Skull & Shackles
Captain of the Motaku Maiden and lord of Rapier Bay
Maxevale JanisCR 7
Male Human Bard 4/Cleric 4
CN Medium humanoid (human)
Init + 2; Senses Perception + 2
AC 18, touch 13, flat- footed 15 (+ 5 armor, + 2 Dex, + 1 dodge)
hp 51 (8d8+ 12)
Fort + 6, Ref + 7, Will + 10; + 4 vs. bardic performance, sonic, and language- dependant effects
Defensive Abilities copy cat (su)
Speed 20 ft.
Melee + 2 rapier + 11/+ 6 (1d6+ 1/18- 20/×2)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage, channel energy, storm burst
Spell- Like Abilities
5/day— copy cat (su), storm burst
Bard Spells Known (CL 4th; concentration + 8):
2nd (2/day)— summon monster ii, cat’s grace
1st (4/day)— sleep (DC 15), alarm, cause fear (DC 15), charm person (DC 15)
0 (at will)— summon instrument, mage hand, detect magic, mending, message, light
Cleric Spells Prepared (CL 4th; concentration + 6):
2nd (3/day)— spiritual weapon, invisibility, align weapon, track ship (DC 14)
1st (4/day)— bless, shield of faith, endure elements, obscuring mist, obscuring mist
0 (at will)— resistance, stabilize, purify food and drink (DC 12), detect poison
Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Base Atk + 6; CMB + 5; CMD 18
Feats Acrobatic, Dodge, Skill Focus (Perform (percussion instruments)), Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics + 6 (+ 2 jump), Diplomacy + 15, Fly + 1, Knowledge (arcana) + 7, Knowledge (religion) + 7, Perform (oratory) + 11, Perform (percussion instruments) + 18, Perform (string instruments) + 11, Profession (sailor) + 13, Spellcraft + 5
SQ aura, bardic knowledge, domains (trickery, weather), spontaneous casting, versatile performance abilities (percussion instruments), well versed
Other Gear + 1 Chain shirt, + 2 Rapier
Aura (Ex) The Cleric has an aura corresponding to his deity’s alignment.
Bardic Knowledge + 2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence + 2 (Su) + 2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage + 1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric Channel Positive Energy 2d6 (7/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Storm Burst (1d6+ 2) (5/day) (Sp) 30’ Ranged touch attack deals 1d6+ 2 nonlethal damage and inflicts a – 2 to hit penalty for 1 rd.
Versatile Performance (Percussion Instruments) + 18 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Well Versed (Ex) + 4 save vs. bardic performance, sonic, and language- dependent effects.
Intimidation has been the key to Janis’s control of Rapier Bay, but not the kind dealt out with a clenched fist. Maxevale possesses a gaze that bores into a rival’s heart and sniffs out her darkest secrets. Whether or not he can actually read people as well as some claim is up for debate, but many a would-be troublemaker has sweated out her secrets under Maxevale’s silent, indecipherable stare. He is a short, mousey man of few words at the best of times, his stony silence proving to be his most powerful investigatory tool.
Despite his commendable control over his rowdy port city, Janis lacks direction. His support for Tessa Fairwind on the Pirate Council is fueled by a desire for change in his own life, which he hopes will come from change on the council. Even his dedication to Besmara stems from a need for purpose rather than any religious bent, and if one day the right offer should come along, he would abandon Rapier Bay to its chaos in favor of a wild adventure—the sort that both makes and claims a true pirate.