~~~~ Captain Taero
Male Tiefling Arcane Savant 3, Adept 3, Aristocrat 3 True Neutral Representing ELD-NPC
British, from Cambridge Albion, failed Alchemist, stole father's money and bought a small ship.
Worked for a time as the Lord Admiral’s manservant, while being a devil at pouring baths, polishing armour and serving wine, is also the (unacknowledged) mind behind the military genius, and responsible for all the admiral's more clever decisions. Parleyed that ship into this one, Became involved in pirate activity because wants to to be rich. involved in petty theft. While involved in as pirate,. learns the secret passages, entrances and exits to an Albion, navy base (Gebraltor), gains a pirate lord of Sartosa; as a patron, grooming to take their place as head of the organisation. But first we study alchemy and sea-water gold.
Total Hit Points: 46 Middle-aged Speed: 30 feet
Armor Class: 14 = 10 + 2 [leather] + 2 [dexterity] Touch AC: 12 Flat-footed: 12
Light load:
Push or drag:
66 lb. or less
1000 lb.
Languages:
Aquan Common Draconic Elven Orc
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Rapier [1d6, crit 18-20/x3, 2 lb., one-handed, piercing]
Hand Crossbow [1d6, 18-20/x3, range incr 35 ft., 2 lb., piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.; arcane spell failure 10%]
Feats:
* = check penalty for armor/shield ** = some groups double armor/shield penalties for swimmers
This Character Also Has 1 Ranks In Linguistics.
Zero-level Sorcerer Spells: Cantrips Can Be Used At Will
First-level Sorcerer Spells: 7 (6 + 1) Per Day
Second-level Sorcerer Spells: 6 (5 + 1) Per Day
Third-level Sorcerer Spells: 4 (3 + 1) Per Day
Island Domain:
Stepping Stones (Su)
Conjures a number of flat, floating stones that follow you through the air. You can summon one initially, plus an extra one every four cleric levels, up to a maximum of six at level twenty. The stones last for a period of 1 min/ cleric level, and can be directed to stay still, anywhere between ground (or water) level to 3 ft. in the air. The stones will otherwise act as the floating disk spell.
Watery Path (Su)
Starting at 8th level, you may walk on water or other liquids as with the water walk spell for a period of 1 round for every two cleric levels. These rounds need not be continuous.
Favored Class Points: Hit Points +1; Skill Points +2 Adjust Weapon Attack Rolls And Armor Penalties As Required For Masterwork / Magic Equipment.
Tiefling
ADEPT Sneak Attack +2d6 Trapfinding -- add half of rogue level to find traps, minimum +1
ARCANE SAVANT Can know only limited numbers of spells Sorcerer spells no longer require cheap material components.
NOBLEMAN
Hit Dice D4 Bonus Class Skill, Favor +1(Level 1) Inspire Confidence (Level 2)
Favor +2, Resource Access (Level 3) Coordinate +1 (Level 4) Three Bonus Feats Additional Sorcerer Spell Levels: 3
Captain Cebelle's PIRATE Flag
TAERO CEBELLE
Captain Taero's Equipment:
More about Captain Taero:
Certain Outsiders may be able to walk through these restrictions.
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