About Johnny LuckseedBackstory:
Johnny has always been a lucky one.. He used to think it coincidence from his last name, but now he knows better.. Densa saw fit to give him talents. Talents he would use to to get rich.. And would he do this you ask? Well everyone knows that Pandora is littered with treasure caches and all it takes is the right skill to find em and take em.. Johnny has that skill and hes out to prove it.. So he finds himself a stowaway on a planet jumper to Pandora.. The place that holds his riches.. Watch out world cause here he comes!
Johnny Luckseed:
Johnny Luckseed CN Small humanoid (halfling) Gestalt Bard 2/Cleric 2 Init +3; Senses Perception +14 ----------- DEFENSE ----------- AC 19, touch 14, flat-footed 16 (+4 armor, +3 dex, +1 shield, +1 size) hp 19 (2d8+6) Fort +7, Ref +8, Will +10; +2 vs. fear, +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. ----------- OFFENSE ----------- Speed 30 ft. Melee Rapier +2 (1d6/18–20)and Light Mace +2 (1d6) Ranged Shortbow +5 (1d6)and Scorpion Whip +5 (1d4) Special Attacks bardic performance 10 rounds/day (standard action; countersong, distraction, fascinate, inspire courage +1), channel energy 7/day 1d6(DC 15) Bard Spells Known (CL 2nd; concentration +6) 1st (3/day)—Charm person(DC 15), Hideous Laughter(DC 15), Saving Finale 0 (at will)—Dancing Lights, Ghost Sound(DC 14), Mage Hand, Prestidigitation, Sift Cleric Spells Memorized (CL 2nd; concentration +7) Domains Luck, Exploration 1st (5/day)-Bless, Command(DC 16) x2, Expeditious Retreat, Shield of Faith 0 (at will)-Create Water, Enhanced Diplomacy, Guidance, Stabilize ----------- STATISTICS ----------- Str 10, Dex 16, Con 14, Int 16, Wis 20, Cha 18 Base Atk +1; CMB +1; CMD 13 Feats Lingering Performance, Selective Channel Traits Second Chance, Helpful, Stunt Driver, Vault Hunter Skills (6 Class, +3 Int/Level)=18 Ranks Acrobatics +6 (1 Rank, +3 Class, +3 Dex, -1 ACP) Bluff +8 (Versatile Performance) Drive +8 (1 Rank, +3 Class, +3 Dex, +1 Trait) Heal +11 (1 Rank, +3 Class, +5 Wis, +2 Kit) Know(Arcana) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Know(Dung) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Know(Eng) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Know(Geo) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Know(Local) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Know(Nature) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Know(Religion) +8 (1 Rank, +3 Class, +3 Int, +1 Misc.) Linguistics +7 (1 Rank, +3 Class, +3 Int) Perception +14 (2 Rank, +3 Class, +5 Wis, +2 Racial, +2 Trait) Perform(Sing) +8 (1 Rank, +3 Class, +4 Cha) Prof.(Driver) +9 (1 Rank, +3 Class, +5 Cha) Sense Motive +8 (Versatile Performance) Spellcraft +7 (1 Rank, +3 Class, +3 Int) Stealth +11 (1 Rank, +3 Class, +3 Dex, +4 Small) Languages Common, Halfling, Orc, Goblin, Dwarf, Elven SQ Well Versed, Versatile Performance, Door Sight 8/day(8"), Bit of Luck 8/day Combat Gear potion of cure lt(3), caltrops; Other Gear mwk lamellar armor, rapier, shortbow/20 arrows, scorpion whip, lt mace, buckler, dagger(5)/bandolier, mwk backpack, bedroll, block/tackle, blue book(5), grapple arrow(5), mwk snorkel, waterproof bag, scribes kit, healer kit, mwk thieves tools, spring loaded wrist sheath(2)(cure lt potions), scroll case, silk rope (50 ft.), spell component pouch(2), trail rations(10), waterskin, alchemist fire, acid flask, vermin repellant(5), 30 gp ----------- Special Abilities ----------- -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. -Fascinate (Su)(DC 15): 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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. -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 noninstantaneous 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)(DC 15): 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. -Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. -Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. Paragon Halfling:
0RP Small Humanoid 0RP Speed 30' 4RP Advanced +2 to all mental, +4dex, -2str 0RP Standard Lang. Common, Halfling 4RP Flexible Bonus Feat 4RP Greater Lucky +2 racial to all saves 2RP Keen Senses +2 Perc. 1RP Fearless +2 saves vs Fear Total Modifiers
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