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159 posts. Organized Play character for Nik B..


Race

bard1/Ora2, HP22/22 - AC 15, T 11, FF 14/ F +1, R +3, W +9/ CMD 12 CMB +1/ Per +6(LL Vis), Init +3, Move 20ft

About Mumblypeg

PFS Details:

Player - Nik
PFS #41662-10
email: nikolausb@hotmail.com

Male Half Elf – Oracle 2/Bard 1
Init +3; Senses Low Light; Perception +6
S11 D12 C12 I13 W14 Ch17
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DEFENSE
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AC 15, touch 11, flat-footed 14. (+4 armor, +1 Dex)
Armoured Coat
HP 22
CMD 12
F 1/R 3/W 9
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OFFENSE
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Spd 20 (20) ft.

Combat
M/wk Darkwood Club +2 (1d6/20x2)
Sling +2 (1d4/20x2)

CMB 1

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STATISTICS
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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)
L0
Mending
Message
Prestidigitation
Sift

L1
Cure Light Wounds
Remove Fear
Vanish

Known (Oracle)
L0
Create Water
Detect Magic
Enhanced Diplomacy
Ghost Sound
Mage Hand
Purify food and drink
Stabilise

L1 (4x Day)
Bless
Cure Light Wounds
Entropic Shield
Murderous command

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 --
• DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you. (PFAPG 329)

• VALASHMAI VETERAN (Regional: Valashmai Jungle): You have traveled to
the Valashmai Jungle on numerous occasions, and your prowess in traversing the jungle
wilderness makes you a formidable guide and explorer. You gain a +1 trait bonus on
Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of
these skills becomes a class skill for you. (PFCo: DEP 19)
• WARRIOR OF OLD (Race: Elf): As a child, you put in long hours in combat
drills, and though time has made this training a dim memory, you still have a knack
for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
(PFAPG 330)
• SECRET KNOWLEDGE (Religion): You gain a permanent +2 trait bonus on
checks for Knowledge (arcana), and it becomes a class skill for you. ()

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
morale bonus on attack and weapon damage rolls to allies who can hear.
Mind-affecting. (PFCR 37). (PFCR 35-38).
• MYSTERY SPELL: These bonus spells replace the oracle's mystery bonus spells
at these levels: ill omen (2nd). (PFUM 58).
• ORACLE CURSE: Each oracle is cursed, but this curse comes with a benefit as well
as a hindrance.
- Haunted (Ex): Malevolent spirits follow you wherever you go, causing minor
mishaps and strange occurrences (such as unexpected breezes, small objects moving on
their own, and faint noises). Retrieving any stored item from your gear requires a
standard action, unless it would normally take longer. Any item you drop lands 10 ft
away from you in a random direction. (PFAPG 44).
- Lame (Ex): One of your legs is permanently wounded, reducing your base land
speed by 10 ft. Your speed is never reduced due to encumbrance. (PFAPG 44). (PFAPG
43 - 44).
• ORACLE CURSE: The Lame Curse never changes its abilities as you gain levels.
(PFUM 58).
• MYSTERY: You draws upon a divine mystery, Dark Tapestry, to grant your spells and
powers. This mystery also grants Disguise, Intimidate, Knowledge (arcana), Stealth as
class skills. (PFAPG 43).
• REVELATION: You have uncovered the following secrets about you mystery:
Misfortune, Black Blood Spray, Brain Drain.
- Misfortune (Ex): As an immediate action, you can force a creature within 30 ft
to reroll any one d20 roll that it has just made before the results of the roll are
revealed. The creature must take the result of the reroll, even if it's worse than
the original roll. Once a creature has suffered from your misfortune, it cannot be
the target of this revelation again for 1 day. (PFUM).
- Brain Drain (Su): You can take a standard action to violently probe the mind
of a single intelligent enemy within 100 ft. The target receives a Will save to negate
the effect and immediately knows the source of this harmful mental prying. Those who
fail this save are wracked with pain, taking 2d4 points of damage. After successfully
attacking with this ability, you may use a fullround action to sort through the jumble
of stolen thoughts and memories to make a single Knowledge check using the victim's
skill bonus. You can use this ability 1 times a day. (PFAPG 49). (PFAPG 45).

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