Devis

Duncan MacMhuirich's page

66 posts. Organized Play character for Xathos of Varisia.


Full Name

Duncan MacMhuirich

Race

AC 17 T 13/FF 14| CMB +1 CMD 14 | HP 11 | Init +5 | Fort +3, Ref +5, Will +2 |

Classes/Levels

Perception +4 | Speed 30 ft. | Light Cantrip

Gender

Male CG Human Bard 1

Size

Medium

Age

20

Alignment

Chaotic Good

Deity

Cayden Cailen

Location

Absalom

Languages

Common

Occupation

Singer

Strength 13
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Duncan MacMhuirich

Duncan MacMhuirich
Male Human (Taldan) bard 1
CG Medium humanoid (human)
Init +5, Senses Perception +4
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield, )
hp 11 ((1d8)+3)
Fort +3, Ref +5, Will +2

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OFFENSE
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Speed 30 ft.
Melee longsword +1 (1d8+1/19-20)
Melee buckler -3 (1d3+1)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4+2/19-20), within 30 ft. +4 (1d4+2)
Ranged shortbow +3 (1d6/x3), within 30 ft. +4 (1d6+1)
Ranged alchemist's fire (flask) +3 (1d6+1), within 30 ft. +4 (1d6+1)
Melee sap +1 (1d6+1)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +3)
1st(2/day)-cure light wounds(DC 13), sleep(DC 13)
0th(at will)-daze(DC 12), detect magic, light, read magic(DC )

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TACTICS
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STATISTICS
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Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 14,
Base Atk +0; CMB +1; CMD 14
Feats Point-Blank Shot, Precise Shot
Skills Diplomacy +6, Intimidate +6, Perception +4, Perform (Sing) +6, Spellcraft +4, Stealth +5, Use Magic Device +6,
Traits Adopted, Resilient, Warrior of Old,
Languages Common
SQ armored casting, bardic knowledge, bardic performance, bonus feat, cantrips, countersong, inspire courage, skilled,
Combat Gear halfling trail rations (3), alchemist's fire (flask) (2),
Other Gear longsword, buckler, dagger, studded leather, outfit (peasant's), backpack, common, spell component pouch, arrow, flint and steel, waterskin (filled), shortbow, sap, 16.95 gp
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SPECIAL ABILITIES
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Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 6 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your 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) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Elf (Trait ~ Warrior of Old)

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 12) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.

No Racial Subtype You have chosen no racial subtype.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.