Articus
Tigulf Extraordinaire
Personal Details
Character Name: Temiro “Two Fang” McCalice
Character Concept: Wandering Nomad
Devil Fruit User: Cat Cat Fruit: Model Tiger
Race: Birkan
Class: Swordsman
Career: Navigator
Alignment: Chaotic Good
Ambition: buy a ship and sail the world in search of Black Alice.
Place of Origin: Makota Island, a small island in the South Blue.
Gender: Male
Age: 24
Disadvantages: Black Sheep
Rebellious
Amnesia
Available Beli: 0
Physical Description:
Temiro is the kind of person who sticks out in a crowd for a number of reasons; first of which is his height. At an even seven feet tall, he often towers over those around him. His next distinguishing feature is his skin, which bears a color skin to fresh ash. He accredits this to his devil fruit abilities, seeing as when he transforms, he bears a resemblance to a Maltese tiger. His last distinguishing feature is his eyes, which are a vibrant purple. While that might not be strange, the fact that the rest of the area of his eyes is completely black is. Add to that his incredibly long, stark white hair, and he’s far from conspicuous.
Unless around friends or out at sea, Temiro covers up his appearance by wearing clothes that cover his entire body. He also wears a mask to cover his face. In battle, he discards all clothes above the waist, especially when he uses his devil fruit powers.
this is roughly what he would look like as well as what his mask would be like
View attachment 2227
Backstory:
Temiro only remembers a few things before the age of ten. His strongest memory is of the name; Mako Alistair and the idea that Mako was training him to do something. This fact, along with his borderline demonic appearance and the devil fruit powers he doesn’t remember getting made him an outcast on the island where he lived on during his youth. He lived alone for five years, disguising himself when necessary, sneaking into town to steal food and other essential things he needed to survive.
It was during one of these trips when he attempted to steal from a pirate ship; overconfident after gone uncaught for a long time. He was found by the captain however and begged for a quick and merciful death. Much to his surprise however, the pirate did nothing of the sort. She invited the boy into her cabin, asking him why he had to still what he had been after, which was measly loaf of bread and some meat. He explain his situation, how the villagers had chased him out of their village when he wandered into and how he been living in abandoned shack ever since. He fully expected her to do the same, but was instead given a fresh meal. Before he could eat though, the lady pirate asked him to remove his disguise so she could see what he truly looked like. When he did, revealing the appearance that had long marked him a freak, the boy expected to get the rejection he had been spared of earlier. Surprising the boy once again, the captain instead made the boy an offer. Come with her and her crew, sail the world as a pirate. Shocked at the offer, the boy quickly accepted; tears flowing from his eyes. Wiping away the tears, the pirate introduce her as Black Alice of the Mad Hat Pirates and brought the boy out to meet her crew. Temiro was raised by the entire crew; a colorful assortment of pirates that was a bit too altruistic to really fit the conventional definition of pirate, less concerned about treasure than they were about be a jolly pirate crew and going on grand adventures. That carefree atmosphere of companion did wonder for Temiro’s disposition, turning the timid boy into a cheerful young man.
He spent the next nine years of his life traveling the seas. The group never entered the Grand Line though. Black Alice had once sailed the line, but had been captured by marines and taken out of it. She often entertained the idea, mostly from Temiro’s suggestion of returning to the line, but never made an action to get there. During his time as a Mad Hat pirate, Temiro trained himself in the way of the sword, later learning how to wield two blades at once, as well as acting as one of the ships navigators. Everything seemed to be set for Temiro to live an easy life of adventure, until one fateful day a fierce storm hit their ship. Temiro was standing the crow’s nest when it was hit by lightning; rending it from the ship. He managed to stay out of the water, but lost the ship in the waves. By the time it passed Temiro was left alone, floating on top of the one thing that was most dangerous to him. It took him a week to use a crude oar to reach shore. He has wandered the world ever since, seeking looking for enough money for buy a ship and sail the world in search of Black Alice.
Significant NPCs:
Black Alice: A very kind pirate captain that “saved” Temiro from his childhood home. She and Temiro were separated in a vicious storm at sea and he has yet to see her again. She is the closest thing he has to a parent, so he misses her very much. But, knowing that she wouldn’t want him to be sad, so he focus on all the memories
Mako Alistair: A mysterious figure from the part of Temiro’s past that he has no other knowledge of. This person’s existence occasionally plagues Temiro’s thought, but his relatively cheery disposition helps this from happening too often.
Mechanics
Statistics:
Str: 14 (+2)
Dex: 14 (+2)
Con: 12 (+1)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 10 (+0)
HP: 7
Non-Lethal HP
DR: 1
Land Speed: 30 ft
Water Speed: N/A
Elemental Resistances:
Fire: 0
Ice: 0
Electricity: 0
Light Carry Load:
Full Carry Load:
Primary Skills:
Weapon Attack: 4 (+2)
Unarmed Strike: 1 (+2)
Ranged Shot: 1 (+2)
Defense: 1 (+2)
Initiative: 4 (+2)
Fortitude Save: 1 (+1)
Reflex Save: 4 (+2)
Will Save: 4 (+0)
Secondary Skills:
Balance 1 (+2)
Concentration 1(+1)
Diplomacy 4 (+0)
Gather Information 1 (+0)
Hide 1 (+2)
Intimidate 1 (+0)
Invent 4 (+0)
Invent (Dials) 4 (+0)
Jump 1 (+2)
Knowledge (Nature) 1 (+0)
Knowledge (Dials) 4 (+0)
Listen 1 (+0)
Navigation 4 (+0)
Spot 1 (+0)
Sense Motive 1 (+0)
Sailing 1 (+0)
Trapping 1 (+2)
Tumble 4 (+2)
[tab=Feats]
Feats:
DIAL MASTERY [sKILL BONUS]
Prerequisite: Must be a Sky Tribesman
Benefit: Grants the character two secondary skills: Knowledge (Dials) and Invent (Dials). Additionally, the character gains a +3 invent bonus when imbedding dials into items such as weapons or armor.
DODGE [MISC]
Prerequisite: DEX 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Defense rolls per 4 character levels against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to
Defense rolls (if any) also makes you lose dodge bonuses.
Special: You may take this feat multiple times to gain the ability to designate one additional target per acquisition.
MOBILITY [sKILL BONUS]
Prerequisites: DEX 13
Benefit: You get a +4 dodge bonus to Defense rolls against surprise and flanking attacks. Dodge bonuses stack with each other, unlike most types of bonuses
MAP READING [sKILL BONUS]
Prerequisite: Navigator
Benefit: You can now read and understand navigational maps. When following a map’s guidance you gain an additional +2 navigation bonus on top of whatever bonus the map’s directions may provide you. Your current position must be on the map somewhere, which you can determine by spotting a landmark on the map.
WEAPON PROFICIENCY [MISC] (Sword)
Prerequisite: This feat can only be specially attained when choosing a class and/or prestige class.
Benefit: You are now proficient with the weapon category of your choice. This type must be listed in your class’s description. You no longer suffer any penalties when using these weapon types.
Special: You may purchase this feat more than once. Each additional point you put into Weapon Proficiency adds a +1 attack bonus to a specific weapon type you are already proficient with or grants you proficiency with a different weapon category.
Normal: When using a weapon the character isn’t proficient with, they take a -4 to their attack rolls.
ARMOR PROFICIENCY [MISC] (Light)
Benefit: When you first take this feat you gain access to light armor. You may take this feat two additional times granting you access to medium then heavy armor respectively.
Special: Instead of a category you may specify a specific armor type within a category you already have access to in order to gain a +1 defense bonus. For example, Armor Proficiency: Studded Leather would give the character a +1 defense bonus for each piece of studded leather they are wearing.
TIGER SKIN [stance]
Prerequisite:Cat Cat Fruit: Model Tiger
Benefit: This allows the user to gain the muscular strength of a tiger, as well as some of the aesthetic nature of the animal. The user’s muscles thicken and become denser, granting them a +2 on all Strength rolls. Their ears become pointed, their skin becomes stripes and their eyes take on a catlike appearance as well.
Side Effects: The character that ate the devil fruit can no longer swim and has a water movement rate of zero. They also sink regardless of what they are wearing. While sinking in the water, the character cannot move and should be considered paralyzed. If rescued, the character takes 10 rounds (one minute) to recover before they can move again. The character may also gain other unique advantages/disadvantages based on the nature of the fruit eaten.
RUN [sTAT BONUS]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to defense.
Mantra – Starts with the Kenbunshoku Haki Feat. The skill bonuses are only +5 instead of +10. The DC to maintain the effect is reduced to 17. The Sky Tribesman cannot purchase any additional ranks or achieve the feat’s full potential until the normal prerequisites are met.
KENBUNSHOKU HAKI [sTANCE]
Requirements: Reflex Save 18 Ranks
Benefit: Kenbunshoku Haki, also known as Mantra on Skypiea, is a form of Haki that allows the user to sense the presence of others, even if they are concealed from view or too far to see naturally. With enough skill, one can use this Haki to predict an opponent's moves shortly before they make them, thereby making the attack that much easier to evade.
This stance can be activated once per hour and lasts for 1 minute. At the beginning of each turn, the user must successfully roll a concentration DC check vs a DC of 20 to not fall out of the stance. The user gains a +10 bonus to defense, spot, and sense motive checks. When duration expires you may exit the stance or switch to a different stance as a standard action.
Special: This feat may be taken more than once. Each time you increase the skill bonuses by +3, increases the duration by 1 minute, or reduced the concentration DC check by 2.
BLADE GUARD [MISC]
Prerequisite: Swordsman, Weapon Attack 6 Ranks
Benefit: As a standard action the swordsman may ready their blade in a defensive posture. They cannot attack while in this posture but gain a +4 defense bonus and may leave this posture as a free action.
Inventory:
Navigator Kit – compass, sextant, quadrant, crosstaff, spyglass
Leather Gloves
Leather Cap
Leather Boots
Katana 1d10 x2
Experience:
How much experience you've accrued over time<p><a href="<fileStore.core_Attachment>/monthly_2013_07/calintz2.jpg.06b2cc54e54ad516a56e133c35781bf1.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="24066" src="<fileStore.core_Attachment>/monthly_2013_07/calintz2.jpg.06b2cc54e54ad516a56e133c35781bf1.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>
- [tab=Inventory/Experience]
Attachments
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