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About Durvin TamishBasics:
AC: 14
Touch: 14 Flat: 11 CMD: 13 HP: 8/8 (dead at -11) BAB: +0
Init: +3
Racial traits:
Small: gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Wanderlust: +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, treat caster level as +1 higher than normal. Keen Senses: +2 racial bonus on Perception skill checks. Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Class Features:
World Traveler (Ex): gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Feats:
Lingering Performance. Traits:
Touched by the Sea: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Child of Nature: +1 trait bonus on all Survival checks, and it becomes a class skill. Basic Attacks:
Rapier: +2, 1d4+1 damage, crit 18-20/x2, Pierce
Shortbow (60'): +4, 1d4 damage, crit x3, pierce Skills (*trained):
+9(+5) Acrobatics* (Jump checks)
+2 Appraise +3 Bluff +7 Climb* +2 Craft (rope) +7 Diplomacy* +3 Disguise +3 Escape Artist +5 Fly +0 Heal +3 Intimidate +9 Knowledge (Geography)* +7 Knowledge (Local)* +6 Perception* +7 Perform (sing)* +4 Profession (sailor)* +3 Ride +0 Sense Motive +7 Stealth +2 Survival +6 Swim* Spells:
Spells/Day: Any/0th (DC 13), 3/1st (DC 14).
Spells Known: 4/0th, 2/1st. Concentration +4. Spell List: 0th - Daze, Know Direction, Mage Hand, Mending. 1st - Animate Rope, Feather Fall. Equipment:
Net worth: 180 gp (but I consider myself Priceless)
Light Load: 32.25 lbs
Previous Gear: 27.375 lbs
Money:
Appearance/Personality:
Durvin is fairly typical for a halfling, nothing too special about him. All of his family have slightly muted halfling features and this sometimes makes people think they are human children. He reddish-brown hair and kind eyes. He has a smattering of freckles, but they look mostly to be due to time in the sun. He has a fair tan, but is still much closer to pale, and time at sea has done nothing for darkening his complexion. He is well dressed for travel, and carries a rapier at his hip and a shortbow on his back. He doesn't look like he tends to even acknowledge their presence, as much as carry them out of the necessity of rough ports. He wears a seashell necklace, made out of what appears to be sailor knotted twine.
He doesn't come across as needing to use the weapons often as he has a friendly demeanor, and a ready smile. His voice is a little high, but has a sing-song quality to it that lends to his shanties being easily heard on the open water. Background:
Durvin is the oldest of five children, and the first to leave the nest for work. Born and raised in Korvosa he had always been enamored with the ships at sea and in the ports. He would go to the docks and watch the workers ply the lines, mend the sails and load the cargo. He knew one day he would sail. As he came of age he decided to go and seek employment on board the merchant ships of House Leroung, knowing that they were always willing to hire the local halflings. As he got underway, he truly felt at home on the sea and spent a few months on his first voyage. The crew took to him as he kept the spirits high and was ready to do what needed doing.
He had arrived in Riddleport, and due to delays in shipping agreements was left ashore for a few weeks. He found that due to fees, his employment had been sold to a vessel leaving Riddlepot called Tears of Home. The ships crew was different than what he was used to on the all halfling crew, and not everyone appreciated his carefree personality. After a trip with the mostly dour crew, the vessel pulled into port at Port Peril. Durvin figured that he would stop off, and hopefully find a less grim crew to hire on with, as the sea is a joyful place to him and he wants to be there with happy people. |
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