King of Roses

Jadger Josser's page

183 posts. Organized Play character for nightdeath.


Full Name

Jadger Josser

Race

| HP: 24/24 | AC: 14/14/11 | Fort: +3| Ref: +3| Will: +2| Init: +1| Perc: +5| CMB: -1| CMD: 10| Club: +0: 1d4-1| Sling: +0 1d4-1|

Classes/Levels

Skills:
Acrobatics: +5| Bluff:+4| Climb:+0| Diplomacy: +8| Disguise: +3| Kn. (Arc/Dun/Eng/Reli/Pla/):+8| Kn. (Loc):+9| Kn. (Others):+4| Ling:+8| Per(Oratory):+8|S.M:+0| Spell:+7| Stealth:+10| Survival:+0| UMD:+8|

Gender

#76925-29 Male Gnome Silent Scholar 2

Size

Small

Age

108

Special Abilities

Oracle's Curse, Mystery

Alignment

Neutral Good

Deity

Nethys

Languages

Common, Gnome, Sylvan, Dwarven, Draconic, Azanti, Thassolian, Celestial, Infernal, Giant (Trait), , Ignan (Trait) Terran (Curse)

Strength 10
Dexterity 13
Constitution 16
Intelligence 14
Wisdom 10
Charisma 16

About Jadger Josser

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76925-29 Jadger Josser

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Character Crunch:

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Male Gnome Oracle () 1 / Ninja () 1
Neutral Good Medium Humanoid
Init +1; Senses DarkVision 60 feet Perception +5

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Defense
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AC 14, touch 14, flat-footed 11 (+ armor, +0 Shield, +3 Cha, +0 natural, +0 Dodge, +1 Size)
hp 24 (2d8+6) (+0 Favored)
Fort +3, Ref +3, Will +2
Resist

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Offense
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Offenses
Speed 20 ft.
Ranged Sling +0 (1d3 20/x2) (50Ft)
Melee Club +0 (1d4-1 20/x3)
Special Attacks
Spell-Like Abilities arcane mark, comprehend languages, message, read magic 1/day

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Statistics
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Str 10, Dex 13, Con 16, Int 14, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 10
Languages Common, Gnome, Sylvan, Dwarven, Draconic, Azanti, Thassolian, Celestial, Infernal, Giant (Trait), , Ignan (Trait) Terran (Curse)
SQ

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Feats
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Breadth of Experience (Level 1 Feat)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

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Traits
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Elemental Ties (Region)
Interactions with elementals are commonplace for you. You gain a +1 trait bonus on Diplomacy checks when dealing with creatures of the elemental type, and you begin play knowing one of the following languages as an additional bonus language: Aquan, Auran, Ignan, or Terran.

Etymologist (Social)
When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

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Class Features
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Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one.

The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Oracle’s Curse (Ex):
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must have a single curse.

Cantrips:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Weapon and Armor Proficiency:
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use:
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack:
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja

score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

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Skills
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Acrobatics +5 (+1 Rank, +3 trained, +1 Ability, -0 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff +4 (+0 Rank, +0 trained, +3 Ability, +1 Race)
Climb +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy +8 (+1 Rank, +3 trained, +3 Ability, +1 Race)
Disable Device +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Fly +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (Arcana) +8 (+1 Rank, +3 trained, +2 Ability, +2 Feat)
Knowledge (Dungeoneering) +8 (+1 Rank, +3 trained, +2 Ability, +2 Feat)
Knowledge (Engineering) +8 (+1 Rank, +3 trained, +2 Ability, +2 Feat)
Knowledge (Nobility) +4 (+0 Rank, +0 trained, +2 Ability, +2 Feat)
Knowledge (Religion) +8 (+1 Rank, +3 trained, +2 Ability, +2 Feat)
Knowledge (Plane) +8 (+1 Rank, +3 trained, +2 Ability, +2 Feat)
Knowledge (History) +3 (+0 Rank, +0 trained, +2 Ability, +2 Feat)
Knowledge (local) +9 (+2 Rank, +3 trained, +2 Ability, +2 Feat)
Linguistics +8 (+2 Rank, +3 trained, +2 Ability, +1 Trait)
Perception +5 (+2 Rank, +3 trained, +0 Ability)
Perform (Oratory) +8 (+2 Rank, +3 trained, +3 Ability)
Ride +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Sense Motive +0 (+0 Rank, +0 trained, +0 Ability)
Spellcraft +7 (+2 Rank, +3 trained, +2 Ability)
Stealth +10 (+2 Rank, +3 trained, +1 Ability, +4 Size -0 Armor)
Survival +0 (+0 Rank, +0 trained, +0 Ability)
Swim +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Use Magic Device +8 (+2 Rank, +3 trained, +3 Ability)

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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 1
Spells Known (4) Level 0 DC 12
Create Water: Creates 2 gallons/level of pure water
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.

Spells Known (2) Level 1 DC 13 5/day
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)

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Special Abilities
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Lore Mytery

Sidestep Secret (Su):
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Oracle Curse:
Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

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Equipment
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Equipment list]
Melee Weapons
Ranged Weapons
Armor
Other Gear Oracle's kit : This includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Spell Component Pouch
Explorer's Clothes
Magic Item
Wand of Infernal Healing (49/50)
Wealth --

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Racial Traits
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Gnome Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Student of the City: Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters.
They gain a +2 racial bonus on Knowledge (local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

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Background Story
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Jadger Josser :

Jadger Josser is considered insane at first glance. With a garland of flower upon his head. It is hard to take this gnome seriously. Frail and every bit a scholar, he is surprisingly tough and with a sliver tongue. His fascination with his studies tend to leave people with the impression that he is prone to long lectures but nothing is further than the truth.

He prefers to tell people facts hashed simply for understanding so that he doesn't have to spend time to explain further so that he can go back to observing and pontificating upon facts and thesis. His patron is unsurprisingly Nethys and he's being known to break into a either an inspiring speech or a boring lecture.

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Appearance
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Jadger Josser Appearance:

Robes and a garland of flowers is this gnome's normal attire. Not much for armor and his ever present reading glasses tucked into wide belt. His glasses could count as a weapon, being thick and heavy but he doesn't seem to care about it.

A neat Goatee trimed and his hair brushed past his ears kept in check by a silly looking garland of flowers (Don't tell him that) completes his look with sturdy sandals. he does make the effort to keep himself presentable and it shows.