Tsadok Goldtooth

Jarrek Everstand's page

895 posts. Alias of karlprosek.


Full Name

Jarrek Everstand

Race

Half-Orc

Classes/Levels

Bard (Arcane Duelist)/Oracle (Lore) 6/1 [HP: 48/54 | AC:23 | T:14 | FF:19 | CMB:+10 | CMD:23 | Fort:+6 | Ref:+10 | Will:+7 | Init:+0 | Perc:+0 (Darkvision) | Spd 20]

Gender

Male

Size

M (6'6", 280 lbs.)

Age

17

Special Abilities

Arcane Strike +2, Bladethirst, Gallant Inspiration, Inspire Courage +2

Alignment

LN

Deity

Iomedae

Location

Trunau

Languages

Common, Orc, Giant

Strength 20
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Jarrek Everstand

M 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
Abilities Str 20, Dex 10, Con 14, Int 10, Wis 8, Cha 18
Conditions None

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
Heartspit +1 Longspear +12 (1d8+8, x3) P 15' Reach [on critical hit, head embeds in target; when grapple ends target takes 4d6 slashing damage]
-Power Attack +10 (1d8+14, x3)
*DOES NOT THREATEN ADJACENT OPPONENTS
Brinya's Dagger +10 (1d4+8, 19-20/x2), 2 lbs, 10 ft. [1/day can use Ghost Touch ability for 1 minute; dagger sheds light equivalent to Daylight spell and a +3 sacred bonus to CMD against attempts to disarm or sunder the hopeknife.]
Scale Mail Gauntlets +9 (1d3+5, x2) B [threatens adjacent opponents]

MW Greataxe +9 (1d12+6, x3)
MW Greataxe PA +7 (1d12+12, x3)
MW Morningstar +9 (1d8+6, x2), 8 gp, 6 lbs.
MW Morningstar PA +7 (1d8+12, x2)
MW Silver Dagger +9 (1d4+6, 19-20/x2), 2 lbs, 10 ft. Silver
+1 Cold Iron Falchion +11 (2d4+7, 18-20/x2), 75 gp, 8 lbs.
+1 Cold Iron Falchion Power Attack +9 (2d4+13, 18-20/x2)

RANGED
Composite Shortbow +3 Str +4 (1d6+3, x3), 2 lbs., 70 ft.

Dagger x2 +4 (1d4+6, 19-20/x2), 4 gp, 2 lbs., 10 ft.
MW Silver Dagger +5 (1d4+6, 19-20/x2), 2 lbs, 10 ft. Silver
Sling +4 (1d4, x2), - lbs., 50 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
Diplomacy +14 (7 +4 Cha +3 class)
Intimidate +23 (7 +4 Cha +4 Str +3 class +1 favored class +2 race +2 equipment)
Knowledge (Arcana) +4/+5 (1 +0 Int +3 class) +1 to ID creatures
Knowledge (Dungeoneering) +4/+5 (1 +0 Int +3 class) +1 to ID creatures
Knowledge (Local) +10/+11 (7 +0 Int +3 class) +1 to ID creatures
Knowledge (Nature) +4/+5 (1 +0 Int +3 class) +1 to ID creatures
Knowledge (Religion) +4/+5 (1 +0 Int +3 class) +1 to ID creatures
Spellcraft +10 (7 +0 Int +3 class)
Use Magic Device +14 (7 +4 Cha +3 class)
-----
Knowledge (Geography) +6 (3 +0 Int +3 class)
Knowledge (History) +8 (5 +0 Int +3 class)
Knowledge (Nobility) +4 (1 +0 Int +3 class)
Linguistics +5 (2 +0 Int +3 class)
Perform (Oratory) +9 (2 +4 Cha +3 class)
Perform (Strings) +9 (2 +4 Cha +3 class)

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
0 (6, at will, DC 13): Detect Magic, Ghost Sound, Mending, Prestidigitation, Resistance
1 (4, 5/day, DC 14): Cause Fear, Hideous Laughter, Timely Inspiration, Vanish
2 (4, 4/day, DC 15): Blur, Gallant Inspiration (immediate action), Heroism, Mirror Image

ORACLE SPELLS KNOWN
0 (4, at will, DC 13): Create Water, Guidance, Read Magic, Stabilize
1 (2, 4/day, DC 14): Divine Favor*, Protection from Evil
*- Luck bonus, +1 from Fate's Favored

Cast today:
+1 spell cast/day from Arcane Bond

GEAR:

Weapons
+1 Longspear +11 (1d8+6, x3) 9 lbs.
+1 Cold Iron Falchion +11 (2d4+6, 18-20/x2), 75 gp, 8 lbs. (retrained Weapon Focus to Longspear)
MW Falchion Power Attack +9 (2d4+8, 18-20/x2)
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
Amulet of Natural Armor
Headband of Alluring Charisma +2
Heavyload Belt (triples carrying capacity)

ARMOR
Haramaki +1 AC, 3 gp, 1 lbs.
Ironwood Breastplate +1 +7 AC, --, 30 lbs.
MW Chain Shirt +4 AC, 60 gp, 25 lbs.

GEAR
Bandana worn around neck (formerly a WET BANDANA the during Trunau orc assault, gave a bonus to save vs smoke inhalation), just a keepsake

Backpack
-Noble's outfit
-Bedroll
-Crowbar
-Grappling hook
-Hammer
-Iron pot
-Mess kit
-Mirror, small metal
-Musical instrument, common
-Pitons x10
-Rope (50' silk)
-Roperunner
-Soap
-Tanglefoot Bag
-Tent, Medium (4 person)
-Torches x10
-Trail rations (orc) x21 (+2 to Intimidate checks)
-Waterskin x3

Bandolier 1
-Antitoxin
-Disguise Self potion
-Feather Fall potion
-Lesser Restoration potion
-Pass without Trace potion
-Protection from Evil potion
-Vanish potion

Bandolier 2
-Acid x2
-Alchemist's Fire
-Holy Water x2

Scroll case
-Barkskin
-Cause Fear
-Ghostbane Dirge
-Grease
-Hold Portal
-Remove Fear
-Summon Monster I

Belt pouch
-Chalk x10
-Flash powder
-Smelling Salts
-Smokestick
-Smoke Pellet
-Thunderstone
-Flint and steel
-Whetstone (+1 damage to first attack)

Total weight: 154 lbs.
-without pack: 60 lbs.

Light load 133 lbs. (w/ Heavyload Belt: 399 lbs.)
Med. load 266 lbs. (798 lbs.)
Hvy. load 400 lbs. (1200 lbs.)
Lift (over head) 400 lbs. (1200 lbs.)
Lift (off ground) 800 lbs. (2400 lbs.)
Push or drag 2000 lbs. (6000 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
the grapple.

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
800 gp
11 sp
12 cp

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 7/day 4 left (2d6+4 fire, DC 15)
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, Pellet Grenade (adamantine), Pellet Grenade (cold iron), Smokestick x3, Tangleburn Bag, Tanglefoot Bag, Thunderstone, Unerring Grenade
--------------------
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 (3 1/day) Anticipate Peril, Bomber's Eye, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Heightened Awareness, Targeted Bomb Admixture, Shield