About Triccio 'Trig' PetaliTriccio "Trig" Petali (PFS # 90661 -1) Description:Trig is a young, slightly built Varisian man. Dark eyes and long hair bound in a blue bandana, olive complexion, long narrow features. He dresses in bright colors typical of his people including a ridiculously long rainbow colored scarf. He's a bit of a dandy and always tries to keep his clothes neat and clean. His nomadic past has given him a carefree easy-going personality. Trig likes to make friends, but once he leaves an area or group, he seldom keeps them. Male Varisian Bard 1 S 12(+1), D 14(+2), Co 13(+1), I 12(+1), W 13(+1), Ch 16(+3)
stats calcs:
S 12 (2) +0 level , D 14 (5), Co 13 (3), I 12 (2), W 13 (3) Ch 14 (5)+2 human
Hit points -- max at first 5/level thereafter Combat
Defense
Attacks and Weapons:
Ranged:
Spells cantrips, 3 1st level
Spells Known:
(5 Cantrips/3 First )
Cantrips Dancing Lights Detect Magic Mage Hand Message Read Magic First Level
Languages: Common, Varisian, Dwarven Skills:
(18 total) (6/level + 1/level Int + 1/level human + 1/level favored class)
Diplomacy _________ 8 = 2 +3 ch +3 class
Untrained:
Traits, Feats, Class Features:
Traits Poverty Stricken : +1 to Survival and Survival is a class skill Loyalty : +1 trait bonus to saves v enchantment spells and spell like effects Feats
Bard Class Features
Bardic Performance: 7 rounds/day
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. 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. Equipment:
Studded Leather Armor Quarterstaff 1 dagger Shortbow (20 Arrows current number under combat) Traveller's outfit
Spell Component Pouch Pouch, belt
406 GP 7 SP cash Haversack Load
Background :
Raised in a caravan in which his family traded their way throughout Varisia. Trig always liked horses, liked the outdoors, liked music. Discipline was loose and life was rough and tumble in the little knot of caravan children. They often wandered away from the caravan
Late at night he would often lie in a bedroll a little away from the main camp and he would stare up at the stars. Sometimes he thought he heard a voice calling him. As he grew older the voice grew stronger, urging him to see the wide world. The caravan wise woman told him his fortune lay in another land. Desna would guide him. The next day Trig packed his goods, saddled his horse, and departed. He's traveled far in search of his destiny. He latched onto a traveling theater group and provided accompaniment for them. After arriving in Absalom, he continued playing with that group and busking on his own. After hearing him play one day, a man tossed him an odd silvery coin and suggested that he visit the Pathfinder's lodge, that the Pathfinder's could use someone with a touch of magic. Since then he's studied with the Pathfinder's and has learned how to truly draw magic through music. Trig has also learned that he likes the idea of discovery and exploration. He's looking forward to his first real mission. Other Info: Spoiler:
Chaotic Good Alignment, Follower of Desna, and to a lesser extent Nethys Bardic Performance Rules:
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.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. 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. Current Adventure Loot:
Searching the young man reveals: two identical potions, a scroll, a two smoke sticks, a dagger, a mummified hand, (Madok) a holy symbol of a bull-headed humanoid, and a key. Kroone
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