Hanno Barca
Hanno cuts a magnificent and conspicuous figure in his marvelous Red Silk Flared Pants and large voluminously sleeved jacket topped by a huge wide-brimmed hat with large white feathers of an unknown but obviously rare bird – all materials are of course embroidered with fine Jade Dragons. He of course wears no shirt or shoes, what Pirate would! But he sports a splendidly embroidered red sash crossing from right shoulder to left hip. He carries a quite magnificent Cutlass and very fine Rapier in scabbards on a brightly buckled fine leather belt - finally spotting you he winks and doffs his large hat in your direction.
Hanno’s background
Born and abandoned in a back alley of the great trading city of
Carthagum is a large and prosperous city state where everything is for sale, and everything is available. Combined with this is a total absence of discrimination, so long as you can pay, and all manner of humanoids and goblinoids exist in a semi-peaceful state with a multitude of other races. Hanno can happily exist side by side with anyone.
Amongst this population Hanno spent most of his time in the Carthagum docklands amidst goblins, dwarves and humans learning to talk, fight and think his way into and out of trouble. It was in these alleys that he also found and started to worship the Goddess Volineadiri before joining a Corsair crew bound for the
Volineadiri (Neutral Evil) is the Goddess of Drink, Wenching, Song and Death. She is beloved of the Corsairs of Carthagum as she offers guidance for Ocean travelers and those that get in fights, loves the confident and dexterous, is a Goddess for the individual and bloody unpredictable and favours the Cutlass and Rapier. To achieve Divinity Volineadiri has and continues, to cheat death an infinite number of times and looks most beatifically on those who cheat death in the mortal realm – of course this means that when you die and stay dead she has no time for you.
Male Elf Bard 2 / Swashbuckler 2
Chaotic Neutral
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Speed: 30 feet
Armor Class: 17 = 10 +6 [dexterity] +1 [Magic Ring] Touch AC: 17 Flat-footed: 11
Initiative modifier: | +6 | = +6 [dexterity] |
Fortitude save: | +2 | = 3 [base] -1 [constitution] |
Reflex save: | +10 | = 4 [base] +6 [dexterity] |
Will save: | +1 | = 3 [base] -2 [wisdom] |
Attack (handheld): | +3 | = 3 [base] |
Weapon Finesse: | +9 | = 3 [base] +6 [dexterity] |
Attack (unarmed): | +3 | = 3 [base] |
Attack (missile): | +9 | = 3 [base] +6 [dexterity] |
Grapple check: | +3 | = 3 [base] |
Feats: Dodge, Weapon Finesse and Two-Weapon Fighting
Languages: | Common Dwarven Goblin |
Magical Cutlass (+1) [1d6+1, crit 18-20/x2, 2 lb., one-handed, piercing] – (+8 two-weapon, +10 one-weapon)
Masterwork Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing] – (+1 to hit) (+8 two-weapon, +10 one-weapon)
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] (+7 two-weapon, +9 one-weapon)
Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing] (+7 two-weapon, +9 one-weapon)
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]] (+9 attack)
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing] – (+7 two-weapon, +9 one-weapon)
Cutlass [1d6, crit 18-20/x2, 3 ib, one-handed, slashing] (+7 two-weapon, +9 one-weapon)
Whip [1d3 (nonlethal), crit x2, 2 lb., one-handed, slashing] (+7 two-weapon, +9 one-weapon)
Spells
Zero-level Bard spells: (3+2 = 5 per day)
Known: Lullaby, Detect Magic, Light, Read Magic and Flare
First-level Bard spells: 2 (0+2) per day
Known: Cause Fear and Cure Light Wounds
Special Abilities
Cast a Spontaneous 0-level spell once per day
Cure minor wound once per day
Money - Gold: 877
Silver: 5
Copper: 22
Possessions:
Crossbow bolts (quiver of 10) x2
Backpack
Bedroll
Caltrops
Case (for map or scroll)
Flasks full of Alcohol x2
Oil flasks x2
A Signet ring
A Magic Ring (+1 AC)
Spell component pouch
Assorted weapons listed above
8 x Cure Light wounds Potions
A fantastic Red Explorers outfit
A particularly spectacular set of very fine clothes
A battered sun hat
A Spy Glass
A Horse (sold L)
A Ship The Phantom Sheeg II
Skill Name | Key | Skill | Ability | Ranks | Misc. |
Appraise | Int | 2 = | +1 | +1 | |
Balance | Dex* | 13 = | +6 | +5 | +2 [tumble] |
Bluff | Cha | 8 = | +2 | +6 | |
Climb | Str* | 0 [2] = | +0 | 0 | +2 [Use Rope] |
Concentration | Con | -1 = | -1 | | |
Diplomacy | Cha | 7 = | +2 | +3 | +2 [Bluff] |
Disguise | Cha | 2 = | +2 | | |
Escape Artist | Dex* | 8 [10] = | +6 | +2 | +2 [Use Rope] |
Forgery | Int | 1 = | +1 | | |
Gather Information | Cha | 2 = | +2 | | |
Heal | | -2 = | -2 | | |
Hide | Dex* | 6 = | +6 | | |
Intimidate | Cha | 4 = | +2 | | +2 [Bluff] |
Jump | Str* | 5 = | +0 | +3 | +2 [tumble] |
Listen | | 0 = | -2 | | +2 [elf] |
Move Silently | Dex* | 6 = | +6 | | |
Ride | Dex | 6 = | +6 | | |
Search | Int | 3 = | +1 | | +2 [elf] |
Sense Motive | | -2 = | -2 | | |
Sleight of Hand | Dex* | 10 = | +6 | +2 | +2 [Bluff] |
Spellcraft | Int | 2 = | +1 | +1 | |
Spot | | 0 = | -2 | | +2 [elf] |
Survival | | -2 = | -2 | | |
Swim | Str** | 4 = | +0 | +4 | |
Tumble | Dex* | 11 = | +6 | +5 | |
Use Magic Device | Cha | 4 = | +2 | +2 | |
Use Rope | Dex | 11 = | +6 | +5 | |
Knowledge (Sea Lore) | Int | 4 = | 1 | +3 | |
Profession (Sailor) | | 2 = | -2 | +4 | |
Perform (Sea Shanties) | Chr | 8 = | 2 | +6 | |
* = check penalty for wearing armor
Race and Class Abilities and Equipment
Elf:
- +2 dexterity / -2 constitution (already included)
- Immune to magical sleep
- +2 racial bonus to saves vs. enchantments
- Low-light vision
- Proficient with longsword, rapier, longbow && shortbow
- +2 racial bonus on listen, search, and spot checks
- Notice secret doors
Bard:
- Bardic Knowledge
- Bardic Music
- Can know only limited numbers of spells
- High charisma gains bonus spells daily
Swashbuckler:
- Free weapon finesse feat
- +1 on reflex saves (already included)(level 2)
- Insightful strike (level 3)
- Dodge bonus +1 (level 5)
- Acrobatic Charge (level 7)
- Improved Flanking (level 8)
- Dodge bonus +2 (level 10)
- Lucky (level 11)
- +2 on reflex saves (already included)(level 11)
- Acrobatic Skill Mastery (level 13)
- Weakening Critical (level 14)
- Dodge bonus +3 (level 15)
- Slippery Mind (level 17)
- Dodge bonus +4 (level 20)
- +3 on reflex saves (already included)(level 20)
Jack-of-All-Trades
Jack-of-All-Trades Abilities by Level
Level Ability
1 Spell choice: 0-level 1/day
2 Spontaneous spell: 0-level 1/day
3 Skill boost
4 Ability boost
5 Save boost
6 Spell choice: 1st-level 1/day
7 Bonus feat
8 Ability boost
9 Save boost
10 Spell choice: 2nd-level 1/day
11 Skill boost
12 Ability boost
13 Spontaneous spell: 1st-level 1/day
14 Bonus feat
15 Save boost
16 Spell choice: 3rd-level 1/day
17 Skill boost
18 Ability boost
19 Spontaneous spell: 2nd-level 1/day
20 Skill boost
Jack-of-All-Trades Ability Descriptions
Spell Choice (Sp): The jack-of-all-trades gains the ability to cast spells as spell-like abilities. Each time he gains this ability, he chooses a single spell of the listed level from the wizard or cleric spell lists. All his spells must come from the one list. He may thereafter cast the spell as a spell-like ability 1/day. This ability does not mean that the Jack-of-all-trades has learned the spell for the purposes of normal spellcasting (i.e., he cannot cast the spell as a prepared spell).
Spontaneous Spell (Sp): The jack-of-all-trades gains the ability to cast whatever spell he needs as a spell-like ability. Once per day at the listed level, he may cast any spell of the appropriate level from the Wizard or Cleric list as a spell-like ability.
Skill Boost: The jack-of-all-trades gains a +4 competence bonus to a skill of his choice. The character may not choose the same skill twice with this ability.
Ability Boost: The jack-of-all-trades gains a +1 inherent bonus to an ability score of his choice. He may not choose the same ability score twice.
Save Boost: The jack-of-all-trades gains a +1 competence bonus to a saving throw of his choice. The character may not choose the same saving throw twice.
Bonus Feat: The jack-of-all-trades gains a bonus feat.
He must meet all of the feat’s prerequisites, as normal.