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Herman Halfshanks's page

440 posts. Organized Play character for DM DoctorEvil.


Full Name

Herman Halfshanks

Race

Halfling

Classes/Levels

Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Gender

M

Size

S

Age

32

Alignment

NG

Deity

Sheyln

Location

Absalom

Languages

Common, Elven, Halfling, Goblin

Occupation

Performer

Strength 8
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 19

About Herman Halfshanks

Herman Halfshanks
Male halfling bard (detective) 5 (Pathfinder RPG Advanced Player's Guide 81)
NG Small humanoid (halfling)
Init +3; Senses Perception +12
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
hp 28 (5d8)
Fort +2, Ref +8, Will +5; +4 bonus vs. illusion and to see through disguises and protections against divination, +2 vs. fear
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Offense
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Speed 20 ft.
Melee +1 longsword +4 (1d6/19-20) or
cold iron dagger +7 (1d3-1/19-20) or
silver dagger +7 (1d3-2/19-20) or
whip +7 (1d2-1 nonlethal)
Ranged mwk light crossbow +8 (1d6/19-20)
Special Attacks bardic performance 16 rounds/day (careful teamwork, countersong, distraction, fascinate [DC 16], inspire competence +2)
Bard (Detective) Spells Known (CL 5th; concentration +9)
2nd (3/day)—blindness/deafness (DC 16), heroism, sound burst (DC 16)
1st (5/day)—charm person (DC 15), chord of shards[UM] (DC 15), ear-piercing scream[UM] (DC 15), hideous laughter (DC 15), hypnotism (DC 15)
0 (at will)—daze (DC 14), detect magic, light, message, prestidigitation, summon instrument
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Statistics
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Str 8, Dex 16, Con 10, Int 14, Wis 10, Cha 19
Base Atk +3; CMB +1; CMD 14
Feats Alertness, Persuasive, Weapon Finesse
Traits ear for music, well-informed
Skills Acrobatics +7 (+3 to jump), Appraise +6, Bluff +8, Climb +3, Diplomacy +14 (+15 to gather information, +16 to gather information), Disguise +18, Escape Artist +7, Intimidate +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +11 (+13 on checks that deal with the local art or music scene), Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +12, Perform (sing) +12, Perform (string instruments) +10, Sense Motive +11, Sleight of Hand +8, Spellcraft +9, Stealth +12, Survival +0 (+2 to avoid becoming lost when using this), Use Magic Device +8
Languages Common, Elven, Goblin, Halfling
SQ adaptable luck, arcane insight, eye for detail, lore master 1/day
Combat Gear potion of invisibility, scroll of endure elements, endure elements, endure elements, scroll of lesser restoration, scroll of see invisibility, wand of cure light wounds; Other Gear +1 studded leather, +1 longsword, cold iron dagger, crossbow bolts (25), mwk light crossbow, silver dagger, whip, cloak of resistance +1, dust of tracelessness, hat of disguise, bedroll, belt pouch, blanket, winter, compass, flint and steel, ink, black, inkpen, journal, masterwork backpack, masterwork Mandolin, mirror, spell component pouch, trail rations (3), waterproof bag, waterproof bag, waterskin, weapon cord, whetstone, 1,867 gp, 9 sp, 3 cp
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Arcane Insight (Ex) +4 save vs. illusions, +4 caster level vs. disguise and divination protections.
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Ear for Music (Perform [sing]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Eye for Detail +2 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Fearless +2 racial bonus vs Fear saves.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Scroll of endure elements, endure elements, endure elements Add this item to create a scroll with spells on it.
Scroll of lesser restoration Add this item to create a scroll with spells on it.
Scroll of see invisibility Add this item to create a scroll with spells on it.
Weapon cord Attached weapon can be recovered as a swift action.
Well-Informed (Knowledge [local]) +1 Gather Information and Knowledge (Local), and one of these is a class skill.
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Trained as a musical slave for the Lords of Cheliax, Herman escape was arranged by Andoran freedom fighters while in Absalom. Herman honored and revered those who fought for freedom, even for halflings and after honing his craft in the inns and streets of The City at the Center of the World, he joined the Pathfinder Society in order to give back. His loyalty to the Andoran Faction is deep and abiding since they rescued him from bondage.