Jemet Winderbole

Dickey's page

51 posts. Organized Play character for Leper.


Full Name

Dickey Baldfoot (DEAD)

Race

Halfling Bard (arcane duelist) HP 10/10 | AC:18 T:14 FF:15 CMD: 13 | F+2 R+7 W+2 | Init +5 | Perception +5 | Longsword +2/1d6+2/19-20/x2 | Sling +4/1d3+2/20/x2

Gender

M

Size

s

Age

20

Alignment

CN

Deity

none

Strength 12
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 8
Charisma 18

About Dickey

Halfling Bard (arcane duelist) 1
Favored class: Bard
PFS # 126047-5

Primary Stats (20 point buy)
Str 12 (5 points, -2 racial)
Dex 16 (5 points, +2 racial)
Con 12 (2 points)
Int 10 (0 points)
Wis 8 (-2 points)
Cha 18 (10 points, +2 racial)

Size: small
Speed: 20
Initiative: +5

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DEFENSE
AC: 18, Touch 14, Flat-footed 15 (+3 armor, +3 dex, +1 size, +1 shield)
HP: 10
CMB: 0 CMD:13
Saves:
Will +2 (+2 base, -1 wis, +1 racial)
Fort +2 (+1 con, +1 racial)
Ref +7 (+2 base, +4 dex, +1 racial)

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OFFENSE
BAB: 0
Long Sword +2 (1d6+2)
Sling +4 (1d3+2)
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Traits:

Reactionary (+2 initiative)

Magical Lineage: When you apply metamagic feats to the spell, Lesser Confusion, treat its actual level as 1 lower for determining the spell's final adjusted level.

Feats:
Arcane Strike
Extend Spell

Skills:
Acrobatics +5 (+3 dex, +2 racial)
Bluff +4 (+4 cha)
Climb +3 (+2 racial, +1 str)
Diplomacy +8 (+4 rank, +4 cha)
Disguise +8 (+4 rank, +4 cha)
Escape Artist +7 (+4 rank, +3 dex)
Perception +5 (+4 rank, -1 wis, +2 racial)
Perform(act) +8 (+4 rank, +4 cha)
Perform (stringed instruments) +8 (+4 rank, +4 cha)
Stealth +7 (+3 dex, +4 size)

Languages: Common, Halfling

Racial traits:

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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Class abilities:

Class Skill:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance (8 rnds/day): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. 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. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard 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.

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. This performance replaces countersong.

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 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 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 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 +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.
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Equipment:
Studded Leather Armor (25 gp)
Buckler (5 gp)
Long Sword (15 gp)
Sling, 10 bullets (1 sp)
Flask of Holy Water (25 gp)
Flask of Holy Water
Potion of Cure Light Wounds

Mundane Equipment:

Backpack (2 gp)
Bedroll (1 sp)
Explorer's Outfit (10 gp)
Hunk of cheese (1 sp)
Trail Rations, 8 days (4 gp)
Waterskin (1 gp)
Empty Sack (1 sp)
Rope 50 ft (1gp)
Brush (5 sp)
Perfume (5 gp)
Musical Instrument - Fiddle (5 gp)

Money:
6 gp
2 sp
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Spells Known:
0 (at will):Daze[DC 14], Detect Magic, Light, Prestigitation
1st (2/day):Cure Light Wounds, Lesser Confusion [DC 15]

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Background,Personality, and Appearance:

APPEARANCE

Wavy, auburn hair, piercing blue eyes, brilliant smile, and fitter than most halflings ever hope to be, Dickey is an exceptionally attractive halfling. He also takes pride in his hygiene, frequently combing his hair and applying a daily dose of his signature perfume, a blend of apple, mint, and rosemary fragrances.

PERSONALITY

Dickey aware of his sex appeal and wields it effortlessly. He laughs easily and flirts shamelessly with the opposite sex (and sometimes his own gender as well). He has been known to have flings with all varieties of races. As he puts it, "Dickey doesn't discriminate." (He also occasionally talks of himself in the third person, typically in admiration).

Everything he does seems to have a dramatic flair to it, a habit developed from his entertainer background.

BACKGROUND

Dickey was raised in a travelling troupe. His parents were both entertainers and acted as his mentors as much as they acted as his parents. He has been an actor in his parents plays and skits ever since he can remember and it is ingrained in his personality. As a young adult, he has split off from his parents' travelling show in an effort to find his own way into fame and fortune (he believes it to be his destiny given his natural talents).