Ninja

Delphine Tarrasquel's page

250 posts. Organized Play character for Jolly Roger.


Race

attacks:
Fauchard +1 +8 1d10+5 18-20/x2, spiked gauntlet +7 1d4+3, sling +2 1d4+3 || AC Bite +11 1d8+6, 2 claws +10 1d6+6

Classes/Levels

skills:
Bluff +11, Diplomacy +14, Disguise +11, Fly +3, Handle Animal +15, Intimidate +10, Knowledge (all) +6, Knowledge Nobility +8, Perception +10, Spellcraft +8, Stealth +7, Use Magic Device +18

Gender

AC 19/23 (T 15, FF 14). HP 45/52, Fort +9/8, Ref +12/8, Will +8/4. Init +7, CMD/CMD 7/15, Speed 30ft/40ft

About Delphine Tarrasquel

crunch Delphine:

Female Oracle 6
N Medium Half-elf / Humanoid (Half-elf)
Init +7; Senses Perception +7, Low-light Vision, Keen Senses,
==DEFENSE==
AC 19, touch 15, flat-footed 8 (+5 dex)
hp 45 (6d8+12)
Fort +9, Ref +12, Will +8
Defensive Abilities Elven Immunities (PFCR 24)
==OFFENSE==
Spd 30 ft/x4
Melee Fauchard +1 +8 (1d10+5) 18-20/x2 CM +1; reach, trip
Melee Spiked Gauntlet +7 (1d4+3) 20/x2 disarm
Ranged Sling +2 (1d4+3) 20/x2
==STATISTICS==
Str 16, Dex 7, Con 14, Int 14, Wis 7, Cha 20
BAB +4, CMB +7, CMD +15
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Exotic Weapon Proficiency (Fauchard) (PFCR 123), Extra Revelation (PFAPG 160), Noble Scion (PFCaS: ISWG 288), Shield Proficiency (PFCR 133), DIVINE PROTECTION, Bonded Spirit
Skills Bluff +11, Diplomacy +14, Disguise +11, Fly +3, Handle Animal +15, Intimidate +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +8, Knowledge (religion) +6, Knowledge (planes) +6, Perception +10, Spellcraft +8, Stealth +7 [Dim light or darkness +5, Marshes or Forests +5, Underground +5], Use Magic Device +18
MC Lorekeeper Skills (PFARG 24), Oracle Curse (PFAPG 43 - 44), Mystery (PFAPG 43), Revelation (PFAPG 45)
Traits Dangerously Curious (Magic) (PFAPG 329), Veteran Jungle Guide (Regional) (PFCo: DEP)
Languages Common, Elven, Read Lips, Sign Language
==Magic==
Eq'd Magic Boots of the Cat, Circlet of Persuasion, Shifter's Headband +2 (CHR), Cloak of Elvenkind, Sleeves of Many Garments
Ioun Stones Pink and Green Sphere, Cracked (Use Magic Device), Dusty Rose Prism, Cracked
Misc Ioun Torch, Wayfinder, Handy Haversack
Gear Wand of Lead Blades, Wand of Cure Light Wounds, Wand of Message, Scroll of Carry Companion 2x, Wand of Bless Weapon, Wand of Mount, Wand of Blend, Scroll of Fly 2x, Wand of Shield, Wand of Exp Retreat, Wand of Disguise Self, Wand of Mage Armor, Wand of Silent Image, Scroll touch of the sea 2x, Scroll of resist energy 2x, Anti toxin, Antiplague, Chalk for writing on a blackboard sleet, Oracle's kit, Rope + grappling hook, Whistle, Silent

Feats and traits:

-- HALF-ELVEN RACIAL TRAITS --
• Cha: +2
• TYPE: Humanoid (Half-elf)
• SIZE: Medium
• ELVEN BLOOD: Half-elves count as elves for any effect related to race.
• HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
• KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
• LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
• HUMAN BLOOD: Half-elves count as Human for any effect related to race.
• LANGUAGES: Half-elf begin play speaking Common and Elven.
• ANCESTRAL ARMS: You've gained the Exotic Weapon Proficiency feat with the
Fauchard.
• JUNGLE AFFINITY: Wildborn gain a +4 racial bonus on Stealth checks while
within jungle terrain, and can move through natural difficult terrain at their normal
speed while within jungle.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

-- ARCHETYPES --
• You have selected the following Archetypes:
- Ancient Lorekeeper (Oracle)

-- CLASS ABILITIES --
• FAVORED CLASS (Oracle) : You've gain the following bonuses: +2 caster
level for determining effect of Revelation (Primal Companion), and +1 additional
Oracle spell knownPrimal Companion).
• ELVEN ARCANA: An ancient lorekeeper's mastery of elven legends and philosophy
has allowed her to master one spell used by elven wizards. You've selected Message,
Charm PersonWeb sorcerer/wizard spells to add to your known spells. These spell are
treated as one level higher than its true level for all purposes. (PFARG 24).
• LOREKEEPER SKILLS: Whenever she makes a Knowledge check of any kind about
a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds
half her class level on her check. (PFARG 24).
• ORACLE CURSE: Each oracle is cursed, but this curse comes with a benefit as well
as a hindrance.
- Deaf (Ex): You are deaf. You cast all of your spells as if they were modified
by the Silent Spell feat. You receive a +3 competence bonus on Perception checks that
do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.
(PFAPG 44). (PFAPG 43 - 44).
• MYSTERY: You draws upon a divine mystery, Lunar, to grant your spells and powers.
(PFAPG 43).
• REVELATION: You have uncovered the following secrets about you mystery:
Primal Companion, Prophetic Armor.
- Primal Companion (Ex): You gain the service of a faithful animal of the night.
You have selected a Tiger. This animal functions as a druid's animal companion, using
your oracle level as your effective druid level. (PFCo: BotM).
- Prophetic Armor (Ex): You are so in tune with your primal nature that your
instincts often act to save you from danger that your civilized mind isn't even aware
of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of
your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus
applies to your Charisma, instead. (PFCo: BotM). (PFAPG 45).

-- GENERAL FEATS --
• EXTRA REVELATION: You gain one additional revelation. You must meet all of
the prerequisites for this revelation. Special: You can gain Extra Revelation multiple
times. (PFAPG 160)
• NOBLE SCION: You gain a +2 bonus on all Knowledge (nobility) checks, and
that Knowledge skill is always considered a class skill for you. You've gained the
following nobility-related boon.
- Scion of War: You use your Charisma modifier to adjust Initiative checks
instead of your Dexterity modifier.. (PFCaS: ISWG 288)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• EXOTIC WEAPON PROFICIENCY (Fauchard): You make attack rolls with
the chosen exotic weapon(s) normally. (PFCR 123)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

-- CUSTOM FEATS --
• DIVINE PROTECTION: Charisma bonus to saves (ACG)
• BONDED SPIRIT: At 3rd level, a spirit guide can form a temporary bond with
a spirit, as the shaman's wandering spirit class feature. She must make this selection
each day when she refreshes her spells. A spirit guide cannot bond with a spirit that
is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from
that spirit. She uses her oracle level as her shaman level and her Charisma score
instead of Wisdom for the purpose of determining its effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells
known for that day, but only of spell levels she can cast. At 7th level, she gains the
spirit ability of her current bonded spirit. At 15th level, she gains the greater
spirit ability of her current bonded spirit.

-- TRAITS --
• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you. (PFAPG 329)
• VETERAN JUNGLE GUIDE (Regional): You have traveled to the jungle
on numerous occasions, and your prowess in traversing the jungle wilderness makes you
a formidable guide and explorer. You gain a +1 trait bonus on Perception checks, and
a +1 trait bonus on Survival checks in jungle terrain. Perception is always a class
skill for you. (PFCo: DEP)

-- WEAPONS --
• SPIKED GAUNTLET: This metal glove lets you deal lethal damage rather than
nonlethal damage with unarmed strikes. Your opponent cannot use a disarm action to
disarm you of spiked gauntlets. An attack with a spiked gauntlet is considered an
armed attack. [Weapon 2 (PFCR)]
• SLING: You can fire, but not load, a sling with one hand. Loading a sling is a move
action that requires two hands and provokes attacks of opportunity. You can hurl
ordinary stones with a sling, but stones are not as dense or as round as bullets.
Thus, such an attack deals damage as if the weapon were designed for a creature one
size category smaller than you and you take a –1 penalty on attack rolls. [Weapon 3
(PFCR)]

-- MAGIC ITEMS --
• BOOTS OF THE CAT: These high-soled blue boots provide a great deal of comfort
and arch support while also making the wearer appear a little bit taller than normal.
The boot's wearer always takes the minimum possible damage from falls and at the end
of a fall always lands on his feet. [CL: 1st] [Feet (PFUEq 229)]
• CIRCLET OF PERSUASION: This silver headband grants a +3 competence bonus
on the wearer's Charisma-based checks. [CL: 5th] [Head (PFCR)]
• SHIFTER'S HEADBAND +2 (CHR): This band of reddish fox fur is marked on
the front with a distinctive symbol that constantly shifts into a different character.
The headband grants the wearer an enhancement bonus to the selected mental ability
score If the wearer is a creature who uses magic to change form, she gains the
following additional benefits. The wearer treats her caster level as if it were one
level higher when casting spells or creating extracts of the polymorph subschool.
[CL: 8th] [Headband (PFUEq 253)]
• CLOAK OF ELVENKIND: When this plain gray cloak is worn with the hood drawn
up around the head, the wearer gains a +5 competence bonus on Stealth checks. [CL:
3rd] [Shoulder (PFCR)]
• SLEEVES OF MANY GARMENTS: These translucent cloth tubes easily fit
over their wearer's arms. The wearer of these sleeves can, when she slips them on,
choose to transform her current garments into any other nonmagical set of clothing.
These new clothes fit her perfectly and are always clean and mended unless she
specifically designates otherwise. When she removes the sleeves, her clothes revert to
their original form. [CL: 1st] [Wrist/Arm (PFUEq 275)]
• IOUN TORCH: This item is merely a burned out, dull gray ioun stone with a
continual flame spell cast upon it. It retains the ability to float and orbit, and
allows the bearer to carry light and still have his hands free. It may be in any
crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on). [CL:
12th] [Pack (PFUEq 305)]
• WAYFINDER: A small magical device patterned on the design of ancient
Azlanti relics, a wayfinder is a compact compass typically made from silver and
bearing gold accents. While it serves as a badge of office for agents of the
Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a
command word, you can cause a wayfinder to shine (as the light spell). A wayfinder
also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on
Survival checks to avoid becoming lost. All wayfinders feature a small indentation
designed to hold a single ioun stone. An ioun stone slotted in this manner grants you
its normal benefits as if it were orbiting your head. [CL: 5th] [Pack (PFAP: ShSt(PG)
11)]
• HANDY HAVERSACK: A backpack of this sort appears to be well made, well used,
and quite ordinary. It has two side pouches, each of which appears large enough to
hold about a quart of material. In fact, each is like a bag of holding and can
actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight.
The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of
material. Even when so filled, the backpack always weighs only 5 pounds. While such
storage is useful enough, the pack has an even greater power. When the wearer reaches
into it for a specific item, that item is always on top. Thus, no digging around and
fumbling is never necessary to find what a haversack contains. Retrieving any specific
item from a haversack is a move action, but it does not provoke the attacks of
opportunity that retrieving a stored item usually does. [CL: 9th] [Pack (PFUEq 301)]

-- IOUN STONES --
• PINK AND GREEN SPHERE, CRACKED (USE MAGIC DEVICE): This stone grants
a +1 bonus on selected Charisma-based skill. [Ioun Stones (PFCR)]
• DUSTY ROSE PRISM, CRACKED: This stone grants a +1 competence bonus
on initiative checks. [Ioun Stones (PFCR)]

Companion White Fang:

==ANIMAL COMPANION==
Tiger 7
Init +5; Perception +6
==DEFENSE==
AC 23, touch 16, flat-footed 24 (0 armor, +3 dex, +7 natural armor)
hp 52 (7d8+21)

Fort +8, Ref +8, Will +4
==OFFENSE==
Spd LAND 40 ft
174Bite +11 (1d8+6) [Grab]
2 Claws +10 (1d6+6)
Special Attacks Pounce, Rake
==STATISTICS==
Str 23, Dex 17, Con 17, Int 3, Wis 15, Cha 10
BAB +5, CMB +12, CMD +25
Feats Intimidating Prowess (PFCR 128), Power Attack (PFCR 131), Weapon Focus (Bite) (PFCR 136-137), Dazzling Display (PFCR 120)
Skills Acrobatics +7, Climb +10, Escape Artist +3, Fly +3, Intimidate +9, Perception +6, Stealth +11, Survival +2, Swim +6
Special Qualities Low-Light Vision, Scent, Link, Share Spells, Evasion, Devotion
Tricks Detect(DC 25), Attack(DC 20), Attack(DC 20)Down(DC 15), Come(DC 15), Defend(DC 20), Flank(DC 20), Heel(DC 15), Sneak(DC 15), Stay(DC 15), Maneuver(Grapple)(DC 20), Menace(DC 20),

Spells known:

Cantrips:
Create Water
Detect Magic
Read Magic
Mending
Stabilize
Guidance
Light

Level 1:
Enlarge Person (Arcane Enlightenment)
Message (Ancient Lorekeeper bonus spell)
Cure Light Wounds

Divine Favor
Liberating Command
Shield of Faith
Murderous Command
Obscuring Mist
Identify (Lore spirit)

Level 2:
False Life (Arcane Enlightenment)
Invisibility (Arcane Enlightenment)
Charm (Ancient Lorekeeper bonus spell)

Iron Skin
Cure Moderate wounds
Bull Strength
Silence (favored class bonus spell)
Tongues (Lore Spirit)

Level 3:
Heroism (Arcane Enlightenment)
Haste (Arcane Enlightenment)
Web (Ancient Lorekeeper bonus spell)

Cure Serious wounds
Stone Shape
Locate Object (Lore Spirit)

Spells per day:
1: 8
2: 7
3: 5

Resources: 27021