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Billy Bardy's page

221 posts. Alias of Professor Plum.


Full Name

Billy Bardy

Race

CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 |

Classes/Levels

Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Strength 8
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 18
Charisma 20

About Billy Bardy

Bard: Maestro Muse (Desna)
Ancestry: Halfling (keen eyes: +2 to Seek)
Heritage: Aasimar (low-light vision)
Background: Crown of Chaos (includes Chaotic Destiny)
Region: Mindspun Mountains, in Varisia
Languages: Common, Halfling, Draconic, Jotun, Sylvan
Additional Languages: (from Greater Choker of Elocution) Abyssal, Aklo, Infernal

Free Dedication/Feats: Harrower Dedication, Experienced Harrower, Restore Omen, Reading the Signs, Archaeologist Dedication, Harrow Ritualist (Call Spirit and Commune)
Known Rituals: Harrowing, Call Spirit, Commune
Harrow Cards: The Paladin (1/day: failed save => success), The Vision (+2 all Identify Magic checks, 1/day: Master (+19) at any Lore), The Carnival (Augury flatcheck reduced by 2, 1/day: vision of person you'll meet in 24 hours)

Fortune Rerolls:

From Harrowing Ritual: Reroll: Shields (Fort +4), Books (Skill), Books (Skill), Books (Skill), Keys (Reflex -4)
Persona Mask: 1/day, Reroll failed performance check
The Paladin: 1/day, failed save => success
Halfling Luck: 1/day, Reroll failed save or skill check
Guiding Luck: 1/day, Reroll failed attack/perception roll
Hero Point: Reroll
Chaotic Destiny (from Crown of Chaos background): Trigger: You fail a saving throw during a combat; Frequency: Once per day; Effect: Draw a harrow card and reroll the saving throw you failed. You must take the result of the reroll, but if you drew a card from the suit of Crowns, improve the result by one degree of success.
Avoid Dire Fate (from Harrower Dedication): Requirement: You have an active harrow omen; Trigger: You fail or critically fail a check associated with your harrow omen's suit; Effect: Treat the failure as a success or a critical failure as a failure. You no longer have an active harrow omen. Note: Restore Omen can get you another.

Perception: +22 (+1 visual, low-light) Init: +23 AC: 31 HP: 138 Speed: 35' Spell DC: 31
Saves: F+19, R+20, W+23 (Will Success=>Crit Success)
Fiend Warding Tattoo: You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.

Feats:

Ancestry Feats: Halfling Luck (reroll Skill/Saves), Cultural Adaptability (Human), Guiding Luck (reroll Attack),
General Feats: Toughness, Fleet, Incredible Investiture
Skill Feats: Additional Lore (Fortune-Telling), Charming Liar, Battle Medicine, Virtuosic Performer (+2 singing), Hefty Hauler, Continual Recovery (treat every 10mins), Ward Medic (treat 2 patients)
Bard Feats: Inspire Courage, Inspire Competence, Counter Performance, Lingering Composition, Reach Spell, Quickened Casting (1/day, reduce casting time of low-level spell by 1 action)
Free Dedications: Harrower, Archaeologist
Dedications: Sorcerer, Medic
Sorcerer Feats: Sorcerer Dedication (Angelic), Basic Sorcerer Spellcasting (1st, 2nd, 3rd level spells), Basic Blood Potency (Dangerous Sorcery)

Trained Skills:

Acrobatics: +18
Arcana: +18
Athletics:+13
Crafting: +17 (+1 superb repair kit)
Deception: +19
Diplomacy (master): +23 (+2 item bonus to Make Impression w/ Cloak, +1/+2 circ bonus to Make Impression w/ Jug)
Intimidation: +5
Medicine (expert): +21
Nature: +18
Occultism: +18
Performance (master): +23 (+2 circ from Virt Perf when singing, +2 item from Mask, +1 status when using Bullhorn in an arena)
Religion (expert): +22
Society (expert): +21
Stealth: +2
Survival: +4
Thievery (expert): +18 (+1 inf thieves tools)

Mountain Terrain Lore: +17
Fortune Telling Lore (master): +21 (+2 for harrow rituals)

Cantrips:

Disrupt Undead (from Sorcerer) (Damage: 6d6, Range: 30', basic Fort)
Stabilize (from Sorcerer)
Bullhorn
Detect Magic
Message
Telekinetic Projectile (Attack: +21, Damage: 6d6+5, Range: 30')
Shield (Hardness: 15)
Guidance (from Pendant of the Occult)
Prestidigitation (from Hat of the Magi)
Light (5 castings, from Cantrip Deck, 5-Pack)

Sorcerer Spells (Divine):

1st) Air Bubble: Range: 60'
2nd) Helpful Steps: Create an 80' ladder/staircase
3rd) Searing Light: (Signature Spell) Attack: +19, Damage: 5d6 fire + 5d6 good vs. undead/fiends, Range: 120'
At 14th level...
4th) Restoration: Reduce Drained, Doomed, Clumsy, Enfeeble, Stupefied
5th) Breath of Life: Trigger on death w/in 60'
or
5th) Remove Curse: Counteract to remove

Bard Spells (Occult):

1st Level Spells (3/day)
Soothe (from Maestro Muse): (Signature Spell) Heal 1d10+4, 2d10+8, 3d10+12, 4d10+16, 5d10+20 (30' range)
Liberating Command: Target within 60' can use reaction to escape
Object Reading: Learn what happened to object in past week
True Strike: Roll d20 twice for attack & use best result

2nd Level Spells (3/day)
Dispel Magic: (Signature Spell) Counteract (modifier +21, level varies)
Faerie Fire: AoE: 10 ft burst (120' range)
See Invisibility: 10 mins

3rd Level Spells (3/day)
Magic Missile: (Signature Spell) 6d4+6 (3rd level) or 9d4+9 (5th level) force damage
Illusory Object: AoE: 20 ft cube (500' range, includes smells/sounds/touch)
Time Jump: 1 action to do 2 of: Step/Leap/Stride/Stand

4th Level Spells (3/day)
Chromatic Ray: (Signature Spell) Attack +21, Range 30', Damage: varies
Comprehend Languages: Range: 30' Duration: 1hr (4th: 10 targets can speak language)
Fly: Duration: 5 mins

5th Level Spells (3/day)
Dimension Door: (Signature Spell) Self, Range: 120' or 1 mile (that you have been to)
Shadow Siphon: Counteract to halve spell damage (60' range, modifier +21, level 7)
Prying Eye: invisible floating eye, within 500'

6th Level Spells (3/day)
Shadow Blast: (Signature Spell) Area: 30' cone, 15' burst, or 50' line. 6d8, choose damage type (basic will/reflex)
Unexpected Transposition: Swap places if targeted (range: 30', will save)
Wall of Force: Range: 30', Wall: 50'x20'

Other 6th level spells to consider swapping in...
Phantasmal Calamity: 11d6 mental damage (basic Will), 30' burst, Range: 500'
Spirit Blast: 16d6 force damage (basic fort), Range: 30'
Teleport: Self + 4 allies, 100 miles
True Seeing: Duration: 10 min

Focus Spells (2 max):

Healing:

Treat Wounds
[dice=Treat Wounds (expert) DC 20]1d20+21[/dice]
[dice=Damage Healed +Medic]2d8+10+5[/dice]

Battle Medicine (Healed Today: Billy (twice), Dramiil)
Medic Dedication => 1/day can Battle Med immune
[dice=Battle Medicine (expert) DC 20]1d20+21[/dice]
[dice=Damage Healed +Medic]2d8+10+5[/dice]

Soothe Spells
[dice=Soothe (1st level)]1d10+4[/dice]
[dice=Soothe (2nd level)]2d10+8[/dice]
[dice=Soothe (3rd level)]3d10+12[/dice]
[dice=Soothe (4th level)]4d10+16[/dice]
[dice=Soothe (5th level)]5d10+20[/dice]
[dice=Soothe (6th level)]6d10+24[/dice]

Greater Staff of Final Rest
[dice=Heal (1st level)]1d8+8[/dice]
[dice=Heal (2nd level)]2d8+16[/dice]
[dice=Heal (3rd level)]3d8+24[/dice]
[dice=Heal (4th level)]4d8+32[/dice]

Lesser Healing Potion
[dice=Lesser Healing Potion]2d8+5[/dice]

Misc Support Magic:
Spells: Air Bubble (1/day), Augury (1/day), Comprehend Language, Dispel Magic, Faerie Fire, Helpful Steps, Liberating Command, Light (5), Message, Object Reading, Prying Eye, Shadow Siphon, Unexpected Transposition, Wall of Force
Scrolls: Gust of Wind, Purify Food and Drink, Restoration (lvl 2 and lvl 4)

Equipment (Magic):
Staff: Greater Staff of Final Rest {6 charges (0 used): Disrupt Undead, Disrupting Weapons(1,3), Heal(1,2,3,4), Gentle Repose(2), Bind Undead(3), Holy Cascade(4)}
Scrolls: Gust of Wind, Purify Food & Drink, Restoration (level 2 and 4)
Cards: Cantrip Deck (5-Pack-Light), Fine Harrow Deck, Old Mage Deck, The Paladin, The Vision, The Carnival
Magical Gear: Boots of Bounding, Bracelet of Dashing, Choker of Elocution (greater), Cloak of Repute (greater), Goggles of Night, Hat of the Magi, Jug of Fond Remembrance, Pendant of the Occult, Persona Mask (greater), Phylactery of Faithfulness, Tattoo of Fiend Warding

Equipment (Mundane):
Weapons: Whip (+18 Attack for 1d4-1 damage), Daggers (2) (+18 attack, thrown 10', 1d4-1 damage)
Armor: +2 Resilient Chain Shirt
Instrument: Virtuoso Lute (+1 item bonus to Performance)
Worn: Fine Clothing, Fedora
Storage: Bag of Holding (Type II, 50 bulk), Backpack, Bandolier
Bandolier: Holy Water (4), Empty flasks (2)
Stowed: bedroll, flint and steel, grappling hook, crowbar, hammer, pitons (5), rations (3 weeks), rope (50 feet), torch (3), waterskin, mirror
Kit (worn): Expanded Healer's Tools
Kits (stowed in Bag of Holding): Superb Repair Kit, Infiltrator Thieves Tools, Disguise Kit, Climbing Kit

Finances:

Chapter 1
Starting Gold: 5.2
Sold Items: 1.5 (thieves tools)
Gold Gained: 1072
Earned Income: 315
Earned Income (after dragon): 70
Subtotal: 1462.2

Purchases:
Upgrade to +2 armor: 900
Bracelet of Dashing: 58
Infiltrator Thieves Tools: 50
Lesser Healing (2): 24
Holy Water (4): 12
Persona Mask (greater): 0 (gift)
Total Purchases: 1044

Gold Remaining: 418.2

Wish List:
Level 13: Shadow Signet (1000gp)
Level 14: Wand of Longstrider (160gp) and Greater Resilient Armor (3100gp)

About Billy:
Billy is a self-absorbed Bard who's ego is only exceeded by his need for attention. He lives to inspire his allies in glorious song while they stand boldly between him and harm's way.

Nestled amidst the Mindspun Mountains of Varisia, Billy Bardy was born into a harmonious union between an Aasimar father and a spirited halfling mother, Billy Bardy embodied the unique blend of celestial grace and halfling charisma. From his celestial lineage, he inherited a golden hue, and an otherworldly magnetism that drew eyes and hearts toward him wherever he went.

Billy Bardy's musical talent bloomed early. From the moment he plucked his first string, he knew he was destined for greatness. As he grew older, Billy's ego swelled alongside his musical prowess. Charisma dripped from him like honey, and he reveled in the adoration of his fellow halflings. Billy's insatiable desire for attention led him to set out on a grand adventure, seeking to captivate audiences far and wide with his enchanting melodies. Armed with his trusty lute and a boundless supply of self-confidence, Billy Bardy intended to carve his name into the annals of bardic legends.

He takes out a mirror and fusses with a lock of golden hair that isn't cooperating.

Daily Preparations:

o Pray to Desna
o Focus Points reset
o Don his chain shirt over his fine clothing and adjust a cyan fedora partially covering his golden locks
o Cast Prestidigitation, muttering "dress for success", to clean his clothing making sure he's presentable
o Draw Active Omen harrow card (draw 2, choose 1)
o Use The Carnival to get a glimpse of a person we may meet today.
o Prepare Staff of Final Rest (greater)
o Invest the following:
1) Boots of Bounding
2) Bracelet of Dashing
3) Choker of Elocution (greater)
4) Cloak of Repute (greater)
5) Goggles of Night
6) Hat (Fedora) of the Magi
7) Pendant of the Occult
8) Persona Mask (greater)
8) Phylactery of Faithfulness
10) Tattoo of Fiend Guarding
11) +2 Resilient Chain Shirt
12) Harrow Cards (up to 5): The Paladin, The Vision, The Carnival