Seagull

Faisal Trilltale de Irrisen's page

12 posts. Alias of Faulty Reagent Refrigeration Facility.


Full Name

Faisal Trilltale de Irrisen

Race

Tengu

Classes/Levels

CG Bard (Fey Prankster) 1| HP -1/8 |AC 14; Touch 12; FF 12 | CMD 13 | FORT 0; REF +4; WILL +1 | init +2 | perc +1 | 30-1

Size

M

Age

20

Alignment

Chaotic Good

Deity

N/A

Occupation

Jolly Ptarmigan Troubador

Strength 13
Dexterity 15
Constitution 11
Intelligence 14
Wisdom 9
Charisma 16

About Faisal Trilltale de Irrisen

CG Medium Tengu Bard (Fey Prankster) 1| HP 8/8 |AC 14; Touch 12; FF 12 | CMD 13 | FORT 0; REF +4; WILL +1 | init +2 | Perc +1 | 30’

THIS ISN'T DONE YET SORRY BOSS, IT'S MOSTLY HERE

Spoiler:

ABILITY SCORES

STR | 13 | +1
DEX | 15 | +2
CON | 11 | 0
INT | 14 | +2
WIS | 09 | -1
CHA | 16 | +3

OFFENSE

MELEE
Oboe +2 / 1d6+1 | B | 20x2 (+0 BAB, +1 str, +1 trait / +1 str)
Dagger +1 / 1d4+1 | P ] 19x2 (+0 BAB, +1 str / +1 str)
Bite +1 / 1d3+1 | BPS | 20x2 (+0 BAB, +1 str / +1 str)

RANGED
Dagger, thrown +1 / 1d4+1 | 10’ | 19x2 (+0 BAB, +1 str / +1 str)

LANGUAGES
Common, Elven, Halfing, Hallit, Sylvan, Tengu

SPELLS
0TH | 4 (DC 13): Dancing Lights, Mage Hand, Message, Summon Instrument
1ST | 2+1 (DC14): Cure Light Wounds, Desperate Weapon

CLASS SKILLS

BARDIC PERFORMANCE (7R)

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.

Incite Unreliability (Su): A fey prankster can use her performance to manipulate a single target into fighting erratically or haphazardly, as though affected by lesser confusion. To be affected, the target must be within 30 feet and able to hear the fey prankster’s performance. The effect persists for as long as the target can hear the performance. A target that succeeds at a Will saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier) negates the effect and becomes immune to incite unreliability from the same fey prankster for 24 hours. Incite unreliability is an enchantment (compulsion), mind-affecting ability that relies on audible components.

Song of Clumsiness (Su): A fey prankster can use this performance to cause enemies within 30 feet that can hear her to suffer seemingly random mishaps. Any enemy in this area that draws a weapon or retrieves an item from a backpack or similar container immediately drops it, and falls prone the first time it enters a square of difficult terrain during its turn. A creature can negate a specific effect with a successful Reflex saving throw (DC = 10 + half the fey prankster’s bard level + her Charisma modifier), but an enemy must attempt a separate save for each potential effect during the song of clumsiness (for example, if it draws multiple weapons). Song of clumsiness is an enchantment (compulsion), mind-affecting ability that relies on audible components.

EQUIPMENT

Applejack, 4lb | 2gp
Bedroll
Dice x37 –lb | 37sp
Dominos, 1lb | 2gp
Leather armor, 15lb |10gp
mwk musical instrument (Oboe), 3lb | 100gp
Outfit, Entertainers, 4lb | 3gp
Soap (nice), 1/2lb | 1sp
BALANCE
79gp
2sp

RACIAL TRAITS
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.

SELECTED TRAITS
Rough and Ready: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack.

Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

SKILLS

Spoiler:

Untrained
+2 | Acrobatics (+2 dex)
+2 | Appraise (+2 int)
+4 | Bluff (+3 cha, +1 mischievous talent)
+1 | Climb (+1 str)
+2 | Craft (+2 int)
+4 | Disguise (+2 dex, +1 mischievous talent)
+2 | Escape Artist (+2 dex)
+2 | Fly (+2 dex)
-1 | Heal (-1 wis)
+3 | Intimidate (+3 cha)
+1 | Perception (-1 wis, +2 racial)
+2 | Ride (+2 dex)
-1 | Sense Motive (-1 wis)
+5 | Stealth (+2 dex, +2 racial, +1 mischievous talent)
-1 | Survival (-1 wis)
+1 | Swim (+1 str)[/u]

Trained
+7 | Diplomacy (+1 rank, +3 class skill, +3 cha)
+7 | Disable Device (+1 rank, +3 class skill, +2 dex, +1 trait)
+6 | Knowledge, History (+1 rank, +3 class skill, +2 int)
+6 | Knowledge, Local (+1 rank, +3 class skill, +2 int)
+10 | Linguistics (+1 rank, +3 class skill, +2 int, +4 racial)
+7 | Perform (musical instrument) (+1 rank, +3 class skill, +3 cha)
+3 | Profession (meistersinger) (+1 rank, +3 class skill, -1 wis)
+7 | Sleight of Hand (+1 rank, +3 class skill, +2 dex, +1 mischievous talent)