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Cayden Cailean

Randall McNally's page

324 posts. Alias of Vanulf Wulfson.

Full Name

Randall McNally


Human (Varisian) Bard (Sea Singer) 4 [spoiler=Character Information] [HP: 32]; [Armor Class: 16 Touch: 12; Flat Footed: 14]; [BAB: +3; CMB: +4 (+6 Trip); CMD: 16 (18 v. grapple, 18 v. overrun, 20 v. trip)];


[Saves: Fortitude: +2; Reflex: +6; Will: +4 (+4 bonus vs. air and water effects, or being knocked prone)]; [Initiative: +2]; [Perception: +7 (+9 with familiar within arms reach)] [/spoiler]







Special Abilities

See Below


Chaotic Neutral




The Shackles


Common. Elven, Polyglot, Varisian



Strength 12
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 10
Charisma 17

About Randall McNally

Age: 20; Height: 5' 10"; Weight: 180 lbs.; Hair: Brown; Eyes: Brown; Skin:Tanned

Randall McNally
Male human (Varisian) bard (sea singer) 4 (Pathfinder RPG Advanced Player's Guide 84)
CN Medium humanoid (human)
Init +2; Senses Perception +9
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 32 (4d8+4)
Fort +2, Ref +6, Will +4; +4 bonus vs. air and water effects, or being knocked prone
Speed 30 ft.
Melee club +4 (1d6+1) or
. . dagger +4 (1d4+1/19-20) or
. . mwk short sword +5 (1d6+1/19-20) or
. . scorpion whip +4 (1d4+1)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks bardic performance 14 rounds/day (distraction, fascinate [DC 16], inspire courage +1, sea shanty, still water)
Bard (Sea Singer) Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—allegro[UM], heroism
. . 1st (4/day)—cure light wounds, grease, silent image (DC 15), sleep (DC 15)
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, ghost sound (DC 14), prestidigitation, read magic
Str 12, Dex 14, Con 13, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +4 (+6 trip); CMD 16 (18 vs. grapple, 18 vs. overrun, 20 vs. trip)
Feats Alertness, Combat Expertise, Exotic Weapon Proficiency (scorpion whip), Improved Trip
Traits barroom talespinner, fast-talker
Skills Acrobatics +10, Bluff +12, Climb +6, Diplomacy +12, Knowledge (geography) +8, Knowledge (local) +9, Perception +9, Perform (keyboard instruments) +10, Perform (oratory) +12, Perform (sing) +11, Profession (sailor) +9, Sense Motive +2, Spellcraft +9, Stealth +9, Swim +13, Use Magic Device +9; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Common, Elven, Polyglot, Varisian
SQ heart of the sea, sea legs, world traveler
Combat Gear +1 crossbow bolts (5), potion of cure light wounds, screaming bolt (3); Other Gear mwk studded leather, mwk buckler, club, crossbow bolts (20), dagger, light crossbow, mwk short sword, scorpion whip[UC], ring of swimming, bedroll, belt pouch, boatswain's call (worth 0.8 gp), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], masterwork Concertina, mess kit[UE], mirror, pirate's clothes, soap, spell component pouch, trail rations (5), waterskin, whetstone, 4 pp, 1,738 gp, 11 sp, 8 cp
Special Abilities
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Improved Trip You don't provoke attacks of opportunity when tripping.
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.
World Traveler (1/day) (Ex) Can reroll a Knowledge (geography, local, nature), or Linguistics check.


Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +8
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 16 (1d8)
Fort +2, Ref +6, Will +5
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3-4)
Space 2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 9
Feats Weapon Finesse
Come, Fetch, Heel, Perform, Seek, Stay
Skills Acrobatics +15, Bluff +1, Climb +15, Diplomacy +1, Perception +8, Spellcraft +2, Stealth +17, Swim +7, Use Magic Device -1; Racial Modifiers +8 Acrobatics
SQ come, fetch, heel, improved evasion, perform, seek, stay
Special Abilities
Climb (30 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perform [Trick] The animal will perform tricks.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

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Born the son of a fisherman, Randall grew up in Riddleport, listening to the other men spin their tales while mending their nets. At the age of thirteen Randall joined the crew of a ship as cabin boy. Once at sea the vocation of his ship became apparent as it came upon another merchantman and raided it.
Arriving in Magnimar with more money in his pocket than he had ever seen in his life Randall joined another crew and then another taking on all manner of maritime activity, some honest, some...not.
As he grew older Randall matured into a ruggedly handsome man with a quick wit and an even quicker tongue. He was often able to talk his way out of many situations and talk others, mostly ladies, into still others.
Life was good for Randall until an incident with his latest ship's owner over his daughter came to light. Unable to talk his way out of it and unwilling to kill the man for protecting his daughter's "honor" (although Randall was sure he wasn't her first) He decided discretion was the better part of valor and abandoned ship. Although this wasn't good enough for the disgraced father who soon had the Harbormaster's Watch out after him.
One step ahead of the law Randall signed with the first ship he could find, leaving port the soonest, heading for he didn't care where. As luck would have it the ship was sailing for The Shackles where he was sure he could shake off this latest setback and be back at sea again soon. Sitting in a dockside tavern called the Formidably Maid, Randall sits nursing his drink and making plans to get out of Port Peril as soon as possible. Heading out the door for the privies Randall began to feel light headed and the world began to spin. The last thing he felt was the cool sensation of the cobblestones as his face hit the ground and then...nothing.

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