Tsadok Goldtooth

Jarrek Everstand's page

647 posts. Alias of karlprosek.


Full Name

Jarrek Everstand

Race

Half-Orc

Classes/Levels

Bard (Arcane Duelist)/Oracle (Lore) 4/1 [HP: 22/39 | AC:19 | T:13 | FF:16 | CMB:+8 | CMD:21 | Fort:+5 | Ref:+9 | Will:+6 | Init:+0 | Perc:+0 (Darkvision) | Spd 30]

Gender

Male

Size

M (6'6", 280 lbs.)

Age

17

Special Abilities

Arcane Strike +1, Inspire Courage +1

Alignment

LN

Deity

Iomedae

Location

Trunau

Languages

Common, Orc

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Jarrek Everstand

M LN Half-Orc Bard (Arcane Duelist)/Oracle (Lore), Level 4/1, Init +0, HP 30/39, Speed 30, AC 19, Touch 13, Flat-footed 16, CMD 21, Fort 5, Ref 9, Will 6, CMB +8, Base Attack Bonus +4
Abilities Str 18, Dex 10, Con 14, Int 10, Wis 8, Cha 16
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
MW Cold Iron Falchion +10 (2d4+6, 18-20/x2), 75 gp, 8 lbs.
MW Cold Iron 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 +9 (1d4+6, 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.

RANGED
Dagger x2 +4 (1d4+6, 19-20/x2), 4 gp, 2 lbs., 10 ft. see above
MW Silver Dagger +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.

MISC/SPELL COMBAT BONUSES:
Arcane Strike (swift action): +1 to damage
Divine Favor (1 minute, luck): +2 to attack/damage
Guidance (1 minute for a single use, competence): +1 to attack
Heroism (10 min/lvl, morale): +2 to attack/saves/skill checks
Inspire Courage (11 rds/day, competence, free to maintain): +1 to attack/damage (morale bonus to saves vs charm or fear)
whetstone (first attack in an encounter): +1 to damage

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 big muscles don't hurt. Smokes stinky cigars and reeks of hot peppers

SKILLS 6/lvl (1x 5/lvl) + 2 background skills
Diplomacy +11 (5 +3 Cha +3 class)
Intimidate +20 (5 +3 Cha +4 Str +3 class +1 favored class +2 race +2 equipment)
Knowledge (Dungeoneering) +4/+5 (1 +0 Int +3 class) +1 to ID creatures
Knowledge (Local) +7/+8 (4 +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 +8 (5 +0 Int +3 class)
Use Magic Device +11 (5 +3 Cha +3 class)
-----
Knowledge (Geography) +5 (2 +0 Int +3 class)
Knowledge (History) +6 (3 +0 Int +3 class)
Knowledge (Nobility) +4 (1 +0 Int +3 class)
Linguistics +4 (1 +0 Int +3 class)
Perform (Oratory) +8 (2 +3 Cha +3 class)
Perform (Strings) +8 (2 +3 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 11 rounds per day = 8 (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 (+1 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)
Mystery (Lore)
Oracle's Curse (Legalistic- sickened if he lies or breaks his word)
Revelation (Sidestep Secret, +Cha bonus to AC, CMD, Ref)

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 (Falchion)
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, 4/day, DC 14): Cause Fear, Hideous Laughter, Timely Inspiration, Vanish
2 (2, 2/day, DC 15): Heroism, Mirror Image

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

GEAR:

Weapons
MW Falchion +10 (2d4+6, 18-20/x2), 75 gp, 8 lbs.
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
Heavyload Belt (triples carrying capacity)
Wand of Cure Light Wounds (8 charges) Haftor has it

ARMOR
Haramaki +1 AC, 3 gp, 1 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) x14 (+2 to Intimidate checks)
-Waterskin x2

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: 143 lbs.
-without pack: 60 lbs.

Light load 100 lbs. (w/ Heavyload Belt: 300 lbs.)
Med. load 200 lbs. (600 lbs.)
Hvy. load 300 lbs. (900 lbs.)
Lift (over head) 300 lbs. (900 lbs.)
Lift (off ground) 600 lbs. (1800 lbs.)
Push or drag 1500 lbs. (4500 lbs.)

MONEY
535 gp
6 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