 10 +2 constitution)
Fort +4, Ref +5, Will +3 ; +2 vs curse, fear, emotion
Resistance : acid 5, cold 5, electricity 5

Offense:

Speed 30 ft
Melee Dagger +1 (1d4, 19-20/x2)
Ranged Pistol +4 (1d8, x4)
Spell like ability : See invisibility 1/day, CL 1st

Statistics:

Init +3 (+3 dex) ; Senses Darkvision 60 ft ; Perception +7
Str 10, Dex 16 (14 base +2 racial), Con 14, Int 14, Wis 16 (14 base +2 racial), Cha 10
BAB +1, CMB +1, CMD 14

Traits:

Buccaneer’s Blood : One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores
Hurricane Savvy : You are used to sailing in the terrible winds that roll out from the Eye of Abendego, and can apply the skills you’ve learned to any storm. You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
Black Powder Fortune : You have little to fear when there’s a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Meticulous : You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Feats:

Skill focus (Profession(sailor)) (1st), Gunsmithing (bonus)

Skills:

Profession (sailor) +11 (1 rank, +3 class, +3 Wisdom, +1 trait, +3 focus)
Survival +7 (1 rank, +3 class, +3 wisdom)
Perception +7 (1 rank, +3 class, +3 wisdom)
Intimidate +5 (1 rank, +3 class, +0 Charisma, +1 trait)
Craft (alchemy) +6 (1 rank, +3 class, +2 Int)
Acrobatics +9 (1 rank, +3 class, +3 Dex, +2 racial)
Swim +4 (1 rank, +3 class)

Untrained :
Fly +3 (0 rank, +3 Dex, +2 racial, -2 trait)


Class abilities:

Grit
Deed : Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed : Gunslinger's dodge (Ex) When targetted with a ranged attack, spend 1 grit to move 5ft and gain +2 AC as an immediate action ; or drop prone to gain +4 AC
Deed : Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.

Gear:

2 wrist sheaths (one with dagger, one with 5 cartridges)(hidden under his clothes)
15 alchemical cartridges
Powder horn, gunsmith kit

Missing gear : Parade armor, Bedroll, belt pouch, Blanket, coffee pot, Flint and steel, Grooming kit, Mess kit, Hammock, Mug, Shaving kit, Soap.