Male Human Fighter (Buccaneer) 3/Wizard (Scrimshaw Fetishist) 2
NG Medium Humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 14, touch 14, flat-footed 11 (+2 Dex, +1 deflection, +1 dodge)
hp 35 (3d10+2d6+5)
Fort +5, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee +1 Rapier, Cup-Hilt +7 (1d6+3/18-20/x2) and
Masterwork Silver Dagger, Swept-Hilt +7 (1d4+1/19-20/x2)
Ranged Masterwork Light crossbow +7 (1d8/19-20/x2)
Wizard (Scrimshaw Fetishist) Spells Prepared (CL 2): 1 (3/day) Color Spray, Mage Armor, Hydraulic Push
0 (at will) Message, Detect Magic, Dancing Lights
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Statistics
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Str 14, Dex 14, Con 13, Int 18, Wis 10, Cha 14
Base Atk +4; CMB +6 (+8 Disarming); CMD 20 (22 vs. Disarm)
Feats Combat Expertise +/-2, Combat Reflexes (3 AoO/round), Dodge, Improved Disarm, Improved Feint, Scribe Scroll, Weapon Finesse
Skills Acrobatics +8 (+11 employing the usage of a rope), Bluff +7, Climb +6 (+9 employing the usage of a rope), Diplomacy +5, Escape Artist +8 (+11 employing the usage of a rope), Knowledge (arcana) +9, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Profession (sailor) +6, Sense Motive +5, Spellcraft +8, Survival +6
Languages Aquan, Common, Dwarven, Elven, Sylvan, Tulita
SQ hand of the apprentice (7/day), rope expert +3, scrimshaw fetish (1/day), scrimshaw fetishs (boost body [2 minutes/day]), sea legs +1, specialized schools (universalist)
Combat Gear +1 Rapier, Swept-hilt, Crossbow bolts (10), Masterwork Light crossbow, Masterwork Silver Dagger, Cup-Hilt; Other Gear Daredevil boots (10 rounds/day), Wand of cure light wounds, Cloak of resistance +1, Handy haversack (14 @ 15.5 lbs), Ring of protection +1, Sleeves of many garments, Bedroll, Belt pouch (2 @ 0 lbs), Flint and steel, Ink, black, Inkpen, Mess kit, Pot, Soap, Spell component pouch, Tattoo, Torch (10), Trail rations (5), Waterskin, 61 GP, 2 SP, 6 CP
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Special Abilities
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Boost Body (2 minutes/day): The scrimshaw fetishist can use the fetish to boost his physical abilities to the detriment of his mental abilities. To do so, the fetish burrows into the skin dealing 2 points of Intelligence damage to the wizard, while granting a +2 enhancement bonus to Strength, Dexterity, and Constitution.
Combat Expertise: +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round): Can make extra attacks of opportunity/rd, and even when flat-footed.
Daredevil boots (10 rounds/day): +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs that enemy.
Hand of the Apprentice (7/day) (Su): Throw the melee weapon you are holding 7/day.
Improved Disarm: You don't provoke attacks of opportunity when disarming.
Improved Feint: You can make a Bluff check to feint in combat as a move action.
Rope Expert +3 (Ex): Bonus to Acrobatics, Climb and Escape Artist with rope. Take 10 even while distracted or threatened.
Scrimshaw Fetish (1/day) (Su): At 1st level, a scrimshaw fetishist establishes a magical bond with a scrimshaw fetish containing a powerful magical spirit. The fetish must be an object that pierces the skin, such as a nose ring, an earring or a similar item, and it must pierce the
Sea Legs +1 (Ex): Bonus to CMD on Trip & bull rush on watery terrain. You may charge in these environments.
Sleeves of Many Garments: Transform current clothes into any non-magical new form.
Mad Matey: Once per day, the player can ask the GM to modify a
roll as a free action, but, with regard to a specific problem. This substitution should always be tied to a game mechanic, such as:
• Rerolling a botched skill check with a second, related
skill. For instance, after failing a Bluff check, you may
immediately use your mad matey ability to make a
Diplomacy check as perhaps your target takes pity
upon the mad. The first, failed check is ignored.
• Changing the last move action in progress, such as
changing running movement down a hallway into a
Climb check when you discover a nest of snakes in the
hall, because every madman knows where the nest of
snakes is.
• Substituting a skill check for a saving throw, such as
making an Acrobatics check to get over a pit instead of
a Reflex save to avoid it as you were doing
summersaults down the hall, or using a Religion
check instead of a Fortitude save after eating
poisonous berries because you had a divine vision.
Fashionable: You are one of the “betters” within Port Shaw and aren’t afraid of showing it. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. Bluff becomes a class skill for you.
Background & Appearance:
Obadiah Read is a strange man, with not much known about him. Many say he is a light skinned Northerner who came down to the Razor Coast, enamored with the strange, almost alien, and definitely barbaric practice of tattooing. Some say he was cursed when the magic touched him. Others say that he's spent far too much time marooned for his obsessive qualities. But all will admit, the wielder of magic and blade is completely nuts.
No boat that the young man has been on is still above the waves, either destroyed by weather, shoals, pirates, or even stranger things, many will say that there is a curse above the man's head. He seems truly harmless, friendly enough, and free enough with his coin to make people willing to do a bit more for him, simply to keep from being the next person to be chased down the street by the mad man.
A heavily weather-beaten and stained leather tricorn settles on his head, tilted sideways, depending on the weather. His breeches always appear to be fresh, new, and full of color, ranging from purple to emerald green. Rarely ever is he seen with dirty clothes, at least for longer than an hour or so. Earrings and tattoos cover the vast majority of his body, but the most notable items are a light, brightly colored blue bird on his wrist and a compass rose shaped earring that dangles from his left lobe. His boots...Well, his boots are as carefully guarded as the large pendant that hangs from his earlobe. These boots shimmer in a vibrant array of blazing red and burning orange when they are held up to the light, but bear a more muted and jewel like tone when he simply walks in them.
Rumor has it that the man has acquired some of these items through ill-gotten means, but no one has ever stepped forward to claim them from the man who notoriously came to port inside of a rum barrel.