Seltyiel

Rebel Red's page

422 posts. Alias of Nik B..


Race

1/2Elf HP:94/94, - AC: 21/T:13/FF:19 - Percep: +11(LL) F: +7/R: +7/W: +6 - CMB: +12- CMD: 25, Speed: 40ft, Init: +4

Strength 20
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 16

About Rebel Red

Male Half-Elf 2 barbarian/7 bard CG
Init +4; Low Light Vision; Perception +11
S18(20) D14 C14 I13 W12 Ch14(16)

--------------------
DEFENSE
--------------------
AC 21, touch 13, flat-footed 19. (Mith BP +1, Ring +1, Am Nat armour +1)
HP 94
CMD 25
BAB 7
F 7/R 7/W6
--------------------
OFFENSE
--------------------
Speed 40'
CMB 12
Melee – Falchion 14/9 (2d4+8/15-20x2)
Ranged – Comp Longbow +10/+5 (1d8+5/20x2)
--------------------
STATISTICS
--------------------

SKILLS:

Mod/Ability/ranks/misc
Mod/Ability/ranks/misc
Acrobatics: 10/2/5/3
Appraise: 5/1/1/3
Bluff: 9/3/3/3
Climb: 9/5/1/3
Diplomacy: 11/3/5/3
Disable Device: 3/2/1/0
Disguise: 7/3/1/3
Escape artist: 6 ]/2/1/3
Handle Animal: 7 ]/3/1/3
Heal: 1/1/0/0
Intimidate: 9/3/3/3
Knowledge (Arcana): 11/1/1/9
Knowledge (Dungeoneering): 8/1/1/6
Knowledge (Engineering): 8/1/1/6
Knowledge (Geography): 8/1/1/6
Knowledge (History): 8/1/1/6
Knowledge (Local): 8/1/1/6
Knowledge (Nature): 8/1/1/6
Knowledge (Nobility): 8/1/1/6
Knowledge (Planes): 8/1/1/6
Knowledge (Religion): 8/1/1/6
Linguistics: 5/1/1/3
Perception: 11/1/5/5
Perform (Sing): 7 ]/3/1/3
Perform (Stringed): 7 ]/3/1/3
Ride: 6/2/1/3
Sense Motive: 7/1/3/3
Sleight of Hand: 7/2/2/3
Spellcraft: 8/1/4/3
Stealth: 7/2/2/3
Survival: 5/1/1/3
Swim: 9/5/1/3
Use Magic Device: 11/3/5/3

Languages Celestial, Common, Elven, Sylvan.

SPELLS:

Bard:
DC's: 0=13 1=14 2=15 3=16

SPELLS - Bard
L0 -
L1 5/day
L2 4/day
L3 2/day

L0
Dancing Lights
Detect Magic
Ghost Sound
Prestidigitation
Read Magic
Sift

L15
Charm Person
Cure Light Wounds
Grease
Saving Finale
Touch of Gracelessness

L24
Cure Moderate Wounds
Glitterdust
Heroism
Invisibility

L32
Good Hope
Confusion

RACIAL:

-- HALF-ELVEN RACIAL TRAITS --
• Str: +2

• TYPE: Humanoid (Half-elf)

• SIZE: Medium

• ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.

• HUMAN HERITAGE (Strength) : 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.

• KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.

• LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of dim light.

• ELVEN BLOOD: Half-elves count as elves for any effect related to race.

• HUMAN BLOOD: Half-elves count as Human for any effect related to race.

• MULTITALENTED: Half-elves choose two favored classes at first level.

• Automatic Languages: Common, Elven

• Bonus Languages: Any

TRAITS:

-- TRAITS --
• ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. (PFAPG 327)

• ELVEN REFLEXES (Race: Half-elf): One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks. (PFAPG 330)

FEATS:

-- GENERAL FEATS --

• ELDRITCH HERITAGE: You've gained Arcane Bond from Bloodline Arcane.
- Arcane Bond (Su): Gain an arcane bond like a wizard of the same level. (PFCR 73). (PFUM 149)

• IMPROVED FAMILIAR: You can summon a familiar as in PFCR 127. (PFCR 127)

• SKILL FOCUS (Knowledge (arcana)): You get a bonus on checks with
your focussed skill Knowledge (arcana) +3. (PFCR 134)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM)

• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary natural weapons). Lasts until your next turn. (PFCR 131)

• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)

• WEAPON FOCUS (Falchion): You gain a +1 bonus on all attack rolls you make using the selected weapon. (PFCR 136-137)

CLASS:

-- CLASS ABILITIES --
• FAVORED CLASS (Barbarian / Bard) : You've gain the following bonuses: +8 Hit Point.

• FAST MOVEMENT: Speed +10 ft in less than heavy armor or load. (PFCR 31).

• BARBARIAN WEAPONS AND ARMOR: All simple and martial weapons, light
armor, medium armor, and shields (except tower shields). (PFCR 31).

• 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 +3 to all Knowledge skill checks and may make such checks untrained. (PFCR 35).

• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 19 rounds. Move 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 3 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 16. 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 Competence (Su): +3 competence bonus on skill checks with a particular skill as long as the bard concentrates. Range: 30 ft. Can't be used on self. Mind-affecting. (PFCR 37).

- Inspire Courage (Su): +2 morale bonus on saves vs. charm and fear and +2 morale bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting. (PFCR 37).

- Suggestion (Sp): Use Suggestion (as the spell) on creatures already fascinated, Will save DC 16. Enchantment (compulsion), mind-affecting, language dependent. (PFCR 37). (PFCR 35-38).

• LORE MASTER: You can take 10 on any Knowledge skill check that he has ranks in. Once per day you can take 20 on any Knowledge skill check as a standard action. (PFCR 38).

• RAGE: Your barbarian can rage for 8 rounds. Rage rounds are renewed after 8 hours
rest. While raging, gain +4 Str, +4 Con, and +2 on Will saves, –2 to AC. The
increased Con grants you +18 temporary hit points. Can't use Cha-, Dex-, or Int-based
skills (except Fly, Intimidate, Ride, and Acrobatics) or any ability that requires
patience or concentration. A barbarian can end her rage as a free action and is
fatigued for a number of rounds equal to 2 times the number of rounds spent during the
rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter a
rage multiple times during a single encounter or combat. (PFCR 32).
• RAGE POWERS: As a barbarian gains experience, you learn to harness her rage in
new ways. A barbarian can use her rage powers only while raging, with each power
consuming a number of rage points. A barbarian cannot select an individual power more
than once. Unless otherwise noted, these abilities are free actions that must be
performed on your turn.
You have chosen the following rage powers: Knockdown.
- Knockdown: Once per rage, the barbarian can make a trip attack against one
target in place of a melee attack. If successful, the target takes 5 points of damage
and is knocked prone. This does not provoke an attack of opportunity. (PFAPG 75).
(PFCR 32-34).

• UNCANNY DODGE: Retain your Dexterity bonus to AC (if any) even if
caught flat-footed or struck by an invisible attacker. You still loses Dexterity bonus
to AC if immobilized. (PFCR 34).

• VERSATILE PERFORMANCE: You can substitute your bonus in a performance skill for related skills. You are versatile in Stringed Instruments, Sing, . This gives you the following skill bonus replacements: Bluff +7, Diplomacy +7, Sense Motive +7. (PFCR 38).

• WELL-VERSED: The bard has a +4 save bonus vs. bardic performance, sonic, and language-dependent abilities. (PFCR 38).

GEAR:

-- ARMOUR –
+1 Mithril Breastplate

-- WEAPONS --
• SILVERSHEEN KEEN FALCHION +1: This ability doubles the threat range of a weapon. [Weapon 1 (PFCR); Keen (PFCR 471)]
• Masterwork Composite Longbow (5STR bonus)

-- MAGIC ITEMS --
• BELT OF GIANT STRENGTH +2: This belt is a thick leather affair,
often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength. [CL: 8th] [Belt/Waist (PFCR)]

• BOOTS OF THE CAT: These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls and at the end of a fall always lands on his feet. [CL: 1st] [Feet (PFUEq 229)]

• HEADBAND OF ALLURING CHARISMA +2: This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma. [CL: 8th] [Headband (PFCR 516)]

• AMULET OF NATURAL ARMOR +1: This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor. [CL: 5th] [Neck (PFCR)]
• RING OF PROTECTION +1: This ring offers continual magical protection in the form of a deflection bonus to AC. [CL: 5th] [Ring (RH) (PFCR 481)]

• CLOAK OF HEDGE WIZARD (TRANSMUTATION): The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st). It also grants the wearer the ability to use prestidigitation on command and at will. At will—mage hand; 1/day—enlarge person, expeditious retreat. [CL: 1st] [Shoulder (PFUEq 264)]

-- IOUN STONES --
• PEARLY WHITE SPINDLE, CRACKED: Regenerate 1 hit point of damage per hour. [Ioun Stones (PFCR)] 3400
• DUSTY ROSE PRISM, CRACKED: This stone grants a +1 competence bonus on initiative checks. [Ioun Stones (PFCR)] 500

1000gp