Little Girl

Caspian Barefoot's page

890 posts. Alias of Freddy Honeycutt.


Full Name

Caspian Barefoot

Race

Halfling

Classes/Levels

Bard 5 (Minstrel)

Gender

Male

Size

Small - 3 feet 5 inches high

Age

16

Alignment

CG

Languages

Common, Halfling, Elven, Celestial, Draconic

Occupation

runaway slave, wandering minstrel

Strength 10
Dexterity 17
Constitution 11
Intelligence 12
Wisdom 8
Charisma 17

About Caspian Barefoot

Appears 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
CG Halfling Male Bard 5 (Minstrel)

Initiative [dice] 1d20+3[/dice]

Senses
Perception [dice]1d20+8[/dice]

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC AC 21, touch 17, flat-footed 14
(+4 armor, +3 dex, +1 size, +3 Cha)
Chainshirt
*Cha bonus via Canny defense
****Specialization bonuses do not apply to attacks or damage!

Hit points 29
Fort +2, Ref +7, Int +3 (+5 vs. illusions), Will +7 (+9 vs. fear).

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 20'

Melee
Morningstar [dice]1d20+4[dice] Damage [dice]1d6[/dice]
Shortsword [dice]1d20+4[dice] Damage [dice]1d6[/dice]
Slingstaff (staff) [dice]1d20+4[dice] Damage [dice]1d6[/dice]

Ranged
Net masterwork [dice]1d20+5[dice]
Ranged touch attack, entangled condition

Alchemists fire [dice]1d20+4[dice]
Ranged touch attack On a hit deals [dice]1d6[/dice]
a miss deals 1 of splash damage

Slingstaff (or just sling) [dice]1d20+4[dice]Damage [dice]1d3[/dice]

Blowgun [dice]1d20+4[dice] Damage 1 point

Ranged modifiers
BAB +3, +1 size, -1wis, +1 race, +1 MW

Space 5'; Reach 5'

Spells per day:
7- 1st
4- 2nd

Spells known: Table 7.1:
Orisons:
0-Dancing lights
0-Detect magic
0-read magic
0-Spark

First level:
1-Sancuary
1-Grease
bonus-hypnotism. 2d4+1/level HD (per kirth 10/20/2014)

Second level:
2-Pyrotechnics

Spoiler:

Pyrotechnics
School transmutation; Level bard 2, magus 2, sorcerer/wizard 2; Domain smoke 2

CASTING Casting Time 1 standard action
Components V, S, M (one fire source)

EFFECT Range long (400 ft. + 40 ft./level)
Target one fire source, up to a 20-ft. cube
Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw Will negates or Fortitude negates; see text; Spell Resistance yes or no; see text

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
Enemy saves are 15(10+.5*level+Cha)

Inspire Courage
+2 morale bonus to saves vs charm, despair, and fear effects...
A +2 on both attack and weapon damage.

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:
"The people you are fighting against are capable and wealthy, if you were to switch sides you could save your life and make some money at the same time!"

Original* compositions
Knock knock goes the rock
"Moves like Jaegr" parody of moves like Jagger
Fop Crispies jingle
Cricket Creep
Smoke no water
Cappy's got a squeezebox

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
BAB +3; CMB+2(+4 grappling, tripping, and net)
CMD+15 (10, -1sz, +0 str, +3dex, +3feat)

Skills:
Acrobatics 4 (+1 rank, +3dex)
*Athletics 4 (+1 rank, +0str, +3 class)
*Bluff 7 (+1 rank, +3 Cha, +3 class)
**Concentration 11 (+3Cha, + 5level, +0 ranks, +3 class)
**Diplomacy 11 (+3Cha, + 5level, +0 ranks, +3 class)
Disable Device 7 (+2 ranks, +3 dex, +2 MW tools)
Endurance 3 (2 ranks, +1 con)
*Escape Artist 7 (+3Dex, +1ranks, +3class)
Fly Dex
Handle Animal Cha
Heal Wis
**Knowledge (linguistics) 9 (+1Int, + 5level, + ranks, +3 class)
**Knowledge (lore) 9 (+1Int, + 5level, + ranks, +3 class)
*knowledge (The Planes) 1 (+1Int, + ranks, + class)
*Knowledge (warfare) 1 (+1Int, + ranks, + class)
*Perception Wis 8 (-1Wis, + 2trait, +4 rank, +3 class)
Planar Sense Wis (-1 Wis)
*Sleight of Hand 8 (+3Dex, +2 ranks, +3class)
*Spellcraft Int 5 (+1 Int, +1 rank, +3 class)
Stealth 14 (+3 skill focus, +4 size, +3 dex, +4 ranks)
*Streetwise Cha 7 (+3Cha, +1 rank, +3class)
Survival Wis (-1 Wis) (+1 in Urban)

Secondary skills:
**Perform (music) 13 (+3Cha, +5level, +ranks, +3class, +2MW bagpipes)
Perform (Dance) 9 (+3Cha, +3 ranks, +3 class)
Craft (needlework) 8 (+5 free, +3 dex, + )
Craft (Fine art) (forgeries, sketches and maps)

Profession (Administration)
9 (+3 Cha, +3 ranks, +3 class)
-Including officially issued "pet passes" that explain any bizarre humanoids/critters brought into the city proper....

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
Perception skill checks.

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
normally (see Skills).

Bardic lore:
Requiem (Su) (Minstrel): Add speak with dead to the class list of 3rd level spells. Undead are not immune to your mind-affecting spells and bardic inspiration abilities, and you can spend rounds of bardic inspiration to extend this ability to allies within 60 feet. Alternatively, you can expend bardic inspiration use in order to produce an effect that duplicates a halt undead spell, lasting as long as you continue the inspiration. This lore supersedes the feat of the same name from Libris Mortis.

Commanding lore (aka) bonus feat leadership

Spoiler:

LEADERSHIP [SKILL]
You attract followers to your cause and a companion to join you on your adventures. This feat has been revised to allow much greater flexibility in terms of selecting numbers and types of followers.
Prerequisites: Diplomacy 1 rank.
Benefits: You gain a Leadership score equal to your Diplomacy skill bonus. This allows you to attract followers (retainers), as described below. Unaffiliated allies looking for leadership will naturally follow the orders of the person with the highest leadership score, in preference to other characters. Additional benefits depend on your number of ranks in Diplomacy, as follows:

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:
 Cohorts (aides or close companions): You may have up to one cohort of a maximum CR equal to 3 less than your CR.
 Retainers (servants or men-at-arms dedicated to your service): The maximum CR for additional followers is equal to your CR –5.
 Hirelings (contractors with no particular loyalty to you beyond being paid): Hirelings do not count against your leadership potential, but also have no particular loyalty towards you.
Advancement: As you gain experience, you can “level up” or advance your followers as you see fit, as long as their final CRs conform to the above restrictions.
Loyalty: Followers are not mindless slaves; however, they respond well to good leaders. Whenever one or more of your followers must make an Intuition or Will save or an opposed check to avoid being bribed, subverted, turned against you, etc., your Charisma modifier applies to the saving throw or check. For example, a follower with a +2 Intuition save bonus, in the service of a 17 Charisma character, would have a total save bonus of +5 against charm spells, etc. When you personally lead followers into battle, they gain a morale bonus to all Will saves equal to your Charisma bonus (if any).
Special: You can use this feat to a more limited extent with skills other than Diplomacy.

Lore master: (EX) 1/day
Take 10 on any Knowledge skill check (as long as you have ranks in the appropriate Knowledge skill). In addition, once per day, you can
take 20 on any Knowledge skill check as a standard action.

Well-Versed (Ex):
resistant to the bardic performances of others, and to a number of
other effects in general.
+4 bonus on saving throws made against
- Bardic inspiration and bard spells;
- Language-dependent effects;
- Sonic effects; and
- Symbols, glyphs, and magical writings of any kind.
You receive a +4 bonus on caster level checks and
saving throws to see through disguises and protections against divination (such as magic aura,misdirection, and nondetection).

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
2nd level: +1 skill point
3rd level: Maneuver mastery +1*
4th level: Manuever master +1*
5th level: Manuever master +1*
.....*"wrestling maneuvers" as the maneuver type, it'll apply to grappling, tripping, and net use.

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
Alchemists fire: (1000) 999
Antiplague (4)
Antitoxin (2)
Oil of magic weapon (1)
Case, Map or Scroll (2) .5 lbs
[spoiler]
A bone, leather, or wooden scroll case easily holds four scrolls; you can cram more inside but retrieving any of them becomes a full-round action rather than a move action. You must destroy the scroll case to damage its contents (hardness 2 for leather or 5 for wood, 2 hit points, Break DC 15). A scroll case is not water-tight.


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)
fast recovery feat makes it 8.25

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
---------------------
Total: 4,080
Mojo at 4th Level: 5,400
Leaves 1320 for armor upgrades
-100 for orison scrolls

Imbued items (needlework magic added by Caspian)
On his belt ...Ant haul 1/day
On his cloak .....CLW 1/day
On his sleeve....shield 1/day
On his shirt .....protection from evil 2/day
Costs math:
(Caster level 1 x 1st level spell x 900 for command-activated x 1/5 for daily use) times 5 items = 4,500

.[/spoiler]

Floating inventory: Limit 40 gold (10gold/level)
Designate lightly encumbered

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:
10 gold (three coin purses 1,500 - 500 Burl, -100 Tasarok)
39 silver
100 copper

------------------------------------------------------------------------
Stats:
Str (-2 racial)
Dex (+2 racial)
Con ()
Int ()
Wis ()
Cha (+2 racial)

Raw rolls:
2013 (not used)
12, 11, 11, 13; 11, 9

2011 (original recruitment thread)* (used)
11, 15, 14, 13, 8, 11

3rd level +1 into Int

Feats:
1. Weapon proficiency, exotic (combat) Net
2. Canny Defense (combat) Cha
3. Beginner's luck

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:
"What are you doing?....Can I help?"
"Let me give you a hand with that."
"What should we do?"

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
cannot use a net effectively in combat.

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
proficiencies from the second class (and count your BAB derived from that class towards your maximum Canny Defense bonus), or whether retain the new armor proficiencies (in which case BAB derived from the new class does not count towards your allowable Canny Defense bonus).

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
ever would, which throws off opponents counting on
you to react as they expect. Experienced adversaries
are often at a loss for how to deal with you.

Benefit: Competence and specialization bonuses
do not apply against you. For example, an attacker
with Weapon Focus and Weapon Specialization does
not gain the benefits of those feats on attacks made
against you; when making opposed skill checks
against you, an opponent with Skill Focus does not
apply the effects of that feat; etc.

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 ?
All ** skills autogain a point.
-Disable device new skill,local dwarves (clock-makers), lock-smiths and rogues....
-Knowledge (planes)
-Knowledge (warfare)
-Craft () - to make juggling sticks.....
-Perform (Comedy) Bartending and throwing

Spells known increase:
Spell capacity increases to 5th
Access to 3rd level spells 0+1

3b-Fear
3b-Speak with dead

"Jed" "J.D." Jedediah Bartimaeus
Male human barbarian (spirit totem) 3

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]
You are at one with the spirit world, allowing you to access mystical abilities that most barbarians shun and fear. This totem is intended to synergize with the incarnate’s Rage mystery, in order to supersede the Rage Prophet prestige class from the Advanced Player’s Guide. It can also be used to simulate the Rage Mage prestige class from Complete Warrior.
Favored Terrain: Extraplanar (choose one).
Totem Bonus: Sacred bonus to the saving throw DCs of spells cast while raging.
Bonus Feats: Arcane Armor Training, Arcane Talent (dancing lights, ghost sound, mage hand), Extra Revelation (or Extra Rage), Practiced Bloodline (or Practiced Channeling, Practiced Companion, Practiced Initiate, or Practiced Revelations), Skill Focus (Concentration).
Savage Theurgy (Ex): Choose one spellcasting class in which you have levels. Starting at 4th level, your barbarian levels provide Weak theurgy towards that class’ spellcasting progression. Your spellcasting class levels also provide Weak synergy for purposes of determining the type of rage of which you are capable, your attribute bonuses while raging, and your total number of rounds per day of rage.
Spell Rage (Su): Starting at 8th level, your intelligence is not lowered while you are in a rage, and you can cast spells while raging.

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:
First level:
Jed lived among a tribe of barbarious brutes, any number of them very similar to one another. The most different was the shaman, a man of respect who spoke to the spirits of the ancestors. Once in a great while one of the men followed a different path, and became "unfettered" from his responsibility to the tribe due to his intensity of vision. Jed gained the spirit when his father died, and so he was set free to follow the direction of his spirit guide. Jed left the tribe and traveled far from his remaining family and friends.
Second level:
Jed found himself living in the forests on the outskirts of the Village of Wolvishton, it was there this former brute made his first friend a ranger named Otis. Through his friendship he became familiar with the local area, the people, places and things to be seen, he lived in the mountains nearby, communing with the spirits by painting upon the walls of a cave.
Jed was involved in a vision quest to try and learn what his father's restless ghost, was trying to warn him about. Though Jed wanted to march immediately upon the darkness rising, his father’s spirit bade him to wait. Jed also came into town to trade furs for coin and drank at the local tavern who quickly hired him as a bouncer. Jed actually learned to enjoy the company of others, and even began to learn when to apply what amount of force for a given situation.
Third level:
As a bouncer, Jed proved to be reliable, but more importantly level-headed, and he quickly became a frequent bartender and, eventually, a co-manager along with the owner Bobby.
Jed's waiting resulted in him being around to see the darkness as it marched upon him and the locals in the village. At first he thought that the darkness would consume everyone, but it did not!
Famous quote on Otis as a vampire……
Jed, wiping sweat from his brow,(and tears from his eyes)* remarks, "Otis was a ranger. He loved the woods more than the town anyway. His coffin could be anywhere in a hundred square miles of forest." *tears added for continuity…..
Low the spirit guide had chosen for him, not as Jed expected, as it came in the most curious creature a hobbit whose voice and music calmed his father's spirit. And whose powers and command of the undead awed him. Jed took this as a sign that Caspian could lead him to answers that he was seeking, so he began following the little hobbit at a distance at first, finally seeing Caspian free the spirit of the little girl he is convinced that he shall learn from Caspian and then go with his father's spirit one day together to the other side.

After the girl’s spirit was laid to rest, Jed presented himself to Caspian.
”I will serve you if you will guide me, help to destroy that which troubles the spirits into restlessness, and free Otis from his curse.”

"Jed" "J.D." Jedediah Bartimaeus
Male human barbarian (spirit totem) 3
Initiative [dice] 1d20+[/dice]
Senses
Perception [dice]1d20+[/dice]
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC AC 21, touch 17, flat-footed 14
(+4 armor, +3 dex, +)

Hit points
Fort +, Ref +, Int +, Will + .
DR 1/-
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee
GreatAxe [dice]1d20+6[/dice] Damage [dice]2d6+4[/dice]
Power Attack GreatAxe [dice]1d20+5[/dice] Damage [dice]2d6+7[/dice]

Power Attack GreatAxe [dice]1d20+7[/dice] Damage [dice]2d6+9[/dice]
Including the +2/+2 for inspiration

Ranged
Longbow [dice]1d20+4[/dice] Damage [dice]1d8[/dice]
Alchemists fire [dice]1d20+[dice]
Ranged touch attack On a hit deals [dice]1d6[/dice]
a miss deals 1 of splash damage
Ranged modifiers
BAB +3,
Space '; Reach '
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
BAB +3; CMB+
CMD+
Skills: (2+ 0 int)*3 level= 6 points
*Acrobatics
**Athletics 9 (+3 level, +3 strength, +3 class)
*Bluff
Concentration
Diplomacy)
**Endurance 8 (+3 level, +2 con, +3 class)
Escape Artist
Fly Dex
*Handle Animal 6 Cha (+1 rank, +2 cha, +3 class)
Heal Wis
Knowledge (linguistics)
*Knowledge (lore) 5 (+1 rank, +3 class, +1 int)
knowledge ()
*Knowledge (warfare)) 5 (+1 rank, +3 class, +1 int)
**Perception Wis) 7 (+3 level, +1 wis, +3 class)
*Planar Sense) 5 (+1 rank, +3 class, +1 int)
Sleight of Hand)
Spellcraft Int)
*Stealth * (+1 rank, +3 class, +2 dex, -AC))
Streetwise Cha)
*Survival Wis 5 (+1 rank, +3 class, +1 wis)
*-class skills.
**automatic 1 rank/level
Secondary skills:
*Craft
*Profession (sailing)

Feats:
1. FAST RECOVERY
You recover from wounds more quickly and easily than others.
Prerequisite: Constitution 13+.
Benefit: You gain the following benefits:
 You heal at double the normal rate (2 hp per character level for a full night’s rest). With full bed rest for 24 hours, you recover 6 hp per character level. Even when not resting, you heal 1 hp per character level every 8 hours.
 You regain double the indicated hit points from a successful use of the Heal skill, or from taking a breather (Chapter 1).
 All magical healing you receive is treated as if it were empowered (as per the Empower Spell feat) for you only.
 You heal attribute damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
 You recover from fatigue and exhaustion at twice the normal rates.
Normal: With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night. If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points. You heal ability damage at a rate of 1 point per day.
Source: This feat supersedes the Mind Over Body and Rapid Metabolism feats from the 3.5 System Reference Document (“Psionic Feats”).

2. (BONUS) ADAPTABILITY
Benefit: You are immune to all circumstance penalties. In addition, as an immediate action you can designate an opponent and negate one source of circumstance bonuses against you from that opponent (e.g., advantage from attacking from higher ground, or additional damage from the Mounted Combat or Power Attack feat) until the start of your next turn. You need not know which of the opponent’s abilities provide circumstance bonuses; the first one used against you by that opponent is negated. If more than one apply simultaneously, the referee will select one (generally the highest numerical bonus, if immediately obvious).
Source: This is equivalent to the Oathsworn’s “greater adaptation” class feature from Arcana Unearthed (Malhavoc Press).

3. Power attack (class)
Traits:
Heirloom WeaponMW Greataxe

Potions/oils
Cure light wounds (2)
Enlarge Person (1)
Hide from Animals (1)
Hide from undead (2)
Magic weapon (2)
[/spoiler]