Pirates of the Fever Sea: Skull and Shackles
Captain Aeyras Dawncrest
Besmara's Blade, Shackles Seafarer, Captain of The Dread Sovereign
Name: Aeyras Dawncrest | Race: Half-Elf (Shoreborn) | Height: 5’10"
Player: Roy | Gender: M | Weight: 146 lbs.
Update: 5 | Age: 32 | Eyes: Emerald
Align: CN | Size: M | Hair: Dirty Blonde
Deity: Besmara | Speed: 30ft | Hand: Right
Ability | Temporary | Class Level
Score Mod | Score Mod | Swashbuckler (Shackles Corsair) 5
STR 12 +1 |
DEX 20 +5 |
CON 17 +3 |
INT 15 +2 |
WIS 16 +3 |
CHA 19 +4 | XP: 18,850 Next: 23,000
Total Current Subdual | Total Dex Misc
HP: 43 43 | Init: +5 = 5 + xxx
Total Armr Shld Dex Misc
AC: 17 = 10 + 2 + xxx + 5 + xxx
Touch: 15 = 10 + xxx + xxx + 5 + xxx
FlatFoot: 12 = 10 + 2 + xxx + xxx + xxx
Bonus Base Mod Magic
Fort (Con): +4 = 1 + 3 + 0
Ref (Dex): +9 = 4 + 5 + 0
Will (Wis): +4 = 1 + 3 + 0
Base Total Base Str Size | Base Total Base Dex Size
Melee: +6 = 5 + 1 + xxx | Range: +10 = 5 + 5 + xxx
Combat Total Base Str Size | Mnvr Total Base Str Dex Size
Mnvr: +6 = 5 + 1 + xxx | Defense: 21 = 10 + 5 + 1 + 5 + xxx
H Armor Proficiency: Medium – no penalties on attack rolls while wearing medium armor
H Panache – Gain panache at start of each equal to Charisma modifier, minimum 1. Can go up or down throughout day, but never more than Charisma modifier, unless through feats or magic items. Spend panache to accomplish deeds and recover 1 panache point by getting critical hit or killing blow with light or one-handed piercing weapon.
H Deeds – Can spend panache to accomplish deeds, which grant momentary effects or longer-lasting effects. Some deeds remain in effect as long as swashbuckler as 1 panache point, and do not require expending panache to be maintained. Can only perform deeds of level or lower. Unless noted, deed can be performed multiple time successively, as long as swashbuckler as required panache points.
H Swashbuckler Finesse – Gain benefits of Weapon Finesse feat with light or one-handed piercing weapons and can use Charisma modifier in place of Intelligence for qualifying for combat feats. Ability counts as having Weapon Finesse for feat prerequisites.
H Skill Focus (Profession [Sailor]) – +3 bonus on Profession (sailor) rolls. +6 bonus if 10 or more ranks.
H Charmed Life – Three times per day as immediate action before attempting saving throw, can add Charisma modifier to result of save. Must choose to add before roll is made. At 6th level and every 4 levels thereafter, number of times per day increases by 1, to maximum of 7 times per day at 18th level.
H Swagger – Gain +1 bonus to Intimidate checks, and DC of Intimidate checks against self increased by 1. Swashbuckler and allies gain +1 morale bonus to Profession (sailor) checks. Bonuses and Intimidate DC increase by 1 for ever 4 levels beyond 3rd. At 7th level, swagger gives additional benefit when using charmed life. If succeeds at saving throw against opponent’s attack or ability while using charmed life, can attempt Intimidate check to demoralize that opponent without using action.
H Swashbuckler Weapon Training – Gain +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, gain benefits of Improved Critical feat. Bonuses increase by 1 for every 4 levels beyond 5th level, to maximum of +4 at 17th level.
1 Weapon Focus (Cutlass) – Gain a +1 bonus to attack rolls with cutlass.
1 Slashing Grace (Cutlass) – When wielding cutlass one-handed, can treat as one-handed piercing weapon for all feats and class abilities that require such a weapon and can add Dexterity modifier to damage instead of Strength.
3 A Life At Sea – Gain +2 bonus on Perception and Profession (sailor) checks. +4 bonus if 10 or more ranks.
5 Aquatic Combatant – Gain +2 bonus on Swim checks and don’t take penalties on melee attack rolls made underwater. Slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.
Elven Immunities – Immune to sleep effects and +2 bonus on saving throws against enchantment spells and effects.
Adaptability – Gain Skill Focus as a bonus feat at 1st level.
Child of the Sea – Gain +4 bonus to Swim checks and Profession (sailor) and Wisdom checks to pilot a sea vessel. Can never get lost at sea.
Elf Blood – Count as both human and elf for effects related to race.
Multitalented – Choose two favored classes at first level. Gain +1 hit point or +1 skill point at each level taken in either class.
CHARMED LIFE: 3/day
SWASHBUCKLER WEAPON TRAINING: +1
4 Weapon Specialization (Cutlass) – Gain a +2 bonus to damage rolls with cutlass.
1 Derring-Do – Can spend 1 panache point when you make Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add result to check. Can do after making check but before result is revealed. If d6 result is natural 6, roll another 1d6 and add result to check. Can continue to do as long as result is natural 6, up to number of times equal to Dexterity modifier, minimum 1.
1 Dodging Panache – When opponent attempts melee attack, can as immediate action spend 1 panache point to move 5 feet and gain dodge bonus to AC equal to Charisma modifier against triggering attack. Movement doesn’t negate attack and provokes attack of opportunity from opponents other than one who triggered deed. Can only perform when wearing light or no armor and carrying no heavier than light load.
1 Opportune Parry and Riposte – When opponent attempts melee attack, can as immediate action spend 1 panache point and expend attack of opportunity to attempt to parry attack. Swashbuckler makes attack roll as if making attack of opportunity. For each size category larger than swashbuckler, take – 2 penalty on roll. If result is greater than attacking opponent’s roll, opponent’s attack automatically misses. Must declare use of ability after opponent’s attack is announced, but before attack roll is made. If successful parry and has 1 panache point, can as immediate action make an attack against opponent whose attack was parried, provided opponent is within reach.
3 Kip-Up – When swashbuckler has at least 1 panache point, can kip-up from prone as move action without provoking attack of opportunity. Can kip-up as swift action instead by spending 1 panache point.
3 Menacing Swordplay – While swashbuckler has at least 1 panache point, and hits opponent with light or one-handed piercing melee weapon, can choose to use Intimidate to demoralize that opponent as swift action instead of standard action.
3 Precise Strike – While swashbuckler has at least 1 panache point, gain ability to strike precisely with light or one-handed piercing melee weapon, adding swashbuckler level to damage dealt. To use deed, swashbuckler cannot attack with weapon in other hand or use a shield other than a buckler. Can use ability with with thrown light or one-handed piercing melee weapons, so long as target is within 30 feet. Any creature immune to sneak attacks is immune to additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects creature from additional damage of precise strike. Additional damage is precision damage and isn’t multiplied on critical hit. As swift action, swashbuckler can spend 1 panache point to double precise strike damage bonus on next attack. Benefit must be used before end of turn, or is lost. Deed’s cost cannot be reduced by any ability or effect that reduces amount of panache points a deed costs.
3 Eyes of the Storm – Whenever swashbuckler has at least 1 panache point, corsair can see three times as normal in non-magical fog. In magical fog, can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment after.
Acrobatics +13 = 5 ranks + 5 Dex + 3 Trained
Bluff +12 = 5 ranks + 4 Cha + 3 Trained
Climb +5 = 1 rank + 1 Str + 3 Trained
Diplomacy +12 = 5 ranks + 4 Cha + 3 Trained
Intimidate +13 = 5 ranks + 4 Cha + 3 Trained + 1 Class
Knowledge (Local) +9 = 4 ranks + 2 Int + 3 Trained
Lore (Besmara) +7 = 2 ranks + 2 Int + 3 Trained
Lore (Pirate Legends) +7 = 2 ranks + 2 Int + 3 Trained
Perception +14 = 5 ranks + 3 Wis + 3 Trained + 1 Trait + 2 Feat
Profession (Sailor) +20 = 5 ranks + 3 Wis + 3 Trained + 1 Trait + 5 Feat + 1 Class + 2 Item
Sleight of Hand +9 = 1 rank + 5 Dex + 3 Trained
Swim +18 = 5 ranks + 1 Str + 3 Trained + 4 Race + 2 Feat + 1 Trait + 2 Item
Besmara’s Blessing – +1 trait bonus to Perception and Profession (sailor) checks. Once per week, can reroll Profession (sailor) check and take higher result and must announce use of ability before results of check are known.
Expert Boarder – +1 trait bonus to attack rolls made with one-handed weapons on a ship deck
Shackles Seafarer – +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean and +1 trait bonus to Swim checks.
Hedonistic – Whenever a day is spent without gaining 10 or more gold pieces, or spending an hour of entertainment or pleasure, make a DC 20 Fortitude save at end of the day. If roll fails, fatigued for 4 hours or until sufficient treasure or pleasure is received.
Hero Points: Antihero
Languages: Common, Elven, Polyglot, Aquan
Gear: Cutlass, Brass Knife, Pistol, Firearm Bullet (30), Black Powder (30), Leather Armor, Fancy Pirate Clothes, Besmara’s Tricorne, Hip Flask, Compass, Wooden Holy Symbol of Besmara, Superior Wooden Loaded Dice, Caspian (Monkey)
Gold: 323 gp
Weapon: Cutlass Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +12 | 1d6 +8 | 18-20/x2 | x | Slashing | +1 to attack roll on ship deck
Weapon: Brass Knife Weight: 1 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +10 | 1d4 +1 | 19-20/x2 | 10ft | Piercing or Slashing | Fragile; +1 to attack roll on ship deck
Weapon: Pistol Weight: 4 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Range | +10 | 1d8 | x4 | x | Bludgeoning and Pistol | x
Aeyras Dawncrest was born on 7 Erastus, 4682 AR, nine months after a night of exotic passion between his shipwrecked father, human sailor Gellius Dawncrest of Quent, Motaku Isle, and his aquatic elf mother, Varaera. As he had not been born with gills like some shoreborn, Aeyras was left in the care of his father, who was able to barter passage back to Quent.
With his father now needing to care for his son, he entered the employ of Lurconarr Jeggare, captain of the merchant brigantine Windward. When it came time for a voyage, Gellius would leave Aeyras in the care of Marisan, an old friend and barmaid at the Lusty Mermaid tavern. Gellius would often be gone for weeks or months at a time, so Aeyras came to view Marisan as more of a mother than a simple caregiver. Even so, every year upon his birthday, a mysterious keepsake would wash ashore near his home – a gift from his true mother who dwelt beneath the sea.
Growing up, Aeyras always felt drawn to the sea, and would spend hours at Quent’s docks watching the ships come and go. Often, he would recognize sailors from the docks at the Lusty Mermaid and listen in as they told tales of their adventures at sea. Imagining himself having adventures of his own, he fashioned himself a wooden sword and ran through the streets, ‘dueling’ with others his age who had similar imaginations.
When he was 15, his father set out on the Windward’s latest voyage, and though he was to return in a month’s time, three months passed with little word. It was not long after that when word reached Quent that the ship had run aground on The Cannibal Isles and the entire crew presumably eaten by the native people, the cannibalistic Kuru. When Aeyras’ finally learned of his father’s apparent demise from Marisan, he stowed away aboard a ship bound for Port Peril, the infamous capital of The Shackles.
With no money of his own, Aeyras took to living on the streets and stealing what he needed to survive, included a well-used and worn cutlass. Eventually, he found work aboard the Jacaranda, a merchant galleon from Absalom captained by Ashia, a former Garundi slave from Okeno. He served aboard the Jacaranda for five years as a cabin boy and eventually a rigger. Aeyras took to life aboard a ship with remarkable ease, feeling more at home than he had ever felt before.
During an ill-gotten venture in the heart of The Shackles, the Jacaranda was targeted and run aground by the pirate vessel, the Blue Lady. Most of the merchant crew was either killed or marooned, but Aeyras caught the eye of Doritian Salasar, the Lady’s captain, who had seen Aeyras’ single-handedly fend off two of his more experience sailors. An accomplished swordmaster and duelist, Captain Salasar approached Aeyras and offered to teach him the art of swordplay in exchange for service aboard the Blue Lady. Eager to learn and remain at sea, Aeyras accepted.
Aeyras served aboard the Blue Lady for some years, all the while honing his swordplay skills under the harsh, but effective tutelage of Captain Salasar. Over time, he became a skilled and sharp swordsman, with a wit and roguish charm to match it. Relaying what little he knew surrounding the circumstances of his birth, many of the older pirates on the crew began to say he was blessed by Besmara herself.
In 4709 AR, the Blue Lady came under attack near the edge of Shackles waters by the Imperial Anvil, a Chelish warship and pirate hunter. Despite its larger size and armament, Captain Salasar was an experience seaman and was able to utilize the Lady’s smaller size to outrun the warship to a small cove. Not willing to let the pirate’s win, the Anvil’s captain sent boarding parties into the cove and a battle broke out aboard the Lady.
During the battle, Salasar’s treacherous and violent Quartermaster, Charles Shaw, betrayed and killed the captain amidst the chaos. The Chelish marines were eventually defeated and repelled, and the Lady was able to escape. With Salasar dead, Shaw was named Captain and any who questioned his account of Salasar’s death were thrown overboard or keelhauled. Despite knowing of Shaw’s treacherous nature and desire for power, Aeyras kept quiet.
Over the course of Shaw’s captaincy, he became increasingly violent and reckless, showing less and less respect for the pirate’s code and his own crew. After capturing a merchant vessel in 4714 AR, Shaw was accused of cheating the crew of their equal shares by his Quartermaster and he ordered him keelhauled. Again Aeyras remained quiet while knowing the claims to be true. However, he knew that continuing to serve under Shaw would end only in death, something he would not accept.
When the Lady returned to Port Peril to fence its recent take, Aeyras went ashore and remained there when the Lady set out once again. Remembering what the old salts used to say about his auspicious birth, he swore to himself that he would return to the seas and headed for the Formidably Maid tavern. Perhaps there he would find whatever destiny Besmara had in store for him – and somehow he knew he would.