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About Orsal HortAge 25 Height 6-ft, 3-in Weight 225 lb.
APPEARANCE:
Orsal is a little bigger than an average half-orc standing a bit over six feet tall with broad-shoulders and large, strong hands. Typical of half-orcs, he has green skin, beady eyes, and a mouth of over-sized teeth that jut from his bottom lip when clenching his jaw. A bandana covering a shaved head, long coat, and clothes virtually scream his preferred occupation as a pirate with a darkwood buckler in the shape of a skull on his left forearm. On a weapon’s belt, he wears a long sword, shortsword, and scorpion whip. A few links of a chain shirt can be seen beneath his tunic. A perceptive person would notice that he is never far from a quiver and an unstrung composite shortbow. Despite stereotypes, he is very well-groomed and hygienic with clothes that lack stains or rips.
Neutral Male Half-orc
==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS==
1st – Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Bonus – Steadfast Personality: You gain an insight bonus on Will saving throws against mind-affecting effects equal to your Charisma modifier. 3rd – Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. 5th – Weapon Focus (whips) ==TRAITS==
Prehensile Whip: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action. ==SKILLS==
* = Armor Check Penalty (ACP) –0 (Mithral Shirt) Languages Common, Orc, Aquan, Giant, Karikanti, Menehune, Sahaugin, Tulita ==ABILITIES ==
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Hilt Bash (Ex): A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll. This ability replaces bardic knowledge. Bardic Performance: 18 rounds per day (4 +2x4 +6 Cha). A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): DC 18. 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): +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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. Inspire Competence (Su): +2 competence bonus. A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components. Song of Surrender (Su): DC 18. A buccaneer of 4th level or higher can use his performance to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s performance. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. This ability replaces suggestion. Versatile Performance (Su): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Knock Out (Ex): At 5th level, a buccaneer may focus his blows in an attempt to knock out an opponent. Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus (if any) on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target. The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. == SPELLS ==
Spells Known
EQUIPMENT 11,500 gp
Worn
(50 gp) Masterwork backpack – 4 lb.
Currency 163 gp Load 45 lb., Light load Carrying Capacity 59 – 116 lb. = Medium load BACKGROUND:
Orsal entered his career as a pirate around the age of nine years old when he was press-ganged from his hut in the small fishing village of Hort on the island of Questor in the Lhazaar Principalities. Although he was too small to work as a rigger or swab, they selected him for the glint of cleverness in his eyes. He became the cabin boy for the officers of the Rhafallia, which sailed in the fleet of Prince Sobbon ir'Tralia and his Sealions.
After several years in the service of Captain Rezza and his arcanist Sivorn, Orsal’s hero-worship effectively died. He realized Rezza and Sivorn were just successful pirates not gods or forces of nature, and if Orsal worked hard enough, he could be a captain, too. So Orsal watched and learned how to manage the ship, the prince, and the crew. He also developed a talent for small magic by practicing the motions and words of power that he observed from Sivorn. After five years, Orsal approached six feet tall and was promoted into the crew. While he could never imagine being considered a friend of the officers, he knew that they could rely on him to get things done. He started as a swab and quickly worked himself into the rigging. Then, along came a brute. After a meeting of the fleet, the Rhafallia’s bosun became the first mate on a sister ship, and a brute of a half-orc called Kurtz became the new bosun. The ship was not happy. The quality and quantity of brutality of punishments increased. In a move to improve things, the captain promoted Orsal to bosun’s mate to provide a check on the cruelty. Although it improved things for a few days, Kurtz responded by charging Orsal with administrating punishments, which were frequent. The lash was given by Kurtz’s personal scorpion whip instead of an expensive cat of nine tails. This experience hardened Orsal's heart and developed his ability to do horrible things if the situation required it. Orsal was forced to have tremendous practice with the scorpion whip on the backs of his fellow crew members and eventually learned how to make it look worse than it felt. The crew never told, but the bosun knew that he was being undermined. Last year, the Rhafallia had a string of good luck. They collected two juicy merchant prizes within weeks of one another. Captain Rezza gave his first mate the command of the first prize and followed it with a surprise order promoting Orsal to first mate over the bosun. Although the promotion was welcomed by the crew, Kurtz had reached his breaking point. Three weeks later, they chased down a second fat merchant ship. Since Orsal was young to command, the captain included Kurtz in the prize crew. Orsal did not command two days. The day after they separated with the Rhafallia, Kurtz led a small crew of his cronies to mutiny. While Kurtz wanted to execute Orsal, the crew would not accept it, so Orsal was put into a dingy with his gear and some provisions. Orsal rowed back to civilization. His only revenge was stealing Kurtz’s personal scorpion whip. When he arrived at Port Shaw, he sold the dingy for his mustering bonus from the Sealion fleet of Prince Sobbon ir'Tralia. He spent the next several months paying his bills telling stories, but the life was unsatisfying. Orsal wanted to live the adventure not tell stories about it. After he secretly convinced the bouncer at his favorite dock dive, the Mad Clam, to return home with his savings to marry his first love, Orsal convinced the owner to hire him as the new bouncer. That was several months ago. While Orsal is comfortable in his job that pays for his room, board, drinks, and a bit to save, he itches for adventure. He wants to be a captain again. He wants to tell more relatively true stories about his personal experiences.
PERSONALITY:
Orsal is self-confident and ambitious. He has learned to lead by fear and respect. Fear is faster but short-lived. Respect is earned and lasts. His default attitude is imposing silence for others to choose either fear or respect.
He can be loud and commanding but only when he feels the situation warrants it. His lessons from Captain Rezza included understanding when it is necessary to play the role of the ruthless pirate versus compassionate leader. Orsal fears the water a bit. He has never learned to swim, because he has never had many opportunities to learn despite crewing a ship for almost a decade. He frequently prays to three divine patrons: Kol Korran, Olladra, and the Devourer. He respects the first two to provide opportunities of wealth and good fortune, respectively. On the other hand, the third terrifies him, so he attempts to avoid His notice or worse.
ADVANCEMENT:
1st level: Enforcer feat; favored class +1 round Bardic Performance 2nd level: Versatile Performance: Perform (Oratory); favored class +1 round Bardic Performance 3rd level: favored class +1 round Bardic Performance 4th level: favored class +1 round Bardic Performance, +1 Cha 5th level:; favored class +1 round Bardic Performance, Cacophonous Call (VSM), 6th level: Versatile Performance: Perform (Act); favored class +1 round Bardic Performance, Heroism (VS) 7th level: |