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Cayden Cailean

Spinnaker Jon's page

224 posts. Alias of Camris.


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Full Name

Spinnaker Jon

Race

Human

Classes/Levels

Bard L3 (Seasinger)

Gender

Male

Size

5'8"

Age

30

Special Abilities

As Bard (Sea Singer)

Alignment

CG

Deity

Procan

Location

Port Sasserine

Languages

Common, Imperial Pelagian, Southlander,

Occupation

Sailor

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 8
Charisma 17

About Spinnaker Jon

Spinnaker Jon

Human
Bard L3
(Sea Singer)
CG Able Seaman

Str 10____ +0
Dex 16____ +3
Con 10____ +0
Int 14____ +2
Wis 8______ -1
Cha 17____ +3

APPEARANCE
5'6" tall, 120 lbs, unkempt brown hair, brown eyes, missing/blackened teeth; yet he keeps himself clean. Generally unhandsome, he is yet somehow compelling in a rogueish manner. He wears old sailors clothing, a sailors cap and a pea jacket (weather permiting) he is the very picture of a veteran seaman. Often likes to smoke a pipe. Has a few typical sailors tattoos on his arms.

PERSONALITY:

Spinnaker Jon is a veteran sailor, likes to carouse down in bars with other sailors, ladies of the evening and gambles unwisely. He seems haunted by something and he is occasionally gloomy; yet there is something compelling about him that draws people in to hear his sailors stories and laugh at his prestidigitation tricks. Every so often a mysterious cold breeze will blow his hair or crawl down peoples shirts, or the hair on the back of your necks will stand up. People leave quickly then.

BACKGROUND:

Growing up as the son of a fishing captain he joined a merchant clipper and went all around the known seas. He became curious about exotic and mystic artifacts. One day he went a bit too far on shore leave on a remote island somewhere, and the god whose idol was vandalized took offense and hit Spinnaker with a bolt of purple lightning. The magic flows through him now, creating effects outside his control; opening and slamming doors and chests, sudden gusts of air blowing down your neck, mysterious lights. He got a reputation as cursed and can't find a sailing job now, though is is a fine sailor and his crews like his ability with Mending. He is just finding out how to control the force. Despite his new career, he still thinks of himself as just a sailor.

Current HP: 23 (100%)
Max HP: 23
Bard (8+7+8) + Constitution (+0)x3

DEFENSE
AC 18-- TouchAC 14-- Flat-FootedAC 14------
* If fighting Defensively, AC 20-- TouchAC 14--
* If Total Defense, AC 22--
>Armor (Chain Shirt) AC+4, Dexterity AC+3 + Dodge +1

SAVES
----TOTAL = Class + Stat
FORT +1 = 1+0
REFL +6 = 3+3
WILL +2 = 3-1

SPEED 30ft. = 30ft base
[Swim half as move action, or full as full round action]

SKILLS:

SKILLS-- 30 total skill ranks [(6+1 Human +1 Favored class +2 Int)/Level]

TRAINED CLASS
8 ACROBATICS (2 Ranks+3 Dex+3 Trained Class)
9 APPRAISE (1 Ranks+2 Int+3 Trained Class+3 Familiar)
7 BLUFF (1 Ranks+3 Cha+3 Trained Class)
4 CLIMB (1 Ranks+0 Str+3 Trained Class)
8 DIPLOMACY (2 Ranks+3 Cha+3 Trained Class)
7 DISGUISE (1 Ranks +3 Cha + 3 Class)
7 KNOWLEDGE (Arcana) (2 Ranks +2 Int +3 Trained Class)
7 KNOWLEDGE (Geography) (1 Ranks +2 Int Cha +3 Trained Class +1 World Traveller)
7 KNOWLEDGE (History) (2 Ranks +2 Int Cha +3 Trained Class)
7 KNOWLEDGE (Local) (1 Ranks +2 Int Cha +3 Trained Class +1 World Traveller)
7 KNOWLEDGE (Nature) (1 Ranks +2 Int Cha +3 Trained Class +1 World Traveller)
6 KNOWLEDGE (Planes) (1 Ranks +2 Int Cha +3 Trained Class)
7 LINGUISTICS (1 Ranks +2 Int +3 Trained Class +1 World Traveller)
8 PERFORM (Sing)_ (2 Ranks+3 Cha+3 Trained Class)
8 PERFORM (Wind Instrument)_ (2 Ranks+3 Cha+3 Trained Class)
4 PROFESSION: Sailor (2 Ranks+ -1 Wis+3 Trained Class)
7 SPELLCRAFT (2 Ranks+2 Int+3 Trained Class)
7 STEALTH (1 Ranks +3Dex +3Class)
7 SWIM (2 Ranks+0 Str+3 Trained Class+2 WaterRat)
9 USE MAGIC DEVICE (2 Ranks+3 Cha+3 Trained Class+1 Dangerously Curious)

TRAINED NON-CLASS

UNTRAINED CLASS
2 CRAFT (0 Ranks+2 Int+0 Untrained Class)
3 ESCAPE ARTIST (0 Ranks+3 Dex+Non Class)
3 INTIMIDATE (0 Ranks+3 Cha+0 Untrained Class)
1 PERCEPTION (0 Ranks+ -1 Wis+Class+2 Alertness)
1 SENSE MOTIVE (0 Ranks+ -1 Wis+Class+2 Alertness)
-1 SLEIGHT OF HAND (0 Ranks+3Dex)

UNTRAINED NON-CLASS
3 FLY (0 Ranks+3 Dex+0 Untrained non-Class)
-1 HEAL (0 Ranks+ -1 Wis+Non Class)
3 RIDE (0 Ranks+3 Dex+Non Class)
-1 SURVIVAL (0 Ranks+ -1 Wis+Non Class)

LANGUAGES
Common
Imperial Pelagian
Southlander
Aquan

COMBAT:

INITIATIVE +3 (+5 while swimming)

BASE ATTACKS: +2
Combat Maneuver Bonus [CMB]: +2
Combat Maneuver Defense [CMD]: 15

WEAPONS -------------AttackBonus-------- Dam---- Crit---- RngInc
*RAPIER, MW-------------- +3 (+2+1+0)-------1D6------ 19-20/x2
*BELAYING PIN (Club)----+2 (+2+0)-------1d6--------20/x2-------10ft
*SHORTBOW, Composite MW----+7 (+2+3+1+1)------- 1D6(+1)----- 20/x3-------70ft
*DAGGER---------------- +2 (+2+0)---------- 1D4----- 19-20/x2---10ft
>>Thrown Dagger------- +6 (+2+3+1)---------- 1D4+1(+1)----- 19-20/x2---10ft

ABILITIES AND FEATS

ABILITIES AND FEATS:

FEATS

General (2)
>POINT BLANK SHOT-- +1 to hit and damage targets within 30 ft.

>RAPID SHOT-- Make one extra attack per round.

Human bonus (1)
>COMBAT CASTING-- +4 to Spellcraft checks for defensive casting.

Familiar feat
>ALERTNESS-- +2 to Perception and Sense Motive checks.

TRAITS (2)
Campaign Bonus Traits (1)
>DANGEROUSLY CURIOUS: You have always been intrigued by magic.
You often tinker with spell components and magic devices, and often caused quite a bit of damage and headaches.
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

[PF Character Traits]
>WATER RAT: You make swim checks at +2, and can swim at half move as a move action, or full move as a full round action. You are at +2 Initiative swimming.

Character Drawback (1)
DEITY'S WRATH: Until the tiki god is appeased, once per session the GM can negate any success, even if it was a critical hit. This will usually be when you desperately need to succeed.[Tome of Secrets]

BARD Abilities
>WORLD TRAVELLER: A sea singer adds half his class level (minimum 1) to Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. You can reroll a check, but must take the second one. Replaces bardic knowledge.
>BARDIC PERFORMANCE: 11 rounds/day. Can start as a standard action, maintained as a free action. 20% fail if deaf.
>>Sea Shanty: Make check. Allies can use check in place of a save for exhaustion, fatigue, nausea, or sickened. Replaces countersong.
>>Distraction: Can counter magic effects that depend on sight (illusion). All in 30 feet can use the Bards performance check instead of their Saving Throw.
>>Fascinate: Can use Performance to fascinate a subject. Must be able to see each other, range 90 feet; nearby combat negates. Subject must make a Will Save DC (10+1/2 bard level+Cha modifier) to negate. If the save fails, subject must sit quietly and watch the performance. Subject is -4 to all skills while fascinated. Potential threats give subject another save. Obvious threats negates the effect.
>>Inspire Courage: All allies gain +1 to saves vs charm and fear, and +1 competence bonus to attack and weapon damage rolls.
>>Still Water: Can use performance to calm rough waters within 30 feet, reducing eht DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climbs checks aboard a ship, by an amount equal to the Bard's Level. For as long as he continues to perform. He can extend it to an hour if he plays for 10 consecutive rounds.

FAMILIAR
Gain a Parrot or Monkey as a Wizards familiar. Replaces Versatile performance.

SEA LEGS
Seasinger gains +4 on saves against air and water spells and effects and effects causing slip, trip, or otherwise knocked prone. He gains +2 on CMD against grapple, overrun and trip. This replaces well-versed.
The bard gains +4 to saves vs bardic effects, sonic, and language dependent effects.

BACKGROUND: Sailor
Bonus class skills: Acrobatics, Climb
Bonus Sailor feat: Dodge (+1 to AC)

FAMILIAR (Sarge):

PARROT

N Tiny Animal
Init +2 Senses: Low-light vision; Perception +6

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 nat.)
HP 11
Fort +2, Ref +5, Will +5

OFFENSE
Speed 10 ft., Fly 40ft (average)
Melee bite +4 (1d4-3)
Space 2-1/2 ft; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base attk +2 CMB +0, CMD 6
Feats: Skill focus (Perception), Weapon Finesse
Skills: Fly +5, Perception +6

Omniverous

POWERS (within a mile of each other)
Master gains +3 bonus on Appraise checks.
Alertness-- Master gains alertness feat.
Improved Evasion-- On an attack that allows a reflex save for half dam, the familiar takes none (and half even if it fails).
Share Spells-- May cast a spell with target "you" on the familiar instead of self. Even if the spell does not usually affect the creatures type.
Empathic Link--Can communicate empathically out to one mile radius (can't see through eyes).
Deliver Touch Spells--If in contact at casting, can designate the familiar as toucher. If master casts before it is delivered, Familiar touch spell dissipates.

SPELLS:

BARD SPELLS Known

===Level 0-- 6 known Cantrips, no daily limit, DC 13 saves
DANCING LIGHTS--Creates torches or other lights.
DETECT MAGIC--Detects spells and magic items in 60ft range.
LULLABY--Makes subject drowsy; -5 on perception checks, -2 on will saves vs. Sleep.
MENDING--Makes minor repairs on an object.
MESSAGE--Whisper conversations at distance.
READ MAGIC--Read scrolls and spellbooks.

===Level 1-- 4 known, 4x per day, DC 14 saves
ANIMATE ROPE--Makes a rope move at your command.
GREASE--Makes 10ft. square or one object slippery.
HIDEOUS LAUGHTER--Subject loses actions for 1 round/level.
VANISH--As Invisibility for 1 round/level (max 5).

EQUPMENT:

CARRY CAP: L-33lbs., M-66lbs, H-100lbs.

Currently 41 platinum, 2950 gold, 61 silver, 18 copper,

WAND of Cure Light Wounds, 1d8+1, 43 c.
POTION Cure Light Wounds
POTION Cure Light Wounds
POTION Cure Light Wounds
POTION Lesser Restoration
POTION Lesser Restoration
POTION Shield
POTION fox's cunning
SCROLL arcane, Nystul's Magic Aura (L1, CL1)
SCROLL arcane, Mirror Image (L2, CL3)

CHAIN SHIRT, Masterwork (+4 Armor to AC)

SHORTBOW, Composite
Arrows x40
DAGGER
RAPIER, Masterwork
Belaying Pin
Darts x12

Acid Flask x2
Alchemist's Fire Flask x4
Antitoxin Vial x2
Holy Water Flask x4
Smokestick x4
Tanglefoot Bag
Thunderstone x2

Travellers (Sailor's) Outfit
Common Musical Instrument: Harmonica
Belt Pouch
Flask (w/liquor)
Pipe

xp 5265

SPINNAKER JON CR 3
Male Human (Varisian) Bard (Sea Singer) 4
CG Medium Humanoid (Human)
Init +3; Senses Perception -1
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 31 (4d8)
Fort +1, Ref +7, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Dagger +7 (1d4/19-20/x2) and
Masterwork Rapier +7 (1d6/18-20/x2) and
Unarmed Strike +6 (1d3/20/x2)
Ranged Masterwork Shortbow +7 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (14 rounds/da, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 16), Bardic Performance: Inspire Courage +1
Bard (Sea Singer) Spells Known (CL 4, +3 melee touch, +6 ranged touch):
2 (2/day) Pyrotechnics (DC 16), Shatter (DC 16)
1 (4/day) Hideous Laughter (DC 15), Grease (DC 15), Animate Rope, Vanish
0 (at will) Read Magic, Message, Dancing Lights, Ghost Sound (DC 14), Detect Magic, Mending
--------------------
STATISTICS
--------------------
Str 11, Dex 16, Con 11, Int 13, Wis 8, Cha 18
Base Atk +3; CMB +6; CMD 16 (18 vs. Grapple18 vs. Overrun18 vs. Trip)
Feats Agile Maneuvers, Bard Weapon Proficiencies, Piranha Strike -1/+2, Weapon Finesse
Traits Dangerously Curious, Wharf Rat
Skills Acrobatics +10, Appraise +5, Bluff +8, Climb +7, Diplomacy +8, Disguise +8, Escape Artist +7, Knowledge: Arcana +7, Knowledge: Geography +7, Knowledge: History +6, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: The Planes +5, Linguistics +7, Perform: Sing +10, Perform: Wind Instruments +8, Profession: Sailor +4, Spellcraft +7, Stealth +7, Swim +3, Use Magic Device +10
Languages Common, Draconic, Polyglot, Varisian
SQ Antitoxin (vial), Bardic Performance: Sea Shanty (Su), Bardic Performance: Still Water (-4 DC) (Su), Sea Legs (Ex), World Traveler +2 (1/day) (Ex)
Combat Gear Mithral Chain Shirt, Masterwork Rapier, Masterwork Shortbow, Masterwork Dagger, Arrows (40); Other Gear Acid (flask), Adventurer's Sash (12 @ 2.6 lbs), Alchemist's fire (flask), Antitoxin (vial), Holy water (flask), Jade Ring, Pipe, Potion of Cure Light Wounds (3), Potion of Fox's Cunning, Potion of Restoration, Lesser (2), Potion of Shield of Faith +3, Pouch, belt (empty), Smokestick, Thunderstone, Traveler's outfit, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
*Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
*Bardic Performance: Fascinate (DC 16) (Su) One or more creatures becomes fascinated with you.
*Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
*Bardic Performance: Sea Shanty (Su) Allies can use your perform check result for saves vs. Exhaustion, fatigue, nausea, or sickening, or gain new saves.
*Bardic Performance: Still Water (-4 DC) (Su) Reduce the Difficulty of Profession (Sailor) and Swim checks down to a minimum of DC 10.

Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Sea Legs (Ex) +4 save vs. air & water effects, and against being knocked prone. +2 CMD vs. grapple, overrun and trip.
Wharf Rat You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.
World Traveler +2 (1/day) (Ex) You add half your bard level to Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks.

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