Captain Josper Creesy

Fondo Barondo's page

2,519 posts. Alias of Saint Bernard de Clairveaux.


Full Name

Fondo Barondo

Race

Human

Classes/Levels

(Init +7 | Per +16 | Fort +16 Ref +15 Will +11* +1 enchant, +4 language & sonic | AC 32 (f25/t19) | CMD36*)

Gender

Male

Size

Medium (5'11", 145 lb.)

Age

27

Alignment

Chaotic Good

Deity

Desna, Pharasma

Languages

Taldane, Varisian, Draconic, Elvish, Shoanti

Occupation

Ne'er do well, fortune-teller, revolutionary

Strength 14
Dexterity 24
Constitution 14
Intelligence 14
Wisdom 10
Charisma 16

About Fondo Barondo

Classes & Levels Fighter (Cad) 2, Bard (Varisian fortune teller) 3, Cavalier (Squad leader) 1, Battle Herald 8

[dice=Serithtial]d20 + 14 + 6 + 4 + 4 + 2 - 4[/dice]
[dice]d6 + 2 + 4 + 4 + 8[/dice]

[dice=Iterative 1]d20 + 9 + 6 + 4 + 4 + 2 - 4[/dice]
[dice]d6 + 2 + 4 + 4 + 8[/dice]

[dice=Iterative 2]d20 + 4 + 6 + 4 + 4 + 2 - 4[/dice]
[dice]d6 + 2 + 4 + 4 + 8[/dice]

Status:

Active effects Heroes feast, heroism, life bubble, stoneskin (60/110), darkvision, freedom of movement

HP = 123 / 123
AC 32 (25 touch, 27 flat, 25 incorporeal) (10 +7 dex +9 armor +2 ring +2 nat armor +2 buckler)

CMB = +18 (+22 disarm & reposition, +21 dirty trick, +19 steal)
CMD = 43 (47 reposition, 46 dirty trick & disarm, 45 steal)

Weapon equipped Serithtiel
Shield equipped Buckler
Bardic performance used 0 of 11 rounds
Inspired command used 0 of 29 rounds
Spells used 1st: 0 of 4
Challenge READY
Tactician (4/day; 8 rounds) 0 of 4 used
Wand of CLW 1
Glibness from bracers READY

To cut and paste:

[dice=Serithtial]d20 + 14 + 6 + 4 + 4 + 2 - 4[/dice] +2 bane?
14 bab +6 dex +4 seri +4 inspire +2 heroism -4 power
[dice]d6 + 2 + 4 + 8[/dice] [dice=+ Holy]2d6[/dice] [dice=+Bane?]2d6[/dice]

[dice=Iterative 1]d20 + 9 + 6 + 4 + 4 + 2 - 4[/dice] +2 bane?
[dice]d6 + 2 + 4 + 8[/dice] [dice=+ Holy]2d6[/dice] [dice=+Bane?]2d6[/dice]

[dice=Iterative 2]d20 + 4 + 6 + 4 + 4 + 2 - 4[/dice] +2 bane?
[dice]d6 + 2 + 4 + 8[/dice] [dice=+ Holy]2d6[/dice] [dice=+Bane?]2d6[/dice]

Inspire Courage: +3 competence bonus to hit and damage, +3 morale bonus to saves v. fear and charm

Sound the Charge: Allies get +4 competence bonus to attack and damage. Charging allies add 20' to their speed..

Activate Tactician: (round 1 of 8): allies within 60 feet who can see and hear Fondo have access to the following teamwork feats:
*Allied Spellcaster: add +2 competence bonus to spell penetration when adjacent to ally with this feat; +4 if they have the spell prepared or on spontaneous list, and +1 CL.
*Shake it off: +1 competence bonus to saves for each adjacent ally, up to +4.

Fondo's challenge: allies have +1 circumstance bonus to hit target of challenge if Fondo threatens it, and its AC is -2.

Glossary:

Brov ~ brother in argot, not Varisian
Jel'enedra ~ little sister
Kako ~ uncle
Kam ~ love, sun
Kuraf'te Dija ~ wouldn't you like to know? Something to do with your mother...
Poor'enedra ~ older sister

Stats & Saves:

Saving Throws
Fortitude = +16 (+2 con +3 fighter +2 cavalier +1 bard +5 herald +3 cloak)
Reflex = +15 (+6 dex +3 bard +3 herald +3 cloak)
Will = +11, +1 v. enchantment effects (+3 bard +5 herald +3 cloak)

Armor Class = 35 (+7 dexterity, +9 celestial armor, +2 buckler, +2 ring +5 amulet)
Touch AC = 19
Flat-Footed AC = 28

CMB = +22 (+26 disarm, reposition, +25 dirty trick, +23 steal)
CMD = 36 (40 reposition, 39 dirty trick, disarm, 37 steal)

HP = 123 (16 fighter + 15 bard + 6 cavalier + 54 battle herald + 30 con + 2 favored)

BAB = +15/+10/+5
Initiative = +7 (+7 dex)
Move = 30' base

Feats & Traits:
Charming (+1 Diplomacy, Bluff, language-dependent DCs on people attracted to devastatingly handsome men)
Missing child (Diplomacy, Sense Motive class skills)
--
Weapon Proficiency: martial weapons
Armor Proficiency: light armor; light and heavy shields
Allied spellcaster
Agile maneuvers (CMB based on Dex)
Combat expertise
Greater reposition
Harrowed
Improved dirty trick
Improved disarm
Improved reposition
Leadership
Lingering performance
Power attack
Quick Reposition
Shake It Off
Weapon finesse (use Dex bonus to hit with light and special weapons)

Skills:

Available points 86/86 (18 bard + 4 fighter + 4 cavalier + 24 battle herald + 24 int + 12 human)
• Acrobatics = +28 (16r + 6a + 5co + 3cl)
• Appraise = +2
• Bluff = +21 (16r + 3a + 3c), +1 Charming
• Climb = +6 (1r + 2a + 3c)
• Diplomacy = +27 (5r) Perform (oratory)
• Disguise = +8 (2r + 3a + 3c)
• Escape Artist = +10 (1r + 6a + 3c)
Fly = +5
• Handle animal = +7 (1r + 3a + 3c)
Heal = +0
• Intimidate = +11 (5r + 3a + 3c); +3 if same language
• Knowledge (Arcana) = +6 (1r + 2a + 3c)
• Knowledge (Dungeoneering) = +6 (1r + 2a + 3c)
• Knowledge (Geography) = +7 {2r + 2a + 3c)
• Knowledge (Local) = +9 (3r + 2a + 4c)
• Knowledge (Nobility) = +6 (1r + 2a + 3c)
• Knowledge (Planes) = +6 (1r + 2a + 3c)
• Knowledge (Religion) = +6 (1r + 2a + 3c)
• Linguistics = +7 (2r + 2a + 3c)
• Perception = +15 (13r + 0a + 3c)
• Perform (dance) = +12 (1r + 3a + 3c + 5i)
• Perform (oratory) = +27 (16r + 3a + 4c + 5i)
• Profession (fortune teller) = +6 (2r + 0a + 4c)
• Profession (soldier) = +5 (2r + 0a + 3c)
• Ride = +10 (1r + 6a + 3c)
• Sense Motive = +27 Perform (oratory)
• Sleight of hand = +11 (2r + 6a + 3c)
• Spellcraft = +8 (3r + 2a + 3c)
• Stealth = +10 (1r + 6a + 3c)
• Survival = +5 (2r + 0a + 3c)
• Swim = +6 (1r + 2a + 3c)
• Use Magic Device = +12 (10r + 3a + 3c)

Special Abilities:

Bardic Performance 11 rounds/day
Inspire courage +3 to attacks, damage, fear & charm saves
Inspire Competence +2 to one ally's skill check
Fascinate
Distraction
Countersong
Inspire greatness +2 HD (d10), +2 competence to hit, +1 Fort

Fortune-telling 10 minute reading —> 10 minutes of Inspire Courage or other bardic performance. Costs 4 rounds of performance/target.

Fortune telling skill specialization Add 1/2 bard level to Perform (oratory), Profession (fortune-teller), Sense Motive, Knowledge (local)

Dirty maneuvers +1 to CMB & CMD with dirty trick, disarm, steal

Rapid tactics Use Aid Another and Tactician as a move action.

Challenge 1/day (+1 damage/cavalier level, -2 AC to non-targets)
Order of the dragon (allies have +1 circumstance to hit target of Challenge)

Tactician 2/day, 5 rounds, move action to activate; teamwork feat applies to all other allies within 30'.

Versatile Performance Use Perform (Oratory) for Diplomacy, Sense Motive

Well Versed +4 saves v. sonic, bard effects, language-dependent

Improved Leadership Add Inspired Command bonus to Leadership score

Voice of Authority +3 to Diplomacy & Intimidate when using same language, Perception & Sense Motive to hear/understand ally; Battle Herald and Cavalier levels stack re: Tactician

Inspired Command +3, 21 rounds/day
Shake it off Grant one new save for an effect that is ongoing and does not give recurring chance of saves. Add Inspiring Command bonus to save.
Rally Allies affected by a fear effect may attempt a new saving throw against each fear effect on them; this new save has a bonus equal to the battle herald’s inspiring command bonus.
None Shall Fall A number of allies equal to the battle herald's inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald's inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.
Sound the Charge Allies add inspiring command bonus to attacks and damage, inspiring command bonus x 5' to their movement when charging.
Keep Your Heads Allies apply the battle herald’s inspiring command bonus on Will saves and concentration checks.

Forced march Do forced march before tiring additional hours equal to inspired command bonus.

Banner As long as Fondo's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. When cavalier and battle herald levels equal 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Demanding Challenge As long as a challenged target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Persistent Commands Maintain commands while incapacitated (stunned, dazed, held, killed, etc.) up to Cha bonus.

Inspire Last Stand Use Inspiring Command to grant Diehard to allies within 30 feet.

Complex Commands At 10th level, a battle herald can have more than one command ability in effect at one time. Each must be begun separately and requires a separate maintenance cost. This allows the battle herald to have more than one single-target command (such as battle magic) in effect at the same time. The effects of multiple instances of the same command ability do not stack, even if the bonuses provided by that ability would normally stack (for example, if the battle herald maintains two pincer maneuver commands, her allies do not get double the bonus, even though dodge bonuses normally stack). The battle herald can also maintain one bardic performance in addition to her inspiring commands, though each must be begun separately and each requires its own maintenance cost.

Spells:

0th Detect Magic, Light, Mending, Open/Close, Prestidigitation, Read Magic
1st (4/day) Clarion Call, Disguise Self, Liberating Command, Timely Inspiration

Equipment & Wealth:

Encumbrance 45 lb. (58/116/175)

Mithral rapier +1 1 lb
Arrows, cold iron (10) 1.5 lb.
Arrows, silvered blunt (10) 1.5
Chakram, cold iron (2) 2 gp., 2 lb.
Composite Longbow +1 (+2 Str) 1 lb.
Dagger 2 gp., 1 lb.
Kukri, cold iron 2 lb.
Mithral gauntlet +1 1 lb
Sap, masterwork 2 lb.
Silvered light mace 4 lb.

Celestial armor +3 10 lb.
Mithral buckler +1, rallying 2.5 lb.

Head: _____
Headband: Headband of charisma +2 1 lb.
Eyes: Deathwatch goggles
Neck: Amulet of natural armor +2
Shoulders: Cloak of resistance +3 1 lb.
Chest: Resplendent Coat 5 lb.
Body: _____
Wrist: Bracers of the glib entertainer 1 lb.
Hand: Gloves of dexterity +6
* Serithtiel 2 lb.
* Weapon cord
Belt: Belt of dex +4, con +2 1 lb.
Feet: Jaunt boots 2 lb.
Ring Right: Ring of protection +2
Ring Left: _____
Locket of continual flame (CL10, SL5)

Pocketed scarf 8 gp, 0.5 lb.

Scabbard of vigor 3 lb.
* Mithral rapier

Handy haversack 5 lb.
*Oil of bless weapon
*Potion of touch of the sea 25 gp
*Scroll of knock 150 gp
*Scrolls of heroism x 3
*Scrolls of invisibility x 2
*Scrolls of tongues x 2
*Scrolls of magic circle v. evil x 2
*Scrolls of freedom of movement x 2
*Wand of mage armor (42)
*Zellara's Harrow

*Alchemist's fire 20 gp, 1 lb.
*Air crystal 20 gp
*Alkali flasks x 2
*Arrows, cold iron (8) 3 lb.
*Arrows, silvered blunt (45) 8 lb.
*Fighter's kit 9 gp, 29 lb.
*Holy water x 2
*Silk rope
*Soul stimulate (1) 300 gp

Background:
Everything is an opportunity. The auburn haired lass over there whose nervousness marks her as an easy mark. That pretty lad there with a firm... sword arm who glanced Fondo's way just a touch too long. Fondo's missing sister...

Here's the problem. Fondo's family won't speak to him. It seems that even the Sczarni have some standards of behavior among themselves—like don't take from members of your clan, don't bed a cousin, other ridiculous conventions.

So yes, there was the one cousin. And his uncle Valzej's pretty ruby-encrusted snuff box. And those goats. But what's a young Varisian bravo to do?

Everything's an opportunity. The goats were. And then there's young Esmira. She was ten when they shunned Fondo. Lovely, sweet little girl.—about the only one who could talk any sense into him.

Several moons ago, their cousin Boldo sought Fondo out in his new home, Korvosa (sad, uptight town, but lots of promising marks). He said Esmira'd been kidnapped, and that they'd traced her to Korvosa. Wouldn't Fondo help them? Wouldn't Puri and Puro welcome him back if they returned her alive and pure?

"Speak no further, my dear cousin. Return to our family and reassure them—Fondo will make this right. I shall find Esmira, and make whomever took her pay for their mistake. I swear this as a Barondo, true to his word in all things."

Boldo's look telegraphed a mix of skepticism and bemused affection—they'd been close before the incident with the goats. And with the snuff box. And with Boldo's sister Asha... Boldo'd always been one to forgive and follow. And this he did, leaving Fondo to pursue his new opportunity.

Deyanira spells:

Zero (4) DC: 14
Detect Magic, Light, Message, Prestidigitation

First (5+1) DC: 15
Alarm [ ]
Charm Person
Color Spray
Crafter's Fortune
Endure Elements [ ][ ] {Deyanira, Ruan}
Mage Armor [ ] {Majenko, extended by rod}
Mount
Vanish [ ][ ]
Youthful Appearance

Second (5+1) DC: 16
Admonishing Ray [ ][ ]
Arcane Lock [ ]
Cat’s Grace
Continual Flame
Knock
Mage armor, extended [ ][ ] {Ruan, Deyanira}
Make Whole [ ]
Mount (communal)
Phantom Trap
Protection from Arrows

Third (5+1) DC: 17
Ablative Barrier [ ][ ] {Ruan}
Campfire Wall
Darkvision (communal) [x] {Fondo - extend}
Heroism [ ][ ]
Keen Edge
Nondetection [x] {Fondo}
Rune of Durability
Shrink Item

Fourth (4+1) DC: 18
Ablative barrier (extend) [ ] {Fondo}
Communal Phantom Steed
Detect Scrying [x]
Dimension Door [ ]
Scrying [ ]
Secure Shelter
Stoneskin [ ]
Stone Shape

Fifth (2+1) DC: 19
False Image
Life Bubble [ ]
Mages Secret Sanctum [x]
Teleport [ ]

Sixth (1+1) DC: 20
Disintegrate
Guards and Wards
Life Bubble, Extended [x] {whole party, 3 hours apiece (Fondo 4 hours)}
Programmed Image
Veil [x] {Whole party}

Level 3:

Fighter (Cad), Level 2
+6 skill points
+7 HP
+1 BAB
+1 Fort
+1 to Dirty Trick, Disarm & Steal CMB & CMD
Feat: Combat expertise
Feat: Improved dirty trick
+2 Diplomacy
+2 Intimidate
+1 Acrobatics
+1 Perform (Oratory)

Level 4:

Cavalier (Special), Level 1
+7 skill points
+7 HP
+1 BAB
+2 Fort
+1 Str
Teamwork Feat: Spellcasting
Rapid tactics: Use Aid Another and Tactician as a move action.
Challenge 1/day (+1 damage/cavalier level, -2 AC to non-targets)
Order of the dragon (allies have +1 circumstance to hit target of Challenge)
Tactician 1/day (3 rounds)
+1 Bluff
+1 Diplomacy
+1 Intimidate
+1 Knowledge (Religion)
+1 Perform (Oratory)
+2 Profession (Soldier)

Level 5:

Bard (Fortune teller), Level 2
+9 skill points
+6 HP
+1 BAB
+1 Will
+1 Reflex
+2 rounds bardic performance/day
+1 1st level spell/day
Feat: Improved reposition
Versatile Performance: Use Perform (Oratory) for Diplomacy, Sense Motive
Well Versed: +4 saves v. sonic, bard effects, language-dependent
Spells: Read magic, Clarion Call
+2 Acrobatics
+1 Bluff
+1 Diplomacy
+2 Intimidate
+1 Know (Nobility)
+2 Perform (Oratory)

Level 6:

Battle Herald, Level 1
+7 skill points
+7 HP
+1 BAB
+1 Will
+1 Fort
Inspiring command +1 (6 rounds/day; Shake It Off command)
Improved leadership (+1 to Leadership score)
Voice of authority (+2 to Diplomacy, Intimidate if same language; stack w/cavalier for Tactician; +2 Perception & Sense Motive to hear/understand Bluff of ally)
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Profession (Fortune teller)
+1 Bluff
+1 Sleight of hand
+1 Swim

Level 7:

Bard, Level 3
+9 skill points
+6 HP
+1 BAB; iterative attack
+1 Fort
Feat: Leadership
Inspire competence
Language: Draconic
Spell: Disguise self
Spell: Open/close
+1 first level spell/day
+2 round bardic performance

+2 Disguise
+1 Perform (Oratory)
+1 Acrobatics
+1 Linguistics
+1 Perception
+1 Knowledge (Local)
+2 Bluff

Level 8:

Battle herald, Level 2
+7 skill points
+7 HP
+1 BAB
+1 Reflex
+1 Dex
Forced march
Inspire Courage +2
+1 Perform (Oratory)
+1 Acrobatics
+2 Perception
+1 Knowledge (Local)
+1 Bluff
+1 Sleight of hand

Level 9:

Battle herald, Level 3
+7 skill points
+7 HP
+1 BAB
+1 Fort
+1 Will
Feat: Improved disarm
2nd Inspired Command: Battle Magic
+1 Perform (Oratory)
+1 Acrobatics
+2 Perception
+1 Knowledge (Planes)
+1 Bluff
+1 Escape artist

Level 10:

Battle herald, Level 4
+7 skill points
+7 HP
+1 BAB
Inspire Greatness
Inspired Command +2
Tactician 2/day
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Linguistics
+1 Handle animal
+1 Bluff
+1 Ride

Level 11:

Battle herald, Level 5
+7 skill points
+7 HP
+1 BAB
+1 Will
+1 Reflex
+1 Fort
Banner
Feat: Greater Reposition
Inspiring command as swift action; +2 rounds/day
Inspiring Command: None Shall Fall
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Perform (Dance)
+1 Survival
+1 Bluff
+1 Know (Geography)

Level 12:

Battle herald, Level 6
+7 skill points
+7 HP
+1 BAB
Teamwork feat
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Stealth
+1 Bluff
+1 Survival
+1 Linguistics

Level 13:

Battle herald, Level 7
+8 skill points
+7 HP
+1 BAB
+1 Fort
+1 Will

Inspiring Command +3
Sound the Charge: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus.
Demanding Challenge: As long as a challenged target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Feat: Quick Reposition

+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Bluff
+1 Knowledge (Planes)
+2 Use Magic Device

Level 14:

Battle herald, Level 8
+7 skill points
+8 HP
+1 BAB
+1 Reflex
Persistent Commands
Inspire Courage +3
Inspiring Command (Wish gives +1 to effective level)
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Bluff
+3 UMD

Level 15:

Battle herald, Level 9
+7 skill points
+8 HP
+1 BAB
+1 Fort
+1 Will
Inspiring Command: +4, immediate action (Wish)
Inspire Last Stand: use Inspiring Command to grant Diehard to allies within 30 feet
Inspire Greatness: 2 allies
Inspiring Command: Inspire Hardiness
Feat: Lingering Performance
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Bluff
+3 UMD

Level 16:

Battle herald, Level 10
+7 skill points
+8 HP
+1 BAB
Complex commands
+1 Perform (Oratory)
+1 Acrobatics
+1 Perception
+1 Bluff
+1 Spellcraft
+2 UMD

Level 17:

Bard, Level 4
+7 Skills
+7 HP
+1 BAB
+1 Will
+1 Reflex
+1 Wisdom
+2 2nd level spells/day, 2 2nd level spells known
Ancestral Communion
Heroism