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About Arthur StonefireStill to do rage powers, bard spells, favored bonus Arthur Stavian
Before Battle: Dex boost, Shield, Alter self, Enlarge Person,
Descriptions:
Guildmaster Outfit: He lounged in his guildmaster's golden robe. An item showing the importance of his position with its opulence. Precious shining gems were embedded in the lining with no obvious threading. There were magical silver runes that ran the length of the robe as well. His formal noble outfit included his signet ring of his very house he had created, the Smiths of Stonefire. Also his jewelry of golden bracelets, gold rings with precious gems, and a golden necklace with a blue sapphire as its center point. These were all worn to accentuate his natural, or more known unnatural, appearance. His hair shines like gold, jewel-toned eyes of sapphire blue, lustrous golden colored skin, and the glowing golden halo. Entertainer Outfit:
Vitals:
HP: 295/295_ AC: 32 _ T: 17 _FF: -_ Perception +12_Sense Motive +23_Init: +2_Fort: +17+2 vs. poison_Ref: +12_Will: +8 +14 vs charm and compulsion & ench_CMB: +17_CMD: 32_Speed: 40 Crunch:
Aasimar, male, Bard-barian, NG Native outsider, Angel-Blooded (Angelkin), Invulnerable Rager (Barbarian)/ Court Fool Bard 11 Court Fool Invulnerable Rager Init +5; Perception +12, Sense Motive +23 BAB: +11, CMB +17, CMD 32
+2 on saving throws against becoming blinded or dazzled AC: 32, touch 17, flat-footed - (+2 Mithral Agile Breastplate +8, dex +5, natural +3, shield +4, def +2) HP: 295/295 (12, 9, 10, 10, 11, 9, 8, 9, 3, 10, 7) [+110] (+77) (+11) (+)(Given 1st level, 2nd level, etc.) [CON] (CHA) (Toughness) (favored bonus) Resistance: Fire 3, acid 5, cold 15, and electricity 15, Endure Elements in hot conditions. Invulnerability (Ex): DR 5/-, 10/- nonlethal damage
[dice=Adamantine +1 Keen Greatsword]1d20+18[/dice]
[dice=MC Glaive-Guisarme]1d20+18[/dice]
dagger
(total of 5) Rage power: Guarded Life
Clear Mind (Ex)
Deadly Accuracy (Ex)
Surprise Accuracy (Ex)
Intimidating Glare (Ex)
No Escape (Ex)
Unexpected Strike (Ex)
Moment of Clarity (Ex)
Perfect Clarity (Ex)
Total, starting value, race, sublime, level, wish, magical item, spell, bonuses STR: 22 - - - 17, +2, +2, +1, +0, +4
Favored bonus: Sublime Special Abilities:
Bard Spells:
6 5 5 4 2 Cantrip: 6
Scrolls:
1st level: known 5, 5+2/day DC 18
Wand:
Scrolls:
2nd level: known 5, 4+2/day, DC 19 3rd level: known 4, 3+2/day, DC 20 4th level: known 2, 1+1/day, DC 21 5 level: known 0
Cantrips: DC 12
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 +23_Bluff +26_Climb +24_Dip +23_Disg +23_EscArt+19_HA+11_Intim +21/23 _K (nob/O) +12/+7 _Perform +23_ Ride +14_ SoH +10_ Spell +12_ Stea +12 _Surv +5 _UMD +23_Swim +10 Skills: CS=class skill 99 ranks, 22 background ranks
Languages
Background Skills 22
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:
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:
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.
Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy. A sublime creature is the epitome of health and beauty, being more comely than other members of its race. Creating a Sublime Creature
A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here. CR: +2 Armor Class: Increase natural armor by +2. Speed: Increase all the base creature’s natural speeds by 10 ft. Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10. Special Abilities: The sublime creature gains the following special abilities. Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging. Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling. Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two). Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points. Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8. Feats: Gain Toughness as a bonus feat. Skills: +4 racial bonus to Diplomacy. Gear: 84,000 +2 Mithral, Breastplate (agile) +8 AC +5 Max Dex -1 ACP 15% 20 ft. 15 ft. 12 lbs The armor check penalty for Climb checks and Acrobatics checks made to jump is negated.
Eternal Wand of (DEX)
Wand of shield... 30 charges
Belt of physical perfection +4
Robe of Healing (belt of healing)
Adamantine +1 Keen Greatsword
Silversheen Greatsword, MC
Cold iron Greatsword, MC
cold iron longsword
Angelic attuned Vest of Security (Belt, Security)
Eye Patch, Pirate’s
Boots of Cat
Amulet of natural armor +1
Angelic attuned Ring of Protection +2,
Angelic attuned Ring of sustenance
78,100 -------------
Delisquent Gloves (cold): +1d6 bracers of fire resistance 30 Rod of Ice! -------------
a wand of eagle’s splendor, (5 charges)
Noble’s outfit (trait)
a belt pouch
Wealth:
+1 magical silver dagger
Monk's kit: 8 gp
Mess kit: 2 sp
[/spoiler] 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
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)
This replaces bardic knowledge. 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)
Background:
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! 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! ;)
-- Junior Senator Dou --
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