Monkey

Dook's page

No posts. Alias of TheWaskally.


Full Name

Dook

Race

Vanara

Classes/Levels

Wizard (spell sage)/1st|Bard/1st

Gender

Male

Size

Medium

Age

16

Special Abilities

See SQ Tab

Alignment

Chaotic Good

Deity

Ragdya

Location

Magnimar, Varisia

Languages

Common (Taladane), Vanaran, Celestial, Sylvan, Draconic

Occupation

Pathfinder

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 12

About Dook

Initiative: +2
Senses: Perception +2, Low-Light Vision
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AC 14 (13 Touch, 11 FF)(+1 Armor, +2 Dex, +1 Dodge)
Hp 20/20 (1d6(max) + 1 Con + 8 Racial, then 1/2 HD + 1 + 1 Con)
Fort +2, Ref +5, Will +7
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Speed 30 ft (30 ft Base), Climb Speed 20ft.
Melee Quarterstaff +2 (1d6/1d6 + 1, x2)
Ranged
Special Attacks
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Spells

Spell Memorized
0-level spells read magic, detect magic, prestidigitation
1st-level spells color spray, mage armor
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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)
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BAB +0, CMB +2, CMD 14 (16 vs. trip)
Feats Tree Hanger (Combat, Vanara), Scribe Scroll (Item Creation),
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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
Appraise +2 (0 Rank, 0 Class, 2 Int)
Craft +2 (0 Rank, 0 Class, 2 Int)
Knowledge (history) +7 (1 Rank, 3 Class, 2 Int, 1 Bardic Knowledge)
Knowledge (nobility) +3 (0 Rank, 0 Class, 2 Int, 1 Bardic Knowledge)
Linguistic +6 (1 Rank, 3 Class, 2 Int)
Perform (string) +5 (1 Rank, 3 Class, 1 Cha)
Profession (scribe) +7 (2 Rank, 3 Class, 2 Wis)
Sleight of Hand +2 (0 Rank, 0 Class, 2 Dex)

Special Abilities/Class Features:
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.
Spell Study (Su)
At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.

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.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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]
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.
[i]Distraction (Su):

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.
Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su):
A 1st level 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 +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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.
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Traits (Campaign) Exchange Agent, (Social) Acrobat
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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
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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.