Bard

Saltbeard WIP's page

No posts. Alias of Blackacre.


Full Name

Sgrim Saltbeard

Race

Dwarf

Classes/Levels

Ranger (Freebooter) HP 13 AC 16 (14 flat, 12 touch) Perception +6

About Saltbeard WIP

Sgrim Saltbeard
token image:

Statistics:
Male Dwarf Ranger (Freebooter) 1
CG Medium Humanoid (Dwarf)
Init +2; Senses Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex, +1 shield)
hp 13 (d10+2+1)
Fort +4, Ref +4, Will +2
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OFFENSE
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Speed 20 ft.

Melee
Cutlass 15 gp 1d4 1d6 18–20/×2 4 lbs. S
Axe, boarding 6 gp 1d4 1d6 ×3 3 lbs. P or S

Ranged
Light Crossbow 1d8 19–20/×2 80 ft. P
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 15
Traits
Frontier-Forged: A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get
along in the wild.
Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.
Touched by the Sea: +1 trait bonus to swim checks, penalties to attack underwater reduced by 1

Feats
Combat Tactics (Combat Expertise + Power Attack), Ranged tactics (point blank shot and precise shot)

Skills
Knowledge (geography) +4 (1 rank, +3 class, +0 Int)
Knowledge (nature) +4 (1 rank, +3 class, +0 Int)
Perception +7 (1 rank, +1 trait, +3 class, +2 Wis)
Profession (sailor) +6 (1 rank, +3 class, +2 Wis)
Survival +6 (1 rank, +3 class, +2 Wis)
*Swim +8 (1 rank, +1 trait, +3 class, +3 Str)

*ACP of -2 applies to these skills

Languages Dwarven, Common

Special Abilities:

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SPECIAL ABILITIES
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Freebooter's bane (Ex): the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter?s bane lasts until the target dies or the freebooter selects a new target.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one
another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a ?4 penalty on the check.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Surface Survivalist: Some dwarves have dwelt so long above ground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and cold climates as one step less severe.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Spells (nothing until lvl 4):

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Spells
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0th (at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Scimitar
Boarding axe
Underwater Light Crossbow 70gp, 4lbs
Armored coat 50 gp +4 +3 –2 20% 20 ft. 15 ft. 20 lbs
Buckler 5 gp +1 — –1 5% — — 5 lbs.
20 bolts
backpack
bedroll
flint and steel
waterskin
whetstone
chewing tobacco
coffee (ground)
coffee pot
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 200 GP 0 SP 0 CP

Background:

from ironband islands. second youngest of four boys, with an older sister as well. parents made pitch and tar. apprenticed to childless uncle making/fixing ships. caught wanderlust and has made his way to the Maid via a couple of ships. influenced at home or on first ship by a mercenary/freebooter type.
goal is to own his own ship.
His last ship had an accident after someone got sloppy. He's looking for a new ship to work with and happened upon the Formidably Maid. Had a few drinks and then a couple more and then was somewhere else. Failing to stay sober strikes again.

Appearance and Personality:

auburn hair, neat beard, blue- green sea glass eyes. Wears a grimace like an old hat.
No-nonsense guy - likes discipline, tobacco, coffee. Team player but has a hard time not speaking his mind. Stubborn.

Inspiration/models: Jethro Gibbs, Coach Eric Taylor, Hannibal (A-Team), Rip Torn, pirate tropes