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Cedric Gammidge's page

14 posts. Alias of Euan.


Full Name

Cedric Gammidge

Race

Halfling

Gender

Male

Size

3' & 34lbs

Age

53

Deity

Cayden Cailean

Strength 12
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 12
Charisma 18

About Cedric Gammidge

Stats & Saves:
Bard (Geisha) (14)
Base Stats (unenhanced by magic, 15pt buy)
Str 12, Dex 13, Con 10, Int 14, Wis 12, Cha 18

Saving Throws
Fortitude = +5 (Base +4, Con +0, Cloak +1)
Reflex = +11 (Base +9, Dex +1, Cloak +1)
Will = +11 (Base +9, Wis +1, Cloak +1)
+2 vs fear
+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects

Armor Class = 19
Flat-Footed AC = 18 (ring +3, size +1, often mage armor +4)
Touch AC = 15 (ring +3, size +1, dex +1)

BAB = +10/+5
CMB = +10 (Str +1, Size -1)
CMD = 21 (Dex +1)

HP = 73 (d8: 8+5+5+5+5+5+5+5+5+5+5+5+5+5)

Initiative = +1 (Dex +1)
Movement = 20'

Racial, Traits, & Feats:

Racial
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Adaptable Luck: This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Ingratiating: Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice (oratory), and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Traits
Talented (+1 Perform oratory)(Social)
Magical Talent (Create Water 1x day)(Magic)
Indomitable Faith (+1 will saves)(Faith)
Absalom Bouncer (+1 damage with nonlethal unarmed strikes)

Feats
Simple Weapon Proficiency (plus the Fighting Fan)(class)
Scribe Scroll (class)
Improved Unarmed Strike (first)
Prodigy (+4 Profession innkeeper & Perform oratory) (third)
Combat Expertise (-2 attacks for +2 AC (dodge)) (fifth)
Natural Poison Harvester (seventh)
Additional Traits (ninth)
Dilettante (+2 Knowledge skills >6 ranks) (eleventh)
Improved Disarm (thirteenth)

Skills:
(6 class + 2 int + 1 favored class) (Favored Class: Bard)
Acrobatics = +1*
Appraise = +7 (2 ranks +3 class +2 int)
Bluff = +4 (Use Perform Act)
Climb = +1*
Craft (calligraphy) = +18 (4 ranks +3 class +2 int +2 racial +7 class)
Craft (alchemy) = +11 (4 ranks +3 class +2 int +2 racial)
Diplomacy = +11 (4 cha +7 class) (Use Perform Oratory)
Disguise = +4 (Use Perform Act)
Fly = +1
Handle Animal = 1 (1 wis) (Use Perform Wind)
Heal = +2
Intimidate = +4
Knowledge (arcana) = +9 (2 ranks + 3 class + 2 int +2 feat)
Knowledge (history) = +9 (2 ranks + 3 class + 2 int +2 feat)
Knowledge (local) = +9 (2 ranks +3 class +2 int +2 feat)
Knowledge (nobility) = +16 (2 ranks + 3 class + 2 int +2 feat +7 class)
Knowledge (religion) = +9 (2 ranks +3 class +2 int +2 feat)
Linguistics = +6 (1 ranks + 3 class + 2 int)
Perception = +18 (14 ranks + 3 class + 1 wis)
Perform (act) = +18 (14 ranks +3 class +1 wis)
Perform (oratory) = +32 (14 ranks + 3 class + 1 wis +1 trait +4 feat +2 racial +7 class)
Perform (wind) = +8 (4 ranks +3 class +1 wis)
Profession (innkeeper) = +24 (14 ranks + 3 class + 1 wis +4 feat +2 racial)
Profession (cook) = +20 (14 ranks + 3 class + 1 wis +2 racial)
Profession (baker) = +12 (6 ranks + 3 class + 1 wis +2 racial)
Profession (brewer) = +12 (6 ranks + 3 class + 1 wis +2 racial)
Profession (gardener) = +10 (4 ranks + 3 class + 1 wis +2 racial)
Ride = +1*
Sense Motive = +1 (Use Perform Oratory)
Spellcraft = +11 (6 ranks +3 class +2 int)
Stealth = +5* (4 racial +1 dex)
Survival = +10 (9 ranks +1 wis)
Swim = +1*
*Armor Check Penalty -0
Languages: Common, Dwarven, Elven, Gnome, Halfling

Spells & Special Abilities:

Spells (Caster Level 14, Concentration +18)
Once per Day: Create Water
Zero (14): Detect Magic, Light, Mending, Message, Prestidigitation, Spark
First (15): (6/6) Cure Light Wounds, Deadeye's Lore, Fastidiousness, Silent Image, Tears to Wine, Unseen Servant
Second (16): (6/6) Cure Moderate Wounds, Dream Shield, Heroism, Invisibility, Locate Object, Mage Armor, Tongues
Third (17): (5/5) Cure Serious Wounds, Dispel Magic, Major Image, Phantom Steed, Scrying
Fourth (18): (5/5) Animal Ambassador, Bountiful Banquet, Cure Critical Wounds, Detect Scrying
Fifth (19) (2/2) Mass Suggestion, Persistent Image, Shadow Walk

Tea Ceremony: (Su) By spending 10 minutes preparing an elaborate tea ceremony, a geisha may affect her allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony’s effects last 10 minutes. The geisha must spend 4 rounds of bardic performance for each creature to be affected.

Geisha Knowledge: A geisha adds half her class level (7) on Craft (calligraphy) checks, Diplomacy checks, Knowledge (nobility) checks, and one type of Perform check (oratory); she may make checks with these skills untrained.

Bardic Performance: He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day (total 32).

Starting a bardic performance is a swift action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

If a bardic performance has an audible component, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual 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 (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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 21) 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 all 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 +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls. 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.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +4 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 21) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (2). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level (13). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (21) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute (total 3).
Oratory (Diplomacy, Sense Motive)
Act (Bluff, Disguise)
Sing (Bluff, Sense Motive)
Wind (Diplomacy, Handle Animal)

Well-Versed (Ex): The bard is resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th (x2).

Jack-of-All-Trades (Ex): The bard can use any skill, even if the skill normally requires him to be trained.

Equipment & Wealth:

Wearing most appropriate outfit for the task.
Vest of Endure Elements 1,000gp
Spectacles of Comprehension 2,500gp
Slippers of Scampering 1,200gp
Gloves of Personal Purity 1,000gp
Headband of Social Competence 1,000gp
Aegis of Recovery 1,500gp
Cloak of Resistance +1 1,000gp
Sleeves of Many Garments 200gp
Snapleaf 750gp
Ring of Protection +3
Ring of Spell Knowledge, II (Mage Armor loaded as a second level spell)
Fan, cold iron, MW (310gp) (2#)
Dagger, MW (302gp)(1#)
Holy Symbol to Cayden Cailean (nicely carved scroll work in a dark wood with mithral inlay) (50gp)
Alchemist’s Fire (20gp)(1#)
Holy Water (25gp)(1#)

Backpack (~283gp)(7#)
- Traveler's Any-Tool 250gp
- Alchemist’s Fire (20gp)(1#)
- Bedroll & winter blanket (1gp)(2#)
- Candle x5
- Rations x4 (1gp)(1#)
- Recorder, MW
- Sunrods x3 (6gp) (3#)
- Tindertwigs x5 (5gp)

Bag of Holding (type II) (5,000gp)(25#)
Forked metal rod (Ascaria's Create Demiplane focus)
Artisan's Outfit (baker) (1gp)
Artisan's Outfit (brewer) (1gp)
Artisan's Outfit (innkeeper) (1gp)
Cold Weather Outfit (8gp)
Courtier's Outfit (w/ 50gp of matching jewelry) (80gp)
Courtesan's Outfit (free)
Explorer's Outfit (10gp)
Hot Weather Outfit (8gp)
Noble's Outfit (w/ 100gp of matching jewelry) (175gp)
Scholar's Outfit (5gp)
Squier's Outfit (5gp)
Traveler's Outfit (1gp)
White Robe (for wind walking)
Assorted supporting clothing, shoes, etc. 100gp
Wine Cellar worth 2,000gp in a vast assortment of bottles and vintages (mostly wine, with some beer, and even a little mead)
Folding Table & two folding chairs w/ linen tablecloth and dining gear for two (24gp, 40#)
Alchemist's Kit (40gp, 24#)
Calligrapher's Kit (50gp, 5#)
Various trays and serving utensils (silver) (100gp, 10#)

Weight: 37# (medium load >44#, heavy load > 87#)
Total Gear: ~18,650gp
Total Cash: 2,250gp

Appearance:
Cedric Gammidge has a not inconsiderable wardrobe, primarily in dark subdued colors though the shirts are uniformly white, with a crispness that betrays the heavy starch. He has several pairs of shoes, depending on the needs of the moment, but all are polished to a high shine. His current pair are clearly designed to impress - a smooth black surface, shining so brightly in the light that it looks almost wet.

Background, Private Details:
Born into slavery in Cheliax in Westcrown. Cedric managed to earn his freedom in his young adult life - many years before his service was due. Lots of folks have wondered what lead to his freedom in such a way, particularly as he was a very valued servant in a very wealthy nobleman’s house. Cedric has remained mute on the subject, but some believe he committed the perfect murder - a poisoning - for his master.

With his new found freedom, he left Cheliax, hoping to leave the past behind him and travelled to Absalom - the warm center of the world. He worked in many fine establishments in a variety of roles, but there was always something missing. That old-world charm, the ways of the past - aristocrats to serve. And some part of him felt that by returning to his native land, he could, perhaps, enact change with his presence.

He took a job as the Chief butler to the House of Earl in Egorian, back home in Cheliax again. A very prestigious position to be sure, and it landed him quite a bit of wealth - though his time in Absalom had set him up well too. He served for several years, growing comfortable with his life and beginning again to relax into the rhythm of a servant’s life.

Then, he watched the Gauntlet with his liege and became fascinated by these upstarts, the Artists and Outcasts. Perhaps they are the ones to make change… he thought as he saw their unorthodox methods triumph in the ring. Simply amazing. It was clear to him that there was something else going on behind the scenes, but he could not put his finger on the what.

It took a while, but he was able to get out of his present position with the House of Earl. He travelled to the little town of Diamond Lake, to hunt down these heroes and pledge his service. He was not much of a combatant to be sure, but men and women such as these may not have the sort of support he can provide.

He saw the house they had been given and he recoiled in horror. Surely they have more taste than this? It is clear that there is much to do, and these people clearly need his aid.