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.
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.
Level 0 Cantrips: DC Save 12, unlimited casts
Magic & Undead Countering Options
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]
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,
Favored Class: 1-7) HP
[dice=Acrobatics]1d20+14[/dice] (+4 tumbling)
[dice=Fly]1d20+1[/dice] +2 (caster level 5) +4 (good maneuverability)
[dice=Knowledge: Engineering, Geography, Nature or Nobility]1d20+4[/dice]
[dice=Knowledge: Religion]1d20+8[/dice] (+3 ID Undead & Abilities)
[dice=Perform: Percussion]1d20+12[/dice] (+2 w/ MW Drums)
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Survival]1d20+3[/dice] +2 Navigation checks w/ Compass
+2 bonus on Research checks as well as skill checks made to gain access to libraries and research facilities.
Languages: Common, Elven, Halfling
EQUIPMENT AND GOLD
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)
Eye Color Green
Hair Color Brown
Skin Tone White
Region of Origin River Kingdoms
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.
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.
1) Start or Restart Performance - Inspire Courage +2, Inspire Competence +2, Countersong, Distraction, Fascinate
2) Draw weapon/shield if not out
A) Acrobatics (Tumble) to avoid AoO’s when moving
B) Move to Flank
C) Trip (+2, no AoO)
Most Attacks and Skills are pre-formatted in their sections above.
Take a little over an hour to do the following
Review funeral rites for various creatures.
Prepare Scrolls with Read Magic.
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
☐☐☐☐ 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.
☐☐ 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.
☐☐☐ 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.
Used & took new trait during Hao Jin Cataclysm.
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.
Player: Pete H.
Character Name: Hamish
PFS #: 123584-2