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About Hamish the BardSpecial Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom. Save Bonuses: Immune Sleep, +2 Enchants, +4 vs Fear, Energy Drain, Death, Necromantic
Hamish is a rather stern looking muscular half elf. His clothing is simple, a black cloak and dark britches. His chest is contrastingly clad in a bright silver breastplate, though the dull wrought iron Symbol of Pharasma hanging from his neck dampens the glare. Among the various weapons arranged for easy access include a leather whip, a blackjack, a longsword, a morningstar and a shortbow with a quiver full of arrows. But martial 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 where it can be judged.” He then glances down at his weapons and adds with a wry smile, ”and I’m happy to assist some there faster than they may have wished.”
Level 0 Cantrips: DC Save 13, unlimited casts
Level 1: DC Save 14, 6 casts per day
Level 2: DC Save 15, 5 casts per day
Level 3: DC Save 16, 4 casts per day
Scrolls
Wands
Potions/Oils/Magic Items (2x Potions/Oils cast at CL from boon)
Magic & Undead Countering Options
Ranged
Pre-formatted Attack Rolls:
[dice=MW Whip to Trip vs. CMD - ACP]1d20+10-1[/dice] [dice=MW Whip to Disarm vs. CMD - ACP]1d20+12-1[/dice] [dice=Mithral Spiked Gauntlet - Combat Expertise - Fighting Defensively - ACP to Aid Another vs. AC 10]1d20+10-2-4-1[/dice] +5 AC & Touch AC for one round [dice=+1 Undead Bane Morningstar - ACP]d20+10-1[/dice] for [dice=Magic/Bludgeoning/Piercing + AS]d8+4+2[/dice] Iterative/IC/Good Hope/Other? [dice=+1 Undead Bane Morningstar - ACP vs. Undead]d20+12-1[/dice] for [dice=Magic/Bludgeoning/Piercing + AS]d8+6+2d6+2[/dice] Iterative/IC/Good Hope/Other? [dice=MW Cold Iron Longsword - ACP]d20+10-1[/dice] for [dice=Magic/Cold Iron/Slashing + AS]d8+3+2[/dice] Iterative/IC/Good Hope/Other? [dice=MW Sap - ACP]d20+10-1[/dice] for [dice=Magic/Bludgeoning/Nonlethal + AS]d6+3+2[/dice] Iterative/IC/Good Hope/Other? [dice=MW Composite Shortbow - ACP]1d20+10-1[/dice] for [dice=Magic/Cold Iron/Silver/Piercing + AS]1d6+3+2[/dice] Iterative/IC/Good Hope/Other?
__________________________________________________ STATISTICS __________________________________________________ Str 16, Dex 16, Con 14, Int 13, Wis 9, Cha 17 AC Calc +8 Armor, +3 Dex, +4 Shield, +1 Deflection, +1 Natural, +1 Dodge HP Calc 1) 8, 2-9) 40, Con 18, Toughness 9, Favored 9 Save Calc Bard +3/+6/+6, Ability +2/+3/-1, +2 all Cloak Feats: 1) Combat Expertise, Skill Focus: Acrobatics, 3) Arcane Strike, 5) Toughness, 7) Dodge, 9) Mobility Traits: Magical Knack, Favored Class: 1-9) HP _________________________________________________ Skills:
[dice=Acrobatics - ACP]1d20+23-1[/dice] [dice=Appraise]1d20+1[/dice] [dice=Bluff]1d20+15[/dice] [dice=Climb - ACP]1d20+7-1[/dice] [dice=Craft: Anything]1d20+1[/dice] [dice=Diplomacy]1d20+15[/dice] (+1 Katheer Humanoids) [dice=Disguise]1d20+6[/dice] [dice=Escape Artist - ACP]1d20+7-1[/dice] [dice=Fly - ACP]1d20+3-1[/dice] With Potion: +2 (caster level 5) +4 (good maneuverability) [dice=Handle Animal]1d20+3[/dice] [dice=Heal]1d20-1[/dice] [dice=Intimidate]1d20+3[/dice] [dice=Demoralize using Haunting Refrain]1d20+15+4[/dice] [dice=Knowledge: Arcana]1d20+9[/dice] [dice=Knowledge: Dungeoneering]1d20+9[/dice] [dice=Knowledge: Engineering]1d20+9[/dice] [dice=Knowledge: Geography]1d20+9[/dice] [dice=Knowledge: History]1d20+9[/dice] [dice=Knowledge: Local]1d20+9[/dice] [dice=Knowledge: Nature]1d20+9[/dice] [dice=Knowledge: Nobility]1d20+9[/dice] [dice=Knowledge: Religion]1d20+9[/dice] (+4 ID Undead & Abilities) [dice=Knowledge: Planes]1d20+9[/dice] [dice=Linguistics]NA[/dice] [dice=Perception]1d20+5[/dice] [dice=Perform: Any]1d20+3[/dice] [dice=Perform: Dance]1d20+7[/dice] [dice=Perform: Percussion]1d20+15[/dice] (+2 w/ MW Drums) [dice=Ride - ACP]1d20+4-1[/dice] (1 rank) [dice=Sense Motive]1d20+3[/dice] [dice=Sleight of Hand - ACP]1d20+3-1[/dice] [dice=Spellcraft]1d20+5[/dice] [dice=Stealth - ACP]1d20+7-1[/dice] [dice=Survival]1d20[/dice] (1 rank) +2 Navigation checks w/ Compass [dice=Swim - ACP]1d20+4-1[/dice] (1 rank) [dice=UMD]1d20+12[/dice] (6 ranks at 9) +2 bonus on Research checks as well as skill checks made to gain access to libraries and research facilities. Languages: Common, Elven, Halfling, Celestial __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On person: +1 Undead Bane Morningstar, MW Sap, MW Composite Shortbow 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 (3), +2 Mithral Breastplate, +2 Darkwood Shield, Belt of Dex +2, 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, Ring of Deflection +1, Amulet of Natural Armor +1, 2 Antiplagues, Deathwatch Eyes, Blanket, Explorer's Outfit, Compass, 2 Antitoxins, 3 Soothe Syrups, 2 Universal Solvents, 3 Alchemical Greases, 4 Vermin Repellents, +2 Headband of Charisma, Boots of Elvenkind, Sunrod Left at Lodge: MW Drums, Cold Weather Outfit, Courtier’s Outfit w/ Gems Starting GP: 1402 gold (after 4-26) Weight Carried: 85.5 lbs Carrying Capacity: Light (86), Medium (173), Heavy (260), LoH (230), Lift (460), Drag/Push (1150) __________________________________________________ APPEARANCE __________________________________________________ Age 29 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:
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. 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. 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
Combat
Most Attack and Skill rolls 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:
Current FJC: 1 goal completed Defender of Katheer: PCs who successfully defeat the sorcerer Raamiz Ibn-Chadli earn a small amount of renown with the people of Katheer. Whenever the PCs deal with the humanoids from Katheer in the future, they receive a +1 circumstance bonus to all Diplomacy checks. Reading the Threads: You have had additional time in which to study A Thread of Silver, an incomplete guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase its accuracy bonus by 1 and gain a +2 competence bonus on optional skill checks made to increase its accuracy further. Impressive Influence: During the course of the feast at Fiddlemourn Manor, you impressed one or more of the guests in attendance. How this will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with the following influential members of Absalom Society. Lady Dyrianna of House Avenstar
Honored Guests of the Hall: Should you rescue a cleric from the grasp of the demons plaguing Cayden’s Hall, High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check. Preservationist: Even while being stalked by a red reaver in its lair, you were able to keep calm and protect the valuable historical and religious relics contained within the Bastion of Light. You gain a +1 bonus to your CMD against disarm and sunder attempts, and spells you cast that would damage unattended objects in their area, such as fireball, do so only when you want them to. Reaver of Reavers: Successfully slaying the fearsome red reaver of Roslar’s Coffer was no mean feat, and word of your victory has spread throughout all of Lastwall and beyond. When staying at an inn, you can almost always secure common quality lodging, meals and stable services for free. 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.
☐☐☐☐ 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.
☐☐☐☐☐ 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 receive a special 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.
Scenario List:
Among the Living: 1 XP, 2 PP, 0g Dayjob Among the Dead: 1 XP, 2 PP, 0g Dayjob The Goblinblood Dead: 1 XP, 2 PP, 0g Dayjob The Merchant's Wake: 1 XP, 2 PP, 0g Dayjob The City of Strangers—Part I: The Shadow Gambit: 1 XP, 2 PP, 33g Dayjob The City of Strangers—Part II: The Twofold Demise: 1 XP, 2 PP, 20g Dayjob Before the Dawn—Part I: The Bloodcove Disguise: 1 XP, 2 PP, 50g Dayjob Before the Dawn—Part II: Rescue at Azlant Ridge: 1 XP, 2 PP, 20g Dayjob We Be Goblins Too! (Pregen): 1 XP, 1 PP, 0g Dayjob In Hell's Bright Shadow (AP): 3 XP, 4 PP, 50g Dayjob From the Tome of Righteous Repose: 1 XP, 2 PP, 20g Dayjob The Shores of Heaven: 1 XP, 1 PP, 10g Dayjob The Blackros Matrimony: 1 XP, 2 PP, Forego Dayjob for Boon (1) Serpents Rise (Pregen): 1 XP, 2 PP, 0g Dayjob Death On The Ice: 1 XP, 2 PP, Forego Dayjob for Boon (2) Corpses in Kalsgard (GM Credit): 1 XP, 2 PP, 0g Dayjob The Hao Jin Cataclysm: 1 XP, 2 PP, 50g Dayjob, Reaver’s Roar: 1XP, 2PP, Forego Dayjob for Boon (3), 9 PP rebuild Hall of Drunken Heroes 1XP, 2PP, Forego Dayjob for Boon (4), 2 PP Wand Longstrider The Hellknight’s Feast 1XP, 2PP, Forego Dayjob for Boon (5), 2 PP Potion Remove Blindness The Technic Siege 1XP, 2PP, Forego Dayjob for Boon (6 & completed), 2 PP Celestial Our Lady of Silver 1XP, ??PP, Dayjob 50g, 5PP 400g Retrain ‘lingering performance’ to ‘arcane strike’, FJC # of ranks The Waking Rune: 1 XP, 0PP, Dayjob 10g, 13PP and 5010g spent on body recovery, resurrection and two restorations, No FJC Total XP: 25 Total Fame: 43 (31,000 gold cap, next level at 45) Current Prestige: 1 Chronicle Info:
Player: Pete H. Character Name: Hamish PFS #: 123584-2 Faction: Darkives Day Job: Perform: Percussion (see skill section for modifiers) Normal Progression |