Rotrovio

Arthur_Stavian's page

8 posts. Alias of BloodWolven.


About Arthur_Stavian

Arthur Stavian
Temporary:

Before Battle: Alter self, Resistance
Constant:
Round 1: Flare
Round 2: Inspire~Oratory
Round heal: cure light wounds with wand "Talos"

Description:

The first thing you would notice is someone different is near you. He has flamboyant colored clothes of an entertainer, with multicolored scarves that hang from nearly every pocket of his suit. Then there is the hair that shines like gold, jewel-toned eyes of sapphire blue, lustrous skin color, and the glowing golden halo. On his suit you can see the Stavian crest on each shoulder and a large one on his back.

Vitals:
HP: 27/27_ AC: 12 _ T: 12 _FF: 10_ Perception +2_Sense Motive +9_Init: +2_Fort: +5+2 vs. poison_Ref: +5_Will: +1 +7 vs charm and compulsion & ench_CMB: +5_CMD: 17_Speed: 30

Crunch:

Aasimar, male, Bard-barian, NG
Native outsider, Angel-Blooded (Angelkin),
Indomitable Barbarian/ Court Fool Bard 5
Court Fool
urban-barbarian

Init +2; Perception +2, Sense Motive +9

BAB: +2, CMB +6, CMD 18
Fortitude Save: +5 (4, +2) +2 vs. poison
Reflex Save: +5 (4, +2)
Will Save: +1 (4, -2) +6 vs charm and compulsion & ench

+2 on saving throws against becoming blinded or dazzled

AC: 16, touch 13, flat-footed 14 (MC studded leather armor +3, dex +2, natural +x, shield +x, def +1)

HP: 126/126 (12, 10, 6, 11, 12) (+30, +5, +40) (levels) (Con and favored bonus and cha)

acid resistance 5, cold resistance 5, and electricity resistance 5

Invulnerability (Ex): DR 2/-

Rage power: Guarded Life
Benefit: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Total, starting value, race, items, wishes, level

Strength: 28 - - - 18, +2, +2, +5, +1
Dexterity: 18 - - - 14, +2, +4
Constitution: 22 - - - 16, +2, +4
Intelligence: 18 - - - 13, +2, +3
Wisdom: 14 - - - 10, +2, +2
Charisma: 27 - - - 18, +2, +2, +5

Favored bonus:

+1 dagger
[dice=+1 Bastard sword]
[dice=damage]1d10+7[/dice]
Sap 1 gp 1d6 x2 — 2 lbs. B nonlethal

Bard Spells:

1st level: 3/day DC 13
Animate Rope
Vanish As invisibility for 1 round/level (5 max).
+1

[wands to get: ]

Cantrips: DC 12
Flare Dazzles one creature (–1 on attack rolls).
Mage Hand 5-pound telekinesis.
Prestidigitation Performs minor tricks.
Resistance Subject gains +1 on saving throws.
+1


Specials:
Bardic Performance - 8/8 per day
+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Alter self 1/day

Weapon and Armor Proficiency:

Proficient with all simple weapons and martial weapons with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

Skills:
Acro +7/+5_Bluff +7 _ Climb +7/+5 _ Dip +9 _ Disg +9 _ EscArt +6 _ HA +2 _ Heal -2 _ Intim +6/+8 _ K (nob/his) +6/+5 Perform O +9_ Ride +6_ SoH +6_ Spell +5_ Stea +6/+4_ Surv -2 _ UMD +6 _ Swim +8

Skills: CS=class skill 16 ranks, 4 background ranks
*Acrobatics +5 (1 Rank, +2 dex, +3 CS, +1 Buffoonery) (-2 ACP)
*Bluff +7, (1 rank, +2 Cha, +3 CS, +1 Buffoonery)
*Climb +5, (1 ranks, +3 CS, str +4, +1 Buffoonery) (-2 ACP)
*Diplomacy +9, Versatile Performance (Ex): Oratory
*Disguise +9, (1 rank, +2 Cha, +3 CS, +1 Buffoonery, +2 kit)
Fly +, (0 rank, +2 Dex)
Handle Animal +2, (0 rank, +2 Cha)
*Escape Artist +6, (1 Rank, +2 dex, +3 CS)
Heal -2, (0 ranks, -2 Wis)
*Intimidate, +6/+8, (1 rank, +2 Cha, +3 CS) +2 vs evil creatures
*K (arcane)* +5, (1 ranks, +3 CS, +1 Int)
*K (nature)* +1, (0 ranks, +3 CS, +1 Int)
*K (religion)* +1, (0 ranks, +3 CS, +1 Int)
*Perception +2 (1 rank, -2 Wis, +3 CS)
*Ride +6 (1 ranks, +2 Dex, +3 CS)(0 ACP)
*Sense Motive +9, Versatile Performance (Ex): Oratory
*Spellcraft* +5, (1 rank, +3 CS, Int +1)
*Stealth +6, (1 ranks, +2 Dex, +3 CS) (-2 ACP)
Survival -2, (0 ranks ,-2 Wis)
*Use Magic Device +6 (1 rank, +2 Cha, +3CS)
*Swim +8, (1 ranks, +4 str, +3 CS) (-2 ACP)

Languages
Common, Celestial, and Draconic

Background Skills
*Appraise +2 (0 rank, +1 Int, +3 CS, +1 trait)
*Artistry
*Craft carpentry* +1, (0 rank, +3 CS, +1 Int)
*Craft Fletchery +1, (0 rank, +3 CS, +1 int)
Handle Animal
*Knowledge (engineering) +1, (0 rank, +3 CS, +1 int)
*Knowledge (geography) +1, (0 rank, +3 CS, +1 int)
*Knowledge (history) +5, (1 rank, +3 CS, +1 int)
*K (nobility) +8, (1 ranks, +3 CS, +1 Int, +3 trait)
*Linguistics +3, (0 ranks, +3 CS, +1 Int, +2 race)
*Lore of Taverns in Oppara +1, (0 ranks, +3 CS, +1 Int)
*Perform (Oratory) +9, (2 rank, +2 Cha, +3 CS, +2 trait)
*Profession (masseuse) -2, (0 ranks, Wis +2, +3 CS)
*Sleight of Hand, +6 (1 Rank, +2 dex, +3 CS) (0 ACP)

Feats: :

https://www.d20pfsrd.com/feats/general-feats/noble-scion/
1st level
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
Stavian: As a close relative of the Grand Prince, yours has been a life of material comfort and indulgence, colored by constant threats and direct influence. You gain a +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools.

Later feats:
Skill Focus: +3 on Perform/Wind
Lingering Song: Beneficial effects of Raging Song linger for 2 rounds
Deific Obedience: +4 Perform and Craft Checks as long as obedience to Shelyn is performed each morning.
Battle Cry: Swift action to give allies +1 attack and +4 saves versus fear for a minute, end effect to reroll failed fear save.
https://www.d20pfsrd.com/feats/combat-feats/flagbearer-local/
Need cha 15
Combat Reflexes

Traits: :

Savant
From a very young age, the ability to master performance types has come quite naturally to you.
Benefit: Choose a performance type, Orator. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Irrepressible
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Child of Oppara: You belong to a noble family that matters in Taldor, though as the story begins you may or may not be on good terms with your relatives. Your upbringing among the city’s well-to-do gives you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance.
With Princess Eutropia’s efforts to provide for Taldor’s common citizens and overturn years of tradition, new lines are being quietly drawn in the sand, and you have found yourself embroiled in these intrigues whether you intended to be or not.

You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Drawback: Hedonistic:
You are a creature of pleasure and comfort.
Effect(s) Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Specials:

Racial::

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens.

Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Gear:
a wand of eagle’s splendor, (5 charges)
Pocketed scarf, 8gp, +4 sleight of hand to hide small objects
entertainer’s outfit, 3 gp
Cure light wounds wand 2 charges Talos
Explorer’s outfit, 10 gp (given)

Noble’s outfit (trait)
Signet ring (trait)
Jewelry: 200gp (trait) Gold bracelets, gold rings with precious gems, gold necklace with a blue sapphire as its center point.

a belt pouch
Disguise kit (5 charges left) 25 gp

Wealth:
4+7 gp, 6+15 sp, 10 cp

silver dagger ??? MC + magical
eyeglass(1200 gp)
book/journal ($$$)

20 gp + 59 gp +
a bottle of fine brandy (worth 75 gp),

cricket

-- Junior Senator Dou --
”Thank you, I fear they meant to mete out a punishment with their fists. A beating was not likely to change my vote, but it might have prevented me from being there to cast it. I have no fit reward for you on me just now, but if you come by my offices tomorrow, I’ll make sure you’re well compensated.”

Left behind gear:

[dice=Glaive-Guisarme]1d20+5[/dice]
[dice=damage]1d10+7[/dice]
12gp
https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/glaive-guisa rme

Chakram 1 gp 1d8 x2 30 ft. 1 lb. S
Sling — 1d4 x2 50 ft. — B
Bullet(s), sling (10) 1 sp — — — — 5 lbs.
Weapons: 14gp, 1 sp

Lamellar (leather), 60 gp

Monk's kit: 8 gp
This kit includes a backpack, a blanket, rope, soap, torches (10), trail rations (0 days), and a waterskin.

Mess kit: 2 sp
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

HP: 14/314_ AC: 16 _ T: 12 _FF: 14_ Perception +2_Sense Motive +0[/ooc]_Init: +2_Fort: +4+2 vs. poison_Ref: +4_Will: +0 +6 vs charm and compulsion & ench_CMB: +5_CMD: 17_Speed: 30

---------

Urban Barbarian:

Crowd Control (Ex)
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.
Controlled Rage (Ex)
When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
This ability alters rage.

Barbarian Invulnerable Rager Archtype if allowed.
Invulnerability (Ex)
Rage power: Guarded Life

Court Fool:

Arguably the oldest and most widespread role for a court entertainer is that of the court jester or fool. This role arose from the need to offset the intense, even deadly, seriousness of court business. The court fool serves as an outlet for the constant pressure of aristocratic dealings, relieving tensions through humor. The motley clad acrobat is a good example of this style of court fool, using physical comedy to generate belly laughs and raise spirits. In other courts, the court fool might ridicule social conventions with bawdy songs or engage in biting satire, parodying manners or even mocking individuals to spread good cheer. The court fool holds up an unflattering mirror to those in charge or speaks truths, however veiled, that no one else can safely utter.

Buffoonery (Ex)
A court fool gains a bonus equal to 1/2 his bard level on Acrobatics, Bluff, Climb, and Disguise checks (minimum +1).

This replaces bardic knowledge.

Bardic Performance
A court fool gains the following types of bardic performance.

Distracting Motley (Su) At 1st level, a court fool can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the court fool) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check.

A court fool wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components.

This performance replaces countersong.

Defuse Tension (Su) At 3rd level, a court fool can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the court fool. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the court fool’s performance.

This performance affects one additional creature at 7th level and every 4 bard levels thereafter. A court fool can’t use defuse tension on himself. Defuse tension relies on visual components.

This performance replaces inspire competence.

Versatile Performance (Ex): Oratory (Diplomacy, Sense Motive)
Well-Versed (Ex)

Background:
I have always been the odd man out. It started when I was born. As a blessed angel kin aasimar I was different from everybody else. My parents took it as a blessing. As a child I took it in stride and liked all the attention. I was bullied by a few for my differences but that didn’t matter to me. It even made Carrius that much better of a friend to me. We were cousins and got along well enough, but with the right cause he stood like a shining beacon of justice. The bullies thought they could take him, well they soon learned the wrath of an angel.

From that day Carrius and I were inseparable. We both had our roles to play. He still stood out like the beacon of good and I was his right hand man. I took up the way of the bard so that I could keep the histories and stories straight and my mentor made me into a proper fool. He said I had the best demeanor for it. Little did anyone see the wrathful side of me, and the few that did saw the burning rage and felt it for weeks. Of course this is Prince Carrius the 2nd, I am speaking about and he tragically died 20 years ago; one of those days I was not with him.

I blame myself for his death but there was always a place for a proper fool. I don't play the part with my immediate family and find work with cousins or other nobles. For the last 20 years I have played the part of the fool, the playboy, the drunk. There are enough parties and social gatherings for any minor noble to practically live off of. Also I show how most people the best way to party!

Though his frivolous life has begun to slow down. His eye was caught by a beauty, one Ismene Albus. The drinking slowed to enjoyment rather than to dull his senses and memory. He took more pride in being a bard and did his best to be the fool he was meant to be. Whenever possible he would find her at the party and find time to talk and drink.

When he needed to pay for his own food he found a hidden diamond in the rough, Mamma Crow! The food was sooooo tasty and the price was great! I am sure I am the most outstanding customer they get!

The tick tock of creation...

More notes / Question to Zahur and Torin:

238 gp, a bottle of fine brandy (worth 75 gp), and a wand of eagle’s splendor, (5 charges) from a particularly passive-aggressive earl who hands it to Arthur along with a snide remark about using it next time he recites poetry.
And that’s the Gallery cleared of both thresholds. Zahur, Arthur and Torin each have an opportunity to influence one of the following NPCs when they come over to offer their tip: Baron Nicolaus Okerra, Countess Abrielle Pace, or Duke Leonard Centimus. The Duke is the last objective of the Discovery Mission that was open to anyone.

[ooc]What do you think, should we split the money 3 ways and let Zahur hang onto the bottle of brandy? I will hang onto the wand, let me know if you would like to be boosted! ;)
So if yes, 79 GP each. With a gold to spare.

-- Junior Senator Dou --
”Thank you, I fear they meant to mete out a punishment with their fists. A beating was not likely to change my vote, but it might have prevented me from being there to cast it. I have no fit reward for you on me just now, but if you come by my offices tomorrow, I’ll make sure you’re well compensated.”