Primal Companion Hunter

Karsh'e's page

128 posts. Alias of therealthom.


Full Name

Karsh'e

Race

Init +2 Percept +5 (darkvision 60) SenseMotive +4

Classes/Levels

22 /22 HP; Fort +3 Reflex +5 Will +3 (+4 v Bardic, sonic, lanaguage) ; AC 14, touch 14, flat-footed 12

Gender

Male Half-orc Bard 2

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

About Karsh'e

Karsh'e
Male Half-Orc bard 2
None Medium humanoid (orc, human)
Init +2, Senses darkvision (60 ft.); Perception +5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 22 ((2d8)+6)
Fort +3, Ref +5, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects

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OFFENSE
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Speed 20 ft.
Melee +1 longsword +4 (1d8+3/19-20)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)
Melee whip +3 (1d3+2)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +4)
1st(2/day)-animate rope, vanish(DC 14)
0th(at will)-daze(DC 13), ghost sound(DC 13), message, prestidigitation(DC 13)

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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 16, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +3; CMD 15
Feats Arcane Strike
Skills Climb +3, Diplomacy +7, Diplomacy (Perform (Wind Instruments)) +7, Handle Animal (Perform (Wind Instruments)) +7, Heal +1, Perception +5, Perform (Oratory) +7, Perform (Wind Instruments) +7, Profession (Farmer) +4, Sense Motive +4, Stealth +4, Survival +6, Swim +4,
Traits Outcast,
Languages Common, Orc
SQ armored casting, bardic knowledge, bardic performance, cantrips, countersong, darkvision, inspire courage, intimidating, orc blood, orc ferocity, versatile performance (wind instruments), weapon familiarity, well-versed,
Combat Gear candle, bread, loaf, rations, trail, per day (3),
Other Gear falchion, leather armor, outfit, peasant's, pouch, belt, pot, iron (2), stilts (common), rope, silk (50 ft.) (2), musical instrument, flute, kite (common), blanket, winter, skillet, common, string (50 ft.), whetstone, backpack, common, flint and steel, jug, clay (2), thieves' tools, waterskin, filled (2), sealing wax, dagger, whip, -49.91 gp 25.09 gp
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SPECIAL ABILITIES
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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 +1 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 7 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.

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 1 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 13) 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 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.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

No Racial Subtype You have chosen no racial subtype.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Outcast Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

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.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

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.

PC info:

honest, always truthful, Karsh'e follows the dragon above and despises the dragon below.

Owe Beren, Escher, and Lia 139 each for the sword. Plus 30 to Escher and Lia.