Fighter

Karth Tallstag's page

45 posts. Alias of seekerofshadowlight.


Race

Human

Classes/Levels

Bard 1

Gender

Male

Alignment

LN

Languages

Common,hallit,Varisian

Strength 14
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Karth Tallstag

Combat stats
Init +6; Perception +4
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DEFENSE
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AC 16, flat footed 14, touch 12 ACP-2

HP:10 (1d8+1+1)
Fort +1, Ref +4, Will +2
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OFFENSE
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Spd 30 ft.
MW Longsword +4 (1d8+2 or 1d8+3)
Dagger +2 {1d4+2 or 1d4+3}
Short bow +2 {1d6 or 1d6+1}

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Base Atk +0; CMB +2 or 3; CMD 14

Skills

Spoiler:

Diplomacy 1+3+3=+7
Sense motive 1+1+3=+5
Perception 1+0+3=+4
Preform [oratory} 1+3+3=+7
Know geography 1+1+1+3=+6
Know local 1+1+1+3=+6
Acrobatics 1+2+3=+6
UMD 1+3+3=+7

Feats/traits

Spoiler:

Feats
*Arcane strike
*Improved Initiative
Traits
*Natural-Born Leader:You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
*Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining.
Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling
sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons

Class ablitys

Spoiler:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired.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.
..7 rounds per day
*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): 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.

*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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 14) 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 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.

*nspire 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.

Spells

Spoiler:

Spells known:
0th level DC 13
*Prestidigitation, Mending, Message, Read magic
1st level DC 14
*Expeditious Retreat, Cause fear

Spells per day
0th level 4 at will
1st level 2

Gear

Spoiler:

Combat gear
MW Longsword wt. 4 lbs
Dagger 1 lbs
Shortbow 2 lbs
Arrows 20 3 lbs

Armor
Studded leather 20 lbs
Light steel shield 6 lbs

Combat WT: 36 lbs

Non combat gear
Backpack[2gp 2*lbs] Bedroll[ 1sp 5 lbs] winter blanket[5sp 3 lbs] Flint+steel[1gp] lamp [1sp 1 lbs] 3 pints of oil[ 3sp 3 lbs] 2 empty sacks [2 sp 1 lbs] 5 days Rations [ 2gp 5 sp 5 lbs] 2 torches [ 2cp 2 lbs] whetstone [ 2cp 1 lbs] water skin[ 1gp 4 lbs]

WT 27 LBS
Explores outfit

TOTAL WT: 63 LBS
Light load: 58
Medium load :116
Heavy load :175

29 gold 12 sp 6 cp

History:
Karth was born in the city of Restov, his father was a guard and his mother a hedgewizard. H spent his childhood surrounded by tells of daring swordplay and the flow of magic. He spent long practice with the sword as a youth embracing the dueling culture of his homeland and absorbing the tells of Baron Sirian Aldori with a rabid hunger. Still his mothers influence could not be denied as magic seem to flow for him, it seemed to be in his very blood. This power he found could effect people, encouraging them and bolstering confidence as he spent his youth around soldiers and guardsmen, he knew the effects such things could have on troops and he embraced it.

Karths longs to prove himself both as a swordsmen and a leader of men to test himself and his skill with the blade. The expedition to Greenbelt seemed to be a sign for the gods that his time was coming. Such an expedition would need skilled swordsmen and Karth feels he can do some good for such an expedition. He seems himself as a Marshal, councilor or general and one day inspires to be a capable leader of men

Description :
Hailing from mostly Kellid stock Karth like most Kellid is dark skinned and dark eyed. His hair which he keeps trimmed it the same dark brown as his mothers. He is a large man not with an overly powerful build but he looks well toned from many years of practice with the blade, muscles and body honed from the long study and practice of his art.

He tends to dress in practical but well made clothing and his weapons tend to be well cared for an maintained.

Ht: 5' 11
Wt: 185
Age: 20