Rigg Gargadilly

Filk's page

40 posts. Alias of DajellyMan.


Full Name

Filk the Quickling Bard

Race

Quickling

Classes/Levels

Bard 2 | HP: 34/34 | AC: 20/19/12 | DR 5/Cold Iron | Fort: +2 | Ref: +15 | Will: +13 | Init: +8 | Perc: +9 | Acro: +16 (52 jump) |

Tracked Resources:
14/15 Performances | 3/4 1st |

Gender

Male

Size

Small

Special Abilities

Natural Invisibility, Supernatural Speed, Slow Susceptibility

Alignment

CN

Deity

The Green Faith

Languages

Aklo, Common, Elven, Sylvan

Strength 8
Dexterity 24
Constitution 12
Intelligence 13
Wisdom 20
Charisma 22

About Filk

Background:

Abandoned as a child, it is only through the will of the Green that Filk even managed to survive. The small Quickling settlement that he was born in was burned to the ground when a group of Orcs tore through his forest. If there were any other survivors, they all fled leaving him alone.

But all things happen for a reason, and instead of growing up in Quickling society, which is barely more than barbaric and cruel tricksters causing trouble and mischief, Filk was found by a kind old elf druid named Shelana. She raised him as if her own and taught him the ways of the woods and elven music, as well as how to improve upon his natural magical abilities.

Defense:

HP: 34 [4d6 race, 2d8 class (18 race + 10 class + 1 con per hd)]

AC: 20 (10 + 7 dex + 1 dodge + 1 natural + 1 size)
Touch AC: 19 (10 + 7 dex + 1 dodge + 1 size)
Flat-Footed AC: 12 (10 armor + 1 natural + 1 size)
CMD: 18 (10 + 3 bab - 1 str + 7 dex - 1 size)

DR 5/Cold Iron

Fortitude: +2 (1 HD + 0 Class + 0 mod + 1)
Reflex: +15 (4HD + 3 Class + 7 mod + 1)
Will: +13 (4HD + 3 Class + 5 mod + 1)

Offense:

BAB: +3 (+2 HD + 1 class)
Base Melee: +2
Base Ranged: +10
CMB: +1

+1 rapier: +11 (1d4) | 18-20/x2 | P

+1 shortbow: +11 (1d4 + 1) | 60' | x3 | P |

Bardic Performance: 15 rounds/day

Sneak Attack: +1d6

Feats:

Bonus- Mobility
Bonus- Spring Attack
1- Dodge
3- Weapon Finesse
5- Lingering Performance

Skills:

Total Skill Points = 34: [4 HD (6 base + 1 int)] + [2 HD (6 class + 1 int)]

Acrobatics*: (6 rank
Appraise*: (1 rank
Bluff*: (1 rank
Climb*: (1 rank
Craft*:
Diplomacy*:
Disable Device: (6 ranks
Disguise*:
Escape Artist*: (1 rank
Fly*:
Handle Animal:
Heal:
Intimidate*:
Knowledge*:
- Arcana: (1 ranks
- Dungeoneering:
- Engineering:
- Geography: (1 rank
- History: (1 rank
- Local: (1 rank
- Nature: (1 rank
- Nobility:
- Planes:
- Religion:
Linguistics*:
Perception*: (1 rank
Perform*:
- Wind: (3 ranks
- Sing:
Profession*:
Ride:
Sense Motive*: (1 rank
Sleight of Hand*: (3 ranks
Spellcraft*: (1 rank
Stealth*: (3 ranks
Survival:
Swim*:
Use Magic Device*: (1 rank

Racial Abilities:

Fey Creature Type

+2 Dex, +2 Cha, -2 Str

Small Size: (+1 attack/AC, -1 CMB/CMD, +4 stealth)

Sneak Attack: +1d6

Poison Use: trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade

Natural Invisibility (Su): A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action.

Supernatural Speed (Su): A quickling moves with incredible speed. Save for when it remains motionless (at which point it is invisible), the quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). In addition, this ability grants the quickling evasion and uncanny dodge (as the rogue abilities of the same names).

Slow Susceptibility (Ex): A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends.

Spell-Like Abilities: (CL 6th; concentration +8)

1/day—dancing lights, flare (DC 12), levitate, shatter (DC 14), ventriloquism (DC 13)

Character Traits:

Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Maestro of Society: You may use bardic performance 3 additional rounds per day.

Class Abilities:

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

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. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Spells:

Total known:

0th - 5
1st - 2

0th: Daze (DC 16), Detect Magic, Ghost Sound (DC 16), Open/Close, Prestidigitation,
1st: Grease (DC17), Sleep (DC 17)

Spells Per Day:

0th - unlimited (cantrips)
1st - 4/day

Wealth and Equipment:

- +1 rapier
- +1 shortbow
- 40 cold iron arrows
- 20 blunt arrows
- wand Hideous Laughter
- wand Mage Armor
- Cloak of Resistance +1
- Boots of the Cat
- Bag of Holding, minor
- Drow Poison (9 doses)
- Wasp Swarm Poison (12 doses)
- 5 alchemist's fire
- 5 acid flasks
- 2 tanglefoot bags
- everburning torch
- 5 wandermeal
- waterskin
- traveler's any tool

546.5 gp