Ekaym Smallcask

Bran Fearsinger's page

4 posts. Alias of The Architect.


Full Name

Bran Fearsinger

Race

Half-Elf

Classes/Levels

Bard (Arcane Duelist) 1

Gender

Male

Size

Medium

Age

28

Alignment

LN

Deity

None

Languages

Common, Elven

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

About Bran Fearsinger

Name: Bran Hatesinger
Race: Half-elf
Class: Bard 1 (Arcane Duelist)
Gender: Male
Age: 28
Alignment: LN
Deity: none
Languages:
Common
Elven

20 point buy for stats

Stats*: 14,14,14,10,10,16
STR: 14 = 14 + 0 + 0
DEX: 14 = 14 + 0 + 0
CON: 14 = 14 + 0 + 0
INT: 10 = 10 + 0 + 0
WIS: 10 = 10 + 0 + 0
CHA: 16 = 18 + 0 + 0

Hit Points: 11/11
Init: +2

Melee: +2
Range: +2

+2 (Rapier)
+2 (Shield)
+2 (Dagger)
+2 (Dagger, Thrown)

AC: 18

Bardic Performances used: (0/8)

Skills:

Acrobats (Dex) 2
Appraise (Wis) 0
Bluff (Cha) 7
Climb (Str) 2
Craft (Untrained) (Int) 0
Diplomacy (Cha) 7(+2 when gathering information)
Disable Device (Dex) 2
Disguise (Cha) 3
Escape Artist (Dex) 2
Fly (Dex) 2
Heal (Wis) 0
Intimidate (Cha) 3
Knowledge (Untrained) (Int) 0
Knowledge (Local) 5
Perception (Wis) 2
Perform (wind) (Cha) 10
Perform (Untrained) (Cha) 3
Ride (Dex) 2
Sense Motive (Wis) 4
Sleight of Hand (Dex) 2
Stealth (Dex) 2
Survival (Wis) 0
Swim (Str) 2

Class features, Feats, Traits, and Racial Traits:

Class feature:
(Bard):
Spells
0-level
Ghost Sound
Light
Mage Hand
Summon Instrument

1-level
Cause Fear
Cure Light Wounds

Bardic Performance:

Rallying Cry (Su): Rallying Cry (Su): At 1st level, an arcane duelist can
use performance to rally dispirited allies. Each round he makes an Intimidate
check. Any ally (including the bard) within 30 feet may use this check in place
of his own saving throw against fear and despair effects. Those already under
a fear or despair effect can attempt a new save each round using the bard’s
Intimidate check. Rallying cry does not work on effects that don’t allow saves.
This is a mind-affecting ability that uses audible components.

Distraction (Su): 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 (Su): 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 (Su): 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.

Feats:
Arcane Strike
Armor Proficiency (Light)
Dodge
Shield Proficiency
Simple Weapon Proficiency

Traits:
Gifted Adept (Cause Fear)
I know a Guy (Sczarni)

Racial Traits:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2
racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of
dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit
point or +1 skill point whenever they take a level in either one of those
classes.

AC, Saves, Attacks::

AC
(Armoured)AC: 18 = 10 + 4(Armour) +1(Shield) +2(Dex) +1(Dodge) +0(Natural);
(Armoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(Armoured)Flat: 15 = 10 + 4(Armour) +1(Shield) +0(Natural);

(UnArmoured)AC: 13 = 10 + 0(Armour) +0(Shield) +2(Dex) +1(Dodge) +0(Natural);
(UnArmoured)Touch: 10 = 10 +2(Dex) +1(Dodge);
(UnArmoured)Flat: 13 = 10 + 0(Armour) +0(Shield) +0(Natural);

Saves:
Fort: 2 = 0(base) + 2(CON);
Ref: 4 = 2(base) + 2(DEX);
Will: 2 = 2(base) + 0(WIS);

Attack:
Melee: 2 = 0(base) + 2(STR)
Range: 2 = 0(base) + 2(DEX)
CMB: 2 = 0(base) + 2(STR)
(Unarmoured)CMD: 14 =10 + 0(base) + 2(STR) + 2(DEX);
(Armoured)CMD: 14 =10 + 0(base) + 2(STR) + 2(DEX);;

Equipement::

Weapons:
Rapier (1d6+2, 18-20/x2, Range: 0ft)
Dagger x2 (1d4, 19-20/x2, Range 10ft)

Armour:
Chain Shirt (+4AC, MAXDEX 6, ACP:2, Light, Arcane Fail 10%)
Buckler (+1AC, MAXDEX N/a, ACP:-1, Medium, Arcane Fail 5%)

Misc:
Adventure Gear:

Backpack
Pouche (Belt) x2
Sack
Trail Rations x4
Candle x10
Rope (Silk/50ft)
Waterskin x2 (Filled)

Magical:
none

Cash:
2 gp
8 sp
0 cp

Current Weight: 56.5lbs
Carry Capacity
Light: 0-58lbs
Medium: 59-116lbs
Heavy: 117-175lbs
Max: 175lbs
Lift (2x Max): 350lbs
Push/Drag (5x Max): 875lbs