About Sebastian BlackhandBackground:
Sebastian served much of his young life as a slave aboard the Chelaxian ship, Devil's Tongue. He served mostly in the galley but still managed to find his way above decks from time to time to enjoy the salt spray and smells of sailing open waters. Those moments where what he lived for. A slaves life was all he ever knew. A few months ago the Devils Tongue was attacked and caltured West of the Eye. They where scouting the Shackles searching for possible weak points in the pirate enclaves defense when they where discovered by one of the Free Captains. The Chelaxian ship was fast but the Pirates proved faster and where able to catch the Devils Tongue. Once captured, the crew, soldiers, and slaves on board where given the option to join the pirate crew. Chelaxian officers, save the captain where executed and the captain was taken prisoner to tbe taken to the Hurricane King. Sebastian not having much experience actually sailing tried to join the pirate ships galley crew but it was full. So he was put to task as a swab. Sebastian took to the work and came to learn the basics of capturing the wind. It was during this time that he met Dobs Targill. Dobs was a short human with a talent for gambling. He also was devout worshiper of Besmara. Dobs taught Sebastian how to pay homage to the Goddess and the repercussions that could happen that price is not paid. Sebastian is still wet behind the ears when it comes to faith but he's a veteran at sea, and no stranger to being forced into hard labor. I think he will fit in fine on board the Wormwood.
Character:
Male N Halfling (Mythic +2) Warpriest 1 Init +3 Vision Perception +0 Languages: Common, Halfling ==DEFENSE==
Fort +3, Ref +5, Will +2
==OFFENSE==
==STATISTICS==
[spoiler=Feats, Traits]
Boarded in the Shackles - Fortitude
Skills:
Skill Points: 9 = 1+ ((6 +1 Int) * character level) + ((+1 favored class) * Oracle level) Acrobatics: +7 = 1 ranks 3 class +3 Dex
Racial Traits:
+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts. Native Outsider: Fetchlings are outsiders with the native subtype. Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Fetchlings have a base speed of 30 feet. Darkvision: Fetchlings can see in the dark up to 60 feet. Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light. Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5. Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice. Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue. Class Abilities:
Studied Target (Ex)
Chosen Mystery – Dark Tapestry Class Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Equipment:
Carrying Capacity light 0-30 medium 31-60 heavy 61-90 Currency: 5g
==Backpack== 23.5 lbs
Casting:
Caster Level - 1 Concentration Check Modifier - +4 (CHA+CL) Spells Known -
Spells Per Day -
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