Member of the Whispering Way

Sholloch Dobban's page

39 posts. Alias of OilHorse.


Full Name

Sholloch Dobban

Race

Fetchling

Classes/Levels

Divine Archivist Bardic Sage 1

Gender

Male

Size

Medium

Age

26

Special Abilities

Shadow Blend, Elemental Resistances, Spell-like Abilities

Alignment

NG

Deity

Pharasma

Location

Absalom/Sandpoint

Languages

Common, Absalonian, Ancient Thassilonian, Celestial, Varisian,

Occupation

Historian

Strength 13
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

About Sholloch Dobban

Combat Details:

Defences:
AC: 16 (10+2armour+4Dex)
Touch AC: 14 (10+4Dex)
Flat-Footed AC: 12 (10+2armour)
CMD: +1 (0BAB+1Str)
CMB: 15 (10+0BAB+1Str+4Dex)

Attacks:
(Dagger/melee) To hit: +1 (+1Str)
(Dagger/melee) Damage: 1d4+1, 19-20, x2 crit

(Dagger/thrown) To hit: +4 (+4Dex)
(Dagger/thrown) Damage: 1d4+1, 19-20, x2 crit

(Light X-Bow) To hit: +4 (+4Dex)
(Light X-Bow) Damage: 1d8, 19-20, x2 crit

Saves:
Fort: +0 (0base+0Con)
Ref: +4 (+0base+4Dex)
Will: +2 (+2base+0Wis)

Current HP/Total HP: 18/18
Current Action Points/Total Action Points: 5/5
Speed(s): 30base
Experience Points: 100/1200
Initiative Modifier: +4 (+4Dex)

Character Details:

Goal: to explore the ancient thassilonian ruins in Sandpoint and determine their purpose.

Reason to be in Sandpoint: Raised by Pharasmian Clerics in an Absolom library they tended. He would spend many hours hiding himself from the more "normal" folk and reading the books he would find littering the musty shelves in the deepest corners of the basement. Here is when he first discovered the ancient civilizations of Thassilon. Some of the stories he uncovered were feeding his sense of discovery and driving a yearning to see the world. As he searched he found a more modern book mentioning the potential that a small community in Varisia may be the home to a structure constructed by the great nation of Thassilon. He worked to save as much coin as he could and bought his way to Magnamar, one of the head cities of Varisia, and the closest he could reach by sea. He has just recently found a purchase overland to get him the rest of the way. His excitement is barely contained

Description: of average height (5'10") though lithe of frame (150) he keeps his appearance (black stringy hair, pure while skin and yellow eyes) as undercover as is socially acceptable. High soft leather boots, brown woolen pants and long sleeve shirt comprise the basics of his clothes. He wears a black, long, deep hooded cloak and gloves when outside, and/or in public places, again when acceptable.

Personality: a shy individual prone to bouts of chatter when nervous. Socially inept, but generally likable. Insatiably bookish and curious.

Favorite Beverage: a hot drink named Kahvae consisting of boiled water poured through a filter filled with ground beans of a tree found in the jungles of Sargava.

Favorite Foods:
"Goblin Fingers", a slender cookie wafer topped with butterscotch or caramel and covered in chocolate (think Twix bars)

Nationality: Absalom

Traits:
Adopted (Scholar of Ruins): +1 trait bonus to Knowledge (Dungeoneering) and Knowledge (Geography) and Knowledge (Geography) is always a class skill. (APG)

Mathematical Prodigy: +1 trait bonus to Knowledge (Arcana) and Knowledge (Engineering) and one becomes a class skill. (APG)

Rich Parents: Starting Gold is 900gp.(APG)

Biblophile: You gain a +1 trait bonus on Knowledge: History and Knowledge: Religion checks. Additional, pick three spells on your spell list available to you at 1st level. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Additionally, you know the following spells, and may cast one of them once a day as a Spell-like ability:
Speed Read, Eraser, Decrypt, Encrypt houseruled

Teacher’s Pet: +2 trait bonus to Knowledge (Local) checks and it is a class skill. Carrion Crown AP

Skills:
6base+2int+1fave

Disguise:7 =1rank+3cha+3class
Knowledge (arcana):5 =2int+2bard+1trait
Knowledge (dungeoneering):5 =2int+2bard+1trait
Knowledge (engineering):5 =2int+2bard+1trait
Knowledge (geography): 9 =1rank+2int+3class+2bard+1trait
Knowledge (history): 9 =1rank+2int+3class+2bard+1trait
Knowledge (local): 10 =1rank+2int+3class+2bard+2trait
Knowledge (nature):4 =2int+2bard
Knowledge (nobility):4 =2int+2bard
Knowledge (planes): 6 =2int+2bard+2racial
Knowledge (religion): 9 =1rank+2int+3class+2bard+1trait
Linguistics: 6 =1rank+2int+3class
Perception: 4 =1rank+3class
Perform (oratory): 7 =1rank+3cha+3class
Spellcraft: 6 =1rank+2int+3class
Stealth: 6 =4dex+2racial

Feats:

1st: Additional Traits: Gain 2 more traits, houseruled to allow traits from categories already chosen from. (APG)

Class/Race Features:

Class:(All CRB)
Bardic knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic performance: 2 used/5/day
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.
Countersong, Distraction, Fascinate,

Archivist Features:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Bardic Sage:
The bardic sage focuses his efforts on learning, research, and the power of knowledge.

Alignment
The bardic sage must be neutral good, neutral, or neutral evil. The true pursuit of knowledge cares little for ethical extremes. A bardic sage who becomes chaotic or lawful cannot progress in levels as a bardic sage, though he retains all his bardic sage abilities.

Base Save Bonuses
The bardic sage has good will saves, but has poor Fortitude and Reflex saves.

Class Features
The bardic sage has all the standard bard class features, except as noted below.

Spellcasting
A bardic sage learns and casts spells as a normal bard, with a few exceptions. In addition to the normal number of spells known, a bardic sage knows one divination spell of each spell level he is capable of casting. The bardic sage's number of spells per day does not change.

To learn or cast a spell, a bardic sage must have an Intelligence score (not Charisma score) equal to at least 10 + the spell level. All other spellcasting factors, including bonus spells and save DCs, are still determined using the bardic sage's Charisma score. Add the following spells to the bardic sage's class spell list: 1st—detect chaos/evil/good/law; 2nd—zone of truth; 3rd—arcane sight; 4th—analyze dweomer (lowered from 6th), sending; 5th—contact other plane, greater scrying (lowered from 6th); 6th—true seeing, vision.

Bardic Knowledge:
He treats his level as three levels higher for the purposes of this ability.

Bardic Performance:he can use the ability for a number of rounds per day equal to 2 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 1 additional round per day.

Divine Bard:

Spellcasting:
Add the following spells to the divine bard's class spell list: 0—create water, cure minor wounds; 1st—detect evil/good/law, protection from evil/good/law; 2nd—consecrate, desecrate, gentle repose; 3rd—magic circle against evil/good/law, prayer; 4th—remove disease, speak with dead, sending; 5th—divination, restoration; 6th—commune, hallow, unhallow, raise dead.

Houserule:
Lose all Martial Weapon Proficiencies and Shield Proficiencies.

Cantrips & Spells: 4/2used:3/-/-/-/-/-
Spells Known:
0: Mage Hand, Open/Close, Read Magic, Sift, Speed Read, Eraser, Decrypt, Encrypt
1: Anticipate Peril#, Comprehend Languages, Cure Light Wounds#

# == Biblophile Modded Spells + Identify

Race: (All features from Beastiary 2 writeup)
Darkvision 60'

Lowlight vision

Shadow Blending: Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.

Spell-Like Abilities (Sp):
A fetchling can use Disguise Self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability.
When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day,
At 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day.
A fetchling's caster level is equal to its total Hit Dice.

Equipment:

Equipment:
Combat:
Leather Armour, CRB, 10gp, 15#, worn
Daggers (2) , CRB, 4gp, 2#, (1 sheathed right side of belt, 1 on left side of belt)
Light Crossbow/, CRB, 35gp, 4#, carried on back
20 bolts, CRB, 2gp, 2#, worn right hip

Misc:
Backpack, mw, Adventurer's Armory, 50gp, 4#, worn back
2 Clothes(Traveling) , CRB, 1gp, 5#, 1 worn, 1 backpack
Adventurer’s Sash, Seeker of Secrets, 20gp, 3#, worn
Waterskin, CRB, 1gp, 4#, backpack
Bedroll, CRB, 1sp, 5#, backpack
Belt pouch, CRB, 1gp, 0.5#, belt, left center
Spell Component pouch, CRB, 5gp, 2#, belt, right center
Rations (2 days), CRB, 1gp, 2#, backpack
Flint/Steel, CRB, 1gp, -#, backpack
Candles (10) , CRB, 1sp, 0.5#, backpack
Ink in vial, CRB, 8gp, -#, backpack
Inkpen, CRB, 1sp, -#, backpack
Journal, CRB (wiz travel spellbook), 10gp, 1#, backpack
Wand: CLW(Charges: 50), CRB, 750gp, -#, hooked to adventurers sash

Carrying Capacities:
normal/mw backpack
Light Load: 50/58
Medium Load: 100/116
Heavy Load: 150/175
Lift off Ground: 300/350
Push/Drag Load: 750/875

Current Weight: 50#

Money: in belt pouch
CP:
SP: 7
GP:
PP: