Theodore Black

Aldus the Supplicant's page

186 posts. Organized Play character for panegyric.


Full Name

Aldus the Supplicant

Race

| HP 10/10 | AC 16 (12 Touch, 14 Flat-Footed) | CMB +1, CMD 13 | Fort. +2, Ref. +4, Will +2 | Init. +2 | Perc. +4, Sense Motive +5

Classes/Levels

| Speed 30ft | Performance: 8/8 | Spells: 1st 3/3 | Active conditions: None | Arrows: 9/10; silver: 5/5; cold iron: 10/10

Gender

NG Male Human (Galtan) Bard 1

Size

medium

Age

21

Deity

milani

Location

woodsegde, galt

Languages

common

Strength 11
Dexterity 15
Constitution 13
Intelligence 10
Wisdom 10
Charisma 18

About Aldus the Supplicant

crunch:

Aldus the Supplicant
Male Human bard 1
NG Medium humanoid (human)
Init +2, Senses Perception +4
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield, )
hp 10 ((1d8)+2)
Fort +2, Ref +4, Will +2

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OFFENSE
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Speed 30 ft.
Melee club +0 (1d6)
Ranged club (thrown) +2 (1d6+1), within 30 ft. +3 (1d6+1)
Ranged shortbow (darkwood) +3 (1d6/x3), within 30 ft. +4 (1d6+1)
Melee dagger (cold iron) +0 (1d4/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+1/19-20), within 30 ft. +3 (1d4+1)
Ranged sling +2 (1d4), within 30 ft. +3 (1d4+1)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +5)
1st(2/day)-disguise self(DC ), silent image(DC 15)
0th(at will)-ghost sound(DC 14), light, mage hand, read magic(DC )

Prepared Spells

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STATISTICS
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Str 11, Dex 15, Con 12, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB +0; CMD 12
Feats Point-Blank Shot, Precise Shot
Skills Bluff +8, Diplomacy +8, Escape Artist +6, Knowledge (Local) +5, Perception +4, Perform (Oratory) +8, Sense Motive +5,
Traits Resilient, Suspicious,
Languages Common
SQ armored casting, bardic knowledge, bardic performance, bonus feat, cantrips, countersong, inspire courage, skilled,
Combat Gear Wand of Cure Light Wounds (2 PP) (49 charges), acid (flask),
Other Gear club, outfit (peasant's), masterwork studded leather, darkwood buckler, spell component pouch, pouch (belt), shortbow (darkwood), arrow (67), arrow (alchemical silver) (10), arrow (cold iron) (20), dagger (cold iron), sling, backpack, flint and steel, soap (0.25lbs), waterskin, bedroll, sack, bullet, sling (10), 335.1 gp
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SPECIAL ABILITIES
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 8 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

background:

As a boy born in a small village in the east of Galt, Aldus dreamt of being a senator and helping establish a solid and lasting government for the good of people. This dream, no matter how childish and separated from reality, was what fuelled the young man. He would pour over Hosetter's writings and the Andoran example to find inspiration, and would then take to the town square where he would speak out loud for hours, making it know that soon all would harvest the fruits of the revolution.

Eventually his belief led him to join the revolutionary guard, where he was kept mainly for his furore and gift in lifting the men's spirits. One day, the town came under attack from raiders. Though the attackers were repelled, the villagers were sure things were far from over. Given his oratorial gifts, Aldus was chosen to beseech the nearby villages for help. Despite his best efforts, no would one agree to send a single soldier, driving Aldus each time further away from his hometown. When he finally gave up and went back, he found the place razed and destroyed. Already heavily shaken by the lack of solidarity from his neighbours, the man fell to the ground, drowning in despair, until a few days later, a small group of men and women arrived. With somber faces they said they were pathfinders from woodsedge who had received a call for help from the mayor. They offered Aldus a place at their lodge, which he, having nothing else to do, accepted.

A few months have passed since then. Aldus, once a firm believer in the ideals of solidarity and brotherhood of the revolution, finds himself torn between his disillusionment and the faint hope given to him by his rescuers that there might still be something worth fighting for. He has decided to join the Pathfinders in a last bid to try and believe in something. In order to remind himself of his ordeal, he now goes by the name of Aldus the Supplicant.

motivation/personality:

Aldus has a striking personality: previously charming for its unbridled optimism, it is now fascinatingly intense due to its earnest sorrow. He ponders relentlessly: is every ideal simply a façade for manipulating the weak? In a bid to restore his own faith, he has developed links to Liberty's Edge: this lot at least seems to be honest in its wishes and actions.

description:

With a fairly dark complexion, Aldus is a relatively handsome young man. He has dark hair and eyes. He still wears the insignia of his village's guard on his right arm.

IC sample:

Aldus is sitting at the lodge's entrance hall, a treaty on the beauty of the revolution closed in his hand and his eyes lost in thought. The door opens and a group of adventurers enters; most go straight up the stairs to report back to the VC, but one of them stays behind and sits besides Aldus.

"It's nice to be back, eh! How are things going, young Aldus?" he says in a deep and joyful voice. The man wears heavy armour and carries more than a few scars on his face.

"Things are as they were before you left, sir. I am happy to say that my body is fully healed and that the training offered by the lodge is almost at an end.", Aldus replies, his tone getting more energetic as he speaks. "I guess I will soon be assigned my first mission."

"Ha! That's wonderful news! You know, everyone here at the lodge is really rooting for you! Though we will miss hearing your voice reciting Jubannich." The man stops for a second and then continues, rather more sombrely: "Might be a good thing too, last time it seemed like the cooks were peeling more than a few onions in the room, if you know what I mean. Body aside, how's the soul holding up, lad?"

"Ah, well…I am happy you enjoyed it. One day it may be my own…well, who knows what tomorrow has in store for us. I am fine, anyhow. The other people from Liberty's Edge have been giving me some nice pamphlets and books to read, which helps. I am sure I will get over it", Aldus says with a somewhat convincing smile. "Now, let us have a beer and you will tell me all about Qadira! That's where you were now, no?"

They stand up and climb the stairs, the older man's voice echoing as he laughs and hits Aldus repeatedly on the back.

progression:

1) point-blank shot, precise shot
2) versatile performance: oratory (diplomacy, sense motive)
3) rapid shot
4) +1 Dex
5) weapon focus (shortbow) || deadly aim
6) versatile performance: ?
7) weapon focus (shortbow) || deadly aim
8) +1 Dex (17 Dex required for many shot)
9) manyshot