Vardalel Prennder

Glorfindan Fingoriel's page

46 posts. Alias of caps.


Classes/Levels

- INACTIVE - (GM abandoned game)

About Glorfindan Fingoriel

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Glorfindan Fingoriel
Bard 5
NG Medium humanoid (elf)
Init +8; Senses Perc +9/+11/+13, SM +10, low-light vision

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Defense
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AC 21, touch 16, flat-footed 15
HP 35/35 = 5 levels * (8 class - 1 Con)
Fort +1, Ref +11, Will +4; immune to magical sleep, +2 vs. enchantment spells and effects, +4 vs. bardic performance, sonic, and language-dependent effects

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Offense
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Speed 30 ft.
Melee
[dice=masterwork cold iron longsword]1d20+6[/dice]
[dice=cold iron, slashing]1d8+2[/dice]
19-20/x2 critical

[dice=cestus]1d20+5[/dice]
[dice=bludgeoning, piercing1d4+2[/dice]
19-20/x2 critical

Ranged
60/60 cold iron arrows
20/20 blunt arrows
10/10 ghost salt arrows
10/10 adamantine arrows
10/10 silvered arrows
10/10 arrows
2/2 holy water
2/2 acid flask
2/2 alchemist's fire

[dice=+1 longbow, attack]1d20+10[/dice]
[dice=cold iron, magic, piercing]1d8+3[/dice]
x3 critical, 110ft. range

[dice=+1 longbow, attack, inspired, heroism, point blank shot, rapid shot]1d20+10+2+2+1-2[/dice]
[dice=cold iron, magic, piercing]1d8+3+2+1[/dice]
x3 critical, 110ft. range

Space 5 ft.; Reach 5 ft.
Special Attacks
[dice=overcome spell resistance]1d20+5+2[/dice]

Spell-Like Abilities
N/A

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Statistics
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Str 14
Dex 22
Con 8
Int 17
Wis 9
Cha 15

Base Atk +3; CMB +5; CMD 21

Feats
Point Blank Shot
Precise Shot
Rapid Shot

Traits
Trap Finder: +1 disable device, it becomes a class skill, and you can disarm magical traps like a rogue
Warrior of Old: +2 initiative

Languages
Common, Elven
starting 3 bonus languages: draconic, dwarven, undercommon
linguistics languages: goblin, orc, sylvan

SQ
Bardic Performance 14/14
Versatile Performance, Oratory
Lore Master 1/1
cantrips DC12
dancing lights, detect magic, enhanced diplomacy, mage hand, message, open/close
level 1 spells DC14, 5/5
aphasia, cure light wounds, expeditious retreat, grease, heightened awareness, saving finale
level 2 spells DC15, 3/3
glitterdust, heroism, invisibility

Scrolls
Level 1 scrolls DC14
comprehend languages 2/2
charm person 1/1
forced quiet 2/2
remove fear 1/1
toilsome chant 1/1
unseen servant 1/1

Favored Class Bonuses
1-3: bonus skill ranks (1 normal, 2 background)
4-5: bonus known spells (GM approved alternate favored class bonus)

Skills 36 ranks = 5 levels * (6 class + 3 Int) - 9 background skill ranks + 1 favored class bonus
+11 acrobatics (2 ranks + 3 class + 6 Dex)
+2 bluff (2 Cha)
+6 climb (1 rank + 3 class + 2 Str)
+10 diplomacy, versatile performance, oratory (perform, oratory)
+15 disable device (5 ranks + 3 class + 6 Dex + 1 trait)
+2 disguise (2 Cha)
+6 escape artist (6 Dex)
-1 heal (-1 Wis)
+2 intimidate (2 Cha)
+10 knowledge, arcana (2 ranks + 3 class + 3 Int + 2 Bard)
+9 knowledge, dungeoneering (1 ranks + 3 class + 3 Int + 2 Bard)
+9 knowledge, local (1 ranks + 3 class + 3 Int + 2 Bard)
+10 knowledge, nature (2 ranks + 3 class + 3 Int + 2 Bard)
+9 knowledge, planes (1 ranks + 3 class + 3 Int + 2 Bard)
+9 knowledge, religion (1 ranks + 3 class + 3 Int + 2 Bard)
+9 perception (5 ranks + 3 class - 1 Wis + 2 Race)+6 ride (6 Dex)
+10 sense motive, versatile performance, oratory (perform, oratory)
+11 spellcraft (5 ranks + 3 class + 3 Int)
+13 spellcraft, identify magic items (spellcraft + 2 Race)
+14 stealth (5 ranks + 3 class + 6 Dex)
+0 survival (1 rank - 1 Wis)
+2 swim (2 Str)
+10 use magic device (5 ranks + 3 class + 2 Cha)

Background Skills 19 ranks = 5 levels * 2 + 9 normal skill ranks + 2 favored class
+3 appraise (3 Int)
+7 artistry, literature and poetry (1 rank + 3 class + 3 Int)
+5 knowledge, engineering (3 Int + 2 Bard)
+9 knowledge, geography (1 ranks + 3 class + 3 Int + 2 Bard)
+9 knowledge, history (1 ranks + 3 class + 3 Int + 2 Bard)
+9 knowledge, nobility (1 ranks + 3 class + 3 Int + 2 Bard)
+11 linguistics (5 ranks + 3 class + 3 Int)
+6 perform, dance (1 rank + 3 class + 2 Cha)
+10 perform, oratory (5 ranks + 3 class + 2 Cha)
+10 perform, sing (5 ranks + 3 class + 2 Cha)
+6 perform, string (1 rank + 3 class + 2 Cha)

Combat Gear
2600gp +1 magic composite longbow (+2 strength rating)
1100gp mithral chain shirt
155gp masterwork buckler
5gp cestus
6gp 60 cold iron arrows
2gp 20 blunt arrows
2gp 40 mundane arrows (10 silvered, 10 ghost salt, 10 asamantine, 10 mundane)
5gp silver weapon blanch (applied to 10 arrows)
100gp adamantine weapon blanch (applied to 10 arrows)
200gp ghost salt weapon blanch (applied to 10 arrows)
110gp 2× (acid flask, alchemist's fire, holy water)

Magic Gear
4000gp +2 belt of dexterity
1000gp +1 cloak of resistance
200gp 8 scrolls (2x comprehend languages, charm person, 2x forced quiet, remove fear, toilsome chant, unseen servant)
50gp potion of cure light wounds

Other Gear
belt pouch [ 1 ] (1gp/0.5lbs.)
candle [ 1 ] (0.01gp/0lbs.)
chalk [ 1 ] (0.01gp/0lbs.)
earplugs [ 1 ] (0.3gp/0lbs.)
fishhook [ 1 ] (0.1gp/0lbs.)
flint and steel [ 1 ] (1gp/0lbs.)
grappling arrow [ 1 ] (1gp/0.5lbs.)
parchment [ 2 ] (0.4gp/0lbs.)
scroll case [ 2 ] (2gp/1lbs.)
sewing needle [ 1 ] (0.5gp/0lbs.)
signal whistle [ 1 ] (0.8gp/0lbs.)
string/twine (50ft.) [ 2 ] (0.2gp/1lbs.)
tindertwig [ 1 ] (1gp/0lbs.)
torches [ 1 ] (0.1gp/1lbs.)
trail rations [ 2 ] (1gp/2lbs.)
wandermeal [ 4 ] (0.04gp/2lbs.)
waterskin [ 1 ] (1gp/4lbs.)
weapon cord [ 1 ] (0.1gp/0lbs.)
whetstone [ 1 ] (0.02gp/1lbs.)

754.42gp remaining

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Special Abilities
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Elf:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Bard:
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.

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 such performances are language dependent. 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.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

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.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Bot Me!:
Glorfindan always opens combat by using Inspire Courage, which he maintains throughout the combat. He will typically use his move action to take up a good position for archery, drawing his bow if necessary

After the first round of combat, he uses rapid shot to make multiple attacks

In a dungeon crawl or other combat-intensive environment, he will cast heightened awareness on himself right off the bat, and heroism on himself after the first combat. He will not usually use the +4 initiative bonus from heightened awareness

Against a particularly troublesome non-divine caster he will cast aphasia

When an ally fails a save against a particularly bad effect, he will use saving finale for that ally

Against an invisible or otherwise concealed foe he will cast glitterdust

If things get really bad, he may cast invisibility on himself or another party member that needs to avoid being hit