Jhofre Vascari

Alexander Orlovsky's page

1,280 posts. Alias of aptinuviel.


Gender

Male Aasimar Bard (Animal Speaker) 6 , HP 46/46, AC 22 [Touch 16, Flat 17], CMD: 23 Init +4, Perception +0 (60' Darkvision)

About Alexander Orlovsky

Loot!

Class/Level: Bard (Animal Speaker)/6
Alignment: Lawful Evil
Deity: Abadar
Race: Aasimar (Azata-Blooded [Musetouched])
Size: Medium
Gender: Male
Age: 33
Height: 6'3"
Weight: 225 lbs
Hair: Black
Eyes: Blue

Favored Class: Bard

Hp: 46/46
Conditions: None

Daily Use
Bardic Performance [17/19]
First-level Spells [6/6]
Second-Level Spells [4/4]
Lore Master [1/1]

Ability Scores:

Strength 14 (+2)
Dexterity 18 (+4)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 19 (21) (+4)(+5)

Combat Information:

Init +4; Senses: Perception +0 (Darkvision 60 feet)
CMB: +6 [+4 BAB+2 Str]
CMD: 23 [10+ 4 BAB+2 Str+4 Dex+1 Trait+1 Dodge+1 Deflection]
Concentration +11

Defenses
AC 23, touch 16, flat-footed 18 (+4 Dex, +5 Mithril Chain Shirt +1, +1 Light Shield, +1 Dodge, +1 Deflection, +1 Natural Armor)
hp 31
Fort +3, Ref +10, Will +6 (Cloak of Resistance +1)
Acid Resistance 5. Cold Resistance 5, Electricity Resistance 5

Offense
BAB: +4
Speed 30 ft.

Melee:
Cold Iron Longsword +1: +7, 1d8+3, 19-20/x2, S
Spiked Gauntlet: +6, 1d4+2, x2, P
Shortspear: +6, 1d6+2, x2, P
Dagger: +6, 1d4+2, 19-20/x2, P or S

Ranged:
Shortspear: +8, 1d6+2, x2, P, range 20ft
Dagger: +8, 1d4+2, 19-20/x2, P or S, range 10ft
Shortbow: +8, 1d6, x3, P, range 60ft


Skills:

name [ability] (ranks/ability/class/other mod) total
Acrobatics [Dex] (6+4+3+1trait) +14 (ACP: +13)
Diplomacy [Cha] Versatile Performance +21
Handle Animal [Cha] Versatile Performance +19
Intimidate [Cha] Versatile Performance +19
Knowledge (Arcana) [Int] (1+2+3+3) +9
Knowledge (Dungeoneering) [Int] (2+2+3+3) +10
Knowledge (Engineering) [Int] (1+2+3+3) +9
Knowledge (Geography) [Int] (2+2+3+3) +10
Knowledge (History) [Int] (1+2+3+3) +9
Knowledge (Local) [Int] (2+2+3+3) +10
Knowledge (Nature) [Int] (1+2+3+3) +9
Knowledge (Nobility) [Int] (1+2+3+3) +9
Knowledge (Planes) [Int] (1+2+3+3) +9
Knowledge (Religion) [Int] (1+2+3+3) +9
Perform (Oratory) [Cha] (6+5+3+2trait+2race+3circlet) +21
Perform (Percussion) [Cha] (6+5+3+2race+3circlet) +19
Ride [Dex] (5+4+3+1trait) +13 (ACP: +12)
Sense Motive [Wis] Versatile Performance +21
Spellcraft [Int] (6+2+3) +11
Stealth [Dex] (6+4+3) +13 (ACP: +12)
Use Magic Device [Cha] (6+5+3+3circlet) +17

Ranks: [6+2 (Int mod)]*6 + 6 (favored class) = 54


Languages:

Common, Draconic, Elven

Traits, Feats and Class Abilities:

Traits
Noble Born (Campaign): Born to the Orlovsky, your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. [Acrobatics] Your family motto is “ High Above. ”
Savant (Social): Gain +2 trait bonus on Perform (Oratory) checks.
Imperial Soldier (Regional): Choose one of the following skill Heal, Intimidate, or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you. [Ride]

Feats
Lingering Performance:The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Combat Expertise:You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

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

Bardic Performance: 17 rounds (4+Charisma [5]+2*4 [levels beyond 1]), standard action to start, free action to maintain
Countersong (SU): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Inspire Courage +2: A bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Soothing Performance: At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.
This ability replaces inspire competence.

Lore Master (1/day): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.

Versatile Performance: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. Oratory (Diplomacy/Sense Motive), Percussion (Handle Animal/Intimidation)

Animal Friend: An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. Birds and Wolves The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first. Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals. This ability replaces fascinate.

Nature's Ally: At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds. This ability replaces well-versed.

Summon Nature’s Ally: At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known.
This ability replaces mass suggestion.

Attract Rats: At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This ability replaces suggestion.


Equipment:

2747gp, 12s, 12c

Weapons
Longsword +1 (cold iron) (4330gp, 4lbs)
Gauntlet, Spiked (5gp, 1lb)
Shortspear (1gp, 3lbs)
Dagger (2gp, 1lb)
Shortbow (30gp, 2lbs)
Arrows [20] (1gp,3lbs)

Armor
Mithril Chain Shirt +1 (2100gp, 12.5lbs)
Light Wooden Shield (3gp, 5lbs)

Carried
Spell Component Pouch (5gp, 2lbs)
Traveler's Outfit (-, 5lbs)
Belt Pouch (1gp, 0.5lbs)
Waterskin (1gp, 4lbs)
White-gold Band [Ring of Protection +1] (2000gp, 0lbs)
Ring of Spell Knowledge II [entangle] (6000gp, 0lbs)
Old Iron Ring (0gp, 0lbs)
Cloak of Resistance +1 (1000gp, 1lb)
Amulet of Natural Armor +1 (2000gp, -)
Potion of Cure Moderate Wounds (300gp, 1lb)
Feather Token (tree) (400gp, 0lbs)
Wand of Cure Light Wounds [26 charges] (390gp, 0lbs)
Headband of Alluring Charisma +2 (4,000gp, 1lb)
Circlet of Persuasion (4,500gp, 0lbs)
Wand of infernal Healing [49] (750gp, 0lbs)

In Backpack
Backpack, masterwork (50gp, 4lbs)
Soap (1c, 0.5lbs)
Waterproof Bag (5s, 0.5lbs)
Trail Rations [4 days] (2.0gp, 4lbs)
Chalk [2 pieces] (2c, -)
Map Case (1gp, 0.5lbs)
Scroll of Tongues (200gp, 0lbs)
Paper [10 sheets] (4g, -)
Ink (1 vial) (8gp, -)
Inkpen (1s, -)
Flint and Steel (1gp, -)

On Horse
Hemp Rope [50'] (1gp, 10lbs)
Saddle, riding (10gp, 25lbs)
Trail Rations [7 days] (2gp, 7lbs)
Drum, common craftsmanship (5gp, 3lbs)
Blanket (5s, 3lbs)

Other
Royal Outfit (200gp, 15lbs)

Animals
Owl (Tricks: Deliver, Detect, Exclusive, Serve, Sneak, Watch)
Raven (Tricks: Deliver, Detect, Exclusive, Serve, Sneak, Watch)

Total Weight [on character]: 55.5 lbs
Total Weight [on Horse]: 328.5 lbs 97.5 lbs of gear, 225lb for character

Carrying Capacity
Light 58 lbs; Medium 59-116 lbs; Heavy 117-175 lbs
Masterwork Backpack Carrying Capacity
Light 66 lbs; Medium 67-133 lbs; 134-200 lbs

Heavy Horse Carrying Capacity
Light 399 lbs; Medium 400-798 lbs; Heavy 799-1200 lbs

Racial Abilities and Traits:

Aasimar
+2 Dexterity, +2 Charisma (Altered by Musetouched variant)
Type: Outsider (native) and Humanoid (human)
Language(s): Common, Draconic, Elven [Two bonus languages based on Intelligence]
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perform checks.(Altered by Musetouched variant)
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Variant Aasimar Ability: You gain an additional +2 racial bonus to your Charisma score. (Replaces aasimar's spell-like ability).

Favored Class: Bard
Level 1: skill point
Level 2: skill point
Level 3: skill point, Feat: Dodge
Level 4: skill point, +1 Charisma
Level 5: skill point, Feat: Combat Expertise
Level 6: skill point

Spells:

Spells Known
0-Level (DC 15): Detect Magic, Read Magic, Mending, Message, Prestidigitation, Ghost Sound
1st-Level (DC 16): Feather Fall, Grease, Saving Finale, Silent Image, Summon Nature's Ally I, Entangle (ring)
2nd-Level (DC 17): Gallant Inspiration, Glitterdust, Invisibility, Mirror Image, Summon Nature's Ally II

Spells per Day
Level 1: 4+2
Level 2: 3+1


Heavy Horse (Combat Trained):

Heavy horse (Pathfinder RPG Bestiary, 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

History:
Growing up the fourth child of a poor royal family didn't leave too many choices for Alexander, but more than had he been born to a poor non-royal family. He joined the military as early as he could and never looked back. He had a knack for leading men whether on the battlefield or off and rose steadily in rank. In recent years, he has found himself guarding caravans and other minor duties. Growing tired of this, he's called upon some family favors after hearing of an opportunity for adventure. A Charter to head into the Stolen Lands. Fame awaits.

Always quick with a story or a joke, Alexander finds little trouble making friends. He's equally at home entertaining folk in the local tavern, negotiating with lords and ladies, or barking orders during a battle. He doesn't have a particularly short temper (unlike some of his usual companions), but his pride often causes him problems. If only the gods could grant him the wisdom to know when to back down from a fight...

He has a reputation for being honest, loyal, and dedicated. But he is also known for being ruthless. Especially when facing bandits or other criminals.


Description:
Alexander is a tall and healthy looking man. His skin is tanned from frequent travel on the open road and his hair is streaked with grey. His clothes are quite plain and worn, but they're surprisingly well-maintained. Under his coat he wears an extremely light and delicate looking shirt of chain links. He has a brown leather glove with small studs and spikes along the back on his sword-hand and the longsword at his side is old, but very well made. The blade itself is a deep black. On his left hand he sports a white-gold band and an old iron ring, both on his ring finger.