Germain's Character Sheet (Pathfinder)

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Player    MSAllen
Name    Germain
Classes/Levels    Bard 4, Ranger 3, Master Spy
Race    Human
Alignment    True Neutral
Origin    Fresia/Flannary
Residence    Wydmoor Free City

Attributes

Primary

Strength    10 (+0)
Dexterity    12 (+1)
Constitution    12 (+1)
Intelligence    14 (+2)
Wisdom    14 (+2)
Charisma    19 (+4) [+2 human racial trait, 4th, 8th, and 12th level attribute bonus]

Secondary

Hit Points    104    9 + 9 + 10 + 8 + 10 + 8 + 10 + 8 + 8 + 8 + 8 + 8
Armor Class 17 leather armor +2, +1 dex bonus, +2 shield
Base Attack Bonus +9/+4 +3 bard 4, +3 ranger 3, +3 master spy 5
Initiative +1
Base Speed 30 ft. leather
Fort Save +7 +1 bard 4, +3 ranger 3, +2 master spy 5, +1 ring
Reflex Save +11 +4 bard 4, +3 ranger 3, +3 master spy 5, +1 ring
Will Save +11 +4 bard 4, +1 ranger 3, +3 master spy 5, +1 ring, +2 iron will
Leadership (Cohort) 16 +12 level, +4 chr, -1 cohort different alignment, +1 regional renown
Leadership (Follower) 18 +12 level, +4 chr, -1 moves around, +1 regional renown, +2 base of operations

Feats and Abilities

Feats and Class Features

Ability    Source    Description
alertness level 1 +4 to perception and sense motive
art of deception master spy 1 +5 to bluff, disguise, and sense motive
bardic knowledge bard 1 +2 to knowledge checks
concealed thoughts master spy 4 choose surface thoughts detected by mind reading
deceitful level 1 +4 to bluff and disguise
elude detection master spy 5 continuous nondetection, requires DC 23 caster check to overcome
endurance ranger 3 +4 to saves and constitution checks to avoid non-lethal damage and fatigue, may sleep in light or medium armor without fatigue
favored enemy (human) ranger 1 +2 to bluff, knowledge, perception, sense motive, survival, attack, and damage against humans
favored terrain (urban) ranger 3 +2 to initiative, knowledge (geography), perception, stealth, and survival, and leaves no tracks in favored terrain
glib lie master spy 2 lie under truth detection/coercion, DC 20 caster check to overcome
improved aid another level 9 grant +4 bonus using aid another
leadership level 7 gain a cohort and followers
mask alignment master spy 2 detect as any alignment
master of disguise master spy 1 half time to disguise, -1 DC for different gender, race, age, or size
nonmagical aura master spy 3 make magic object appear non-magic 2/day
precise shot ranger 2 fire into melee without penalty
quick change master spy 4 assume disguise in 2d4 rounds at -10
skill focus (perform) level 3 +6 to perform
skill focus (sense motive) level 11 +6 to sense motive
slippery mind master spy 5 reroll failed saves on enchantments
sneak attack master spy 1 +2d6 damage
superficial knowledge master spy 3 +6 to untrained knowledge checks relating to cover identity
track ranger 1 +1 to survival when following tracks
versatile performance (oratory) bard 2 substitute perform (oratory) for diplomacy and sense motive
voice of the sibyl level 5 +3 to perform and +1 to bluff and diplomacy
well-versed bard 2 +4 to saves against bardic performance, sonic, and language based effects
wild empathy ranger 1 +7 check to improve initial attitude of wild animals (as diplomacy)

Languages

  • Dwarven
  • Flannari
  • Fresian (??? regional variant)
  • Hakni
  • Odessan
  • Ubrekti
  • Lizardmanlander

Skills

Skill    Bonus    Bonus Derivation
Bluff 29 10 ranks, +3 class skill, +4 stat, +4 deceitful, +5 art of deception, +3 voice of the sybil
Diplomacy 28 0 ranks, +27 versatile performance (oratory)
Disguise 26 10 ranks, +3 class skill, +4 stat, +4 deceitful, +5 art of deception
Handle Animal 8 1 ranks, +3 class skill, +4 stat
Intimidate 11 4 ranks, +3 class skill, +4 stat
Knowledge (Arcana) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Dungeoneering) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Engineering) 8 1 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Geography) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (History) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Local) 20 12 ranks, +3 class skill, +2 stat, +2 bardic knowledge, +1 achievement
Knowledge (Nature) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Nobility) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Psionics) 8 1 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Knowledge (Religion) 9 2 ranks, +3 class skill, +2 stat, +2 bardic knowledge
Linguistics 8 3 ranks, +3 class skill, +2 stat
Perception 21 12 ranks, +3 class skill, +2 stat, +4 alertness
Perform (Oratory) 28 12 ranks, +3 class skill, +4 stat, +6 skill focus, +3 voice of the sybil
Profession (Lawyer) 10 5 ranks, +3 class skill, +2 stat
Ride 5 1 ranks, +3 class skill, +1 stat
Sense Motive 32 12 ranks, +3 class skill, +2 stat, +4 alertness, +6 skill focus, +5 art of deception
Stealth 10 6 ranks, +3 class skill, +1 stat
Survival 13 8 ranks, +3 class skill, +2 stat

Spells

bard 0 unlimited
detect magic detects spells and magic items within 60 ft
light object singes like a torch
mage hand 5-pound telekinesis
message whisper conversations at distance
read magic read scrolls and spellbooks
sift see an area as though examining it
bard 1 4/day
clarion call megaphone voice and trumpet at will
cure light wounds cure 1d8+4 hp
magic mouth object speaks once when triggered
tap inner beauty gain +2 insight bonus on all charisma ability checks and charisma-based skill checks
bard 2 2/day
detect thoughts "listen" to surface thoughts
share memory share one memory with the target

Notable Equipment

Barbarian King's Buckler

  • +1 buckler
  • when first struck by a missile weapon in a round, you may make a DC 20 save to block the arrow
  • any arrows passing within 10' the wielder are rerouted to him

Coldheart Bow

  • +1 shortbow
  • +1d6 cold damage on hits

Bog Iron Longsword

  • masterwork cold-iron longsword
  • forged from Wydmoor Bog Iron

Horn of Haste

  • silver horn
  • cast haste 2/day (as a 5th level caster)
  • Must be blown, does not operate in magical silence

Amulet of Halitosis

  • breath fire 3/day
  • 15" cone, 5d4 damage, DC 15 reflex

Hat of Disguise

  • alter appearance as per disguise self
  • at will, 10 minutes per activation.

Ring of E-Mail

  • ring of resistance +1 (all saves)
  • can be activated to send a 20 word message to Edrell, but protection is lost for 24 hours
  • The E stands for Edrell
  • Can't be seen wearing this around if Ed's betrayal becomes common knowledge

Absolutely Fabulous Earring of Competence

  • +1 to intelligence skill checks
  • can be activated to cast Fox's Cunning, but skill bonus is lost for 24 hours
  • gave it to Egg

Ring of Tweets

  • once per day, may send a 10 word message to Edrell
  • invisible for 2 rounds, at-will, 2-day
  • stolen by that rat Fenn

Advancement

  • Human Feat: Alertness
  • Favored Class: Bard

Level 1: Bard 1

  • Level Feat: Deceitful
  • Favored Class: +1 skill point
  • 0th Level Spells: Detect Magic, Light, Message, Read Magic
  • 1st Level Spells: Cure Light Wounds, Tap Inner Beauty
  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Geography)
  • 1 Knowledge (History)
  • 1 Knowledge (Local)
  • 1 Knowledge (Nobility)
  • 1 Knowledge (Religion)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Sense Motive

Level 2: Bard 2

  • Favored Class: +1 sill point
  • 0th Level Spells: Mage Hand
  • 1st Level Spells: Clarion Call
  • Versatile Performance: Oratory
  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Arcana)
  • 1 Knowledge (History)
  • 1 Knowledge (Local)
  • 1 Knowledge (Nature)
  • 1 Knowledge (Nobility)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Sense Motive

Level 3: Ranger 1

  • Level Feat: Skill Focus (Perform)
  • Favored Enemy: Human
  • 1 Bluff
  • 1 Disguise
  • 1 Handle Animal
  • 1 Intimidate
  • 1 Knowledge (Local)
  • 1 Perception
  • 1 Ride
  • 1 Sense Motive
  • 1 Survival

Level 4: Bard 3

  • Level Stat Increase: Charisma
  • Favored Class: +1 skill point
  • 0th Level Spells: Sift
  • 1st Level Spells: Magic Mouth
  • 1 Bluff
  • 1 Disguise
  • 1 Intimidate
  • 1 Knowledge (Local)
  • 1 Knowledge (Nature)
  • 1 Perception
  • 2 Perform (Oratory)
  • 1 Sense Motive
  • 1 Survival

Level 5: Ranger 2

  • Level Feat: Voice of the Sybil
  • Combat Style Feat: Precise Shot
  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Dungeoneering)
  • 1 Knowledge (Local)
  • 1 Linguistics
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Sense Motive
  • 1 Survival

Level 6: Bard 4

  • Favored Class: +1 skill point
  • 2nd Level Spells: Detect Thoughts, Share Memory
  • 1 Bluff
  • 1 Disguise
  • 1 Intimidate
  • 1 Knowledge (Geography)
  • 1 Knowledge (Local)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Sense Motive
  • 2 Survival

Level 7: Ranger 3

  • Level Feat: Leadership
  • Favored Terrain: Urban
  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Local)
  • 1 Linguistics
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Sense Motive
  • 1 Stealth
  • 1 Survival

Level 8: Master Spy 1

  • Level Stat Bonus: Charisma
  • 1 Intimidate
  • 1 Knowledge (Local)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Profession (Law)
  • 1 Sense Motive
  • 2 Stealth
  • 1 Survival

Level 9: Master Spy 2

  • Level Feat: Improved Aid Another
  • 1 Knowledge (Local)
  • 1 Linguistics
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Profession (Law)
  • 1 Sense Motive
  • 2 Stealth
  • 1 Survival

Level 10: Master Spy 3

  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Arcana)
  • 1 Knowledge (Local)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Profession (Law)
  • 1 Sense Motive
  • 1 Stealth

Level 11: Master Spy 4

  • Level Feat: Skill Focus (Sense Motive)
  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Local)
  • 1 Knowledge (Psionics)
  • 1 Knowledge (Religion)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Profession (Law)
  • 1 Sense Motive

Level 12: Master Spy 5

  • Level Stat Bonus: Charisma
  • 1 Bluff
  • 1 Disguise
  • 1 Knowledge (Dungeoneering)
  • 1 Knowledge (Engineering)
  • 1 Knowledge (Local)
  • 1 Perception
  • 1 Perform (Oratory)
  • 1 Profession (Law)
  • 1 Sense Motive