Master Basaalee Minvandu

Triccio 'Trig' Petali's page

323 posts. Organized Play character for therealthom.


Race

Percept +6, Sense Motive +6, Init +2

Classes/Levels

15 of 15 hp

Gender

Male Human(Varisian) Bard 2

Special Abilities

Spells remaining ; !st 2 of 3, Bardic Performance 7 of 7 remaining

Alignment

CLW Charges remaining 48.

About Triccio 'Trig' Petali

Triccio "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
BAB +1 CMB +2 CMD 14 , Initiative +2 Speed 30'

Defense
Saves F (1= +0 +1Co) R (5=+3+2D) W (4=+3+1W) (+1 v enchantment trait bonus)
AC normal, flat-foot, touch : 16, 13, 13 (+3 studded leather armour, +2 dex, +1 dodge)
HP {total(current)} {7 ( 9)}

Attacks and Weapons:
Melee:
Quarterstaff +2,1d6+1, x2 B
Dagger, +2, 1d4+1, 19-20, X2 P,S

Ranged:
Shortbow, +3, 1d6, x3, 60' (15 arrows)
Dagger, +3, 1d4+1, 19-20, X2, 10'

Spells cantrips, 3 1st level

Spells Known:
(5 Cantrips/3 First )
Cantrips
Dancing Lights
Detect Magic
Mage Hand
Message
Read Magic

First Level
Comprehend Languages
Cure Light Wounds
Grease

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
Know (Any)_________ 2 = NA +1 I +1 bardic knowledge (bk)
Know (Local)_______ 7 = 2 +1 I +3 Class +1 bk
Know (nature)______ 6 = 1 +1 I +3 Class +1 bk
Perception_________ 6 = 2 +1 w +3 class
Perform(sing)______ 8 = 2 +3 ch +3 class
Perform(percussion) 7 = 1 +3 ch +3 class (Versatile performance -> handle animal and intimidate)
Ride ______________ 2 = 1 + 2 dex - 1 Armor
Sense Motive ______ 6 = 2 + 1 w + 3 class. (see perform(p))
Spellcraft ________ 5 = 1 + 1 I + 3 class
Stealth ___________ 6 = 1 + 2 D + 3 class
Survival___________ 6 = 1 + 1 W + 1 trait +3 class (trait)
UMD _______________ 7 = 1 + 3 ch + 3 class

Untrained:
Acrobatics 0 +2 D - 1 Armor
Appraise 0 +1 I
Bluff 0 +3 ch
Climb 0 +2 S +0 Class - 1 Armor
Craft 0 +1 I
Diplomacy 0 +3 ch -- skilled
Disguise 0 +3 ch
Escape Artist 0 +2 D - 1 Armor
Forgery 0 +1 I
Heal 0 +1 w
Intimidate 0 +3 Ch
Perception 0 +0 w -- skilled
Ride 0 +2 D - 1 Armor -- skilled
Sense Motive 0+1 w -- skilled
Spellcraft 0 +1 I
Stealth 0 +2 D - 1 Armor
Survival 0 +1 W -- skilled
Swim 0 +1 S

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
Human Bonus: Dodge
1st Level: Point Blank Shot

Bard Class Features
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: 7 rounds/day
Countersong, Distraction, Fascinate, Inspire Courage +1

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
Holy Symbol of Desna
Waterskin

Spell Component Pouch

Pouch, belt
Tindertwig 3x
anti toxin
Fishooks 3x

406 GP 7 SP cash

Haversack Load
Blanket
Bedroll
Rations, trail x6
Soap
Tent
Whetstone
Rope, Silk 50'
Quadiran Tabla (drum)

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
Nagaji paladin (enlightened paladin) 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder RPG Bestiary 4 199)
LG Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +1
Aura aura of law
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +3; +2 vs. death, +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee greatsword +4 (2d6+4/19-20) or
. . unarmed strike +4 (1d6+3)
Ranged dart +4 (1d4+3)
Special Attacks personal trial
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—hypnotic gaze[ARG]
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 5, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 17
Feats Fey Foundling[ISWG], Improved Unarmed Strike
Traits armor expert, blade of mercy
Skills Acrobatics +6, Profession (herbalist) +5, Survival +1 (+3 to avoid becoming lost)
Languages Common, Nagaji
SQ confident defense +1, resistant, sense perfection
Other Gear lamellar (leather) armor[UC], dart (10), greatsword, wayfinder[ISWG], backpack, bedroll, belt pouch, cold weather outfit, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], wooden holy symbol of Sarenrae, 15 gp, 9 sp
--------------------
Tracked Resources
--------------------
Dart - 0/10
Light (At will) - 0/0
Personal Trial (1/day) (Su) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura of Law (Su) The paladin has an Aura of Law with power equal to her class level.
Confident Defense +1 When lightly armored with no shield add Cha to AC.
Fey Foundling Magical healing works better on you
Hypnotic Gaze (1/day, DC 14) (Sp) Hypnotism on a single target using gaze, effect lasts a single round.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Personal Trial (1/day) (Su) +1 insight bonus to hit, damage, saves, and AC vs. target.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Sense Perfection (Su) At will, you can detect if a creature has a ki pool.