About Randall McNellyHeight: 5'9"
Durability:
Saves:
Combat:
Feats:
Spoiler:
Combat Expertise, Exotic Weapon Proficiency (scorpion whip), Improved Trip, Spell Focus: Enchantment
Traits
Class Abilities:
World Traveler 2/day (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.
This ability replaces bardic knowledge. Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. This ability replaces versatile performance. Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed. Bardic Performance: 14 rounds per day
Fascinate (Su): A bard can use his performance to cause one or more creatures within 90 feet to become fascinated with him. The bard must also be able to see the creatures affected. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Inspire Courage +2 (Su): A bard can use his performance to inspire courage in his allies (including himself). To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a morale bonus on saving throws against charm and fear effects and a competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong. Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence. Lore Master 1/day (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Nikima the monkey:
Nikima
Monkey (Pathfinder RPG Bestiary 132) N Tiny magical beast (animal) Init +2; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 16, touch 14, flat-footed 14 (+2 Dex, +3 natural, +2 size) hp 16 (1d8) Fort +2, Ref +6, Will +5 -------------------- Offense -------------------- Speed 30 ft., climb 30 ft. Melee bite +7 (1d3-4) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5 Base Atk +3; CMB +3; CMD 9 Feats Weapon Finesse Tricks Come, Fetch, Heel, Perform, Seek, Stay Skills Acrobatics +15, Bluff +1, Climb +15, Diplomacy +1, Perception +8, Spellcraft +2, Stealth +17, Swim +7, Use Magic Device -1; Racial Modifiers +8 Acrobatics SQ come, fetch, heel, improved evasion, perform, seek, stay, speak with master -------------------- Special Abilities -------------------- Climb (30 feet) You have a Climb speed. Come [Trick] The animal will come to you on command. Fetch [Trick] The animal will get a specific object. Heel [Trick] The animal will follow you. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Perform [Trick] The animal will perform tricks. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Stay [Trick] The animal will stay where it is. [b]Other Special Abilities and Special Qualities:
Spoiler:
(Human) ability Bonus:+2 to Charisma
(Human) Favored Class (Bard) Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled. Skills: Skillpoints gained/level (8) 6+2(int):
*Acrobatics: +11 (3 ranks; +3 trained; +2 Dex; +3 familiar)
*Appraise: +1 (0 ranks; +0 trained; +2 Int) *Bluff: +13 (5 ranks; +3 trained; +4 Cha; +1 trait) *Climb: +5 (1 ranks; +3 trained; +1 Str) *Craft (any): +1 (0 ranks; +0 trained; +2 Int) *Diplomacy: +13 (5 ranks; +3 trained; +4 Cha; +1 Trait) *Disguise: +0 (0 ranks; +0 trained; +4 Cha) *Escape Artist: +2 (0 ranks; +0 trained; +2 Dex) Fly: N/A (0 ranks; +0 trained; +2 Dex) Handle Animal: +0 (0 ranks; +0 trained; +4 Cha) Heal: +1 (0 ranks; +0 trained; +0 Wis) *Intimidate: +0 (0 ranks; +0 trained; +4 Cha) *Know (Arcane): +2 (0 ranks; +0 trained; +2 Int) *Know (Geography): +8 (1 ranks; +3 trained; +2 Int; +2 class) *Know (History): +2 (0 ranks; +0 trained; +2 Int) *Know (Local): +10 (3 ranks; +3 trained; +2 Int; +2 class) *Know (Nature): +4 (0 ranks; +0 trained; +2 Int; +2 class) *Linguistics: +8 (1 ranks; +3 trained; +2 Int; +2 class) *Perception: +10 (5 ranks; +3 trained; +0 Wis; +2 Familiar) *Perform (keyboard): +10 (1 ranks; +3 trained; +4 Cha; +2 MW) *Perform (Oratory): +13 (5 ranks; +3 trained; +4 Cha; +1 class) *Perform (Singing): +11 (4 ranks; +3 trained; +4 Cha) *Profession(sailor): +9 (4 ranks; +3 trained; +0 Wis; +2 Class) Ride: +1 (0 ranks; +0 trained; +2 Dex) *Sense Motive: +7 (2 ranks; +3 trained; +0 Wis; +2 Familiar) *Sleight of Hand: +2 (0 ranks; +0 trained; +2 Dex) *Spellcraft: +9 (4 ranks; +3 trained; +2 Int;) *Stealth: +9 (4 ranks; +3 trained; +2 Dex; - armor) Survival: +0 (0 ranks; +0 trained; +0 Wis) *Swim: +13 (2 ranks; +3 trained; +1 Str; +2 racial; - armor, +5 ring) *Use Magic Device: +10 (3 ranks; +3 trained; +4 Cha) Spellcasting:
Bard (Sea Singer) Spells Known (CL 4th; concentration +8=4+4 +12 when casting underwater)
2nd (3/day)—allegro[UM], heroism, Hold Person (DC 17) 1st (5/day)—cure light wounds, grease, silent image (DC 15), sleep (DC 16), Clarion Call 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 14), prestidigitation, read magic Carrying Capacity:
Possessions (54.5 lbs): Spoiler:
Backpack 2 lbs 2 gp(12 lbs):
Pouch with Coins (1 lbs):
Appearance: Of average height, Randall is decked out in the layered, clothing of a sailor over which, som quality leather armor helps to keep him warm. His brown hair is unkempt. Hanging from his hip is a sheathed, shortsword and a coiled whip. Story/Background: |