Rival Explorer

Felix of the Golden Coin's page

126 posts. Organized Play character for Helikon.


Full Name

Felix Bastardson

Race

Half-Orc

Spoiler:
AC 15/T12/FF13 HP 17/17 F+4 R+7 W+5 Init +2 Perception +5

Classes/Levels

Archologist Bard 2

Gender

male

Size

medium

Alignment

NG

Deity

Chaldira

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

About Felix of the Golden Coin

Data:

Name: Felix of the Golden Coin
Race: Half-Orc
Job: explorer, adventurer
Age: 21
Height: 5´4"
Weight: 160 lbs
Alignment: NG
Personality:
Likes: Good food, good booze, fine companionship
Dislikes: Cheaters
Favorite foods: Roasted chicken in honeymustard, Dwarven ale
Hobbies: Laughing, drinking, womanizing
Physical Description: Dozens of tattoos of playing cards.
Deity:
Languages: Common, Orc, Ancient Osirion
Favorite Class: Bard: +1round of bardic performance

Combat:

Hit Points: 10 (1d8+1x2)
Initiative: +2
Armor Check Penalty: -1
Speed: 30 feet
Armor Class: 15 (10 +3 Armor +2 Dex)
Touch: 12
Flat-footed: 13
Saves:
Fortitude: +4 (0 +2 Con + 2Luck)
Reflex: +5 (3 +2 Dex + 2Luck)
Will: +5 (3 +0 Wis + 2 Luck)

Situational Bonuses:
Luck +2/+2
Combat:
Base Attack Bonus: +0
Melee Attack Bonus: +4 (1 BAB+ 3 Str)
Range Attack Bonus: +3 (1 BAB+ 2 Dex)
Combat Maneuver Bonus: 4 (1 BAB 3 Str) CM DC: 17 (10+ 1 Base + 4 Str + 2 Dex)
Falchion MW +5 2D4+4 18-20/x2 S
Dagger +4/+3 1d4+3 19-20/x2 P/S
Brass Knuckles+4 1d3+3 20/x2 B
Sling +3 1d4+3 20/x2 B

Racial Traits:

Ability Score Racial Traits: +2 Str
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.+2
Type:
Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size:
Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Half-orcs have a base speed of 30 feet.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Shaman's Apprentice
Only the most stalwart survive the years of harsh treatment being born as a slave in Cheliax. Rarely food and used to the whip only the hardiest survive.
Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Weapon Familiarity:
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Darkvision:
Half-orcs can see in the dark up to 60 feet.
Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.

Bard(Archelogist):

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.

Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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.

Archaeologist’s Luck (Ex) (16rounds/day)
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex):
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex):
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.

Trap Sense (Ex):
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents:
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Feats, Traits &Skills:

Feats:
Lingering Performance
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Traits:
Fate's Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Lessons of Chaldira
Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.

Skills: Skillpoints gained/level (6) 1x 6+0(int)
*Acrobatics: +2 (0 ranks; +0 trained ; +2 Dex; -)
*Appraise: +0 (0 ranks; +0 trained; +0 Int)
*Bluff: +2 (0 ranks; +0 trained; +2 Cha)
*Climb: +2 (0 ranks; 0 trained; 3 Str; -1 armor)
*Diplomacy: +9 (2 ranks; +3 trained; +2 Cha+2)
*Disable Device +4 (1 ranks; +0 trained ; +2 Dex; +1)
*Disguise: +2 (0 ranks; +0 trained; +2 Cha)
*Escape Artist: +2 (0 ranks; +0 trained ; +2 Dex; -)
Fly: N/A (0 ranks; +0 trained; +2 Dex; 0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
*Intimidate: 9 (2 ranks; +3 trained; +2 Cha+2)
*Know (arcana): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (dungeoneering): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (engineering): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (local): +5 (1 ranks; +3 trained; +0 Int+1BK)
*Know (geography): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (history):+1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (nature): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (nobility): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (planes): +1 (0 ranks; +0 trained; +0 Int+1BK)
*Know (religion): +5 (1 ranks; +3 trained; +0 Int+1BK)
*Linguistics:+0 (0 ranks; +0 trained; +0 Int)
*Perform (sing): +8 (1 ranks; +3 trained; +2 Cha+2Cir)
*Perception: 6 (2 ranks; +3 trained; +0 Wis+1)
Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Sense Motive: +0 (0 ranks; +0 trained; +0 Wis)
*Stealth: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Spellcraft: 4 (1 ranks; +4 trained; +0 Int)
*Survival: +0 (0 ranks; +0 trained; +0 Wis)
Swim: +2 (0 ranks; 0 trained; 3 Str; -1 armor)
*Use magic device 6 (1 ranks; +3 trained; +2 Cha)

Spells:

Concentration:1d20 +3 +1 level +2 stat
Cantrips: Known: 3 Spd: Unlimeted
Detect Magic, Mending, Prestidigation,
Level 1: Known:2 SpD4
Known: Cure light wounds, Grease, Vanish

Equipment:

Starting Cash: 150
Weapons: 81 gp 18lb
Falchìon MW 375gp
Dagger x2 4gp 2lb
Brass Knuckles 1gp 1lb
Sling 0gp 0lb
Sling Bullet 1gp 1lb
Armor: 25gp 10 lb
Parade Armor
Miscenellous:
Kit, Fighter's
Price 9 gp; Weight 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Outfit, Explorers (free)
Bandoler 0,5 0lb
Spell Component Pouch 5 2lb
Whetstone 0,02 1lb
MW Instrument 100
Lucky Charm 1 1lb
Signal Whistle 0,8 0lb
3 Fish Hooks 0,3 0lb
Twine (50ft) 0,01 0,5lb
Flask of Acid x2 20
Double tailed golden coin 1

Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs

Carried Possessions (76 lbs):
Pouch with Coins (1 lbs):
CP: 3
SP: 8
GP: 1
PP: 0


Backstory:

Well they don´t call me Lucky Git´s for nothing!"
Felix was born in Restov in the slave ghetto. Since the day he was born, somehow the fates have watched over him.
He was not the toughest, not the smartest, and even not the strongest of the litter, but were other died, he survived.
Even shunned by the other orcs, he always found something to eat, something to drink and a place to sleep, even if it was just the least of the lot.
He joined first a runt gang, later the black blades, one of the bigger gangs and made his way up, first as a hound, after a few months one of the herders got a knife in the guts for trying to get the payment for one of the dolleys and Felix took over the stable of 4 little b@@@!es.
But then he got a mysterious note... and he claimed the punisher, an old waraxe hanging over the mantlepiece, grabbed some armor and went out to meet the man who offered him power and money.

Personality:


Introduction:

Felix of the Golden Coin is a rather well-muscled sized young man with a somewhat bulky frame, hiding his strong muscles. He has soft green skin and medium tight braided blond hair in the colour of honey and amethyst coloured eyes.
He prefers a gray and brown coloured explorer´s outfit with a long blue overcoat, completed by a Parade Armor from Absolom and a long curved Falchion for battle.
Atypical for a half-orc he has a warm mellow Tenor voice and enjoys to sing.

Silver Crusade S9:

PURIFIER (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%.
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[][]Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.
[][]Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.
[][]Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
[]Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
[]Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
[]While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
[X][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals