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About Seadreamer_StonebeardSeadreamer Stonebeard
STATISTICS:
DEFENSE:
Without Gear / With Armour / With Armour and Shield AC 10 / 15 / 16, touch 10 / 10 / 10, flat-footed 10 / 15 / 16, CMD 13 hp 18 Fort 5, Reflex 0, Will 6 OFFENSE:
BAB 1, CMB 3 Ranged
Melee
1 Handed Melee
FEATS:
Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait. Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn. Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.
Skills No Armour / Armour / Armour and Shield:
Acrobatics -3/-4/-6
Languages:
Dwarven, Common, Giant, Orc Money:
PP = 0 GP = 439 SP = 7 CP = 4 Gems / Jewels None Misc Wealth
Weapons and Armour:
Armour Scale Mail Shield Quickdraw Light Steel Shield Weapons
Adventuring Gear:
Carried in General Canteen x 2 Adventurers Sash Scroll Case Spell Component Pouch Silver Holy Symbol with Flask and Compartment Explorers Outfit Masterwork Backpack containing
Belt Pouch Containing (On Adventurers Sash)
Sack 1 Containing
Sack 2 Containing
Traits:
Type (CRB 21): You are a humanoid with the dwarf subtype. Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance. Darkvision (CRB 21): You have darkvision with a range of 60ft. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Saltbeard (ARG 12): You gain a +2 bonus on Profession (sailor) and Survival checks while at sea. You gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones Eye for Plunder (APSkS 6): You gain a +1 trait bonus on Appraise* and Perception checks to find concealed or secret objects. In addition, you begin the campaign with a selectionvmundane trade goods worth 50 gp Hurricane Savvy (PIS 15): You treat wind effects as one wind force category less than they actually are, both for any personal checks you must make and for any you make to captain or steer a ship.
Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium, and Heavy Armour. You are proficient with shields (excluding tower shields.) Weapon Proficiency: You are proficient with all Simple and Martial Weapons. Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. Blessings (Su) (ACG 60): 4 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 14) -Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute. -Acid Strike (ACG 65): You can touch one weapon and enhance it with acidic potency for one minute. It emits acrid fumes that deal 1d4 acid damage with each strike. This damage doesn't stack with the corrosive weapon special ability. Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat. Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.* Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower. Fervor (Su) (ACG 61): 4 times per day, you can draw on your faith to heal wounds, harm foes or quickly cast spells.
• You can spend one use of fervor to cast any prepared warpriest spell (with a casting time of 1 round or shorter) as a swift action with no somatic components. You can only target yourself with the spell, even if it could normally affect other or multiple targets.
Spells:
Level 4 Detect Magic Read Magic Purify Food and Drink Create Water Level 1
Weapon Traits:
Light crossbow You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. Dagger
Background:
Seadreamer was born to a moderately wealthy merchant family, and was expecting to take over the family business when he came of age. While he was growing up, his family taught him in the basics of sailing, and he stood for midshipman on one of his father’s ships. He spent several years sailing up and down the coast trading, when he started to get another calling.
Soon after, Trudd started to provide him power and he realized that he was being blessed with the ability to bring his magic into the world. Shortly after this revelation, he received a missive from his father that he had to return back to Almas, and he was needed due to the fact that they were going to do one more run to Sargava. As the ship was passing through the shackles, they got hit by heavy weather and the ship floundered.
By the time that he hit the boat, it was pretty much all over for the dancing wyvern, as she was going down. He made it ashore in port peril and he took stock in what he had.
He ended up deciding to return to the sea no matter what it took. With that on his mind, he stopped at the formidably maid and got a drink.
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