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Name: Fergis Delmari | Name: Fergis Delmari | ||
Race: Human | Race: Human | ||
− | Class: Bard (Sea Singer) | + | Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic |
Alignment: CN | Alignment: CN | ||
Appearance/Personality: | Appearance/Personality: | ||
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Cha 18 | Cha 18 | ||
− | BAB: | + | BAB: 2 |
Fort: 2 | Fort: 2 | ||
− | Ref: | + | Ref: 8 |
− | Will: | + | Will: 4 |
+4 vs air/water effects, slip/trip/knock prone | +4 vs air/water effects, slip/trip/knock prone | ||
AC: 17 (Defense Bonus) | AC: 17 (Defense Bonus) | ||
Hit Die: d8 | Hit Die: d8 | ||
− | HP: | + | HP: 27 / 27 |
− | Short sword: + | + | Short sword: +4, 1d6+1, 19-20 x2 |
− | Dagger | + | Dagger: +3, 1d4+1, 19-20 x2 |
− | Light crossbow: + | + | Light crossbow: +6, 1d8, 80’ |
** Sneak Attack: 1d6 | ** Sneak Attack: 1d6 | ||
+2 CMD vs grapple/overrun/trip | +2 CMD vs grapple/overrun/trip | ||
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Appraise 1:6 (8) | Appraise 1:6 (8) | ||
Bluff 1:8 | Bluff 1:8 | ||
− | Climb | + | Climb 3:9 |
− | Craft (Carpenter) 1:6 | + | Craft (Carpenter) 1:6 |
− | Craft (Tattoo) | + | Craft (Tattoo) 4:9 (11) (13) |
− | Diplomacy | + | Diplomacy 1:8 |
Intimidate 2:9 | Intimidate 2:9 | ||
Know (Arcana) 1:6 | Know (Arcana) 1:6 | ||
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*Know (Local) 1:8 | *Know (Local) 1:8 | ||
*Know (Nature) 1:8 | *Know (Nature) 1:8 | ||
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*Linguistics 2:13 | *Linguistics 2:13 | ||
Perception 2:5 (7) | Perception 2:5 (7) | ||
− | Perform (Wind) | + | Perform (Wind) 4:11 (13) |
− | Profession (Sailor) | + | Profession (Sailor) 2:5 |
Sense Motive 2:5 (7) | Sense Motive 2:5 (7) | ||
− | Spellcraft | + | Spellcraft 4:9 |
− | Stealth | + | Stealth 3:9 |
− | Swim | + | Swim 4:10 |
* reroll 1/day | * reroll 1/day | ||
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Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | ||
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Language: Common | Language: Common | ||
− | Bardic Performance: | + | Bardic Performance: 12 rds/day, std to start, free to maintain. |
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− | Spells/Day: | + | Spells/Day: (Swap out for Cure Light) |
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− | + | 1st: 4 @ | |
Spells Known: DC 15 (Conj 16) | Spells Known: DC 15 (Conj 16) | ||
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Prestidigitation | Prestidigitation | ||
Read Magic | Read Magic | ||
− | Summon Instrument: 5 min | + | Summon Instrument: 4 min |
+ | |||
+ | 1st: 4 | ||
+ | Enhance Water: touch, 3 pints, turn water to mild booze, removes poisons/diseases/minerals/toxins | ||
+ | Glue Seal: 30', 4 min, 1 object/5' square, Reflex or entangled/item stuck | ||
+ | Grease: 30', 4 min, 1 object/10' square, Reflex or fall/item dropped | ||
+ | Summon Monster I: 1 rd, close, 4 rds, acts immed | ||
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Feat: | Feat: | ||
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Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5. | Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5. | ||
Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action. | Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action. | ||
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Crossbow, light (masterwork) | Crossbow, light (masterwork) | ||
Dagger 2 | Dagger 2 | ||
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Bolts 1 | Bolts 1 | ||
Short sword (masterwork) | Short sword (masterwork) | ||
Artisan’s tools, masterwork (tattooing) | Artisan’s tools, masterwork (tattooing) | ||
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Musical instrument, masterwork (tin whistle) | Musical instrument, masterwork (tin whistle) | ||
− | Wand of Cure Light Wounds: | + | Wand of Cure Light Wounds: 50 |
Tinker’s cap 200 | Tinker’s cap 200 | ||
Tattoos 15 | Tattoos 15 | ||
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Applejack, bottle (4 lbs ) 0.3 | Applejack, bottle (4 lbs ) 0.3 | ||
Waterskin 1 | Waterskin 1 | ||
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8 gp | 8 gp | ||
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Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. | Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. |