About MumblypegPFS Details:
Player - Nik PFS #41662-10 email: nikolausb@hotmail.com Male Half Elf – Oracle 2/Bard 1
Combat
CMB 1 --------------------
SKILLS:
SKILLS Mod/Ability/ranks/misc Acrobatics: 0/1/0/-1 Appraise: 1/1/0/0 Bluff: 7/3/1/3 Climb: -1/0/0/-1 Diplomacy: 7/3/1/3 Escape artist: -0/1/0/-1 Heal: 2/2/0/0 Intimidate: 7/3/1/3 Know (Arcana) 8/1/1/6 Know (Dung) 2/1/0/1 Know (Eng) 2/1/0/1 Know (Geo) 6/1/1/4 Know (Hist) 6/1/1/4 Know (Local) 6/1/1/4 Know (Nob) 2/1/0/1 Know (Planes) 6/1/1/4 Know (Rel) 6/1/1/4 Perception: 6/2/1/3 Prof (Sailor): 102/1/7 Sense Motive: 6/2/1/3 Spellcraft: 5/1/1/3 Stealth: 0/1/0/-1 Survival: 6/2/1/3 Swim: 4/0/1/3 UMD 8/3/1/4 Languages Common, Elven, Aquan, Varisian Spells:
Save 0=13 /1=14 Known (Bard)
L1
Known (Oracle)
L1 (4x Day)
RACIAL:
RACIAL
-- HALF-ELVEN RACIAL TRAITS -- • Cha: +2 • TYPE: Humanoid (Half-elf) • SIZE: Medium • ELVEN BLOOD: Half-elves count as elves for any effect related to race. • HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score of their choice at creation to represent their varied nature. • ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. • HUMAN BLOOD: Half-elves count as Human for any effect related to race. • MULTITALENTED: Half-elves choose two favored classes at first level. • LANGUAGES: Half-elf begin play speaking Common and Elven. • CHILD OF THE SEA: Shore born gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. • DUAL MINDED: Half-elves with this racial trait get a +2 bonus on all Will saving throws. • Automatic Languages: Common, Elven • Bonus Languages: Any TRAITS:
TRAITS -- TRAITS --
• VALASHMAI VETERAN (Regional: Valashmai Jungle): You have traveled to
FEATS:
-- GENERAL FEATS -- • ADDITIONAL TRAITS: You gain two additional traits. (PFAPG 150) • EXTRA REVELATION: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times. (PFAPG 160) -- COMBAT FEATS -- • ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118) • SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133) CLASS:
-- CLASS ABILITIES -- • FAVORED CLASS (Oracle) : You've gain the following bonuses: Skill Point), and Hit Point). • BARD CANTRIPS: The bard can cast known 0-level spells without limit. (PFCR 38). • BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR 35). • BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFCR 35). • BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such checks untrained. (PFCR 35). • BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 7 rounds. Standard action to start, a free action each round to maintain. Only one performance at a time. The targets must be able to perceive the performance. A deaf bard fails audible performances 20% of the time, blindness causes visual performance failure 50% of the time. Failed checks count against round limit. - Countersong (Su): Counters magical effects that depend on sound within 30 ft. Creatures use the bard's Perform check result in place of its saving throw each round countersong is active. (PFCR 36). - Distraction (Su): Counters magical effects that depend on sight within 30 ft. Creatures use the bard's Perform check result in place of its saving throw each round countersong is active. (PFCR 36-37). - Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard's level in rounds) and takes -4 on skill checks like Perception. (PFCR 37). - Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear. - Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1
GEAR:
Oracles Kit Potion of Featherstep Potion of Remove Sickness Potion Spider Climb Potion Touch of the Sea Acid Alchemical grease Alchemist Fire Alkali Flask Anti-Toxin Antidote Healers kit Holy Water Wand CLW (49) Skeleton Key Mwk Armoured Coat Mwk Darkwood Club Mwk Backpack |