Alastir Wade

2E - Darius Kolphan's page

48 posts. Organized Play character for chadius.


Classes/Levels

[2E] Human Male 1 Bard | HP 10/16 | AC 13 (TAC 11) | Perception +3 | Spells -/1 | Spell Points 6 | Saves 1/2/3 | Hero Points 1/3

Alignment

NG

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

About 2E - Darius Kolphan

About Darius:
The Kolphan Family traces its roots to a celestial figure that existed at the boundaries of the Fae realm and Elysium. Kolphanir spent her day playing the harp, singing to the animals, and tending to her garden. Some say the gods banished her to this realm for staying with the mortals when her business was done. Others say her business has not ended. Nonetheless, the Kolphans have a penchant for mischief, freedom, and grief.

Darius spends his time keeping an eye out for the downtrodden, despite his putting on airs. He's quite the actor, hamming it up when he thinks it will inspire people towards greatness. Like his "Grandmama", he wants to be a beacon of hope for those less fortunate than he.

Saving Throws:

Fort 0 Trained + 0 Con + Level 1 = 1
Ref 0 Trained + 1 Dex + Level 1 = 2
Will 1 Expert + 1 Will + Level 1 = 3

Defenses:

HP 8 Human + 8 Bard + 0 Con = 16
AC 10 + 1 Dex + 2 Studded Leather = 13
TAC 10 + 1 Dex = 11

Weapons:

Melee

Longsword
[dice=Longsword]1d20+1[/dice]
[dice=Damage]1d8[/dice]
Damage: 1d8 S
Hands: 1
Group: Sword
Traits: Versatile P

Versatile A versatile weapon can be used to deal a different type of damage than the type listed. The Longsword will deal Slashing or Piercing damage. This is chosen when Darius attacks.

Dagger
Attack: 1 Dex
[dice=Dagger]1d20+1+1[/dice]
[dice=Damage]1d4[/dice]

Damage: 1d4 P
Group: Knife
Traits: Agile, finesse, thrown 10ft, versatile S
Agile: If Darius attacks multiple times in a round, he takes a -4/-8 penalty instead of the usual -5/-10.
Finesse: Darius can use his Dexterity bonus to attack instead of Strength.

Ranged

Shortbow
Attack: 1 Dex
[dice=Shortbow]1d20+1+1[/dice]
[dice=Damage]1d6[/dice]

1d6 P
Range 60 ft
Reload 0
Bulk 1
Hands 1+
Group Bow
Deadly d10
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size.
This damage increases to two dice if the weapon is master quality and three dice if the weapon is legendary.

Dagger
Attack: 1 Dex
[dice=Dagger]1d20+1+1[/dice]
[dice=Damage]1d4[/dice]

Damage: 1d4 P
Group: Knife
Traits: Agile, finesse, thrown 10ft, versatile S

Versatile: Darius can choose Slashing damage when he attacks.
Thrown: For each 10 ft range increment, Darius takes a cumulative -2 penalty. If the penalty would be greater than -10, the throw is impossible.

Skills:

Athletics 0 Trained + 1 Dex + 1 Lvl - 1 Armor Penalty = 1
Deception 0 Trained + 4 Cha + 1 Lvl = 5
Diplomacy 0 Trained + 4 Cha + 1 Lvl = 5
Lore (Nobility) 0 Trained + 2 Int + 1 Lvl = 3
Nature 0 Trained + 1 Wis + 1 Lvl = 2
Occultism 0 Trained + 2 Int + 1 Lvl = 3
Perception 1 Expert + 1 Wis + 1 Lvl = 3
Performance 0 Trained + 4 Cha + 1 Lvl = 5
Society 0 Trained + 2 Int + 1 Lvl = 3
Stealth 0 Trained + 1 Dex + 1 Lvl = 2
Thievery 0 Trained + 1 Dex + 1 Lvl = 2

Lore (Nobility) Trained due to Nobility background
Perception Expert due to Bard Class

Feats:

Haughty Obstinacy (Ancestry Feat)
Page 37
Your powerful ego makes it harder for others to order you around. If you succeed at a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead.

If a creature fails to Coerce you using the Intimidation skill (see page 150), it treats the result as a critical failure instead (so it can’t try to
Coerce you again for 1 week).

Courtly Graces (Background)
Page 164
You either were raised among the nobility or have learned proper etiquette and bearing as well as noble lineages, allowing you to present yourself as a member of the nobility.

You can use the Recall Knowledge action with Society to gain useful facts about these topics, using the DC for Nobility Lore if it is lower, and you can use your Society modifier on all Nobility Lore checks.

If you want to impersonate a specific noble or create a false noble backstory for yourself, you still need to additionally use Deception when presenting yourself in your noble persona.

Lingering Composition (Level 1 Bard with Maestro Muse)
Page 66
By adding a flourish, you can make your compositions last longer. You learn the lingering composition composition power (see page 235), which you can cast at a cost of 1 Spell Point.
Increase your Spell Point pool by 2.

Spell Repetoire:

Spell Point pool = 4 Cha + 2 Lingering Composition = 6

Counter Performance composition power
Composition Enchantment Fortune Mental Power
Page 212

Casting: Reaction, Verbal, Somatic
Trigger: You or an ally within 60 feet must roll a saving throw against an auditory or visual effect.
Area: 60-foot aura
Costs 1 Spell Point

You protect yourself and allies through performance. Choose an auditory performance if the trigger was auditory or a visual performance if it was visual, then roll a Performance check for the chosen performance. You and allies in the area can use the higher result of your Performance check or their saving throw.

Spells:

Spell DC: 10 + 4 Cha + 1 Level = 15
Spell Attack: 4 Cha + 1 Level = +5
[/dice=Spell Attack]1d20+5[/dice]

Level 0 Cantrips, At will
Inspire Courage
Light
Mage Hand
Message
Telekinetic projectile

Level 1 2/day
Charm
Soothe

Spell Descriptions:

Charm
Emotion, Enchantment, Mental
Page 209
Can be Heightened
Somatic, Verbal Casting
Range 30 feet
Target 1 humanoid creature
Duration 1 hour or until dismissed

To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.

You can dismiss charm with a Verbal Casting action. If you act hostile to the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Success
The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).

Critical Success
The target is unaffected and aware you tried to charm it.

Failure
The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t act hostile toward you.

Critical Failure
Target is helpful and can’t act hostile toward you. Heightened (4th) You can target any creature, not just humanoids.

Heightened (8th)
You can target up to 10 creatures of any kind.

Inspire Courage
Cantrip, Composition, Emotion, Enchantment, Mental
Page 233

Verbal Casting
Area: 60 foot aura
Duration 1 round

You inspire your allies with words or tunes of encouragement. You and all allies in the aura gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.

Light
Cantrip Evocation Light
Page 234

Can be Heightened
Somatic, Verbal
Range touch
Targets one unattended, nonmagical object of 1 Bulk or less
Duration 1 day or until dismissed

The object begins to glow with pure light, casting bright light in a 20-foot
radius like a torch. If you cast this spell again on another object, the light
on the last object you cast it on is dismissed.

Heightened (4th) The object instead sheds bright light in a 60- foot radius.

Mage Hand
Cantrip Evocation
Page 236

Can be Heightened
Somatic, Verbal Casting
Range 30 feet
Target one unattended object of light Bulk or less
Duration concentration

You create a single arcane hand, either invisible or ghostlike,
that grasps the target object and moves it slowly up to 20 feet.
Because you’re levitating the object, you can move it in any
direction. When you Concentrate on the Spell, you can move the
object an additional 20 feet. When the spell ends, the object
falls if it’s in the air.

Heightened (3rd)
You can target an unattended object with a Bulk of 1 or less.

Heightened (7th)
The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.

Message
Auditory Cantrip Illusion Lingual Mental
Page 238

Verbal Casting
Range 120 feet
Target 1 creature

You mouth words, but instead of coming out of your mouth, they’re
transferred to the ears of the target. Though others cannot hear your words,
the target can as if she were standing next to you. She can give a brief
response as a reaction, or as a free action on her next turn if she wishes,
but she must be able to see you and be within range to do so. If she responds,
per the original missive only you can hear her response.

Heightened (3rd) The spell’s range increases to 500 feet.

Soothe
Healing Mental Necromancy Positive
Page 257

Can be heightened
Somatic, Verbal
Range Touch
1 Willing or Unconscious living creature
Duration 1 minute

You grace the target’s mind, boosting its mental defenses and
healing its wounds. The target regains Hit Points equal to 1d6
plus your spellcasting ability modifier when you Cast the Spell
and gains a +1 conditional bonus to saves against mental effects
for the duration.
Heightened (+1) The amount of healing increases by 2d6.

Telekinetic projectile
Attack Cantrip Evocation
Page 263

Can be Heightened
Verbal Casting, Somatic Casting
Range 30 ft
Target 1 creature

You hurl a loose, unattended object in range at the target. The spell gains the trait of a damage type appropriate to the object (bludgeoning, piercing, or slashing). Make a ranged attack against the target. If you hit, you deal 1d10 damage of the given type; you deal double damage on a critical hit. No special traits or magic properties of the hurled item affect the attack or damage.

You can heighten the spell to hurl more objects, though you attempt only one attack roll and target only one creature, and your salvo of projectiles deals damage all at once for the purposes of resistances, weaknesses, and the like. Only one damage type applies regardless of how many objects you hurl.

Success Full damage.
Critical Success Double damage.

Heightened (3rd) The damage increases to 1d8 + your spellcasting ability modifier.

Heightened (5th) You hurl two objects at once, dealing total damage equal to 2d10 + your spellcasting ability modifier.

Heightened (7th) You hurl three objects at once, dealing total damage equal to 3d10 + your spellcasting ability modifier.

Heightened (9th) You hurl four objects at once, dealing total damage equal to 4d10 + your spellcasting ability modifier.

Equipment:

Bulk limit 5
Starting wealth: 150 sp

Studded Leather Armor (30 sp, Bulk 1)
Longsword (10 sp, Bulk 1)
Shortbow (10 sp, Bulk 1)

20 arrows (1 sp, Bulk L)
Disguise Kit (20 sp, Bulk L)
10 Torches (1 cp, Bulk L)
Writing set (15 cp, Bulk L)
Waterskin (5 cp, Bulk L)
Dagger (2 sp, Bulk L)

Fine Clohting (20 sp)
Mirror (10 sp)
Ordinary Clothing (1 sp)

Total weight 3.6
Total cost 106.1 sp
Remaining 44.9 sp

Character Creation:

Attribute Scores
Human: Cha + Int
Background (Noble): Cha + Int
4 Boosts: Cha Dex Con Wis
Bard: Cha

Str 10, Dex 12, Con 10, Int 14, Wis 12, Cha 18

Ancestry and Background
Human (Taldane)
HP 8
Size Medium
Speed 25 ft
Traits Human, Humanoid
Bonus Languages: Sylvan, Celestial

Ancestry Feat: Haughty Obstinacy

Level 1 Bard
HP: 8 + 1 Con
Perception: Expert
Saves
Fort: T
Ref: T
Will: E

Skills
Trained in 7 + 2 Int

Weapons:
Simple Weapons
Longsword
Rapier
Sap
Shortsword
Short-bow
Whip

Armor:
Light Armor
Shields

Spells:
Primary spell stat is Charisma
Occult Spell list

First Compositions
Inspire Courage composition cantrip
Counter Performance composition power (costs 1 Spell Point)
Spell Point Max = 4 (due to Cha)

Feats
Courtly Graces (Due to Noble Background)
Haughty Obstinacy (Due to Ancestry Background)
Lingering Composition (Due to Maestro Muse)

Skills
Trained in Lore (Nobility) (Due to Noble Background)

Muse
Maestro
Gain the Lingering Composition feat
Add Soothe to your spell repetoire

Spells per day
Cantrips at will
2 level 1 spells per day

Spells known
4 cantrips
Light
Mage Hand
Message
Telekinetic projectile

1 Occult spell
Charm
Inspire Courage (Due to First Compositions)
Soothe (Due to Maestro Muse)

Spell Repetoire
Inspire Courage (Due to First Compositions)
Soothe (Due to Maestro Muse)

Counter Performance (Due to First Compositions)

Equipment
Bulk limit 5
Starting wealth: 150 sp

Studded Leather Armor (30 sp, Bulk 1)
Longsword (10 sp, Bulk 1)
Shortbow (10 sp, Bulk 1)

20 arrows (1 sp, Bulk L)
Disguise Kit (20 sp, Bulk L)
10 Torches (1 cp, Bulk L)
Writing set (15 cp, Bulk L)
Waterskin (5 cp, Bulk L)
Dagger (2 sp, Bulk L)

Fine Clohting (20 sp)
Mirror (10 sp)
Ordinary Clothing (1 sp)

Thieves tools(30 sp)

Total weight 3.6
Total cost 106.1 sp
Remaining 14.9 sp