Argith

Durvin Tamish's page

394 posts. Alias of Troy Malovich.


Full Name

Durvin Fairweather Happistead Tamish

Race

Halfling

Classes/Levels

Sea-Singer Bard 4 (AC: 17 [T: 14 /F: 14]; HP: 26/26; F+1, R+7, W+4; Init: +3; Perc: +9)

Gender

Male

Size

Small, 3'1", 35 lbs

Age

33

Special Abilities

Bardic Music (12/14 rds/day)

Alignment

Neutral Good

Deity

Gozreh

Location

Port Peril

Languages

Common, Halfling, Elven, Gnome

Occupation

Sailor

Strength 12
Dexterity 16
Constitution 11
Intelligence 14
Wisdom 10
Charisma 18

About Durvin Tamish

Basics:
AC: 17
Touch: 14 Flat: 14
CMD: 16 (Sea legs: +2 vs grapple, overrun, and trip)

HP: 26/26 (dead at -11)

BAB: +3
CMB: +3
Fort: +1 (+4 vs. Air/Water effects or that would cause slip, trip or prone)
Ref: +7 (+4 vs. Air/Water effects or that would cause slip, trip or prone)
Will: +4 (+4 vs. Air/Water effects or that would cause slip, trip or prone)

Init: +3
Speed: 20'

Racial traits:
Small: gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Wanderlust: +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, treat caster level as +1 higher than normal.
Keen Senses: +2 racial bonus on Perception skill checks.
Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Class Features:
World Traveler (Ex): gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse.
Sea Legs (Ex): gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.
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. 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.
Sea Shanty (Su): Each round of a sea shanty, make a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires 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.
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.
Still Water (Su): a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

Feats:
Lingering Performance, Harmonic Spell.

Traits:
Touched by the Sea: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Child of Nature: +1 trait bonus on all Survival checks, and it becomes a class skill.

Basic Attacks:
+1 Short Sword: +6, 1d4+2 damage, crit 19-20/x2, Pierce
Shortbow (60'): +7, 1d4 damage, crit x3, pierce

Skills (*trained):
+11(+7) Acrobatics 4r (Jump checks)
+2 Appraise
+4 Bluff
+9 Climb 4r
+2 Craft (rope)
+11 Diplomacy 4r
+4 Disguise
+2 Escape Artist
+4 Fly
+0 Heal
+4 Intimidate
+6 Knowledge (Arcana) 1r
+10 Knowledge (Geography) 1r
+8 Knowledge (Local) 1r
+9 Knowledge (Nature) 1r
+7 Linguistics 1r
+9 Perception 4r
+11 Perform (sing) 4r
+4 Profession (sailor) 1r
+3 Ride
+0 Sense Motive
+6 Spellcraft
+10 Stealth 1r
+9 Survival 1r (+3 is from Familiar)
+8 Swim 8r

Spells:
Spells/Day: Any/0th (DC 14), 3/4 - 1st (DC 15), 2/2 - 2nd (DC 16).
Spells Known: 6/0th, 4/1st, 2/2nd. Concentration +8.
Spell List:
0th - Daze, Flare, Know Direction, Mage Hand, Mending, Message.
1st - Animate Rope, Charm Person, Cure Light Wounds, Feather Fall.
2nd - Cure Moderate Wounds, Enthrall.

Equipment:
Net worth: 180 gp (but I consider myself Priceless)

Light Load: 32.25 lbs
Current Gear: 27.375 lbs
+1 Shortsword [1 lbs]
Shortbow (18 Arrows) [1.075 lbs]
Studded Leather [10 lbs]
Explorer's outfit [-]
Backpack [.5 lb]
- Waterproof Bag [.125 lb]
-- Blanket [.25 lb]
-- Hammock [.75 lb]
-- Journal [1 lb]
-- Area Map (Shackles) [2 lb]
-- Artisan's tools (ropemaking) [5 lbs]
Belt Pouch [.125 lb]
- Ball of Twine (50') [.5 lb]
- Compass [.5 lb]
Belt Pouch [.125 lb]
- Inkpen [-]
- Ink, Black [-]
- Flint & steel [-]
Waterskin [1 lb]
Spell component pouch [2 lbs]
Signal whistle [-]

Previous Gear: 0 lbs

Money:
PP: 0
GP: 8
SP: 9
CP: 9

Osprey Familiar: Sietel:
Sietel
Male Osprey
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 13 (1d8)
Fort +2, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +8 (1d4-2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
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Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +3; CMB +4; CMD 12
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Come, Down, Fetch, Seek
Skills Acrobatics +10, Climb +10, Diplomacy +2, Fly +7, Linguistics -1, Perception +17, Spellcraft -1, Stealth +15, Survival +3, Swim +10; Racial Modifiers +8 Perception
SQ attack, attack any target, come, down, fetch, improved evasion, seek
--------------------
Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Appearance/Personality:
Durvin is fairly typical for a halfling, nothing too special about him. All of his family have slightly muted halfling features and this sometimes makes people think they are human children. He reddish-brown hair and kind eyes. He has a smattering of freckles, but they look mostly to be due to time in the sun. He has a fair tan, but is still much closer to pale, and time at sea has done nothing for darkening his complexion. He is well dressed for travel, and carries a rapier at his hip and a shortbow on his back. He doesn't look like he tends to even acknowledge their presence, as much as carry them out of the necessity of rough ports. He wears a seashell necklace, made out of what appears to be sailor knotted twine.

He doesn't come across as needing to use the weapons often as he has a friendly demeanor, and a ready smile. His voice is a little high, but has a sing-song quality to it that lends to his shanties being easily heard on the open water.

Background:
Durvin is the oldest of five children, and the first to leave the nest for work. Born and raised in Korvosa he had always been enamored with the ships at sea and in the ports. He would go to the docks and watch the workers ply the lines, mend the sails and load the cargo. He knew one day he would sail. As he came of age he decided to go and seek employment on board the merchant ships of House Leroung, knowing that they were always willing to hire the local halflings. As he got underway, he truly felt at home on the sea and spent a few months on his first voyage. The crew took to him as he kept the spirits high and was ready to do what needed doing.

He had arrived in Riddleport, and due to delays in shipping agreements was left ashore for a few weeks. He found that due to fees, his employment had been sold to a vessel leaving Riddlepot called Tears of Home. The ships crew was different than what he was used to on the all halfling crew, and not everyone appreciated his carefree personality. After a trip with the mostly dour crew, the vessel pulled into port at Port Peril. Durvin figured that he would stop off, and hopefully find a less grim crew to hire on with, as the sea is a joyful place to him and he wants to be there with happy people.