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About Caspian BarefootAppears very much like an overweight or pudgy human child with unkempt and unruly hair. Caspian has a panache for mischief and making up elaborate stories is part of his charm..... Capian Barefoot
Initiative [dice] 1d20+3[/dice] Senses
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Hit points 29
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Melee
Ranged
Alchemists fire [dice]1d20+4[dice]
Slingstaff (or just sling) [dice]1d20+4[dice]Damage [dice]1d3[/dice] Blowgun [dice]1d20+4[dice] Damage 1 point Ranged modifiers
Space 5'; Reach 5' Spells per day:
Spells known: Table 7.1:
First level:
Second level:
Spoiler:
Pyrotechnics School transmutation; Level bard 2, magus 2, sorcerer/wizard 2; Domain smoke 2 CASTING Casting Time 1 standard action
EFFECT Range long (400 ft. + 40 ft./level)
DESCRIPTION Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level. Option A Fireworks: Spoiler:
The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Option B Smoke Cloud: Spoiler:
A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. 2-bonus-Suggestion Daily inspiration 15 rounds/day
Inspire Courage
Sanctuary Suggestion* Core Rulebook Suggestion 2nd
Spoiler:
Will save You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. Favorite suggestions:
Original* compositions
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Skills:
Secondary skills:
Profession (Administration)
Racial feats:
Spoiler:
Hard-Headed: You gain Arcane Defense against illusions as a bonus feat. In addition, you are immune to the color spray spell. Skillyman (Ex): You are adept at stitching small spells into boots, cloaks, and so on. You gain Imbue Item as a bonus feat, and one free rank per class level in Craft (needlework).
Traits:
Spoiler:
Fearless (Ex): You have been so terrified for so long that it is difficult to affect you further, providing you with fearlessness of a sort. You receive a +2 racial bonus on all saving throws against fear. Keen Senses (Ex): You receive a +2 racial bonus on
Helpful (Ex): When you use the Aid Another action, the normal bonus you provide is +4, rather than +2. You can use Improved Aid Another
Bardic lore:
Commanding lore (aka) bonus feat leadership
Spoiler:
LEADERSHIP [SKILL]
If you have at least 6 ranks, you can attract a cohort as well, as described below. If you have at least 11 ranks, your sureness of command is so great that NPC allies within sight and hearing of you automatically obey your orders without hesitation. If they wish to disobey, they must succeed at a Will save (DC 10 + half your character level + your Charisma modifier). If you have at least 16 ranks, you can bark an order that acts as a quickened greater command spell (DC 10 + half your character level + your Charisma modifier). This is an extraordinary ability that does not provoke an attack of opportunity; it supersedes the Legendary Leader’s greater command prestige class feature from Heroes of Battle. Followers: The number of followers you may attract is determined by the sum of all followers’ individual CR scores, as determined by the following formula (this total is your leadership potential): Leadership Potential = 1. diplomacy bonus-8. 2. divided by 2 and 3. squared For example, a character with 9 ranks in Diplomacy as a class skill and a Charisma of 15 would have a leadership score of 14, and a leadership potential of 9. He could attract up to 27 first-level experts or warriors (CR 1/3 each x 27 = 9), or up to 18 first-level fighters (CR ½ each x 18 = 9), or a kennel of 5 riding dogs (CR 1 each) and four 2nd level ranger handlers (CR 1 each), etc. You may attract followers of any number and CR up to your leadership potential within the limits described below. There are three types of followers you may maintain:
Lore master: (EX) 1/day
Well-Versed (Ex):
Resistance to sonics 10 Tradition Keeper - Lyric Spell (Minstrel): Starting at 5th level, you can expend daily rounds of your bardic inspiration to cast any spell that you know and can cast spontaneously. Casting a spell requires one round of your bardic inspiration ability per level of the spell. For example, casting a 3rd level spell requires three daily rounds’ worth of your bardic music ability. Use of this lore requires you to sing and play an instrument, so you cannot maintain a spell or inspiration while using this ability. This supersedes the feat of the same name from Complete Adventurer. You can also extend the duration of a bardic inspiration after you stop concentrating, without expending additional rounds of use, by sacrificing a spell slot as a swift action. The inspiration’s effects linger for 1 extra round per level of the spell. This lore supersedes the bardic magician’s Extended Performance variant class feature from the Pathfinder Advanced Player’s Guide. Favored class bonus
Possessions: Spoiler:
Halfling Slingstaff 1.5.lbs sling bullets 40 5 lbs (.4 gold) Backpack .5lbs (2 gold) Whetstone 1 lb (.02 gold) flint & steel -lbs (1 gold) tindertwig 2 -lbs (2 gold) Rations, Halfling Trail, 6 days (1 sp/.5lbs/day) Marbles (1 bag) Bagpipes (small masterwork) Bagpipes (spare, 9mundane) whistle Masterwork nets (2) 6 lbs Blowgun Holy water: ad infinitum
Floating inventory (scrolls) -scrolls of mending (2) -scrolls of light (2) -scrolls of know direction (2) -scrolls of sift (2) Wand of CLW: 40/50 (Assume each charge heals 5.5 per Kirth)
Ring of invisibility 1/day (CL 3 x 2nd level spell x 900 for command-activated x 1/5 for daily use = 1080) from the barghest's hoard
Imbued items (needlework magic added by Caspian)
.[/spoiler] Floating inventory: Limit 40 gold (10gold/level)
Spoiler:
Floating Inventory: As long as your total amount of permanent gear is above minimum but under par, you can declare the difference to be a “floating inventory” of mundane (and possibly minor magical) items, without bothering to record their exact nature. Instead, you can simply assume you have any needed item as long as it’s portable and within the cost limit remaining to you. The item must be one that you could reasonably have picked up in your travels. Additionally, no single item produced in this manner can cost more than 10 gp per character level Coin on hand:
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Raw rolls:
2011 (original recruitment thread)* (used)
3rd level +1 into Int Feats:
History: Spoiler:
Caspian was the slave of a distant house, where he was ridiculed at parties hosted by his master, though in time he came to run the functions of the household with increasing competence, he was put in charge of the running of the house. Caspian escaped from slavery in a distant land, and stowed away on a ship. He eventually met some new companions and tharted a plot or two of evil and created some new songs along the way.... They had met and destroyed a barghest, something he had never dreamed before, he found that freedom was the sweetest tune.... While resting in town, having come into service of the Duke Caspian had purchased a scary book "Tales of necromancy and undeath" Hidden within the book on a folded scrap of parchment was a tune that seemes to be an ancient funeral march, that had places that began the march, that turned the march and even with mark-time march. Caspian imagined that this song went with the funeral procession that was full of circumstance including times when the pall-bearers would march in place. He thought perhaps this was how dwarven kings were laid to rest. It was alot of speculation upon his part, though he never got around to asking Jaegr about the music. Once Caspian received his new bag-pipes he took his book and the ancient sheet music to the best place possible to read the tales and attempt to play such a solemn tune and he was call "The Dead King". Caspian went out the gates and to the cemetary at the edge of town to play this haunting melody..... To his surprise the undead came and listened, though they did not move, with little experimentation he learned that even the undead can be affected with the right music and mood....
Things Caspian says:
Net Spoiler:
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net must be folded to be thrown effectively; after the net is unfolded, you take a –4 penalty on attack rolls with it unless you have Exotic proficiency. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. Simple: A person with only Simple proficiency
Martial: Two handed ranged (10 ft.), entangle, refold 2 full rounds. Exotic: One handed ranged (10 ft.), entangle and special (+2 to attacks vs. entangled opponent with a weapon held in your other hand), refold 1 full round (or two move actions). Synergy: If you have Exotic proficiency with the net and also have the Improved Trip feat, you treat the net as if it had the Trip quality. If you have the Improved Weapon Maneuvers feat, you treat the net as if it had the Disarm quality. Exotic net proficiency(and the synergy effects) supersedes the Net Adept, Net and Trident, and Net Maneuvering feats from Ultimate Combat.
CANNY DEFENSE (COMBAT)
Spoiler:
Prerequisite: Int, Wis, or Cha 13. Benefit: Choose one mental attribute score (once chosen, this cannot be changed). When wearing light armor or no armor, and not carrying a medium or heavy load, you treat that attribute modifier as an insight bonus to Armor Class and CMD, to a maximum bonus equal to your base attack bonus. This bonus applies even when you are flat-footed, but not if you are immobilized or helpless. Special: As long as they are unarmored, the bonus monks receive for Canny Defense is not limited to their base attack bonus. Also, the rogue’s Opportune Strike ability applies to this feat. The AC bonus granted by this feat overlaps with (does not stack with) the armor bonus granted by arcane mage armor. Synergy: If you gained Canny Defense as a bonus feat by trading in armor proficiencies (Chapter 3) and subsequently multiclass into another class offering that option, you choose whether to trade in armor
Beginner's luck - seeing Jaegr's crushing blow in action and all the fighters of experience in Burl's, Caspian figures out how to evade such "good" tactics. So rather than luck it is intentionality.. You constantly react in ways that no professional
Benefit: Competence and specialization bonuses
Marbles
Spoiler:
Like caltrops, marbles can be used to slow down opponents. One 2-pound bag of marbles covers an area 5 feet square. A creature entering a square with marbles scattered on it must make a DC 10 Reflex save or fall prone (the creature’s stability bonus to trip applies to this save). Any creature moving at half speed or slower can pick its way through a square of marbles with no trouble. Book of Letters: This portfolio contains examples of official letters along with proper forms of address, etiquette, and turns of phrase. Used by bureaucrats, diplomats, and clerks, it's also useful for counterfeiting official correspondence. It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. A book of letters is only accurate for a particular region, such as a country or even a town, and only provides its bonus relating to that region. Price 50 gp; Weight 3 lbs. Heritage Book This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +2 circumstance bonus on Knowledge (nobility) checks. Price 50 gp; Weight 2 lbs. 6th level:
Spoiler:
+1 BAB Saves? Hit points +5 +1 maneuver mastery Gain an inspiration +5 skill points ?
Spells known increase:
3b-Fear
"Jed" "J.D." Jedediah Bartimaeus
Spoiler:
Melee MW Greataxe +6 (2d6+4/x3) or Power Attack +5 (2d6+7/x3) Raging Str 17, Dex 8, Con 14, Int 10, Wis 13, Cha 12 Saves: reflex +0, Hit points d12: 32 Armor class 18, flat footed 16 MW breastplate+6 +2 –4 30% -5 ft. 30 250 SQ: favored terrain () +2 Rage rounds 10/day (4 + Con mod) +2 /level after 1st= Raging: Str 20, Dex 11, Con 17, Int 7, Wis 16, Cha 15 Damage reduction 1/– Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat. SPIRIT TOTEM [spoiler]
Protective Spirits (Sp) Spoiler:
: While raging, you gain the effects of a protection from evil spell at an effective caster level equal to your barbarian level (even if you have no ranks in Concentration). You can select protection from good or protection from law instead of protection from evil; once chosen, you cannot change your selection. History:
After the girl’s spirit was laid to rest, Jed presented himself to Caspian.
"Jed" "J.D." Jedediah Bartimaeus
Hit points
Power Attack GreatAxe [dice]1d20+7[/dice] Damage [dice]2d6+9[/dice]
Ranged
Feats:
2. (BONUS) ADAPTABILITY
3. Power attack (class)
Potions/oils
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