Nickold Starweather

Drafton Upton's page

227 posts. Alias of Patrick Bailey.


Full Name

Drafton Upton

Race

Halfling

Classes/Levels

Bard (Archivist) Level 1, HP: 8/8/ Non-lethal damage: 0/8 Ac: 15/ Touch: 13/ FF: 13/ Fort: +1/ Reflex +5/ Will +8 (+2 vs. Illusions/Fear/emotion)/ Init: +2/ Percep; +9/ Bard perf: 4/6/ Fear Level: 0/7/ Sanity Score 43/43/

Gender

Male

Size

Small

Age

28

Special Abilities

Bardic performance 6/6 rounds per day.

Alignment

Chaotic neutral

Languages

Halfling, Taldrin,

Occupation

Artist,

Strength 10
Dexterity 15
Constitution 10
Intelligence 12
Wisdom 16
Charisma 15

About Drafton Upton

Appearance & Personality:

Spoiler:

Height: 3'1
Weight: 32 lbs.

Drafton is of average height with a slightly thicker upper body than most Halfling's have. He is more intense than most among his race, given his unlikely mix of anger and strangely unassailable nature.

He sometimes comes across as insensitive and selfish in nature. Which is true. He often doesn't seem to understand others need for giving in to fear and will question the necessity for it. He will be the first to voice his displeasure at what he considers a bad idea.

If given the ability he enjoys creating works of art, although thanks to his early fascination with darker material, only a small percentage of the populace would find it appealing.

Background:

Spoiler:

His tale is one of self obsession with secrets. He has long since been interested in the mysteries hidden in the world. He was born to a merchant family. Despite his family traditions pointing him to more socially practical pursuits, such as trading and bargaining, Drafton was always destined to be an artist and a scholar. While he had been taught the typical ways to act and basics of working within his family's structure, his personal pursuits left him alone for long stretches of time and he eventually took to taking his own meals in his room.

He had a cousin who was something of a minor accomplished adventurer, he knew of Drafton's liking for scholarly works and would occasionally bring Draft unique treasures and tomes he came upon. This caused him to develop a dislike for the day-to-day activity's and made him relish his cousin's visits. One such treasure was an old tome that described a group of individuals that followed macabre and strange rituals, as well as having graphic and detailed drawings of things that were beyond the original authors description. Rather than being repulsed by the knowledge and images, Drafton found himself strangely fascinated with it and began to actively seek out more information regarding cults like these.

Unfortunately this pursuit turned out to be very time consuming and expensive. To supplement this, for several years he took up accounting and artistry to aid his family in his pursuits, but also to slowly accumulate a stash of funds for himself.

Slowly at first but with time his fascination bore fruits, but not all of them good. His family acknowledged his growing skills, but noted his attitude had taken on a hardened and callous attitude to others as well. His writings and paintings took on a darkened nature and he began adding unnecessarily graphic detail to his works.

Once, a series of strange murders occurred in his home town. Dead bodies were nothing for him to gawk at any longer, instead his gaze was focused and pointed. He asked authorities the precise nature of their deaths and would attempt to look at the bodies more closely. While working for his family in accounting, he no longer had much in the way of empathy for others, demanding pay be brought immediately and only the most convincing of stories coerced him to extend payments by the shortest time. This activities caused rumors to spring up around him. Hoping the wider world might distract him and change his attitude his family sent him abroad to visit distant family.

He'd predicted how his family might act and knew of the letter that had been written in regards to his current hobbies and behavior. So when he arrived he downplayed the levels of his interests around his family. He assured them that everything they had been written to about had been exaggerated. Adopting a guise of having come to find most new things of his surroundings fascinating. After a time he convinced them of the truths of his words.

Now free to seek out his pursuits he began seeking the dark knowledge and painting the inscriptions with vigor, hoping to attract attention of others with similar mindsets.

The attention he soon garnered was not that of fascination or interest but of ire and disdain from authoritative figures in both the artist community and with local vendors. When he investigated the cause of this, he was met with the cold shoulder and told that his paintings were too disturbing for the masses. Word traveled back to his family and he was reprimanded as he had been caught in a lie. He was asked to return home.

When he blatantly refused and left in anger, he quickly found he was publicly banished from libraries and the scholarly community in general, he suspected that his family's respect in the community had something to do with this. He was then told to give up this line of interests. He began to wonder what they were so afraid of in his studies, for clearly this was no regular level of response.

Cut off from his relatives ties and refusing to return home, he fell back on the wealth that he had accumulated over the previous years. Knowing there was more to this story, he began a line of questioning into the methods of the artistic and scholarly leadership, using his new found infamy to garner far more attention. But before he was able to ever gain any real kind of momentum, he found himself hounded by unseen assailants that destroyed his works and his tools. He tried several times to restart his ventures but all were in vain, until one night he was approached by another cloaked individual with a like mind. Led by the informant to a tavern, he thought he would finally start reaching the truth of the matter. But instead he was attacked openly by the thugs who'd been hired to hound him.

"You're causing a disturbance among the folk. Maybe a few years removed ought to do you some good. Give you some perspective." Outmatched, he was soon overtaken. His compatriot, he last saw running out the door, pursued into the night.

Drafton later found himself awakening inside the Asylum.

Hooks:

Defense

Spoiler:

===== Defense =====
AC= 13 (10 base, +2 dex, +1 size)
Touch= 13, Flat Footed= 11,
CMD= 11(10 base, BaB +0, Str +0, Dex +2, size -1)

HP: 8/8
Sanity Score: 43/43
Threshold: 3
Sanity Edge: 21

Fortitude +1= 0 class, + 0 modifier, +1 racial,
Reflex +5= 2 class, +2 modifier, +1 racial,
Will +8= 2 class +3 modifier, +1 racial, +2 feat,

+2 on all saves vs. Illusion effects. (Practicality)
+2 on all saves vs. Fear/Emotion effects. (Enduring Stoicism)

Resistances:

Offense

Spoiler:

Speed: 20 ft.

Initiative: +2 Total = 2Dex
Melee: +1 = 0(bab) + 0(str) + 1(size)
Silver Dagger (Medium) -1 attack, 1d4 damage, 19/20 x2
Ranged: +3 = 0(bab) + 2(Dex) + 1(size)
-----Melee-----

-----Ranged-----

Statistics

Spoiler:

Str 10 -, Dex 15 +2, Con 10 -, Int 12 +1, Wis 16 +3, Cha 15 +2,
Base Atk +0; CMB -1;
Initiative: +2

Traits

Spoiler:

Enduring Stoicism: Even though your pulse is pounding in your ears when you awake in the asylum, you feel strangely nonplussed. You can recognize that the situation you find yourself in is horrific, but you refuse to let that fear control you. It doesn’t feel like it’s worth worrying over too much. You know that when you face unspeakable forces, keeping your cool will keep you alive.

You gain a +2 trait bonus on all saving throws against spells or effects with the fear or emotion descriptors. In addition, you gain a +1 trait bonus on Intimidate checks due to your intimidating presence, as people don’t know what to expect from you.

Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (Artistry-Paintings).

Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoy a one-time benefit to your initial finances—your starting cash increases to (+/-)900 gp.

Feats:

Simple Weapon Proficiency (all-Bard):
longsword, rapier, sap, short sword, shortbow, and whip proficiency.
Light armor proficiency (Bard)

MAGNUM OPUS (STORY)
=You seek to create a true masterpiece.

Prerequisite: You must either have sold five or more self-created works of art worth a total of at least 5,000 gp, have performed at least five performances for audiences of 50 or more while achieving a great performance result or better on your Perform check, or have the Virtuoso background.

Benefit: Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead.

Goal: Either sell a single self-created work of art for at least 25,000 gp, perform at least 10 performances for audiences of 100 or more while achieving an extraordinary result or better, or win the artistic patronage of the ruler of a country or city of at least 100,000 people. In each case, you must achieve this using the skill chosen above.

Completion Benefit: You gain a +5 bonus on skill checks made with your chosen skill, and a +2 bonus on all other Craft and Perform checks for which you have at least 1 rank.

Iron Will (1ST LEVEL) +2 on all Will Saves.

Skills

Spoiler:

Skill points: Class+Int+Favored Class: 8 skill points
Ranks+Ability Mod+Class+Feat(s)+racial+Trait:
Bardic Knowledge: (+1) to all.
Keen senses: +2 perception
Practicality: +2 Craft/Sense Motive

Adventuring Skills:

Diplomacy: 1+2+3= +6
Intimidate: 1+2+3+1= +7
Knowledge- (Arcana): 1+1+3+1= +6
Knowledge-(Dungeoneering): 1+1+3+1= +6
Perception: 1+3+3+2= +9
Perform- (String Instrument): 1+2+3= +6
Sleight of Hand: 0+2 = +2 (+4 Wrist Sheathe/ +6 Dagger)
Sense Motive: 1+3+3+2= +9
Stealth: 1+2+3+4= +10

Background Skills:
Appraise: 1+1+3= +5
Artistry- (Paintings): 1+1+3+2+2= +9

Racial Abilities

Spoiler:

Small. +1 Attack/ac, -1 Cmb/CMD, +4 Stealth checks.

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

Practicality: Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.

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

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

Spoiler:

Cantrips,

Spells,

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: 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.
6 per day.

-Counter-song (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 skill check 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 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.

-Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.

Spells:

Caster Level- 1st
Concentration +4
level-0th,
Known-4-
Summon Instrument
Light
Mage hand
Open/Close

Level 1st,
known-2- Per day: 2/2
Remove Fear,
Expeditious Retreat,

Magic Equipment

Spoiler:

Light blue potion- Cure light wounds, x2

Basic Equipment

Spoiler:

Masterwork Silver Dagger
Tarnished silver necklace, 5 gp.
Lantern
Leather Armor
Dagger
Wrist Sheathe
Masterwork Artisan's Tools 2.5 lbs.
backpack,
bedroll,
Artisan's outfit
Courtier's outfit
belt pouch,
a lute,
flint and steel,
ink 1 oz. and inkpen,
iron pot, 4 lbs.
journal,
Parchment x10 sheets,
mess kit,
1 lb. of salt,
1 lb. of pepper,
1 lb. of flour,
mirror,
50 ft. hemp rope,
soap,
torches (10),
trail rations (5 days),
waterskin.
Total: 17.5 lbs.

Treasure:

Gold- 907
Silver- 20
Copper- 15

Carrying Capacity:

Light: 1-26 lbs.
Medium: 27-53 lbs.
Heavy: 54-80 lbs.

Over Head: 80
Off Ground: 160
Push/Drag: 400

Campaign Notes:

Notable NPC's
The Captain of the Guardsman + his guards. Good Crossbowmen.:
- Passphrase: Weeping Wall.