Cleric of Gozreh

Selia D`Averam's page

439 posts. Alias of PJP.


Full Name

Selia "Songbird" D`Averam

Race

Asimar

Classes/Levels

Bard 2/Monk 2 | HP ?/? | AC 18; T 18; FF 14 | CMD 18 | F +3 R +9 W +8 | Init +4 | Perc +9 | Active: None

Gender

Female

Size

Medium

Alignment

Lawful-Good

Languages

Common, Celestial, Sylvan, Orc, Goblin

Strength 12
Dexterity 16
Constitution 11
Intelligence 13
Wisdom 15
Charisma 17

About Selia D`Averam

Selia D’Averam
LG Female Aasimar Bard 2 / Monk(unchained) 2 |
Languages: Common, Celestial, Sylvan, Orc, Goblin, Draconic
Senses: Darkvision 60’

Appearance, Personality, Background:

Appearance: Selia is a rather well-dressed lady with dark-hair and high cheekbones. She carries herself very properly, almost with an air of superiority - she really appears to be quite a deva.

Personality: Despite her appearance, Selia is actually very down-to-earth, gentle and kind. She likes to bring smiles to the faces of the young and old alike, and she is a devout worshipper of Desna. She is always quick with a song or tale of heroics, and eager to lend a hand to those in trouble. She can get very protective, and while trained in a number of weapons, she is much more likely to resort to her fists, feet, and any old object lying around when the need arises. She detests killing anyone, and will always look for a more diplomatic solution… but she is also very aware that this doesn’t always work.

Background:
Selia has few memories of her parents, but the memories she has are generally good ones. Her father was a blacksmith and worked hard, He was often sought out for his expertise in light-weight armors, and would occasionally take contracts far and wide, so he travelled often. One one of his many travels, he met and fell in love with a Celestial being who later was to become Selia’s mother. Her main memories of her mother revolved around her beautiful singing voice, as she would often sing young Selia to sleep.

Unfortunately, not long after her birth, Selia’s mother was called home to her heavenly plane, and her father had his hands full. Travelling was difficult with a child, and the Time of Troubles meant his services were high in demand. To make things easier on her father, Selia found an opportunity to train with the monks of the Edificant Library, deep in the Snowflake Mountains, and begged her father to let her go there. Eventually he agreed, and he packed up his belongings in order to take her there. Last she heard, he was in Waterdeep.

While Selia loved training at the Library, her heart wanted to be on the road, travelling like her father, and she had a great love of singing and playing a variety of percussion instruments - neither of which was greatly appreciated by the quiet, studious monks. After some time, they encouraged her to try moving her studies to one of the bardic colleges, and she readily agreed. Arrangements were made, and she then travelled to Fochlucan, just outside of Silverymoon, to begin her training as a bard.

Recently, while performing in a small town not far from Silverymoon called Winters Edge, she made a bit of a name for herself. While giving an afternoon singing performance for the locals, mostly farmers and tradespeople, they were suddenly attacked by a band of orc thugs. The townsfolk are a hearty lot, but they were caught unprepared and without weapons or any other defense. Selia ran to the middle of the fray, and began singing at the top of her lungs! Weaving a bit of magic, and much of herself, into the music, she was able to catch the attention of the orcs, fascinating them and even lulling some of them to sleep - in any case, keeping the occupied enough for the stronger of the townsfolk to get the others to safety, and gather up some arms. By the time the orcs realized the gambit, the farmers were prepared to mount a decent defense, which encouraged the orcs to abandon their raid and leave, looking for easier prey elsewhere. In gratitude, the village has been providing Selia a place to rest and recuperate, where she was when she received a surprising letter....

COMBAT:

HP ?? (10+0 Con/d8/d10/d8 +2 FC)

DEFENSE
AC 18, touch 18, flat-footed 14 (10 +3 Dex +2 Wis +0 Monk +1 Dodge +1 ring +1 bracers)

CMD 18 (+1 BAB +1 Str +3 Dex +2 Wis +0 Monk +1 Dodge)
Fort +3 (+3 monk +0 bard +0 Con)
Ref +9 (+3 monk +3 bard +3 Dex)
Will +8 (+3 monk +3 bard +2 Wis)

Defensive Abilities
acid resistance 5, cold resistance 5, and electricity resistance 5
+4 on saves against bardic performance, sonic, and language-dependent effects.
Evasion
+4 against attacks of opportunity caused when you move out of or within a threatened tile.

OFFENSE
Initiative +3 (+3 Dex)
Speed 30 ft
CMB +5 (+3 BAB +2 Str)
Base Attack +3; Melee Touch +5 (+3 BAB +2 Str); Ranged Touch +6 (+3 BAB +3 Dex)

Melee
Unarmed attack* +6 / 1d6+1 B or NL (+3 BAB +3 Dex / +1 Str)
MWK Cestus* +7 / 1d4+1 B or P 19-20/x2 (+3 BAB +3 Dex +1 MW/ +1 Str)
Rapier +6 / 1d6+1 18-20 x2 (+3 BAB +3 Dex / +1 Str)
Whip +6 / 1d3+1 S x2 disarm, NL, reach, trip (+3 BAB +3 Dex / +1 Str)
Improvised Weapon +6 / 1d4+1 (+3 BAB +3 Dex / +1 Str)


Unarmed opponents are flat-footed against any attacks you make with an improvised weapon. Stunning Fist:
Flurry of Blows: make 1 extra attack (unarmed or monk) in full-attack with highest attack bonus

Ranged
Shortbow +6 / 1d6+0 P 20 x3 60 ft (+3 BAB +3 Dex / -)
Thrown improvised weapon + vs flatfooted / ?
Thrown Alchemical weapon +7

Unarmed opponents are flat-footed against any attacks you make with an improvised weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Bardic Performance 9 of 9 rounds remaining

Spells Remaining Concentration Check: +7 (+4 level +3 Cha) DC (spell level + 3)
Enchantments: +1 to DC, additional +1 to language dependant if target can be attracted to me
Cantrips: unlimited
1st (2+1) : 3 of 3 remaining
* can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Known Cantrips: (Initial: 5) +2
daze (DC 14 Will Negates; Figment sounds.)
detect magic
Lullaby (DC 14 Will negates; Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.)[/smaller]
read magic
summon instrument

Known 1st Level: (Initial: 3) +2
[url=http://legacy.aonprd.com/coreRulebook/spells/charmPerson.html#charm-person]Charm Person
DC 15 Will negates
Hypnotism DC 15 (Will Save, +2 in combat, -2 if not in combat and alone)
Sleep (DC 15 Will negates, 100ft+10/lvl, SR, 1 min/lvl)

//end of combat

STATISTICS
Abilities Str 12 (+1), Dex 16 (+3), Con 11 (+0), Int 13 (+1), Wis 15 (+2), Cha 17 (+3)

SKILLS:

Skill ranks: 28 (4 * 2 + 6 * 2 + 4*1 Int +4 GM Bonus)
Acrobatics* +10 (4 rank +3 Dex +3 class)
Athletics* +5 (1 rank +1 Str +3 class)
Bluff* +3 (+3 Cha)
Diplomacy* +8 (2 rank +3 Cha +3 Class
Disguise* +3 (+3 Cha)
Escape Artist* +7 (1 rank +3 Dex +3 class)
Fly +3 (+3 Dex)
Handle Animal +9 (Versatile Performance, percussion)
Heal +2 (+2 Wis)
Intimidate* +9 (Versatile Performance, percussion)
Knowledge * (Bardic Knowledge allows any untrained)
-- Arcane* +6 (1 rank +1 Int +3 Class +1 BK)
-- History* +6 (1 rank +1 Int +3 Class +1 BK)
-- Local* +6 (1 rank +1 Int +3 Class +1 BK)
-- Nature* +6 (1 rank +1 Int +3 Class +1 BK)
-- Planes* +6 (1 rank +1 Int +3 Class +1 BK)
-- Religion* +6 (1 rank +1 Int +3 Class +1 BK)
Perception* +9 (4 rank +2 Wis +3 class)
Ride* +3 (+3 Dex)
Sense Motive* +9 (2 rank +2 Wis +3 class +2 racial))
Spellcraft* +5 (1 rank +1 Int +3 Class)
Stealth* +8 (2 rank +3 Dex +3 class)
Survival +2 (+2 Wis)
Use Magic Device* +10 (4 rank +3 Cha +3 class)

Background Skills 8 (2 per level) (1 from above)
Perform* (Percussion) +10 (4 rank +3 Cha +3 Class)
Perform* (Sing) +8 (1 rank +3 Cha +3 Class)
Linguistics* +7 (2 rank +1 Int +3 Class +2 racial)
Artistry* +1 (1 rank +1 Int +3 Class)
Sleight of Hand* +7 (1 rank +3 Dex +3 class)

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

EQUIPMENT:

Ring of Protection +1 (2000)
Bracers of Armor +1 (1000)

MWK Short Bow, Composite, 20 arrows (375 + 1)
MWK Rapier (320)
Whip (1)
MWK Cestus (305)

Wand of Cure Light Wounds - 50 charges (750)
Wand of Magic Missles - 50 charges (750)

Backpack (2 gp)
Bedroll (1 sp)
50 ft Silk Rope
Grappling hook
Alchemist's fire (20)
Acid (10)

Scrolls:
--Scroll. CLW x 5 (125)
--Scroll. Comprehend languages (25)
--Scroll. Remove Fear (25)

COINS
PP 0
GP 1512
SP 0
CP 0

SPECIAL ABILITIES:

FEATS (Elephant in the room)
Improved Unarmed Strike / Unarmed Combatant (Monk 1) = +2 grapple as well
Spell focus: Enchantment (Level 1)
Dodge (Monk bonus 1)
Evasion (Monk 2)
Catch off-guard (Monk bonus 2)
Precise Shot (Level 3)

TRAITS
Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Aasimar Racial Traits
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the 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 all 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.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
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 courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Misc/Planning:

Rolls:
4d6 ⇒ (3, 2, 4, 4) = 13 11
4d6 ⇒ (3, 4, 1, 5) = 13 12
4d6 ⇒ (5, 3, 4, 4) = 16 13
4d6 ⇒ (4, 6, 2, 5) = 17 15
4d6 ⇒ (5, 3, 3, 6) = 17 14
4d6 ⇒ (4, 4, 5, 3) = 16 13
I''ll re-roll the lowest on the 15 and the 14.
2d6 ⇒ (2, 4) = 6
So that gives me 15, 15, 13, 13, 12, 11. I have some thoughts on a Bard/Monk singer.

Aasimars +2 Wis, +2 Cha
S 12 12 +1
D 15 +1 16 +3
C 11 11 +0
I 13 13 +1
W 13 +2 15 +2
Ch 15 +2 17 +3

15, 15, 13, 13, 12, 11
+1 Dex at Lvl 4