Cayden Cailean

Randall McNally's page

448 posts. Alias of Vanulf Wulfson.


Full Name

Randall McNally

Race

Human (Varisian) Bard (Sea Singer) 2 [spoiler=Character Information] [HP:3/17]; [Armor Class: 14 Touch: 12; Flat Footed: 12]; [BAB: +1; CMB: +3; CMD: 14];

Classes/Levels

[Saves: Fortitude: +1*; Reflex: +5* Will: +3* (*+4 bonus vs. air and water effects, or being knocked prone); [Initiative: +6]; [Perception: +5] [/spoiler]Skull & Shackles: Red Sky at Morning

Gender

Male

Size

Medium

Age

19

Special Abilities

See Below

Alignment

Chaotic Neutral

Deity

Besmara

Location

The Shackles

Languages

Common. Elven, Polyglot, Varisian

Occupation

Pirate

Strength 13
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Randall McNally

Age: 22; Height: 5' 10"; Weight: 180 lbs.; Hair: Brown; Eyes: Brown; Skin:Tanned

Randall McNally
Male human (Varisian) bard (sea singer) 2 (Pathfinder RPG Advanced Player's Guide 84, Ultimate Wilderness 212)
CN Medium humanoid (human)
Init +6; Senses Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 17 (2d8+2)
Fort +1, Ref +5, Will +3; +4 bonus vs. air and water effects, or being knocked prone
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Offense
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Speed 30 ft.
Melee club +2 (1d6+1) or
. . dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20) or
. . rapier +3 (1d6+1/18-20) or
. . whip +3 (1d3+1 nonlethal)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 10 rounds/day (distraction, fascinate [DC 15], inspire courage +1, sea shanty)
Bard (Sea Singer) Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—grease, hideous laughter (DC 15), saving finale[APG] (DC 15)
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
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Statistics
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Str 13, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +1; CMB +3; CMD 14 (16 vs. grapple, 16 vs. overrun, 16 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Improved Initiative, Power Attack, Skill Focus (Profession [sailor])
Traits barroom talespinner, shackles seafarer
Skills Acrobatics +6, Bluff +9, Climb +5, Diplomacy +10, Escape Artist +6, Knowledge (geography) +7, Knowledge (local) +7, Perception +5, Perform (sing) +10, Perform (wind instruments) +9, Profession (sailor) +8, Sleight of Hand +6, Spellcraft +7, Stealth +7, Survival +0 (+2 to avoid becoming lost), Swim +6, Use Magic Device +8
Languages Common, Elven, Polyglot, Varisian
SQ finesse weapon attack attribute, sea legs, world traveler
Combat Gear oil (3); Other Gear leather armor, club, dagger, dagger, dagger, rapier, whip, bedroll, belt pouch, botswain call (worth 0.8 gp), compass[APG], Concertina, flint and steel, hollow-heeled boot, ink, inkpen, journal[UE], mess kit[UE], mirror, pirate's clothes, scroll case, soap, spell component pouch, superior loaded dice[APG], trail rations (5), waterproof bag[UE], waterproof hooded lantern[UE], waterskin, whetstone, wooden holy symbol of Besmara, wrist sheath, spring loaded, 8 gp, 4 sp, 7 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sea Legs (Ex) +4 to saves vs. air & water effects, and against being knocked prone.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

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Nikima CR –
Monkey (pilferer) (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8)
Fort +2, Ref +5, Will +4
Defensive Abilities nondetection
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite -1 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1 (+3 steal); CMD 7 (9 vs. steal)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Improved Steal[APG], Power Attack
Skills Acrobatics +14, Bluff -1, Climb +14, Diplomacy -1, Escape Artist +6, Perception +6, Sleight of Hand +6, Spellcraft +0, Stealth +15, Swim +6, Use Magic Device -2; Racial Modifiers +8 Acrobatics
SQ empathic link, finesse weapon attack attribute
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Climb (30 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nondetection (Constant, DC 17) (Su) Under constant nondetection effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

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Background:

"Bloody Hells, how was I to know she was the ship owner's daughter and not some Dockside Doxie looking for a good time? She certainly acted the part, all come hither and all that." Randall thought to himself as he fled barefoot down the local piers trying to balance himself as he put his boots on without stopping from running from said merchant. "Damnit Rand, women will be the death of you some day". he admonished himself as he ran into the night.

Born the son of a fisherman, Randall grew up in Riddleport, listening to the other men spin their tales while mending their nets. At the age of thirteen Randall joined the crew of a ship as cabin boy. Once at sea the vocation of his ship became apparent as it came upon another merchantman and raided it.

Arriving in Magnimar with more money in his pocket than he had ever seen in his life Randall joined another crew and then another taking on all manner of maritime activity, some honest, some...not.

As he grew older Randall matured into a ruggedly handsome man with a quick wit and an even quicker tongue. He was often able to talk his way out of many situations and talk others, mostly ladies, into still others.

Life was good for Randall until an incident with his latest ship's owner over his daughter came to light. Unable to talk his way out of it and unwilling to kill the man for protecting his daughter's "honor" (although Randall was sure he wasn't her first) He decided discretion was the better part of valor and abandoned ship. Although this wasn't good enough for the disgraced father who soon had the Harbormaster's Watch out after him.

One step ahead of the law, Randall signed with the first ship he could find, leaving port the soonest, heading for he didn't care where. As luck would have it the ship was sailing for The Shackles where he was sure he could shake off this latest setback and be back at sea again soon.

Sitting in a dockside tavern called the Formidably Maid, Randall nurses his drink and makes plans to get out of Port Peril as soon as possible. Graciously accepting a drink from a young girl wearing an eyeptach, which added to the allure of danger, he strikes up a conversation. After several rounds of drinks he heads out the door for the privies, once outside in the open air Randall began to feel light headed and the world began to spin. "The death of you" echoes through his mind as the last thing he felt was the cool sensation of the cobblestones as his face hit the ground and then...nothing.