Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Tomid's page

478 posts. Alias of Skorn.

Full Name

Tomid Stoutheart




Bard (Dawnflower Dervish 1), Rogue 3 HP:12/29 AC:22:16:17 Fort:2, Reflex:11/12 traps, Will:3, +2 vs Fear, Init: +5, Per: +13/14, Stealth +15







Special Abilities

Rogue and bartender






common, halfling



Strength 10
Dexterity 20
Constitution 10
Intelligence 10
Wisdom 8
Charisma 13

About Tomid


Tomid learned to duck at a very early age. He helped in the bar, and sometimes bar patrons like to throw things when they have been drinking. And a tiny halfing kid who did not know when to keep his mouth shut was always a tempting target. Tomid also learned to talk his way out of trouble at an early age, and makes it his business to know what is going on in town and who is doing what.

Tomid and his mom, Rose, moved to this sleepy little town when he was 4 to start their lives over. She got a job serving at the local inn because that was the only job she could get. Know one but Rose knows where Tomid's father is and she is not saying. The innkeep let her stay in a room in the back and before long she was practicaly running the place. So Tomid grew up INNish. He knows the business and especially likes the bar tending and serving end of the job. Talking to patrons comes easy to him and it yields the type of information he finds interesting.

He does not even recall the first time he stole something. It must have been small and mostly insignificant and not likely to be needed, or misses. So many customers have so much more than they need you know. He still does not take from those who need what they have, and seldom from locals, but when a out of towner comes though, well its just opportunity calling that says he should have a look at the man's belongings when he is out of his room. And if he has too many handkerchiefs to keep up with, well Tomid will help him out.

Tomid is goods at sneaking around and listening to people when they do not know he is listening. This goes along with his general propensity to stick his nose into other people's business, especially if there is a coin to be made. And now that Tomid is as grown as he is likely to get he is thinking about maybe traveling a bit and seeing the world. He has some skills that others might value outside of bartending and innkeeping. Maybe he could even make a living with those skills.

He had a man that was his friend for a while growing up. He was a morning flower or something like that (Dawnflower) and was staying at the Inn while he worked for the lumber people. He was an adventurer and everything, and had a real sword that was curved like the moon and it glowed a dull blue in a dark room. And one time Tomid got to hold it and it was just the right size, except it was a little big, but the man said someday he would grow and it would be the right size then. This man was good at lots of stuff and taught Tomid to be sneaky and to get into things and hide things, and take things apart. But the man was also religious and would not condone of Tomid taking of other people's property. He thinks about that sometime and wonders how he will live his life when he is really on his own.


Standing just shy of 3 feet tall, Tomid is small, and would often be overlooked if not for his fiery red hair. He is quick and has a mischievous twinkly in his green eyes. He can't weigh 30 lbs in all his clothes with rocks in his pockets. People generally like Tomid but initially suspect him if something is amiss. Tomid's quick wit often gets him off though, even when he is guilty.

Role and Direction:

Tomid was headed for the life of a rogue before a Dawnflower bard showed up and showed an interest in him. Depending on what happens to him from now one he may grow up to live a life of service to others or a life of crime.

Male Halfling Bard (Dawnflower Dervish) 1, Rogue 3
NG Small Humanoid (halfling)
Init +5; Senses Perception +13/+14 vs traps
AC 22, touch 16, flat-footed 17 (+5 Dex, +1 size, +6 Armor)
hp29 (4d8)
Fort 2, Ref +11/12 vs traps (Evasion), Will +3; +2 vs. fear
Speed 20 ft.
Melee: MW Dagger +10 (1d4/19-20X2) + Bleed,
Melee: MW Scimitar +9 (1d6+5/18-20X2)
Melee: Sap +8 (1d4/20X2)
Ranged: Sling +8 (1d4/20X2)
Ranged: MW Short Bow +9 (1d6/20X3)

Special Attacks bardic performance (standard action) (6 rounds/day, bardic performance: countersong, bardic
performance: distraction, bardic performance: fascinate (1 targets) (dc 12), bardic performance: inspire
courage +1, battle dance: inspire courage +2, sneak attack +2d6

Bard (Dawnflower Dervish) Spells Known (CL 1):
1 (2/day) Vanish, Cure Light Wounds
0 (at will) Mage Hand, Detect Magic, Dancing Lights, Prestidigitation (DC 11)

Str 10, Dex 20, Con 6, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +0; CMD 15

Trait: Well Informed = +1 Diplomacy and Knowledge Local
Feat: Weapon Finesse, Dervish Dance Weapon Focus Scimitar

Skills Acrobatics +12, Bluff +10, Diplomacy +13 (+15 to gather information), Disable Device +15, Escape Artist +10, Fly +7, Intimidate +6, Knowledge Local +6, Linguistics +4, Perception +13(+14 for traps), Perform Dance +6, Perform Song +6, Profession Barkeep +3, Ride +5, Sense Motive +3, Sleight of Hand +9, Stealth +15, Swim +4, Use Magical Device +6.
Modifiers: Swift as Shadows MW thieves tools hidden away.

Languages Common, Halfling, one more…

SQ battle dance (move action), fearless, trapfinding +1
Gear: Clothing, winter cloak, bottle of brandy, pack of food, Rogue's kit (Backpack, bedroll, belt pouch, caltrops, chalk (10), flit and Steel, Grappling Hook, iron pot, mess kit, mirror, pitons(10), soap, rope, Thieves tools, torches, Trail Rations, waterskin) Dagger sling and bullets, scimitar, extra hidden dagger, MW medium short bow (1d6 damage) 20 arrows, 20 blunt arrows, Eyes of the Eagle (+5 Perception), two 40' silk ropes, thunderstone, potion of invisibility, +2 Mithril Chain shirt.
103 gold

Daggermark Blade Damage Tracking:

Daggermark Blade!:

Here's the deal with the blade - you are welcome to role play it however you want! Right now, the blade has no bonuses to attack or damage rolls, but a successful hit will cause bleed damage (1 hp every round).
"Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage)."

Once you cause a total of 20 points of damage, the blade becomes a +1 weapon. Grizelda's damage does not count towards this total - that just woke it up from it's centuries old hibernation!) After it causes 50 total points of damage, it becomes +2, and so on (use the medium XP progression on the character advancement chart and multiply by 0.1, so 2000 x 0.1 = 20 to get to level 2, then subtract 1 to get the attack and damage bonus. When the blade becomes +4, and every 4 levels after, it causes an additional bleed point per round.

This comes at a cost, however! This intelligent item currently has Int 3; Wis 12; Cha 10. At each level up to +4, the dagger gains 2 points to intelligence. Every level after that the dagger gains 1 point to intelligence. It has a neutral alignment. It's primary purpose is to feed and grow. It uses empathy now; later we'll discover if it has other communication methods =) That should do it for now...Oh must be fed daily (at least 1 hp). This minimum feeding does not count towards the HP/experience total. Each day it is not fed in fresh blood, it loses 2 points of 'experience.' You may not figure this out for a while, so don't go killing all of the stray cats in town just yet! =)

Special Abilities
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 12) (Su) One or more creatures becomes fascinated with you.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance,
to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s
performances grant double their normal bonuses, but the effect only works on the dervish.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +2d6
Trap Sense +1
Weapon Focus Scimitar
Swift as Shadows Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Trapfinding +1
Well Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.