Basic InformationEdit

Van helsing 39
      Race: Half-Elf
     Class: Bard (Court Bard archetype)/Oracle
     Level: 2/4
Experience: 15,655 XP [1]
 Alignment: Chaotic Neutral
 Languages: Common, Dwarven, Elven, Goblin,
     Deity: Cortessa
First Seen: Dunn Wright Inn
  Location: Greener is the Grass


STR: 08 -1 (-2 pts)
DEX: 14 +2 (05 pts)
CON: 10 +0 (00 pts)
INT: 12 +1 (02 pts)
WIS: 12 +1 (02 pts) 
CHA: 20 +5 (13 pts)+2 racial, +1 at 4th

Combat StatisticsEdit

(Max -2)      HP:  38 = [2d8(14) + CON(0) + FC(0)] (Bard 2)
                        [4d8(24) + CON(0) + FC(0)] (Oracle 4)
              AC:  20 = [10 + DEX(2) + Armor(7) + Shield(1) + Natural(0)
                         + Size (0) + Misc (0)]
        AC Touch:  12 = [10 + DEX(2) + Size (0) + Misc (0)]
   AC Flatfooted:  18 = [10 + Armor(7) + Shield(1) + Natural(0) + Size (0)
                         + Misc (0)]
            INIT: +02 = [DEX(2) + Misc(0)]
             BAB: +04 = [Bard(1) + Oracle(3)]
             CMB:  03 = [BAB(4) + STR(-1) + Misc(0)]
             CMD:  15 = [10 + BAB(4) + STR(-1) + DEX(2) + Misc(0)]
       Fortitude: +02 = [Bard(0) + Oracle(1) + CON(0) + Cloak +1(1)]
          Reflex: +07 = [Bard(3) + Oracle(1) + DEX(2) + Cloak +1(1)]
            Will: +09 = [Bard(3) + Oracle(4) + WIS(1) + Cloak +1(1)]
           Speed:  30' base, 20' because of Agile Breastplate
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
 Light Crossbow +1: Attack: +7 = [BAB(4) + DEX(2) + Misc(0) + Magic(+1)]
                 Damage: 1d8+1, Crit: 19-20/x2, Rng: 80ft
      Longsword +1: Attack: +4 = [BAB(4) + STR(-1) + Misc(0) + Magic(+1)]
                 Damage: 1d8, Crit: 19-20/x2

Racial FeaturesEdit

Ability Adjustments: +2 (Charisma)
               Size: Medium
              Speed: 30'
   Low-light Vision: See twice as far as humans in dim light
       Adaptability: Skill Focus (Linguistics)
          Elf-Blood: Counts as both Elf and Human for race related effects
   Elven Immunities: Immune to magic sleep effects; +2 saves against enchantment
                     spells and effects
        Keen Senses: +2 Perception
      Multitalented: Favored classes: Bard & Oracle (+1 Skill point taken 5x)
                     +1 spell known taken once
     Base Languages: Common & Elven.

Class FeaturesEdit

Bard (Court Bard)

        Armor/Weapons: Light Armor and shields (except tower).
                       Prof with all Simple Weapons and longsword, rapier,
                       sap, short sword, shortbow, and whip
   Bardic Performance: Standard action, 11 rounds per day of usage
          Countersong: Counter Sound based effect
          Distraction: Counter sight based effects
            Fascinate: Can fascinate target, causing them to take a -4 on
                       skill checks
               Satire: Can cause targets to take a -1 penalty on attack and 
                       damage rolls (minimum 1) and a -1 penalty on fear and 
                       charm effects as long as Denizel continues performing.  
                       This penalty increases by –1 at 5th level and every six
                       levels thereafter.  Satire is a language-dependent, 
                       mind-affecting ability that uses audible components. 
                       This performance replaces inspire courage.
   Heraldic Expertise: A court bard gains a bonus equal to half his bard level
                       on Diplomacy, Knowledge (history), Knowledge (local), 
                       and Knowledge (nobility) checks minimum +1). Once per
                       day, the court bard can also reroll a check against one
                       of these skills, though he must take the result of the 
                       second roll even if it is worse.  He can reroll one 
                       additional time per day at 5th level and every five
                       levels thereafter.  This ability replaces bardic
Versatile Performance: Denizel can use Perform (Dance) in place of an
                       Acrobatics check.
          Well Versed: Denizel gains a +4 bonus on saving throws made against
                       bardic performance, sonic, and language-dependent
             Cantrips: 0-Level spells that consume no spell slots.
               Spells: Spontaneous - arcane (CHA)


 Armor/Weapons: Oracles are proficient with all simple weapons, light armor, 
                medium armor, and shields(except tower shields).  Some Oracle
                revelations grant additional proficiencies.
        Spells: An oracle casts divine spells drawn from the cleric spell lists.
                He can cast any spell without preparing it ahead of time.  To
                learn or cast a spell, an oracle must have a charisma score 
                equal to at least 10 + the spell level.  The difficulty class 
                for a saving throw against an oracle's spell is 10 + the spell's
                level + the Oracle's Charisma modifier.  Like other 
                spellcasters, an oracle can cast only a certain number of spells 
                per day of each spell level.  In addition, she receives bonus 
                spells per day if she has a high charisma score.  An oracle 
                begins play knowing four 0-level spells and two 1st level spells
                of her choice.  An oracle also adds all cure spells to her list 
                of spells known.  Upon reaching 4th level, and at every even 
                numbered oracle level after that, an oracle can choose to learn 
                a new spell in place of one she already knows.  The new spell's
                level must be the same as that of the spell being exhanged.  An 
                oracle may swap only a single spell at any given level.  She 
                cannot swap any inflict spells, nor can she swap any spells 
                gained from her mystery.  Oracles do not need to provide a 
                divine focus to cast spells that list divine focus as part of
                components.  Spells per Day: 8-1st, 4-2nd, 1-3rd 
                Spells Known: 6/3/1
       Mystery: Lore, Class skills: Appraise, spellcraft, all knowledge skills.
                  Spell: Identify
   Revelations: LoreKeeper(Ex):  Instead of encyclopedic knowledge, you
                learn most of your information through tales, songs, and poems. 
                You may use your Charisma modifier instead of your Intelligence 
                modifier on all Knowledge checks.
                Focused Trance(Ex):  You can enter a deep meditation, blocking
                out visual and auditory stimuli and allowing you to 
                concentrate on a single problem, philosophical issue, or
                memory. This trance lasts 1d6 rounds, during which time you
                can only take move actions. During this period, you gain a
                bonus equal to your level on all saves against sonic effects
                and gaze attacks. When you come out of your trance, you may
                make a single Intelligence-based skill check with a 
                +20 circumstance bonus. You may enter your focused trance a
                number of times per day equal to your Charisma modifier (4).
Oracle's Curse: Haunted, Malevolent spirits follow you wherever you go,
                causing minor mishaps and strange occurances.  Retrieving any
                stored item from your gear requires a standard action, unless
                it would normally take longer.  Any item you drop lands 10 
                feet away from you in a random direction.  Add Mage Hand
                and Ghost Sound to your list of spells known.
       Orisons: Oracles learn a number of 0-level spells.  These spells are 
                cast like any other spells, but they do not consume any slots
                and may be used again.


             Deceitful (Level 1): +2 to Bluff and Disguise
      Eschew Materials (Level 3): Cast spells without material components
 Skill Focus: Religion (Level 5): +3 to Religion, +6 if there is 10 ranks in
                                  this skill


Cortessan Courtesan  : Denizel has worked in the temples and courts as a 
   (Religion)          Courtier in services to Cortessa.  He knows how to 
                       flatter, please and listen.  He gains a +1 trait bonus
                       to Diplomacy (when used to Gather Information) and Sense
                       Motive Checks.
    Charming (Social): Denizel is attractive and knows how to use his presence
                       to influence those around him.  Denizel gains a +1 Trait
                       Bonus to Bluff or Diplomacy checks against creatures 
                       that are, or could be, sexually attracted to him.  
                       Denizel gains +1 Trait Bonus to the DC of any 
                       language-dependent spell cast on any such creature.


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 16 = [[Base(6) + INT(1)] x Level + FC(2) + Misc(0)] (Bard-2)
              24 = [[Base(4) + INT(1)] x Level + FC(4) + Misc(0)] (Oracle-4)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics*             -2     0       0       2     -4   +0
Appraise*               01     0       3       1          +0
Bluff*                  15     5       3       5          +2 (Deceitful)
Climb*                  -2     0       0      -1     -1   +0
Craft (       )*        01     0       3       1          +0
Diplomacy*              12     3       3       5          +1 (Heraldic Exp)
Disable Device          -2     0       0       2     -4   +0
Disguise*               13     3       3       5          +2 (Deceitful)
Escape Artist*          -2     0       0       2     -4   +0
Fly                     -2     0       0       2     -4   +0
Handle Animal                  0       0       5          +0
Heal                    01     0       3       1          +0
Intimidate*             05     0       0       5          +0
Knowledge (Arcana)*     13     5       3       5          +0
Knowledge (Dngnrng)*           0       3       5          +0
Knowledge (Engnrng)*           0       3       5          +0
Knowledge (Geography)*  09     1       3       5          +0
Knowledge (History)*    10     1       3       5          +1 (Heraldic Exp)
Knowledge (Local)*      10     1       3       5          +1 (Heraldic Exp)
Knowledge (Nature)*            0       3       5          +0
Knowledge (Nobility)*   10     1       3       5          +1 (Heraldic Exp)
Knowledge (Planes)*            0       3       5          +0
Knowledge (Religion)*   16     5       3       5          +3 (Skill Focus)
Linguistics*            09     2       3       1          +3 (Skill Focus)
Perception*             08     2       3       1          +2 (Keen Senses)
Perform    (Dance)*     09     1       3       5          +0
Profession (Courtier)*  06     2       3       1          +0
Ride                    -2     0       0       2     -4   +0
Sense Motive*           09     4       3       1          +1 (Trait Bonus)
Sleight of Hand*               0       0       2     -4   +0
Spellcraft*             08     4       3       1          +0
Stealth*                -2     0       0       2     -4   +0
Survival                01     0       0       1          +0
Swim                    -5     0       0      -1     -4   +0
Use Magic Device*              0       0       5          +0

++Cortessan Courtesan grants a +1 Situational Bonus to Diplomacy (Gather Info)
++ACP for Mwk Agile Breastplate and Buckeler is -4 or -1 to Climb and Jump checks.

Spell Lists (Known)Edit


0 Level                    Level 1 (4/day)                  
* Daze (DC 16 Will)        * Charm Person (DC 16 Will)   
* Detect Magic             * Disguise Self    
* Light                    * Hideous Laughter (DC 16 Will)     
* Message                  
* Prestidigitation


0 Level                    Level 1 (8/day)                  
* Mending                  * Bless   
* Read Magic               * Cure Light Wounds (h)   
* Resistance               * Sanctuary       
* Stabilize                * Identify (m)
* Mage Hand (c)            * Command
* Ghost Sound (c)          
* Guidance
* Purify Food/Drink

Level 2
* Cure Moderate Wounds (h)
* Tongues (m)
* Zone of Truth           

c  = Oracle's Curse bonus spells
h  = Oracles get cure spells added to their list automatically.
m  = Mystery bonus spell
fc = Favored Class bonus: add one spell known, not of highest level     


Equipment (On Person)           Cost     Weight
Explorer's Outfit                 --      --  lb
+1 Agile Breastplate            1550 gp   25  lb
  Bolts (12)                     1.2 gp  1.2  lb
Signet Ring                       05 gp   --  lb
Buckler                           15 gp   05  lb
Handy Haversack                 2000 gp   05  lb
Muleback Cord                   1000 gp  0.25 lb
Cloak of Resistance +1          1000 gp   01  lb
Holy Symbol, Cortessa (Silver)    25 gp   01  lb
(current weapon in hand)                  04  lb 

Equipment (Haversack)           Cost     Weight
Left Pouch (7.5/20 lb, 2 Cubic Feet)
Comb and Grooming Material        01 gp   01  lb
Courtier's Outfit                 30 gp   06  1b
4 Gold Rings set with Jade        50 gp   --  lb
Shaving Kit (50)                  15 gp   0.5 lb

Right Pouch (02/20 lb, 2 Cubic Feet)
Bolts (20)                        02 gp   02  lb
Wand Cure Light Wounds (50)	 750 gp   --  lb
Wand Inflict Light Wounds (50)   750 gp   --  lb

Central Pouch (57/80 lb, 2 Cubic Feet)
+1 Longsword                      -- gp   04  lb
+1 Light Crossbow               2335 gp   04  lb
Trail Rations (02)                01 gp   02  lb
Hempen Rope                       01 gp   10  lb
Tent (Small)                      10 gp   20  lb
Bedroll                           .1 gp   05  lb
Waterskin                         01 gp   04  lb
Disguise Kit (10)		  50 gp   08  lb

                           Total Cost:  9592.3 gp
                               Weight:   42.45 lb

            Light  Medium   Heavy  Heavy Encumbrance
Max Weight: 0-76   77-153   154-230  


PP: 00
GP: 942
SP: 09
CP: 10



      Size: Medium
    Gender: Male
       Age: 18
    Height: 6'1
    Weight: 150 1b
Hair Color: Brown and Straight, to shoulders
 Eye Color: Bright Violet
Skin Color: Fair
Appearance: Denizel stands tall, and appears slight at first, but those who
            get a good look at him he is not overly thin to be unappealing,
            but is smooth, and lightly toned.  His face shows his youth. 
            With his elven blood he seems almost feminine to some, but 
            handsome as well. He dresses in simple explorers clothes, only
            slightly worn, under a beautifully crafted breastplate. A fine 
            leather bag is slung across his shoulder, a buckler strapped to 
            one arm, and a silver holy symbol of courtessa dangles from his
            neck. He bears no visible weapons, but keeps a small pouch of
            crossbow bolts on his belt. His face, hair and hands, seem out 
            of place with this gear.  A good eye will catch little experience 
            in practical matters.
  Demeanor: Denizel is always looking for a way up in the world, without 
            too much hard work.  While he's not easily frightened he places
            a high value on his own safety and will almost always keep toward
            the back of a fight.  His general outlook is that the world is
            against him, when they should all love him. 

            The following three voices speak most commonly to Denizel and 
            influence his choices or personality:

 Craestere: Seems to favor elves, and high standing members of the court. 
            Tries to influence Denizel to act more properly, and follow what 
            is acceptable behavior. 
   Valerie: Younger and indulgent.  Encourages Denizel to make choices that
            leads to more luxury or fun.  Seems to think sex is always a 
            solution and that Denizel should wear sexier clothing.  
            Occasionally seems to forget Denizel is male.
       Del: Seems to favor the smaller races. Emotional.  Encourages Denizel
            toward stronger reactions and possibly dangerous choices.  


Denizel was raised as the son of a noble in the barony of Aldunqua, then part of the Landadel Baronies. There he was treated to all manor of finery, and a moderate education. When he was ten years old, his house was attacked by the Endave Confederacy, a group of rival nations who had declared war on Aldunqua. He was rushed away by some servants to seek exile in Venza, City of Glass. His parents did not follow. Some months later he learned that Aldunqua was no more, his parents likely dead, and his title worthless.

It was at this time the Denizel began to lose his hearing. It was at first assumed that it was shock, then later people assumed the magical explotions, from the attack, must have caused permanent damage. Denizel didn't know why, he just knew he could hardly hear anymore, which was very inconvenient. Without his parents, or his wealth, he could not have the affliction treated magically. Slowly over the last few years, its only seemed to get worse.

Luckily for Denizel, though he hardly recognized it at the time, in the few months he spent as an exile in the court some saw potential in him. One of the Courtesans, led him to Madaam Delmont, who trained young people of certains looks and talents to be favored companions. Denizel didn't like the idea of having to please others, but even at such a young age, he knew it was better than living in the streets. It was explained to him that a favored Courtier may live as luchly as any noble, so went to work. He learned to hold his tongue, which was suprisingly easy with his new affliction. He learned how to beautfy himself, how to hold himself, the art of dance, how to take on roles and how to use information to his advantage. It was also in Madaam Delmont's house that he learned to read lips. At first it was out of nessisty, but when the Madaam discovered his talent, she began tutoring him herself. Denizel learned, through these private sessions, the Madaam Delmont not only attended various courts, but worked for a time as a spy for one of the noble houses. That didn't sound so bad.

When Denizel was fifteen, he was reintroduced to the courts. Due to his many talents he became a hit and soon found his presence desired by many for functions or more private affairs. This is when he started hearing the voices. The voices started as few and far between. Sometimes it would be a suggestion, other times an odd it of knowledge and others a bit of insight. Some voices came more often then others, and he came to know them as former Courtiers and Courtesans that have moved past this world. Denizel began a casual worship of Courtessa, out of fear more than anything.

A year later he became the favored Courtier of the young lady Esme, whose house was among the Scarlotti. He had grand fun being pampered and cared for, even if whispered voices spoke of him being nothing more than the lady's plaything. He even managed to pick up a few tricks from the house mage, Sage Alfred Gredel.

Just a few weeks ago, his world changed. One of the voices warned him, that Lady Esme's uncle, the Lord Darnuke, was secretly plotting against her. Denizel began snooping around to find evidence of this, and was caught by Danruke's men. Fearing that Denizel knew more than he did, Darnuke smeared his name in the court, claiming that he was trying to manipulate Lady Esme, among others to reinstate his own house, and on top that, Denizel had been making various claims about certain individuals inability to lead, behind closed doors, and in various bed chambers. Denizel's words carried little wieght in comparison and he was soon dismissed from the courts.

Selling what little possessions he managed to take with him, including his courtly jewels, Denizel has purchased enough material to get started as an adventurer. He sees it as the only path to make a new name for himself, and earn quick funds, in a way that is at least somewhat expected. He just hopes people appreciate the value of a skilled speaker, and don't expect him to get too dirty.

Halfway through his first adventure, a filthy campaign against a group of goblins and an actual dragon, the voices got much louder in his head. Assumedly tied to this event, he's found himself chaneleing more of Courtessa's power, with his hearing miraculously improved.

Adventure LogEdit

Scourge of the Howling Horde
Greener is the Grass
      XP Received: 1358 (Encounter 1-4)
              TBX: 0686 (Jul 27 - Nov 1, 2011; 98 days)
2nd level reached Nov 1, 2011.

      XP Received: 0450 (Encounter 5-6)
              TBX: 0902 (Nov 2 - Jan 22, 2012; 82 days)
3rd level reached Jan 22, 2012.

XP Received: 1450 (Encounter 7-10)
              TBX: 1755 (Jan 23 - May 15, 2012; 117 days)
4th level reached May 18, 2012

XP Received: 1530 (End of Game)
              TBX: 1430 (May 16 - Jul 22, 2012; 65 days)

XP Received: 700 (Encounter 1-2)
              TBX: 1188 (August 30th - October 23rd, 54 days)

XP Received: 5020 (Encounter 1-2)
              TBX: 0 

Total XP (so far): 15039

 Treasure Received: 422.25 GP
                    1695 gp
     Time based GP: 5104 gp
             Items: Wand of Cure Light Wounds (20 charges)
                    +1 Longsword
                    Ring of Spell Knowledge 1
 Purchased in game:  50 gp Mwk Backpack
                      4 gp Trail Rations (8) 8 lbs
                     10 gp Small Steel Mirror .5 lb 
                      5 gp Spell Component Pouch 2 lbs
                   1175 gp Studded Leather Armor +1
 Sold in game:       25 gp Studded Leather Armor
                      5 gp Spell Component Pouch
 Items Used:         .8 gp Crossbow Bolts (8)
                      3 gp Trail Rations (6)
                    Wand of Cure Light Wounds (18 used then given to another PC)

 [ Arcane Row]

 Sold Between Games:      50 gp Masterwork Backpack
                          01 gp Belt Pouch
                          02 gp Dagger (x1)
                          08 gp Donkey
                          04 gp Saddlebags
                          02 gp Bit and Bridle
                         0.5 gp Sewing Needle
                         0.5 gp Various Thread
                        1175 gp +1 Studded Leather
                          10 gp Small Steel Mirror
 Purchased Between Games: 25 gp Holy Symbol, Cortessa (Silver)
                          50 gp 4 Gold Rings set with Jade
                          15 gp Shaving Kit (50)
                          02 gp Bolts (20)
                          50 gp Disguise Kit (10)
                        1550 gp +1 Agile Breastplate
                        2000 gp Handy Haversack
                        1000 gp Muleback Cord
                        1000 gp Cloak of Resistance +1
                         750 gp Wand Cure Light Wounds (50)
                         750 gp Wand Inflict Light Wounds (50)
                        2335 gp +1 Light Crossbow

Level UpsEdit

      Level 2: November 1, 2011
        Class: Bard-2
          BAB: +0 to +1
         Fort: +0 to +0
          Ref: +2 to +3
         Will: +2 to +3
         Feat: (none)
     Features: Versatile Performance, Well Versed
 Spells Added: Daze, Hideous Laughter
           HP: Max-2 (+6)
    Skill Pts: +8 = +6(Bard) + 1(Int) + 8(Old) + 1(FC Bonus) = 16(New Total)
        Ranks: Bluff, Disguise, Know Arcana, Know Local, Know Religion, 
               Linguistics, Perception and Spellcraft
      Level 3: March 26th, 2012
        Class: Oracle-1
          BAB: +1 to +1
         Fort: +0 to +0
          Ref: +3 to +3
         Will: +3 to +6
         Feat: Eschew Materials
     Features: Mystery (Lore), LoreKeeper (EX), Curse (Haunted), Orisions, Spells
 Spells Added: Mending, Read Magic, Resistance, Stabilize, Ghost Sound, Mage Hand,
               Cure Light Wounds, Sanctuary
           HP: Max-2 (+6)
    Skill Pts: +6 = +4(Oracle) +1 (Int) + 16(Old) + 1(FC Bonus) = 22(New Total)
        Ranks: Know Arcana, Know Religion, Diplomacy, Spellcraft, Bluff,   
               Know History

      Level 4: May 18th, 2012
        Class: Oracle-2
          BAB: +1 to +2
         Fort: +0 to +0
          Ref: +3 to +3
         Will: +5 to +6
     Features: Mystery Spell: Lore, Identify
 Spells Added: Guidance, Identify
           HP: Max-2 (+6)
    Skill Pts: +6 = +4(Oracle) + 1(Int) + 22(Old) + 1(FC Bonus) = 28(New Total)
        Ranks: Know Arcana, Know Religion, Bluff, Disguise, Perception, 
               Sense Motive
      Level 5: November 1st, 2012
        Class: Oracle-3
          BAB: +2 to +3
         Fort: +1 to +2
          Ref: +3 to +4
         Will: +5 to +6
     Features: Revelation: Focussed Trance
 Spells Added: 
           HP: Max-2 (+6)
    Skill Pts: +6 = +4(Oracle) + 1(Int) + 22(Old) + 1(FC Bonus) = 34(New Total)
        Ranks: Know Arcana, Know Religion, Bluff, Know Geography, Spellcraft 
               Sense Motive

Level 6: February 17th, 2013
        Class: Oracle-4
          BAB: +3 to +4
         Fort: +2 to +2
          Ref: +4 to +4
         Will: +6 to +7
     Features: Mystery Spell: Tongues
 Spells Added: Purify Food/Drink, Cure Moderate Wounds, Zone of Truth
           HP: Max-2 (+6)
    Skill Pts: +6 = +4(Oracle) + 1(Int) + 36(Old) + 1(FC Bonus) = 40(New Total)
        Ranks: Know Arcana, Know Religion, Diplomacy, Spellcraft, 
               Profession (Courtier), Sense Motive


  • Approval (June 16, 2011) Level 01 (Satin Knights, non-judge)
  • Approval (June 18, 2011) Level 01 (Mowgli)
  • Approval (Nov 8, 2011) Level 02 (Satin Knights)
  • Approval (April 01, 2012) Level 03 (Mowgli)
  • Approval (May 28, 2012) Level 04 (perrinmiller)
  • Approved (Nov 8, 2012) Level 05 (Satin Knights)

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