About Jarrek EverstandM LN Half-Orc Bard (Arcane Duelist)/Oracle (Lore), Level 6/1, Init +0, HP 54/54, Speed 30 (20 in armor), AC 23, Touch 14, Flat-footed 19, CMD 23, Fort 6, Ref 10, Will 7, CMB +10, Base Attack Bonus +4
Protection from Evil (1 minute): +2 to AC and saves, allows second save against Enchantment effects with +2 morale bonus, prevents physical contact from evil summoned creatures MELEE
MW Greataxe +9 (1d12+6, x3)
RANGED
Dagger x2 +4 (1d4+6, 19-20/x2), 4 gp, 2 lbs., 10 ft.
MISC/SPELL COMBAT BONUSES:
Arcane Strike (swift action): +2 to damage
Bladethirst (15 rds/day): +1 stacking bonus or listed enhancement to weapon within 30' Blur (1 min/lvl): 20% miss chance Cornugon Smash: free Intimidate check to Demoralize opponent on Power Attack Dazzling Display: full round action to Intimidate/Demoralize all opponents within 30' Disruptive: +4 to DC to cast defensively for any opponent within threatened range Divine Favor (1 minute, luck): +2 to attack/damage Gallant Inspiration (immediate action): add +2d4 competence bonus to failed attack or skill roll Guidance (1 minute for a single use, competence): +1 to attack Heroism (10 min/lvl, morale): +2 to attack/saves/skill checks Inspire Courage (15 rds/day, competence, std to start/free to maintain): +2 to attack/damage (morale bonus to saves vs charm or fear) whetstone (first attack in an encounter): +1 to damage Steel Hand: When within line of sight of a creature with the Giant subtype, he must succeed at DC 15 Will save or be compelled to attack the giant, as Suggestion spell. Giant Nails Scale: Any creature of the giant subtype within 30 feet must succeed at a DC 16 Will save or take a –4 penalty on attack rolls and saving throws for 1d4 rounds. BACKGROUND:
Coming soon- born in Squirestone, in the shadow of Castle Everstand, son of orc raider and Hallit mother, went off to see the world as a caravan guard, recently returned from a trip across the Crown of the World to Lingshen, saw the great city of Goka, then sailed back from Goka to Absalom, came home to see family, could be in Trunau as caravan guard or adventurer PERSONALITY:
Coming soon- gregarious, friendly, glad to meet new people, but don't get him mad, you wouldn't like him when he's mad. Lots of stories about his travels, won't shut up about how amazing Goka is (not super impressed by Absalom), speaks a tiny bit of Tian that he likes to bring up whenever possible APPEARANCE:
Coming soon- good looking in a rough bad-boy sort of way. Has an electric personality that makes him far more attractive than just his looks, but his extraordinary height and big muscles don't hurt. Smokes stinky cigars and reeks of hot peppers. Wears a red bandana around his neck; it was the bandana he wetted down and used to cover his face against smoke while saving people from burning houses during the siege of Trunau. Left forearm and hand has been replaced with a solid steel, magically animated prosthetic that has been sculpted down to the finest detail. SKILLS 6/lvl (1x 5/lvl) + 2 background skills
Guidance spell: +1 to skill check TRAITS AND ABILITIES:
Darkvision 60' Sacred Tattoo Weapon Familiarity Arcane Strike (swift action to add +1 dmg, weapon is magic to overcome DR) Bardic Performance 15 rounds per day = 10 (4 at lvl 1, 2/lvl above 1) +3 (Cha mod), standard action to start/free to maintain -Distraction (Perform check can substitute for saves against illusion attacks) -Fascinate (Fascinate 1 creature w/in 90'; DC 10 +1/2 Bard lvl +Cha mod) -Inspire Courage (+2 on saves against charm/fear, +1 on attack/damage rolls) -Rallying Cry (Intimidate check can substitute for saves against fear/despair effects w/in 30') -Inspire Competence (+2 to ally skill checks) -Bladethirst (+1 stacking bonus or defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding to a weapon within 30') Mystery (Lore) Oracle's Curse (Legalistic- sickened if he lies or breaks his word) Revelation (Sidestep Secret, +Cha bonus to AC, CMD, Ref) Arcane Bond (Weapon)- cast 1 spell on list/day, can enchant weapon as if has appropriate feats, if one handed can use hand to cast spells FEATS:
Trait: Giantslayer Scion (no penalty to Intimidate and +1 to Fear effects used against giant-type creatures) Trait: Fate's Favored (+1 to any Luck bonus) Arcane Duelist 1: Arcane Strike 1: Intimidating Prowess AD 2: Combat Casting (can now use Power Attack) 3: Weapon Focus (Longspear) 5: Dazzling Display AD 6: Disruptive 7: Cornugon Smash 9: Disheartening Display AD 10: Spellbreaker 11: Improved Critical (Falchion) 13: Violent Display AD 14: Penetrating Strike 15: Shatter Defenses 17: AD 18: Greater Penetrating Strike 19: BARD SPELLS KNOWN
ORACLE SPELLS KNOWN
Cast today:
GEAR:
Weapons +1 Longspear +11 (1d8+6, x3) 9 lbs. MW Greataxe +9 (1d12+6, x3) see above MW Greataxe PA +8 (1d12+8, x3) MW Morningstar +9 (1d8+6, x2), 8 gp, 6 lbs. see above MW Morningstar PA +8 (1d8+8, x2) MW Silver Dagger +9 (1d4+6, 19-20/x2), 2 lbs, 10 ft. Silver; see above Brinya's Dagger (?) Dagger (ranged) gx2 +4 (1d4+6, 19-20/x2), 4 gp, 2 lbs., 10 ft. see above MW Silver Dagger (ranged) +5 (1d4+6, 19-20/x2), 2 lbs, 10 ft. Silver; see above Sling +4 (1d4, x2), - lbs., 50 ft. Composite Shortbow +3 Str +4 (1d6+3, x3), 2 lbs., 70 ft. -40 arrows MAGIC ITEMS
ARMOR
GEAR
Backpack
Bandolier 1
Bandolier 2
Scroll case
Belt pouch
Total weight: 154 lbs.
Light load 133 lbs. (w/ Heavyload Belt: 399 lbs.)
Nargrym's Steel Hand:
Forged from solid steel, this magically animated prosthetic hand is elaborately sculpted down to the finest detail. Nargrym’s steel hand can be used to replace the normal hand of a humanoid creature—it can’t be worn in addition to an already existing hand. When attached to the wrist stump of a living humanoid creature, Nargrym’s steel hand magically forms a permanent bond to the wearer’s flesh and nerves. Once the hand has bonded to the wearer’s wrist, the wearer gains full control over the hand as if it were part of his own body. The hand has a full range of motion and functions as a normal hand.
While worn, Nargrym’s steel hand grants its wearer a +2 enhancement bonus to Strength (treat this as a temporary ability bonus for the first 24 hours the hand is worn) and a +5 bonus to CMD against disarm attempts. In addition, the wearer can wield weapons of one size category larger than the wearer’s size without penalty and without altering the weapon’s designation as a light, one-handed, or twohanded weapon. For example, a Medium creature wearing Nargrym’s steel hand could wield a Large longspear as a two-handed weapon without penalty. However, whenever the wearer of the hand is within line of sight of a creature with the giant subtype, he must succeed at DC 15 Will save or be compelled to attack the giant, as suggestion. Once bonded to a wearer, Nargrym’s steel hand cannot be removed except by the wearer or after the wearer’s death. Heartspit:
Fitted with a menacingly cruel 2-foot-long barbed iron head, this Large +1 giant-bane longspear can skewer an opponent, lodging beneath the flesh and holding fast.
On a confirmed critical hit with the spear, Heartspit’s wielder can attempt a combat maneuver check to grapple the target as a free action. This grapple attempt does not provoke an attack of opportunity from the target if that creature is not threatening the wielder. While grappling a creature with Heartspit, the wielder can move or damage the target with the spear only on the wielder’s turn. The wielder is still considered grappled, though he does not have to be adjacent to the target to continue
If the wielder ends the grapple or the target successfully breaks the grapple, the target takes 4d6 points of slashing damage as the spear’s barbed head is ripped free. Giant Nails Scale Mail:
This thick coat of +2 scale mail is crafted from waxy
scales of varying sizes with a sickly, jaundiced color—the grime-stained fingernails of dead hill giants. Any creature of the giant subtype who comes within 30 feet of giant’s nail scale mail must succeed at a DC 16 Will save or take a –4 penalty on attack rolls and saving throws for 1d4 rounds. This ability functions as a gaze effect. It is a mind-affecting fear effect, but it does not stack with other fear effects to create stronger fear conditions. A giant who succeeds at the saving throw is immune to this effect for 24 hours. If a giant rolls a natural 20 on its saving throw, it becomes enraged by the sight of the armor. The giant gains the effects of the rage spell for 1d4 rounds and is compelled to attack the armor’s wearer for the duration of this effect. MONEY
Kira Ebonhawk level 3 Alchemist - NO LONGER ACTIVE:
About Kira Ebonhawk Kira Ebonhawk Female human alchemist 3 (Pathfinder RPG Advanced Player's Guide 26) NG Medium humanoid (human) Init +2+2; Senses Perception +5 -------------------- Defense -------------------- AC 15+4, touch 12+4, flat-footed 13+2 (+3 armor, +2 Dex) hp 20 (3d8+4) Fort +5, Ref +5+2, Will +2; +2 bonus vs. poison -------------------- Offense -------------------- Speed 30 ft. Melee mwk dagger +2 (1d4-1/19-20) Ranged bomb +6+2 (2d6+4 Fire) or +1 PBS (also Precise Shot) . . light crossbow +5+2 (1d8+1/19-20) +1 PBS (also Precise Shot) Special Attacks bomb Alchemist Extracts Prepared (CL 3rd; concentration +6) . . 1st—enlarge person (DC 15), heightened awareness[ACG], targeted bomb admixture[UC] -------------------- Statistics -------------------- Str 8, Dex 14+4, Con 14, Int 18, Wis 10-2, Cha 12 Base Atk +1.5; CMB +0; CMD 12 Feats Brew Potion, Extra Discovery (Precise Bombs), Point-Blank Shot, Precise Shot, Throw Anything Traits - custom trait -, trunau native Skills Bluff +3, Craft (alchemy) +10 (+12 to create alchemical items), Diplomacy +4, Disable Device +7, Knowledge (arcana) +10, Knowledge (nature) +10, Perception +6, Sense Motive +2, Sleight of Hand +6, Spellcraft +10, Survival +5, Use Magic Device +7 Languages Common, Dwarven, Elven, Halfling, Orc SQ alchemy (alchemy crafting +2), discovery (infusion), mutagen (+4/-2, +2 natural armor, 20 minutes), poison use Other Gear studded leather, crossbow bolts (20), light crossbow, mwk dagger, alchemist starting formula book, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, sunrod (5), trail rations (5), waterskin, alchemist lab, 8 gp, 1 sp Alchemical Items/Throwin' Stuff: Acid x2, Alchemist's fire x9, Caltrops, Flash powder x2, Fuse Grenade x2, -------------------- Special Abilities -------------------- Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 1d6+4 fire damage. Infusion When created an extract can be used by anyone, but takes up a slot until used. Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes/level (30 minutes). Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Precise Bombs Select a number of squares equal to Int mod to not be subject to splash damage. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Swift Alchemy Takes half the time to craft alchemical items and can apply poison as a move action. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. --------------------- Formula Book 1st ( |