Halfling

Garret Nihks's page

76 posts. Alias of Dragonborn3.


About Garret Nihks

Male Halfling Bard (Street Performer Archetype) 1
NG Small Humanoid

Init +3

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DEFENSE
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AC 17, touch 14, flat-footed 14
hp 9/9
Fort +2, Ref +6, Will +3

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OFFENSE
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Spd 20 ft.
Melee
Whip +1 (1d3/20x2) S, Reach, Disarm, Trip, Nonlethal
Dagger +1 (1d3/19-20x2) P or S
Short Sword +1 (1d4/19-20x2) P
Ranged
Light Crossbow +4 (1d6 19-20/x2) Range: 80ft, P
Dagger +1 (1d3/19-20x2) P or S Range: 10ft

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STATISTICS
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10(12-2) Str, 16(14+2) Dex, 13 Con, 10 Int, 10 Wis, 16(16+2) Cha
Base Atk +0; CMB -1; CMD 12

Feats
Level 1: Childlike

Traits XXXXX

Lucrative Storyteller(i.e Rich Parents):
Garret has made a tidy little savings telling his stories and selling information. He starts the adventure with 900 GP for his starting gold.

Well-Informed:
You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.

Skills
Bluff +9 (1 +4 Cha +3 CS +1 Streetwise)
Diplomacy +8 (1 +4 Cha +3 CS) +10 total(Steetwise + Well-Informed trait) gather information, +9(Streetwise) to influence crowds
Disguise +9 (1 +4 Cha +3 CS +1 Streetwise +10 to look like a human child
Knowledge (Local) +6 (1 + 0 Int +3 CS +1 Streetwise +1 Well-Informed trait)
Perception +6 (1 + 0 Wis + 3 CS +2 Keen Senses)
Sleight of Hand +8 (1 + 3 Dex +3 CS +1 Streetwise)
Stealth +7 (0 + 3 Dex +4 Size)

Languages Common, Halfling

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SPECIAL ABILITIES
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Streetwise (Ex):
A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge. Garret has a +1 from this ability.

Gladhanding:
A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.

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. [i]Garret has 8 rounds a day and must use a standard action to activate the effect.

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 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 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.

Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.

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RACIAL QUAILITIES
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Spoiler:

  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

  • Favored Class Bonus: Bard x1(Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child)

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GEAR
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Items Worn:

Head:
Neck: Broken Holy Symbol of Desna(under shirt)
Body: Studded Leather Armor
Shoulders:
Arms:
Ring 1:
Ring 2:
Waist:
Feet: Normal Boots

Normal Clothing: Explorer's Outfit

Gear:

Whip (1 GP)
Dagger (2 GP)
Light Crossbow (35 GP) with 10 bolts (1 GP)
Studded Leather Armor (25 GP)
Bedroll (1 SP)
Waterskin (1 GP)
Spell Component Pouch (5 GP)
Masterwork Backpack (50 GP)
2 Disguise Kits (100 GP, 50 GP each)
Common Lyre (5 GP)
Explorer's Outfit (Free)
Entertainer's Outfit (3 GP)
3 Vials of Acid (30 GP, 10 GP each)
Tanglefoot Bag (50 GP)
Whetstone (2 CP)
Signal Whistle (8 SP)
Small Chest (2 GP)
Scroll Case (1 GP)
4 Smoke Pellets (100 GP, 25 GP each)
Ioun Torch (75 GP)
4 Bardic Scrolls of Cure Light Wounds (100 GP, 25 GP each)
2 Alchemical Potions of Cure Light Wounds (100 GP, 50 GP each)
Short Sword (10 GP)
Superior Lock on the small chest (150 GP)

Potions/Wands/etc/:

Wealth:

56 GP, 00 SP, 08 CP

Dice codes:

You can place your various dice codes here to copy and paste when posting

Spells per Day
Lv1: 2

Spells Known
Lv0(DC14): Detect Magic, Prestidigitation, Dancing Lights, Ghost Sound
Lv1(DC15): Cure Light Wounds, Disguise Self

Background:
Garret Nihks is a halfling with straight brown hair, an unremarkable voice, and a knack for telling tall tales in the local taverns. He's always willing to share a joke or dirty limerick, and won't turn away a meal if the company's good.

Nicholas “Lil' Nikky” Aloc is a little bright-eyed human child with curly blonde locks that wanders the markets and docks, just because he can. He carries a crudely made toy sword and will proudly declare that he will be a member of the Pure Legion one day if asked why he carries it. Aside from that proclamation, he's pretty timid and keeps to himself.

Not many people would guess that Lil' Nikky and Garret Nihks are the same person, and that's just the way Garret wants it.

You see, Garret makes a living out of telling stories. Sometimes his stories are made-up, sometimes they aren't. With the most recent alias he created, Lil' Nikky, he can go around town without people really caring about his presence. Sure, Garret Nihks, known storyteller may make people pause in their gossip, but cute Lil' Nikky? Not a chance!

Garret has been gathering information this way all his life and has no plans of stopping anytime soon. In fact, he might finally be able to put his unusual talent to 'good' use as a member of the Nightwatch. He had a score to settle with Rahadoum's criminals anyway...

A few years ago, Garret was actually considering giving up his profession as a knowledge collector. The reason? He was in love, and the feelings were returned. A few days before he was going to led a more honest life however, he got a hold of a rumor that the people gathering by a certain fountain were a part of a secret religious group and decided to see for himself. He refused to believe the rumor the instant he saw his lover show up. No respectable tanner in Rahadoum would be a clergy nut!

Sure enough though, when confronted about it, the truth was revealed and Garret found out his love was a follower of Shelyn. The rest of the group was planning on raiding a small boat that was smuggling pesh into the city and destroy the drug before it could destroy lives.

Two days later Garret watched, heart broken, as his love was buried in the city cemetery. The information the group of clerics had gotten was false and led them right into an ambush by a guild that was tired of their meddling. All he has left now is a broken holy symbol and a bunch of painful memories.

For that, the criminals of Rahadoum were going to fear even the thought of the Nightwatch by the time he was through with them!