Kai Makani's page

55 posts. Organized Play character for Nomadical.


Race

| HP: 31 / 31| AC: 21 (T 13 / FF 18 / CMD 15 ) |F +4, R +4, W +4

Classes/Levels

| Spells 1st 8 / 8 : 2nd 4 / 4| Bard song 15 / 15| Active conditions: None

Gender

Male CG Merfolk Oracle (Ocean’s Echo) 4

Alignment

CG

Languages

Common, Aquan, Polyglot

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Kai Makani

Offense:
Telekinetic projectile +6 (1d6 /x2) 30 feet
BAB:+3
CMB:+2 Init +7 (Dex +3, Feat +4)

Defense: 
AC 21 (+5 Armor, +1 shield bonus, +3 Dex, +2 Natural)
Touch = 13, Flatfooted = 18
Armor: Lamellar (leather) +1
Shield: mw buckler
F +4 / R +4 / W +4
CMD 15 = (10 + +3 BAB -1 Str +3 Dex ) Immune to Trip

Statistics: 
STR 8 (-1), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 10, CHA 20 (+5)
Speed 20 (15 natural, +5 enhancement agile alpenstock)
Swim Speed 30

Skills: 
Acrobatics +2
Bluff +13
Climb -2
Diplomacy +13
Fly* +6 (1 rank)
Intimidate +11
Knowledge (Planes) +5
Perception +7
Perform (sing) +11
Sense Motive +4
Spellcraft +6
Armor Check Penalty -1

*Fly: Uses the spell air step daily which requires 1 or more ranks in fly to fully utilize. Gains Fly as a class skill from Xenophile boon sheet.

Feats: 
1) Extra Performance
3) Improved Initiative

Class Abilities: 
Inspiring Song (Ex): The voice of an ocean’s echo provides inspiration to allies. This ability is identical to bardic performance (using Perform [sing] only), allowing her to inspire courage at 1st level, inspire competence at 3rd level, and inspire heroics at 15th level, as a bard of the ocean’s echo’s level. It is usable a total number of rounds per day equal to her level + her Charisma modifier. This ability replaces the revelations gained at 1st, 3rd, and 15th level. 15 rounds = level (4) + Cha (5) + Feat (6)
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, etc.). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Oracle Curse (Blackened): Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.
Mystery (Wind): Bonus Spells: alter winds (2nd), gust of wind (4th), cloak of winds (6th), river of wind (8th), control winds (10th), sirocco (12th), control weather (14th), whirlwind (16th), winds of vengeance (18th).
Ocean’s Echo (Class Skills): An ocean’s echo adds Bluff, Intimidate, Knowledge (nature), and Perform to her list of class skills.
Ocean’s Echo (Bonus Spells): Sound burst (4th), shout (8th), song of discord (10th), greater shout (12th), and pied piping(14th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Spells: 
Spells per Day: 1st = 8, 2nd = 4
Spells Known: Orisons = 7 (6 class, 1 trait); 1st = 7 (3 class, 1 Cure, 1 mystery, 1 curse, 1 FCB); 2nd = 3 (1 class, 1 Cure, 1 archetype/mystery)
Concentration +12 (CL 4, CHA +5, +2 trait, +1 untyped boon)
Level 2 DC 17
Air Step***; Cure Moderate Wounds***; Sound Burst*

Level 1 DC 16
Alter Winds; Bless; Burning Hands**; Cure Light Wounds***; Liberating Command; Moment of Greatness; Shadow Trap

* Black powder alchemical reagent: +1 energy damage for evocation spells
** Planar Power Component Fire Fragment: When you use a fire fragment as a focus for a spell that deals fire damage, that spell is affected as per the Flaring Spell metamagic feat (though this does not increase the spell slot that the spell uses), and you treat your caster level as 1 higher for the purpose of determining the spell’s damage.

*** Planar Power Component Cooperation Crystal: When you use a cooperation crystal as a focus for a harmless spell, treat your caster level as 1 higher for the purpose of determining the spell’s duration and effect. This increase doesn’t stack with other effects that raise the caster level of a spell.

Orisons
Create water; detect magic; guidance; read magic; spark; stabilize; Telekinetic projectile

Traits & Languages: 
Languages: Common, Aquan, Polyglot
Traits:
Two-World Magic: [Magic] Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list. (Telekinetic projectile)
Abendego Spellpiercer: [Regional - Sodden Lands]You have spent time in the gales of the perpetual hurricane, and can cast spells even when battered by the elements. You gain a +2 trait bonus on concentration checks when spellcasting.
Resiliant: [Combat] Growing up in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves. (Bonus trait awarded by chronicle)
Xenophile: [Boon Chronicle] Awards Specialization in the following skills: Diplomacy, Perception, Fly, Knowledge (religion) and Bluff
Favored Monument - Our Lady of Blessed Waters: [Boon chronicle] Grants +1 bonus on concentration checks when casting divine spells

Racial Abilities: 
Aquatic: Merfolk are humanoids with the aquatic subtype.
Amphibious: Merfolk are amphibious, but prefer not to spend long periods out of the water. (Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.)
Strongtail: A few merfolk have broad, strong tails that are more suited for land travel than the typical merfolk tail. Merfolk with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.
Legless: Merfolk have no legs, and cannot be tripped.
Low-Light Vision: All merfolk have low-light vision.
Armor: Merfolk have a +2 natural armor bonus.

Alternate Favored Class Bonus (Oracle): Add one spell known from the oracle spell list. This spell must be at least 1 level below the highest level spell the oracle can cast. (Starting from Level 4)

Equipment: 
Armor: Lamellar (leather) +1
Agile Alpenstock
Ioun torch
mw buckler
Cooperation Crystal
Fire Fragment
Wand of CLW: Charges = 40
Wand of Endure Elements: Charges = 44

Singer’s Solution