Lem

Sebastian Blackhand's page

2 posts. Alias of Greycastle.


About Sebastian Blackhand

Background:

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==
AC 15, touch 13, flat-footed 12, (+2 armor, +0 shield, +3 dex)
HP 9

Fort +3, Ref +5, Will +2
Spell Resistance – 6 (beneficial and harmful spells cast by others)
Armor Leather

==OFFENSE==
Spd 30 ft
Melee Rapier +0 1d6-1/ 18-20/x2
Range

==STATISTICS==
Str 9 , Dex 16, Con 10, Int 12, Wis 10, Cha 17
BAB +1, CMB +0/+4, CMD 13

[spoiler=Feats, Traits]
Story Feat – Accursed
1st Weapon Finesse or Improved Unarmed Strike

Boarded in the Shackles - Fortitude
AP Trait – Eye for Plunder
Traits:

Skills:

Skill Points: 9 = 1+ ((6 +1 Int) * character level) + ((+1 favored class) * Oracle level)

Acrobatics: +7 = 1 ranks 3 class +3 Dex
Appraise: +2 = 0 ranks +1 Int +1 Trait
Bluff: +7 = 1 ranks +3 class +3 Cha
Climb: +3 = 1 ranks +3 class -1 Str
Diplomacy: +3 = 0 ranks +3 Cha
Disable Device: N/A = 0 ranks +1 Dex
Disguise: +3 = 0 ranks +3 Cha
Escape Artist: +3 = 0 ranks +3 Dex
Fly: +3 = 0 ranks +3 Dex
Handle Animal: +3 = 0 ranks +3 Cha
Heal: +0 = 0 ranks +0 Wis
Intimidate: +3 = 0 ranks +3 Cha
Knowledge (arcane): +5 = 1 rank +3 class +1 Int
Knowledge (planes): +7 = 1 ranks +3 class +1 Int +2 Racial
Knowledge (religion): +5 = 1 rank +3 class +1 Int
Linguistics: +1 = 0 rank +1 Int
Perception: +4/5 = 1 ranks +3 class 0 Wis /+1 Trait to find secret objects, doors and traps
Profession (sailor) +4 = 1 rank +3 class +0 Wis
Ride: +0 = 0 ranks +3 Dex
Sense Motive: +0 = 0 rank 0 Wis
Sleight Of Hand: N/A = 0 ranks +3 Dex
Spellcraft: +5 = 1 ranks +3 class +1 Int
Stealth: +5 = 0 ranks +3 Dex +2 Racial
Survival: +0 = 0 ranks +0 Wis
Swim: -1 = 0 ranks -1 Str
Use Magic Device: N/A = 0 ranks +3 Cha

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)
[Errata] A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action.
Track (Ex)
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

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.
Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).

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.
Haunted: Malevolent shadows follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Equipment:

Carrying Capacity
light 0-30 medium 31-60 heavy 61-90

Currency: 5g
==Self==
Backpack 2 lbs, Explorer's Outfit

==Backpack== 23.5 lbs
- Coin Purse .5 lbs

Casting:

Caster Level - 1
Concentration Check Modifier - +4 (CHA+CL)

Spells Known -
0th – Mending, Read Magic, Detect Magic, Detect Poison, Mage Hand, Ghost Sound
1st - Cure Light Wounds, Touch of Blindness, Divine Favor
(SU) Disguise Self 1/per day
(SU) Cloak o Darkness 1 hr/per day

Spells Per Day -
1st - 4