Halfling

Alledueces Undertow's page

133 posts. Alias of pdprong.


Race

M Halfling Bard-2 | Hp:15/ 19 | AC:13 T:9 FF:13 | CMD: 10 | Fort:+2,Ref:+3,Will:+4,(+2 vs fear) | Init:-1 | Perc:+4 |

Classes/Levels

Spells(1st 0/3) Bardic Song(1/10) | Active Conditions= Diseased -1 con

About Alledueces Undertow

Male halfling bard 2
CN medium Humanoid (Halfing)
Init: -1; Senses;low-light visionPerception: +4

Defense:

AC: 13; Touch 9; Flat-Footed 13; (+3 armor, +1 Shield, -1 Dex)
HP: 18(HD)
Fort: +2; Ref: +3; Will: +4 (+2 vs fear)
Defensive Abilities ; DR ; Immune ; Resist ; SR

Offense:

Speed:
Space ft: ;Reach ft:
Melee : Dagger +1 (1d3)19-20/x2 s
Melee :cold iron morning star +1 (1d6) B and P
Ranged:
Special Attacks:

Statistics:

Str 10, Dex 8, Con 13, Int 16, Wis 11, Cha 18
Base Atk 1; CMB 1; CMD10
Languages: Common, Halfling, Dwarven, Elven, Gnome

Special Qualities:

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. String (Bluff, Diplomacy)

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.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. 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.

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.

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.

Skills:

Versatile Performance
+10:Bluff (perform string)
+10:Diplomacy (perform string)

Trained

+4 :climb [1]rank +3 Trained
+9 :craft (carpentry) [1]rank +3 Int +3 Trained +2 Race
+8 :Knowledge (Arcana) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Dungeoneering) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Engineering) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Geography) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (History) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Local) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Nature) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Nature) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Nobility) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Planes) [1]rank +3 Int +3 Trained +1 Bard
+8 :Knowledge (Religion) [1]rank +3 Int +3 Trained +1 Bard
+4 :Perception [1]rank +3 Trained
+10:Perform (string) [1]rank +4 Cha +3 Trained +2 Race
+8 :Perform (sing) [1]rank +4 Cha +3 Trained
+5 :Swim [1]rank +3 Trained +1 trait
+9 :Use Magic Device [1]rank +4 Cha +3 Trained +1 trait

Untrained
-1 : Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand
+0 : Heal, Sense Motive, Survival
+2 : Profession
+3 : Appraise, Linguistics, Spellcraft, Stealth
+4 : Disguise, Handle Animal, Intimidate

Feats:

Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Traits:

Character Traits
•River Rat (Marsh or River): You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
•Dangerously Curious(Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Standard Racial Traits
•Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
•Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
•Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
•Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
•Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
•Ingratiating: Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.
•Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Spells:

Gear:

Weapons:+1 Dagger , cold iron Morningstar, Masterwork light crossbow, dagger, cold iron bolts x 20 (5 used)
4 potions of cure moderate
1 potion spider climb
1 potion see invisibility
Masterwork lute
Bards kit
masterwork Wooden armor
light wooden quickdraw shield
Masterwork Carpentry tools
artisans outfit
hot weather outfit
explorers outfit
cold weather outfit
workbelt

42 gp

background:

Cassomir is one of the main halfling settlements in the Inner Sea Region. Halflings are best known in the city for their ability as shipbuilders; they can squeeze into and work in confined spaces within a ship under construction. Many Dozens of Halfling families have spent generations as shipbuilders in the dry docks of cassomir. Alledueces Undertow comes from one of these families and spends his days apprenticing in a shipyard as a carpenter just like his father and grandfather before him. In the evenings however Alledueces pursues the real passions of his life of song and music on a small stool in the corner of the main room at The Pike and Tankard Inn .

Twelve years ago Vasaro and Basilla moved to Cassomir from Zimar Alledueces was 7 years old, 4 months older than Basilla, something Alledueces likes to point out to Basilla often. As children they attended the same local school house and played games like tag and hide and go seek with the other local children. As such Alledueces has known the two most of his life and feels remarkebly comfortable at the Pike and Tankard. One of the things he loves most is the stories you can here there. You play a song from some ones home town and theres no telling what kind of story they may tell you. And if you can get him in just the right mood Vasaro might be willing to tell you a story about the days when he was in the army or an adventurer.