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About Morgan Rackham_____________________________________________
Background Skills
Bardic Performance 7 rounds:
(Bard)Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Spells:
Spells Known Cantrips: Dancing Lights, Prestidigitation, Mending, Message 1st (2/2): Cure Light Wounds, Timely Inspiration ____________________________________________ SQ[/b\] ____________________________________________ [b]EQUIPMENT AND GOLD[/b\] ____________________________________________ [b]Load[/b\] [b]Gear[/b\] ____________________________________________
Gear:
Backpack 2 lbs 2 gp(12 lbs):
Regular dice Average Loaded Dice; 10 gp Silk Rope: 5 lbs; 10 gp Waterskins (1): 4 lbs; 1 gp Whetstone: 1 lb; 2 cp Sheathed or Worn (35.5 lbs):
Background:
As a street urchin in naval city of Ostenso, Morgan (mis)spent his youth running fixed games and manning what smuggler skiffs were brave enough to operate near the Imperial Navy's seat of power. Somehow--Morgan himself credit's Besmara's fickle grace, perhaps with a nudge from Desna, because it certainly wasn't due to the pickled arse-boil of a captain he signed on with--he managed to complete over a dozen successful runs in a town where the average smuggler managed to get caught by his second or third trip. The free time he had between smuggling runs he spent wasting away his coin and exchanging sea tales in the local tavern.
The sad end of his burgeoning smuggling career was due to being in the wrong place at the wrong time. "The wrong place" being "within eyesight of a Chelaxian naval officer" and "the wrong place" being "In the midst of a recruitment press." Needless to say, he was rounded up along with all the other able-bodied humans between 15 and 50 and hustled onto a pirate hunting ship that would serve as his de facto prison for the next year and a half. The less about this time aboard the Nessian the better. Mostly because it involved a great deal of deck scrubbing, hatch battening, butt kissing, and ship's biscuit of dubious grain content. He managed to set up a little side business running games for the crew (cutting in the quartermaster, of course). He did find a kindred spirit in Derek Spader, a fellow pressie who had shown Morgan the ropes shortly after he had joined the Nessian. Morgan didn't actually see any real action until the last day--hour, really--of his naval service. A pirate brig with a captain mad enough to take on a Chelish man'o'war in open water fired upon the Nessian during is patrol of the northern edge of the Eye of Abendego. Well, not all that mad, it turned out. The pirate knew something the Captain of the Nessian didn't. the location of some volcanic spires that reached up within a few feet of the surface. The ship was holed before the battle could truly begin, and only the encroaching darkness prevented the pirates from picking off all the survivors in the water. As it was, they only managed to obliterate the ship's boat and its cargo of surviving officers with a few well-placed catapult rounds. Morgan survived only by sheer luck, latching on to a floating sea chest and vigorously defending it by kicks and dagger thrusts from all the fools too water-addled to see that it could only buoy a single survivor. On the second day, he did the same against curious or hungry sea-life (which were entirely more reasonable about retreating after a quick blow to the snout). The third day presented a squall that nearly did him in. All three days he had kept any eye our for Derek, the only person he called friend on the ship. Unfortunately he saw no sign of the man. The fourth day...well, four days at sea with only a few mouthfuls of rainwater has a way of turning a man religious. Really religious. As in the type to pray to all manner of gods controlling sea, weather, and fortune. The type to offer up promises he'll regret later. Morgan isn't really sure which god had answered when land hove into view on the fifth day, but he's got a necklace of medallions honoring all the ones he could remember begging to just in case. Making six offerings at a time can be tedious and expensive, but it's certainly better than dying at sea. Especially with the extra gift his savior had thrown in. The sea chest, once hauled up on land and cracked open, proved to belong to one of the officers. Inside was a quality naval outfit, a simple and effective rapier of Chelaxian make, and enough gold and salable trinkets to buy passage anywhere Morgan cared to go. Seeing this as an opportunity to make more coin, he used his new found gold and talent for boosting morale to book passage on a merchant ship sailing for Port Peril. After arriving, he headed directly to the nearest tavern to turn a bit of coin with some gambling and tale spinning. It wasn't long after he had worked up a profit and began his tale about a pressing of a poor sod by the very naval officer who use to own the jacket he wore that the world went dark around him. Appearance:
Morgan's slim frame is decked out in many layers of clothing, suitable to protect against the refreshing, but chill sea air. His brown hair is held back with a rag which covers the top of his head and his beard is short but unkempt. Around his waist is a wide buckled belt that holds a thing rapier and coiled whip. Morgan's skin is deeply tanned and creased from exposure to the sun and wind that is prevalent among the coastal cities found in the Shackles. Personality:
Jovial to a fault, Morgan enjoys spending coin on drinking and gambling almost as much as he does getting it. While not a fan of working under someone, he has learned to enjoy the freedom that traveling on the sea brings, feeling the wind on his face and smelling the salty air invigorates him.
Among people he doesn't know, he is witty yet charming, easy to trust though not very trusting himself. His inability to sense the motives of others means it is relatively easy to gain his trust, if not his friendship however. Motivation- What drives Morgan is his desire for a sense of adventure and the pleasures in life (rum, women, coin). Now that he is free of the Chelaxian Navy, he reason for first heading to Port Peril is to travel the seas, which he sees as the best way to gain the pleasures he seeks. Though being press ganged isn't ideal, he has experienced it before and sees it as an opportunity to find a ship of his own and from then on, do what he likes. Favourite Colour- mauve Favourite Meal- Does rum count? No? Then whatever happens to be the most expensive dish on the menu. Theme Tune- Hit Points Summary and Favored Class Bonus: Spoiler:
Character Level 1: 1d8+1, 8+1 = 9, 9 HP total +1 sp Character Level 2: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total |