Pathfinder

Hyllom's page

No posts. Alias of Jibril Johan Sameh.


Full Name

Hyllome Croixpate

Race

Human

Classes/Levels

Paladin (warrior of the holy light) 4/Bard (ringleader) 2

Gender

Male (he/him)

Size

Medium (5'11", 165lbs)

Alignment

Lawful Good

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 13
Charisma 16

About Hyllom

BUILD:

Medium (5' 11", 165lbs)
Humanoid (Human) Male
Init +1
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DEFENSE
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AC: 11 (+0size +1dex +0armour)
-Touch: 11 / Flat-footed: 10
-Defensive: - (-4 on attacks)
-Full Defensive: -
HP: 50 (paladin = 10starting + 6/lvl [28]/bard = 5/lvl [10] +12con)

Fortitude Save: +6 (+4 +2con)
Reflex Save: +5 (+4 +1dex)
Will: +8 (+7 +1wis)
+4 vs bardic performance, sonic, and language-dependent effects
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OFFENSE
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Speed 30'
Base attack bonus +2
(+3 melee, +4 thrown, +4 projectile)
CMB +3 (+2bab +1str +0size)
CMD 15 (10 +2bab +1str +2dex +0size)
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Weapons - Melee
Quarterstaff - Attack +3 | Dam 1d6+1 | Crit 20/x2 | Wgt 4lbs | Type B | Sp. double, monk

Rapier - Attack +4 | Dam 1d6+1 | Crit 18-20/x2 | Wgt 2lbs | Type P | Sp. finesse weapon

Dagger - Attack +4 | Dam 1d4+1 | Crit 19-20/x2 | Wgt 1lb | Type P or S

Weapons - Ranged
Shortbow - Attack +4 | Crit x3 | Range 60' | Wgt 2lbs
ammo - 20 common arrows Dam 1d6 | Type P
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RACIAL MODIFIERS
Bonus Feat cunning (+1skill rank/lvl)
Skilled one additional skill rank each level
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FAVOURED CLASS BONUS add one spell known from the bard spell list (cannot chose a spell of the highest level the bard can cast)

CLASS ABILITIES
Bardic Knowledge (Ex) +1/2lvl (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance uses the Perform skill to create magical effects on those around him 13rnds/day (4 +Charisma mod +2/new lvl); Standard action to start, free action to maintain, standard action to switch; 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
Versatile Performance (Ex) can use bonus in Performance-oratory in place of diplomacy or sense motive; uses total Perform skill bonus (including class skill bonus) whether or not he has ranks in that skill or if it is a class skill
Well-Versed (Ex) +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects

List of Bardic Performances
Countersong (Su) can counter magic effects that depend on sound (but not spells that have verbal components.); makes a Perform (wind) skill check each round; creature within 30' can use that check inplace of a lesser save roll; If a creature is already under an effect it gains another saving throw using the bard’s Perform skill check; does not work on effects that don’t allow saves; relies on audible components

Distraction (Su): can use performance (oratory) to counter magic effects that depend on sight; any creature within 30' affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its lesser saving throw; if already under an effect it gains another saving throw using the bard’s Perform check; does not work on effects that don’t allow saves; relies on visual components.

Fascinate (Su): can use performance to cause one or more creatures to become fascinated with him; each creature must be within 90', 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; distraction (a nearby combat or other dangers) prevents the ability from working; affects 1 creature/3 bard lvls Each creature receives a Will save DC14 (10 + 1/2 the bard’s level + the bard’s Cha mod) to negate the effect and be immune for 24hrs; failure means the creature sits quietly and observes the performance for as long as the bard continues to maintain it receiving –4 penalty on skill checks made as reactions (such as Perception checks); any potential threat allows a new save; any obvious threat (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 that relies on audible and visual components in order to function.

Inspire Courage (Su): can use performance to inspire courage in his allies (including himself); ally must be able to perceive the bard’s performance to receive a +1 morale bonus on saves against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls; inspire courage is a mind-affecting ability; can use audible or visual components which must chosen when the performance is begun

Inspire Competence (Su): can use performance to grant a +2 competence bonus on a particular skill to an ally (cannot be used on self) who is within 30' and can see and hear him. This relies on audible components. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion.

TRAITS
Anatomist (combat) +1 on critical confirmation rolls
Caretaker (faith) +1 on heal checks, heal becomes a class skill

FEATS
Cunning +1 skill rank per lvl
Weapon Finesse uses his dex modifier instead of str with a light weapon, elven curve blade, rapier, whip, or spiked chain of the appropriate size category; armour check penalties for shields apply to this adjustment
Prodigy (performance - oratory, performance - winds) +2 on all oratory or winds performance checks

SPELLS:

spells/day: 1st lvl - 4/4
Known Spells
lvl0: dancing lights(v,s), detect magic(v,s), ghost sound(v,s,lump of wax), message(v,s, copper wire), read magic(v,s, crystal prism), prestidigitation(v,s), spark(v or s), summon instrument(v,s)
lvl1: cure light wounds(v,s), disguise self(v,s), timely inspiration(v), vanish(v,s)

SKILLS:

(+6class +2int +1race +1cunning) 10/lvl +4background
(C) Acrobatics rnks 2 bonus (+3class +2dex) +7
(C) Appraise rnks 1 bonus (+3class +2int) +6*
(C) Bluff rnks 1 bonus (+3class +3cha) +7
(C) Climb rnks 1 bonus (+3class +1str) +5
(C) Craft - musical instrument rnks 1 bonus (+3class +2int) +6*
(C) Diplomacy rnks 0 bonus (+3cha) +3 can substitute perform-oratory
Disable Device rnks 0 bonus (+2dex) n/a
(C) Disguise rnks 1 bonus (+3class +3cha) +7
- condition: additional +10 when using disguise self
(C) Escape Artist rnks 0 bonus (+2dex) +2
Fly rnks 0 bonus (+2dex) +2
(C) Handle Animal rnks 0 bonus (+3cha) n/a
(C) Heal rnks 2 bonus (+3class +1wis) +6
(C) Intimidate rnks 0 bonus (+3cha) +3
(C) Knowledge (arcana) rnks 3 bonus (+3class +2int +1sp class)+9
(C) Knowledge (dungeon.) rnks 0 bonus (+2int +1sp class) +3
(C) Knowledge (engin.) rnks 1 bonus (+3class +2int +1sp class) +7
(C) Knowledge (geog.) rnks 1 bonus (+3class +2int +1sp class) +7
(C) Knowledge (history) ranks 1 bonus (+3class +2int +1sp class) +7
(C) Knowledge (local) rnks 2 bonus (+3class +2int +1sp class) +8
(C) Knowledge (nature) rnks 1 bonus (+3class +2int +1sp class) +7
(C) Knowledge (nobility) rnks 1 bonus (+3class +2int +1sp class) +7*
(C) Knowledge (planes) ranks 0 bonus (+2int +1sp class) +3
(C) Knowledge (religion) rnks 1 bonus (+3class +2int +1sp class) +7
(C) Linguistics rnks 0 bonus (+3class +2int) +7
(C) Perception rnks 0 bonus (+3class +1wis) +6
(C) Perform (?) rnks 0 bonus (+3class +3cha +2feat) +11
(C) Perform (?) rnks 0 bonus (+3class +3cha +2feat) +11*
(C) Profession (?) rnks 0 bonus (+3class +1wis) +5
(C) Ride rnks 0 bonus (+1dex) +1
(C) Sense Motive rnks 0 bonus (+1wis) +1
(C) Sleight of Hand rnks 0 bonus (+1dex) n/a
(C) Spell Craft rnks 0 bonus (+1int) +1
(C) Stealth rnks 0 bonus (+1dex) +1
Survival rnks 0 bonus (+1wis) +1
Swim rnks 0 bonus (+2str) +2
(C) Use Magic Device rnks 0 bonus (+3class +2int) +n/a
*background skill points

EQUIPMENT:

Encumbrence: Lgt 0-32lbs / Mod 33-65lbs / Hvy 66-98lbs / Lift 195lbs / Drag 488lbs
Casual
scholar's outfit (black velvet robe, a simple brown belt, a scholar's cap, black leotard with leather codpiece, soft brown shoes), dagger (1lb), waist pouch w15gp, 2sp, 7cp (0.5lbs), component belt pouch (2lbs), wooden holy symbol, Eternal Wand of Charm Animal (damaged, 1 charge/d)
Sub Total 3.5 lbs lightly encumbered

Lightly Equiped
Studded Leather (20lbs), rapier (2lbs), traveling spellbook 12/50 (1lb), inkpen, pot of black ink, pot of red ink
Sub Total 26.5 lbs lightly encumbered

Well Equiped
Shortbow (2lbs), 20 arrow quiver (20gp wrapped in felt and hidden inside)(3lbs)
Sub Total 31.5 lbs lightly encumbered

Traveling
Bedroll (5lbs), soap (0.5lbs), 5days trail rations (5lbs), 1 bottle of fine wine (1.5lbs), backpack (2lbs), whetstone (1lb), Healer's kit 10/10 (1lb), large hulusi flute (3lbs)
Sub Total 50.5 lbs moderately encumbered

BACKGROUND:

Appearance

Personality

Background

Three people tied to Hyllome
Related:
Friendly:
Unfriendly:

Hyllome’s main goal