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[Pathfinder] RG - Mad King's Monkey
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<blockquote data-quote="Scott DeWar" data-source="post: 6042708" data-attributes="member: 49929"><p><strong>Human Bard 2</strong></p><p></p><p>[sblock=Character Generation]</p><p></p><p>Here you will find the Four Oracles. Select one Oracle for your character and note it down along with the associated four cards and their descriptors. You may cast as often as you like, but all four cards must come from the same oracle and the same cast. During the game you may use an appropriate oracle to take control of the game and re-write the situation as you so choose in terms of the oracle. Once used, that card is scratched. I have not tried this before, and am not sure how it will work. But regardless, I suspect that it will be interesting.</p><p></p><p>[/sblock]</p><p></p><p><strong>Jan Maatson male human Bard 2</strong></p><p></p><p>[sblock=party use items]</p><p>from Eban: Wand cure light wounds wand With 21 charges -11 charges 2-15-14</p><p>from self: wand restful sleep 25 charges</p><p>[/sblock]</p><p></p><p>[sblock]</p><p>STR: 10 Bonus +0 cost 0</p><p>DEX: 14 Bonus +2 cost 5</p><p>CON:11 Bonus +0 cost 1</p><p>INT:14 Bonus +2 cost 5</p><p>WIS:12 Bonus +1 cost 2</p><p>CHA:16 Bonus +3 cost 5 race: +2</p><p></p><p>Languages: Elvin, Goblin, common</p><p></p><p>SAVES</p><p>* Fort: +0 [Base 0, +0Con]</p><p>* Ref: +5 [Base 3, +2 Dex]</p><p>* Will: +4 [Base 3, +1 Wis]</p><p></p><p>ENCUMBRANCE</p><p>* Light 30' Carry xxlbs)</p><p>* Medium 30' ( Carry xxlbs, MaxDex +3, Check -3)</p><p>* Heavy x0' (Carry xxxlbs, MaxDex +1, Check -6)</p><p></p><p>COMBAT</p><p>* Attacks 1</p><p>* Melee +1 [BAB +1, Str +0]</p><p>* Ranged +3 [BAB +1, Dex+2]</p><p>* Initiative +2 [Dex +2]</p><p>* Armour Class 16 [Base 10, Armour +3, shield +1, Dex +2]</p><p>** flat foot: 13</p><p>** touch: 13</p><p>** special: with -1 att get +1 dodge bonus</p><p>* HP 16/16 HD 2d8</p><p>* BAB +1</p><p></p><p>WEAPONS [ranged attack]</p><p>* Long sword +1 (Dam 1d8 , 19/20 x2')</p><p>* Club +1 [+3] (Dam 1d6 , Crit x2, Rng 10')</p><p>* Daggar +1 [+3] (Dam 1d4 , Crit 19/20 x2, Rng 10')</p><p>* Short Bow [+3] (Dam 1d6, Crit x3, Rng 60')</p><p></p><p>TRAITS </p><p>* <a href="http://www.d20pfsrd.com/traits/magic-traits/desperate-focus" target="_blank"> Desperate Focus </a></p><p>* <a href="http://www.d20pfsrd.com/traits/social-traits/savant" target="_blank"> Savant </a> </p><p></p><p>FEATS</p><p>* [human] <a href="http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat" target="_blank"> Combat Expertise </a></p><p>** <span style="color: darkgray">[char. lv 5] <a href="http://www.d20pfsrd.com/feats/combat-feats/improved-feint-combat---final" target="_blank"> Improved Feint </a></span><---do not have yet</p><p>* [char. lv 1] <a href="http://www.d20pfsrd.com/feats/general-feats/lingering-performance" target="_blank"> Lingering Performance </a></p><p>** <span style="color: darkgray">[char lv 3] <a href="http://www.d20pfsrd.com/feats/general-feats/harmonic-spell" target="_blank"> Harmonic Spell </a></span><---do not have yet</p><p></p><p></p><p><a href="http://www.d20pfsrd.com/classes/core-classes/bard" target="_blank"> CLASS FEATS </a></p><p>* Bardic knowledge +1/2 lv to know skills, make checks untrained</p><p>* bardic performance [00000 00[/s]]</p><p>** countersong</p><p>** distraction</p><p>** fascinate</p><p>** inspire courage +1</p><p>* cantrips</p><p>*<a href="http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Versatile-Performance-Ex-" target="_blank"> Versatile performance</a></p><p>* <a href="http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Well-Versed-Ex-" target="_blank">well-versed</a></p><p></p><p>SKILLS [6 [class] +2 [int] +1 [race] +1 [fav]] * 1 [level] = 10</p><p>[code]</p><p>* [I][B]Acrobatics[/B][/I]: +2 [ranks --, Dex +2, class +3, Misc +0] [U]untrained[/U]</p><p>* [I][B]Appraise[/B][/I]: +6 [ranks 1, Int +2, class +3, Misc +0] </p><p>* [I][B]Bluff[/B][/I]: +7 [ranks 1, Cha +3, class +3, Misc +0] </p><p>* [I][B]Climb[/B][/I]: +1 [ranks 1, Str +0, class +0, Misc +0] </p><p>* [I][B]Craft (Art)[/B][/I]: +6 [ranks 1, Int +2, class +3, Misc +0]</p><p>* [I][B]Diplomacy[/B][/I]: +3 [ranks 1, Cha +3, class +3, Misc +0] </p><p>* [I][B]Disguise[/B][/I]: +3 [ranks --, Cha +3, class +3, Misc +0] [U]untrained[/U]</p><p>* [I][B]Escape Artist[/B][/I]: +2 [ranks --, Dex +2, class +3, Misc +0] [U]untrained[/U]</p><p>* Handle Animal: -- [ranks 0, Cha +3, class +0, Misc +0] [U]untrained[/U]</p><p>* Heal: +1 [ranks --, Wis +1, class +0, Misc +0] [U]untrained[/U]</p><p>* [I][B]Knowledge (Arcana)[/B][/I]:</p><p> +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]</p><p>* [I][B]Knowledge (Dungeon)[/B][/I]:</p><p> +8 [ranks 1, Int +2, class +3, misc (1) +1] </p><p>* [I][B]Knowledge (Engineering)[/B][/I]:</p><p> +8 [ranks 1, Int +2, class +3, misc (1) +1] </p><p>* [I][B]Knowledge (Geography)[/B][/I]:</p><p> +7 [ranks 1, Int +2, class +3, misc (1) +1] </p><p>* [I][B]Knowledge (History)[/B][/I]: </p><p> +7 [ranks 1, Int +2, class +3, misc (1) +1] </p><p>* [I][B]Knowledge (Local)[/B][/I]: </p><p> +7 [ranks 1, Int +2, class +3, misc (1) +1] </p><p>* [I][B]Knowledge (Nature)[/B][/I]: </p><p> +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]</p><p>* [I][B]Knowledge (Netherworld)[/B][/I]: </p><p> +7 [ranks 1, Int +2, class +3, misc (1) +1] </p><p>* [I][B]Knowledge (Nobility)[/B][/I]: </p><p> +7 [ranks 1, Int +2, class +3, misc (1) +1] [U]untrained[/U]</p><p>* [I][B]Knowledge (Planes)[/B][/I]: </p><p> +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]</p><p>* [I][B]Knowledge (Religion)[/B][/I]: </p><p> +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]</p><p>* [I][B]Linguistics[/B][/I]: +0 [ranks --, Int +2, class +3, Misc +0] [U]untrained[/U]</p><p>* [I][B]Perception[/B][/I]: +6 [ranks 2, Wis +1, class +3, Misc +0]</p><p>* [I][B]Perform: Wind[/B][/I]: +8 [ranks 2, Cha +3, class +3, Misc +0]</p><p>* [I][B]Perform: Sing[/B][/I]: +10 [ranks 2, Cha +3, class +3, trait +2]</p><p>* Ride: +2 [ranks --, Dex +2, class +0, Misc +0] [U]untrained[/U]</p><p>* [I][B]Sense Motive[/B][/I]: +1 [ranks --, Wis +1, class +3, Misc +0] [U]untrained[/U]</p><p>* [I][B]Sleight of Hand[/B][/I]: +2 [ranks --, Dex +2, class +3, Misc +0] [U]untrained[/U]</p><p>* [I][B]Spellcraft[/B][/I]: +2 [ranks --, Int +2, class +3, Misc +0] [U]untrained[/U]</p><p>* [I][B]Stealth[/B][/I]: +7 [ranks 2, Dex +2, class +3, Misc +0] </p><p>* [I][B]Surviva[/B][/I]l: +5 [ranks 1, Wis +1, class +3, Misc +0] [U]netherworld[/U]</p><p>* Swim: +0 [ranks --, Str +0, class +0, Misc +0] [U]untrained[/U]</p><p>* [I][B]Use Magic Dev.[/B][/I]: +3 [ranks --, Cha +3, class +3, Misc +0] [U]untrained[/U]</p><p></p><p>Misc on knowledge: Bardic Knowledge feature</p><p>[B]Bold indicates class skills[/B]</p><p></p><p>.</p><p>[/code]</p><p></p><p>EQUIPMENT </p><p>[code]</p><p></p><p>Armour</p><p>* Studded Leather [25 gp 20 lb]</p><p>* Buckler [U][5 gp 5 lb][/U]</p><p>** Total [30 gp 25 lb]</p><p></p><p>Weapons</p><p>* club [0 gp 3 lbs] in haversack</p><p>* Long Sword [15 gp 4 lbs]</p><p>* Dagger x2 [4 gp 2 lbs] 1 in haversack</p><p>* Shortbow [30 gp 2 lbs]</p><p>* Arrows x16 [0.80 gp 2.40 lbs] [note: .05gp,0.15 lb / arrow]</p><p>* Arrows x20 [U][1 gp 3 lbs][/U] in haversack</p><p>** Total [xxx gp xxx lbs] - info in flux</p><p></p><p>Handy Haversack [2000.0 gp 5 lbs]</p><p>* Bedroll [.1 gp 5 lbs]</p><p>* Blanket [.2 gp 3 lbs]</p><p>* Lantern-Hooded [7 gp 2 lbs]</p><p>* Oil x 10 [1 gp 10 lb]</p><p>* Alchem fire [40 gp 2 lbs] in haversack</p><p>* trail rations x 14 [7 gp 14 lbs]</p><p>* Waterskin [4 lbs (full)]</p><p>* Cold Weather Outfit [8 gp 7 lbs]</p><p>* Travel Outfit [s][-- gp 5 lbs][/s] wearing</p><p>* Tinder twig x 10 [10 gp -- lb]T</p><p>* flute, reed [5 gp 3 lbs]</p><p>* Rope, hemp x 100' [2 gp 20 lb]</p><p>* journal, blank [U][10 gp 1 lb][/U]</p><p>** Total [2054.3 gp 5 lbs]</p><p></p><p>Scrolls and potions</p><p>* scroll of cure light wounds CL1 25.00 gp</p><p></p><p>total weight carried: 44 lbs total in haversack: 72.70 lb</p><p>MONEY</p><p>:: PP </p><p>:: GP 4 +375-50</p><p>:: SP 6</p><p>:: CP 10</p><p></p><p>.</p><p>[/code]</p><p>[/sblock]</p><p></p><p>[sblock=Spells known<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>Cantrips [unlimited]</p><p></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/d/dancing-lights" target="_blank"> Dancing Lights </a></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic" target="_blank"> Detect Magic </a></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation" target="_blank"> Prestidigitation </a></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/r/resistance" target="_blank"> Resistance </a></p><p><u>Spark</u></p><p></p><p>Level 1 [000[/s]]</p><p></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/c/chord-of-shards" target="_blank">chord of shards</a></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" target="_blank"> Cure light </a></p><p><a href="http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream" target="_blank"> Ear-Piercing Scream </a></p><p>[/sblock]</p><p></p><p><strong>APPEARANCE</strong></p><p></p><p></p><p></p><p></p><p>[sblock=BACKGROUND]</p><p><strong><em>Jan Maatson</em></strong> really was quiet as a child, didn't play much with the other kids. Some said simple, but his parents could see the intelligence behind his eyes. Like a sponge in a sea of knowledge. His mother died when he was 8 of an unknown illness. This left his father, a teamster driver, to raise him on the go. <strong><em>Jan </em></strong> learned much on the road, where he met a kindly old minstrel whose music kept the animals calm and focused by playing his lute during travels. He wold ride with <strong><em>Jan</em></strong> and his father during trips across the land and between gates telling of things, of places, of people of far away lands, and <strong><em>Jan</em></strong> was the ever vigilant sponge, soaking every bit of it up. </p><p></p><p>By the time he was 12, The minstrel, adept in many musical instruments, had taught <strong><em>Jan</em></strong> how to play a reed flute, so for his birthday his father bought him one. The two of them would play together for hours on end at camp fire, on the road or at inns during the merchant trips. for another year he would remain so, until a fateful trip across neverwhere. Neverwhere is what he called the land of the Netherworld. Not here, not there, yet both here and there.</p><p></p><p>It was at the midway point of a long 3 hour trek through mid-gates, as the old minstrel would call the nether regions, at a cross roads. As always, clearly marked with cairn stones, wagon ruts and the crossing path was overgrown. Yet not. One of the wagons, third from the front hit a jut in the road and broke one of its wheels, stopping the train as a whole. <strong><em>Jan</em></strong> got down to stretch his legs and walked down the line of wagons when out of the corner of his eye he sees what looks like recent movement across the cross path's overgrowth. Young but never impetuous, <strong><em>Jan</em></strong> wanders off unnoticed. There was no need to keep an eye out for him. Every one knows to <strong><u><em>NEVER</em></u></strong> stray the paths. He has never wandered away in the netherlands, but this time he did .. .. .. .. ..</p><p></p><p>Not far down the path he finds a figure lying on the ground bleeding, a human man by sights, just taller. Until he moved and his ears were seen. Pointed. Eyes shaped as almonds. He looks at the boy and asks for help in a strange lilting accent. He asked <strong><em>Jan</em></strong> to help him stand, and as he was taught to be kind to others he did. The stranger hands his pack on his back to the boy and says, "Take these to your guards, I will hold <span style="font-family: 'comic sans ms'"><u><strong><em>IT</em></strong></u></span> back. Now run!" He did, as fast as he could. When he arrived back, his father and others were calling for him with worry in their voices.</p><p></p><p>"Da! DA! <strong><span style="font-size: 12px">DA!!!</span></strong>" he arrives breathless, his father's face pales to see the direction he arrives from. <strong><em>Jan Maatson</em></strong> reaches in to see what the strange-man sent him with and finds a bundle of 20 arrows of exquisite make. "The strange-man told me to give these to the guards while he holds it off." </p><p></p><p>"Who told you to do this?" suddenly a blood curdling scream can be heard.</p><p></p><p>"him" says the lad weakly. Dad Maatson scoops the arrows and gets them to the first guard and tells him, "You will need these. Don't ask." <strong><em>Jan Maatson</em></strong> is dragged into the wagon by his father, the guards taking the arrows and getting the wagons moving. As the wagons move on the guards are seen sending a volley of arrows. He never knew what they fought, all the guards came back, many injured. He never knew who the strange-man was or what he and the guards fought.</p><p></p><p>Now days he learns from other travelers, traveling himself as a caravan guard or speaking with his ols mentor. His father still works the caravans. The backpack, it had more then it should have: weapons cold weather clothing, supplies. So very much but impossible to have fit. He took his meager earnings and combined it with what the pack held and started his career as a guard for the trans gate caravans.</p><p></p><p>Over time Jan has learned many nuances about the netherworld, even a few things edible, and drinkable while there. His expanding knowledge has not gone unnoticed as the chancellor has called him to his excellency's office. </p><p>[/sblock]</p><p></p><p>[sblock=journal]</p><p>page 1</p><p>who was the strange-man with the long pointed ears and almond shaped eyes. He gave his life and what seemed his prized possession, a magical backpack and its contents of travel gear, weapons and a quiver of magnificent arrows, to save the wagon train, though he knew us not and we not him. </p><p></p><p>What did he fight? The guards prevailed, but refuse to tell of what they saw. I shall be patient and wait for one to talk. I will join on as a guard myself. Da will understand. I will start with his wagon train.</p><p></p><p>Been a few months, learning much from other guards, including survival tricks. They seem appreciative of my singing, but those who were at the trip where I got them the arrows from the strange-man, they have a greater liking.</p><p></p><p>This morning I was handed a dispatch to meet the chancellor. Turns out he was wanting me to take notice of the mood of people on the caravans, in bars.</p><p></p><p>We have been sent under guise of collecting grain tax to investigate the disappearance of a hedge magician and a contractual supply of potions.</p><p></p><p>We have arrived in town and got right to work. The barkeep tells us much, but there is more he is not telling. He at lest told us where the magician's home is.</p><p></p><p>We made it, but it has been over run by gnolls. one got away, captured one. The dogman tells us to beware as his tribe will attack that night. He did not lie as they attacked in a small force with a couple dogs as well. Strange, I seem to recall these people working for a King in history past. Found equipment from many regions used by them, used but well maintained. Also found strange bone disks on them. If I recall my books right, these discs are a shamanistic token of some sort to connect with spirits of their ancestors.</p><p></p><p>Heading back to town.</p><p></p><p>Decided to not head toward town after all. Townsmen showed up, told of possible encampment location for where the escapee might have gone off to.</p><p></p><p>found their camp with lone jackal and his pet gnoll. defeated them. Found camp sight with interestingly beastial drawings of crude rudimentary skill. On top of outcropping found drawings of possible map written in dirt with pebble markers.</p><p></p><p>[drawings here]</p><p></p><p>page 2</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 6042708, member: 49929"] [b]Human Bard 2[/b] [sblock=Character Generation] Here you will find the Four Oracles. Select one Oracle for your character and note it down along with the associated four cards and their descriptors. You may cast as often as you like, but all four cards must come from the same oracle and the same cast. During the game you may use an appropriate oracle to take control of the game and re-write the situation as you so choose in terms of the oracle. Once used, that card is scratched. I have not tried this before, and am not sure how it will work. But regardless, I suspect that it will be interesting. [/sblock] [B]Jan Maatson male human Bard 2[/B] [sblock=party use items] from Eban: Wand cure light wounds wand With 21 charges -11 charges 2-15-14 from self: wand restful sleep 25 charges [/sblock] [sblock] STR: 10 Bonus +0 cost 0 DEX: 14 Bonus +2 cost 5 CON:11 Bonus +0 cost 1 INT:14 Bonus +2 cost 5 WIS:12 Bonus +1 cost 2 CHA:16 Bonus +3 cost 5 race: +2 Languages: Elvin, Goblin, common SAVES * Fort: +0 [Base 0, +0Con] * Ref: +5 [Base 3, +2 Dex] * Will: +4 [Base 3, +1 Wis] ENCUMBRANCE * Light 30' Carry xxlbs) * Medium 30' ( Carry xxlbs, MaxDex +3, Check -3) * Heavy x0' (Carry xxxlbs, MaxDex +1, Check -6) COMBAT * Attacks 1 * Melee +1 [BAB +1, Str +0] * Ranged +3 [BAB +1, Dex+2] * Initiative +2 [Dex +2] * Armour Class 16 [Base 10, Armour +3, shield +1, Dex +2] ** flat foot: 13 ** touch: 13 ** special: with -1 att get +1 dodge bonus * HP 16/16 HD 2d8 * BAB +1 WEAPONS [ranged attack] * Long sword +1 (Dam 1d8 , 19/20 x2') * Club +1 [+3] (Dam 1d6 , Crit x2, Rng 10') * Daggar +1 [+3] (Dam 1d4 , Crit 19/20 x2, Rng 10') * Short Bow [+3] (Dam 1d6, Crit x3, Rng 60') TRAITS * [URL="http://www.d20pfsrd.com/traits/magic-traits/desperate-focus"] Desperate Focus [/URL] * [URL="http://www.d20pfsrd.com/traits/social-traits/savant"] Savant [/URL] FEATS * [human] [URL="http://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat"] Combat Expertise [/URL] ** [COLOR=darkgray][char. lv 5] [URL="http://www.d20pfsrd.com/feats/combat-feats/improved-feint-combat---final"] Improved Feint [/URL][/COLOR]<---do not have yet * [char. lv 1] [URL="http://www.d20pfsrd.com/feats/general-feats/lingering-performance"] Lingering Performance [/URL] ** [COLOR=darkgray][char lv 3] [URL="http://www.d20pfsrd.com/feats/general-feats/harmonic-spell"] Harmonic Spell [/URL][/COLOR]<---do not have yet [URL="http://www.d20pfsrd.com/classes/core-classes/bard"] CLASS FEATS [/URL] * Bardic knowledge +1/2 lv to know skills, make checks untrained * bardic performance [00000 00[/s]] ** countersong ** distraction ** fascinate ** inspire courage +1 * cantrips *[URL="http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Versatile-Performance-Ex-"] Versatile performance[/URL] * [URL="http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Well-Versed-Ex-"]well-versed[/URL] SKILLS [6 [class] +2 [int] +1 [race] +1 [fav]] * 1 [level] = 10 [code] * [I][B]Acrobatics[/B][/I]: +2 [ranks --, Dex +2, class +3, Misc +0] [U]untrained[/U] * [I][B]Appraise[/B][/I]: +6 [ranks 1, Int +2, class +3, Misc +0] * [I][B]Bluff[/B][/I]: +7 [ranks 1, Cha +3, class +3, Misc +0] * [I][B]Climb[/B][/I]: +1 [ranks 1, Str +0, class +0, Misc +0] * [I][B]Craft (Art)[/B][/I]: +6 [ranks 1, Int +2, class +3, Misc +0] * [I][B]Diplomacy[/B][/I]: +3 [ranks 1, Cha +3, class +3, Misc +0] * [I][B]Disguise[/B][/I]: +3 [ranks --, Cha +3, class +3, Misc +0] [U]untrained[/U] * [I][B]Escape Artist[/B][/I]: +2 [ranks --, Dex +2, class +3, Misc +0] [U]untrained[/U] * Handle Animal: -- [ranks 0, Cha +3, class +0, Misc +0] [U]untrained[/U] * Heal: +1 [ranks --, Wis +1, class +0, Misc +0] [U]untrained[/U] * [I][B]Knowledge (Arcana)[/B][/I]: +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U] * [I][B]Knowledge (Dungeon)[/B][/I]: +8 [ranks 1, Int +2, class +3, misc (1) +1] * [I][B]Knowledge (Engineering)[/B][/I]: +8 [ranks 1, Int +2, class +3, misc (1) +1] * [I][B]Knowledge (Geography)[/B][/I]: +7 [ranks 1, Int +2, class +3, misc (1) +1] * [I][B]Knowledge (History)[/B][/I]: +7 [ranks 1, Int +2, class +3, misc (1) +1] * [I][B]Knowledge (Local)[/B][/I]: +7 [ranks 1, Int +2, class +3, misc (1) +1] * [I][B]Knowledge (Nature)[/B][/I]: +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U] * [I][B]Knowledge (Netherworld)[/B][/I]: +7 [ranks 1, Int +2, class +3, misc (1) +1] * [I][B]Knowledge (Nobility)[/B][/I]: +7 [ranks 1, Int +2, class +3, misc (1) +1] [U]untrained[/U] * [I][B]Knowledge (Planes)[/B][/I]: +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U] * [I][B]Knowledge (Religion)[/B][/I]: +6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U] * [I][B]Linguistics[/B][/I]: +0 [ranks --, Int +2, class +3, Misc +0] [U]untrained[/U] * [I][B]Perception[/B][/I]: +6 [ranks 2, Wis +1, class +3, Misc +0] * [I][B]Perform: Wind[/B][/I]: +8 [ranks 2, Cha +3, class +3, Misc +0] * [I][B]Perform: Sing[/B][/I]: +10 [ranks 2, Cha +3, class +3, trait +2] * Ride: +2 [ranks --, Dex +2, class +0, Misc +0] [U]untrained[/U] * [I][B]Sense Motive[/B][/I]: +1 [ranks --, Wis +1, class +3, Misc +0] [U]untrained[/U] * [I][B]Sleight of Hand[/B][/I]: +2 [ranks --, Dex +2, class +3, Misc +0] [U]untrained[/U] * [I][B]Spellcraft[/B][/I]: +2 [ranks --, Int +2, class +3, Misc +0] [U]untrained[/U] * [I][B]Stealth[/B][/I]: +7 [ranks 2, Dex +2, class +3, Misc +0] * [I][B]Surviva[/B][/I]l: +5 [ranks 1, Wis +1, class +3, Misc +0] [U]netherworld[/U] * Swim: +0 [ranks --, Str +0, class +0, Misc +0] [U]untrained[/U] * [I][B]Use Magic Dev.[/B][/I]: +3 [ranks --, Cha +3, class +3, Misc +0] [U]untrained[/U] Misc on knowledge: Bardic Knowledge feature [B]Bold indicates class skills[/B] . [/code] EQUIPMENT [code] Armour * Studded Leather [25 gp 20 lb] * Buckler [U][5 gp 5 lb][/U] ** Total [30 gp 25 lb] Weapons * club [0 gp 3 lbs] in haversack * Long Sword [15 gp 4 lbs] * Dagger x2 [4 gp 2 lbs] 1 in haversack * Shortbow [30 gp 2 lbs] * Arrows x16 [0.80 gp 2.40 lbs] [note: .05gp,0.15 lb / arrow] * Arrows x20 [U][1 gp 3 lbs][/U] in haversack ** Total [xxx gp xxx lbs] - info in flux Handy Haversack [2000.0 gp 5 lbs] * Bedroll [.1 gp 5 lbs] * Blanket [.2 gp 3 lbs] * Lantern-Hooded [7 gp 2 lbs] * Oil x 10 [1 gp 10 lb] * Alchem fire [40 gp 2 lbs] in haversack * trail rations x 14 [7 gp 14 lbs] * Waterskin [4 lbs (full)] * Cold Weather Outfit [8 gp 7 lbs] * Travel Outfit [s][-- gp 5 lbs][/s] wearing * Tinder twig x 10 [10 gp -- lb]T * flute, reed [5 gp 3 lbs] * Rope, hemp x 100' [2 gp 20 lb] * journal, blank [U][10 gp 1 lb][/U] ** Total [2054.3 gp 5 lbs] Scrolls and potions * scroll of cure light wounds CL1 25.00 gp total weight carried: 44 lbs total in haversack: 72.70 lb MONEY :: PP :: GP 4 +375-50 :: SP 6 :: CP 10 . [/code] [/sblock] [sblock=Spells known:] Cantrips [unlimited] [URL="http://www.d20pfsrd.com/magic/all-spells/d/dancing-lights"] Dancing Lights [/URL] [URL="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic"] Detect Magic [/URL] [URL="http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation"] Prestidigitation [/URL] [URL="http://www.d20pfsrd.com/magic/all-spells/r/resistance"] Resistance [/URL] [U]Spark[/U] Level 1 [000[/s]] [URL="http://www.d20pfsrd.com/magic/all-spells/c/chord-of-shards"]chord of shards[/URL] [URL="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds"] Cure light [/URL] [URL="http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream"] Ear-Piercing Scream [/URL] [/sblock] [B]APPEARANCE[/B] [sblock=BACKGROUND] [B][I]Jan Maatson[/I][/B] really was quiet as a child, didn't play much with the other kids. Some said simple, but his parents could see the intelligence behind his eyes. Like a sponge in a sea of knowledge. His mother died when he was 8 of an unknown illness. This left his father, a teamster driver, to raise him on the go. [B][I]Jan [/I][/B] learned much on the road, where he met a kindly old minstrel whose music kept the animals calm and focused by playing his lute during travels. He wold ride with [B][I]Jan[/I][/B] and his father during trips across the land and between gates telling of things, of places, of people of far away lands, and [B][I]Jan[/I][/B] was the ever vigilant sponge, soaking every bit of it up. By the time he was 12, The minstrel, adept in many musical instruments, had taught [B][I]Jan[/I][/B] how to play a reed flute, so for his birthday his father bought him one. The two of them would play together for hours on end at camp fire, on the road or at inns during the merchant trips. for another year he would remain so, until a fateful trip across neverwhere. Neverwhere is what he called the land of the Netherworld. Not here, not there, yet both here and there. It was at the midway point of a long 3 hour trek through mid-gates, as the old minstrel would call the nether regions, at a cross roads. As always, clearly marked with cairn stones, wagon ruts and the crossing path was overgrown. Yet not. One of the wagons, third from the front hit a jut in the road and broke one of its wheels, stopping the train as a whole. [B][I]Jan[/I][/B] got down to stretch his legs and walked down the line of wagons when out of the corner of his eye he sees what looks like recent movement across the cross path's overgrowth. Young but never impetuous, [B][I]Jan[/I][/B] wanders off unnoticed. There was no need to keep an eye out for him. Every one knows to [B][U][I]NEVER[/I][/U][/B] stray the paths. He has never wandered away in the netherlands, but this time he did .. .. .. .. .. Not far down the path he finds a figure lying on the ground bleeding, a human man by sights, just taller. Until he moved and his ears were seen. Pointed. Eyes shaped as almonds. He looks at the boy and asks for help in a strange lilting accent. He asked [B][I]Jan[/I][/B] to help him stand, and as he was taught to be kind to others he did. The stranger hands his pack on his back to the boy and says, "Take these to your guards, I will hold [FONT=comic sans ms][U][B][I]IT[/I][/B][/U][/FONT] back. Now run!" He did, as fast as he could. When he arrived back, his father and others were calling for him with worry in their voices. "Da! DA! [B][SIZE=3]DA!!![/SIZE][/B]" he arrives breathless, his father's face pales to see the direction he arrives from. [B][I]Jan Maatson[/I][/B] reaches in to see what the strange-man sent him with and finds a bundle of 20 arrows of exquisite make. "The strange-man told me to give these to the guards while he holds it off." "Who told you to do this?" suddenly a blood curdling scream can be heard. "him" says the lad weakly. Dad Maatson scoops the arrows and gets them to the first guard and tells him, "You will need these. Don't ask." [B][I]Jan Maatson[/I][/B] is dragged into the wagon by his father, the guards taking the arrows and getting the wagons moving. As the wagons move on the guards are seen sending a volley of arrows. He never knew what they fought, all the guards came back, many injured. He never knew who the strange-man was or what he and the guards fought. Now days he learns from other travelers, traveling himself as a caravan guard or speaking with his ols mentor. His father still works the caravans. The backpack, it had more then it should have: weapons cold weather clothing, supplies. So very much but impossible to have fit. He took his meager earnings and combined it with what the pack held and started his career as a guard for the trans gate caravans. Over time Jan has learned many nuances about the netherworld, even a few things edible, and drinkable while there. His expanding knowledge has not gone unnoticed as the chancellor has called him to his excellency's office. [/sblock] [sblock=journal] page 1 who was the strange-man with the long pointed ears and almond shaped eyes. He gave his life and what seemed his prized possession, a magical backpack and its contents of travel gear, weapons and a quiver of magnificent arrows, to save the wagon train, though he knew us not and we not him. What did he fight? The guards prevailed, but refuse to tell of what they saw. I shall be patient and wait for one to talk. I will join on as a guard myself. Da will understand. I will start with his wagon train. Been a few months, learning much from other guards, including survival tricks. They seem appreciative of my singing, but those who were at the trip where I got them the arrows from the strange-man, they have a greater liking. This morning I was handed a dispatch to meet the chancellor. Turns out he was wanting me to take notice of the mood of people on the caravans, in bars. We have been sent under guise of collecting grain tax to investigate the disappearance of a hedge magician and a contractual supply of potions. We have arrived in town and got right to work. The barkeep tells us much, but there is more he is not telling. He at lest told us where the magician's home is. We made it, but it has been over run by gnolls. one got away, captured one. The dogman tells us to beware as his tribe will attack that night. He did not lie as they attacked in a small force with a couple dogs as well. Strange, I seem to recall these people working for a King in history past. Found equipment from many regions used by them, used but well maintained. Also found strange bone disks on them. If I recall my books right, these discs are a shamanistic token of some sort to connect with spirits of their ancestors. Heading back to town. Decided to not head toward town after all. Townsmen showed up, told of possible encampment location for where the escapee might have gone off to. found their camp with lone jackal and his pet gnoll. defeated them. Found camp sight with interestingly beastial drawings of crude rudimentary skill. On top of outcropping found drawings of possible map written in dirt with pebble markers. [drawings here] page 2 [/sblock] [/QUOTE]
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