Rogue Elf

Horfil's page

176 posts. Alias of Zotsune.


Full Name

Horfil

Race

Elf

Classes/Levels

Dervish Dancer Bard/2 | HP 12/12 (5NL) | AC: 13, Touch: 13, FF: 10 | Fort: -1, Ref: +5, Will: +2 | Init +5 | Perception +2

Gender

Male

Size

5'10

Age

125

Alignment

CG

Location

Taldor

Languages

Common, Elven, Gnome, Draconic, and Dwarven (Linguisitics Language).

Occupation

Dance Instructor

Strength 12
Dexterity 16
Constitution 9
Intelligence 14
Wisdom 10
Charisma 16

About Horfil

Back Story:
Horfil was a child of rich stuck-up parents. As such he learned how to dance and how to fight, should he ever need to safeguard his families "honor". During a sparing match his footwork matched what he had learned in his dancing class earlier that day and he found magic in what he was doing. So much magic that upon hitting his instructor, the instructor fell unconscious. From that day on his parents kept an even tighter leash on their son and one day Horfil cracked and left leaving nothing behind but a not saying what he took and that should he return he will have made his parents proud.

He now travels for adventure seeking to find a way to make a name for himself and not just live off of his families name for the rest of his life and end up like his parents should he ever have a child.

Racial Stuff:

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.


Equipment:

Starting Equipment (Total 148 gold 6 silver Weight 47 lbs):
Elven Curve Blade 1d10 18-20x2 80 G 7 lbs.
Spell Component Pouch 2 lbs.
Leather 15 lbs 10G
Masterwork Backpack 4 lbs 50 G
Bedroll 5 lbs 1S
Rations, Trailx5 5 lbs 25S
Water skin 4 lbs 1G
Traveler's Outfit 5 lbs 1G(free starting clothing)
Coins left after buying equipment (not current value) 2 G 4 S

Skills:

Skill List (number of ranks available = 6 + 2 (int mod)):
The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Name: Trained(Y/N): Abilities: Ranks: Total:
Acrobatics Y(+3) Dex(+3) 1 7
Appraise Y(+3) Int(+2) 0 2
Bluff Y(+3) Cha(+3) 1 7
Climb Y(+3) Str(+1) 0 1
Craft Jewelry Y(+3) Int(+2) 0 2
Diplomacy Y(+3) Cha(+3) 2 8
Disable Device N Dex(+3) 0 3
Disguise Y(+3) Cha(+3) 0 3
Escape Artist Y(+3) Dex(+3) 0 3
Fly N Dex(+3) 0 3
Handle Animal N Cha(+3) 0 3
Heal N Wis(0) 0 0
Intimidate Y(+3) Cha(+3) 0 3
Knowledge(Arcana) Y(+3) Int(+2) 0 2
Knowledge(Dungeoneering)Y(+3) Int(+2) 1 6
Knowledge(engineering) Y(+3) Int(+2) 0 2
Knowledge(geography) Y(+3) Int(+2) 1 6
Knowledge(History) Y(+3) Int(+2) 1 6
Knowledge(Local) Y(+3) Int(+2) 1 6
Knowledge(Nature) Y(+3) Int(+2) 1 6
Knowledge(Nobility) Y(+3) Int(+2) 1 6
Knowledge(Planes) Y(+3) Int(+2) 0 2
Knowledge(Religion) Y(+3) Int(+2) 0 2
Linguistics Y(+3) Int(+2) 1 6
Perception Y(+3) Wis(0)1+2(racial) 6
Perform Dance Y(+3) Cha(+3) 2 8
Profession Dance Instructor Y(+3)Wis(0) 1 4
Ride N Dex(+3) 0 3
Sense Motive Y(+3) Wis(0) 1 4
Sleight of Hand Y(+3) Dex(+3) 1 7
Spellcraft Y(+3) Int(+2)0 (+2 to identify magic objects) 2
Stealth Y(+3) Dex(+3) 0 3
Survival N Wis(0) 0 0
Swim N Str(+1) 0 1
Use Magic Device Y(+3) Cha(+3) 0 3

Feats, Spells, Special:

Traits: Fencer, Warrior of Old.
Feats: Weapon Finesse
Spells/day Level 1: 3/day
Spells: Level 0: Spark, Dancing Lights, Detect Magic, Read Magic, Prestidigitation
Level 1: Chord of Shards, Alarm, Grease
Special:Bardic Performance* 9/day
Bardic Performance

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:
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.

Well-Versed (Ex)

At 2nd level, 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.
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Fleet*
Versatile Dance (Ex)*
*see Archetype Extra Stuff

Archetype Extra Stuff:
Weapon and Armor Proficiency

Dervish dancers gain weapon proficiency with the scimitar and kukri.

This ability replaces their proficiency with the rapier and whip.
Battle Dance

A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.

Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Fleet (Su)

While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level.

This ability replaces bardic knowledge and lore master.

Versatile Dance (Ex)

At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics.

This ability replaces versatile performance.

Combat:

Initiative +5 (+3 for Dex, +2 Warrior of Old)
Defense
HP=12 (d8 -1(con bonus) +(Favored class bonus)+4)
AC= 10+2+3=15
Fort save: -1
Reflex save: +5
Will save: +2(+2 against enchantment spells and effects and immunity to sleep)
OFFENSE
To hit:+4 (weapon finesse)
Damage: Elven Curve Blade 1d10+1
Movement 30ft.
During Battle Dance: Inspire Courage
Inspire Courage (Su)(This is a battle dance only affects me)
+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.
Defense
HP=8 (d8 -1(con bonus) +1(Favored class bonus))
AC= 10+2+3=15
Fort save: -1
Reflex save: +6
Will save: +3(+2 against enchantment spells and effects and immunity to sleep)(+1 to charm and fear effects)
Offense
To hit:+5
Damage: 1d10+2
Movement: 40ft.

Stuff to keep track of:

Gold: 2
Silver: 3
Trail Rations: 5
Bardic Performance: 7/9
Level 1 spells: 3/3
Favored Class Bonus: HP: 2 SP: 0 Elven Racial: 0