Captain Josper Creesy

Johendar Celestrum's page

461 posts. Organized Play character for Hawkwen Agricola.


Full Name

Johendar Celestrum

Race

Aasimar

Classes/Levels

Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Gender

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4

Size

Med

Alignment

CG

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 11
Charisma 17

About Johendar Celestrum

Johender Celestrum
PFS# 65114-10
Male azata-blooded aasimar (musetouched) bard (sea singer) 2/ranger (freebooter) 4
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +9
Aura freebooter's bane (1 ft.)
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 44 (6 HD; 2d8+4d10+7)
Fort +5, Ref +11, Will +4; +4 bonus vs. air and water effects, or being knocked prone
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee dagger +8 (1d4+3/19-20) or
. . mwk cold iron boarding axe +9 (1d6+3/×3) or
. . mwk cutlass +9 (1d6+3/18-20) or
. . whip +8 (1d3+3 nonlethal)
Ranged +1 adaptive composite longbow +10 (1d8+4/×3)
Special Attacks bardic performance 12 rounds/day (distraction, fascinate [DC 14], inspire courage +1, sea shanty), combat style (archery)
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—glitterdust (DC 15)
Bard (Sea Singer) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—hideous laughter (DC 14), sleep (DC 14), tripvine (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, mage hand, read magic, resistance
Ranger (Freebooter) Spells Prepared (CL 1st; concentration +1)
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Statistics
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Str 16, Dex 18, Con 12, Int 12, Wis 11, Cha 17
Base Atk +5; CMB +8; CMD 23 (25 vs. grapple, 25 vs. overrun, 25 vs. trip)
Feats Endurance, Lingering Performance[APG], Point-blank Shot, Precise Shot, Rapid Shot
Traits maestro of the society, vagabond child (urban)
Skills Acrobatics +11, Appraise +8, Bluff +7, Diplomacy +11, Disable Device +15, Intimidate +7, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +11, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6, Perception +9(+11), Perform (oratory) +10, Profession (sailor) +5, Spellcraft +5, Stealth +9, Survival +4, Swim +9; Racial Modifiers +2 Diplomacy, +2 Perform (oratory)
Languages Celestial, Common, Polyglot, Varisian
SQ favored terrain (jungle +2), freebooter's bond, sea legs, track +2, wild empathy +7, world traveler
Combat Gear cold iron arrows (30), potion of fly, potion of invisibility, wand of air bubble (50 charges), wand of cure light wounds, wand of touch of the sea (50 charges), artoku's fire, bottled lightning, weapon blanch (adamantine), weapon blanch (ghost salt), weapon blanch (silver); Other Gear +1 mithral chain shirt, +1 adaptive composite longbow, dagger, mwk cold iron boarding axe, mwk cutlass, whip, belt of physical might +2 (Str, Dex), elixir of hiding, ioun torch ioun stone, ring of protection +1, wayfinder, masterwork backpack, masterwork thieves' tools, pirate clothes, wrist sheath, spring loaded, wrist sheath, spring loaded, 329 pp, 4 sp
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Special Abilities
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Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in Favored Terrain (Jungle).
Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target.
Freebooter's Bond At 4th level, a freebooter forms a bond with her crewmates. This bond allows her to spend a move action to grant her allies extra combat prowess when they work as a team. All allies within 30 feet who can see or hear the freebooter gain an additional
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Maestro of the Society +3 rounds of Bardic Performance (or an equivalent ability) each day.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sea Legs (Ex) +4 to saves vs. air & water effects, and against being knocked prone.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Track +2 Add the listed bonus to survival checks made to track.
Wand of air bubble (50 charges) Add this item to create a wand of a chosen spell.
Wand of touch of the sea (50 charges) Add this item to create a wand of a chosen spell.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.

Schooner:
Schooner
Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 22 (1d8)
Fort +4, Ref +9, Will +5
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +9 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +5; CMB +5; CMD 11
Feats Weapon Finesse
[b]Skills
Acrobatics +14, Appraise +2, Bluff -2, Climb +10, Diplomacy +0, Disable Device +5, Intimidate -2, Linguistics -1, Perception +10, Spellcraft -1, Stealth +15, Survival +2, Swim +8; Racial Modifiers +8 Acrobatics
SQ improved evasion
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Special Abilities
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Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Expendables:
Wand of CLW 46/50 remain
Wand of Touch of the Sea 30/50 remain
Wand of Air Bubble 26/50 remain