Othlo Janke

"Honest" Rico Fink's page

178 posts. Organized Play character for Mr. Bonkers.


Full Name

"Honest" Rico Fink

Race

Halfling

Classes/Levels

Bard (Hoaxer/Savage Skald) 2 | HP 11/19 | AC 20, T 15, FF 16 | Saves: F +3; R +7; W +2 (+4 vs Curses/Hexes/Language-Dependant)| Init +3 | Perception +5 | Normal Vision | Bardic Performance 7/11 | Lvl 1 spells 4/4

Gender

Male

Size

Small

Age

28

Alignment

CN

Deity

Picoperi

Languages

Common, Halfling, Gnome

About "Honest" Rico Fink

"Lucky" Rico Fink
Male Halfling Bard (Hoaxer/Savage Skald) 2
CN Small Humanoid (Halfling)
Init +3; Senses Normal Vision; Perception +5
Languages: Common, Halfling, Gnome

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Defence
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AC 20, Touch 15, Flat-Footed 16 (+4 Armor, +1 Shield, +3 Dexterity, +1 Size, +1 Dodge)
HP 19 (2d8 +4(Con) +2)FCB))
Fort +3, Ref +7, Will +2 (+4 Versus Curses, Hexes, Language-Dependant)

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Offence
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Speed 30 ft.
Melee Cold Iron Spiked Gauntlet -1 (1d3-3)

Ranged Sling +5 (1d3-3)
Ranged Light Crossbow +5 (1d6 / 19-20)

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Magical Abilities
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Bardic Performance
11 rounds a day, Will DC 16
Bad Deal
Buyer Beware
Personal Guarantee
Inspiring Blow

Orisons
at Will: Detect Magic, Light, Mending, Prestidigitation, Read Magic

Level 1 Spells
4/d: Borrow Skill, Deja Vu, Vanish

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Statistics
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Str 5, Dex 16, Con 14, Int11, Wis 7, Cha 20
Base Atk+1; CMB -2; CMD 10
SQ: Halfling Luck, Fleet of Foot, Underfoot Dodger, Keen Senses, Counterfeiter, Misery +1, Versed in Curses.

Feats 1. Dodge

Traits:Muscle of the Society + Adopted (Gnome): Efficient Packer

Skills
Acrobatics +8 = 2r +3c +3a
Appraise +1 = +0a +1m
Bluff +10 = 1r +3c +5a +1ca
Climb -3 = -3a
Diplomacy +9 = 1r +3c +5a
Disguise +5 = +5a
Escape Artist +3 = +3a
Heal -2 = -2a
Intimidate +5 = +5a
Linguistics +4 = 1r +3c
Perception +5 = 2r +3c -2a +2m
Perform wind +12 = 2r +3c +5a +2com
Perform other +5 = +5a
Ride +3 = +3a
Sense Motive -2 = -2a
Sleight of Hand +4 = 3a +1m
Stealth +11 = +1r +3c +3a +4m
Swim -3 = -3a
UMD +10 = 2r +3c +5a

Carrying Capacity: Light 28,5 Medium 57 Heavy 86,25
Current Weight Carried: 28.125

Inventory:
Combat Gear: Cold Iron Spiked Gauntlet, Sling (no bullets, just stones), Light Crossbow (9 Bolts, 1 Durable Grappling Bolt), Acid Flask (x2)
Other Gear: Darkleaf Lamellar Leather, Darkwood Buckler, Pickpocket's Outfit, Masterwork Backpack, Spell Component Pouch, Springloaded Wrist Sheath (x2), Bandolier (x2), Iron Vial with Water (x2), Belt Pouch, Sunrod (x1), Fortune Cookies (x53), Masterwork Instrument (Kazoo), Tindertwig (x2), Silk Rope, Chalk (x10), Charcoal (x2), Ear Plugs, Fishhook, Ball of Twine, Paper (5), Vomit Capsules x3, Wand of Cure Light Wounds (41 Charges), 275gp, 5sp, 6cp

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Bardic Performance: Bad Deal:
A hoaxer can use his performance to coax a bit of luck (good or bad) into a valuable-seeming object. As a standard action that provokes attacks of opportunity, the hoaxer can use 1 round of bardic performance to invest a single object in his possession with a hex he knows. This object must be light enough to hold in one hand, and cannot already have any magical properties. The object remains hexed as long as the hoaxer continues to spend 1 round of bardic performance each round as a swift action to maintain it, until the hoaxer drops the item, or until triggered. The hex triggers immediately upon being willingly accepted by another creature, targeting its new owner. A bad deal cannot be forced on a creature or slipped into its possession without its knowledge, but a hoaxer can lie or cheat to convince his mark to accept the object, or use spells like beguiling giftAPG.

At 1st level, the hoaxer knows one witch hex from the following list: blight, charm, evil eye, fortune, healing, misfortune, slumber, or unnerve beasts. At 3rd level and every 3 bard levels thereafter, he can learn one additional hex. The save DC for a hoaxer’s hexes is equal to 10 + 1/2 the hoaxer’s bard level + his Charisma modifier. These hexes function identically to witch hexes, except they can only target single creatures, and the hoaxer can only use his hexes by investing them into objects. If the hoaxer learns hexes from any other source (such as the witch class), he cannot invoke them into an object.


Hex: Slumber:
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Bardic Performance: Buyer Beware:
As a standard action, a hoaxer can convince someone to accept a gift or trade as per beguiling gift (DC = 10 + 1/2 the hoaxer’s bard level + his Charisma modifier) by spending 1 round of bardic performance on a supernatural sales pitch. The hoaxer can use this ability to convince a creature to accept a hexed object created with his bad deal performance.

Bardic Performance: Personal Guarentee:
A hoaxer can prevent his hexed wares from afflicting a target until he is safely out of sight. He can spend up to 1 round of bardic performance per bard level while hexing an object. For every round expended, the object’s hex is delayed for 1 minute before triggering and hexing its current owner.

Bardic Performance: Inspiring Blow:
A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance.

SQ: Counterfeiter:
A hoaxer adds half his bard level (minimum 1) on all Appraise, Bluff, and Sleight of Hand checks, as well as on Craft, Knowledge, Linguistics, Perception, and Profession checks to create or detect a counterfeit or forgery. He can attempt such skill checks untrained. This ability replaces bardic knowledge.

Misery:
At 2nd level, a hoaxer learns to take joy in the misfortune of others. He gains a +1 morale bonus on attack rolls and damage rolls against creatures suffering from a curse, hex, or harmful mind-affecting effect, as well as a +1 morale bonus on Will saving throws against spells from such creatures. These bonuses increase by 1 at 5th level and every 6 bard levels thereafter. This ability replaces versatile performance.

Versed in Curses:
At 2nd level, a hoaxer gains a +4 bonus on saving throws against curses, hexes, and language-dependent effects. This ability replaces well-versed.

Racial Trait: Halfling Luck:
Halflings receive a +1 racial bonus on all saving throws.

Racial Trait: Fleet of Foot:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Racial Trait: Underfoot Dodger:
City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.

Racial Trait: Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Trait: Muscle of the Society (Combat):
Your intense training with the Swords has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion. You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.

Trait: Adopted:Gnome (Social): Efficient Packer:
You were once delighted to discover an object that could be the crown jewel of your collection, only to be thwarted by its weight. Thereafter, you trained yourself to pack items in the most efficient ways possible. Treat your Strength score as 2 points higher when calculating your carrying capacity..