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Dexinis

Taecuss dyn Bru's page

397 posts. Alias of markofbane.


About Taecuss dyn Bru

Elven Bard 8
HPs 59/59 AC 21 FF 18 T 13 CMD 19 Fort +6 Ref +10 Will +7 Init +3 Per +12
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Chaotic Good Male Elven Bard 8
Medium Size (6’ 2”, 130 pounds, Eyes: Iridescent Grey, Hair: Silver Grey)
Age: 145
Move: 30’
Languages: Common, Elven, Dwarven, Sylvan, Draconic, Aklo, Giant.

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

Initiative: +3
AC: 21(+3 dex, +5 chain shirt, +2 buckler, +1 ring)
Hit Points: 59
Melee
+9 Rapier (1d6, 18-20/x2)
+9 Whip (special, 1d3 NL, Disarm, Reach, Trip)
+9 Dagger (1d4, 19-20/x2, 10’)
Ranged
+9 Longbow (1d8, x3, 100’)
Melee
CMB: 6
CMD: 19
Saves
Fort: +6
Ref: +10
Will: +7

Feats

Spoiler:

L1: Combat Expertise
L3: Extra Performance
L5: Weapon Finesse
L7: Breadth of Experience

Skills
Spoiler:

Skills: 10 per level (6 Class, 3 Intelligence, 1 favored)
Acrobatics 8+3+3+5 = 19
Appraise 1+3+3+0 = 7 (+2 for magic items)
Bluff 8+3+4+0 = 15
Diplomacy 8+3+4+0 = 15
Escape Artist 1+3+3+0 = 7
Knowledge Arcana 8+3+3+6 = 20
Knowledge Dungeoneering = 1+3+3+5 = 12
Knowledge Engineering 1+3+3+5 = 12
Knowledge Geography 1+3+3+5 = 12
Knowledge History 1+3+3+5 = 12
Knowledge Local 1+3+3+5 = 12
Knowledge Nature 2+3+3+5 = 13
Knowledge Nobility 1+3+3+5 = 12
Knowledge Planes 1+3+3+5 = 12
Knowledge Religion 1+3+3+5 = 12
Linguistics 2+3+3+0 = 8
Perception 8+3+0+2 = 12
Perform Sing 8+3+4+0 = 15
Sleight of Hand 1+3+3+0 = 7
Spellcraft 1+3+3+0 = 7
Stealth 8+3+3+0 = 12
Use Magic Device 8+3+4+0 = 15

Favored class Bard, used for skill points.


Spells Known
Spoiler:

Cantrips: Detect Magic, Light, Mage Hand, Mending, Presdigitation, Read Magic.
1st Level: Cure Light Wounds, Feather Fall, Grease (DC14), Hideous Laughter(DC15), Unseen Servant.
2nd Level: Alter Self, Glitterdust (DC15), Invisibility, Suggestion(DC16).
3rd Level: Confusion(DC17), Haste, See Invisibility.
Spells per day: 5 1st level, 4 2nd level, 3 3rd level.
DC: 10+spell level+CH mod. +2 vs. Spell Resistance. +1 trait DC bonus for: Hideous Laughter, Suggestion, Confusion.

Class/Race Abilities
Spoiler:

Elven Abilities:
Elves can see twice as far as humans in conditions of dim light.
Immune to magic sleep effects and get a +2 bonus against enchantment spells and effects.
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Elves receive a +2 racial bonus on Perception skill checks.

Class Abilities:
Proficiencies: all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields).
Bardic Knowledge: add half class level to all Knowledge skill checks.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. 25 rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a move action, but it can be maintained each round as a free action. Each bardic performance has audible components, visual components, or both.
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.
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).
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. Sing (Bluff, Sense Motive)
Well-Versed (Ex): Gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex): Take 10 on any Knowledge skill check that he has ranks in. Once per day, can take 20 on any Knowledge skill check as a standard action.


Traits
Spoiler:
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Lore Seeker: +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Forlorn: +1 trait bonus on Fortitude

Background
Spoiler:

Things overheard when Taecuss showed up in town for Elyin’s wedding: “Oh gods, what’s he doing here?” Do you remember the last family gathering he showed up at?” “He says the trouble’s never his fault, but somehow its always there when he is.” “Yes, it’s never his fault.” “Why couldn’t he just stay away?” “Can you believe anything he says?” “He’s such a know-it-all.”

Taecuss has always been well intentioned. It is just that in following his curiosity and trying to do the right thing, a lot of thing seem to go wrong. He was always been a lover of good stories as a child, and when he was old enough he set out to gather as many as he could, and make some up. As decade after decade passed, the stories Taecuss told and made up began to blur with his real life, and before he knew it most of the stories were about him, his travels and his exploits. Through it all, Tae has had several anchors on the truth, and his uncle Elyin is one of them. Though Taecuss is nearly three times older than Elyin, he is technically Elyin’s nephew, and Elyin, by far the more responsible of the two, treats him as such. No matter how far or how long Taecuss’s travels take, he always finds his way back to Elyin to catch up and stay in touch with a more normal life.


Description
Spoiler:

Equipment
Spoiler:

Carried/Worn
Necklace of Arcane Resonance
Masterwork Rapier, 2#
Masterwork Whip, 2#
Cloak of Resistance +1, 1#
Mithril Chain Shirt +1, 10#
Darkwood Buckler +1, 2.5#
Boots of Elvenkind, 1#
Belt of Mighty Constitution +2, 1#
Headband of Alluring Charisma +2
Ring of Protection, +1
Monk’s Outfit, 2#
Spell component pouch, 2#

Haversack
Handy Haversack, 5#
Scroll case, ½#
-Scroll: True Strike (4, 3 used
Scroll case, ½#
-Scroll: Fly (2)
Entertainer’s Outfit, 4#
Bedroll, 5#
Wealth: 10 pp, 154 gp, 3 sp, 8 cp
Tankard, 1#
5 days rations, 5#
Wand of Endure Elements, 4 charges
Wand of Remove Blindness/Deafness, 1 charge
Wand of Longstrider, 3 charges
Wand of Neutralize Poison, 3 charges
Wand of Charm Animal, 7 charges
Wand of Wind Wall, 2 charges
Wand of Remove Disease, 2 charges
Wand of Ant Haul, 2 charges
Wand of Grace, 2 charges
Wand of Eagle Eye, 5 charges

Necklace of arcane resonance :

Aura faint evocation; CL 5th
Slot neck; Price 8,000 gp; Weight 1 lb.
Description
This exquisite necklace is crafted from dozens of tiny, brightly colored crystal rods. When worn, the rods seem to resonate softly whenever the wearer speaks or sings.
If the wearer uses a spell trigger or spell completion item while maintaining a bardic performance, he may as a free action expend another round of his bardic performance to increase the save DC or the caster level of the item by one.
Construction
Requirements Craft Wondrous Item, Harmonic Spell, arcane concordance; Cost 4,000 gp


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