Ekaym Smallcask

Harold Forrester's page

5 posts. Alias of RelicBlackOUT.


Full Name

Harold Forrester

Race

Human

Classes/Levels

Bard 1

Gender

Male

Age

31

Alignment

CN

Languages

Common,

Occupation

Diplomat

Strength 10
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 17

About Harold Forrester

HP 10/10

Fort 2 = 0 Base + 2 Con
Ref 4 = 2 Base + 2 Dex
Will 2 = 2 Base + 0 Wis

Initiative +8

Shortbow +2 Attack 1d6 Damage

AC 16, Touch 12, FF 14

Skills:
8 = 6 + 1 int + 1 Human

K-Arcana: 6 = 1 Rank + 1 Int + 3 in class + 1 bardic knowledge
K-Dungeoneering: 2 = 1 Int + 1 bardic knowledge
K-Engineering: 2 = 1 Int + 1 bardic knowledge
K-Geography: 6 = 1 Rank + 1 Int + 3 in class + 1 bardic knowledge
K-History: 6 = 1 Rank + 1 Int + 3 in class + 1 bardic knowledge
K-Local: 2 = 1 Int + 1 bardic knowledge
K-Nature: 2 = 1 Int + 1 bardic knowledge
K-Nobility: 6 = 1 Rank + 1 Int + 3 in class + 1 bardic knowledge
K-Planes: 2 = 1 Int + 1 bardic knowledge
K-Religion: 2 = 1 Int + 1 bardic knowledge
Perception: 4 = 1 Rank + 3 in class
Perform Oratory (Diplomacy/Sense Motive): 9 = 1 rank + 3 cha + 3 in class + 2 trait
Perform Comedy (Bluff/Intimidate): 7 = 1 rank + 3 cha + 3 in class
Spellcraft: 5 = 1 Rank + 1 int + 3 in class

Feats

Lingering Performance:
The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Traits:

Reactionary: + 2 initiative
Savant: +2 on all perform (oratory) checks.

Spells Known:

0 level: 5

Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 feet.
Ghost Sound: Figment sounds
Light: Object shines like a torch.
Prestidigitation: Performs minor tricks

1 level: 2 (2/day) DC 14

Charm Person: 1 Humanoid Creature. 1 hour/level. Will negates SR yes.
This charm makes a humanoid creature regard you as its trusted friend and ally.

Grease: 25 ft+5 ft/2 levels. 1 object or 10 ft square.
10 ft square: Any creature in the area must make a successful reflex save or fall. A creature can walk within or through the area at half speed with a DC10 acrobatics check. Failure means they can’t move, fail by 5 or more means they fall.
Item: Reflex save or drops item. +10 circumstance bonus on escape artist checks and CMD to escape grapple and to avoid grapple.

Bardic Knowledge:
A bard adds half his class level, min 1, to all knowledge skill checks and may make all knowledge skill checks untrained

Bardic Performance 7 rounds/day = 4+3 Cha

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 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:
(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 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.

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 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 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 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.

Equipment:
16 GP 9 SP 10 CP
Studded Leather, Buckler
Shortbow, 20 Arrows, 20 Blunt Arrows

Bards Kit: Backpack, bedroll, belt pouch, lute, flint & steel, ink pen, iron pot,mess kit, rope, soap, torch x10, trail rations x5, water skin
Grappling Hook
Mirror
Hammer
Pitons x5
(150 gold worth)

Background:

Work In Progress