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64 posts. Organized Play character for Deevor.


Full Name

Harnet Drogovis

Race

Tiefling

Classes/Levels

Wizard 2

Spoiler:
HPs 16/18, AC13,T13,FF10, Saves: F+2,Ref+3,W+4, Init+3,Perc+3, Concen+8,Speed 30ft/20ft

Gender

Male

Age

20

Alignment

Evil Neutral

Strength 11
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 12
Charisma 7

About Harnet Drogovis

[*spoiler=Harnet Drogovis]
HPs 18/18
Telekinetic Fist (max 7/day) Used 0 times today
Darkness (max 1/day) used today: No

1st Level Spells Used today: None

Scrolls available:
scroll of Ghostbane Dirge
scroll of adhesive spittle,
scroll of animate rope,
scroll of burning hands,
scroll of cure light wounds,
scroll of expeditious excavation,
scroll of magic weapon,
scroll of monkey fish,
scroll of thunderstomp,
scroll of touch of gracelessness

Potions available:
2 stat increasing potions of your choice(bulls strength, cat's grace, etc)
------ 1 potion cats grace
-------1 potion ??????
3 cure light wound potions
2 cure medium wound potions
1 lesser restoration potion

Wand Usage:
Wand of Infernal Healing 0 of 30 used

Mundane Items Used:

[/spoiler]

Level 2 Character for Rappan Athuk:

Harnet Drogovis
Male tiefling transmuter 2 (Pathfinder RPG Bestiary 264)
LN Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (2d6+6)
Fort +2, Ref +3, Will +4
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—darkness
Arcane School Spell-Like Abilities (CL 2nd; concentration +8)
. . 7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +8)
. . 1st—color spray (DC 15), enlarge person (DC 15), grease, mage armor
. . 0 (at will)—acid splash, detect magic, mage hand, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 14, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 14
Feats Alertness, Scribe Scroll, Weapon Finesse
Traits focused mind
Skills Acrobatics +0 (-4 to jump), Appraise +8, Bluff +0, Craft (mapmaking) +10, Fly +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Linguistics +8, Perception +3, Profession (cook) +5, Profession (librarian) +5, Profession (scribe) +5, Sense Motive +3, Spellcraft +9, Stealth +2; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Terran
SQ arcane bond (darc, bat), physical enhancement (+1)
Combat Gear scroll of adhesive spittle, scroll of animate rope, scroll of burning hands, scroll of cure light wounds, scroll of expeditious excavation, scroll of magic weapon, scroll of monkey fish, scroll of thunderstomp, scroll of touch of gracelessness, wand of infernal healing (50 charges), alchemist's fire (3), alkali flask[APG] (4), caltrops (5), flash powder[APG], oil (5), thunderstone; Other Gear dagger, dagger, dagger, dagger, dagger, light crossbow with 20 bolts, backpack, bedroll, belt pouch, candle (2), chalk, cutting board, wooden (2 lb), flint and steel, hammer, hemp rope (100 ft.), hooded lantern, ink, inkpen, knife, cutting (0.5 lb), ladle (0.5 lb), marbles[APG], marbles[APG], marbles[APG], marbles[APG], marbles[APG], masterwork artisan's tools, mess kit[ACG], parchment (10), piton (4), pot, pot, sack (2), scroll case, scroll case, scroll case, scroll case, scroll case, seasonings, local (0.5 lb), skewer (1 lb), skillet, soap, spell component pouch, spellbook, tinder packet (0.5 lb), tindertwig (4), torch (10), torch (2), trail rations (5), travelling spellbook[APG], tripod, iron (3 lb), waterskin, 10 gp, 5 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Spellbook
Level 0 All Spells
Level 1 - 16 spells (7 transmutation, 4 conjuration, 3 abjuration, 1 illusion, 1 evocation)
Adhesive Spittle conjuration
Animate Rope transmutation
Ant Haul transmutation
Color Spray illusion
Enlarge Person transmutation
Expeditious Excavation transmutation
Expeditious Retreat transmutation
Grease conjuration
Infernal Healing conjuration
Mage Armor conjuration
Protection from Law abjuration
Protection from Chaos abjuration
Stone Fist transmutation
Stunning Barrier abjuration
Thumderstomp evocation
Touch of Gracelessness transmutation

Darc
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 9 (1d8-2)
Fort +0, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +7 (1d3-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 4
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Defend, Down, Fighting, Heel, Stay
Skills Acrobatics +2 (-10 to jump), Appraise -1, Fly +16, Linguistics -1, Perception +6, Spellcraft +0; Racial Modifiers +4 Perception
SQ attack any target, defend, fighting, heel, improved evasion
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Flight (40 feet, Good) You can fly!
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Deevor:
12784-4

PFS Character 1: to be created or use Harnet below:

Harnet Dragovis:

Harnet Drogovis
Male Tiefling Wizard 1
NG Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d6+5)
Fort +4, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Dagger +1 (1d4+1/19-20/x2) and
Quarterstaff +1 (1d6+1/x2) and
Switchblade knife +1 (1d4+1/19-20/x2) and
Unarmed strike +1 (1d3+1/x2)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks blinding darkness (1 rds) (7/day)
Spell-Like Abilities Darkness (1/day)
Wizard Spells Prepared (CL 1):
1 (2/day) Ventriloquism (DC 16), Color Spray (DC 16), Grease (DC 15)
0 (at will) Mage Hand, Prestidigitation (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 18, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Spell Focus (Illusion), Toughness +3
Traits Observant (Perception), Vagabond Child (urban) (Escape Artist)
Skills Bluff -1, Escape Artist +8, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +8, Perception +8, Profession (cook) +5, Sense Motive +3, Spellcraft +8, Stealth +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Hallit, Tien, Varisian, Vudrani
SQ +2 to fortitude saves, arcane bonds (krakrac, rat), empathic link with familiar, extended illusions (+1 rds), opposition schools (enchantment, evocation), share spells with familiar, specialized schools (shadow)
Combat Gear Scroll of Endure Elements, Scroll of Faerie Fire, Scroll of Mount; Other Gear Crossbow bolts (10), Dagger, Dagger, Light crossbow, Quarterstaff, Switchblade knife, Backpack (23 @ 37 lbs), Bedroll, Blanket, Flint and steel, Marbles, Marbles, Marbles, Marbles, Marbles, Rope, Spell component pouch, Spellbook, Trail rations (4), Waterproof bag (2 @ 3.12 lbs), Waterskin (2), 2 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Blinding Darkness (1 rds) (7/day) (Sp) - 0/7
Crossbow bolts - 0/10
Dagger - 0/1
Dagger - 0/1
Darkness (1/day) (Sp) - 0/1
Switchblade knife - 0/1
Trail rations - 0/4
--------------------
Special Abilities
--------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Blinding Darkness (1 rds) (7/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Scroll of Endure Elements Add this item to create a scroll with spells on it.
Scroll of Faerie Fire Add this item to create a scroll with spells on it.
Scroll of Mount Add this item to create a scroll with spells on it.
Shadow Associated School: Illusion
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

--------------------

Krakrac
Rat
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 15 ft., climbing (15 feet), swimming (15 feet)
Melee Bite (Rat) +4 (1d3-4/x2) and
Unarmed strike +4 (1-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. Trip)
Feats Weapon Finesse
Tricks Attack [Trick], Attack Any Target [Trick], Come [Trick], Down [Trick], Heel [Trick], Track [Trick]
Skills Acrobatics +2 (-6 jump), Climb +10, Escape Artist +3, Fly +6, Linguistics -1, Perception +5, Spellcraft -1, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
Languages
SQ attack any target [trick], come [trick], down [trick], heel [trick], improved evasion, track [trick]
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
-none-
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (15 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.
Track [Trick] The animal will track a scent.

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Favorite Saying
'Alright, just one more poem, and this one's for the drink'
'Let Chrysolwyn be praised by the joy in the song'

Appearance:

Hair: Blonde
Eyes: Green
Skin: Light
Height: 5" 10'
Weight: 10st 4lbs (144lbs)

General Background:

Lives in Market Town of Sundren Crossing, in Nordren (assume that the market town is not that large but quite wealthy due in no small part to the quality of RoParvist's work, and by being on a fairly well trod trade route. The town is on the banks of the river from Banamyr to Pelldyr, and provides a crossing of the river.
Background, (although some is covered in the backgrounds of the people on Rosanic's life.
RoSan has been his mother's favourite, so RoSan is seen as a bit of a mothers boy
and has not followed the family tradition of boys becoming blacksmiths. As
RoSan got older 12 yr onwards, started to write a daily diary, well most days,
not something his father quite understood, but encouraged by his mother.
In the last 5 years RoSanic has been writing and singing his own songs,
learning to play an instrument (with the help of Che'Raethan),
and keeping his diary. His songs tend to be melancholy, as is his persona...

motivation:

Searching for his lost love and childhood friend. Takes up with adventuruers to more round different parts of the world in search of her.
Spoiler:

People in RoSanic's life
[spoiler=Father]
Name: RoParvist
Race: Human
Occupation: Blacksmith/Weaponsmith
Background: True family man, his father was a blacksmith, who was active in the wars,
and became a weaponsmith of reknown making masterwork weapons. He was part of xxxxx's
army where he saw some action towards the end of the war..the final push. But because of his skills he
didn't get put into action unless really required. RoParvist is proud of his father and follows in the family tradtions,
making quality weapons. Since the marriage to RoNeeDar'Vcian the quality of his work has improved and now
takes commissions to make fine swords and daggers. The family are pretty well off now and seen as one of the
foremost families in xxxxxxxxx.
Hook: Something that happened in the war meant RoParvist's father agreed for RoParvist to marry RoNeeDar'Vcian,
this is not discussed with RoParvist's children.


[spoiler=Mother]
Name: RoNeeDar'Vcian
Race: Elf
Occupation: Mother
Background: A bit mysterious really, no one knows her mother and father from the family in the market town.
RoNeeDar'Vcian, does not speak of her life before marriage. She is a loving mother and has great affinity for
nature and the world, but the she is Bri. Some say she has a regal baring, but maybe that's because she has to live with
humans. She does nothing to bring attention to herself in the life of the market town, but is seen as a loyal and supportive
wife to RoParvist.

Brother:

Name: RoParnoc,
Race: Half-Elf
Age: 26
Occupation: Apprentice Blacksmith to his father
A big strong strapping lad, with intelligence and wisdom enough to study and follow in his father's footsteps as far as the
blacksmithing and weaponsmithing goes. Has ambitions to increase the families wealth by increasing trade with the larger
towns.

Sister:

Name: RoMarielle
Race: Half-Elf
Age: 24
Background Story:
5 1/2 years ago RoMarielle made her farewells
from the family home and hasn't been seen back at the family home
since. His mother and father told him it was because she was a 'chosen one'.
She was elegant and beautiful, like her mother.

Faitruine, best friend since early childhood:

Name: Faitruine
Race: Human
Age:
Background Story:
As a child from the age of 5, RoSanic has been best friends with Faitruine whose father ran
one of the local inns. As children, when he went to stay with the Faitruine, they would sneak a
peak into the inn, from the stairs leading up to the family quarters he would
watch the various performers that played the inn. Rosanic was fascinated by the
music and songs. He was able to remember quite large chunks of song and would
sing them to his mother when his father was working.
Rosanic and Faitruine developed a simple coded language (written only) that they would use to send
messages to one another, although not a complex code or magical it was understood by both the friends
and used often, at school, at play etc.
Each friend gave the other a nickname, RoSanic was 'Golden One' in code written 'Hmozjh Plh'
Faitruine was 'Sweet Flower' in code written Tuhay Gjrsjl.
6 years ago, Faitruine's family left the village without any warning,
there were rumours that the father may have been
arrested, but RoSanic didn't really understand all that was going on around
then, however some details are retained in his diary(DM can provide entry to fit with the world).
As RoSanic has got older, he has started to wonder if he could find Faitruine again,
He has traveled to villages close by, where he leaves little notes written in their
code on trees and places near villages where he thinks Faitruine might find them,
signing them Golden One and addressing them to Sweet Flower.

The Green Oak Gang:

The Green Oak gang was a group of school friends who went on adventures...
A gang of rather naughty boys they started their adventuring at around 12 and continued to around 18.
sometimes camping out for the night, if they could.
They would often go against their parents wishes, explore into the surrounding countryside/forests/lakes
but with more bravado than anything else. The group broke apart as the various members discovered
members of the opposite sex, but there is still a bond between them. Whilst the rest of the members were
big strong tough boys or clever athletic lads with an ability to climb, RoSanic was a bit of an odd ball member.
But the boys tolerated him because in the night he could entertain them with his stories, sometimes they were
so scarey, the boys actually left their tents and snuck home to sleep.
Mitran 'the ox' - Big Strong, not very clever
Trevwen 'the shadow' - kept running off and surprising the rest of the gang
Wilbarn 'the monkey' - could climb anything
Parithat - leader of the gang, strength and intelligence.
other too, but these were the main protagonists.
RoSanic - 'the scary' for the stories he told.

The Green Oaks Gang have a simple code...so members of the Green Oaks Gang, can communicate with one another in secret. The code is shown here: A->Z, B->Y, C->X,D->W etc...so that the word 'CAT' in code is XZG.
RoSanic is obviously the instigator of the code and has an interest and skill in linguistics and code.
More clarification on the Green Oaks Gang
The Green Oak gang, is just a group of school friends who do things together, very naive group of friends who do 'naughty' things together and get in trouble together. So they would climb trees together, create a gang den, where they could keep things they 'find'. They might steal fruit from an orchard, hunt animals, stay out together...The secret language isn't like the thieves language, this is just some kids having their own secrets. It's just their parents wouldn't know what was written, but someone who knew about secret codes would crack the code without even thinking about it. It was so they could send one another messages at school, without other school mates knowing...you know makes the group seem special. The reason the secret code is there is another aspect of RoSanic's persona, a fascination with codes and stuff.
So if it suited another character to know RoSanic from school, then being a member of the Green Oak gang says they were real friends, rather than just acquaintances.


Cleric of Shelyn:

Name: Che'Raethan
Che'Raethan of Bri Choshu descent (wood elf).
After the disappearance of the 2 girls, RoSan's mother brought a cleric of Shelyn,
that had been a friend to the family for years, (unbeknown to the father's side of the family).
The cleric, when visiting the town, took the boy RoSan to the local Temple and taught him to use
the beauty of song rather than just the melancholic side, and recognized in him bardic abilities.
These he nurtured and taught him song and the ..... (instrument). Whilst RoSan enjoyed the
learning of the bardic skills, he became increasingly aware of the joy to be found in Chrysolwyn.
He started writing songs in praise of Shelyn, and praying fervently to his god, so that his abilities and ties were
drawn to the two paths of Bardic knowledge and the religious orders of clerics of Sheylyn.

Bardic Mentor/Teacher:

Name: Pra'Droaine
Pra'Droaine the Bard and good friend of Che'Raethan.
Che'Raethan often brought Pra'Droaine with him on visits to RoSanic. Pra'Droaine then made a point of visiting the town regularly, comming each spring for the Bard festival. In this time Pra'Droaine took RoSanic under his wing and mentored him in the way of the Bardic traditions. Pra'Droaine also made RoSanic aware of the Bardic songs and epic poems from the Bri Choshu.

General Stats:

HP 18 Speed 30ft Weight limits 24/46/70
Money 3 sp
Initiative 8 = 2 + 6

Defense:

AC 14 = 10 + 2 + 0 + 2 + 0 + 0 + 0 + 0
Touch(12) Flatfooted(12)
CMD 11 = 10 + 1 + 0 + 0 + 0
Leather AC +2 Armour Check 0

Attack:

Base Attack +1
Weapons

  • +3 / 1d6-2 Shortbow (20x3)
  • -1 / 1d6-2 Rapier (19-20 x2)

CMB -1 = -2 + 1 + 0

Saves:


  • 1 Fort(0+1)
  • 5 Reflex(3+2)
  • 4 Will(3+1)

+4 vs sonic, bardic or language based spells.

Skills:

Total - Skill = Ability Mod + Ranks + Skill additions

  • 2 Acrobatics = 2 + 0 + 0
  • 2 Appraise = 2 + 0 + 0
  • 3 Bluff = 3 + 0 + 0
  • -2 Climb = -2 + 0 + 0
  • 8 Diplomacy = 3 + 0 + 0 (Versatile Performance)
  • 3 Disguise = 3 + 0 + 0
  • 2 Escape Artist = 2 + 0 + 0
  • 2 Fly = 2 + 0 + 0
  • 1 Heal = 1 + 0 + 0
  • 3 Intimidate = 3 + 0 + 0
  • 7 Knowledge(Arcana) = 2 + 1 + 4
  • 7 Knowledge(History) = 2 + 1 + 4
  • 7 Linguistics = 2 + 2 + 3
  • 8 Perception = 1 + 2 + 5
  • 8 Perform(Act) = 3 + 2 + 3
  • 7 Perform(Dance) = 3 + 1 + 3
  • 8 Perform(Oratory) = 3 + 2 + 3
  • 7 Perform(Wind) = 3 + 1 + 3
  • 2 Ride = 2 + 0 + 0
  • 8 Sense Motive = 1 + 0 + 0 (Versatile Performance)
  • 7 Spellcraft = 2 + 2 + 3
  • 7 Stealth = 2 + 2 + 3
  • 1 Survival = 1 + 0 + 0
  • -2 Swim = -2 + 0 + 0
  • 10 Use Magic device 3 + 1 + 6


Feats, Abilities and Talents:

Feats

  • Improved Initiative

Class Abilities Bard

  • Bardic Knowledge
    A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
  • Bardic Performance (9/day)
  • Countersong
    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 non-instantaneous 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
    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 check result 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
  • Facinate
    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 the ability from working. For every three levels a 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 bard’s level + 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 skill checks made as reactions, such as Perception checks. Any potential threat requires 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 ranged 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
    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.
  • Skill Focus(Use Magic Device)
  • Versatile Performance(Oratory)
    He can use his bonus in performance(Oratory) in place of his bonus in associated skills Diplomacy and Sense Motive.
  • Well Versed
    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.

Traits

  • Combat - Reactionary (+2 Initiative)
  • Faith - Sacred Touch (Stabilizes dying character with a touch)
    [/list

Equipment:

Starting Money 80gp
[list]
  • 10 Leather armour
  • 30 Shortbow
  • 5 Arrows x100
  • 20 Rapier
  • 2 Backpack
  • 0.1 Bedroll
  • 3 Entertainers Outfit
  • 5 Musical Instrument
  • 1 Waterskins
  • 0.5 Soap
  • 1 Rations x5
  • 2 Paper x5
  • 0.1 Pencil

    -------
    79.7
    -------
    -------
    3 sp in purse.
    -------

  • Spells and Magic:

    Concentration: +4
    Spells per day
    0 - unlimited
    1st - 3 = 2 + 1
    Spells Known
    0 - DC 13
    * Dancing Lights
    * Know Direction
    * Read Magic
    * Summon instrument
    * Detect Magic

    1 - DC 14
    * Expeditious Retreat
    * Charm Person
    * Grease


    Notes:

    HP roll was 7
    I changed the performance skills a bit, hope you don't mind.