Skull & Shackles
Isabella "Inkskin" Locke
Isabella “Inkskin” Locke wears little in the way of clothing, the better to show off her many tattoos, including a large stylized sea snake tattoo on her left hip and abdomen.
Captain Isabella “Inkskin” LockeCR 8
Female Human (Varisian) Sorcerer (Tattooed Sorcerer) 9
CE Medium humanoid (human)
Init + 2; Senses Perception + 1
AC 19, touch 12, flat- footed 17 (+ 4 armor, + 2 Dex, + 3 natural)
hp 66 (9d6+ 24)
Fort + 4, Ref + 7, Will + 5
DR 10/melee or magic; Resist cold 5
Speed 40 ft., swim 30 ft.
Melee brine’s sting + 7 (1d6+ 3/18- 20/×2) and
masterwork dagger + 7 (1d4+ 2/19- 20/×2)
Spell- Like Abilities
3/day— acid splash
1/day— enhanced varisian tattoo
Sorcerer (Tattooed Sorcerer) Spells Known (CL 9th; concentration + 14):
4th (5/day)— geyser (DC 20), summon monster iv, charm monster (DC 19)
3rd (7/day)— lightning bolt (DC 18), aqueous orb (DC 19), vampiric touch, fly
2nd (7/day)— slipstream (DC 18), false life, invisibility, protection from arrows, blindness/deafness (DC 17)
1st (8/day)— magic missile, hydraulic push, grease (DC 17), ray of enfeeblement (DC 16), mage armor, obscuring mist
0 (at will)— ray of frost, detect magic, bleed (DC 15), touch of fatigue (DC 15), daze (DC 15), read magic, message, light
Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 20
Base Atk + 4; CMB + 6; CMD 18
Feats Combat Casting, Eschew Materials, Lightning Reflexes, Martial Weapon Proficiency (???), Skill Focus (Profession (sailor)), Spell Focus (conjuration), Varisian Tattoo
Skills Bluff + 13, Craft (tattoo) + 10, Fly + 10, Intimidate + 10, Linguistics + 1, Perception + 1, Profession (sailor) + 10, Sense Motive + 1, Swim + 17
Languages Aquan, Common, Varisian
SQ amphibious, bloodline tattoos, bloodlines (aquatic), create spell tattoo, familiar tattoo
Combat Gear Spell Tattoo: Vampiric Touch (Shoulders Equipment ; Other Gear Brine’s sting, Masterwork Dagger (2), Amulet of natural armor + 2, Headband of alluring charisma + 2, Svingli’s eye (1/day), wooden false teeth with hidden compartment contain, Deep platinum shark brooch
Amphibious (Ex) You can survive indefinitely on land.
Aquatic + 1 CL for [water] spells, aquatic/swimming summoned creatures gain + 1 to hit and damage.
Bloodline Tattoos (Ex) Bloodline spells are cast at + 1 caster level.
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Create Spell Tattoo (1/day) (Su) As a standard action, create a spell tattoo on yourself or a willing recipient.
Damage Reduction (10/melee or magic) You have Damage Reduction against non- magical ranged weapons.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enhanced Varisian Tattoo (Geyser) (1/day) (Sp) At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell- like ability once
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: + 2 to Fortitude Saves You gain the Alertness feat while your familiar is within arm’s reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to ha
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have + 1 to their save DC.
Swimming (30 feet) You have a Swim speed.
Varisian Tattoo (Conjuration) Spells from chosen school gain + 1 caster level.
Male Snake, Sea Krait
N Tiny magical beast (animal)
Init + 3; Senses low- light vision, scent; Perception + 10
AC 21, touch 15, flat- footed 18 (+ 3 Dex, + 2 size, + 6 natural)
hp 33 (1d8- 1)
Fort + 2, Ref + 6, Will + 7
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite + 9 (1d2- 3/×2)
Space 2 ft.; Reach 0 ft.
Special Attacks poison
Str 4, Dex 17, Con 8, Int 11, Wis 13, Cha 2
Base Atk + 4; CMB + 5; CMD 12 (can’t be tripped)
Feats Weapon Finesse
Skills Bluff + 1, Climb + 11, Fly + 15, Intimidate – 2, Linguistics + 1, Perception + 10, Sense Motive + 3, Stealth + 15, Swim + 18;* Racial Modifiers* + 4 Perception, + 4 Stealth
SQ improved evasion
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low- Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 9) (Ex) Poison—Injury; save Fort DC 9; freq 1/rd for 6 rds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
More crudely rendered tattoos crowd the rest of her f lesh, principally sharks and other creatures with gaping maws filled with jagged teeth. Most interesting, however, is the large tattoo of a map inscribed between her shoulder blades. Isabella wears a large set of wooden false teeth that have been sharpened into points like the maw of a shark. Years spent living among the ichthyic sahuagin have purged any lingering remnants of human compassion or mercy from Isabella, who is as cruel and remorseless as the namesake of her ship, the Thresher.
Isabella’s life has been one of cruel hardship and misery that she only too gladly bestows upon those who fall within her clutches. Isabella was born in Varisia, and her talents as a sorcerer had already emerged and her mystical tattooing begun when she was taken at the age of 12 in a raid by the Tian pirate Soshimira and made his personal slave. Isabella was subjected to the pirate’s every cruel whim, including the defacement of her f lesh with crude tattoos and having all of her teeth knocked out with a cobbler’s hammer. When Soshimira came into possession of a copy of Cyrus Wolfe’s map to Mancatcher Cove, he took great delight in painfully tattooing the map across Isabella’s back to ensure he never lost it.
Soshimira met his match in cruelty as the sahuagin of Mancatcher Cove scuttled his ship, Dragon’s Dishonor, and slaughtered his crew. Isabella’s life was spared thanks to her timely use of a charm monster spell upon the sahuagin chief Krelloort, who took her as concubine and advisor. Eventually, Isabella manipulated Krelloort into helping her capture and outfit a pirate ship of her own, which she christened the Thresher.