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Cayden Cailean

Randall McNally's page

194 posts. Alias of Vanulf Wulfson.


Full Name

Randall McNally

Race

Human (Varisian) Bard (Sea Singer) 2 [spoiler=Character Information][HP: 18]; [Armor Class: 15; Touch: 12; Flat Footed: 13]; [BAB: +1; CMB: +2 (+4 Trip); CMD: 14 (16 v. Grapple, 16 v. Overrun, 18 v. Trip)];

Classes/Levels

[Saves: Fortitude: +1; Reflex: +5; Will: +3]; [Initiative: +2]; [Perception: +5][/spoiler]

Gender

Male

Size

Medium

Age

20

Special Abilities

See Below

Alignment

Chaotic Neutral

Deity

Besmara

Location

The Shackles

Languages

Common. Elven, Polyglot, Varisian

Occupation

Sailor

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) 2 (Pathfinder RPG Advanced Player's Guide 84)
CN Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 18 (2d8+2)
Fort +1, Ref +5, Will +3; +4 bonus vs. air and water effects, or being knocked prone
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6+1) or
. . dagger +2 (1d4+1/19-20) or
. . longsword +2 (1d8+1/19-20) or
. . scorpion whip +2 (1d4+1)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 9 rounds/day (distraction, fascinate [DC 14], inspire courage +1, sea shanty)
Bard (Sea Singer) Spells Known (CL 2nd; concentration +5)
. . 1st (3/day)—cure light wounds, grease, sleep (DC 14)
. . 0 (at will)—dancing lights, daze (DC 13), detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 14, Wis 10, Cha 17
Base Atk +1; CMB +2 (+4 trip); CMD 14 (16 vs. grapple, 16 vs. overrun, 18 vs. trip)
Feats Alertness, Combat Expertise, Improved Trip
Traits barroom talespinner, fast-talker
Skills Acrobatics +8, Bluff +9, Climb +4, Diplomacy +9, Knowledge (local) +7, Knowledge (nature) +7, Perception +7, Perform (keyboard instruments) +7, Perform (oratory) +7, Perform (sing) +9, Profession (sailor) +6, Sense Motive +2, Sleight of Hand +5, Stealth +5, Survival +0 (+2 to avoid becoming lost when using this), Swim +6; Racial Modifiers +2 Profession (sailor), +2 Swim
Languages Common, Elven, Polyglot, Varisian
SQ heart of the sea, sea legs, world traveler
Combat Gear potion of cure light wounds; Other Gear studded leather, club, crossbow bolts (10), dagger, light crossbow, longsword, scorpion whip, bedroll, belt pouch, bosun's whistle (worth 0.8 gp), compass, Concertina, flint and steel, ink, black, inkpen, journal, mess kit, mirror, pirate clothes, spell component pouch, waterproof bag, waterskin, 6 gp, 4 sp
--------------------
Special Abilities
--------------------
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Barroom Talespinner (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
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.

--------------------

Nikima
Monkey (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 9 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 7
Feats Weapon Finesse
[b]Tricks
Come, Fetch, Heel, Perform, Seek, Stay
Skills Acrobatics +14, Bluff -1, Climb +14, Diplomacy -1, Perception +6, Sleight of Hand +3, Stealth +14, Swim +6; Racial Modifiers +8 Acrobatics
SQ come, fetch, heel, improved evasion, perform, seek, stay
--------------------
Special Abilities
--------------------
Climbing (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 low 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.

Background:

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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