Ramona Avandth

Darla Uskwold's page

313 posts. Alias of Profession Smith 6 ranks.


Race

Female Human (Taldan) Bard 2 | HP -12- 26/26 [0 NL] | AC 18 | Perc +6, Stealth +7 (+2 Init)| Fort +7, Ref +7, Will +6 | Speed 25 ft. | Spells: 1st 0/3 | Focus 2/2

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

About Darla Uskwold

Darla Uskwold
Bard 2 - Human (Taldan) - Barkeep
Neutral Good, female, Age 19
Senses Perception +6 (E)
Strength 10 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 10 (+0), Charisma 18 (+4)
Languages: Common, Dwarven, Halfling
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DEFENSE
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AC 18 (T) (+3 Dex, +4 Prof, +1 Item)
HP 26
Fort +7 (E), Ref +7, (T), Will +6 (E); Perception +6
Defensive Abilities -
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OFFENSE
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Speed 25 ft.
Spell attack +8 (T)
Melee Rapier +7 (T) (1d6) (P, deadly d8, disarm, finesse)
Melee Dagger +7 (T) (1d6) (P, agile, finesse, thrown 10 ft., versatile S)
Melee Light Mace +7 (T) (1d4) (B, agile, finesse, shove)
Melee Sap +4 (T) (1d6) (B, agile, nonlethal)
Melee Unarmed Strike +7 (T) (1d6) (B, agile, finesse, nonlethal, unarmed)
Ranged Sling +7 (T) (1d6, 50 ft.) (B, propulsive)
Special Attacks -

Barkeep Background:

BARKEEP BACKGROUND
You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize.
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
You’re trained in the Diplomacy skill and the Alcohol Lore skill. You gain the Hobnobber skill feat.

Attack Macros:

[dice=unarmed Strike (agile, finesse, nonlethal, unarmed)]1d20+7[/dice] for [dice=bludgeoning nonlethal damage]1d4[/dice]

[dice=rapier (deadly d8, disarm, finesse)]1d20+7[/dice] for [dice=piercing damage]1d6[/dice] plus [dice=deadly damage on crit]1d8[/dice]

[dice=dagger (agile, finesse, thrown 10 ft., versatile S]1d20+7[/dice] for [dice=piercing or slashing damage]1d4[/dice]

[dice=light mace (agile, finesse, shove)]1d20+7[/dice] for [dice=bludgeoning damage]1d4[/dice]

[dice=sap (agile, nonlethal)]1d20+4[/dice] for [dice=bludgeoning, nonlethal damage]1d6[/dice]

[dice=sling (propulsive)]1d20+7[/dice] for [dice=bludgeoning damage]1d6[/dice]


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FEATS AND ABILITIES
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Incredible Initiative (from Versatile Heritage)
Hobnobber (from Barkeep Background)
Canny Acumen (Fort saves) (Ancestry feat--human; General Training)
Lingering Composition (Bard class feat)
Level One Feats:

INCREDIBLE INITIATIVE FEAT 1
GENERAL
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

HOBNOBBER FEAT 1
GENERAL SKILL
Prerequisites trained in Diplomacy
You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

CANNY ACUMEN FEAT 1
GENERAL
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

LINGERING COMPOSITION FEAT 1
BARD
Prerequisites maestro muse
By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell (page 387). Increase the number of Focus Points in your focus pool by 1.


Level Two
Cantrip Expansion (Bard Feat 2)
Hefty Hauler (Skill Feat 1)
Level Two Feats:

CANTRIP EXPANSION FEAT 2
BARD
Study broadens your range of simple spells. Add two additional cantrips from your spell list to your repertoire.

HEFTY HAULER FEAT 1
GENERAL SKILL
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.


SKILLS (Trained or greater in bold)
Acrobatics +7 (T) (+4 Prof, +3 Dex)
Arcana +1 (+1 Int)
Athletics +4 (T) (+4 Prof)
Craft +1 (+1 Int)
Deception +8 (T) (+4 Prof, +4 Cha)
Diplomacy +8 (T) (+4 Prof, +4 Cha)
Intimidation +4 (+4 Cha)
Lore (Alcohol) +5 (T) (+4 Prof, +1 Int)
Medicine +0
Nature +0
Occultism +5 (T) (+4 Prof, +1 Int)
Performance +8 (T) (+4 Prof, +4 Cha)
Religion +0
Society +5 (T) (+4 Prof, +1 Int)
Stealth +7 (T) (+4 Prof, +3 Dex)
Survival +0
Thievery +3 (+3 Dex)
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EQUIPMENT
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EQUIPMENT (gp cost, Bulk)
TOTAL BULK: 2.7
leather armor (2, 1)
rapier (2, 1)
dagger (.2, L)
light mace (.4, L)
sap (.1, L)
sling (0, L)
10 sling bullets (.01, L)
bandolier (.1, --)
belt pouch (.04, --)
hooded lantern (.7, L)
material component pouch (.5, L)
2 pints oil (.02, --)
1 week’s rations (.4, L)
waterskin (.05, L)
3 sheathes (.03, --)

Weapons: rapier, dagger, light mace, sap, sling and 10 bullets
Armor & Shield: leather
Worn:backpack, bandolier, belt pouch (2), waterskin
Bandolier: minor healing potion
Backpack:
Belt Pouch:

Total Bulk: 3 Bulk and 8L
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SPELLS
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Spell DC 18 (T)
Spell Attack +8 (T)
Muse: Maestro (add Lingering Composition feat, soothe to spell repertoire)
Focus Pool 2/2
Composition/Focus spells inspire courage (cantrip), counter performance (focus 1)
Cantrips (5) - chill touch*, daze, detect magic, light, prestidigitation, shield, telekinetic projectile*
* via Cantrip Expansion bard feat
1st level (3) - color spray, magic missile, magic weapon, soothe

BACKSTORY
Darla Uskwold is the third of four children born to Trinil Uskwold and her now-deceased husband, Karldan, who was killed in action when the local sheep rustlers suspected to be some rogue goblins or the like instead turned out to be a hungry wyvern. Her family has produced an inordinate number of adventurers over the years, and her two elder brothers have previously answered the Call for Heroes and now travel throughout Isger, Old Cheliax, and wider Avistan in search of glory, honor, and treasure. Darla has become something of a local celebrity, having performed at each of Breachill’s taverns at one time or another (all the better to hear news and rumors from all walks of life). Currently, she works mainly at her mother’s tavern (the Wizard’s Grace), but on her free days (or when she’s quarreling with Trinil), Darla visits Cayden’s Keg to sing for coin and occasionally fill in as a barkeep. The Keg’s owner, the priestess Brynne Taithe, is like a second (often cooler) mother to Darla, and the young bard has taken to Cayden’s fairly carefree outlook on life.

Darla’s muse is, of course, none other than the town’s beloved founder, Lamond Breachton. Although she’s no wizard, Darla dabbles in magic and sees its value and potential. Like Breachton, Darla has a desire to help the unfortunate, and the young woman sees the value of inspiring generations of local heroes to deal with the area’s dangers and problems, possibly becoming the town's future leaders.

Darla answered the Call of Heroes recently, joining the party led by Neven Deckard that killed or chased off a pack of wolves from the outlying farms a month or so back. Afterward, Neven tried to court the young bard and barkeep, but the two young people mixed like oil and water. The resultant awkwardness led Darla to leave Neven’s adventuring group, so she didn’t go off to investigate the alleged bandits congregating around Guardian’s Way.

Old Background Stuff:

Although some of the locals initially expected the young bard to accept a Call for Heroes in the two years since her second-oldest brother did so and left town, most citizens now expect the gregarious young woman to remain in Breachill with her mother and perhaps take over proprietorship of the Wizard’s Grace once Trinil retires. In truth, Darla has been biding her time, waiting both for her younger brother Daltan to reach majority and for just the right mission to come along. That time has come.