About Will JacksHeight: 5'10"
Durability:
Saves:
Situational Bonuses: Combat:
Feats:
Traits:
Other Special Abilities and Special Qualities:
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(Human) Ability Score bonus: +2 to Wisdom
(Human) Bonus Feat:Humans select on extra feat at first level. (Human) Favored Class (Cleric) (Human) skilled: Humans receive one extra skill point at every level. (Cleric)Channel Energy 4x day (Cleric) () Skills: Skillpoints gained/level (4) 2+ 1(int)+ 1(human)
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Acrobatics: +0 (0 ranks; +0 trained; +0 Dex; -0 armor) *Appraise: +1 (0 ranks; +0 trained; +1 Int) *Bluff: +8 (1 ranks; +3 trained; +2 Cha; +2 feat) Climb: +1 (0 ranks; +0 trained; +1 Str; -0 armor) *Craft (any): +1 (0 ranks; +0 trained; +1 Int) *Diplomacy: +8 (1 ranks; +3 trained; +2 Cha; +2 trait) *Disguise: +4 (0 ranks; +0 trained; +2 Cha; +2 feat) Escape Artist: +0 (0 ranks; +0 trained; +0 Dex; -0 armor) *Fly: N/A (0 ranks; +0 trained; +0 Dex; -0 armor) *Heal: +3 ( 0 ranks; +0 trained; +3 Wis) Handle animal: +0 (0 ranks; +0 trained; +2 Cha) Intimidate: +2 (0 ranks; +0 trained; +2 Cha) *Know (History): +0 (0 ranks; +0 trained; +1 Int) *Know (Religion): +5 (1 ranks; +3 trained; +1 Int) Perform (Oratory): +2 (0 ranks; +0 trained; +2 Cha) Perception: +4 (0 ranks; +0 trained; +3 Wis; +1 Trait) *Profession (Sailor): +8 (1 ranks; +3 trained; +3 Wis; +1 trait) Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor) *Sense Motive: +7 (1 ranks; +3 trained; +3 Wis) *Spellcraft: +3 (0 ranks; +0 trained; +3 Wis) *Stealth: +0 (0 ranks; +0 trained; +0 Dex; -0 armor) Survival: +3 (0 ranks; +0 trained; +3 Wis) Swim: +1 (0 ranks; +0 trained; +1 Str; -0 armor) Domains:
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Oceans: Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Trickery:Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spells:
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0 lvl (3): Light, Stabilize, Create Water 1 lvl (2+1) Enhance Water, Bless, Obscuring Mist Carrying Capacity:
Possessions (38 lbs):
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Backpack 2 lbs 2 gp(17.5 lbs): Trail Rations(4): 4 lbs; 2 gp Waterskin (1): 4 lbs; 1 gp Whetstone: 1 lb; 2 cp Flint and steel; 1gp Silk Rope: 5lbs; 10gp scroll case: .5lb; 1gp Enhance Water: 25gp Sheathed or Worn (29.5 lbs):
Pouch with Coins (1 lbs):
Character Description
Story/Background: Born to a Magnimarian sailor on an auspicious night, Will grew up not really knowing his father nor the significance of his birth. Supported by the meager income of his seamstress mother, Will's youth was spent near the dock, where his mother worked. As he grew, he got work as a messenger boy for one of the shipping companies, running messages between the head office and the various ships that came to port. It was a job with meager pay, but it introduced the boy to the sailing life. When we was old enough, we was able to secure a position on one of the merchant vessels and he expanded his knowledge of sailing by working as a swab on board the ship. Finding himself drawn to the sea, he became a regular member of the ship, the "Seeker's Dawn" in its shipments between Magnimar and various cities around the Inner Sea. There, he grew close to the crew and learned of the significance of his birth from the old salts he sailed with. On one shipment run, the ship was beset by pirates and in the chaos of the battle, Will was thrown overboard. However, thanks to the grace of the Pirate Queen, Will woke not at the bottom of the sea with lungs full of water, but in the bed of an elaborate house within a small fishing village. The man who had found him stranded on the beach and took him in was Jadern Kaln, the accepted governor of the village and a former pirate and priest of Besmara. After telling the tale of the pirate attack, Will was surprised to see the impressed look on the man's eyes. Convinced that Will's survival was more than just luck, Jadern took the man in and trained him in Besmara's ways. After several years of unstructured training, Will found himself wanting to know more about Besmara and the draw to sea life that he had felt since he was a child. Understanding his eagerness to move on, Jadern gifted him with a hand crafted silver medallion depicting the image of the Pirate Queen and enough money to equip himself. Saying farewell to Jadern and the small village, Will headed to the nearby city of Westcrown where he was taken on as a sailor in a privateer crew under the banner of Westcrown. However, the regimented life and the captain's strict nature didn't sit well with Will, so he left when the ship arrived in Port Peril. There, Will felt a pull that he hadn't felt since first stepping on the Seeker's Dawn in his young years. Following that sensation, Will found himself in front of the Formidably Maid, where he stepped in, determined to find out what his destiny held for him. Personality: His training under Jadern supplementing his natural wisdom, Will has an understanding of ship tactics that seem natural. He understands the need for lying and his mentor has instilled in him the necessary skills to be competent at it. Though not holding strongly to any preconceived notions of good and evil and willing to break the law when needed, Will still holds to his own code and refuses to harm children and elderly people. Hit Points Summary and Favored Class Bonus:
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