About DookInitiative: +2
Dook's Spellbook: Spell Memorized
0-level spells resistance, acid splash, detect magic, detect poison, read magic, daze, dancing lights, flare, light, ray of frost, spark, ghost sounds, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open-close, arcane mark, prestidigitation
1st-level spells fastidiousness, mage armor, magic missile, reduce person, color spray 0-level spells read magic, detect magic, prestidigitation 1st-level spells color spray, mage armor ------- Bard spell known 0-level spells ghost sounds, summon instrument, know direction, grasp 1st-level spells charm person, cure light wounds (2/2 per day) ------- BAB +0, CMB +2, CMD 14 (16 vs. trip) Feats Tree Hanger (Combat, Vanara), Scribe Scroll (Item Creation), ------- Adventuring Skills (Wizard) 5/Level, (Bard) 8/level Acrobatics +7 (1 Rank, 3 Class, 2 Dex, 1 Acrobat) Bluff +5 (1 Rank, 3 Class, 1 Cha) Diplomacy +6 (2 Rank, 3 Class, 1 Cha) Disguise +1 (0 Rank, 0 Class, 1 Cha) Escape Artist +2 (0 Rank, 0 Class, 2 Dex) Fly +2 (0 Rank, 0 Class, 2 Dex) Intimidate +1 (0 Rank, 0 Class, 1 Cha) Knowledge (arcana) +7 (2 rank, 3 Class, 2 Int, 1 Bardic Knowledge) Knowledge (dungeoneering) +3 (0 Rank, 0 Class, 2 Int, 1 Bardic Knowledge) Knowledge (engineering) +3 (0 Rank, 0 Class, 2 Int, 1 Bardic Knowledge) Knowledge (geography) +7 (1 Rank, 3 Class, 2 Int, 1 Bardic Knowledge) Knowledge (local) +6 (1 Rank, 3 Class, 2 Int) Knowledge (nature) +3 (0 Rank, 0 Class, 2 Int, 1 Bardic Knowledge) Knowledge (planes) +3 (0 Rank, 0 Class, 2 Int, 1 Bardic Knowledge) Knowledge (religion) +3 (0 Rank, 0 Class, 2 Int, 1 Bardic Knowledge) Perception +2 (2 Wis) Sense Motive +2 (0 Rank, 0 Class, 2 Wis) Spellcraft +7 (2 Rank, 3 Class, 2 Int) Survival +7 (1 Rank, 3 Class, 2 Wis, 1 Exchange Agent) Use Magic Item +1 (0 Rank, 0 Class, 1 Cha) Background Skills 2/Level
Special Abilities/Class Features: Racial Traits +2 Dex, +2 Wis, -2 Cha, Vanara (shapeshifter), Medium, Normal Speed, Climb Speed 20ft., Change Size (replaces Nimble), Low-Light Vision, Prehensive Tail, Languages.
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Focused Spells (Su) At 1st level, once per day the spell sage’s understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. This ability replaces arcane bond.
At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level). This ability replaces arcane school.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. List of Bardic Performances: Countersong (Su):[/b]
------- Traits (Campaign) Exchange Agent, (Social) Acrobat ------- Items A wizard's kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), Dook's Spellbook, a monk's outfit, a scroll case with 10 pieces of parchment, a cypher book, a grooming kit, an ioun torch, a flask of unguent of tinelessness, and a vial of universal solvent. Combat Gear A fortified tunic, and a quarterstaff. Wealth (37 gp) Carrying Capacity Light (44 lbs or less); Medium (45-88 lbs.); Heavy (89-132 lbs.) Current Load: 30.2 Height 5'7", Weight 160 lbs., Eyes Green, Hair Chestnut Brown ============================================== Background:
Dook was born in the high treetops of Crying Jungle in northwestern portion of Vuldra. Dook was very unique among the vanara; being born with the Monkey King gift of Change Size. The varana also had a thirst for magic, instead of the more social acceptable paths of the mystic or monk. This lead the young vanara to a chance meeting with Icabhod Versers, a down-on-his-luck wizard and member of The Pathfinder Society. Icabhod saw the innate arcane gift within Dook, and decided against his better judgment to make the varana his apprentice.
Dook studied both magic and the ways of the Pathfinder Society for many years, eventually becoming a wizards himself and an agent of the Pathfinder Society. Due to the vast libraries the Vuldra Pathfinder Lodge had, Dook studies spells of all types; both arcane and divine. With concentration, Dook could cast clerical or druidic spells over time. Dook had great affection for his arcane teacher, but realized his knowledge was lacking in many subjects, so while in the Vuldra Pathfinder Office, Dook also studied to become a bard. The vanara can carry a tune on his lute, but not much else. Yet, Dook in knowledgeable on a great many subjects. But being a vanara, Dook's natural curiosity has been both a boon and a curse. When an advertisement for aid in the Magnimar Pathfinder Society office was posted, Dook decided he needed to see the world like his god, Ragdya. It was a surprise for the Magnimar Pathfinder office, awaiting a vudran human, only to be met by an over-stimulated vanara wizard. |