Thorn's End Guard

Hamish the Bard's page

399 posts. Organized Play character for Pete H..


Race

| HP: 67/67 (Temp HP 15/15) | AC/Tch/FF 26/14/23 27/15/23 | CMD (trip) 23 (25) | F/R/W +8/+9/+6 (Immune Sleep, +2 Enchants, +4 vs Fear, Energy Drain, Death, Necromantic)

Classes/Levels

| Speed 30 | +1 Star Folio Re-Roll 1/1, Bardic Performance: 11/16 (Lingering Performance) | Spells 1st: 5/5, 2nd: 2/4 | Perc: +5, SM: +3 | Init: +2

Gender

CN Half-Elf Dirge Bard 6, Fighter 1 | Mods: Haste, False Life ~6 hrs remain, Permanent Deathwatch 30ft

About Hamish the Bard

Notes: Don't forget about boon instead of Day Job. Learn 2PP language when you have the free Prestige. Retraining after current session.
To Buy/Bought: Bought Snapleaf with 2PP at start of next session,

Hamish is a rather stern looking muscular half elf. His clothing is simple, with a black cloak and dark britches covering most of his body. His chest is clad in a bright silver breastplate that contrasts with the dull wrought iron Symbol of Pharasma hanging from his neck. Slung over his shoulders is a tightly packed backpack with a set of small war drums hanging below them. Clipped to his belt on one side is a black whip and the other side has a dangerous looking flail.

But appearances aside, he usually greets people with a friendly smile and introduction. He doesn’t get very wordy about Pharasma, simply explaining that he does what is necessary to usher souls to their correct reward. His common response to religious inquiries is that, ”it simply isn’t my job to judge, merely to make sure a soul ends up in the right place.” He then glances down at his flail and adds with a wry smile, ”and I’m happy to assist some souls there faster than they may have wished.”

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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Spellcasting C.L. 7 Concentration Check +9
Can cast any known spell

Level 0 Cantrips: DC Save 12, unlimited casts
Detect Magic (7 minutes)
Prestidigitation (1 hour)
Resistance (1 minute)
Light (70 minutes)
Read Magic (70 minutes)
Summon Instrument

Level 1: DC Save 13, 5 casts per day
Cure Light Wounds (1d8+5, V/S)
Remove Fear (V/S)
Liberating Command (V)
Feather Fall (V)
Archetype: Ray of Enfeeblement (1d6+3, 7 rds, V/S)

Level 2: DC Save 14, 4 casts per day
Gallant Inspiration (V)
Heroism (70 minutes, V/S)
Cure Moderate Wounds (2d8+7, V/S)
Silence (7 rounds)
Archetype: False Life (1d10+7 Temp HP for 7 hours)

Scrolls
CL 1: Comprehend Languages (2), Identify
CL 3: Share Language, Invisibility, See Invisibility, Glitterdust, Lesser Restoration (not on spell list)

Wands
CL 1: Cure Light Wounds (34), Endure Elements (22)

Potions/Oils
CL 1: Oil of Magic Weapon, Ant Haul, Touch of the Sea
CL 3: NA
CL 5: Oil of Daylight, Fly, Snapleaf

Magic & Undead Countering Options
Countersong: Performance works vs. a sonic or language-dependent magical attack
Distraction: Performance works vs. an illusion (pattern) or illusion (figment) magical attacks
Ring of the Grasping Grave +8 vs. Touch
Boon vs. Haunt (Also have Boons to help ID Haunts)
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OFFENSE
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Speed 30, BAB +5, CMB +8
Melee Fight Defensively + Combat Expertise = -6 Hit/ +5 Dodge AC
+1 Flail +9 Hit, 1d8+4 Damage, x2 Crit (+11 trip/disarm), Magic/Bludgeoning
MW Whip +9 Hit, 1d3+3 Damage, x2 Crit (+11 trip/disarm), Non-Lethal, 15 ft Reach
Mithral Spiked Gauntlet +9 Hit, 1d4+3 Damage, x2 Crit, Silver/Piercing
MW Cold Iron Longsword, +9 Hit, 1d8+3 Damage, 19-20x2 Crit, Cold Iron/Slashing

Ranged
MW Composite Longbow +8 Hit, 1d8+3 Damage, x3 Crit, 110 ft Range, Cold Iron/Silver/Piercing
Alchemist Fire +7 Hit vs. Touch, 1d6 (+1d6 next round) Fire Damage +1 Splash, x2 Crit, 10 ft Range

Primary Pre-formatted Attack Rolls:

[dice=+1 Flail]1d20+9[/dice] for [dice=Magic/Bludgeoning]1d8+4[/dice]

[dice=+1 Flail - Combat Expertise - Fighting Defensively to Aid Another, DC 10]1d20+9-2-4[/dice] AC increases by 5 for one round[/ooc]

[dice=Trip with Flail + Improved Trip vs. CMD]1d20+9+2[/dice]

[dice=MW Composite Longbow]1d20+8[/dice] for [dice=Cold Iron/Silver/Piercing]1d8+3[/dice]

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STATISTICS
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Str 16, Dex 14, Con 14, Int 13, Wis 9, Cha 14
AC Calc +8 Armor, +2 Dex, +3 Shield, +1 Deflection, +1 Natural, +1 Dodge
HP Calc 1) 8, 2) 6, 3-7) 25, Con 14, Toughness 7, Favored 7
Save Calc Fighter +2/+0/+0, Bard +2/+5/+5, Ability +2/+2/-1, +2 all Cloak
Feats: 1) Combat Expertise, Skill Focus: Acrobatics, 2) Improved Trip, 3) Lingering Performance, 5) Toughness, 7) Dodge
Traits: Magical Knack, Log Roller Advantageous Distraction (boon)
Favored Class: 1-7) HP
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Skills:
[dice=Acrobatics]1d20+14[/dice] (+4 tumbling)
[dice=Appraise]1d20+1[/dice]
[dice=Bluff]1d20+12[/dice]
[dice=Climb]1d20+6[/dice]
[dice=Craft: Anything]1d20+1[/dice]
[dice=Diplomacy]1d20+12[/dice]
[dice=Disguise]1d20+6[/dice]
[dice=Escape Artist]1d20+5[/dice]
[dice=Fly]1d20+1[/dice] +2 (caster level 5) +4 (good maneuverability)
[dice=Handle Animal]1d20+2[/dice]
[dice=Heal]1d20-1[/dice]
[dice=Intimidate]1d20+2[/dice]
[dice=Intimidate (Demoralize)]1d20+12[/dice]
[dice=Knowledge: Engineering, Geography, Nature or Nobility]1d20+4[/dice]
[dice=Knowledge: Arcana]1d20+8[/dice]
[dice=Knowledge: Dungeoneering]1d20+8[/dice]
[dice=Knowledge: History]1d20+8[/dice]
[dice=Knowledge: Local]1d20+8[/dice]
[dice=Knowledge: Religion]1d20+8[/dice] (+3 ID Undead & Abilities)
[dice=Knowledge: Planes]1d20+8[/dice]
[dice=Perception]1d20+5[/dice]
[dice=Perform: Any]1d20+2[/dice]
[dice=Perform: Dance]1d20+6[/dice]
[dice=Perform: Percussion]1d20+12[/dice] (+2 w/ MW Drums)
[dice=Ride]1d20+5[/dice]
[dice=Sense Motive]1d20+3[/dice]
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Spellcraft]1d20+5[/dice]
[dice=Stealth]1d20+5[/dice]
[dice=Survival]1d20+3[/dice] +2 Navigation checks w/ Compass
[dice=Swim]1d20+6[/dice]
+2 bonus on Research checks as well as skill checks made to gain access to libraries and research facilities.

Languages: Common, Elven, Halfling
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EQUIPMENT AND GOLD
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On person: +1 Flail, MW Composite Longbow w/ 40 Cold Iron & Silver arrows, MW Whip, Mithral Spiked Gauntlet, Cloak of Resistance +2, MW Backpack, Bedroll, Blanket, Flint and Steel, Mess Kit, Waterskin, Map, Cold Iron Dagger, Trail Rations (5), +2 Mithral Breastplate, +1 Darkwood Shield, Belt of Tumbling, Silk Rope (50 ft), Alchemical Fire (4), Holy Water (4), Ioun Torch, “The Bones Land in a Spiral” Pharasma’s Holy Text, Iron Holy Symbol of Pharasma, Cold Weather Outfit, Ring of Deflection +1, Amulet of Natural Armor +1, 2 Antiplagues, Deathwatch Eyes, Blanket, Explorer's Outfit, Compass, 2 Antitoxins, 4 Soothe Syrups, 2 Universal Solvents, 4 Alchemical Greases, 4 Vermin Repellents, Ring of the Grasping Grave
Left at Lodge: MW Drums, Cold Weather Outfit, Courtier’s Outfit w/ Gems
Starting GP: 2455.8 g
Weight Carried: 86 lbs
Carrying Capacity: Light (86), Medium (173), Heavy (260), LoH (230), Lift (460), Drag/Push (1150)
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APPEARANCE
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Age 28
Height 5’8”
Weight 135
Eye Color Green
Hair Color Brown
Skin Tone White
Region of Origin River Kingdoms
Deity Pharasma
Favorite meal Trail Rations

Archetype and Bard Abilities:

Haunted Eyes (Ex): At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects. This ability replaces well-versed.

Secrets of the Grave (Ex): At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.

Haunting Refrain (Su): At 5th level, a dirge bard is able to stir primal terrors in the hearts of listeners. He can use a Perform (keyboard) or Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a bonus equal to half his bard level. In addition, saving throws against any fear effect he creates are made with a –2 penalty, and this penalty increases by –1 every 5 levels beyond 5th. This ability replaces lore master.

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.

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.

Other Bardic Performances

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat
  • Use knowledge skills liberally
  • Talk sparingly, always attempt to Aid Another on Diplomacy and Bluff
  • Use Comprehend Languages Scrolls IF necessary

Combat
1) Start or Restart Performance - Inspire Courage +2, Inspire Competence +2, Countersong, Distraction, Fascinate
2) Draw weapon/shield if not out
3) Attack
A) Acrobatics (Tumble) to avoid AoO’s when moving
B) Move to Flank
C) Trip (+2, no AoO)
D) Attack

Most Attacks and Skills are pre-formatted in their sections above.

Daily Preparation:

Take a little over an hour to do the following
Review funeral rites for various creatures.
Prepare Scrolls with Read Magic.

PFS Boons:

Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed, and cross the others off your Chronicle sheet.
These NPCs help you in three different ways. First, you may spend 2 Prestige Points to learn the listed language from that NPC. Second, you may check a box that precedes a reward as a standard action to consult that NPC for assistance with one of the listed skill checks. You may use that NPC’s bonus in place of your own when rolling the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless otherwise stated, this is a standard action.
The NPCs become stronger throughout their adventures with you. Their bonus on skill checks depends upon your character level (Level 1–2: +6, Level 3–4: +8, Level 5–6: +11, Level 7–8: +14, Level 9–10: +18, Level 11+: +22)
☐ ☐ Chose Traveling Priest (Temple of Empyreal Enlightenment): A priest from the Temple of Empyreal Enlightenment believes that the next step on her path to enlightenment is to venture far from the temple, learning from sages across Golarion. Language: Celestial; Skills: Diplomacy, Knowledge (religion); Special: Damage a touched haunt, as if a paladin of your character level used lay on hands.

☐ ☐ Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifed back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level
as your caster level.
Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.

Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use restoration to remove a permanent negative level, check both boxes.
Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

☐☐☐☐ Icewalker: While adventuring in the Crown of the World was a chilling experience, your adventures on the polar ice have made you more resistant to the frigid conditions. You may check a box next to this boon as a standard action to gain either cold resistance equal to your character level for 3 hours or the benefits of an endure elements spell for the next 24 hours.

☐☐☐ Runic Tattooing: Spending time with the saumen kar Ainamuuren has given you a rudimentary understanding of magical tattoos. Whenever you cast a spell of 1st, 2nd, or 3rd level (including from a wand, scroll, stave, or other magic item) with a range of touch or personal, you can check one box that precedes this boon per spell level as a swift action to store the spell on your body as a tattoo. At any time within the next 24 hours, you may spend a swift action to activate the tattoo and instantly gain the benefits of the spell; you can only target yourself with spells stored in this manner. Entering an antimagic field, dying, or failing to activate the tattoo before 24 hours has passed causes both the spell and that use of this boon to be wasted.

☐☐☐☐☐ Varki Archaeology: Successfully saving Svala from the undead hordes of frozen Pilungak has helped the Society retain a uniquely skilled agent. Whenever you attempt a Knowledge check related to the Erutaki, the Varki, undead, magical beasts, or the Crown of the World, you may check a box next to this boon as an immediate action to gain a +4 bonus on that check.

Impressive Influence: During the course of the wedding festivities, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you nevertheless ingratiate yourself with a number of influential members of the Inner Sea society.
Nigel Aldain
Alexander Bedard
Hamaria Blakros
Tancred Desimire
Jeon Raeng-Woo
Rubaani Shafar

☐☐ Heavenly Scholar: Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.

Spoils of the Siege (Zurnzal): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Zurnzal or his schemes, you can qualify to recieve a speacl boon at the end of the adventure to reflect Zurnzal’s increased resources.

Trusted Pathfinder: In the wake of the Aspis Consortiums’s siege on the Grande Lodge, venture-captains have decided to release several items from the vaults to their most trusted agents. You may check the box preceding this boon in order to purchase one of the following items.
Armor of Luck (18,500 gp plus the price of a suit of masterwork armor of the appropriate type) You may purchase a suit of armor that has all of the properties of a banded mail of luck. This armor may be of any type (such as leather, breastplate, or full plate), but it cannot be made of a special material.
Circlet of persuasive disguise (7,200 gp): This splendid circlet functions simultaneously as a circlet of persuasion and a hat of disguise.
Elven rune-cloak (price varies): This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750 gp to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an elven rune-cloak’s resistance bonus from +1 to +2 costs 3,000 gp).
Lesser versatile metamagic rod (6,000 gp): This functions as a metamagic rod (Pathfinder RPG Core Rulebook 484) and has 3 charges per day; however, these charges can be used to replicate the effects of any of the following metamagic feats: Extend Spell, Merciful, or Reach Spell.

Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with military saddle, bit, bridle and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.

☐☐☐ Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that preceds this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can chose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creature’s attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Bones: You gain the benefits above against undead creatures.
Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.

Used & took new trait during Hao Jin Cataclysm.
You Really Be Goblin: You have spent considerable time--almost certainly too much time--studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronical sheet.
Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
Bouncy: Your bones and flesh are more elastic than those of most goblins—when you fall, you tend to bounce a little better than them as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls
Goblin Bravery: You have a worrying propensity for overconfidence in combat. When facing an enemy that’s larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant a +1 trait bonus on attack rolls with non-reach melee weapons.

The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundage equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

☐☐☐☐☐☐ Seasoned Archivist (Dark Archive Faction): Your experience in the Grand Lodge’s Vault makes you
a skilled researcher of magic or other esoterica. You gain a +2 bonus on Research checks as well as skill checks
made to gain access to libraries and research facilities. If you have at least 20 Fame, you may spend 1 Prestige
Point to become a Senior Archivist, gaining research assistants to help in your personal experiments. You may
work with your assistants and forgo your Downtime between adventures to check a box that precedes this boon.
Once you have checked all 6 boxes, select one of the benefits below, crossing off the other one.
☐☐ Alchemical Breakthrough: Your body has become resistant to alchemical substances. When you take damage
from a splash weapon, reduce the damage you take by 3 (minimum 0). Also, you have produced two doses of an
alchemical catalyst that can enhance a potion you drink. Check one of the boxes that precede this boon when you
drink a potion to use your character level in place of the potion's caster level for determining its effects.
☐☐ Magical Marvel: You gain a +2 bonus on Spellcraft and Knowledge (arcana) checks to identify ongoing
magical effects, such as rituals and lingering magic auras (but not magic items). Additionally, you have
produced two vials of magical ink that can enhance a scroll that you activate. Check a box that precedes this
boon to use your character level in place of the scroll's caster level for determining the spell's effects.

Chronicle Info:

Player: Pete H.
Character Name: Hamish
PFS #: 123584-2
Faction: Darkives
Day Job: Perform: Percussion (see skill section for modifiers) Don't use until boon is completed.
Normal Progression