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Dread Pirate Captain Cirwinfred Rusty Runfarington II

Nov 30th, 2013
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  1. Character Sheet -
  2. Name----- Cirrin "Rusty" Runfar
  3. Race----- Tiefling
  4. Racial Stats-
  5. Darkvision: Tieflings see in the dark for up to 60 feet.
  6. Spell-Like Ability: Darkness 1/day, caster level is class level.
  7. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  8. Fiendish Sprinter: 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  9. Prehensile Tail: Retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
  10.  
  11. Eyes: Red
  12. Height: 5'5"
  13. Weight: 134 lbs (supposed to be underweight plus tail)
  14. Religion: Lip service to most evil gods
  15.  
  16. CIRRIN RUNFAR has prominent backswept horns jutting from CIRRIN RUNFAR's forehead and cloven feet. There's also a tail usually kept in CIRRIN RUNFAR's breeches but pops out when it fidgets too much. CIRRIN RUNFAR also has prominent sharp lower canines. CIRRIN RUNFAR has smooth pale skin with deep red undertones and flaming red hair.
  17.  
  18. Alignment- Neutral Evil, CIRRIN RUNFAR naturally aligns with the dominant powers around but ultimately the only law CIRRIN RUNFAR believes in is the strong push around the weak and the only loyalty is to CIRRIN RUNFAR. CIRRIN RUNFAR delights in the suffering of others.
  19.  
  20. Languages- Common, Abyssal, Halfling
  21.  
  22. XP-------
  23. Level---- 1
  24.  
  25. Class---- Rogue - Pirate
  26. http://paizo.com/pathfinderRPG/prd/classes/rogue.html#_rogue
  27. http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/rogue.html
  28.  
  29. Class Features-
  30. Sea Legs (Ex): +2 bonus on Acrobatics, Climb, and Swim checks.
  31. Sneak Attack 1d6: CIRRIN RUNFAR's attack deals extra damage anytime CIRRIN RUNFAR's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when CIRRIN RUNFAR flanks CIRRIN RUNFAR's target.
  32.  
  33.  
  34.  
  35. Saves-
  36. Fortitude- +0 + 2 = 2
  37. Reflex---- +2 + 4 = 6
  38. Willpower- +0 - 1 = -1
  39.  
  40. BAB---- +0
  41. Melee-- 0 + 2 + 0 = 2
  42. Ranged- 0 + 4 + 0 = 4
  43. CMB---- 0 + 2 + 0 = 4
  44. CMD---- 0 + 2 + 4 + 0 = 6
  45.  
  46.  
  47.  
  48. Damages-
  49. HP- 10/10
  50. AC- 10 + 3(armor) + 0(shield) + 4(dex) + 1(dodge) = 18
  51. Touch- 10 + 4 = 14
  52. Flat Footed- 10 + 3 + 0 + 0 = 13
  53.  
  54. Armor Check Pen: -1
  55.  
  56. Initiative- +4
  57.  
  58.  
  59. Ability Scores-
  60. Str- 12 (+1)
  61. Dex- 18 (+4)
  62. Con- 14 (+2)
  63. Int- 12 (+1)
  64. Wis- 8 (-1)
  65. Cha- 12 (+1)
  66.  
  67. Skills- (ranks) (ability) (class) (ACP) (misc)
  68. Acrobatics (Dex) 1 + 4 + 3 - 1 + 2 = 9
  69. Appraise (Int) 0 + 1 = 1
  70. Climb (Str) 0 + 1 + 0 + 2 -1 = 2
  71. Bluff (Cha) 1 + 1 + 3 = 5
  72. Disguise (Cha) 0 + 1 = 1
  73. Intimidate (Cha) 0 + 1 = 1
  74. Escape Artist (Dex) 1 + 4 + 3 - 1= 7
  75. Perception (Wis) 0 - 1 = -1
  76. Sense Motive (Wis) 0 - 1 = -1
  77. Sleight of Hand (Dex) 1 + 4 + 3 -1 = 7
  78. Stealth (Dex) 1 + 4 + 3 - 1 = 7
  79. Perform: Comedy (Cha) 1 + 1 + 3 = 5
  80. Swim (Str) 1 + 1 + 3 + 2 - 1 = 6
  81. Profession: Sailor (Wis) 1 - 1 = -1
  82. Survival (Wis) 1 - 1 = 0
  83.  
  84. Feats-
  85. Dodge
  86.  
  87. Gold - 73gp (including a pound of gold in the form of earrings worth 50gp)
  88.  
  89. Equipment-
  90. 4x daggers (8gp 4 lbs) 1d4, 19-20/x2, 10ft
  91. Sap (1gp, 2 lbs) 1d6, x2, non-lethal
  92. Rapier (20gp, 2 lbs) 1d6, 18-20/x2
  93. Studded leather (25gp 20 lbs) +3AC, -1ACP, Max DEX +5
  94. Vial, ink (1gp)
  95. Explorer's outfit (includes jacket) (10gp, 8lbs)
  96. 3x Rations, trail (15sp 3 lbs)
  97.  
  98. Backstory
  99.  
  100. Spawn of unknown parentage left on the streets of a port town as an orphan. Generally shunned, pushed around by street thugs bigger than CIRRIN RUNFAR and pushed around by noble guards if CIRRIN RUNFAR dared step into the nicer parts of town. Heard tales of adventure from sailors coming into port, CIRRIN RUNFAR dreamed of escaping CIRRIN RUNFAR's life in exchange for one on the high sea. So CIRRIN RUNFAR stowed away on leaving ship, which sank before it got out the bay. Not one to ever give up on hope for escape, CIRRIN RUNFAR planned and got on board another ship. That burned down then sunk into the bay but the third one got into open waters. This time CIRRIN RUNFAR was with a group of other street rats with a plan to overpower the small crew and become pirates but ship sank before the plan could take place. Drowning far from shore CIRRIN RUNFAR made a deal to become a mermaid's slave in return for CIRRIN RUNFARs life.
  101. ----------
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