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Ondir Stormeye's page

26 posts. Alias of Sidewinder2k.


Full Name

Ondir Stormeye

Race

Human

Classes/Levels

Flying Blade Swashbuckler 1

Gender

Male

Size

Medium

Age

72

Alignment

LE

Deity

Pharasma

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 9
Charisma 16

About Ondir Stormeye

Ondir Stormeye
Undine Male {Flying Blade} Swashbuckler 1
LE Medium Outsider (Native) (Aquatic)
Init: +4; Perception: +3
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AC: 19, TAC: 14, FAC 15
(+4 Armor, +0 Enhancement, +1 Shield, +0 Deflection, +4 Dex)
HP: 11 (1 HD)
Fort: +1, Reflex: +6, Will: -1
Base Attack: +1; CMB: +1; CMD: 15
Abilities: Str 10(+0), Dex 18(+4), Con 12(+1), Int 10(+0), Wis 9(-1), Cha 16(+3)
Speed: Land 30 ft. (6 squares); Swim 30 ft. (6 squares)
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Attack: +5; Damage: Dagger 1d4+1; Critical: 19-20x2
Daily Uses: Panache 3

Character Stats:
Languages: Common; Aquan; Polyglot
Feats: Weapon Finesse; Weapon Focus (Dagger)
Traits: River Rat (+1 Damage w/Daggers & +1 Swim); Dangerously Curious (+1 Use Magic Device and as Class Skill); Buccaneer's Blood (+1 Intimidate, +1 Profession (Sailor), +1 time bonus Infamy & Disrepute)
Drawback: Pride (-2 Diplomacy & Sense Motive after threatened/accused/challenged, until apologized to)
Favored Class: Swashbuckler (+1 Hp or Skill Rank)

Racial Abilities:
Amphibious (Breath Water & Air)
Hydrated Vitality (Fast Healing 2 when submerged up to 2hp/Day)
Water Sense (Blindsense 30ft. within same body of water)
Darkvision 60 ft.

Skills:
Adventuring Skills:
Acrobatics: +8 (1 Rank, 3 Class, 4 Dex)
Diplomacy: +7 (1 Rank, 3 Class, 3 Cha)
Intimidate: +8 (1 Rank, 3 Class, 3 Cha, 1 Trait)
Perception: +3 (1 Rank, 3 Class, -1 Wis)
Use Magic Device: +8 (1 Rank, 3 Class, 3 Cha, 1 Trait)

Background Skills:
Profession (Sailor): +4 (1 Rank, 3 Class, -1 Wis, 1 Trait)
Sleight of Hand: +8 (1 Rank, 3 Class, 4 Dex)

Swashbuckler General:
Swashbuckler Finesse
Panache: 3/Day; Recover 1 with Killing Blow or Confirmed Critical with Daggers.
Deeds:
Derring-Do
Subtle Throw
Opportune Parry & Riposte

Ability Details:
Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Deeds Details:
Derring-Do:At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Subtle Throw: At 1st level, a flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Opportune Parry & Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Equipment:
Worn:
Masterwork Chain Shirt (25 lbs)
Buckler (5 lbs) (Missing)

Weapons:
Dagger x3 (3 lbs)

Backpack: (2 lbs) (Missing)
Silk Rope (10 lbs) (Missing)

Total Weight Carried: 45 lbs (33 w/o Backback)
Carrying Capacities: L:33, M:34-66, H:67-100, OH:100, OG:200, P/D:500

Character Background:
The pirate captain Hargrim Stormeye, scourge of the southern shackles, was once known as the only captain capable of traversing the infamous perpetual storm known as The Eye of Abendego. For years his great black ship, known only as Tempestfury, struck the shipping lanes which skirt The Eye without pattern or warning. As these things go, legends arose surrounding Captain Stormeye’s traversal of The Eye, most often attributed to congress with demons and further otherworldly entities. Those legends gained further traction when Tempestfury emerged again from The Eye; her Captain at the helm, an infant son in his arms, with skin tinted the blue-green of hurricane waves.

Ondir, as the child came to be known, grew slowly; though he was put to work with a blade nearly from the moment he could walk. He learned the skills of a sailor under the tutelage of his father and Tempestfury’s crew; and quickly discovered the ability to make use of some of the more exotic items of plunder they came across. Ondir lived aboard Tempestfury for much of his childhood, but eventually the time came for her captain to retire; an opportunity that most successful pirate captains never attain. Captain Stormeye’s infamous ship was hidden away, to await his son’s return should he one day prove worthy of her helm.

That was many years ago now, and once-captain Hargrim Stormeye has long since passed to the waves as humans are wont to do with the passage of time. Following his father’s death Ondir remained with one Torvard “Happy” Arrikson until he grew to adulthood. Torvard, a Varisian by birth, is an elderly man missing his right arm, and walking on an ebony peg-leg in place of his left leg. He currently lives in Port Peril and is one of Tempestfury’s last surviving crew. As Captain Hargrim’s cabin-boy he is also one of the few living who know the secret of finding Captain Hargrim Stormeye’s ship, or at least the first step in determining its location.

Having reached adulthood, Ondir seeks to make a name for himself, and to prove himself worthy of his father’s legacy. To date, he has served upon several pirate vessels, both willingly and not; and has once again found himself in Port Peril. After visiting once again with the aging “Happy” Arrikson, Ondir made his way to the Formidably Maid to engage in a night of grog-fueled debauchery.

Appearance & Other Details:
Appearance: Ondir manages to be an imposing figure despite his average stature. His blue-green tinted skin alone would be enough alone to give away his otherworldly heritage, being shaded the hue of ocean waves under the influence of a hurricane. His hair as well is unusual, the deep green shade reminiscent of kelp, he keeps the sides of his head shaved, with the middle grown long and tied back into a single short ponytail that is nearly always soaked in salt water. He generally wears a single dagger strapped along his right thigh, backups attached to a bandolier across his chest in their sheaths, and a buckler hanging from a hook at his left hip or strapped to his left forearm. Under a dark sea green jacket, he often wears whatever form of light armor will best protect him, while keeping his ability to remain afloat intact.

Motivations: Ondir’s motivations, both before and after his abduction by his most recent pirate crew, are all directed towards realizing his father’s legacy. He hopes to both recover Tempestfury itself, as well as prove himself worthy of bearing the name Stormeye, as a successful pirate captain in his own right.

Favorite Color: His favorite color changes with the vagaries of the sea itself. Ondir often changes his favorite color with the seasons, as the shade of the sea changes with the weather; or even with the altering weather patterns. Whatever the actual shade, his favorite color is always a shade of blue or green, whatever color the sea displays upon a given day.

Favorite Meal: Ondir’s favorite meal is a sashimi prepared from the rare blackfin tuna, a fish found only in the currents running through the outskirts of The Eye of Abendego. Generally, it is prepared in very thin slices, served raw over small amounts of rice, with a variety of spicy and tangy sauces for garnish and additional flavor.

Theme Tune: This song. Yes it is Barbossa's theme song from pirates of the carribean, but I think it fits in that I'm planning to play Ondir sort of similar to the character. After all, Pirates must uphold The Code. Which are more like guidelines... Which can really be adjudicated by the Captain as needed. Also I just like the strong/dark sound of the track.