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About Randall McNallyHeight: 5' 10"; Weight: 170lbs; Hair: Brown; Eyes: Green Background:
Born the son of a fisherman, Randall grew up in Riddleport, listening to the other men spin their tales while mending their nets. At the age of thirteen Randall joined the crew of a ship as cabin boy. Once at sea the vocation of his ship became apparent as it came upon another merchantman and raided it. Arriving in Magnimar with more money in his pocket than he had ever seen in his life Randall joined another crew and then another taking on all manner of maritime activity, some honest, some...not. As he grew older Randall matured into a ruggedly handsome man with a quick wit and an even quicker tongue. He was often able to talk his way out of many situations and talk others, mostly ladies, into still others. Life was good for Randall until an incident with his latest ship's owner over his daughter came to light. Unable to talk his way out of it and unwilling to kill the man for protecting his daughter's "honor" (although Randall was sure he wasn't her first) He decided discretion was the better part of valor and abandoned ship. Although this wasn't good enough for the disgraced father who soon had the Harbormaster's Watch out after him. One step ahead of the law Randall signed with the first ship he could find, leaving port the soonest, heading for he didn't care where. As luck would have it the ship was sailing for The Shackles where he was sure he could shake off this latest setback and be back at sea again soon. Sitting in a dockside tavern called the Formidably Maid, Randall sits nursing his drink and making plans to get out of Port Peril as soon as possible. Heading out the door for the privies Randall began to feel light headed and the world began to spin. The last thing he felt was the cool sensation of the cobblestones as his face hit the ground and then...nothing. Favored Class:
Bard /1= +1 Skill point Experience: 0
Initiative: +2 AC: 12; Touch: 12; Flat Footed: 10 Armor/Protective Item: (Armor/Shield Bonus: ; Max Dex: ; Armor Check: ; Arcane Spell Failure: ; Type: ; Weight: lbs. )
Speed: 30' (6 squares) Saves:
BAB: +0
Weapons: Attack: ; Damage: ; Critical: ; Range: ; Type: ; Special: Attack: ; Damage: ; Critical: ; Range: ; Type: ; Special: Attack: ; Damage: ; Critical: ; Range: ; Type: ; Special: Attack: ; Damage: ; Critical: ; Range: ; Type: ; Special: Skills:
@+Acrobatics: +2
@ Armor check penalty applies to this skill
Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Feats:
Combat Expertise (-1/+1): You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Traits:
Fast Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Barroom Talespinner: You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself. You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks (Sing), and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to inluence NPCs on the Wormwood.
Bardic Performance:
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), mindaffecting 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. Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.
Special Abilities:
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table 3–4 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. World Traveler (Ex): A sea singer 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. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Spells:
Level 0
Detect Magic
Level 1
Cure Light Wounds
Gear & Money:
Arms & Armor: Gear: Money:
Gems & Jewelry: Magic Items: |
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