Bard

Epperson, son of Epper's page

268 posts. Alias of dinketry.


Full Name

Epperson, son of Epper

Race

Vitals:
HP 10/29 | AC 17 T 9 FF 17 (15) | F +7 R +6 W +9 | BAB +2 CMD 13 MSD 11 PSD 15 | Init -1 | Perc +3

Classes/Levels

Abilities:
Hit Dice 3/3 | Strife Pool 4/4

Gender

Dwarven Ravenlord Malefactor 3

Size

Medium

Special Abilities

Malediction (Apt Curse, Rumble), Strife Pool, Harrowing Strike, Luck of the Damned

Alignment

N

Deity

Groetus

Location

Hometown: Aspenthar

Languages

Common, Dwarven

Occupation

Guard

Strength 14
Dexterity 8
Constitution 14
Intelligence 10
Wisdom 14
Charisma 16

About Epperson, son of Epper

Statistics:
Initiative: -1
Perception: +3 (+5 to notice unusual stonework)
Darkvision 60ft
Speed: 20ft
HP: 13
Fortitude: +7 (+9 vs poison/*curses) (+11 vs spells/spell-like)
Reflex: +6 (+8 vs poison/*curses) (+10 vs spells/spell-like)
Will: +9 (+11 vs poison/*curses/mummy despair) (+13 vs spells/spell-like)
* - add'l bonus vs cursed items carried equal to 1/3 highest caster lvl cursed item carried

AC: 17
BAB: +2
CMB: +4
CMD: 13 (17 vs bullrush/trip)
PSB: +3
PSD: 13
MSB: +0
MSD: 11

Melee: +4
Ranged: +1

Skills:
Skills per Level: 6
Acrobatics -1
*Athletics +6
*Craft +7 (+9 metal/stone)
*Deception +7
Disable Device -1
Escape Artist -1
Fly -1
Heal +2
*Influence +8
Knowledge (arcane)
Knowledge (civilization)
Knowledge (divine)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (history)
Knowledge (martial)
Knowledge (nature)
*Knowledge (occult) +5
Knowledge (planes)
Knowledge (religion) +1
*Linguistics +1
**Lore (curses) +5
Perform +3
*Profession (guard) +7
*Sense Motive +7
Sleight of Hand -1
Spellcraft +0
Stealth -1
Survival +2
*Use Magic Device +9

Feats:

Feats:
  • Steel Soul - +4 vs spells/spell-like
  • Heavy Armsman martial tradition - Shield Training; Armor Training; Guardian sphere (Attentive Assistant Drawback); Assist; Patrol; Enforcer Training
  • Endurance
  • Defend Other: When an ally within your threatened area is the target of an attack roll, you may spend an immediate action to grant them a competence bonus to their armor class equal to 1/2 your base attack bonus (rounded down, minimum +1) against that attack. If this attack would still hit, you may choose to take the damage in your ally’s place.

    If you possess the (patrol) package, when using this talent you may move to put the ally within your reach (with the normal limits for moving as part of your patrol) as part of activating this talent.

  • Racial Traits:

  • Slow and Steady - 20ft base speed; not modified by encumbrance
  • Darkvision 60ft
  • Craftsman - +2 to crafting checks for metal/stonework
  • Hardy - +2 to saves vs poison spells, and spell-like abilities (superseded by Steel Soul)
  • Stonecunning - +2 to Perception checks when passing within 10ft of irregular stonework
  • Stability - +4 CMD vs trip/bullrush when standing on ground
  • Background:
    Cursed
  • Ability boost: CHA
  • Bonus Feat: Cursed Conduit - You are not compelled to keep or use cursed items you touch so long as your character level is equal to or higher than the item’s caster level. You are still affected by the afflictions of any cursed item you carry or use, but you gain a bonus on saving throws against curse effects equal to one-third the caster level of the highest-level cursed item you carry.
  • Class skills: Lore (curses) and Survival
  • Ability: Heart of Darkness - You can spend one hit die to cast cause fear. At 5th level, you can spend three hit dice to cast bestow curse.
  • Trait:
    Mummy-Cursed (campaign)
    One of your ancestors ran afoul of a mummy’s curse while exploring an ancient tomb. This curse was passed down to later generations of your family, but over time, your line has become more resistant to curses. You’ve come to Wati to explore its untouched necropolis, and while you hope you won’t have to face a real undead mummy, at least you have some defense if you do. You gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.

    Combat Talents:

  • Patrol: As long as you have martial focus, as a full-round action you may increase your threatened area by 5 ft., +5 ft. for every 4 points of base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. You may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal. Associated Feat: Combat Patrol.

    Talents with the (zone) tag grant additional effects to this ability. Each patrol may only benefit from one (zone) talent.

  • Attentive Assistant: You do not gain a delayed damage pool and may not select any talent which relies on the delayed damage pool. You gain Assist with this drawback.

  • Assist: (zone) When an ally within the area of your patrol makes an attack, is targeted by an attack, or attempts a saving throw, you may spend an attack of opportunity to move to put that ally within reach (with the normal limits for moving as part of your patrol) and use the aid another action to improve that ally’s attack roll, AC, or saving throw as appropriate to the triggering action. Associated Feat: Bodyguard.
  • Class Skills:

  • Malediction:
    A malefactor’s most potent power lies with the ability to place her own misfortune upon others. These powers are called maledictions. At 1st level, 2nd level, and every 2 levels thereafter, the malefactor gains one malediction of her choice. A malefactor cannot select an individual malediction more than once. Any malediction that mimics a spell uses the malefactor's level as an effective caster level. Unless otherwise noted, using a malediction is a swift action that requires the malefactor to clearly verbalize a curse against a target within Close range. When using a malediction, the malefactor can spend 1 or more Strife to activate the malediction’s Dread Escalation. The save to resist a malediction is equal to 10 + 1/2 the malefactor’s level + the malefactor’s Charisma modifier. The effects of a malediction last as long as the malefactor desires, but she must be able to see or hear the target. If the target escapes her awareness for one minute, all maledictions affecting it immediately end. A creature can only be affected by a given malediction once every 24 hours. A malefactor can have a maximum number of active maledictions equal to her Charisma modifier (min 1) but can dismiss any number of active maledictions as a free action.

    Apt Curse (malediction):The target of this malediction must make a Will save or suffer a 50% chance of taking no action each round the malediction is in effect. Otherwise, the target may act normally.

  • Dread Escalation (1 Strife): The duration increases to permanent, and the save DC increases by 2.

    Rumble (malediction): This malediction creates an ominous, low oscillation within stone and earth to the extent of its range, taking the form of an emanation from the malefactor. Within this area, creatures of the animal or vermin type become edgy and jittery, and must make a Fortitude save once per round, or move twenty feet (or their base speed, whichever is slower). On any round where the creature is damaged, it automatically succeeds on this save. This is a sonic effect.

  • Dread Escalation (1 Strife): This malediction can also affect magical beasts or aberrations with 6 INT or less.

  • Strife:
    As a swift action, the malefactor can spend a point of strife to grant herself a +1 profane bonus to AC until the start of her next turn for every cursed opponent within Medium range.

  • Harrowing Strike:
    When attacking a creature currently suffering from a curse effect, a malefactor can spend a point of Strife to add her Charisma modifier to the attack roll. At 5th level, this bonus also applies to the damage roll. At 11th level, a Harrowing Strike bypasses concealment (but not total concealment). At 17th level, a Harrowing Strike is made as a touch attack.

  • Luck of the Damned:
    At 3rd level, a malefactor’s experience avoiding unluck enables her to subtly step between the jagged tendrils of misfortune. She gains a bonus equal to her Charisma modifier on all saving throws.
  • Spells:

    Cause Fear - may expend 1HD to cast

    Animal Companion (Dark Messenger):

    Piwakawaka ("Fanny")
    Avian: Speed 20ft; Fly 30ft; Bite+6 (1d4+1); Talons+6 x2 (1d4+1;1d4+1)
    HP 20/20 fast healing 1 AC 16 Darkvision 60ft; low-light vision
    STR 13, DEX 16, CON 12, INT 10, WIS 10, CHA 11
    F+4 R+6 W+1 (*+2 vs all saves from aberrations, outsiders, and undead)

    Form: Shadow Companion - 1/2 dmg from/to corporeal opponents; full dmg from/to non-corporeal opponents
    Form: Natural Aspect - fast healing
    Feat: Disruptive Companion - The animal companion is trained to interfere with its opponent’s concentration, making even rote tasks difficult. Increase the concentration check DC of spells and spell-like abilities that opponents cast while within the animal companion’s reach by +2. Additionally, opponents can’t take 10 on d20 rolls or checks while within the animal companion’s reach. If an opponent has an ability that allows it to always take 10 on certain skill checks while distracted (such as the skill mastery advanced talent), it gains the benefit of such abilities only if its number of skill ranks is at least 4 higher than the animal companion’s Hit Dice.
    Evasion
    Feat Devotion Against the Unnatural: The animal companion gains a +2 morale bonus on saving throws against spells, spell-like abilities, and supernatural abilities of aberrations, outsiders, and undead. The animal companion is immune to the unnatural aura ability that some undead creatures (such as wraiths) have.
    Native Environment (Ex): While in its native terrain (forest), the animal companion gains a bonus equal to half its level on checks and saves to deal with environmental hazards.

    In addition, the animal companion counts as a fighter with a number of class levels equal to its Hit Dice for the purposes of qualifying for the Disruptive feat, as well as for any feat that lists the Disruptive feat as a prerequisite. The animal companion also adds those feats to the list of animal feats that it can choose from when gaining a new feat.

    Skill Rank: Stealth +8 (+16 in shadow)
    Skill Rank: Perception +4

  • The dark messenger’s Intelligence score is equal to the ravenlord’s. The ravenlord does not need to use the Handle Animal skill to handle or direct it; it can act normally for a creature of its intelligence.
  • The dark messenger always acts on the same initiative count as the ravenlord.
  • The ravenlord may communicate telepathically with her dark messenger provided the two are within one mile of each other. The dark messenger always obeys the ravenlord’s orders to the best of its ability, and will exercise its own initiative to promote the ravenlord’s interests and safety.
  • When slain, the dark messenger deals 1d6 points of Constitution damage to the ravenlord, then re-forms 24 hours later, reappearing on its master’s shoulder with full hit points.
  • The dark messenger does not gain bonus tricks or the share spells ability.
  • Gear:

    Armor:
  • Agile Breastplate
  • Spiked Heavy Shield

    Weapons:

  • Adamantine Flail Atk+4; Dmg 1d8+2
  • Mwk Light Flail Atk+4; Dmg 1d8+2
  • Bolas Atk+0; Dmg 1d4+2; range 10ft
  • Dwarven Boulder Helm Atk+3; Dmg 1d4+2
  • Spiked Heavy Shield+3; Dmg 1d6+2

    Equipment:

  • Bird-training kit
  • Dungeoneering Kit - candles (2), chalk, hammer/pitons (4), 50 ft hemp rope, hooded lantern, oil flasks (5), sacks (2), torches (2), tindertwigs (4), silversheen (1), nard
  • Dwarven trail rations (7d)
  • Holy water flask (2)
  • Masterwork backpack
  • Modified Desert Kit - 10x10 ft piece of canvas, blain bane doses (2), hot weather outfit, signal whistle, filter scarf, waterskins (4)
  • Wand of CLW (#44)
  • Talisman of beneficial winds
  • Wand of lesser restoration (10 charges)

    Funds:

  • 1321gp
  • 7sp
  • 4cp