Daffy Johns's page

167 posts. Organized Play character for Dennis Muldoon.

Full Name

Daffy Johns


| HP: 35/35 | AC: 18 (13 Tch, 15 Fl) | CMB: +3 CMD: 16 | F: +3, R: +8, W: +4 | Init: +3 | Perc: +3 (dark 60ft), SM: +15


| Speed 30ft, Swim 30ft. | Bardic Performance: 15/20 | Spells: 2nd: 0/3, 1st 5/6 | Active conditions: Lucky number 7


Male CG Undine Bard (Watersinger) 5






Osiriani (Modern), Osiriani (Ancient), Aquan, Common



About Daffy Johns

It started as a trick. A way to draw in the crowds, and to entertain my niece when my brother was in town. Well, really, it started as a surprise. Hours spent playing by the waterside and I'd gotten pretty good at incorporating the sounds of the water into my music. The lapping of waves, the dripping of rain - these were my accompaniment, and I could fit my songs in and around them. Eventually, i got good enough at it that the water almost seemed to be keeping time with me, instead of the other way around. Well what else could I do? I made it part of my act! Some merchant walking by with a coin in her pocket sees a busker cranking a hurdy-gurdy, maybe she stops maybe she doesn't. But if the puddle next to him is movin' and groovin' right along with him? Now she'll stay and watch! Any busker worth his rosin will tell you that once you've made them stop and listen, the coin may as well be in your purse already. Even better was when the little one was hanging out with me while her pops was doin' business. What's more fun to a six year old than a puddle that dances with you? And let me tell you, a dancing puddle draws a crowd, but a small child dancing with the puddle? That will draw a party!

Listen, life in a big city is what it is. Thieves are a fact of life, and your best bet is to stay out of it if it ain't your scratch at stake. I don't know why I didn't listen to my own good advice that day. As the kid ran by, purse in hand and its former owner in pursuit, I sure wasn't gonna stop him myself. My song changed a little, though; without me even thinking about it, the water reached up and grabbed at his foot. He stumbled a little and almost fell, but it wasn't quite enough and off he went. My disappointment surprised me. What did I care? But that's just it: I did care. I wanted to stop him. I guess that's why I found myself standing in front of the Sandswept Hall a few days later. Maybe with the Society I can actually help, though I'm sure I'll be regretting my choice real soon. Ah well, my brother's been tellin' me for years to get a job....

Stat Block:

Daffy Johns
Male undine bard (watersinger) 5 (Pathfinder RPG Advanced Race Guide 176, Pathfinder RPG Bestiary 2 275)
CG Medium outsider (aquatic, native)
Init +3; Senses darkvision 60 ft.; Perception +3
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex; +2 deflection vs. evil)
hp 35 (5d8+7)
Fort +3, Ref +8, Will +4 (+6 vs. charm and compulsion); +4 vs. bardic performance, language-dependent, and sonic; +2 resistance vs. evil
Resist cold 5
Speed 30 ft., swim 30 ft.
Melee gladius +3 (1d6/19-20) or
. . sap +3 (1d6 nonlethal) or
. . other melee natural attack +8 (1d6+5)
Ranged shortbow +6 (1d6/×3)
Special Attacks bardic performance 20 rounds/day (countersong, distraction, inspire courage +2), waterstrike
Bard (Watersinger) Spells Known (CL 5th; concentration +10)
. . 2nd (3/day)—aqueous orb[APG] (DC 17), calm emotions (DC 17), glitterdust (DC 17), heroism, hydraulic torrent[APG], water walk
. . 1st (6/day)—ear-piercing scream[UM] (DC 16), grease, hydraulic push[APG], liberating command[UC], saving finale[APG] (DC 16), slipstream[APG] (DC 16)
. . 0 (at will)—create water, daze (DC 15), detect magic, message, open/close (DC 15), prestidigitation, read magic
Str 10, Dex 16, Con 12, Int 12, Wis 9, Cha 20
Base Atk +3; CMB +3; CMD 16
Feats Harmonic Spell[ISWG], Lingering Performance[APG], Spellsong[UM]
Traits irrepressible, maestro of the society
Skills Acrobatics +7, Bluff +11, Climb +4, Diplomacy +15, Disguise +11, Intimidate +11, Knowledge (arcana) +7 (+8 Performed while in Grand Lodge), Knowledge (dungeoneering) +7 (+8 Performed while in Grand Lodge), Knowledge (engineering) +7 (+8 Performed while in Grand Lodge), Knowledge (geography) +7 (+8 Performed while in Grand Lodge), Knowledge (history) +9 (+10 Performed while in Grand Lodge, +11 Associated with Cheliaz), Knowledge (local) +7 (+8 Performed while in Grand Lodge, +9 Associated with Cheliaz), Knowledge (nature) +7 (+8 Performed while in Grand Lodge), Knowledge (nobility) +7 (+8 Performed while in Grand Lodge, +9 Associated with Cheliaz), Knowledge (planes) +9 (+10 Performed while in Grand Lodge), Knowledge (religion) +7 (+8 Performed while in Grand Lodge), Linguistics +6, Perception +3, Perform (dance) +12, Perform (oratory) +15, Perform (string instruments) +17, Sleight of Hand +7, Spellcraft +5, Stealth +7, Swim +12, Use Magic Device +13
Languages Ancient Osiriani, Aquan, Common, Osiriani, Polyglot
SQ amphibious, bardic knowledge +2, hydrated vitality[ARG], lifewater, versatile performance (oratory), watersong
Combat Gear cold iron arrows (17), oil of daylight, potion of cure light wounds, wand of cure light wounds (44 charges), wand of sound burst (10 charges), acid (2), alchemist's fire (2), alkali flask[APG] (2), holy water (4); Other Gear +1 mithral shirt, gladius[UC], sap, shortbow, chime of opening, circlet of persuasion, lesser, cloak of resistance +1, handy haversack, headband of alluring charisma +2, aspis badge (bronze), bandolier[UE], bedroll, camping gear , chalk, flint and steel, grappling arrow[UE], Hurdy-Gurdy, masterwork backpack[APG], masterwork Hurdy-Gurdy, silk rope (50 ft.), trail rations (3), waterskin, wrist sheath, spring loaded, 2,957 gp, 3 sp, 9 cp
Special Abilities
Amphibious (Ex) You can survive indefinitely on land.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 20 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Harmonic Spell Casting spells extends duration of bardic performance
Hydrated Vitality (10 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Lifewater (Su) Target becomes sickened for 1d4 rounds.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Spellsong Combine spellcasting and bardic performance
Swim (30 feet) You have a Swim speed.
Versatile Performance (Oratory) +15 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Watersong (Two 5-ft cubes, hardness 1) (Su) Use bardic performance to manipulate and control water.
Waterstrike (1d6 damage) (Su) Water you are controlling can make attacks.

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In-scenario equipment:


Watersong(Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it. This ability replaces fascinate, suggestion, and mass suggestion.

PFS Credits:

1 - #5-08 The Confirmation (PbP)
2 - Gallows of Madness: The Festering Blot (GM)
3 - #7-14 Faithless and Forgotten, part 1 (GM)
4 - #7-16 Faithless and Forgotten, part 2 (GM)
5 - #7-18 Faithless and Forgotten, part 3 (GM)
6 - #6-19 Test of Tar Kuata (GM)
7 - #5-06 You Have What You Hold (PbP)
8 - #9-04 The Unseen Inclusion (F2F)
9 - #9-15 The Bloodcove Blockade (GM)
10 - #9-10 Signs in Senghor (GM)
11- #9-18 Scourge of the Farheavens (F2F)
12 - #9-16 Fallen Family, Broken Name (GM)

Resources used in [scenario]: