HP:15/36; AC:17,t:14,ff:12; F:7, R:8, W:4; Init:3; Per:10; CMB:5, CMD:19; Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Size
Medium
Age
41
Deity
Besmara
Languages
Common, Elven, Polyglot, Orc
Occupation
Privateer
Strength
14
Dexterity
18
Constitution
12
Intelligence
14
Wisdom
14
Charisma
8
About Morgan 'Sharky' Teach
---===Statistics===---:
Male Half-elf Ranger (Freebooter) 3
N Medium Humanoid
Init +4; Senses Perception +, Low-Light Vision
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-=DEFENSE=-
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AC 17, touch 14, flat-footed 12, +4 dex, +0 shield,+2 armour,+1 deflection)
HP 36 {+3d10,+3x1 Con, +3x1favoured class}
Fort +5, {+4Base,+1Con}
Ref +8, {+4Base,+4Dex}
Will +4,{+2Base,+2Wis}immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
CMD 19 { 10 + 3 Base + 2 Str + 4 Dex + size + misc}
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-=OFFENSE=-
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Speed 30 ft.
CMB +5; {+ 3 Base + 2 Str + size + misc}
Base Atk +3;
Melee+5{+3 Base,+ 2Str}
Ranged+7 {+3 Base,+4Dex}
--Melee Cutlass +5, Dmg: 1d6+2/3 18-20/x2 S
--Melee Boarding Axe +5, Dmg:1d6+2 x3 P or S
--Ranged Composite Longbow +2 +8, Dmg:1d8+2 x3 110ft P
--Melee Dagger/War Razor +5, Dmg:1d4+2 19/20 x2 S or P
--Ranged Dagger+7, Dmg:1d4+2 30ft 19/20 x2 S or P
------------------------------
-=STATISTICS=-
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Str 14, Dex 18, Con 12, Int 14, Wis 14, Cha 8
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-=Traits=-
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Reckless:-You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Armour Master:-You have grown accustomed to wearing armor. When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
Besmara's Blessing:-You were born aboard a ship at sea, or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen has marked you for a greater destiny. +1 trait bonus on Perception and Profession (sailor). In addition 1/week you can reroll a Profession (Sailor) check ad take the highest result.
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-=Race Traits=-
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Elven Immunities:-Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Sea Legs:- Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.
Keen Senses:-Half-elves receive a +2 racial bonus on Perception checks.
Elf Blood:- Half-elves count as both elves and humans for any effect related to race.
Multi-talented:-Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (ranger and rogue)
Senses:-Low-Light Vision
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-=Feats=-
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Deadly Aim:-You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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.
Exotic Wpn Proficiency:- Ballista No penalty to use.
Point Blank Shot:-You are especially accurate when making ranged attacks against close targets.You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot:-You are adept at firing ranged attacks into melee.You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot:-You can make an additional ranged attack. When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
Weapon Focus:-LongbowYou gain a +1 bonus on all attack rolls you make using the selected weapon.
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-=Skills=- (8x2=16 points +4 background;)
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Acrobatics*(Dex)____+10/14{+2rank,+4Dex, +1trait}
Appraise(Int)____+2{+0rank,+2Int}
Bluff(Cha)____-1{+rank,-1Cha}
Climb*(Str)____+8/12{+3rank,+2Str}
Craft(Int)____+2{+0rank,+2Int}
Diplomacy(Cha)____-1{+0rank,-1Cha}
Disable Device*Dex____+6{+2rank,+4Dex.}
Disguise(Cha)____-1{+0rank,-1Cha}
Escape Artist*(Dex)____+4{+0rank,+4Dex}
Fly*(Dex)____+4{+0rank,+4Dex}
Handle Animal(Wis)____7{+2rank,+2Wis}
Heal(Wis)____+2{+rank,+2Wis}
Intimidate(Cha)____-1{+0rank,-1Cha}
Knowledge (Arcana)(Int)____---{+0rank,+2Int}
Knowledge (Dungeoneering)(Int)____+6{+1rank,+2Int}
Knowledge (Engineering)(Int)____+4{+2rank,+2Int}
Knowledge (Geography)(Int)____+6{+1rank,+2Int}
Knowledge (History)(Int)____---{+0rank,+2Int}
Knowledge (Local)(Int)____---{+0rank,+2Int}
Knowledge (Nature)(Int)____+7{+2rank,+2Int}
Knowledge (Nobility)(Int)____---{+0rank,+2Int}
Knowledge (Planes) (Int)____---{+0rank,+2Int}
Knowledge (Religion) (Int)____---{+0rank,+2Int}
Linguistics(Int)____---{+0rank,+2Int,}
Perception(Wis)____+11{+3rank,+2Wis,+2Race, +1Trait}
Perform(Cha)____-1{+0rank,-1Cha}
Profession Gambler(Wis)____+6{+1rank,+2Wis}
Profession Sailor(Wis)____+9{+3rank,+2Wis, +1 trait}
Ride*(Dex)____+{+rank,+4Dex}
Sense Motive(Wis)____+2{+0rank,+2Wis}
Sleight of Hand*(Dex)____+7{+3rank,+4Dex}
Spellcraft(Int)____---{+rank,+2Int}
Stealth* (Dex)____+10{+3rank,+4Dex}
Survival(Wis)____+8{+3rank,+2Wis}
Swim*(Str)____+9{+2rank,+2Str,+2Race}
Use Magic Device(Cha)____---{+0rank,-1Cha}
ACP -0
*ACP applies to these skills
-=Non-Standard Skill Bonuses=-
Sea Legs: +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships
Armour Attunement:-The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 2nd level.
Combat Style Feat:- Archery:- Rapid shot.
Deflection:-The character gains a +1 deflection bonus to AC (inc)
Favoured Terrain:- Water The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
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. (+1) Resistance:-At 1st level, the character gains a +1 resistance bonus on all saving throws.
Track:- A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. (1) Weapon Attunement:-The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 2nd level.
Wild Empathy:- A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
---===Gear/Possessions===---:
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-=GEAR/POSSESSIONS=-
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-=Carrying Capacity=- Light 0-58lb (66 with backpack). Medium 59-116lb (67-113 with backpack) Heavy 117-175lb (134-200 with backpack).
-=Current Load Carried=- 62lb.
-=Money=- 18 GP 2 SP 0 CP
As the Man's Promise sailed out of the harbour and dropped off the pilot, Morgan finally began to relax. The last days on the run had been fraught with risk and he had been constantly on edge. This ship may not be taking him back to the comparative safety of the Shackles, but at least he was leaving Rahadoum.
When his shift in the rigging was done, Morgan settled down in his hammock and finally had a chance to think back over the last few days and what had led him to this place in his life.
His childhood had been short, a mother who died in childbirth and a father who although he had loved Morgan (he could only now recognise this with hindsight), was busy trying to run a failing shipping concession. The hours of never being there had been interspersed with regular nights of drunken cursing and occasional nights of normal father and son behaviour. His mother's brother had tried to help, an elven sea captain with the elven love of archery, he had spent his shore leave introducing Morgan to the bow and sailing in the harbour. When his ship was sunk by pirates (his father's last ship) it broke both Morgan and his father. Morgan's father had hit the bottle even harder and died in a gutter not long after, whether it was a mugging gone wrong or his debtors catching up with him, Morgan didn't know at the time or particularly care. However around that time a birthmark (for want of a better term) had appeared on Morgan's wrist shaped like a skull and crossbones, he had never looked into it, but there had been many rumours of his father cursing Besmara the night of his death. A young half-elven twenty something at the time with no money and no prospects, the sea that he loved so much had offered Morgan his only option. Signing on as a sailor on the 'Ernestina' he had learnt quickly the ways of a ship. He had learnt the ways of the rigging and loved nothing better than time spent up the mast, he had been taught how to get the most from a ship and recognise the weather signs, the flora and fauna to be found on the various islands used to restock and repair, he had also learnt to defend himself. As the most junior rating his time below decks had been hard, and he had constantly had to live his life with a blade close at hand and being ready to use it. At the first opportunity he had changed ship and for many years had sailed happily (well if you ignore the terrible food, the hard work and the risk), he had gained more experience and began to be one of the people that struggling new sailors came too.
It seemed however that destiny or Besmara was a long way from being finished with Morgan, the death of his captain and a replacement with a desire to run as a privateer had suited Morgan for a while. He enjoyed a fight and a chance to use his bow, and all with the knowledge that it was legal (well sort of). The layoffs on remote islands for repair and resupply had suited Morgan and tracking and hunting skills had been added to his repertoire. Eventually they had been caught in a trap by the Rahadoum navy and taken back to be hung as pirates, however a few hard won skills had given Morgan the chance to pick his manacles, grab his kit and escape while the guard was distracted by a shore-side whore plying her trade. As a pale skinned foreigner with little money and no knowledge of the city, Morgan had been on the run. Managing to evade the guard, he had signed on with the first ship leaving, ducking the last guard check he had made it on board and was safe for now.
For the first half of the voyage, all had gone well. Morgan had managed to be good enough to not be punished, without being too good and standing out. Then he had relaxed! A couple of hands of cards and dice had gone well, another sailor lost badly, a scuffle as he collected his winnings and the scarf on his wrist had been pulled out of position. From then on he had been locked up in the brig, there was no chance his story was going to be believed. As he sat there contemplating his fate, he heard the call to arms, he heard the sounds of battle from above and he knew when the battle was lost, perhaps Besmara hadn't run out of use for him yet. It didn't take long to make his choice when brought on deck by the pirate crew, freedom to sail again or the chance to meet Davy Jones via the belly of a shark, after all he would have signed on given the chance.
---===Appearance and Personality===---:
Eyes: Blue
Hair:Auburn
Skin:Heavily tanned
Height:6'3''
Weight:145lbs
Appearance
Tall and slim, Morgan has the heavy tan and weathered skin of someone who has spent their life at sea. His strong, tough body carries many nautical tattoos and a small skull and crossbones birthmark occupies the inside of his right wrist. His eyes are washed pale blue from hours spent staring at the distant horizon and his hands are heavily callused from years in the rigging. His bad teeth are mismatched and overly large, giving him the nickname 'Sharky' and his red hair wild and unkempt. Onboard ship he wears little more than a pair of trousers, bandanna and a bandolier for his blades and tools, but when combat is likely he adds a battered studded leather vest, belts, a bandolier and quiver to carry his weapons. Finally for going ashore and for special occasions he pulls out his best clothes from his kit bag; a worn brocaded coat, a rather stained shirt and a knee high pair of boots.
Personality
Morgan is an independent person who thinks of himself first, second and (most of the time) his crewmates third. He sticks to Besmara's loose set of rules and is fully aware that she only supports him for her own gain. Although he likes a booze-up, gambling, and fighting, he loves to be at sea above all else. Freeminded, Morgan hates rules and particularly authority that rules by fear, however at sea he knows the need for everyone to work together for the safety of the ship. Although sociable he is often slow to make friends (probably not helped by his unwashed appearance, his odour and his ability to say the wrong things at the wrong moments), but once that friendship is made he is loyal. In combat he can be found fighting from the sides and rear, wherever he can get a good shot with his longbow. He can usually be found to be shouting out target suggestions and weaknesses, leading from the rear. If combat gets too close, he wields his cutlass in wild sweeping arcs with two hands, or draws on his many other blades.