Gorbash Kazdar
2006-09-24, 09:34 PM
CAPTAIN BRIGHTWING AND GRADDOC THE THUNDERBOLT (Pirate & Sidekick)
When they are first told tales of Captain Brightwing of the Nightingale, many think a joke is being played upon them. Surely, the very concept of a pixie pirate is some sort of elaborate prank?
Her victims, however, aren’t laughing any more.
Brightwing, her famed ship, and her ever growing pirate fleet, first appeared just over a decade ago. The pixie and her ship appeared as if out of thin air, in search of a crew. Graddoc was already with her by then, and remains her staunchest ally. Together, they have cut a swath across the high seas, pulling off daring raids and defeating all challengers, whether they be armed merchants, bounty hunters, other pirates, or even the naval forces of great kingdoms. Known as the Songbirds, Brightwing’s band of corsairs are romantic heroes to many. Though as bold and capable as any buccaneer, the Songbirds follow a peculiar code of honor and fair play. Of course, they have no more qualms about raiding a merchant ship without warning than any other pirates.
[hr]
CAPTAIN BRIGHTWING
http://www.gorbashkazdar.com/Brightwing.gif
“Don’t worry, it’ll work perfectly! I have a plan.”
Brightwing herself was nothing more than an unknown sprite a mere fifteen years ago. The only interesting thing about her was her home – a derelict ship she had found in a marshy estuary. The vessel was overgrown with vegetation, but remarkably still seaworthy. Brightwing found the ship a perfect place to make her home. Like an island, it was easily defendable, and the cabins were still luxurious, if not in the best repair and rather old-fashioned in their appointments.
If not for chance, Brightwing and her ship might have stayed unknown. Instead, luck brought a fugitive to the pixie’s doorstep – Graddoc. Brightwing wasn’t afraid of anything, not even the giant half-dragon, and immediately let him know she didn’t appreciate him showing up unannounced and making himself at home on her ship. Graddoc was surprised to be challenged by such a tiny creature, but he was so impressed by her self-assurance and complete lack of fear that he apologized. Seeing no reason to stay angry with him, Brightwing decided to let him stay.
However, Graddoc hadn’t escaped as cleanly as he’d thought, and a party of adventurers found Brightwing’s ship. In the ensuing fight, Brightwing happened to alight on the ship’s wheel to get a better shot, and accidentally activated the Nightingale’s commanding serenade ability. Most of the adventurers were knocked overboard by the vessel’s sudden movement, and Graddoc made sure the rest soon joined them.
Now in possession of her own obviously enchanted ship, Brightwing decided to make a name for herself, and she figured the best way to do that – and get rich along the way – was to become a pirate. Graddoc was happy to join her, and so began the career of one of the most unusual, and eventually one of the most feared, pirates to sail the high seas.
Personality: Brightwing is enthusiastic, impulsive, energetic, and surprisingly commanding. Her charisma and natural energy are so intense and engaging that many find themselves following along with her before they realize what’s going on. Brightwing is constantly on the move, coming up with new ideas and plans. Her natural intelligence allows her to formulate plans quickly, so her while her snap decisions may seem to come out of nowhere sometimes, she’s so fast on her feet that they nearly always work out, often in spectacular fashion. Brightwing is also a master of the political game, and has contacts in just about every port feeding her information and carrying out small errands on her behalf. Few can keep up with Brightwing, which is just the way she likes it.
Description: Brightwing is short and petite even for a pixie, though her personality makes her seem much larger. She has sea-green hair and fair skin, with bright violet eyes. Her wings are banded in light yellow, pink, and light blue. She favors bright colors in her normal clothes, and always wears a well-made tricorne hat when onboard the Nightingale. She carries a matching pair of swords, a rapier and a cutlass. Both are fine blades, with gold-wire basket hilts. Her preferred weapon, though, is an extremely well made light crossbow she had custom built by a master gnomish craftsman.
Combat: Brightwing prefers to let Graddoc handle the close-in fighting when they take a prize, staying back to command the ship and provide buffs and magical support. She also will use her crossbow on targets of opportunity, particularly to disrupt enemy casters. If forced into melee, she will use her innate invisibility and flight to her advantage.
Captain Brightwing (Pirate)
Female Pixie Bard 6/Honorable Dread Pirate 6
Size/Type: Small Fey
HP/HD: 74 hp (6d6+6d8+24)
Initiative: +7
Speed: 20 ft., fly 60 ft. (good)
Armor Class: 25 (+1 size, +7 Dex, +6 mithral shirt, +1 ring of protection), touch 19, flatfooted 25
Base Attack/Grapple: +10/+5
Attack: +18 +1 rapier melee (1d6, 18-20/x2) or +19 +1 seeking light crossbow ranged (1d8+4, 19-20/x2)
Full Attack: +18/+13 +1 rapier melee (1d6, 18-20/x2), +16/+11 +1 rapier and +16 +1 cutlass melee (1d6, 18-20/x2 and 1d4, 19-20/x2), or +19 +1 seeking light crossbow ranged (1d8+4, 19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Spell-like Abilities: 1/day – lesser confusion (DC 17), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 18), dispel magic, entangle (DC 17), permanent image (DC 20; visual and auditory elements only), polymorph. Caster level 8th.
Special Abilities: Acrobatic charge, bardic knowledge (+18), bardic music (countersong, fascinate, inspire competence, inspire courage +1, suggestion), fearsome reputation +4, luck of the wind, rally the crew +1, seamanship, steady stance
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 27
Saves: Fort +6, Ref +17, Will +8
Abilities: Str 9, Dex 24, Con 14, Int 16, Wis 12, Cha 22
Skills: Appraise +11 (8 ranks), Balance +11, Bluff +21 (15 ranks), Diplomacy +22 (12 ranks), Knowledge (geography) +15 (12 ranks), Perform (sing) +21 (15 ranks), Profession (sailor) +27 (15 ranks), Sense Motive +16 (15 ranks), Spot +11 (10 ranks), Swim +4 (4 ranks), Tumble +22 (15 ranks), Use Rope +11 (4 ranks)
Feats: Crossbow Sniper, Leadership, Quick Draw, Two-Weapon FightingB, Weapon Finesse, Weapon Focus (light crossbow)
Challenge Rating: 16
Possessions: +1 seeking light crossbow, +1 rapier, +1 cutlass, +2 mithral shirt, +1 ring of protection, +2 gloves of Dexterity, magificent captain's coat, tricorne hat, sextant, spyglass, adventurer’s kit, spell component pouch, map case, explorer’s outfit, 40 bolts
Alignment: Chaotic Neutral
Spells per Day/Known: 0-level – 3 (6), 1st – 5 (4), 2nd – 4 (3)
Spells Prepared/Known: 0-level – detect magic, know direction, prestidigitation (lullaby mage hand, read magic), 1st – cure light wounds x2, charm person, comprehend languages, Tasha’s hideous laughter, 2nd – cure moderate wounds, hold person, silence
[hr]
GRADDOC THE THUNDERBOLT
“We’ll make it work – I don’t know how yet, but we will.”
Graddoc has always been an outsider. His unusual mixed heritage – counting dragon, ogre, and human as ancestors – and resulting fearsome appearance meant that few responded to him with anything save fear. Moreover, he was an orphan, growing up on the streets of a large city. However, even at a young age Graddoc’s incredible strength and powers allowed him to escape receiving the same kind of abuse other outcasts, such as half-orcs, usually received. Still, his youth was a constant struggle.
At age 14, Graddoc was approached by an unusual human. The man offered to have Graddoc trained in the arts of warfare, revealing to him the path of the martial adept. In exchange, Graddoc would become the man’s servant. Seeing no other way out of his lowly existence, Graddoc quickly agreed. Over the next seven years, Graddoc underwent intense training under the guidance of a series of tutors and gurus, each drilling him in a series of weapon techniques, maneuvers, stances, and tactical doctrines. Graddoc found he had a talent for combat, and enjoyed the challenge of it. Moreover, he was far more intelligent than many realized, and he took advantage of his master’s libraries as well.
During his training, Graddoc would occasionally act as his master’s bodyguard or engage enemies. He was never defeated. However, the more he saw, the more suspicious and uneasy he grew. Eventually, he came to understand that his master was a fearsome necromancer, who was engaged in a myriad of frightening and devious plans. Graddoc had no particularly love for society, and no strong ties to the cause of justice or good, but these plans involved crimes so great that he could not bear the weight they placed on his conscience. So, when acting as bodyguard on one of the necromancer’s trips, Graddoc seized a chance and slew the man with a surprise attack, then fled into a nearby marsh.
Shortly thereafter, he discovered Brightwing’s ship, and soon became a close friend of hers. Graddoc was impressed by the pixie’s energy, and the fact that she had absolutely no fear of him. His loyalty was completely won over, though, when she treated him as an equal and as real person, rather than as a monster or a servant. When Brightwing decided to turn pirate, Graddoc went along without hesitating. They choice has made him a great deal of treasure and fame, but most of all Graddoc values the camaraderie he has with his captain and their crew.
Personality: Graddoc’s long experience as a warrior has left him cynical, and he takes nothing at face value. He is almost impossible to discomfit, and rarely shows any anger. He’s also almost impossible to surprise – save for when it comes to Brightwing, who still manages to catch him offguard with her wild schemes, even after all these years. However, he knows her ideas usually pan out, and does his best to facilitate them.
Description: Graddoc is truly immense, standing over eight and a half feet tall, and weighing over four hundred pounds. He has rough skin, covered in spots by bronzed scales, and massive bronze dragon wings. He has black horns, and numerous fangs. Graddoc wears simple but well-made armor and favors modest but functional clothes. His immense sword, also called The Thunderbolt, is his most ornate possession. Its blade is inlaid with bronze in the style of lightning bolts, and occasional blue-white arcs of electricity jump along the weapon. Graddoc values the weapon greatly, but he has somewhat mixed feelings about it, as it was given to him by his former master.
Combat: Graddoc likes to lead from the front, especially when he has allies with him. His martial powers and his skill with the fullblade are at the most effective when combined with the abilities of others. On the cramped quarters of a ship’s deck, he can easily control a large portion of the battlefield. Graddoc’s ability to fly also allows him to drop in where he would be most effective, often bypassing the initial lines of defense of his opponents. Graddoc will fight to the death to defend Brightwing or the Nightingale, but will withdraw from a boarding action that proves more dangerous than expected. He will not leave a comrade behind if he can help it. Graddoc will use his breath attack if an opportunity presents itself, but only if he can hit more than one foe with it, and generally not against those close to his own strength, as he knows it isn’t very effective against such enemies.
Graddoc the Thunderbolt (First Mate/Sidekick)
Male Half-Dragon (Bronze) Half-Ogre Warblade 12
Size/Type: Large Dragon
HP/HD: 143 hp (12d12+60)
Initiative: +2
Speed: 30 ft., Fly 60 ft. (average)
Armor Class: 27 (-1 size, +2 Dex, +7 +2 breastplate, +9 natural armor ), touch 11, flatfooted 27
Base Attack/Grapple: +12/+24
Attack: +23 +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0) melee (3d6+15+1d6, 19-20/x2) or +14 sling ranged (1d4+9, x2)
Full Attack: +23/+18/+13 +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0) melee (3d6+15+1d6, 19-20/x2) or +14 sling ranged (1d4+9, x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Battle ardor (+1 to confirm crits), battle cunning (+1 damage versus flat-footed or flanked opponents), breath weapon 1/day (60 ft. line of lightning, 6d8, Ref DC 12)
Special Qualities: Battle clarity, battle skill (+1 to oppose bull rush, disarm, feint, sunder, or trip), darkvision 60 ft., low-light vision, immune to electricity, sleep, and paralysis, improved uncanny dodge, uncanny dodge
Saves: Fort +14, Ref +8 (+7 when flat-footed), Will +5
Abilities: Str 28, Dex 14, Con 20, Int 12, Wis 10, Cha 8
Skills: Diplomacy +11 (12 ranks), Intimidate +14 (15 ranks), Martial Lore +16 (15 ranks), Profession (sailor) +7 (7 ranks), Swim +7 (4 ranks), Tumble +14 (15 ranks)
Feats: Exotic Weapon Proficiency (fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0))
Challenge Rating: 14
Possessions: +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0), +2 breastplate, gauntlets of ogre power, cloak of resistance +1, amulet of natural armor +1, sling, sextant, spyglass, adventurer’s kit, pouch, map case, explorer’s outfit, 20 bullets
Alignment: Chaotic Neutral
Maneuvers and Stances Known: (IL 12th)
Stances – absolute steel (3rd), bolstering voice (1st), tactics of the wolf (3rd level)
Strikes – charging minotaur (1st), leading the attack* (1st), steel wind (1st), stone bones (1st), tactical strike* (2nd), white raven strike* (4th), elder mountain hammer (5th)
Boosts – order forged from chaos* (6th), white raven tactics* (3rd)
Disciplines: Iron Heart, Stone Dragon, White Raven
* Readied maneuver
When they are first told tales of Captain Brightwing of the Nightingale, many think a joke is being played upon them. Surely, the very concept of a pixie pirate is some sort of elaborate prank?
Her victims, however, aren’t laughing any more.
Brightwing, her famed ship, and her ever growing pirate fleet, first appeared just over a decade ago. The pixie and her ship appeared as if out of thin air, in search of a crew. Graddoc was already with her by then, and remains her staunchest ally. Together, they have cut a swath across the high seas, pulling off daring raids and defeating all challengers, whether they be armed merchants, bounty hunters, other pirates, or even the naval forces of great kingdoms. Known as the Songbirds, Brightwing’s band of corsairs are romantic heroes to many. Though as bold and capable as any buccaneer, the Songbirds follow a peculiar code of honor and fair play. Of course, they have no more qualms about raiding a merchant ship without warning than any other pirates.
[hr]
CAPTAIN BRIGHTWING
http://www.gorbashkazdar.com/Brightwing.gif
“Don’t worry, it’ll work perfectly! I have a plan.”
Brightwing herself was nothing more than an unknown sprite a mere fifteen years ago. The only interesting thing about her was her home – a derelict ship she had found in a marshy estuary. The vessel was overgrown with vegetation, but remarkably still seaworthy. Brightwing found the ship a perfect place to make her home. Like an island, it was easily defendable, and the cabins were still luxurious, if not in the best repair and rather old-fashioned in their appointments.
If not for chance, Brightwing and her ship might have stayed unknown. Instead, luck brought a fugitive to the pixie’s doorstep – Graddoc. Brightwing wasn’t afraid of anything, not even the giant half-dragon, and immediately let him know she didn’t appreciate him showing up unannounced and making himself at home on her ship. Graddoc was surprised to be challenged by such a tiny creature, but he was so impressed by her self-assurance and complete lack of fear that he apologized. Seeing no reason to stay angry with him, Brightwing decided to let him stay.
However, Graddoc hadn’t escaped as cleanly as he’d thought, and a party of adventurers found Brightwing’s ship. In the ensuing fight, Brightwing happened to alight on the ship’s wheel to get a better shot, and accidentally activated the Nightingale’s commanding serenade ability. Most of the adventurers were knocked overboard by the vessel’s sudden movement, and Graddoc made sure the rest soon joined them.
Now in possession of her own obviously enchanted ship, Brightwing decided to make a name for herself, and she figured the best way to do that – and get rich along the way – was to become a pirate. Graddoc was happy to join her, and so began the career of one of the most unusual, and eventually one of the most feared, pirates to sail the high seas.
Personality: Brightwing is enthusiastic, impulsive, energetic, and surprisingly commanding. Her charisma and natural energy are so intense and engaging that many find themselves following along with her before they realize what’s going on. Brightwing is constantly on the move, coming up with new ideas and plans. Her natural intelligence allows her to formulate plans quickly, so her while her snap decisions may seem to come out of nowhere sometimes, she’s so fast on her feet that they nearly always work out, often in spectacular fashion. Brightwing is also a master of the political game, and has contacts in just about every port feeding her information and carrying out small errands on her behalf. Few can keep up with Brightwing, which is just the way she likes it.
Description: Brightwing is short and petite even for a pixie, though her personality makes her seem much larger. She has sea-green hair and fair skin, with bright violet eyes. Her wings are banded in light yellow, pink, and light blue. She favors bright colors in her normal clothes, and always wears a well-made tricorne hat when onboard the Nightingale. She carries a matching pair of swords, a rapier and a cutlass. Both are fine blades, with gold-wire basket hilts. Her preferred weapon, though, is an extremely well made light crossbow she had custom built by a master gnomish craftsman.
Combat: Brightwing prefers to let Graddoc handle the close-in fighting when they take a prize, staying back to command the ship and provide buffs and magical support. She also will use her crossbow on targets of opportunity, particularly to disrupt enemy casters. If forced into melee, she will use her innate invisibility and flight to her advantage.
Captain Brightwing (Pirate)
Female Pixie Bard 6/Honorable Dread Pirate 6
Size/Type: Small Fey
HP/HD: 74 hp (6d6+6d8+24)
Initiative: +7
Speed: 20 ft., fly 60 ft. (good)
Armor Class: 25 (+1 size, +7 Dex, +6 mithral shirt, +1 ring of protection), touch 19, flatfooted 25
Base Attack/Grapple: +10/+5
Attack: +18 +1 rapier melee (1d6, 18-20/x2) or +19 +1 seeking light crossbow ranged (1d8+4, 19-20/x2)
Full Attack: +18/+13 +1 rapier melee (1d6, 18-20/x2), +16/+11 +1 rapier and +16 +1 cutlass melee (1d6, 18-20/x2 and 1d4, 19-20/x2), or +19 +1 seeking light crossbow ranged (1d8+4, 19-20/x2)
Space/Reach: 5 ft./ 5 ft.
Spell-like Abilities: 1/day – lesser confusion (DC 17), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 18), dispel magic, entangle (DC 17), permanent image (DC 20; visual and auditory elements only), polymorph. Caster level 8th.
Special Abilities: Acrobatic charge, bardic knowledge (+18), bardic music (countersong, fascinate, inspire competence, inspire courage +1, suggestion), fearsome reputation +4, luck of the wind, rally the crew +1, seamanship, steady stance
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 27
Saves: Fort +6, Ref +17, Will +8
Abilities: Str 9, Dex 24, Con 14, Int 16, Wis 12, Cha 22
Skills: Appraise +11 (8 ranks), Balance +11, Bluff +21 (15 ranks), Diplomacy +22 (12 ranks), Knowledge (geography) +15 (12 ranks), Perform (sing) +21 (15 ranks), Profession (sailor) +27 (15 ranks), Sense Motive +16 (15 ranks), Spot +11 (10 ranks), Swim +4 (4 ranks), Tumble +22 (15 ranks), Use Rope +11 (4 ranks)
Feats: Crossbow Sniper, Leadership, Quick Draw, Two-Weapon FightingB, Weapon Finesse, Weapon Focus (light crossbow)
Challenge Rating: 16
Possessions: +1 seeking light crossbow, +1 rapier, +1 cutlass, +2 mithral shirt, +1 ring of protection, +2 gloves of Dexterity, magificent captain's coat, tricorne hat, sextant, spyglass, adventurer’s kit, spell component pouch, map case, explorer’s outfit, 40 bolts
Alignment: Chaotic Neutral
Spells per Day/Known: 0-level – 3 (6), 1st – 5 (4), 2nd – 4 (3)
Spells Prepared/Known: 0-level – detect magic, know direction, prestidigitation (lullaby mage hand, read magic), 1st – cure light wounds x2, charm person, comprehend languages, Tasha’s hideous laughter, 2nd – cure moderate wounds, hold person, silence
[hr]
GRADDOC THE THUNDERBOLT
“We’ll make it work – I don’t know how yet, but we will.”
Graddoc has always been an outsider. His unusual mixed heritage – counting dragon, ogre, and human as ancestors – and resulting fearsome appearance meant that few responded to him with anything save fear. Moreover, he was an orphan, growing up on the streets of a large city. However, even at a young age Graddoc’s incredible strength and powers allowed him to escape receiving the same kind of abuse other outcasts, such as half-orcs, usually received. Still, his youth was a constant struggle.
At age 14, Graddoc was approached by an unusual human. The man offered to have Graddoc trained in the arts of warfare, revealing to him the path of the martial adept. In exchange, Graddoc would become the man’s servant. Seeing no other way out of his lowly existence, Graddoc quickly agreed. Over the next seven years, Graddoc underwent intense training under the guidance of a series of tutors and gurus, each drilling him in a series of weapon techniques, maneuvers, stances, and tactical doctrines. Graddoc found he had a talent for combat, and enjoyed the challenge of it. Moreover, he was far more intelligent than many realized, and he took advantage of his master’s libraries as well.
During his training, Graddoc would occasionally act as his master’s bodyguard or engage enemies. He was never defeated. However, the more he saw, the more suspicious and uneasy he grew. Eventually, he came to understand that his master was a fearsome necromancer, who was engaged in a myriad of frightening and devious plans. Graddoc had no particularly love for society, and no strong ties to the cause of justice or good, but these plans involved crimes so great that he could not bear the weight they placed on his conscience. So, when acting as bodyguard on one of the necromancer’s trips, Graddoc seized a chance and slew the man with a surprise attack, then fled into a nearby marsh.
Shortly thereafter, he discovered Brightwing’s ship, and soon became a close friend of hers. Graddoc was impressed by the pixie’s energy, and the fact that she had absolutely no fear of him. His loyalty was completely won over, though, when she treated him as an equal and as real person, rather than as a monster or a servant. When Brightwing decided to turn pirate, Graddoc went along without hesitating. They choice has made him a great deal of treasure and fame, but most of all Graddoc values the camaraderie he has with his captain and their crew.
Personality: Graddoc’s long experience as a warrior has left him cynical, and he takes nothing at face value. He is almost impossible to discomfit, and rarely shows any anger. He’s also almost impossible to surprise – save for when it comes to Brightwing, who still manages to catch him offguard with her wild schemes, even after all these years. However, he knows her ideas usually pan out, and does his best to facilitate them.
Description: Graddoc is truly immense, standing over eight and a half feet tall, and weighing over four hundred pounds. He has rough skin, covered in spots by bronzed scales, and massive bronze dragon wings. He has black horns, and numerous fangs. Graddoc wears simple but well-made armor and favors modest but functional clothes. His immense sword, also called The Thunderbolt, is his most ornate possession. Its blade is inlaid with bronze in the style of lightning bolts, and occasional blue-white arcs of electricity jump along the weapon. Graddoc values the weapon greatly, but he has somewhat mixed feelings about it, as it was given to him by his former master.
Combat: Graddoc likes to lead from the front, especially when he has allies with him. His martial powers and his skill with the fullblade are at the most effective when combined with the abilities of others. On the cramped quarters of a ship’s deck, he can easily control a large portion of the battlefield. Graddoc’s ability to fly also allows him to drop in where he would be most effective, often bypassing the initial lines of defense of his opponents. Graddoc will fight to the death to defend Brightwing or the Nightingale, but will withdraw from a boarding action that proves more dangerous than expected. He will not leave a comrade behind if he can help it. Graddoc will use his breath attack if an opportunity presents itself, but only if he can hit more than one foe with it, and generally not against those close to his own strength, as he knows it isn’t very effective against such enemies.
Graddoc the Thunderbolt (First Mate/Sidekick)
Male Half-Dragon (Bronze) Half-Ogre Warblade 12
Size/Type: Large Dragon
HP/HD: 143 hp (12d12+60)
Initiative: +2
Speed: 30 ft., Fly 60 ft. (average)
Armor Class: 27 (-1 size, +2 Dex, +7 +2 breastplate, +9 natural armor ), touch 11, flatfooted 27
Base Attack/Grapple: +12/+24
Attack: +23 +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0) melee (3d6+15+1d6, 19-20/x2) or +14 sling ranged (1d4+9, x2)
Full Attack: +23/+18/+13 +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0) melee (3d6+15+1d6, 19-20/x2) or +14 sling ranged (1d4+9, x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Battle ardor (+1 to confirm crits), battle cunning (+1 damage versus flat-footed or flanked opponents), breath weapon 1/day (60 ft. line of lightning, 6d8, Ref DC 12)
Special Qualities: Battle clarity, battle skill (+1 to oppose bull rush, disarm, feint, sunder, or trip), darkvision 60 ft., low-light vision, immune to electricity, sleep, and paralysis, improved uncanny dodge, uncanny dodge
Saves: Fort +14, Ref +8 (+7 when flat-footed), Will +5
Abilities: Str 28, Dex 14, Con 20, Int 12, Wis 10, Cha 8
Skills: Diplomacy +11 (12 ranks), Intimidate +14 (15 ranks), Martial Lore +16 (15 ranks), Profession (sailor) +7 (7 ranks), Swim +7 (4 ranks), Tumble +14 (15 ranks)
Feats: Exotic Weapon Proficiency (fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0))
Challenge Rating: 14
Possessions: +2 shock fullblade (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11562003 76;start=0#0), +2 breastplate, gauntlets of ogre power, cloak of resistance +1, amulet of natural armor +1, sling, sextant, spyglass, adventurer’s kit, pouch, map case, explorer’s outfit, 20 bullets
Alignment: Chaotic Neutral
Maneuvers and Stances Known: (IL 12th)
Stances – absolute steel (3rd), bolstering voice (1st), tactics of the wolf (3rd level)
Strikes – charging minotaur (1st), leading the attack* (1st), steel wind (1st), stone bones (1st), tactical strike* (2nd), white raven strike* (4th), elder mountain hammer (5th)
Boosts – order forged from chaos* (6th), white raven tactics* (3rd)
Disciplines: Iron Heart, Stone Dragon, White Raven
* Readied maneuver