Celestial Gnome

Lipp Vishki's page

37 posts. Alias of utsutsu.


Full Name

Lipp Vishki

Race

Halfling

Classes/Levels

Bard 1 | AC 18 T 15 FF 14 | HP 10/10| F +2 R +6 W +2 | Init +4 | Perc +2

Gender

Male

Size

Small

Age

23

Alignment

CG

Deity

Sarenrae

Languages

Common, Halfling, Goblin

Strength 6
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Lipp Vishki

Numbers:

Halfling Bard 1, Dawnflower Dervish, Sound Striker

HP: 10
AC: 18 Armor 3 Dex 4 size 1 FF: 14 Touch: 15
+1 dodge to AC vs creatures larger than small (underfoot)
Fort: +2 Ref: +6 Will: +2
+1 Ref vs trample (underfoot)
+2 racial on all saves vs fear (fearless)
BAB: 0
CMB: -3
CMD: 11
Init: +4
Move: 30 (fleet of foot)

Scimitar: +5, 1d4+4, 18-20/x2, Slashing
Scimitar(non-lethal): +5, 1d4+5, 18-20/x2, Slashing
Crossbow, light: +5, 1d6, 19–20/x2, 80 ft., Piercing

Racial
fearless
underfoot
fleet of foot
keen senses
weapon familiarity

Spells
Bard Spells Known (CL 1st)
    1st (2/day)—Cause Fear (DC 14), Grease (DC 14)
    0th (0/day)—Message, Open/Close (DC 13), Prestidigitation (DC 13), Read Magic

Class
Bardic Performance - 8 rounds / day. Performances have double effect on self.
Battle Dance: Start as a move action, free action to maintain. Changing effect requires a restart.
countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

inspire courage +1: A 1st level bard can use his performance to inspire courage in himself, bolstering him against fear and improving his combat abilities. He receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Feats
Dervish Dance (bonus feat)
Armor Proficiency, Light
Martial Weapon Proficiency (Scimitar)
Shield Proficiency
Simple Weapon Proficiency

1st level - Enforcer
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Traits
Blade of Mercy
Hero Worship - Ameiko
+1 trait bonus on all attack rolls against foes that threaten your hero
you gain a +2 bonus on concentration checks.

Skills
Skill +bonus (ranks)
Acrobatics +5
Bluff +7 (1)
Climb -1
Diplomacy +7 (1)
Fly +5
Intimidate +7 (1)
Perception +2
Perform (Comedy) +7 (1)
Perform (Sing) +7 (1)
Perform (Dance) +7 (1)
Sense Motive +4 (1)
Sleight of Hand +7 (1)
Stealth +7

Equipment
backpack
bolts, crossbow(light)
crossbow, light
flint and steel
rations, halfling
scimitar
studded leather
waterskin(full)
1 jewel worth 22 gp
total cost 83 gp
total weight 20 lbs

Story:

Lipp was born in Qadira, where his parents worshipped Sarenrae and lived a humble life running a tavern. When he was born with a shock of red hair, his parents took that as a blessing and pushed him to join the Dawnflower's clergy. He was a good boy and did as he was told but as he grew older, he found he that the life ahead of him as a holy man was not the right fit. He would spend his evenings helping in the family tavern and watching the bards entertain the guests. Soon, he found himself joining in, unable to resist the urge to perform. It was recognized when he was young that he had a gift for dance and was taught by the clerics how to use that gift to honor Sarenrae, but now that he was using his lessons to entertain others he believed he'd finally found his calling.

While still devoted to his goddess, he knew he could not stay at home. So he left, in search of adventure, gold and fame!

He travelled along the coast West until he reached the borders of Cheliax and turned North. He did not like the stories he had heard of that place. Soon he found himself in Varisia and found that he immediately felt at home. Shortly, he wound up in Sandpoint and walked in the doors of the Rusty Dragon. As soon as he saw Ameiko Kaijitsu, he knew she was someone special. He spent many nights in the Dragon, watching her entertain and serve her guests, and thought she had found the ideal life. Lipp soon began entertaining guests in the Dragon, and citizens around town. When tips were short, he also found work as a guard at various businesses around town. His talent for dance had also translated to impressive skills with the sacred weapon of his faith.

Appearance and Personality:

Lipp is short, even for a halfling. He stands a mere 34 inches tall and has a small build. While physically weak, he is able to use his size and natural agility to his advantage. He has bright red hair, so bright that he is occasionally mistaken for a gnome... a mistake that he is quite eager to correct.

He dresses in the local style and has modified his family name to blend in with the local Varisians. His clothes are bright and flashy, creating remarkable patterns when he begins his dance. Despite this, his clothing is also practical. Strong materials and utilitarian design lie beneath the surface.

Lipp is a friendly sort. He is quick to aid friends, no matter whether he just met them or has known them for years. He is generous and kind. However, he is also eager to show his skills as an entertainer and dancer. He is sensitive to criticism or a perceived slight, and will challenge others to competitions as a point of pride if he thinks they are mocking him.

He finds violence distasteful, but is quick to rise to another's defense. He prefers to end conflicts swiftly without having to kill or injure anyone, instead relying on subduing opponents through persuasion and strategic attacks. He is just as likely to sweet talk you as he is to convince you that attacking him might be asking for more than you're ready for.