palcosmo
2006-09-11, 04:47 PM
http://www.clever-name.com/andy/nerd/bellamy.png
Drake Bellamy, Human Adept 1/Rogue 7/Marshal 2/Assassain 4
Size/Type: Medium Humanoid (Human)
Hit Dice: 10d6 + 2d8 + 56 (97 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 +2 Chain Shirt, +4 Shield), touch 10, flat-footed 20
Base Attack/Grapple: +9/+12
Attack: +1 Trident +13 melee (1d8+4) or Harpoon* +9 ranged (1d10+3)
Full Attack: +1 Trident +13/+8 melee (1d8+4) or Harpoon* +9 ranged (1d10+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Attack, Sneak Attack +6d6
Special Qualities: +2 Save Against Poisons, Evasion, Improved Uncanny Dodge, Poison Use, Trap Sense +2, Trapfinding
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 17, Dex 10, Con 19, Int 13, Wis 10, Cha 16
Skills: Bluff +10, Balance +6, Climb +9, Diplomacy +12, Disable Device +7, Forgery +7, Gather Information +10, Intimidate +10, Profession (Sailor) +10, Open Lock +7, Search +6, Sense Motive +10, Spot +7, Swim +10, Use Rope +3
Feats: Skill Focus (Diplomacy), Iron Will, Exotic Weapon Proficiency (Harpoon*), Scourge of the Seas*, Leadership, Hamstring**, Great Captain*
Challenge Rating: 13
Possessions: Amulet of Health +4, Belt of Giant Strength +4, +2 Mithral Chain Shirt, +2 Heavy Steel Shield, +1 Trident
Alignment: Lawful evil
The Marshal base class is from the Miniatures Handbook.
* from Stormwrack
** from Complete Warrior
Auras (Ex) All allies, who speak common and have an intelligence of 3 or higher, within 60 feet of Drake can benefit from his Marshal auras. He can specifically grant his allies DR 1/- and a +3 bonus to damage rolls when flanking foes.
Death Attack Can paralyze or kill an unsuspecting target after 3 rounds of study; fortitude save (DC 15) to negate.
Improved Uncanny Dodge (Ex) Drake can only be flanked by a rogue of 15th level or higher.
Poison Use Drake is never at risk for accidentally poisoning himself when applying poison to a blade.
Sneak Attack Drake adds 6d6 damage to his attacks when his opponent is denied her AC bonus or he has her flanked.
Trap Sense Drake adds a +2 bonus to his Reflex saves, and a +2 dodge bonus to AC versus traps.
Trapfinding Drake can find and disable mundane and magical traps with Search DCs above 20.
Spells Drake casts spell as a Bard, using his Intelligence modifier as opposed to his Charisma modifier for bonus spells, etc. His spell selection comes from the Assassain spell list.
Assassain Spells Known
1st Level– Detect Poison, Feather Fall, Obscuring Mist, True Strike
2nd Level – Alter Self, Invisibility, Spider Climb
Marshal Auras Known
Major: Hardy Soldiers
Minor: Master of Tactics
[hr]
CORE VERSION
Drake Bellamy, Human Adept 1/Rogue 7/Assassain 6
Hit Dice: 12d6 + 56 (95 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 +2 Chain Shirt, +4 Shield), touch 10, flat-footed 20
Base Attack/Grapple: +9/+12
Attack: +1 Trident +13 melee (1d8+4) or Javelin +9 ranged (1d6+3)
Full Attack: +1 Trident +13/+8 melee (1d8+4) or Javelin +9 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Attack, Sneak Attack +7d6
Special Qualities: +3 Save Against Poisons, Evasion, Improved Uncanny Dodge, Poison Use, Trap Sense +2
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 17, Dex 10, Con 19, Int 13, Wis 10, Cha 16
Skills: Bluff +10, Balance +6, Climb +9, Diplomacy +12, Disable Device +7, Forgery +7, Gather Information +10, Intimidate +10, Profession (Sailor) +10, Open Lock +7, Search +6, Sense Motive +10, Spot +7, Swim +10, Use Rope +3
Feats: Iron Will, Improved Unarmed Strike, Power Attack, Leadership, Cleave, Improved Sunder
Challenge Rating: 13
Possessions: Amulet of Health +4, Belt of Giant Strength +4, +2 Mithral Chain Shirt, +2 Heavy Steel Shield, +1 Trident
Alignment: Lawful evil
Assassain Spells Known
1st level – Detect Poison, Feather Fall, Obscuring Mist, True Strike
2nd Level – Alter Self, Cat’s Grace, Invisibility, Spider Climb
3rd Level – Deep Slumber (DC 14), Deeper Darkness, False Life
Death Attack Can paralyze or kill a target; fortitude save (DC 17) to negate.
Improved Uncanny Dodge (Ex) Drake can only be flanked by a rogue of 17th level or higher.
Sneak Attack Drake adds 7d6 damage to his attacks when his opponent is denied her AC bonus or he has her flanked.
[hr]
History
In the coastal jungles of Kingdom Machiavel, survival is paramount: isolated from any neighbors, overpopulated to the point of bursting, and surrounded by the vicious denizens of the ever-encroaching jungle, it is often necessary to employ less orthodox measures to stave off death. Indeed, thievery is viewed as a full-time, viable, and legal means of ensuring your safety and comfort. In Machiavel, where the struggle for resources is so pronounced, the weak that are stolen from are at fault, not the thieves.
The same could be said for kidnapping: the man who allows his wife and two daughters to be stolen away from him is a weak fool. And, since the kidnapping -- and the loss, fear, emasculation, and gnawing madness that came with it -- Drake Bellamy’s true savagery has since been evoked.
He has known little else but the seas for over 55 years, living the constantly turbulent existence of a pirate for the entirety of his adult life. Mentored by his own father, a First Mate on one of Machiavel’s long-range pillaging ships, Bellamy has been raised on blood and salt water. He too followed in his old man’s footsteps, pirating for the glory and sustenance of Machiavel for nearly two decades before he could afford his own ship: a run down longship that was, perhaps, new when his father began his career. He still pirated for his home when the price was right, but the majority of his work became dedicated to the amassing of wealth for him and his crew.
Then, while away from his home, where his family once lived in a kind of peace that was rare for Machiavel, local barbarians kidnapped his wife and daughters. The number and sheer ferocity of the berserkers proved too much for the dozen of trained bodyguards Bellamy once thought sufficient to protect his loved ones. He now pirates with a nearly skeletal crew of dedicated pirates, their earnings going almost exclusively to the outrageous ransom demanded for his family’s safe return.
Character
It has been nearly a month since Bellamy’s family was taken, and his personality has eroded quickly and gravely in that time. Even before, Bellamy was somewhat renowned for the violent lengths he would go to in order to secure profit, but since the loss of his family, Bellamy is merely regarded as a kind of restless specter with an unquenchable hunger for blood and gold. It is as if he no longer has the time to not kill his prey.
He speaks little, and then only to bark orders.
Appearance
Bellamy is a relatively short and plump man, softened by years of being a successful pirate captain. His dark blue clothes seem forever drenched in salt water, and they cling at awkward angles to his rotund but imposing frame. He purposefully keeps his hair and beard unkempt, so that they create a black buffer that hides and distracts from the deep crags and furrows of his face; he knows that the slightest unconscious and self-defeating tick of his face could spell disaster in his line of work.
He is rarely seen without his harpoon and trident sheathed across his back, the two weapons crossing to form a deadly X.
Drake Bellamy, Human Adept 1/Rogue 7/Marshal 2/Assassain 4
Size/Type: Medium Humanoid (Human)
Hit Dice: 10d6 + 2d8 + 56 (97 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 +2 Chain Shirt, +4 Shield), touch 10, flat-footed 20
Base Attack/Grapple: +9/+12
Attack: +1 Trident +13 melee (1d8+4) or Harpoon* +9 ranged (1d10+3)
Full Attack: +1 Trident +13/+8 melee (1d8+4) or Harpoon* +9 ranged (1d10+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Attack, Sneak Attack +6d6
Special Qualities: +2 Save Against Poisons, Evasion, Improved Uncanny Dodge, Poison Use, Trap Sense +2, Trapfinding
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 17, Dex 10, Con 19, Int 13, Wis 10, Cha 16
Skills: Bluff +10, Balance +6, Climb +9, Diplomacy +12, Disable Device +7, Forgery +7, Gather Information +10, Intimidate +10, Profession (Sailor) +10, Open Lock +7, Search +6, Sense Motive +10, Spot +7, Swim +10, Use Rope +3
Feats: Skill Focus (Diplomacy), Iron Will, Exotic Weapon Proficiency (Harpoon*), Scourge of the Seas*, Leadership, Hamstring**, Great Captain*
Challenge Rating: 13
Possessions: Amulet of Health +4, Belt of Giant Strength +4, +2 Mithral Chain Shirt, +2 Heavy Steel Shield, +1 Trident
Alignment: Lawful evil
The Marshal base class is from the Miniatures Handbook.
* from Stormwrack
** from Complete Warrior
Auras (Ex) All allies, who speak common and have an intelligence of 3 or higher, within 60 feet of Drake can benefit from his Marshal auras. He can specifically grant his allies DR 1/- and a +3 bonus to damage rolls when flanking foes.
Death Attack Can paralyze or kill an unsuspecting target after 3 rounds of study; fortitude save (DC 15) to negate.
Improved Uncanny Dodge (Ex) Drake can only be flanked by a rogue of 15th level or higher.
Poison Use Drake is never at risk for accidentally poisoning himself when applying poison to a blade.
Sneak Attack Drake adds 6d6 damage to his attacks when his opponent is denied her AC bonus or he has her flanked.
Trap Sense Drake adds a +2 bonus to his Reflex saves, and a +2 dodge bonus to AC versus traps.
Trapfinding Drake can find and disable mundane and magical traps with Search DCs above 20.
Spells Drake casts spell as a Bard, using his Intelligence modifier as opposed to his Charisma modifier for bonus spells, etc. His spell selection comes from the Assassain spell list.
Assassain Spells Known
1st Level– Detect Poison, Feather Fall, Obscuring Mist, True Strike
2nd Level – Alter Self, Invisibility, Spider Climb
Marshal Auras Known
Major: Hardy Soldiers
Minor: Master of Tactics
[hr]
CORE VERSION
Drake Bellamy, Human Adept 1/Rogue 7/Assassain 6
Hit Dice: 12d6 + 56 (95 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 +2 Chain Shirt, +4 Shield), touch 10, flat-footed 20
Base Attack/Grapple: +9/+12
Attack: +1 Trident +13 melee (1d8+4) or Javelin +9 ranged (1d6+3)
Full Attack: +1 Trident +13/+8 melee (1d8+4) or Javelin +9 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death Attack, Sneak Attack +7d6
Special Qualities: +3 Save Against Poisons, Evasion, Improved Uncanny Dodge, Poison Use, Trap Sense +2
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 17, Dex 10, Con 19, Int 13, Wis 10, Cha 16
Skills: Bluff +10, Balance +6, Climb +9, Diplomacy +12, Disable Device +7, Forgery +7, Gather Information +10, Intimidate +10, Profession (Sailor) +10, Open Lock +7, Search +6, Sense Motive +10, Spot +7, Swim +10, Use Rope +3
Feats: Iron Will, Improved Unarmed Strike, Power Attack, Leadership, Cleave, Improved Sunder
Challenge Rating: 13
Possessions: Amulet of Health +4, Belt of Giant Strength +4, +2 Mithral Chain Shirt, +2 Heavy Steel Shield, +1 Trident
Alignment: Lawful evil
Assassain Spells Known
1st level – Detect Poison, Feather Fall, Obscuring Mist, True Strike
2nd Level – Alter Self, Cat’s Grace, Invisibility, Spider Climb
3rd Level – Deep Slumber (DC 14), Deeper Darkness, False Life
Death Attack Can paralyze or kill a target; fortitude save (DC 17) to negate.
Improved Uncanny Dodge (Ex) Drake can only be flanked by a rogue of 17th level or higher.
Sneak Attack Drake adds 7d6 damage to his attacks when his opponent is denied her AC bonus or he has her flanked.
[hr]
History
In the coastal jungles of Kingdom Machiavel, survival is paramount: isolated from any neighbors, overpopulated to the point of bursting, and surrounded by the vicious denizens of the ever-encroaching jungle, it is often necessary to employ less orthodox measures to stave off death. Indeed, thievery is viewed as a full-time, viable, and legal means of ensuring your safety and comfort. In Machiavel, where the struggle for resources is so pronounced, the weak that are stolen from are at fault, not the thieves.
The same could be said for kidnapping: the man who allows his wife and two daughters to be stolen away from him is a weak fool. And, since the kidnapping -- and the loss, fear, emasculation, and gnawing madness that came with it -- Drake Bellamy’s true savagery has since been evoked.
He has known little else but the seas for over 55 years, living the constantly turbulent existence of a pirate for the entirety of his adult life. Mentored by his own father, a First Mate on one of Machiavel’s long-range pillaging ships, Bellamy has been raised on blood and salt water. He too followed in his old man’s footsteps, pirating for the glory and sustenance of Machiavel for nearly two decades before he could afford his own ship: a run down longship that was, perhaps, new when his father began his career. He still pirated for his home when the price was right, but the majority of his work became dedicated to the amassing of wealth for him and his crew.
Then, while away from his home, where his family once lived in a kind of peace that was rare for Machiavel, local barbarians kidnapped his wife and daughters. The number and sheer ferocity of the berserkers proved too much for the dozen of trained bodyguards Bellamy once thought sufficient to protect his loved ones. He now pirates with a nearly skeletal crew of dedicated pirates, their earnings going almost exclusively to the outrageous ransom demanded for his family’s safe return.
Character
It has been nearly a month since Bellamy’s family was taken, and his personality has eroded quickly and gravely in that time. Even before, Bellamy was somewhat renowned for the violent lengths he would go to in order to secure profit, but since the loss of his family, Bellamy is merely regarded as a kind of restless specter with an unquenchable hunger for blood and gold. It is as if he no longer has the time to not kill his prey.
He speaks little, and then only to bark orders.
Appearance
Bellamy is a relatively short and plump man, softened by years of being a successful pirate captain. His dark blue clothes seem forever drenched in salt water, and they cling at awkward angles to his rotund but imposing frame. He purposefully keeps his hair and beard unkempt, so that they create a black buffer that hides and distracts from the deep crags and furrows of his face; he knows that the slightest unconscious and self-defeating tick of his face could spell disaster in his line of work.
He is rarely seen without his harpoon and trident sheathed across his back, the two weapons crossing to form a deadly X.