Elan

Dalron Northfield's page

626 posts. Organized Play character for Buckshot Bob.


Full Name

Dalron Northfield

Race

Human

Classes/Levels

Bard / 2HP 22 /22 AC 17 ( Touch 12 Flat 15) / Fort +3 | Ref +5 | Will +5 / CMB +1 | CMD 13 / Init +2/ Perception +5|

Gender

Male

Size

Med

Age

24

Alignment

CN

Deity

Sarenrae

Languages

Common, Goblin

Occupation

Hunter

Strength 11
Dexterity 15
Constitution 16
Intelligence 14
Wisdom 13
Charisma 20

About Dalron Northfield

'APPEARANCE':

A young Wide eyed man with sandy blonde hair and blue eyes. He has a smile on his face and a song on his lips. Many have called him the pretty boy.

' SPECIAL ABILITIES':

"-- HUMAN RACIAL TRAITS --
• Cha: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• BONUS FEAT: Humans may choose a bonus feat at 1st level.
• HUMAN HERITAGE (Charisma) : Humans get a +2 bonus on one ability score
of their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional rank
whenever they gain a level.
• Automatic Languages: Common
• Bonus Languages: Any

-- CLASS ABILITIES --
• FAVORED CLASS (Bard) : You've gain the following bonuses: +2 Skill Point.
• BARD CANTRIPS: The bard can cast known 0-level spells without limit. (PFCR 38).
• BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music). (PFCR 35).
• BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor. (PFCR 35).
• BARDIC KNOWLEDGE: You add +1 to all Knowledge skill checks and may make such checks untrained. (PFCR 35).
• BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 17 rounds. Standard action to start, a free action each round to maintain. Only one performance at a time. The targets must be able to perceive the performance. A deaf bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Countersong (Su): Counters magical effects that depend on sound within 30 ft. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active. (PFCR 36).
- Distraction (Su): Counters magical effects that depend on sight within 30 ft. Creatures use the bard’s Perform check result in place of its saving throw each round countersong is active. (PFCR 36-37).
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 16. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard's level in rounds) and takes -4 on skill checks like Perception. (PFCR 37).
- Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear. Mind-affecting. (PFCR 37). (PFCR 35-38).
• VERSATILE PERFORMANCE: You can substitute your bonus in a performance skill for related skills. You are versatile in Sing. This gives you the following skill bonus replacements: Bluff +9, Sense Motive +9. (PFCR 38).
• WELL-VERSED: The bard has a +4 save bonus vs. bardic performance, sonic, and language-dependent abilities. (PFCR 38).

-- GENERAL FEATS --
• EXTRA PERFORMANCE: You can use bardic performance for 6 additional rounds per
day. (PFCR 125)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)
• WEAPON FINESSE: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (PFCR 136)

-- TRAITS --
• ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. (PFAPG 327)


'COMBAT STATS':

Rapier +3 Attack, 1d6 Damage, 18-20/x2 Crit, Per
Light Mace, Slivered +3 Attack, 1d6 Damage, 20x3 Crit, Blug
Dagger, Cold Iron +3/+3 Attack, 1d4 Damage, 19-20/X2 Crit, Slash/Per 10' Range

CMD: +13
CMB: +1

Init +2

Fort: +3
Ref: +5
Will: +5

BAB: +1
Melee: +1
Range: +3


SPELLS:

Spells Known Spells per Day
0-Level: Known:5 At-Will
Read Magic
Mage Hand
Flare
Prestidigitation
Detect Magic

1st-Level: Known:3 Per Day:4/4
Grease
Cure Light Wounds
Hideous Laughter


'SKILLS':

Skills (w/ -0 Armour check penalty);
SKILL NAME KEY ABILITY SKILL MODIFIER = ABILITY MODIFIER + RANKS + MISC. BONUS

Acrobatics Dex*¹ +6 = 2 + 1 + 3

Appraise Int¹ +2 = 2 + 0 + 0

Bluff Cha¹ +9 = 5 + 0 + 0

Climb Str*¹ +0 = 0 + 0 + 0

Craft (alchemy) Int¹ +2 = 2 + 0 + 0

Diplomacy Cha¹ +9 = 5 + 1 + 3

Disguise Cha¹ +5 = 5 + 0 + 0

Escape Artist Dex*¹ +2 = 2 + 0 + 0

Heal Wis¹ +1 = 1 + 0 + 0

Intimidate Cha¹ +5 = 5 + 0 + 0

Knowledge (arcana) Int¹ +7 = 2 + 1 + 4

Knowledge (dungeoneering) Int¹ +7 = 2 + 1 + 4

Knowledge (engineering) Int¹ +7 = 2 + 1 + 4

Knowledge (geography) Int¹ +7 = 2 + 1 + 4

Knowledge (history) Int¹ +7 = 2 + 1 + 4

Knowledge (local) Int¹ +7 = 2 + 1 + 4

Knowledge (nature) Int¹ +7 = 2 + 1 + 4

Knowledge (nobility) Int¹ +7 = 2 + 1 + 4

Knowledge (planes) Int¹ +7 = 2 + 1 + 4

Knowledge (religion) Int¹ +7 = 2 + 1 + 4

Linguistics Int +7 = 2 + 2 + 3

Perception Wis¹ +5 = 1 + 1 + 3

Perform (act) Cha¹ +5 = 5 + 0 + 0

Perform (sing) Cha¹ +9 = 5 + 1 + 3

Ride Dex*¹ +2 = 2 + 0 + 0

Sense Motive Wis¹ +9 = 1 + 1 + 3

Spellcraft Int +6 = 2 + 1 + 3

Stealth Dex*¹ +6 = 2 + 1 + 3

Survival Wis¹ +1 = 1 + 0 + 0

Swim Str*¹ +0 = 0 + 0 + 0

Use Magic Device Cha +9 = 5 + 1 + 3

'EQUIPMENT':

ITEM
Bard's Kit 41
MW Chain shirt 250
MW Buckler 155
Rapier 20
Light Silvered Mace 25
Cold Iron Dagger 4
Light Crossbow 35
20 crossbow bolts 1
MW Lyre 100
Light War Horse 110
Military Saddle 20
Bit and Bridle 2
Saddlebags 4
Med. Tent 15
(2) Wrist Sheath 2
Whetstone .02
Fishing Kit .5
Magnet .5
Entertainer's Outfit 3
Explorer's Outfit 10

Special items
Potion of Cure light wounds 50
(2) Vermin replant 10
Everburning Torch 110
Collapsible Plank .4
Folding Ladder 2
Antiplague 50
Antitoxin 50

PP
GP 31
SP 5
CP 8

Starting Gold 1000