Sajan Gadadvara

Deno'thar's page

235 posts. Organized Play character for David_Bross.


Full Name

Deno'thar

Race

| HP 77/77 | AC 25, T 14, FF 22 | CMD 22| F +12 R +16 W +13; +4 vs. bardic performance, language-dependent, and sonic; +2 vs. fear | Init +11 | Perc +24, SM +22

Classes/Levels

| Speed 30ft | Spells L1-5/7, L2-3/5, L3-3/4 | Bardic Performance 7/23 | Active Conditions: Heroism, Heightened Awareness, Mirror Image (7 images)(CL9)

Gender

Male NG Medium Human Bard 9

Size

M

Age

30

Alignment

NG

Deity

Chaldira Zuzaristan

Languages

Common, Infernal, Chelish, Celestial, Draconic

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 20

About Deno'thar

Deno'thar

Male human bard (sound striker) 9

NG medium humanoid (human)

Init +11; Senses Perception +20

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Defense

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AC 25, touch 14, flat-footed 22 (+8 armor, +2 Shield, +3 Dex, +1 Natural, +1 Deflection)

hp 77 (9d8+18+3(FCB)+8(Retraining))

Fort +10, Ref +14, Will +11; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear

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Offense

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Speed 30 ft.

Melee Mwk Cold Iron Longspear +9/+4 (1d8+2/3x)

Ranged sling +11/+6 (1d6+2) OR Weird Words +11/+11 (4d6+10 sonic,touch)

Special Attacks bardic performance 23 rounds/day (move action; countersong, distraction, fascinate [DC 19], Wordstrike, inspire courage +3, Weird Words), Flagbearer (+2 Morale Attacks, Damage, Saves vs Fear/Charm for all allies in 30’)

Performances and Masterpieces:

23 rounds/day, start as a move action, unless otherwise noted

Countersong, Fascinate (4 creatures, DC 19), Inspire Courage (as 13th level bard)

Spoiler:
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. 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.
, Wordstrike, Weird Words
Spoiler:
Weird Words (Su): At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.
, Dirge of Doom, Inspire Greatness, Symphony of the Elysian Heart
Spoiler:
Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.
Use: 1 bardic performance round per round.

Action: 1 round.


Triple Time
Spoiler:
Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).

Bard Spells Known (CL 9th; concentration +17)

3rd (4/day)—Dispel Magic , Haste, Purging Finale

2nd (5/day)—Heroism, Mirror Image, Cure Moderate Wounds (DC 17), Glitterdust (DC 17), Silence (DC 17), Gallant Inspiration, Tongues

1st (7/day)—Grease (DC 16), Heightened Awareness, Saving Finale, Remove Fear, Vanish, Unbreakable Heart, Expeditious Retreat, Timely Inspiration

0 (at will)—Detect Magic, Read Magic, Ghost Sound (DC 15), Light, Open/Close, Message

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Statistics

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Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 20

Base Atk +6; CMB +6; CMD 20

Feats Combat Reflexes, Skill Focus: Perception, Bodyguard, Arcane Strike, Flagbearer, Skill Focus: Knowledge (Arcana), Eldritch Heritage (Arcana)

Traits:

Faith: Fate’s Favored
Spoiler:
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
/[spoiler]

Social: Adopted (Halfling)[spoiler] As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

Race: Helpful

Spoiler:
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Skills Bluff +20, Diplomacy +20, Handle Animal +20, knowledge (Arcana) +19, Knowledge (Planes) +17, Knowledge (Dungoneering, Nature, Religion, Local) +16, Knowledge (Rest) +10, Linguistics +6, Perception +20, Perform (Sing, Wind) +20, Sense Motive +20, Spellcraft +8, Stealth +6, Use Magic Device +19

Languages Common, Infernal, Chelish, Celestial, Draconic

SQ bardic knowledge +4, lore master 1/day, versatile performances (Sing, Wind)

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Special Abilities

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Lore Master Deno'thar can take 10 on Knowledge checks. Once per day as a standard action, he can take 20 on any Knowledge check.

Versatile Performance (Sing, Wind) +20 (Ex) Lem can use his bonus for Perform (wind) in place of his normal bonus when making Diplomacy or Handle Animal checks, and Perform (Sing) when making Bluff or Sense Motive checks.

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Worn Items:

Belt: Belt of Incredible Dexterity +2

Eyes: Eyes of the Eagle

Hands: Gloves of Arcane Striking

Spoiler:
These soft leather gloves are decorated with even rows of mithral rivets.

Requirement: Only a spellcaster with the Arcane Strike feat can activate the abilities of these gloves.

These abilities are as follows:

When the wearer uses the aid another action to improve an ally’s attack roll, the ally adds the wearer’s Arcane Strike damage bonus to its damage roll for that attack.

When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer’s Arcane Strike damage bonus. This damage is of the same type as the weapon’s damage (bludgeoning, piercing, and so on).

When the wearer uses the aid another action to improve an ally’s Armor Class, the ally also adds the wearer’s Arcane Strike damage bonus to his AC against the opponent.

Head: Circlet of Persuasion: This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.

Headband: Headband of Alluring Charisma +2

Neck: Amulet of Natural Armor +1

Ring: Ring of Protection +1

Shoulders: Cloak of Resistance +3

Slotless: Banner of Ancient Kings (Glyph of the Open Road)

Spoiler:
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity).

When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings—once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.

If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.

Armor: Mithral Benevolent Breastplate +2

Shield: Darkwood Buckler +1

slotless: Lucky horshoe

Spoiler:
Although it appears to be a simple horseshoe, a lucky horseshoe focuses and channels the mystical energies of good fortune. As long as a lucky horseshoe’s owner carries it on her person, she gains a +1 luck bonus on saving throws. Once per day, she can invoke the lucky horseshoe’s power to gain a +4 luck bonus on a single saving throw. She must declare that she is using this ability before the roll is made.

Familiar:

Greensting Scorpion, protector archetype (Bodyguard) [as 7th level wizard]

Attack +5

HP=37, AC=18, stealth=+19, Ini+5, wisdom 10, int 9 (Perception+12), Loyal Bodyguard (combat reflexes (4AoO) and bodyguard)
Retrained: Additional Traits (Adopted, Helpful)

Shield Master

Other Magic Items:

Wand of Cure Light Wounds 33 Charges

Wand of Long Arm 45 Charges

Potion of Fly

2 scrolls lesser restoration
Scroll of Monkey Fish
Scroll of Faerie Fire 3x
Scroll of Align Weapon 5x

Other Gear:
Masterwork Backpack, Wayfinder, Spell Component Pouch 3x, Bard’s kit, Flute, Courtier’s Outfit, 2 Spring Loaded Wrist Sheaths, Familiar Satchel

Chronicle Boons:

Savior of the Tapestry [][]: Acrobatics/Swim +18 skill check, add 1d6 to damage rolls for 1 round
Radient Ruby Feathers[][]: SLA (CL=char level) Burning Hands, Cure Moderate Wounds, Lesser Restoration, Cure Serious Wounds, Fireball, Scorching Ray, Cure Critical Wounds, Restoration, Wall of Fire

Return the Favor: Recover body 0 prestige cost

[X][][]Worthy Foe: Undead +2AC or +2 bonus on saves against their stuff, swift action

[X] Righteous Redemption

Lore of Lotus Annals: +2 Circumstance bonus on Knowledge concerning naga, nagaji, nation of nagajor, and the goddess Nalinivati.

Smines Best

[X] Averted Mauling:

Master of Blades Saved: +4 circumstance bonus on diplomacy and intimidate on members of PFS at or lower than your level

Tapestry Fast Travel

Harvestmaster's Bane +2 Intimidate vs worshipers of Zyphus

Confirmed Field Agent

Explore, Report, Cooperate

Friend of Janira Gavix

Extra Hours

Expanding Trade Network +2 to Day Job checks

Background:
Deno’thar was orphaned early in Absolom and raised by Halflings in Eastgate. He was raised in a large family with 9 Halfling siblings. His father was a librarian and his mother was a singer. He was instilled with a profound respect for education from an early age, and always had a love for the arts. It was this love of knowledge that eventually led him to join the pathfinder society, shortly after his coming of age ceremony where his brothers devised an obstacle course that’d be easy for anyone of standard halfling stature. He primarily studied under Kreighton Shane, showing relatively little prowess under the master of blades, but he also learned to cast a few spells under Aram Zey. In his first few missions under the society he came to realize that the lessons he’d learned all his life from his halfling family applied equally well as an adventurer. You don’t need to show others up or be the best at any one thing, but if you support your allies and sufficiently fill the gaps between their knowledges, success is sure to come. He prefers to let others take the lead as they explore, but can always lend a hand with conventional abilities, a bardic performance, or a quick spell. His adventures with the society have been numerous, and he always writes extensive chronicles.

skills:

Bluff +20 (Versatile Performance: Sing)

Diplomacy +20 (Versatile Performance: Wind)

Handle Animal +20 (Versatile Performance: Wind)

Knowledge: Arcana +19 [7 ranks, 2 int, 3 trained, 4 bardic knowledge, 3 skill focus]

Knowledge: Dungeoneering +16 [7 ranks, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Engineering +10 [1 rank, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Geography +10 [1 rank, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: History +10 [1 rank, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Local +16 [7 ranks, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Nature +16 [7 ranks, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Nobility +10 [1 rank, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Planes +17 [8 ranks, 2 int, 3 trained, 4 bardic knowledge]

Knowledge: Religion +16 [7 ranks, 2 int, 3 trained, 4 bardic knowledge]

Linguistics +6 [1 rank, 2 int, 3 trained]

Perception +20 [9 ranks, 3 trained, 3 skill focus, 5 competence]

Perform: Sing +20 [9 ranks, 5 charisma, 3 trained, 3 Competence]

Perform: Wind +20 [9 ranks, 5 charisma, 3 trained, 3 Competence]

Sense Motive +20 (Versatile Performance: Sing)

Spellcraft +8 [3 ranks, 2 int, 3 trained]

Stealth +6 [1 rank, 3 dex, 3 trained, -1 armor check]

Use Magic Device +19 [8 ranks, 5 cha, 3 trained, 3 Competence]

Acrobatics +2 (untrained)

Appraise +2 (untrained)

Climb -1 (untrained)

Disguise +8 (untrained)

Escape Artist +2 (untrained)

Fly +2 (untrained)

Heal +0 (Untrained)

Intimidate +8 (untrained)

Profession 0 (untrained)

Ride +2 (untrained)

Swim -1 (untrained)

FCB:
3HP, Triple Time Masterpiece, 2 1st level spells known, 3 2nd level