Primal Companion Hunter

Thran's page

772 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Thran

Race

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Strength 19
Dexterity 10
Constitution 12
Intelligence 8
Wisdom 10
Charisma 16

About Thran

PFS 13475-24

Half-Orc:
Standard Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Offense Racial Traits

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Senses Racial Traits

Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Bard: lvl 5

hps: 8 + 4*5 + 4*1 con + 4*1 favored class bonus = 38

Saves:
Fort +3 (base +1, con +1) +1
Ref +5 (base +4, dex +0) +1
Will +5 (base +4, wis +0) +1
(Cloak of Protection +1)

Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (4+3+6+(3*2) = 19 rounds/day)

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional 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 standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

List of 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 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 (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 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 (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 the ability from working. For every three levels a 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 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.

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.

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 even when threatened or distracted. 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.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and 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).

Traits: Reactionairy (+2 init), Dangerously Curious

Feats: Extra performance (+6 rounds/day)

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier. (5)

Acrobatics: 4 (1 rank + 0 dex + 3 trained)
Escape Artist: 4 (1 rank + 0 dex + 3 trained)
Intimidate: 12 (4 rank + 3 cha + 3 trained +2 racial)
Knowledge (Bardic): +2 (1/2 lvl)
Perform (sing): 7 (1 rank + 3 cha + 3 trained)
Perform (oratory) : 11 (5 rank + 3 cha + 3 trained)
Perception: 4 ( 1 rank + 0 wis + 3 trained)
Diplomacy/Sense motive: 11
(Using Perform Oratory instead due to versatile performance)
Disguise: 7 (1 rank + 3 cha + 3 trained)
Bluff: 7 (1 rank + 3 cha + 3 trained)
Use magic device: 11 (5 rank + 3 cha + 3 trained)
Sleight of hand: 4 (1 rank + 0 dex + 3 trained)
Climb: 10 (3 rank +4 str +3 trained
Spellcraft +3(1 rank, -1 int, +3 trained)

Spells Known:

lvl 0 (6): Detect Magic, Dancing Lights, Daze, Resistance, Mage hand. Message
lvl 1 (4): Cure light wounds, Feather fall, Grease. Comprehend languages
lvl 2 (2): Glitterdust, Heroism, Sound burst

Spells per day:
lvl 1 (4+1)
lvl 2 (2+1)

Leather armor
Falchion +1 (+8(+3 BAB + 4 str, +1 magic) to hit, 2d4+7 damage, crit 18-20)
Basic clothing
Basic camping gear
Rations (10 days)
Alchemical fire
Alchemical acid
Flint and Tinder
Bagpack
50ft rope (knotted) + grappling hook
Holy water
Dagger
Cold iron dagger (+7 to hit, 1d4+4)
Club
Silver morning star (+7 to hit , 1d8+4)
Sling + 20 stones (+7 to hit, 1d4+4)
Wand of cure light wounds (43/50)
Scrolls of Remove Fear, Alter self, delay poison

Scenario's played:

Mist of Mwangi
Silent Tide
Voice in the Void
The Soltice star - version A
Race for the Runecarved Key
The Soltice star - version B
The Soltice star - version C
Assault on Absolom
Siege of the Diamond City (Doesn't show up under reporting for some reason
The Soltice Star - version D
Scions of the Skykey Part 1: On Sharrowsmith's trail
Scions of the Skykey Part 2: Kaavaa Quarry
Scions of the Skykey Part 3: The Golden guardian

Additional info:

GM-reroll - folio with a +5 star bonus