Ekaym Smallcask

Donkor Geddarm's page

38 posts. Alias of Dennis Harry.


Full Name

Donkor Geddarm

Race

Shadow's Status | Human

Classes/Levels

Human Bard 2 | | HP 16/16 | BP 20/20 | AC 18 | F+2 | R+7 | W+9 | Per+5 | Ini+3

Gender

Male

Size

6'3" 165 lb.

Age

22

Alignment

Chaotic Good

Deity

Desna

Location

Absalom

Languages

Common, Elven, Draconic

About Donkor Geddarm

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 20

Human Bard 2 (Arcane Healer – Soundstriker) - CG
HP=16 (8+1 + 6+1)
Initiative - +3
Speed 30’

Languages – Common, Elven, Draconic

AC= 18 (Chain Shirt – Attuned - +3 Dex)
CMB +4
CMD 14

Base Attack +1
Melee Weapon – Rapier (Attuned) - +5 – 1d6+3
Ranged Attack +4 – Bardic Powers
Shortbow – +4 – 1d6+3 (20 arrows) – (4 Trip Arrows) – (

Fort + 2
Ref + 7
Will + 9

Gain a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Automatic Bonus Progression – Level 1 & 2 – N/A, 3 - Resistance +1, 4 – Armor Attunement +1 & Weapon Attunement +1

+4 saves vs bardic performance, sonic, and language dependent effects.

Feats

Proficient all Simple Weapons + Longsword, Rapier, Sap, Short Sword, Shortbow, and Whip.

Light Armor and shields. Can cast Bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

(Human Bonus) Spellsong
You can blend the power of your performance and spellcasting.
Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.
Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

(Level 1) Extra Performance - x1

Intended Feat Progression –
Level 3 – Extra Performance,
Level 5 - Skill Focus – Performance
Level 7 – Discordant Voice

Traits

Maestro of the Society (Bard, Society) – Grand Lodge of Pathfinder Society Bard College Absalom – Professor.
The skills of the greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults you have access to.
Prerequisite: You must have the bardic performance class feature.
Benefit: You may use bardic performance 3 additional rounds per day.

Savant
From a very young age, the ability to master performance types has come quite naturally to you.
Benefit: Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Operatic - You gain a +1 trait bonus on Perform (sing) checks. Furthermore you have memorized the works of many sung in an ancient tongue (choose an ancient language), granting you a +2 trait bonus on Linguistics checks when trying to decipher the chosen language.

Drawback

Vain
You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Special Abilities:

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

Bardic Performance – Standard Action (20 [4+Cha 5+3 Trait+6 Feat+2 Lvl 2] Rounds Per 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.

Countersong (Su) - At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible 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 (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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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.

Well Versed - At 2nd level, the bard becomes 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.

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.

Channel Energy – 3d6 1x per day - At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.

This ability replaces versatile performance.

Skills: 6+2 Per Level +1 Human x2 = 18

Acrobatics - +7 (Ranks 1 +3+3)
Athletics (Climb & Jump & Swim) - +4 (Ranks 1 +3)
Bluff (Disguise) - +9 (Ranks 1 +3+5)
Diplomacy - +9 (Ranks 1 +3+5)
Escape Artist - +7 (Ranks 1 + 3+3)
Intimidate - + 9 (Ranks 1 +3+5)
Knowledge Arcana - +7 (Ranks 1 +3+1+2)
Knowledge Local - +7 (Ranks 1 +3+1+2)
Knowledge Nature - +7 (Ranks 1 +3+1+2)
Knowledge Planes - +7 (Ranks 1 +3+1+2)
Knowledge Religion - +7 (Ranks 1 +3+1+2)
Perception - +5 (Ranks 2 +3+0)
Sense Motive - +4 (Ranks 1 +3+0)
Sleight of Hand - +7 (Ranks 1 +3+3)
Spellcraft - +6 (Ranks 1 +3+2)
Stealth - +7 (Ranks 1 +3+3)
Use Magic Device - +9 (Ranks 1 +3+5)

Background Skills: 4

Appraise - +2 (0+2)
Craft - +0
Handle Animal - +5 (0+5)
Knowledge – Engineering – +1 (0+1)
Knowledge – Geography – +7 (Ranks 1 + 2 +3+1)
Knowledge – History - +7 (Ranks 1 + 2 +3+1)
Knowledge – Nobility - +1 (0+1)
Linguistics - +0 (0)
Perform – +13 (2 Ranks + 5 + 2 + 3 +1) Oratory
Profession – Professor – +1 (+1)

Spells:

APG – Favored Class Bonus - Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Known

Level 0 – DC 15 – 5+2 – Detect Magic, Ghost Sound, Light, Mage Hand, Message, Prestidigitation, and Sift

Level 1 – DC 16 – 3 – Chord of Shards, Cure Light Wounds, Hideous Laughter

Per Day -

Level 1 – 4

Gear:

Non-Magical - Backpack, Waterskins (2), Torches (10), Flint & Steel, Rope 50' (silk), Grappling Hook, Tent, Winter Blanket, Second and Third set of clothes.

Magical – Everburning Torch (2)

GP = 356
SP = 9

---

Description: Donkor is a tall wiry young man standing 6’3” but only weighting 165 lb. soaking wet. He has long dirty blonde hair and grey eyes. Only 22 years old his height and good looks have gotten him very far in life so far. The most distinctive thing about Donkor is his singing voice. Many say that Desna blessed the boy and that the blessing has continued.

Background: Donkor grew up in Carpenden the nephew of the famous Volothamp Geddarm. Being smitten with his famous Uncles’ world travels and his close relationship with the world famous Pathfinder Society, Donkor longed to emulate his Uncle. He began to perform in the streets of Carpenden at 12 to make enough coin to move somewhere warmer and more cosmopolitan. His parents longed for his to hold a steady job and work at the local university but that was their dream not his.

Once Donkor had the coin, just 17 years old, he fled Carpenden seeking out his famous Uncle. Arriving in Absalom he had just missed the man as his work on that city was complete and Volo moved on to another locale. Donkor once again sang for meals and became a regular performer at the Crimson Coin. He would marvel at the amount of people who would head down the well into the infamous Arena. He considered joining a mercenary group himself once or twice but refrained as he saw how few of these groups actually returned from their adventures!

After some time, performance was noted by some in the city. In conjunction with the recommendation from his employer Donkor was accepted as a junior member of the Pathfinder Society with the very same Grand Lodge that his Uncle was a member of! No doubt his own Uncle’s membership had something to do with his selection but Donkor also earned it on his own merit.

Not only did he learn but he was expected to teach something he wrote his parents about to amuse them. That has been his life for the past 3 years. Learning and teaching becoming exactly what his parents wanted in many ways but not what he wanted, to be an adventurer like his uncle…

Old Donkor Geddarm:

Human Bard 6 (Arcane Healer – Soundstriker) - CG

HP=42 (d8+1+1)

Initiative - +0
Speed 30’

AC= 15 (Chain Shirt +1)
CMB +3
CMD 13

Strength 8 – -1
Dexterity 11 – 0
Constitution 12 – +2
Intelligence 13 – +1
Wisdom 9 – -1
Charisma 20 – +5

Base Attack +4

Melee Weapon – Rapier - +3 – 1d6-1

Ranged Attack +4 – Bardic Powers
Shortbow – +4 – 1d6 (20 arrows)

Fort + 5
Ref + 7
Will + 6

+4 saves vs bardic performance, sonic, and language dependent effects.

Feats –
Proficient all Simple Weapons + Longsword, Rapier, Sap, Short Sword, Shortbow, and Whip – Light Armor and shields. Can cast Bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Extra Performance x2, Skill Focus – Performance

Spellsong
You can blend the power of your performance and spellcasting.
Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.
Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Level 7 Intended Feat – Discordant Voice

Traits –
Maestro of the Society (Bard, Society) - New Olamn Bard College Waterdeep - Professor
The skills of the greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults you have access to.
Prerequisite: You must have the bardic performance class feature.
Benefit: You may use bardic performance 3 additional rounds per day.

Savant
From a very young age, the ability to master performance types has come quite naturally to you.
Benefit: Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Drawback

Drawback
Vain
You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Special Abilities:
Bardic Knowledge
Bardic Performance – Standard Action (34 Rounds Per Day) can be maintained each round as a free action.
Countersong
Distraction
Well versed

Channel Energy – 3d6 2x per day.
At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.
This ability replaces versatile performance.

Inspiring Healing (Sp)
At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability.
At 11th level, the arcane healer can expend 2 rounds of bardic performance to cast cure moderate wounds as a spell-like ability.
At 17th level, he may instead expend 2 rounds of bardic performance to cast cure serious wounds as a spell-like ability. No single target may be affected by an arcane healer’s inspiring healing ability more than once in a 24-hour period.
This ability replaces loremaster.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.
This performance replaces inspire competence.

Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
This performance replaces suggestion.

Skills: (6 + 1 + 1) = (48)

Acrobatics - +7 (Ranks 4 + 3)
Bluff - +10 (Ranks 2 + 3 + 5)
Climb - +5 (Ranks 3 + 3 – 1)
Diplomacy - +9 (Ranks 1 + 3 + 5)
Disguise - +12 (Ranks 4 + 3 + 5)
Escape Artist - + (Ranks 1 + 3 +
Intimidate - + 0
Knowledge Arcana - +9 (Ranks 2 +3 + 1 +3)
Knowledge Local - +9 (Ranks 2 + 3 + 1+3)
Knowledge Nature - +9 (Ranks 2 + 3 + 1+3)
Knowledge Planes - +8 (Ranks 1 + 3 + 1+3)
Knowledge Religion - +9 (Ranks 2 + 3 + 1+3)
Perception - +8 (Ranks 6 + 3 -1)
Sense Motive - +8 (Ranks 6 + 3 -1)
Sleight of Hand - +6 (Ranks 3 + 3)
Spellcraft - +6 (Ranks 2 + 3 + 1)
Stealth - +9 (Ranks 6 + 3)
Use Magic Device - +9 (Ranks 1 + 3 + 5)

Background Skills:
Appraise - +2 (Rank 1 + 1)
Craft
Handle Animal
Knowledge – Engineering – +4 (1+3)
Knowledge – Geography – +5 (Ranks 1 + 1 +3)
Knowledge – History - +5 (Ranks 1 + 1 +3)
Knowledge – Nobility - +5 (Ranks 1 + 1 +3)
Linguistics
Perform – +19 (6 Ranks + 3 + 3 + 5 + 2) Oratory
Profession – Professor – +1 (Ranks 2 – 1)

Gear: Non-Magical - Backpack, Waterskins (2), Torches (8), Flint & Steel, Rope 50' (silk), Tent, Winter Blanket, Second and Third set of clothes.

Gear: Magical - Ring of Feather Falling. Headband of Alluring Charisma, Cloak of Resistance +2, Chain Shirt +1, Everburning Torch (2)

1628

Scrolls-

Concentration +11

Spells Known:
0th – 6 -
1st Level – 4 – Expeditious Retreat, Grease, Hideous Laughter, Sleep
2nd Level – 4 – Cure Moderate Wounds, Hold Person, Silence, Tongues

Spells Per Day:
1st Level - 6
2nd Level – 4

Description: Donkor is a tall wiry young man standing 6’3” but only weighting 165 lb. soaking wet. He has long dirty blonde hair and grey eyes. Only 22 years old his height and good looks have gotten him very far in life so far. The most distinctive thing about Donkor is his singing voice. Many say that Milil blessed the boy and that the blessing has continued.

Background: Donkor grew up in Neverwinter the nephew of the famous Volothamp Geddarm. Being smitten with his famous Uncles world travels and his close relationship with a world famous figure such as Elminster, Donkor longed to emulate his Uncle. He began to perform in the streets of Neverwinter at 12 to make enough coin to move somewhere warmer and more cosmopolitan. His parents longed for his to hold a steady job and work at the local university but that was their dream not his.

Once Donkor had the coin, just 17 years old, he fled Neverwinter seeking out his famous Uncle. Arriving in Waterdeep he had just missed the man as his work on that city was complete and Volo moved on to another locale. Donkor once again sang for meals and became a regular performer at the Yawning Portal Inn. He would marvel at the amount of people who would head down the well into the infamous dungeon of Undermountain. He considered joining a mercenary group himself once or twice but refrained as he saw how few of these groups actually returned form the place!

Then it happened, the unthinkable, from the sea rose hordes of creatures bent on the destruction of the City of Splendors. Whether one wanted to fight or not, they had to fight to survive. Donkor fought and survived. His performance was noted by some in the city. In conjunction with the recommendation from his employer Durnan the Wanderer, Donkor was accepted into the New Olamn Bard school.

Not only did he learn but he was expected to teach something he wrote his parents about to amuse them. That has been his life for the past 3 years. Learning and teaching becoming exactly what his parents wanted in many ways but not what he wanted, to be an adventurer like his uncle…