Kalbio of Breezy Creek

Jackob Mulle's page

223 posts. Alias of PoorWanderingOne.


Classes/Levels

Oracle 4. Exploration: under stress Follow the Expert, Otherwise foraging. HP 35 . Initiative +1. Perception +6. AC 17. Flat AC 14 Touch AC 13 CMD20 Saves f4 r3 w7

Gender

birthday: 6th of Kuthona

Age

Bot me! :
Use reach to exploit/set up flanks. Lean on Hexes and feel free to use spells, esp the Bonded Spirit spells. Take risks. Remember the summon spells for big fights/covering escapes.

Special Abilities

Low light vision

Alignment

Lawful Good

Deity

Green faith / Erastil

Location

Lost in the woods

Languages

Common, Giant, Hallit, Sylvan. Gnomish

Strength 16
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 14
Charisma 16

About Jackob Mulle

Public Background
Spare son of a cadet branch of the Lodvoka family. Does not stand to inherit much of note. Associated somehow with the church of Erastil.

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.
Jakob is a solid member of the family. He is not in line for inheriting anything of note, a dozen or so brothers, sisters and cousins would have to die for that to be an issue. But he has proven himself useful as a trade negotiator, especially in the less organized regions surrounding the northern parts of the Lake. (High Cha, k.Nature and diplomacy makes for good lumber/fur trade agreements)

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.
Fourteen days later an adventuring party known as Cael's Rovers returned Jacob to his family. It seemed that the child was snatched by a Cult or a criminal gang, no one was ever quite clear on this. Who were kidnapping people and feeding them to dream spiders to produce Shiver. Apparently the Rovers were interested in stopping the Shiver trade. Finding Jackob alive was just chance. The boy was alive but he had spent fourteen days wrapped in dreamsilk as his body slowly dying and his mind forever voyaging.

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.
Out for adventure, to see the world and all it's wonders

Personality.
Friendly. Open. Outgoing. Jakob actually enjoys helping people. He can take a joke and prefers to trust people until they betray him.

Appearance.
Average height. Not bad looking could be much better if he took effort. Skin tan from the sun. Favors dusty blues, browns and yellows. He always seems relaxed.
He wears his half full pack lightly over a tan poncho. Club and sling clearly visible. The long spear serves as a hiking stick as Jacob walks the trail.

Combat stats:

Perception +6
Move 30
Initiative +1

Saves,
Fortitude (+1class +3Con) +4
Reflex (+1class +1Dex +1 racial Heart of the Fae) +3
Will (+4class +2wis +1 racial Heart of the Fae) +7

Armor Class: AC(10 +4shirt +3cha) 17/18shield. Flatfoot AC 13 Touch AC 13
Note:+3 dodge bonus when fighting defensively (-4 to hit). +6 on total defense.

CMB (+3BAB +3Str)+6
CMD (10 +3BAB +3Str +3Cha) 20

Hit Points: 35

BAB +3

Caster level 4.
~+4 vs sr.
~+3 concentration

Mystery, and Curse abilities:

Nature Mystery Spirit guide archetype

Revelations
~Lvl 1 Natures Whispers, CHA rather than DEX to AC & CMD

~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.

~Lvl 5
~Lvl 7 Bonded Spirit. Gain spirit ability
~Lvl 11
~Lvl 15 Bonded Spirit. Gain greater spirit ability
~Lvl 19

Clouded Vision curse.
You cannot see anything beyond 60 feet, but you can see as if you had darkvision.

At 5th level, this distance increases to 60 feet.

At 10th level, you gain blindsense out to a range of 30 feet.

At 15th level, you gain blindsight out to a range of 15 feet.

Spells:

Spell DC (10 +3Cha)13 + spell level
Hex DC (10 + 2 1/2level +3Cha) 15

Ranges: Close (25+5/2lvls) 35
Medium

Spells.
(m) Mystery spell
(c) Curse

Orisons:
Detect Magic
Ghost Sound (c) dc 13
Guidance
Light
Mage Hand (c)
Purify food & drink
Resistance
Stabilize

First Level:
Per day(6+1cha)7

Bonded spirit spell
Bless 50' burst on caster. +1 morale to hit and vs fear. 1 min/lvl
Charm Animal (m) close. dc 14w 1hour/lvl.
Cure light wounds touch. dc 14w for half. Heals 1d8+4hp
Divine Favor Self Dur 1min +1 luck to hit and to weapon damage. +2@6th
Magic Stone
Summon Nature's Ally I

Second level
Per day (3+1cha)4

Bonded spirit spell
Barkskin (m) +2nat armor, touch, 10min/lvl +3@6th
Cure Moderate Wounds dc 15 for half. Heals 2d8+4
Summon Nature's Ally II

Bonded Spirit list.

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:
~ Alt Human: Heart of the Fae, Low light vision, +1 Racial reflex & Will, Kn Nature and Perception class skills.

~ Campaign: Noble born Lodvoka, +1 to class skill Swim.
~ Religion: Know the Land, +1 trait Kn. (nature) and class skill Survival.
~ Regional: Silent Hunter, +1 to class skill Stealth.

Feats:
Human. Cosmopolitan, Bluff, Handle Animal, Halit, Sylvan
Level one. Extra Revelation
Level three. Extra Revelation

Skills:

*class skill. -armor check(-0)

Adventuring Skills
5 [4+1 INT skills/level]

Acrobatics (3ranks+1Dex) +4
*Bluff (+4 Cha, untrained)
Climb (+3 Str +1rank) +4
*Diplomacy (+3 Cha +3class +2ranks) +8
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)
*Heal (Wis)
Intimidate (Cha)
*Kn. Arcane (Int)
*Kn. Dungeon (Int)
*Kn. Local (Int)
*Kn. Nature (+1 Int +3ranks +3 class +1 trait know the land) +8
*Kn. Planes(Int)
*Kn. Religion (Int)
*Perception (+2 Wis +1rank +3class) +6
Ride (+1Dex +1rank) +2
*Sense Motive (Wis)
*Spell-craft (Int)
*Stealth (+1Dex +3ranks +3class +1trait silent hunter) +8
*Survival (+2 Wis +4ranks +3class +1 trait Know the land) +10
*Swim* (+3Str +2ranks +3class +1trait Lodvoka) +9
Use Magic Device (+3Cha +3ranks) +6

Background Skills
2/Level

Appraise (Int)
Artistry (Int)
*Craft: (Int)
*Handle Animal(+3Cha +4ranks +3class) +10
*Kn. Engineering (+1Int +1rank +3class) +5
*Kn. Geography (+1Int +1rank +3class) +5
*Kn. History (Int)
*Kn. Nobility (+1Int +1rank +3class) +5
Linguistics (+1Int +1rank) +2
Lore (Int)
Perform: (Cha)
*Profession: (Wis)
Sleight of Hand (Dex)

Weapons:

Club +6 1d6+3 20x2 B
~ranged +4 10'

Dagger +6 1d4+3 19x2 P/S
~ranged +4 10'

Sling +4 1d4+3 20x2 B 50'
~Stones +3 1d3+3

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
Mithral shirt
Wand of cure light wounds made of iron banded zebra wood CL1 1d8+1 49 charges

Mundane gear:

Total Weight Carried: lbs, Light Load
(Light: 76lbs, Medium: 153lbs, Heavy: 230lbs)

Explorer's Outfit, na
Poncho, 2lb
Mithral Chain Shirt, 10lb

Sling, 0lb belt
Club 3lbs, belt
Dagger 1lb, belt
Long spear 9lbs, carried
Wand of cure light wounds made of iron banded zebra wood. belt
Bosun's Whistle, neck

Pouch, belt. Black leather. Right side 3lb
~Twine
~20gp
~5 stones

Pouch, belt. Red leather. Spell components

Pouch, belt. Green leather. Left side
~Chalk, white, yellow and green.
~flint and steel

Pouch, belt. Pouch, belt. White Tatzylworm hide, Gift from Rillika. Left side 5lb
~10 sling bullets
~15 pebbles

Backpack 29 lbs.
~bedroll
~Travelers outfit
~bag
~~73gp
~~+270gp
~~hair from dead unicorn in book 1
~candles (10)
~an iron pot
~mess kit
~rope 50'
~soap
~torches (10)
~trail rations (5 days)
~waterskin.

On horse
bit and bridle
riding saddle
saddle blanket

left saddle bag
~2 days’ worth of feed

Right saddle bag
~Dandy brush

Cash:

363gp

Butternut the wonder horse:
Horse, Light
Light Riding Horse CR 1

N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
SQ docile

SPECIAL ABILITIES
Combat trained,
Tricks known: attack, come, defend, down, guard, and heel.

Unassigned party loot
Nothing yet.

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)