Judge Trabe

Virgil Longstreet's page

405 posts. Alias of Tanner Nielsen.


Full Name

Virgil Longstreet

Race

Human

Classes/Levels

Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Gender

Male

Age

56

Alignment

Lawful Neutral

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Virgil Longstreet

Description:

Hair: Gray
Eyes: Blue
Height: 5'6"
Weight: 250lb

You see a rotund man in clothes that were once fine, but have been sullied with dirt and blood. His eyes are a deep blue, with small flecks of silver near the iris. His skin is fair and pale, indicating northern ancestry. He has a hawkish nose and heavy brow. His jaw would be prominent, if it were not for the jowls. He wears a mustache that covers his entire upper lip, and crosses his cheeks to join with his sideburns. He wears a cracked monocle over one eye.


Background:

Virgil Longstreet, Esq., has been a distinguished barrister and legal consultant for two decades in the city of Freeport. The second son of a viscount in Andor, Virgil was guided by his family toward scholarly pursuits to allow his elder brother to take command of the family estate. He excelled in his tutoring, and graduated with honors from the National College in Almas. Virgil specialized in contract law, and set up a practice on the coast where his clientele of merchants and shipmasters could easily find him. He prospered and enjoyed a comfortable lifestyle, but it was not enough. He looked back home to see his brother living in the lap of luxury, and grew jealous.

Virgil began seeking more lucrative, less ethical work. It was a slow descent, but after a decade he found himself defending crime bosses in court and helping scoundrels to defraud their business partners. After making enemies of one too many swindled nobles, he uprooted himself and moved to Freeport. His reputation and legal prowess again brought him success, and after a time he began to dip his toes into his old bad habits. He became well-liked among the senior citizenry of the city, who turned to him to draft their wills. Virgil became too greedy, and added himself as a beneficiary to several of their wills. The primary beneficiary. He was eventually caught -- except instead of noblemen pursuing redress in court, he had to contend with the swift vigilante justice of Freeport. He booked passage on a ship heading for Andor, claiming that he wanted to take a vacation and visit his family.

Three weeks later, the ship had been attacked by sahuagin, beached on Shark Island, and Virgil was taken prisoner. He is currently being held in a tiny cage. He is simultaneously fearful for his life and outraged at the indignities visited on him.


Racial Abilities:

Bonus feat
Bonus skill point

Equipment and Money:

+1 courtier's padded armor (1,210gp, 10lb), cloak of resistance +1 (1,000gp, 1lb), boots of the cat (1,000gp, 1lb), blue book (Freeport) (5gp, 1lb), forger's kit (200gp, 6lb), belt pouch (1gp, 0.5lb).

0gp, 0sp

Weight: 19.5lb
Load: Light (33/66/100)


Combat Statistics:

HP 51 (8, 4, 5, 5, 8, 7 base, 6 Con, 6 feat, 2 campaign)
Spd 30ft
Initiative +2
CMB +4 (+4 BAB, +0 Str)
Base Attack +4

Melee
unarmed strike +0, 1d3/20x2

Ranged
NONE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
CMD 16, (10 base, +4 BAB, +0 Str, +2 Dex, +0 Size)

Fortitude +4 (+2 base, +1 Con, +1 item)
Reflex +8 (+5 base, +2 Dex, +1 item)
Will +7 (+5 base, +1 Wis, +1 item)


Traits:

Glib Barrister - You gain a +2 trait bonus on Linguistics checks to create forgeries.

Home Port - You either grew up in Freeport or spend much time there when not at sea. It has become second nature for you to keep a sharp eye out to find your next mark or to avoid the press gangs. You receive a +1 trait bonus to Knowledge (local) and Perception rolls and Knowledge (local) is always treated as a class skill for you.


Class Abilities:

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. [+3]

Bardic Performance - 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. [18 rounds/day]

Starting a bardic performance is a move 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.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). 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 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, this bonus increases to +2. 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. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. 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 that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

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. Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites. Oratory (Bluff, Diplomacy, Sense Motive)

Expanded Versatility (Ex) - The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.

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.

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. 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. [1/day]


Spells:

Spells per Day
-- / 5 / 4 / 1

Spells Known
0 (DC14) - detect magic, ghost sound, light, mending, prestidigitation, summon cigar
1 (DC15) - charm person*, grease, silent image, vanish
2 (DC16) - calm emotions*, hold person*, whip of spiders, whispering wind
3 (DC17) - deep slumber*

* +1 DC


Feats:

Race - Skill Focus: Perform (oratory)
1 - Toughness
3 - Spellsong
5 - Spell Focus (enchantment)
6+1 - Epic Performer
6+2 - Greater Spell Casting

Skills:

[6 class, 1 race, 1 Int, 1 favored]

Acrobatics +11 (6 ranks, 3 class, 2 Dex)
Knowledge (arcana) +8 (1 ranks, 3 class, 1 Int, 3 bard)
Knowledge (history) +8 (1 ranks, 3 class, 1 Int, 3 bard)
Knowledge (local) +14 (6 ranks, 3 class, 1 Int, 3 bard, 1 trait)
Knowledge (nobility) +13 (6 ranks, 3 class, 1 Int, 3 bard)
Linguistics +10 (6 ranks, 3 class, 1 Int)
Perception +11 (6 ranks, 3 class, 1 Wis, 1 trait)
Perform (oratory) +16 (+17 w/ bardic performance) (6 ranks, 3 class, 4 Cha, 3 feat)
Profession (barrister) +10 (6 ranks, 3 class, 1 Wis)
Stealth +11 (6 ranks, 3 class, 2 Dex)
Use Magic Device +13 (6 ranks, 3 class, 4 Cha)

Bluff +16
Diplomacy +16
Sense Motive +16


Dice:

[dice=Fortitude]1d20+4[/dice]
[dice=Reflex]1d20+8[/dice]
[dice=Will]1d20+7[/dice]

[dice=Initiative]1d20+2[/dice]

[dice=Acrobatics]1d20+11[/dice]
[dice=Bluff]1d20+16[/dice]
[dice=Diplomacy]1d20+16[/dice]
[dice=Knowledge (arcana)]1d20+8[/dice]
[dice=Knowledge (history)]1d20+8[/dice]
[dice=Knowledge (local)]1d20+14[/dice]
[dice=Knowledge (nobility)]1d20+13[/dice]
[dice=Linguistics]1d20+10[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Perform (oratory)]1d20+16[/dice], [dice=Bardic Performance]1d20+17[/dice]
[dice=Profession (barrister)]1d20+10[/dice]
[dice=Sense Motive]1d20+16[/dice]
[dice=Stealth]1d20+11[/dice]
[dice=Use Magic Device]1d20+13[/dice]