Rakshasa Maharajah

Jerry Brightstone's page

149 posts. Alias of Chainmail.


Full Name

Jerry Brightstone

Race

Aasimar [hp=39/39] (AC19/ff17/t12) {F=+1/R=+5/W=+1} CMD 16

About Jerry Brightstone

Male Aasimar(Azata-blooded) Bard(Archaelogist) 4
CG Medium Outsider
Init: +3 Senses: Darkvision 60', Perception: +11
Languages: Common, Ulfen, Celestial, Elven, Infernal.
Deity: Desna

ministats:

Round 1
hp=39/39(AC19/ff17/t12) {F=+1/R=+5/W=+1} CMD 16
In hands=scorpion whip; Conditions=none

Description:
Jerry is a tall, thin human with long, unkempt blond hair. His hazel eyes are constantly twinkling and he appears to be continually smiling as if he is secretly laughing at a private joke. He dresses in colorful, billowing clothes as a Varisian, traveling entertainer would. A close examination reveals the outline in the texture and occasional glint of an armored shirt.

When Jerry speaks his booming tenor voice reveals he is a practiced orator. His diction is precise, and often he seems to be in perfect iambic pantameter. When flustered, he seems to lapse to the common speech of his parents laced with profanity.

When Jerry uses magic or seems to be influencing others with his natural charisma, an inner glow can be seen to come from his face, and his very breath seems to be imbued with a divine glow.

background:

Jerry was born of celestial parents who wished to save their son from a celestial conflict. As there was human blood in Jerry's line, the genetic traits of his human grandmother came to fore in his features and mannerisms. He showed an impulsiveness and impatience that alarmed his parents from birth.
As his parents were about to be embroiled in a conflict, they spared their son by finding elderly humans in Ulfen lands to raise him to repay a great favor. Jerry's elderly step-parents were two crippled veterans who needed to be cared for continually as they got older. Jerry doted on his parents and cared for them as they both lived long lives. Upon the death of his mother, the last of his parents to pass, Jerry noticed a letter while doing her funeral arrangements.
The letter changed Jerry's life. He learned that he was chosen by his parents to survive a devastating war and make something important of himself. Although the letter was supposed to be opened at his maturity, he realized he was the sole support for his parents, and they could not reveal his divine heritage and risk him leaving them.
Jerry realized the books that were left for him to study: those of human civilization, culture, and the enigmatic land of Magnimar were to prepare him to learn the most he could about Golaria and her people. After years of living vicariously through books, Jerry set off to explore Golaria for himself.
Jerry's love of travel and adventure made Desna a natural deity for him to worship. He carries a holy symbol of Desna, but he is far from fanatic about his religion. In Jerry's wanderings he fell in with some Varisian gypsies for a short time, and his natural charisma won them over. He travelled with a caravan for a short time, earning his way as a part of a dramatic company. His knowledge of literature provided his company with a wealth of plays and shows. He quickly developed his natural talent for magic, and is fascinated with all things magical, especially magic artifacts and traps.
When he dreamed of a fire in Magnimar and his celestial parents urging him to rush to Magnimar, Jerry left his traveling company without a word and rushed to the enigmatic city of monuments to find his destiny.

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DEFENSE
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AC 19 (+5 mithral shirt, +2 hvy shield, +2 DEX), Touch 12, Flat-footed 15, CMD 16
HP 39 (4HD) FC bonus = hp (1-4)
Fort: +1, Ref: +5, Will: +1
Outsider
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee:
•longsword +4 S (1d8+1/19-20)

•Scorpion whip S +3 (1d4+1) disarm/performance/reach 15'/trip

•Cold iron Dagger +4 S (1d4+1/19-20)

Ranged:
•+5 Javelin 30' 1d6 (P)

Base Atk: +3, CM: +4

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STATISTICS
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Str 12, Dex 14, Con 12, Int 14, Wis 8, Cha 19
Jerry is middle-aged

TRAITS:

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The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
•Ability Score Racial Traits: Azata gain +2 Dexterity and +2 Charisma.
•Type: Aasimars are outsiders with the native subtype.
•Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Aasimars have a base speed of 30 feet.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
•Skilled: Azata have a +2 racial bonus on Diplomacy and Perform checks.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Traits
Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of Dejavu. Because of this you gain a +1 to initiative and reflex saves.

Vagabond Child - +1 to Disable Device and it is a class skill

FEATS:

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Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Skill Focus (Perception) lvl1
Arcane Strike lvl3

SKILLS:

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Trained are marked with *, italics for class skills.
8/level (6+2)

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+6] = 1.0 + 2 +3(Class)
Appraise [+2] = 0.0 + 2 + 0
Bluff [+8] = 1.0 +4 + 3
Climb [+5] = 1.0 + 1 +3
Diplomacy* [+13] = 4.0 + 4 + 2(race) + 3 (Class)
Disable Device* [+15] = 4.0 + 2 +3(Class) +1(class ability)+1(trait)+2(clever explorer)+2(mwork tools)
Disguise [+4] = 0.0 +4 + 0
Escape Artist [+6] = 1.0 + 2 + 3 (Class)
Handle Animal [+4] = 0.0 +4
Heal [+4] = 0.0 + 4 + 3(Class)
Intimidate [-1] = 0.0 - 1 + 0
Knowledge (Arcana)* [+7] = 1.0 + 2 + 3(class)+2(bk)
Knowledge (Dungeoneering) [+7] = 1.0 + 2 + 3(class)+2(bk)
Knowledge (History)* [+7] = 1.0 + 2 + 3(class)+2(bk)
Perception* [+11] = 4.0 -1 + 3(Class) + 3(feat)+2(clever explorer)
Perception to find traps [+12]
Performance (oratory)* [+10] = 1.0 +4 +3(class) +2(racial)
Performance (sing)* [+10] = 1.0 +4 +3(class) +2(racial)
Ride [+2] = 0.0 + 2 + 0
Sense Motive [-1] = -1
Spellcraft* [+8] = 3.0 +2 +3(Class)
Stealth [+14] = 4.0 + 2 + 3 (Class) +5 (elven cloak)
Swim [+5] = 1.0 + 1 + 3 (3 Class)
Use Magic Device* [+11] = 4.0 +4 +3(Class)

Class ABILITIES:

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A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “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, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard 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 he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance

Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist’s Luck (Ex)

Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.


Spells:

Spells Known
Level 0: Detect Magic, Ghost Sound, Sift, Know Direction, Resistance, Dancing Lights
Level 1: Cure Light Wounds, Grease, Saving Finale, Ear Piercing Scream
Level 2: Glitterdust, Gallant Inspiration

Spells per day
Level 0 (DC14): Unlimited
Level 1 (DC15): [] [] [] []
Level 2 (DC16): [] []

EQUIPMENT:

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Carried/Equipped: (cost in gp, weight in lb)
Wand CLW (50 charges), Elven Cloak, +1 Mithral Chain shirt(10/15), Hvy Steel Shield(20/15), Longsword(15/4), Entertainer's Outfit, Cold iron Dagger(4/1), Light Hammer (1/2), 4 Scorpion whips(12/20), Mwork Thieves' Tools (100/1), 3 Javelins (3/6).

In Backpack
Grappling Hook(1/4), 2 days Rations (Trail)(1/1), Waterskin (Filled)(1/4), 50' Hemp Rope(1/10).

In Belt Pouch #1:
5 sheets Parchment(1/0), inkpen(.1/0), .5 oz ink.(4/0)

Wealth 9.9 gp