Aldern Foxglove

Edward Irmington's page

1,107 posts. Alias of Chyrone.


Full Name

Edward Irmington

Race

Human

Classes/Levels

Bard 7 HP: 52/52 AC 15/T12/F13 F+4 R+7 W+5

+4 bonuses vs:
bardic performance, sonic, and language-dependent effects.
Init+6 Perc.+10 Performance 20/20

Size

Medium, 1.90 meters

Age

24

Alignment

CN

Languages

Common, Aquan

Occupation

Parttime bard

Strength 12
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 10
Charisma 18

About Edward Irmington

Crunch

Spoiler:
Human Bard lvl 7
CN
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DEFENSE
Hide shirt +3 AC
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AC: 15, 12 Touch, 13 Flat.
Hp 52 (7d8+14Con)
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OFFENSE:
Melee:
Rapier +7(1d6+1), 18-20 x2

Ranged:
Shortbow +7(1d6), x3
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Initiative (+6)
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Save rolls: Fort: +4, Ref +6, Will +4
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STATISTICS
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Human: +2 stat of choice. Chosen: Charisma
Fav class bonus: Extra bard spell known per lvl. Must be a spell from below your highest possible spell lvl.

Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 18 (16+2)
Base Atk +5 CMB +6; CMD 18

Feats:
Lvl 1 [PC] Spellfocus: Enchantment. +1 to DC for this school
Lvl 1 [racial] Voice of the Sibyl: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill.
Lvl 3 [PC] Greater spellfocus: enchantment
Lvl 5 [PC] Improved initiative
Lvl 6 [Class, martial performance] Weapon focus: Rapier
Lvl 7: Lingering performance: Inspire lasts 2 rounds after ending a performance.

Traits:
-Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
-Basmera's Blessing: You gain a +1 trait bonus on Perception
and Profession (sailor) checks. In addition,
once per week you can reroll a Profession
(sailor) check and take the higher result (you
must announce that you are using this ability before the
results of the check are known).

Skills: Acrobatics +9, Bluff +16(17 vs female), Diplomacy +16 (17 vs female), Disguise +10, Intimidate +12, Perform +11[Oratory, can use instead of sense motive], Perception +10, Profession [Sailor] +5, Sense Motive +5, Spellcraft +8, Use Magic Device +8
Skillpoints per lvl 7(6+1 int)

Languages: Common, Aquan.

Encumbrance: (1-43=light)
Starting money: 105gp average.
Money left: 71gp spent, 34gp left

Known spells
Cantrips x4: Dancing Lights, Daze DC 15, Detect Magic, Light, Mage Hand, Message, Prestigidation, Resistance, Summon Instrument
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1st lvl: Charm Person, Cure light wounds, Chord of Shards, Grease DC 15, Hideous Laughter DC 17, Saving finale, Sleep DC 17, Vanish
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2nd lvl: Blindness/Deafness DC 16, Blistering Invective (DC 16), Cacophonous call (DC 18), Pilfering Hand (DC 16), Pugwampi's Grace DC 18

3rd lvl:
Charm Monster, Invisibility Sphere

Spells per day:
1st lvl x5
2nd lvl x4
3rd lvl x2
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Special Abilities
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Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skilled racial replaced by alternate:
Silver tongued, +2 to Diplomacy & Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two.

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge (Ex)

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

Archetype abilities:

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 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.

Personality & Appearance

Spoiler:

Edward is a modestly reserved guy. A sarcast to those he doesn't like, he might appear as anti-social. Which is totally contrary to what type he really is. Edward is well versed in bluffing or persuading his way around, learning the social subtleties from his mother. His uncle taught him the tricks of being a sailor, though Edward hasn't had to put these into practice....yet.
A bit of a manipulative type, he likes to talk his way around situations, sometimes trying to sow competition within enemy ranks to get himself to safety. Why risk yourself when the enemy can turn on one another?

Edward has medium long brown hair and matching eyes. Not the most muscular of men, he's more of a pleasant look-at.

Background

Spoiler:

Edward was born in Riddleport from a short fling between a notorious pirate and a higher quality hooker from the more expensive brothels. With the pirate quickly gone after 2 days in riddleport, Edward was raised mainly by his uncle who was captain of a big fishing ship, and to a lesser degree his mother, if she had the time that was.
In his spare time he had joined a group of bards, whom were known fortheir "colorful" songs and performances.
He never knew why, but sailors seemed to know of him, nodding when greeting him. His uncle told him bits and pieces as he was a teenager.
This smoothtalker found his way throughout riddleport with his born charms and sharp but sarcastic tongue.

Inventory

Spoiler:

Rapier 20gp 2lbs
Shortbow 30gp 2lbs
Arrows, common x20 1gp 3lbs
Hide shirt 20gp 18lbs
Whip, 1gp 2lbs
Brine [rapier +1]
Besmara's Tricorne

Backpack, common, 2gp 2lbs
Loaded Dice, average 10gp --lbs
Flask of Alchemist fire 20gp 1lbs
Total weight 30lbs
Total money spent 104
Money left 1

Bot me manual:

Edward starts inspire as soon as he can.

Spells will be used as required for circumstance, but he will conserve them as much as possible.

He'll work with intimidate for support, as often the others put up the muscle part.


Current cash:

gp