Lem

Pandoor Flaxseed's page

434 posts. Organized Play character for Zinou.


Full Name

Pandoor Flaxseed

Race

HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.

Classes/Levels

Tracked resources:
Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

Gender

Halfling Infatiguable Story Teller 6 |

Size

S

Alignment

CG

Deity

Desna

Languages

Common, Halfling, Elven, Polyglot

Strength 7
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 21

About Pandoor Flaxseed

Macros:
[dice=Perception]1d20+12[/dice]
[dice=Initiative]1d20+3[/dice]
[dice=Diplomacy]1d20+14[/dice]

[dice=Light Crossbow, IC]1d20+8+2[/dice] for [dice=Bolt, IC]1d6+2[/dice]

[ooc ]Inspire Courage is up, folks! +2 hit/dmg, +2 moral bonus to saves vs charm and fear![/ooc]

[dice=Knowledge ()]1d20+2/6[/dice]

Pandoor Flaxseed
Male Halfling Bard 6.1
CG Small humanoid (Halfling)
Init +3 ; Senses Perception +12

Appearance:
Coming soon !

Background:
Coming soon !

Defense
AC 19, touch 14, flat-footed 16 (+5 Armor, +3 Dex, +1 size)
HP 45
Fort +5, Ref +10, Will +8 [+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects]

Offense
Speed 20 ft.
Melee Dagger +3 (1d3-2/19-20/x2)
Ranged Light Crossbow +8 (1d6/19-20/x2), Ammo 20, 80ft.

Bard Spells (CL 6th, Concentration +11)
0 (at will) – Daze (DC 17) ; Dancing Lights ; Detect Magic ; Ghost Sound (DC 15) ; Prestidigitation ; Read Magic  ; DC 15
1st (5/day) – Charm Person (DC 18) ; Grease (DC 16) ; Hideous Laughter (DC 18) ; Sleep (DC 18) ; DC 16
2nd (3/day) – Daze Monster (DC 19) ; Heroism ; Hold Person (DC 19) ; Silence ; DC 17

Special Abilities
Active

Bardic performances:

Countersong (Su): 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 noninstantaneous 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 (Su): 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): 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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 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.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Passive
Fearless: +2 to saves vs fear. Stacks with halfling's luck.
Halfling Luck: +1 luck bonus to saves.
Keen Senses: +2 Perception.
Sure-Footed: +2 Acrobatics / Climb.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Versatile Performance (Ex): Perform Oratory (Diplomacy, Sense Motive).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Statistics
Str 7, Dex 16, Con 12, Int 12, Wis 12, Cha 21
Base Atk +4; CMB +3; CMD 14

Feats Spell focus (Enchantement) ; Skill focus (Perform Oratory) ; Greater Spell Focus (Enchantement) ;

Traits Maestro of the Society, Vagabond Child (+1 disable device and becomes class skill)

Skills
Acrobatics +9 (1 rank)
Appraise +1
Bluff +14 (Versatile Performance)
Climb +0
Diplomacy +17 (Versatile Performance)
Disable Device +15 (6 ranks)
Disguise +10 (2 ranks)
Escape Artist +7 (1 rank)
Fly +3
Heal +1
Intimidate +14 (Versatile Performance)
Knowledge (Arcana) +6 (1 rank)
Knowledge (Dungeoneering) +6 (1 rank)
Knowledge (Engineering) +2
Knowledge (Geography) +2
Knowledge (History) +2
Knowledge (Local) +6 (1 rank)
Knowledge (Nature) +6 (1 rank)
Knowledge (Nobility) +2
Knowledge (Planes) +6 (1 rank)
Knowledge (Religion) +6 (1 rank)
Linguistics +5 (1 rank)
Perception +12 (6 ranks)
Perform (Comedy) +14 (6 ranks)
Perform (Oratory) +17 (6 ranks, skill focus)
Ride +3
Sense Motive +17 (Versatile Performance)
Sleight of hand +15 (6 ranks)
Spellcraft +5 (1 rank)
Stealth +7
Survival +1
Swim -2

Languages Common, Halfling, Elven, Polyglot

Consumables
Acid Flask x3
Alchemist's Fire x2
Wand of CLW (23 charges remaining)

Other Gear
Dagger ; Light crossbow ; Silk rope ; Bard's kit ; +1 Mithral Chainshirt ; Masterwork Thieve's tools ; +2 Cloak of resistance ; +2 Headband of Alluring Charisma ;

Boons:

None!

PFS information for the GM:
PFS #93583-10
XP: 12 (normal advancement)
Faction: The Exchange
Fame: 24 / Prestige: 14