About Jackob MullePublic Background
Full Background (Secret!):
The Mulle family is well established in Brevoy They are a Cadet branch of House Lodvoka with trading interests all around the Lake of Mists and Veils. They are seen as social climbers and merchants rather than respected landed nobility. Respectable, loyal, and useful, but not of the first rank socially.
The most interesting that has happened so far in Jacob's life happened when he was a child. His parents and immediate family were living in New Stetven doing something with trade and house politics. Jacob was six and so paid little attention. One day Jacob disappeared.
Jackob took more than a month to recover if he ever really recovered. Growing up he was distant and tended to travel from place to place rather than putting down roots. The family made good use of this wanderlust by using him as a roving supercargo, factor and troubleshooter. When House Lodvoka learned that house Surtova had inveigled a representative into the supposedly 'non-political' Stolen lands expedition they used a few arms' length favors to get Jackob inside the expedition supposedly as a lay representative of the Church of Erastil.
Motivations (Secret!):
Long term. Help the Family or find another solid place in the world. Find and help or at least thank the adventuring party that saved him. Short term.
Personality.
Appearance.
Combat stats:
Perception +6
Saves,
Armor Class: AC(10 +4shirt +3cha) 17/18shield. Flatfoot AC 13 Touch AC 13
CMB (+3BAB +3Str)+6
Hit Points: 35 BAB +3 Caster level 4.
Mystery, and Curse abilities:
Nature Mystery Spirit guide archetype Revelations
~Lvl 1 extra. Natural Divination (EX), Read the entrails of a freshly killed animal/humanoid for CHA insight on one saving throw. Observe the flight of birds for +10 competence for one skill check. Chart marks in dirt or stone/ observe sand thrown in the wind for +4 insight to an initiative check. Bonuses must be used before the roll and they are good for 24 hours. Takes 10 minutes. 1/day +1/4levels. 2 uses/day ~Lvl 3 Bonded Spirit. Choose 1 hex, add spirit spells to known ~lvl 3 extra. Friend to Animals (Ex): Add all summon nature’s ally to spell list. Animals within 30 feet add CHA bonus to all saving throws.
Clouded Vision curse.
At 5th level, this distance increases to 60 feet.
Spells:
Spell DC (10 +3Cha)13 + spell level Hex DC (10 + 2 1/2level +3Cha) 15 Ranges: Close (25+5/2lvls) 35
Spells.
Orisons:
First Level:
Bonded spirit spell
Second level
Bonded spirit spell
Current bonded Spirit: Ancestors Current bonded spirit spells: unseen servant (1st), spiritual weapon (2nd) Current bonded spirit hex: Ancestral Blessing (Su): The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target. The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1. Traits and Feats:
Traits:
~ Campaign: Noble born Lodvoka, +1 to class skill Swim.
Feats:
Skills:
*class skill. -armor check(-0) Adventuring Skills
Acrobatics (3ranks+1Dex) +4
Background Skills
Appraise (Int)
Weapons:
Club +6 1d6+3 20x2 B
Dagger +6 1d4+3 19x2 P/S
Sling +4 1d4+3 20x2 B 50'
Longspear. +6 1d8+4 20x3 P reach brace Unarmed. +6 1d3+3 20x2 B nonlethal Touch spell +6 Ranged touch +4 Armor and Shield:
Mithral shirt +4 ac max dex/cha +6 check -0 light armor Light wooden quickdraw shield +1 ac Expendable items:
2 CL1 shillelagh oils Magic gear:
Belt of giant strength +2
Mundane gear:
Total Weight Carried: lbs, Light Load (Light: 76lbs, Medium: 153lbs, Heavy: 230lbs) Explorer's Outfit, na
Sling, 0lb belt
Pouch, belt. Black leather. Right side 3lb
Pouch, belt. Red leather. Spell components Pouch, belt. Green leather. Left side
Pouch, belt. Pouch, belt. White Tatzylworm hide, Gift from Rillika. Left side 5lb
Backpack 29 lbs.
On horse
left saddle bag
Right saddle bag
Cash:
363gp Butternut the wonder horse:
Horse, Light
Light Riding Horse CR 1 N Large animal
DEFENSE AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
OFFENSE Speed 50 ft.
STATISTICS Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
SPECIAL ABILITIES
Unassigned party loot
Notes:
Secret notes:
No peeking! Level by level:
1. Skill point taken. Initial stats S14 D12 C14 I12 W14 Ch15. Human +2 to Con, Heart of the Fae replaces Skilled. Class Spirit Guide Oracle, Nature Mystery. Cure track. Feats: Human, Cosmopolitan (bluff, handle animal, Hallit and Sylvan. Lvl1 Extra revelation. Skills: Acrobatics, Stealth, Survival, Swim, Kn.Nature, UMD. Background: Handle Animal, Kn.Nobles. Spells 0 Stabilize, Resistance, Light, Guidance. 1 cause fear, Divine favor. HP 11(8+3con). 2. Skill point taken. Spells 0 detect magic. Skills: Acrobatics, Stealth, Survival, Swim, Kn.Nature, UMD. Background: Handle Animal, Kn.Engineering. Hp 19 (5+3 Con) 3. Skill point taken. Spells 1 Bless. Skills Acrobatics, Stealth, Survival, Diplomacy, Kn.Nature, UMD. Background: Handle Animal, Linguistics (Gnomish). Revelation: Bonded Spirit. Feat: Extra revelation, Friend to Animals. HP 27 (5+3 Con) 4. Extra first level spell taken. Spells 0 Purify food and drink, 1 Summon Nature's Ally I, 2 Summon Nature's Ally II. Change Cause Fear to Macic Stones. Skills: Survival, Ride, Climb, Diplomacy, Perception. Background: Handle Animal, Kn. Geography. Stat increase to Cha. HP 35 (5+3 Con) |