Vsevolod

Sallentine "Salt" Windson's page

18 posts. Alias of pdprong.


Race

Male Half-Elf, Sorceror-(1) | Hp:9 /9 | AC:10 T:9 FF:10 | CMD:8 | Fort:+2 ,Ref:-1 ,Will:+1 | Init:-1 | Perc:+3

About Sallentine "Salt" Windson

Male, Half-Elf, Sorcerer (Stormborn bloodline) -1
Chaotic Good medium Humanoid(Elf, Human)
Init: -1; Perception: +3

Defense
AC: 10; Touch 9; Flat-Footed 10; (+1 armor, -1 Dex)
HP: 9(1d6+3)
Fort: +2; Ref: -1; Will: +1

Offense
Speed: 30ft
Melee : -1
Ranged: -1

Statistics
Str 8, Dex 9, Con 15, Int 8, Wis 9, Cha 20
Base Atk+0; CMB-1; CMD 8
Languages:

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
+1:Climb
+1:Acrobatics, Disable Device,Escape Artist, Fly, Ride, Sleight of Hand, Stealth
+1:Appraise, Craft, Knowledge(untrained), Linguistics, Spellcraft
+1:Heal, Profession(untrained), Sense Motive, Survival
+2: Knowledge(nature), Knowledge(geography)
+3:Perception
+3:Knowledge(local), Knowledge(History), may make checks untrained
+5:Diplomacy, Disguise, Handle Animal, Intimidate, Perform ,Use Magic Device
+6:Bluff,Swim


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
•Sophisticate: Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.
•Reflexive Improvisation: Half-elves raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a +2 racial bonus on untrained skill checks. This racial trait replaces adaptability and multitalented.
•Child of the Sea(Shoreborn Only): Shoreborn gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.

Other Racial Traits
•Elf Blood: Half-elves count as both elves and humans for any effect related to race.

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)
1 lbs. Dagger
3 lbs. Short Spear
4 lbs. Underwater light crossbow
19 lbs. Kit, Sorcerer’s: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

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
1. Best his parents... for a change.
2. Learn to be his own man... not comparing himself to the accomplishments of his parents.

Secret the PC keeps to himself
Sallentine was literally born and raised on a Pirateship and he doesn't want that fact following him around. He left his parents Ship wanting to become his own man and not necessarily follow in their footsteps.

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.
1. Allejandra -Sallentine's mother is an oracle to the Godess Besmara... The Pirate Queen.... She refuses to marry or take Agrimore's name claiming it would make others think she is weak.
2. Agrathimore- Sallentines Fathers, the Captain of the Red knife, ruthless, intelligent, and physically strong.
3. “Tongue”- The Surgeon on the RedKnife. He was a kindly man who refused to lift a finger to harm another but he was skilled in the ways of healing and would refuse none his skills to heal. He never talked back to the pirates of the ship because they had long ago removed his tongue. Often Sallentine thinks about him and marvels at how kind and unconditional his compassion was.
4. Hargus and Farles... Owners of a small tavern in Tortagor... they were the only other survivors from the first time that the Redknife took a ship with Sallentine on it.
5. Lady Isabelle Farthing. A noble woman that was being held hostage by Salt's parents. The young half elf helped her escape from his father. And returned her to her mothers care.

5) Key memories that define your character as the person they are.
1. Standing on the deck of the Red Knife and feeling the wind in his hair, the spray from the waves on his face, and the sun on his skin.
2. The first time “Salt “ had to kill a man. His father had already beat the man half to death, and Sallentine's mother put the knife in his hands. To his parents it was a right of passage. To their son it was a merciful death for a man who had already endured too much pain. The one thing that made it truly difficult was the fact that the mans daughter had been brought on board with him and was there to witness the death of her father. This was how Sallentine met Isabelle Farthing.
3. The first time the Redknife showed up to attack a ship that Sallentine was on. There had been little contest between the pirate-ship and the merchanman. Salt hadn't seen his parents since he had left with Isabelle. He was so worried about what kind of punishment he would receive. He figured he would be beat, or keel hauled, or hung from the mast of the Redknife exposed to the elements for days. He had seen his parents fo this to others before, and knew just how bad they could be when their anger is truly raised. In the end the pirates didn't even acknowledge who Sallentine was and they all worked a little too hard to not look at him. None of them dared place a hand on him. The only thing any of the pirates did to him personally was when Captain Agrathimore personally threw Sallentine off the ship. A few moments later six more men were tossed into the water after the half elf. The Red knife lifted Sail and as it started to pull away Agrithmore called out...”You all are too weak to serve a purpose on my ship.” The men cast into the ocean made their way to a small island in the distance. It was three weeks beofore the survivors could signal a ship to rescue them. Of the Seven thrown into the water onlt Salt and two of the others survived the ordeal.

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.