About Jarrek EverstandM LN Half-Orc Bard (Arcane Duelist)/Oracle (Lore), Level 5/1, Init +0, HP 47/47, Speed 30 (20 in armor), AC 23, Touch 14, Flat-footed 19, CMD 21, Fort 5, Ref 9, Will 6, CMB +8, 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
RANGED
MISC/SPELL COMBAT BONUSES:
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
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 13 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) 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 (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
ORACLE SPELLS KNOWN
Cast today:
GEAR:
Weapons +1 Cold Iron Falchion +11 (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
ARMOR
GEAR
Backpack
Bandolier 1
Bandolier 2
Scroll case
Belt pouch
Total weight: 154 lbs.
Light load 100 lbs. (w/ Heavyload Belt: 300 lbs.)
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 ( |