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Banterknell or BK's page

406 posts. Organized Play character for miteke.


Full Name

Banterknell

Race

| Acrobatics +8, Deception +9, Diplomacy +9, Occultism +6, Perception +7, Performance +11, Stealth +8, Thievery +8

Classes/Levels

| Active Conditions:

Gender

N/N male gnome bard/3| HP: 36/36| AC: 19 (+1 if shield active) | F/R/W: +7/10/7 | Speed 20', imprecise senses/scent, low-light vision,

Homepage URL

google docs for BK

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Banterknell or BK

Resource Tracking:

Loot: 1 x minor healing potion (PFS Starting consumables)
Pathfinder Provisions: 2nd-rank scroll of dispel magic
1st level spells cast (3/day):
Focus Pool (1/day, restored with rest):
Temporary boons:
Expendables used:
Hero Points used (1/scenario):
Bonus Hero Points used (1/scenario):
Glyphs used (1):

Bot Me:

BK traditionally opens a round with inspire competence followed by the most applicable attack spell. He has TK Projectile, Ray of Frost (for long range and creatures vulnerable to cold), and Daze (nice for slowing down an enemy not in combat yet). the Spell repertoire spoiler has all the information needed to do an attack, but here are the rolls.
[dice=to hit]1d20+8[/dice]
[dice=damage(blunt, TK projectile)]1d6+4[/dice]
[dice=damage(cold, Ray of Frost)]1d4+4[/dice]
Damage from daze: 4 mental damage on failed DC 18 will save.

The first round often requires a bit of maneuvering to be able to participate in combat yet stay of melee. If that is a case he will use a move action instead of the inspire courage and a shield spell instead of an attack spell if he has to take two moves.

Banterknell is dressed up in wildly colorful clothing, perhaps to compensate for a very slight bleaching that has begun in his hair, though he keeps that mostly hidden under a jester's cap. His mouth is stretched into a wild grin, perhaps a bit too wide. He eyes show desperation and everything he says seems like it ends with an exclamation point.

He will save the 1st level spells to cast soothe if there is no dedicated healer, otherwise he will cast one if opportunistic, like the enemy lining up for the perfect color spray or grim tendrils.

Main Stats:

Banterknell (141936-2002) N/N Male Gnome Bard/3
Ancestry Gnome
Background Entertainer
Class Bard

Str 8/-1 {10 -2[gnome]}
Dex 16/+3 {10 +2[gnome] +2[entertainer] +2[free]}
Con 14/+4 {10 +2[gnome] +2[free]}
Int 12/+1 {10 +2[free]}
Wis 10/+0 {10}
Cha 18/+4 {10 +2[gnome] +2[entertainer] +2[bard] +2[free]}
Traits Gnome, Humanoid
Speed 20'
Perception +7 {+0[wis] +4[expert] +3[lvl]}, low-light vision[ancestry], imprecise scent[sensate gnome]
Initiative Scout +7 {+6[Perception] +1[scouting]}
Languages Common, Gnomish, Sylvan, Dwarf[int]

Defense:

Hitpoints 36 {+8[gnome] (+2[con] + 8[bard])*3[lvl]}
AC 19 {10 +3[dex] +1[padded armor] +2[trained] +3[lvl]}
Fort +7 {+2[trained] +3[lvl] +2[con]}
Ref +10 {+4[expert] +3[lvl] +3[dex]}
Will +7 {+4[expert] +3[lvl] +0[wis]}
Special Saving Throw Bonuses:

Offense:

Normal Attacks
  • +8/1d6-1 Rapier [crit x2; S; Deadly d8, Disarm, Finesse] {+3[dex][finesse] +2[trained][rapier] +3[lvl]/1d6 -1[str] (+1/+1 if inspired)}
    [dice=to hit, inspired]1d20+8+1[/dice]
    [dice=damage, inspired]1d6-1+1[/dice]

  • +9/1d6+4 TK Projectile [crit x2; B] {+4[cha] +2[trained][occult spell attacks] +3[lvl] / 2d6 +4[cha] (+1/+1 if inspired)}
    [dice=to hit, inspired]1d20+9+1[/dice]
    [dice=damage, inspired]2d6+4+1[/dice]

  • Spell repertoire:

    Comments
  • DC = 18 {10 +4[cha] +2[trained][occult spell DCs] +3[lvl]}
  • (h) signifies a cantrip granted by the fey-touched heritage
  • (s) signifies a signature spell, bards get to make one spell per spell level a signature spell. Signature spells may be heightened without needing to learn the heightened version
  • (m) signifies an ability granted by the maestro muse
  • (c) signifies a bonus spell granted by the class
  • (f) signifies a bonus spell granted by a feat
  • Cantrips are automatically heightened to level/2 rounded up
  • Spells available:
  • - 5 cantrips
  • - 2 1st level spells from 1st level
  • - 1 1st level spell from muse
  • - 1 1st level spell from 2nd level
  • - Inspire Courage [composition][focus][cantrip]
  • - Counter Performance [composition][focus]
  • - Lingering Composition [composition][focus][metamagic]

    Focus Spell Attributes

  • Focus spells cost a focus point to cast but do not cost a spell slot
  • Focus Pool: 1 {+1[level 1]}
  • May regain a focus point using refocus action and 10 minutes
  • Composition cantrips are a type of focus spell that does not require the expenditure of focus points.

    Focus Spells

  • (c) Inspire Courage, composition cantrip 1, verbal, 60' aura, 1 round, +1 conditional bonus to attacks, damage, and saves vs. fear
  • (c) Counter Performance, composition focus 1, verbal or somatic reaction, triggered by you or an ally within 60 feet must roll a saving throw against an auditory or visual effect. 1 focus point to use.
  • (mf) Lingering Composition, focus 1, verbal (free), You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. 1 focus point to use.

    Cantrips infinite/day

  • (h) Ray of Frost, somatic, verbal, 120' range, 2d4+4 {1d4 +1d4[heightened +1] +4[cha]} damage, slows speed on crit
  • Daze, somatic and verbal, 60', You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1; Heightened (+2) The damage increases by 1d6.
  • Prestidigitation, somatic and verbal, 10' range, lift light object 10' off ground, make useless object of negligible bulk
  • Read Aura, somatic and verbal, 30' range, check item(s) for magic and school
  • Shield, verbal, You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell. Heightening the spell increases the shield's Hardness.
  • Telekenetic Projectile, somatic and verbal, 30' range, 2d6+4 {1d6 +1d6[heightened +1] +[cha]} damage, crit does double damage.

    1st level 3/day {3[Table 3–6: Bard Spells per Day]}

  • Dizzying Colors, 15' cone, Will Save or stunned, blinded, and dazzled
  • Grim Tendrils, somatic and verbal, 30' line, 2d4 negative damage and 1 persistent bleed damage to living creatures in the line (half and no persistent with save). Each living creature in the line must attempt a Fortitude save.
  • Phantom Pain, somatic and verbal, 30', 1 minute, 2d4 mental damage, 1d4 persistent damage and sick 1 on failed Will ST (full damage only on missed save, sick 2 on crit failure). Recover from sick to stop persistent damage.
  • (m)(s) Soothe, somatic and verbal, 30' range, 1 willing creature, You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. add 1d10+4 if heightened.

    2nd level 2/day {3[Table 3–6: Bard Spells per Day]}

  • Noise Blast 30 feet; Area 10-foot burst, Fort save or 2d10 sonic damage and deafened for one round.
  • Illusory Creature

  • Skills:

    Skill Ranks 11 = +6[bard] +1[int] +2[background] +1[PFS] +1[lvl 3]
    Signature Skills: Deception, Diplomacy, Intimidation, Occultism, Performance, Society

    Acrobatics +8 {+2[trained] +3[lvl] +3[dex] -0[ACP]}
    Arcana +1 {+0[untrained], +1[int]}
    Athletics -1 {+0[untrained] -1[str] -0[ACP]}
    Crafting +1 {+0[untrained] +1[int]}
    Deception +9 {+2[trained] +3[lvl] +4[cha]}
    Diplomacy +9 {+2[trained] +3[lvl]] +4[cha]}
    - Make an Impression +11 {use performance [Versatile Performace]}
    Intimidation +4 {+0[untrained] +4[cha]}
    - Demoralize +11 {use performance [Versatile Performace]}
    Lore
    - Circus +6 {+2[trained] +3[lvl] +1[int]}
    - PFS +6 {+2[trained] +3[lvl] +1[int]}
    Medicine +0 {+0[untrained] +0[wis]}
    Nature +0 {+0[untrained] +0[wis]}
    Occultism +6 {+2[trained] +3[lvl] +1[int]}
    Performance +11 {+4[expert] +3[lvl] +4[cha])
    Religion +0 {+0[untrained] +0[wis]}
    Society +6 {+2[trained] +3[lvl] +1int]}
    Stealth +8 {+2[trained] +3[lvl] +3[dex] -0[ACP]}
    Survival +0 {+0[untrained] +0[wis]}
    Thievery +8 {+2[trained] +3[lvl] +3[dex] -0[ACP]}

    Notes:

    Gear:

    Max Bulk: 4 {5 -1[str]}
    Equipment = 15 gp

    Rapier (1B)
    Explorer's Clothing (L)
    Padded Armor (L)
    Flute
    Rocks (for TK projectiles)
    Adventurer's Pack(knotted rope) (1B)
    Backpack (L)
    Tent (pup) (L)
    Disguise Kit (2 gp, L)
    Climbing Kit (5 sp, 1B)
    Thieves tools (3 gp, L)
    Thieves' Tools (Replacement Picks)
    Scroll of Bless
    Scroll of Soothe
    Mirror (1 gp, -)
    Brass Ear (1 gp, -)
    17.18 gp

    Class Training:

    Perception
  • Expert in perception

    Saving Throws

  • Trained in Fortitude
  • Trained in Reflex
  • Expert in Will

    Skills

  • Trained in Occultism
  • Trained in Performance
  • Trained in a number of additional skills equal to 4 plus your Intelligence modifier

    Attacks

  • Trained in simple weapons
  • Trained in the longsword, rapier, sap, shortbow, shortsword, and whip
  • Trained in unarmed attacks

    Defenses

  • Trained in light armor
  • Trained in unarmored defense

    Spells

  • Trained in occult spell attacks
  • Trained in occult spell DCs

  • Class Features:

    Compositions
  • - Inspire Courage
  • - Counter Performance
    Muse
  • - Maestro
  • - Lingering Composition feat. By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.
    Bard Feats
  • - Level 2: Multifarious Muse (Polymath)
  • - Level 2: Versatile Performance[Multifarious Muse 1st level feat] You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.
  • - Level 4:
    Skill Feats
  • - Level 2: Group Impression
    General feats
  • - level 3: Fast Recovery - heal from rest x2, extra reduction vs. poisons, drained, and enervation
    Lightning Reflexes
  • - Level 3: Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.
    Signature Spells
  • - Choose 1 spell at each level. Gained when spells of a new level are gained. These spells may be heightened
  • - Level 3: Soothe
  • - Level 5: ?
    Skill Increases
  • - At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
  • - level 3: Performance
    Ability Boosts
  • - Level 5: boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

  • Other Features:

    Ancestry
  • - Low-light vision
  • - Level 1: first-world magic feat: Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
    Background
  • - Circus
  • - Trained in Acrobatics skill
  • - Trained in Circus Lore skill
  • - Steady Balance - You can keep your balance easily, even when balancing in adverse conditions. You treat a success using the Balance action as a critical success. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground, and if you’re the target of an attack or effect that requires a saving throw, you fall only if you critically fail your attempt to Maintain Balance.
    Heritage
  • - Sensate gnome: You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind. In addition, you gain a +2 circumstance bonus to Perception checks whenever you're trying to locate an undetected creature that is within the range of your scent.
  • - Imprecise Senses - Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.
  • Chronicles:

    See this folder
    The Blackwood Abundance
    Forged Facade
    Expedition Into Pallid Peril
    Foundation's Price
    The East Hill Haunting
    Into: Year of Boundless Wonder