Sipho Munali

Joshua Tansden's page

122 posts. Alias of Corsario.


Full Name

Joshua Tansden

Race

Aasimar (Native Outsider) |

Classes/Levels

Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Gender

Male

Size

Medium

Age

95

Alignment

Chaotic Good

Deity

Desna

Location

Sandpoint

Languages

Celestial, Common, Draconic, Sylvan, Varisian

Occupation

Archeologist and Adventurer

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

About Joshua Tansden

Joshua Tansden
Male Aasimar Bard 4
CG Medium Outsider (Native)
Init +5, Senses Darkvision (60 ft.); Perception +9
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USED RESOURCES
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Arrows: 2
Bardic Performance (13 rounds/day): Used 1

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DEFENSE
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AC 18, Touch 13, Flat-footed 15 (+5 Armor, +3 Dex)
HP 21 ((4d8))
Fort +2, Ref +8, Will +5, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances Acid 5, Cold 5, Electricity 5,
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OFFENSE
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Speed 30 ft.
Ranged Masterwork Composite Shortbow (STR +2) +7 (1d6+2/x3), within 30 ft. +8 (1d6+3)
Melee Masterwork Longsword +6 (1d8+2/19-20)
Melee Shield, Heavy Wooden +1 (1d4+2)
Ranged Tanglefoot Bag +6, within 30 ft. +7
Special Attacks Distraction, Fascinate
Innate Spell-Like Abilities Daylight (1/day)
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SPELLS
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CL 4th; Concentration +7
2nd (2/day)
Allegro
Gallant Inspiration (DC 15)
1st (4/day)
Chord of Shards (DC 14)
Cure Light Wounds (DC 14)
Grease (DC 14)
Silent Image (DC 14)
0th (at will)
Dancing Lights
Detect Magic
Ghost Sound (DC 13)
Message
Prestidigitation (DC 13)
Read Magic
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STATISTICS
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Str 14, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 18
Languages Celestial, Common, Draconic, Sylvan, Varisian
SQ arcane strike, armored casting, bardic knowledge, bardic performance, cantrips, celestial language, celestial resistance, countersong, darkvision, inspire competence, inspire courage, outsider traits, point-blank shot, precise shot, skilled, spell-like ability, stats, versatile performance (wind instruments), well-versed, +1 bonus feat,
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SKILLS
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Appraise +6
Diplomacy +14 (Versatile Performance Perform Wind Instruments)
Handle Animal +14 (Versatile Performance Perform Wind Instruments)
Intimidate +7
Knowledge (Arcana) +10
Knowledge (Dungeoneering) +9
Knowledge (Engineering) +8
Knowledge (Geography) +8
Knowledge (History) +8
Knowledge (Local) +9
Knowledge (Nature) +8
Knowledge (Nobility) +8
Knowledge (Planes) +9
Knowledge (Religion) +8
Linguistics(Draconic) +6
Perception +9
Perform (Dance) +12
Perform (Wind Instruments) +14
Sense Motive +4
Spellcraft +6
Stealth +6
Use Magic Device +10
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TRAITS AND FEATS
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Traits
Outlander (Lore Seeker)
Reactionary
Feats
Arcane Strike
Point-Blank Shot
Precise Shot
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GEAR
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Disguise Kit (10 charges)
Healer's Kit (10 charges)
Rations (trail/per day) (4)
Tanglefoot bag (2)
Masterwork composite shortbow str (+2)
chain shirt +1
cloak of resistance +1
musical instrument (flute/masterwork)
coin (copper piece) (10)
coin (gold piece) (32)
coin (silver piece) (11)
arrow (10)
masterwork longsword
shield, heavy wooden
bedroll
caltrops
disguise kit
everburning torch
flint and steel
grappling arrow
healer's kit
journal
mess kit
mirror (small/steel)
parchment (sheet) (20)
scrivener's kit
waterskin (filled)
backpack, masterwork
red garnet (2)
entertainer's outfit
explorer's outfit
traveler's outfit
belt pouch
rope (silk/50 ft.)
soap (per lb.)
150 gp ponied up for a Cure Light Wounds wand.
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SPECIAL ABILITIES
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Arcane Strike You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 13 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 15) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all 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 Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.

Outlander / Lore Seeker You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint. The secrets of the ancient fallen civilization of Thassilon intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding Thassilonian lore. You've come to Varisia to pursue that study, and chose Sandpoint as your base because it was out of the way of bigger cities-meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

Outsider Traits (Ex) An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.

Point-Blank Shot You can spend up to 6 stamina points to increase this feat's range by 5 feet for each stamina point you spent.

Precise Shot As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack. This bonus lasts until the start of your next turn.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

Stats +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Versatile Performance (Wind Instruments) (Ex) You can use your bonus in the Perform (Wind Instruments) skill in place of your bonus in the Diplomacy or Handle Animal skills. When substituting in this way, you use your total Perform (Wind Instruments) skill bonus, including class skill bonus, in place of your Diplomacy or Handle Animal skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

+1 Bonus Feat GM awarded PC with +1 feat.

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XP
250