About Sallentine "Salt" WindsonMale, Half-Elf, Sorcerer (Stormborn bloodline) -1
Defense
Offense
Statistics
Special Qualities:
Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Skills:
Trained 10: Diplomacy [1] Rank, +5 Charisma, +3 Class Skill, +1 Trait 8: Profession Sailor [1]Rank, -1 Wisdom, +1 Trait, +4 race, +3 Class Skill Untrained
Feats:
Spell Foucus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Character Traits:
Trustworthy (Social): You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. Shackles Seafarer (Regional-The Shackles): You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.
Racial Traits:
Standard Racial Traits •Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. •Type: Half-elves are humanoid creatures with both the human and the elf subtypes. •Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size. •Base Speed: Half-elves have a base speed of 30 feet. •Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Feat and Skill Racial Traits
Other Racial Traits
Spells:
Spells Known/(CL 1, Concentration +9) 1st (4/day, spontaneous only)— Ear Piercing Scream (DC 17), Monkey Fish 0 (at will, spontaneous only)— Dancing Lights, Detect Magic, Jolt, Mending Combat Gear:
4 gp 4 lbs. Naval coat(Silken Ceremonial Armor)
Ten-Minute Background:
Points that capture the concept and story of the character. 1. Born and raised on the Pirate ship “RedKnife' 2. Not particularly physically strong, but very charismatic, and has a few magical tricks. 3. Left by helping a young noble women that was being held for ransom. 4. Tries to distance himself from his parents legacy as much as possible. 5. Claims to have been born and raised in a small village that was destroyed by pirates years ago. Goals that you'd like the character to accomplish in-game
Secret the PC keeps to himself
Secret kept from the Pc Sallentine's parents actually care very much for their son, in their own strange and twisted way. They will regularly scry on Sallentine just to see how he is doing. Sometimes they will travel days out of their way to raid a ship that Sallentine happens to be on. They look at this as a form of toughening up and parenting for their son. Secretly they look forward to the day that their son is able to best them. 4)people that are tied to your PC by blood, love, rivalry, honor, etc.
5) Key memories that define your character as the person they are.
Background Blurb:
The Renowned Pirate Ship “Redknife” is known to many a merchantman as a plague and pox on the ocean. To Sallentine Agrathimore for the first twenty four years of his life “The Red Knife” was his home. The scarred Elf Captain that lead so many raids and killed so many men was simply known as Father to the Half-elf. The Evil Priestess of Besmara known for her ability to calm waves and rouse storms... was simply Mother to Salt. The Motley gang of elves that made up the Redknife's crew were Sallentine's cousins, and distant relatives. But all of this is something that Sallentine Windson would prefer to leave in his past. Stormborn Bloodline:
You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins. Class Skill: Knowledge (nature). Bonus Spells: shocking grasp (3rd), gust of wind (5th), lightning bolt (7th), shout (9th), overland flight (11th), chain lightning (13th), control weather (15th), whirlwind (17th), storm of vengeance (19th). Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far Shot, Great Fortitude, Point Blank Shot, Skill Focus (Fly), Wind Stance. Bloodline Arcana: Whenever you cast a spell with the [electricity] or [sonic] descriptor, increase the save DC by 1. Bloodline Powers: Your mastery of the storm is reflected in the unique panoply of powers you manifest. Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects. Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet. Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level. Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt. |