FishmenMerfolk are ten times stronger than humans!
Nevermind. I've been paying too much attention to this guy.
Quote Originally Posted by Oltur
Oltur Seadweller
Chaotic Good Dark Merfolk Rogue 1/Binder 2/Swashbuckler 3/Dread Pirate 10/Fortune´s Friend 2

{table=head]Level 1 (ECL 3)||Level 18 (ECL 20)|
ST 10 | IN 16 | ST 10 | IN 16

DE 18 | WI 12 | DE 22 | WI 12

CO 16 | CH 10 | CO 16 | CH 10
[/table]
Dexterity gets all four upgrades. (32 pb)

Sources
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PHB(Rogue, Skills, Weapon Finesse, Quick Draw), DMG, Tome of Magic(Binder, Improved Binding, Dark creature template), Complete Warrior(Swashbuckler), MM(Merfolk), Complete Adventurer(Dread Pirate), Complete Scoundrel(Fortune´s Friend, Luck feats)


Level by Level
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Oltur Seadweller
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|LA(merfolk)|
+0
|
+0
|
+0
|
+0
|-|-|-

2nd|LA(dark)|
+0
|
+0
|
+0
|
+0
|-|-|-

3rd|Rogue 1|
+0
|
+0
|
+2
|
+0
|Appraise 6, Disable Device 6, Use Rope 4, Profession(sailor) 6, Swim 4, Tumble 6, Spot 6, Hide 6|Lucky Start|Trapfinding, Sneak Attack +1d6

4th|Binder 1|
+0
|
+2
|
+2
|
+2
|Bluff 2, Appraise 7(cc), Disable Device 6, Use Rope 4, Profession(sailor) 7, Swim 4, Tumble 6, Spot 6, Hide 6|-|soul binding

5th|Binder 2|
+1
|
+3
|
+2
|
+3
|Bluff 4, Appraise 8(cc), Disable Device 6, Use Rope 4, Profession(sailor) 8, Swim 4, Tumble 6, Spot 6, Hide 6|Improved Binding|Suppress Sign, Pact Augmentation

6th|Swashbuckler 1|
+2
|
+5
|
+2
|
+3
|Bluff 6, Appraise 8, Disable Device 6, Use Rope 4, Profession(sailor) 8, Swim 4, Tumble 6, Spot 6, Hide 6, Balance 5|Weapon Finesse(bonus)|-

7th|Swashbuckler 2|
+3
|
+6
|
+2
|
+3
|Bluff 8, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 8, Tumble 6, Spot 6, Hide 6, Balance 5|-|Grace +1

8th|Swashbuckler 3|
+4
|
+6
|
+3
|
+4
|Bluff 9, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 9, Tumble 6, Spot 6, Hide 6, Balance 5, Escape Artist 5|Quick Draw|Insightful Strike

9th|Dread Pirate 1|
+5
|
+6
|
+5
|
+4
|Bluff 10, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 10, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 3|-|Seamanship, Two-Weapon Fighting

10th|Dread Pirate 2|
+6
|
+6
|
+6
|
+4
|Bluff 11, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 11, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 7, Climb 3|-|Fearsome Reputation +2

11th|Dread Pirate 3|
+7
|
+7
|
+6
|
+5
|Bluff 12, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 12, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 7|Fortuitous Strike|Rally the Crew +1

12th|Dread Pirate 4|
+8
|
+7
|
+7
|
+5
|Bluff 13, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 13, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 4|-|Acrobatic Charge, Steady Stance

13th|Dread Pirate 5|
+9
|
+7
|
+7
|
+5
|Bluff 14, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 9, Swim 14, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 10|-|Luck of the Wind

14th|Dread Pirate 6|
+10
|
+8
|
+8
|
+6
|Bluff 15, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 15, Tumble 6, Spot 15, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 10|Unbelievable Luck|Fearsome Reputation +4

15th|Dread Pirate 7|
+11
|
+8
|
+8
|
+6
|Bluff 16, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 16, Tumble 6, Spot 16, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 10, Listen 6|-| Rally the Crew +2

16th|Dread Pirate 8|
+12
|
+8
|
+9
|
+6
|Bluff 17, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 17, Tumble 6, Spot 17, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 13, Listen 9|-|Skill Mastery

17th|Dread Pirate 9|
+13
|
+9
|
+9
|
+7
|Bluff 18, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 18, Tumble 6, Spot 18, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 16, Listen 12|Survivor´s Luck|Fight to the Death

18th|Dread Pirate 10|
+14
|
+9
|
+10
|
+7
|Bluff 19, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 19, Tumble 6, Spot 19, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 19, Listen 15|-|Fearsome Reputation +6, Pirate King

19th|Fortune´s Friend 1|
+14
|
+9
|
+12
|
+7
|Bluff 20, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 20, Tumble 6, Spot 20, Hide 15, Balance 5, Escape Artist 5, Jump 13, Climb 13, Sense Motive 19, Listen 15|-| Easy Luck, Extra Fortune, More Luck than Skill

20th|Fortune´s Friend 2|
+15
|
+9
|
+13
|
+7
|Bluff 23, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 23, Tumble 6, Spot 23, Hide 15, Balance 5, Escape Artist 5, Jump 13, Climb 13, Sense Motive 19, Listen 15|Tempting Fate(bonus),Advantageous Avoidence|-[/table]

Oltur Seadweller was born to a clan of merfolk, which soon realised that he was different. Blessed (or cursed) by some unknown being he was banished from his home as soon as he could take care of himself. Seeking new people to live with, he adopted a village of halfling fishermen (without them knowing, of course), helping them fish by guiding the fishes into their nets, but also playing jokes on them, by knotting their nets together, or helping beatiful fishes escape. During this time he lived in an underwater cave, where he found strang markings on the walls. Studying those he learned the art of pact making, but quickly lost interest into the development of his abilities.

Level 5
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Oltur mostly tries not to engage anyone in combat and relies on his great speed and his hiding abilities to avoid contact with hostile beings. He has few hitpoints for his level, because of the level adjustment. Binding vestiges like Malphas and Naberius allows him to hide his identity and use extra skills to help those needing specific tasks done (crafting,....) or to scout for dangers in a wide area.


After being dicovered by some young halflings Oltur took a much more active role in the community and openly visited the village. Some time after that a near island was occupied by pirates, which began to raid the villages in the vicinity. Trying to help defend his friends Oltur began to practice his skill with the blade and soon led small attacks on unsuspecting pirate ships using his speed and mobility to surprise and escape. After some time he began to attack bigger targets, even seizing a ship, using it as a base of operations, while on a mission.

Level 10
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Oltur slowly enhances his melee fighting ability, but still suffers from his low BAB. He now prefers to bind Paimon to improve his fighting ability, since one dance of death lets him nearly cross a small ship athwart. When surrounded he uses his whirlwind attack, but always tries to find a way to escape such a situation. His seamanship allows him to better guide his ship, but he rarely sees a use of his fearsome reputation.


Still trying to protect his friends and their village Oltur almost exclusively lived on his ship and hunted other pirates. Aquiring a small fortune for himself, his crew and his village he caught the eye of a famous halfling pirate, who wanted to test his abilities against those of the merfolk captain. Meeting him on the open sea, he quickly had to realise that Oltur was more powerful. He suurendered and has served as a trusted lieutenant and champion of the halfling people ever since.

Level 15
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Having taken more levels of dread pirate Oltur now has aquired the luck of the wind ability, which gives him another reroll. He use the acrobatic charge to move quickly to other ships by jumping or swinging on a rope. The improvement to his rally the crew ability helps his crew in fights against other crews, while Oltur takes on the captain or kills as many enemies as possible. His luck feats start to improve his survivability.


Having become one of the most famous pirates known in his part of the world, Oltur now leaves his ship behind most of the time and approaches other pirates alone, only calling his crew, when he encounters serious resistance. The village he sometimes still visits has grown under his protection and is now one of the biggest trade harbours in the world.

Level 20
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Oltur can now protect his crew better (fight to the death) and has started to take levels in the fortune´s friend PrC, which improves his luck feats. By now he will probably have items that improve his movement speed, so his dance of death can reach more enemies.


Final comments
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-LA buy off would really help, since the LA hurts, especially at the beginning of Oltur´s live.
-Including some skill tricks like Point it Out, Spot the Weak Point or Quick Swimmer might improve Oltur further.
-There are really few classes that get appraise as a class skill. I did not want to take rogue, but the alternative of taking a level of cleric with the right domains did not feel right(although fortune´s friend would then have been able to progress something).


Stats at Level 11 (ECL 13)
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medium humanoid (extraplanar)
HD: 6+2d8+3d10+5d8+33 (average: 88)
Initiative: +7
Speed: 15 ft., 60 ft. (swim)
Armor Class: 25 =10+3 armor+3 shield+7 DEX+1 natural+1 deflection
Attack: +18(9 BAB+1 pact augmentation+7 dex+1 enhancement) Keen, Shocking Rapier +1 (2d6+7/15-20/x2) or +18 Heavy Crossbow +1 (1d10+1/19-20/x2)
Full Attack: +18/+13 Keen, Shocking Rapier +1 (2d6+7/15-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:Dance of Death(Paimon), Whirlwind Attack(Paimon)
Special Qualities:Darkvision 60 ft., Superior Low-Light Vision, Resistance (cold) 10, Amphibious, Hide in Plain Sight(Ex), +8 racial on swim, take 10 (swim) to perform special action, Uncanny Dodge(Paimon)
Saves:Fort +10, Ref +14, Will +6
Abilities: STR 12, DEX 24, CON 16, INT 20, WIS 12, CHA 10
Skills: Bluff 14, Appraise 13, Disable Device 11, Use Rope 12, Profession(sailor) 15, Swim 23, Tumble 17, Spot 11, Hide 13, Balance 12, Escape Artist 12, Jump 11, Climb 11, Sense Motive 11
Feats: Lucky Start, Improved Binding, Weapon Finesse, Quick Draw, Fortuitous Strike
Items(carried or worn*): bracers of armor +3*, darkwood buckler +2*, shocking, keen rapier +1*, ring of protection +1*, amulett of natural armor +1*, ring of mind shielding*, heavy crossbow +1, headband of intelligence +4*, belt of giant strength +2*, quaal´s feather token (anchor x4), potions of (CLWx2, CMW, Invisibility)
Bound Vestiges: Paimon
Alignment: CG
LA: +2