| Full Name |
Sekhef |
| Race |
Half-Orc |
| Classes/Levels |
Ranger/1 Magus/8 |
| Gender |
Male |
| Size |
Medium; 74"/185lbs |
| Age |
21 |
| Alignment |
Chaotic Neutral |
| Deity |
Besmara |
| Location |
Inner Sea; Isle of Kortos; Absalom |
| Languages |
Common, Osiriani, Orc, Tien |
| Occupation |
Pirate |
| Homepage URL |
https://docs.google.com/open?id=0B1zg08q_w1MwTEpkWWdXVFgyRzQ |
| Strength |
14 |
| Dexterity |
20 |
| Constitution |
14 |
| Intelligence |
15 |
| Wisdom |
12 |
| Charisma |
7 |
About Sekhef
A tall slender half-orc whose skin is a light olive green. His arms and legs are firm and solid, obviously someone accustomed to a hard work. Piercing black eyes gaze out from an angular face with high cheekbones which is marred by a near permanent scowl across his lips, from which small lower fangs jut. Long black hair is tied back in by a leather strap.
He is dressed in a chain shirt that is well cared for along with leather jerkins. A rapier hangs at his side, and a shortbow is slung across is back. Leather and steel bracers protect his forearms. A quiver hangs from a belt at his waist on his right hip while a hand axe rides on his left hip. Sturdy leather boots, a dagger hilt protruding from the right boot, shod his feet with worn leather greaves covering the shins.
Where do you come from?
From the port city of Sothis in Osirion. He was one of the many orphans of the city, and ended up becoming a cabin boy aboard a pirate ship. This led to many adventures across the seas as a child, including for awhile being a slave in the rice fields of the kraken overlord in Wanshou. His travels eventually brought him to the Shackles.
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Traits on scale of 1-10.
Disposition Honorable, Combative.
Courtesy 6; Brusque.
Valor 10; Fearless and bold, as he fears almost nothing and will rise to a challenge.
Self-sacrifice 1; Um, not in his nature. better others do the scarificing.
Generosity 3; 8 for those who he is loyal too and those loyal to him.
Optimism 8.
Forgiveness 3; Only begrudingly.
Patience 4; To battle!
Helpfulness 7.
Temper 4; Slow to boil!
Curiosity 8; Can what is beyond the bend bring more honor?
Cheerfulness 8; Not really any reason not to be cheerful.
Honesty 8; Candid and blunt.
Loyalty 10; Unwavering.
Materialism 8; Interested in material wealth.
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AC: 3 (stat), 6 (armor), 2 (buckler), 1 (ring of prot. +1), 1 (amulet of nat armor +1)
HP: 50 (base), 18 (con), 8 (favored class bonus), 9 (toughness)
Arcane Pool: 6 - 4 (level), 2 (int)
Archetype: Freebooter
Racial Ability Bonus: Dexterity
Favored Class Bonus: Hit Point (x8)
Lang: Osiriani (race), Ancient Osiriani (int), Tien (int)
Traits: Magical Lineage (Shocking Grasp), Rice Runner
Fame: 36
Prestige: 24
XP: 24
Disrepute: 25, Spent 15
Infamy: 25
Tavern (5pp) - The Vulgar Nymph
Ship (10pp) - The Sea Wyvern
Crew
Quarter Master - Raymond Canon
Sailing Master - Emilio Schmidt
Boatswain - Marek Bonny
Carpenter/Surgeon - Victor Cavendish
Master Gunner - Luke Wash
Mate - Robert Jensen
Able Bodied Sailor - Raymond Bernerd
Cabin boy/girl - Noelle
Powder monkey - Oscar
Earned an engraved silver stein as the champion of the Rum Punch drinking contest in the Shackles.
Dexterity drain suffered during Black Coral Cove;spent 2PP for a restoration spell.
https://docs.google.com/file/d/0B1zg08q_w1MwTEpkWWdXVFgyRzQ/edit?usp=sharin g
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Cross Reference:
- Blanket (Adventurer's Armory, p.6/19)
- Journal (Pathfinder Society Field Guide, p.47/48)
- Measuring Cord (Adventuer's Armory, p.48)
- Shaving Kit (Adventuer's Armory, p.8/20)
- Waterproof Bag (Adventurer's Armory, p.8/20)
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Campaigns:
#2-11 The Penumbral Accords Tier 1-2; Fair Games, Downers Grove, IL; 6/23/2013
GP Gain: 507; GP Lost: 0; XP Gain: 1, PP Gain: 2; PP Lost: 2; Fame: 2; PP: 0; XP: 1
#55 The Infernal Vault Tier 1-2; Home Game, Streamwood, IL; 10/19/2013
GP Gain: 513; GP Lost: 25; XP Gain: 1, PP Gain: 2; PP Lost: 2; Fame: 4; PP: 0; XP: 2
#4-18 Veteran's Vault Tier 1-2; Home Game, Streamwood, IL; 12/15/2013
GP Gain: 519; GP Lost: 0; XP Gain: 1, PP Gain: 2; PP Lost: 2; Fame: 6; PP: 0; XP: 3
#55 The Cyphermage Dilemma Tier 1-2; Home Game, Streamwood, IL; 6/9/2014
GP Gain: 532; GP Lost: 0; XP Gain: 1, PP Gain: 2; PP Lost: 2; Fame: 8; PP: 0; XP: 4
#17 Perils of the Pirate Pact Tier Out of Tier; Home Game, Streamwood, IL; 12/30/2014
GP Gain: 869; GP Lost: 0; XP Gain: 1, PP Gain: 2; PP Lost: 2; Fame: 10; PP: 0; XP: 5
#55 The Wormwood Mutiny; Emmetts, Downers Grove, IL; 1/25/2015
GP Gain: 3,711; GP Lost: 0; XP Gain: 3, PP Gain: 4; PP Lost: 0; Fame: 14; PP: 4; XP: 8
#4-21 Way of the Kirin 3-4; Home Game, Streamwood, IL; 11/30/2014
GP Gain: 1,299; GP Lost: 0; XP Gain: 1, PP Gain: 2; PP Lost: 0; Fame: 16; PP: 6; XP: 9
Plunder & Peril (Rum Punch) 3-5; Emmetts, Downers Grove, IL; 2/15/2015
GP Gain: 4,800; GP Lost: 150; XP Gain: 3, PP Gain: 4; PP Lost: 0; Fame: 20; PP: 10; XP: 12
Plunder & Peril (Dangerous Waters) 5-7; Emmetts, Downers Grove, IL; 3/1/2015
GP Gain: 6,756; GP Lost: 0; XP Gain: 3, PP Gain: 4; PP Lost: 0; Fame: 24; PP: 14; XP: 15
Plunder & Peril (Black Coral Cove) 5-7; Emmetts, Downers Grove, IL; 3/1/2015
GP Gain: 6,756; GP Lost: 0; XP Gain: 3, PP Gain: 4; PP Lost: 2; Fame: 28; PP: 16; XP: 18
Plunder & Peril (Bonus) 5-7; Emmetts, Downers Grove, IL; 3/1/2015
GP Gain: 5,893; GP Lost: 0; XP Gain: 1.5, PP Gain: 3; PP Lost: 0; Fame: 31; PP: 19; XP: 19.5
#56 Raiders of the Fever Sea; Emmetts, Downers Grove, IL; 3/8/2015
GP Gain: 4,386; GP Lost: 0; XP Gain: 1.5, PP Gain: 2; PP Lost: 0; Fame: 33; PP: 21; XP: 21
#57 Tempest Rising; Emmetts, Downers Grove, IL; 4/6/2015
GP Gain: 14,862; GP Lost: 0; XP Gain: 3, PP Gain: 4; PP Lost: 0; Fame: 37; PP: 25; XP: 24
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CN medium humanoid (orc, human)
Init +6; Senses Darkvision (60 ft.), Perception +14,
Languages Common, Orc, Osiriani, Tien
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AbilitiesStr 14,Dex 20,Con 14,Int 15,Wis 12,Cha 7
AC 24, touch 16, flat-footed 19
hp 84 (9HD)
Fort +13, Ref +12, Will +10
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Speed 30 ft. (6 squares)
Face5 ft.Reach5 ft.
Base Atk +7; CMBv +9; [b]CMD 25
Atk Options Power Attack,
Special Actions Freebooter's Bane, Improved Spell Combat, Spellstrike,
Melee rapier +1+14/+9 (1d6+6/18-20)
Melee rapier +1 [power attack (one-handed)]+12/+7 (1d6+10/18-20)
Ranged alchemist's fire (flask)+12/+7 (1d6-2)
Melee dagger+12/+7 (1d4+2/19-20)
Ranged dagger (thrown)+12/+7 (1d4+2/19-20)
Ranged shortbow+12/+7 (1d6/x3)
Special Qualities Arcane Accuracy, Arcane Pool (6/day), Armor Proficiency, Cantrips, City-Raised, Concentrate, Darkvision, Knowledge Pool, Orc Blood, Rock Climber, Sacred Tattoo, Spell Recall, Track +1, Weapon and Armor Proficiency, Wild Empathy +-1,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Fencing Grace, Intensified Spell, Martial Weapon Proficiency, Power Attack, Simple Weapon Proficiency, Toughness, Weapon Finesse, Weapon Focus (Rapier)
Skills Acrobatics +12, Appraise +2, Bluff -2, Climb +7, Craft (Untrained) +2, Diplomacy -2, Disguise -2, Escape Artist +5, Fly +9, Heal +1, Intimidate +2, Knowledge (Arcana) +12, Knowledge (Geography) +6, Knowledge (Local) +5, Knowledge (Nature) +8, Knowledge (Planes) +8, Perception +14, Perform (Untrained) -2, Profession (Sailor) +6, Ride +5, Sense Motive +1, Spellcraft +14, Spellcraft (Cast Defensively) +19, Stealth +9, Survival +5, Survival (Follow or identify tracks) +6, Swim +6,
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Possessions
amulet of natural armor +1
eyes of the eagle
ring of protection +1
rapier +1
rapier +1
gloves of elvenkind
chain shirt +1 (mithral)
belt of incredible dexterity +2
pirate clothes (basic)
cloak of resistance +2
buckler +1 (mithral)
ioun stone, dusty rose prism - cracked
signal whistle
ioun torch
dagger
Sash, Adventurer's [ Wand of Cure Light Wounds; Compass; Alchemist's Fire (Flask) (x2); Wand of AIr Bubble; Wand of Jump; Pearl of Power (1st Level) (x2); Traveler's Any-Tool; Elixir of Swimming (x2); Wand of Magic Missile; Leshy, Seaweed Bulb; Earplugs; Potion of Touch of the Sea (x2); Wand of Shield; Scroll (Daylight) (x2); Potion of Darkvision (x2); ]
Handy Haversack [ Rope (Silk/50 ft.); Bedroll; Blanket, common; Belt Pouch; Flint and Steel; Rations (Trail/Per Day) (x2); Shaving Kit; Tindertwig (x2); Belt Pouch; Belt Pouch; Belt Pouch; Belt Pouch; Sack; Sack; Waterproof Bag; Antitoxin (x2); Oil (1 Pint Flask) (x2); Torch (x5); Sunrod (x5); Snorkel, Masterwork; Swim Fins; ]
Belt Pouch [ Arrow (x20); ]
Belt Pouch [ Coin (Copper Piece) (x14); Coin (Gold Piece) (x46); Coin (Platinum Piece) (x7); Coin (Silver Piece) (x29); ]
Belt Pouch [ Adamantine Weapon Blanch (x4); Cold Iron Weapon Blanch (x10); Silver Weapon Blanch (x5); ]
Belt Pouch [ Fishing Kit (x10); ]
Belt Pouch [ Measuring Cord; String (50 ft.); ]
Belt Pouch [ Moonstone; ]
Sack ; Sack ; Waterproof Bag [ Magus Spellbook; Ink (1 oz. Vial) (x2); Inkpen; Scroll Case; Scroll Case; Paper (Sheet) (x20); Journal; ]
Scroll Case ; Scroll Case ; Wrist Sheath (spring loaded) [ Rod (Elemental/Acid/Lesser); ]
Shortbow ;
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Prepared Spells
Ranger (CL 1st):
Magus (CL 8th):
3rd - fly (DC 15) , haste (DC 15)
2nd - glitterdust (DC 14) , invisibility (DC 14) , mirror image (2) (DC ) , scorching ray
1st - grease (DC 13) , shocking grasp (3) , vanish (DC 13)
0th - detect magic , ghost sound (DC 12) , open/close (DC 12) , prestidigitation (DC 12) , read magic (DC )
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Magus Spellbook
Ranger (CL 1st):
Magus (CL 8th):
4th - beast shape ii (DC ) , dimension door
3rd - dispel magic , fireball (DC 15) , fly (DC 15) , haste (DC 15) , stinking cloud (DC 15) , water breathing (DC 15)
2nd - flaming sphere (DC 14) , frigid touch , glitterdust (DC 14) , invisibility (DC 14) , mirror image (DC ) , scorching ray , web (DC 14)
1st - chill touch (DC 13) , floating disk , grease (DC 13) , hydraulic push , jump (DC 13) , magic missile , ray of enfeeblement (DC 13) , shield (DC ) , shocking grasp , true strike (DC ) , vanish (DC 13)
0th - acid splash , arcane mark , dancing lights , daze (DC 12) , detect magic , disrupt undead , flare (DC 12) , ghost sound (DC 12) , light , mage hand , open/close (DC 12) , prestidigitation (DC 12) , ray of frost , read magic (DC ) , spark (DC 12)
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Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +2 insight bonus on all attack rolls until the end of your turn.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 6 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +2 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. These bonuses can be also used to add any of the following weapon properties: Dancing, Flaming, Flaming Burst, Frost, Icy Burst, Keen, Shock, Shocking Burst, Speed, or Vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends.
Armor Proficiency (Ex) You can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
Concentrate (Ex) You can reroll any concentration check you have just made with a +4 bonus. You must use this ability after the roll is made, but before the roll's outcome is determined. You must take the second roll, even if it is worse. You can use this ability once per day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Freebooter's Bane (Ex) You can, as a move action, indicate an enemy in combat and rally your allies to focus on that target. You and your 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 you and who are within 30 feet of you at the time you activates this ability. The freebooter's bane lasts until the target dies or you select a new target.
Improved Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty. You can also cast any spell from the magus spell list with a casting time of 1 standard action. When using the spell combat ability, you receive a +2 circumstance bonus on concentration check. If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as an additional circumstance bonus to your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. You must have one hand free to use this ability, even if the spell being cast does not contain somatic components.
Knowledge Pool (Su) When you prepare your magus spells, you can decide to expend 1 or more points from your arcane pool, up to your Intelligence bonus. For each point you expend, you can treat any one spell from the magus spell list as if it were in your spellbook and can prepare that spell as normal that day. If you do not cast spells prepared in this way before the next time you prepares spells, you lose those spells. You can also cast spells added in this way using your spell recall ability, but only until you prepares spells again.
Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell's final adjusted level.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Rice Runner You grew up as a slave in Wanshou, harvesting rice for your kraken despot, and you know how to move agilely across sodden and unsteady ground. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.
Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.
Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+-1 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.