Theldrick

Arthur Ashlund's page

35 posts. Organized Play character for Mantic0re.


Full Name

Arthur Ashlund

Race

Male Human Paladin 1 / Bard 1 Gestalt | HP 8/13 | Speed 20ft | AC 16 (18) : T 10 : FF 16 (17) : | F +4 : R +2 : W +3 | Init +0 ; Per +4 | CMB +4 : CMD 14 | Smite 0/1 | Bardic Performance 7/8 | Active Conditions: Inspire Courage

Gender

Male

Size

Medium

Age

37

Languages

Common

Strength 16
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Arthur Ashlund

Personal Data:

Male Human Paladin 1 / Bard 1 Gestalt
Neutral Medium Humanoid
Languages Common
Init +0; Senses Perception +4
Speed 20/30
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Defense
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AC 16 (18), Touch 10, Flat-Footed 16 (17)
HP 13
Fort +4, Ref +2, Will +3
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Offense
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Melee Dagger (+4/1d4+3/19-20/x2/10ft/PorS)
Melee Morningstar (+4/1d8+3/x2/B+P)
Melee Greatsword (+4/2d6+4/19-20/x2/S)
Ranged Javelin (+1/1d6+3/x2/30ft/P)
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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 18
BAB +1; CMB 4; CMD 14
Feats: Battle Caster (No ASF chance while wearing Medium armor), Shield Focus (+1 bonus to AC while using a shield)
Trained Skills: Bluff +8, Diplomacy +8, Heal +4, Perception +4, Perform (Oratory) +8, Sense Motive +4, Use Magic Device +8.
Background Skills: Perform (Wind Instruments) +8, Artistry (Author) +4.
Traits: Indomitable Faith (+1 Will Saves), Strength of the Sun (+1 on all Charisma-based checks during the day)
Favored Class: Bard (+1HP [1])
Carrying Load: 75 (weapons, armor, clothing)
Light Load: 0-76
Medium Load: 77-153
Heavy Load: 154-230

Inventory:

Armor
Chainmail (+6AC/+2MaxDex/-5Check/20ft/40lbs)
Shield, Light Steel (+1AC/-1Check/5%ASF/6lbs)
Explorer's Outfit (sturdy boots, cloth drawstring breeches, leather belt, shirt with buttons, leather vest, fingerless leather gloves, hooded cloak)
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Weapons
Dagger (1d4/19-20/x2/10ft/1lb/PorS)
Morningstar (1d8/x2/6lbs/B+P)
Greatsword (2d6/19-20/x2/8lbs/S)
Javelin (1d6/x2/30ft/2lbs)
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Equipment
Backpack (2lbs)
Bedroll (5lbs)
Belt Pouch (1/2lb)
Flint and Steel
Musical Instrument (cedar wood flute) (3lbs)
Rope, Silk (50ft/5lbs)
Spell Component Pouch (2lbs)
Sunrod (1lb)
Torch (1lb/ea)
Trail Rations (1lb/ea)
Waterskin x2 (4lbs/ea)
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Books
The Three Damnings of House Thrune (1lb)
Surviving the Dark Depths; A Beginner's Guide to Dungeons (2lb)
The Birth of Light and Truth (2lb)
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Currency
Gold: 51
Silver: 3
Copper: 7
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Consumables
Javelin: 3/3
Sunrod: 1/1
Torch: 3/3
Trail Rations: 3/3

Spells:

Difficulty Check
10 + spell level + ability modifier

Concentration Check
1d20 + Caster Level (1) + Cha. Mod. (4) + Trait Bonus (1 during daytime)

0-Level
Ghost Sound [1]:
School: illusion (figment); Level: bard 0
Casting Time: 1 standard action
Components: V, S, M (a bit of wool or a small lump of wax)
Range: close (25 ft. + 5 ft./2 levels)
Effect: illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will (disbelief); Spell Resistance: no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Message [1]:
School: transmutation [language-dependent]; Level: bard 0
Casting Time: 1 standard action
Components: V, S, F (a piece of copper wire)
Range: medium (100 ft. + 10 ft./level)
Targets: one creature/level
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Prestidigitation [1]:
School: universal; Level: bard 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target, Effect, or Area: see text
Duration: 1 hour
Saving Throw: see text; Spell Resistance: no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic [1]:
School: divination; Level: bard 0, cleric 0
Casting Time: 1 standard action
Components: V, S, F (a clear crystal or mineral prism)
Range: personal
Target: you
Duration: 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Detect Magic [2]:
School: divination; Level: bard 0
Casting Time: 1 standard action
Component: V, S
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 min./level (D)
Saving Throw: none; Spell Resistance: no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Dancing Lights [3]:
School: evocation [light]; Level: bard 0
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Saving Throw: none; Spell Resistance: no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

1st-Level
Cure Light Wounds [1]:
School: conjuration (healing); Level: druid 1
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: instantaneous
Saving Throw: Will half (harmless); see text; Spell Resistance: yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Grease [1]:
School: conjuration (Creation); Level: Bard 1
Casting Time: 1 standard action
Components: V, S, M (butter or pork rind)
Range: close (25 ft. + 5 ft./2 levels)
Target or Area: one object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: see text; Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Silent Image [2]:
School: illusion (figment); Level: bard 1
Casting Time: 1 standard action
Components: V, S, F (a bit of fleece)
Range: long (400 ft. + 40 ft./level)
Effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: concentration
Saving Throw: Will disbelief (if interacted with); Spell Resistance: no
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Bardic Performances:

Countersong [1]:
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 [1]:
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 [1]:
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 [1]:
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.

Bard Class Abilities:

Spells [1]:
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge [1]:
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance [1]:
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.

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 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.

Cantrips [1]:
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Paladin Class Abilities:

Aura of Good [1]:
The power of a paladin's Aura of Good (see the Detect Good spell) is equal to her paladin level. Detect Good (Spell) School: divination; Level: Cleric 1. This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.

Detect Evil [1]:
At will, a paladin can use Detect Evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Detect Evil (Spell) School: divination; Level: Cleric 1; Casting Time: 1 standard action; Component: V, S, DF; Range: 60 ft; Area: cone-shaped emanation; Duration: concentration, up to 10 minutes/level(D); Saving Throw: none; Spell Resistance: no. You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: presence or absence of evil. 2nd Round: number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: the power and location of each aura. If an aura is outside your line of site, then you discern its direction but not its exact location. Aura of Power: an evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Lingering Aura: an evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If Detect Evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this level depends on its original power. Faint (1d6 rounds), moderate (1d6 minutes), strong (1d6x10 minutes), overwhelming 1d6 days. Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell. Each round, you can turn to Detect Evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Smite Evil [1]:
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, when smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and every three levels thereafter, the paladin may smite evil one additional time per day, to a maximum of seven times per day at 19th level.

Human Racial Abilities:

Ability Score Modifiers: +2 Charisma

Skilled: +1 skill rank / level.

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

Personality:

-Always reading. Carries several books with him.
-Innately curious.
-Adores animals.
-Vain.
-Greedy.
-Embellishes his own experiences and will "borrow" stories from others..
-Womanizer.

Appearance:

Height: 6'4
Weight: 240
Hair: Grey/silver
Eyes: Blue
Skin: Tan face and forearms
-Impeccably clean
-Commanding voice (deep, clear, and well-spoken)

10 Minute Background:

Current Situation

Convictions
1) Uphold the laws and teachings of Sarenrae.
2) Defend family and friends.
3) Live adventurously and record stories.
4) ???
5) Profit.

Goals
1) Become a household name.
2) Publish works that will last throughout the ages.
3) Vanquish evil and make sure everyone knows about it.
4) Forever bury his old name, Lyonel Redthorne, and all that goes with it.

Secrets
1) Known: Arthur Ashlund is a "pen name" that he chose after his life of petty crime and broken relationships caught up with him. Arthur used to be named Lyonel Redthorne. His old self was a sour, crass, and dirty hunter with no love for others. During a particularly harsh winter he was caught stealing and given the choice to lose six fingers or be imprisoned for three years. He chose the latter, and spent that time reading and re-defining himself. He left the name Lyonel behind in that cell.

2) Unknown: The Dawnstar is Arthur's mother, Beatrix Redthorne.

Acquaintances
1) Chatsworth Futharkington

2) The Dawnstar. Throughout Arthur’s adult life he has felt stalked and tormented by a being he’s never met or seen that’s always one step ahead of. The only sign of the Dawnstar is the red star he finds carved into his horse’s haunch, painted on his door, and wherever else he least expects it. Arthur gave the mystery person the name "Dawnstar" and has many questions for him/her. And maybe an arrow, too.

3) Beatrix Redthorne – Arthur’s mother. She abandoned him when he was just seven years old. Beatrix was smart, cunning, and beautiful. She was as good a hunter as Arthur and his father combined.

4)

5)

Memories
1) Three years in prison. He was allowed to have as many books as he desired, which he read aloud to himself, and a wooden flute. Once he was freed Arthur was a new man, so he left his past to die in that jail cell.

2)

3)

Fears
1) That he will be recognized, or worse, become his old self again.

2) Filth and poverty.

3) Being forgotten.

Quoted Sources:

Beowulf (417-426).
Darkness by Lord Byron.