Skull & Shackles
The captain of the Wavecrest and lord of Drenchport
Mase DarimarCR 12
Male Half- Elf Druid 8/Fighter 5
CN Medium humanoid (elf, human)
Init + 2; Senses low- light vision; Perception + 13
AC 25, touch 14, flat- footed 22 (+ 8 armor, + 2 Dex, + 3 natural, + 1 deflection, + 1 dodge)
hp 125 (5d10+ 8d8+ 52)
Fort + 14, Ref + 5, Will + 11 (+ 1 vs. fear); + 2 vs. enchantments, + 4 vs. spell- like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities bravery + 1, lightning lord; Immune magic sleep; Resist elven immunities
Speed 30 ft.
Melee + 1 bane scimitar + 18/+ 13/+ 8 (1d6+ 8/15- 20/×2+ 2d6 vs. ) and
+ 1 trident + 16/+ 11/+ 6 (1d8+ 5/×2)
Special Attacks storm burst, weapon training abilities (heavy blades + 1)
Spell- Like Abilities
8/day— lightning lord
7/day— storm burst
Druid Spells Prepared (CL 8th; concentration + 12):
4th (3/day)— ball lightning (DC 18), sleet storm, air walk, freedom of movement
3rd (4/day)— protection from energy, cure moderate wounds, water breathing, quench, call lightning (DC 17)
2nd (4/day)— barkskin, bull’s strength, warp wood (DC 16), gust of wind (DC 16), fog cloud
1st (5/day)— touch of the sea (DC 15), endure elements, entangle (DC 15), obscuring mist, speak with animals, cure light wounds
0 (at will)— stabilize, create water, purify food and drink (DC 14), flare (DC 14)
Str 18, Dex 15, Con 14, Int 10, Wis 18, Cha 8
Base Atk + 11; CMB + 15; CMD 29
Feats Combat Casting, Dodge, Great Fortitude, Improved Critical (scimitar), Mobility, Natural Spell, Sea Legs, Toughness, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics + 4, Climb + 10, Fly + 6, Handle Animal + 6, Heal + 10, Knowledge (geography) + 7, Knowledge (nature) + 9, Linguistics + 1, Perception + 13, Profession (sailor) + 12, Spellcraft + 6, Survival + 10, Swim + 16;* Racial Modifiers* + 2 Perception, + 4 Swim, water child
Languages Common, Druidic, Elven, Polyglot
SQ bane, elf blood, nature bond abilities (weather), resist nature’s lure, spontaneous casting, trackless step, wild empathy, wild shape, wild shape (animal), wild shape (elemental), wild shape (plant), woodland stride
Combat Gear Elemental gem (water); Other Gear + 2 Dragonhide Breastplate, + 1 Bane Scimitar, + 1 Trident, Belt of mighty constitution + 2, Ring of protection + 1, Holy symbol, silver (Gozreh), Spell component pouch
Bane + 2 & + 2d6 damage vs chosen type
Bravery + 1 (Ex) + 1 to Will save vs. Fear
Combat Casting + 4 to Concentration checks to cast while on the defensive.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Lightning Lord (8/day) (Sp) Call down lightning bolts against your enemies.
Low- Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility + 4 to AC vs. AoO provoked by moving out of or through a threatened area.
Natural Spell You can cast spells while in Wild Shape.
Resist Nature’s Lure (Ex) + 4 save vs. effects from Fey and effects using plants.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.
Storm Burst (1d6+ 4) (7/day) (Sp) 30’ Ranged touch attack deals 1d6+ 4 nonlethal damage and inflicts a – 2 to hit penalty for 1 rd.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Water Child You may always take 10 on Swim checks.
Weapon Training (Blades, Heavy) + 1 (Ex) + 1 Attack, Damage, CMB, CMD with Heavy Blades
Wild Empathy + 8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (3/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape III: Diminutive – Huge animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body II: Small – Medium elemental) You may use your Wild Shape ability to become an elemental.
Wild Shape (Plant Shape I: Small – Medium plant creature) You may use your Wild Shape ability to become a plant creature.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Mase Darimar is the result of a pairing between an aquatic elf from the Fever Sea and a Bonuwat woman from the Mwangi Expanse. When Mase’s badly wounded father, Deverel, washed ashore upon the western Mwangi coast, a local Bonuwat tribe took him in. It fell to Mase’s mother, Masira, to nurse him back to health, providing him with frequent baths of salt water just to sustain him. Without a proper healer in the tribe, however, Deverel’s recovery took a while. During that time Masira came to love the elf, but eventually Deverel had to return to the sea. As a result, Mase grew up never knowing his real father. Instead, he learned the culture and ocean-going ways of his mother’s people.
Unfortunately, because of his mixed heritage, Mase found little acceptance among the Bonuwat. The only positions he established for himself came as an expert diver for shellfish and occasional lookout, watching for pirates. All that changed, however, when slavers raided his village. Mase was captured in the chaos and dragged aboard a galleon bound for the markets of Cheliax. While passing through the Shackles, however, pirates mistook the slaver ship for a merchant vessel and attacked. In the aftermath of the ensuing battle, Mase found himself press-ganged into the victorious pirates’ crew. Separated from his family and tribe, Mase eventually came to enjoy the pirating life and stayed on, taking on his present nom de guerre.
Entrusted with ever-increasing responsibilities by the ship’s captain, Mase worked his way up the ship’s ranks, eventually acquiring his own ship, an older frigate he named Wavecrest. As captain of his own ship, Mase joined the fleet of the Master of Gales. Naturally drawn to the ocean, Mase converted to the faith of Gozreh, learning the mysteries of the weather from his mentor. Mase engaged in frequent forays on the open sea in search of his father’s people. It took several years of deep-sea diving, but his wild shape abilities eventually enabled him to locate an undersea city of aquatic elves. There, he sought and found his long-lived father. Deverel welcomed his half-breed son with open arms and the two struck up an immediate friendship. Before returning to his ship and crew, Mase and his father agreed to stay in touch, and Mase committed himself to serving the interests of the aquatic elves among the landfaring races.
In outward appearance, Mase has the dark skin of a Mwangi, but his hands and feet are lightly webbed, betraying his aquatic elf heritage. Mase wears a distinctive dragonhide breastplate crafted from a young brine dragon he slew several years ago. Though he always carries a trident as an outward sign of his faith, Mase prefers to fight with the magic human bane scimitar given to him by his father.