Fenris
Adventurer
[sblock=Jaakali Pier]
[sblock=Game Info]
Race: Human (Garundi)
Class: Corsair
Level: 1
Alignment: Chaotic Neutral
Languages: Common, Osirani, Polyglot
Deity:None[/sblock]
[sblock=Abilities]
STR: 14
DEX: 16
CON: 14
INT: 14
WIS: 12
CHA: 8[/sblock]
[sblock=Combat]
HP: 13 = [1d10=10] + 2 (CON) + 0 (misc) + 1 (favored class)
AC: 16 = 10 + 3 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + (misc)
AC Flatfooted: 13 = 10 + 3 (armor) + 0 (shield) + 0 (misc)
INIT: +3 = +3 (DEX) + 0 (misc)
BAB: +1 = +1 (list class)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
Fort: +4 = +2 (base) + 2 (CON)
Reflex: +3 = +0 (base) + 3 (DEX)
Will: +1 = +0 (base) + 1 (WILL)
Speed: 30'
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
Dagger (melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d4+3(P or S), Crit 19-20x2
Daggers (melee, dual wield): +1/+1 = +1 (BAB) + 2 (STR) -2 (TWF) / DMG = 1d4+3 (P or S), Crit 19-20x2
Dagger (thrown): +4 = +1 (BAB) + 3 (DEX) / DMG = 1d4+3(P or S), Crit 19-20x2 / Range = 10ft
[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
... [/sblock]
[sblock=Class Features]
Corsairs are proficient with all simple and martial weapons. They are proficient with light and medium armor, but not with shields.
Rugged Sailor= A corsair adds half his corsair level (minimum 1) to Climb and Swim checks and to Acrobatics checks to move on narrow surfaces and uneven ground.
Sea Hunter = The corsair gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures with the aquatic subtype. He also receives a +2 bonus on attack and damage rolls against them. A corsair may make Knowledge skill checks untrained when attempting to identify aquatic creatures.
Sneak Attack +1d6
http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/corsair
Class Notes: Stipulations from HolyMan:
No Multiclass except to Shakles Pirate Prc
Lose DR for Rogue talents
For #2 it should be alright to say you gain a Rogue talent at instead of DR's 1-3 and can start choosing Advance Rogue talents for DR's 4 and 5 as the form has Combat Trick and the latter let's you chose Feat as talents.
...[/sblock]
[sblock=Feats & Traits]
Race-Combat Expertise
1st lvl-Two Weapon Fighting
3rd lvl-
Traits:
a)River Rat:+1 damage with daggers, +1 on Swim checks
b) Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
[/sblock]
[sblock=Skills]
Skill Ranks: 00 = [4 (class) + 02 (INT)] x 01 (LvL) + 01 (misc) + 0 (Favored Class)
Max Ranks: 00
ACP: -0
Skills: 7
() = class skill
^ = trained only
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Treasure: 0 gp, sp, cp Gems:
Carrying Capacity:
light-
medium-
heavy- [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 20
Height: 6'
Weight: 175
Hair Color:Shaved head (Black hair)
Eye Color: Brown
Skin Color: Dark
Appearance: Jaakali is a thin, but muscular young man. His dark brown skin taut over his muscles. He keeps his head shaved clean and wears a small black goatee on his chin. He usually wear loose trousers that are tied at his knees and a brightly colored vest, often embroidered with fanciful designs. He seldom wears anything on his feet, preferring to be barefoot on a ship, but he does wear sandals in port.
Demeanor:[/sblock]
[sblock=Background]Jaakali grew up in the river city of Azir in Rahadoum. His life was relatively normal until his family feel victim to one of the common plagues that sweep through the cleric-less nation. AT the age of 12 his entire clan was dead and another Garundi clan moved in to claim the territory. Jaakali Aziri was gone and Jaakali Pier came into his own. He survived by thieving, stealing what he could from whomever he could. He lived in and under the docks where he derived his new name. Eventually some river pirates got the lithe young man to begin swimming out and cutting the moorings on ships so they would float down to be plundered.Jaakali had always loved the water, but somehow this new role for him fit, and fit well. Jaakali proved so adept at this that he was eventually taken on a few longer trips for robbing. There he learned the ways of the ship and visited many exotic ports. But a mutiny one night did not go well, and though he did not participate, he dove overboard and swam for shore. Since then he has taken on various jobs, his new skills helping him find employment though he has so far avoided outright piracy.
Jaakali feels more at home on a ship than on land now, something in his blood calls him tot he sea. Few Garundifel that call, Jaakali attributes it to growing up next to the Azir river, but the old fortune tellers he sees in the port cities call out to him. They see Besmara's mark upon him. He dismisses them of course, but he still wonders, as he sits watch at night under the stars, what that may mean. [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
[sblock=Game Info]
Race: Human (Garundi)
Class: Corsair
Level: 1
Alignment: Chaotic Neutral
Languages: Common, Osirani, Polyglot
Deity:None[/sblock]
[sblock=Abilities]
STR: 14
DEX: 16
CON: 14
INT: 14
WIS: 12
CHA: 8[/sblock]
[sblock=Combat]
HP: 13 = [1d10=10] + 2 (CON) + 0 (misc) + 1 (favored class)
AC: 16 = 10 + 3 (armor) + 0 (shield) + 3 (DEX) + 0 (misc)
AC Touch: 13 = 10 + 3 (DEX) + (misc)
AC Flatfooted: 13 = 10 + 3 (armor) + 0 (shield) + 0 (misc)
INIT: +3 = +3 (DEX) + 0 (misc)
BAB: +1 = +1 (list class)
CMB: +3 = +2 (STR) + 1 (BAB)
CMD: 16 = 10 + 2 (STR) + 3 (DEX) + 1 (BAB)
Fort: +4 = +2 (base) + 2 (CON)
Reflex: +3 = +0 (base) + 3 (DEX)
Will: +1 = +0 (base) + 1 (WILL)
Speed: 30'
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]
[sblock=Weapon Stats]
Dagger (melee): +3 = +1 (BAB) + 2 (STR) / DMG = 1d4+3(P or S), Crit 19-20x2
Daggers (melee, dual wield): +1/+1 = +1 (BAB) + 2 (STR) -2 (TWF) / DMG = 1d4+3 (P or S), Crit 19-20x2
Dagger (thrown): +4 = +1 (BAB) + 3 (DEX) / DMG = 1d4+3(P or S), Crit 19-20x2 / Range = 10ft
[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
... [/sblock]
[sblock=Class Features]
Corsairs are proficient with all simple and martial weapons. They are proficient with light and medium armor, but not with shields.
Rugged Sailor= A corsair adds half his corsair level (minimum 1) to Climb and Swim checks and to Acrobatics checks to move on narrow surfaces and uneven ground.
Sea Hunter = The corsair gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures with the aquatic subtype. He also receives a +2 bonus on attack and damage rolls against them. A corsair may make Knowledge skill checks untrained when attempting to identify aquatic creatures.
Sneak Attack +1d6
http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/corsair
Class Notes: Stipulations from HolyMan:
No Multiclass except to Shakles Pirate Prc
Lose DR for Rogue talents
For #2 it should be alright to say you gain a Rogue talent at instead of DR's 1-3 and can start choosing Advance Rogue talents for DR's 4 and 5 as the form has Combat Trick and the latter let's you chose Feat as talents.
...[/sblock]
[sblock=Feats & Traits]
Race-Combat Expertise
1st lvl-Two Weapon Fighting
3rd lvl-
Traits:
a)River Rat:+1 damage with daggers, +1 on Swim checks
b) Besmara's Blessing: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
[/sblock]
[sblock=Skills]
Skill Ranks: 00 = [4 (class) + 02 (INT)] x 01 (LvL) + 01 (misc) + 0 (Favored Class)
Max Ranks: 00
ACP: -0
Skills: 7
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+08 = Acrobatics +03 +01 +3 +01 -0 DEX
+06 = Appraise +02 +01 +3 +00 INT
-01 = Bluff -01 +00 +0 +00 CHA
+03 = Climb +02 +00 +0 +01 -0 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+00 = Diplomacy +00 +00 +0 +00 CHA
+na = Disable Device^ +00 +00 +0 +00 -0 DEX
+00 = Disguise +00 +00 +0 +00 CHA
+03 = Escape Artist +03 +00 +0 +00 -0 DEX
+00 = Fly +00 +00 +0 +00 -0 DEX
+na = Handle Animal^ +00 +00 +0 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
-01 = Intimidate -01 +00 +0 +00 CHA
+na = Know:Arcana^ +00 +00 +0 +00 INT
+na = Know:Dungeoneering^ +00 +00 +0 +00 INT
+na = Know:Engineering^ +00 +00 +0 +00 INT
+06 = Know:Geography^ +02 +01 +3 +00 INT
+na = Know:History^ +00 +00 +0 +00 INT
+na = Know:Local^ +00 +00 +0 +00 INT
+na = Know:Nature^ +00 +00 +0 +00 INT
+na = Know:Nobility^ +00 +00 +0 +00 INT
+na = Know:Planes^ +00 +00 +0 +00 INT
+na = Know:Religion^ +00 +00 +0 +00 INT
+na = Linguistics^ +00 +00 +0 +00 INT
+06 = Perception +01 +01 +3 +01 WIS
+00 = Perform:_____ +00 +00 +0 +00 CHA
+06 = Profession^:Sailor +01 +01 +3 +01 WIS
+00 = Ride +00 +00 +0 +00 -0 DEX
+01 = Sense Motive +01 +00 +0 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
+na = Spellcraft^ +00 +00 +0 +00 INT
+07 = Stealth +03 +01 +3 +00 -0 DEX
+01 = Survival +01 +00 +0 +00 WIS
+08 = Swim +02 +01 +3 +02 -0 STR
+na = Use Magic Device^ +00 +00 +0 +00 CHA
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Dagger
MW Studded Leather
Hidden in a cache: suit of leather armor, three heavy maces, 12sp, a masterwork handaxe
Total weight carried:
Carrying Capacity:
light-
medium-
heavy- [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 20
Height: 6'
Weight: 175
Hair Color:Shaved head (Black hair)
Eye Color: Brown
Skin Color: Dark
Appearance: Jaakali is a thin, but muscular young man. His dark brown skin taut over his muscles. He keeps his head shaved clean and wears a small black goatee on his chin. He usually wear loose trousers that are tied at his knees and a brightly colored vest, often embroidered with fanciful designs. He seldom wears anything on his feet, preferring to be barefoot on a ship, but he does wear sandals in port.
Demeanor:[/sblock]
[sblock=Background]Jaakali grew up in the river city of Azir in Rahadoum. His life was relatively normal until his family feel victim to one of the common plagues that sweep through the cleric-less nation. AT the age of 12 his entire clan was dead and another Garundi clan moved in to claim the territory. Jaakali Aziri was gone and Jaakali Pier came into his own. He survived by thieving, stealing what he could from whomever he could. He lived in and under the docks where he derived his new name. Eventually some river pirates got the lithe young man to begin swimming out and cutting the moorings on ships so they would float down to be plundered.Jaakali had always loved the water, but somehow this new role for him fit, and fit well. Jaakali proved so adept at this that he was eventually taken on a few longer trips for robbing. There he learned the ways of the ship and visited many exotic ports. But a mutiny one night did not go well, and though he did not participate, he dove overboard and swam for shore. Since then he has taken on various jobs, his new skills helping him find employment though he has so far avoided outright piracy.
Jaakali feels more at home on a ship than on land now, something in his blood calls him tot he sea. Few Garundifel that call, Jaakali attributes it to growing up next to the Azir river, but the old fortune tellers he sees in the port cities call out to him. They see Besmara's mark upon him. He dismisses them of course, but he still wonders, as he sits watch at night under the stars, what that may mean. [/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]
Last edited: