Denizel (ScorpiusRisk)

===Basic Information===
 Race: Half-Elf
 Class: Bard (Court Bard archetype)/Oracle
 Level: 2/4
 Experience: 15,655 XP 
 Alignment: Chaotic Neutral
 Languages: Common, Dwarven, Elven, Goblin,
 Gnomish 
 Deity: Cortessa
 First Seen: Dunn Wright Inn
 Location: Greener is the Grass
===Abilities===
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 Statistics===
(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 Statistics===
* 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 Features===
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 Features===
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
 knowledge.
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
 effects.
 Cantrips: 0-Level spells that consume no spell slots.
 Spells: Spontaneous - arcane (CHA)
Oracle
 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.
===Feats===
 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
===Traits===
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.
===Skills===
* 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)===
Bard
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
Oracle
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===
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 
===Finances===
PP: 00
GP: 942
SP: 09
CP: 10
Gems/Jewelry/Other:
===Details===
 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. 
===Background===
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 Log===
 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
 2697.5
 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 Ups===
 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
===Approvals===
*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)
Category:Retired & Deceased Characters