Lord Nigel Halosbee's page

No posts. Organized Play character for Hellowgun.


About Lord Nigel Halosbee

Nigel Halosbee
Male angel-blooded aasimar (angelkin) bard (arcane duelist) 7/medium 2 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 80, Pathfinder RPG Bestiary 7, Pathfinder RPG Occult Adventures 30)
CG Medium outsider (native)
Init +17; Senses Perception +12
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 73 (9d8+25)
Fort +10, Ref +10, Will +11 (Roll again at EoT [Compulsion effects]); +2 morale bonus vs. fear and charm effects, +2 circumstance vs. blinded or dazzled, +3 morale bonus vs. charm and fear
Resist acid 5, cold 5, electricity 5, negative energy 20, positive energy 10
Weaknesses taboo
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine longspear +17/+12 (1d8+15/×3) or
mwk cold iron longspear +17/+12 (1d8+14/×3) or
spiked gauntlet +16/+11 (1d4+12)
Ranged darkwood composite shortbow +15/+10 (1d6+11/×3) or
mwk shoanti bola +15 (1d4+12)
Special Attacks bardic performance 22 rounds/day (move action; bladethirst, distraction, fascinate [DC 16], inspire competence +3, inspire courage +3, rallying cry), shared seance, spirit (Champion, 1 influence)
Spell-Like Abilities (CL 9th; concentration +12)
At will—halo
1/day—alter self
Bard (Arcane Duelist) Spells Known (CL 7th; concentration +10)
3rd (2/day)—beacon of luck, haste
2nd (4/day)—bladed dash, blistering invective[UC] (DC 15), gallant inspiration[APG] (DC 15), glitterdust (DC 15)
1st (5/day)—feather fall, liberating command[UC], moment of greatness[UC], saving finale[APG] (DC 14), timely inspiration[APG] (DC 14)
0 (at will)—detect magic, mending, message, prestidigitation, read magic, resistance
Medium Spells Known (CL 2nd; concentration +5)
0 (at will)—dancing lights, grave words[OA], stabilize
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +16; CMD 22
Feats Arcane Strike, Combat Casting, Disruptive, Flagbearer[ISWG], Great Fortitude, Improved Initiative, Lingering Performance[APG], Phalanx Formation
Traits maestro of the society, reactionary
Skills Acrobatics +6, Bluff +7, Climb +9, Diplomacy +15, Intimidate +15 (+17 circumstance vs. evil creatures), Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +11, Perception +12, Perform (comedy) +7, Perform (dance) +7, Perform (oratory) +7, Sense Motive +2, Survival +0 (+2 to avoid becoming lost), Swim +5, Use Magic Device +7
Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Giant, Infernal, Orc, Protean, Sphinx, Thassilonian, Tien
SQ arcane bond - weapon, champion's prowess (bolas), channeled spirit (champion), halo, spirit bonus (+1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves), spirit surge +1d6, taboo (take all comers), truespeaker
Combat Gear cold iron arrows (50), extend metamagic rod (lesser), oil of bless weapon, wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of heightened awareness (50 charges), wand of lesser restoration (50 charges), air crystal, alchemist's fire (3), antiplague[APG] (2), antitoxin (2), bladeguard[APG], holy water (2), iron pellet grenade[UE] (3), smelling salts[APG], soothe syrup[APG], splintercloud arrow (2), stillgut[ARG], thistle arrows (2), vermin repellent[UE]; Other Gear +1 deathless darkleaf cloth lamellar (leather) armor[UC], +1 adamantine longspear, blunt arrows[APG] (20), darkwood composite shortbow (+3 Str), mwk cold iron longspear, mwk shoanti bola[ISWG], spiked gauntlet, banner of the ancient kings, blood reservoir of physical prowess[UE], cloak of resistance +2, cracked dusty rose prism ioun stone, lucky horseshoe[OA], wayfinder[ISWG], absinthe (per bottle)[UE], earplugs[APG], grappling arrow[UE], masterwork backpack[APG], mug/tankard, silk rope (50 ft.), smoked goggles[APG], spell component pouch, sunrod (5), trail rations, very complex banner[UE], waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 45 pp, 3,231 gp, 4 sp, 5 cp
--------------------
Special Abilities
--------------------
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects.
Champion's Prowess (Bolas) (Su) Gain proficiencies in martial weapons and one exotic weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Disruptive +4 DC to cast defensively for those you threaten.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Negative energy (20) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Flagbearer Grant bonuses to allies who see your flag.
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr.
Take All Comers Must accept all combat challenge, break taboo if you or ally breaks rules of challenge.
Truespeaker Learn two languages for each rank you put in Linguistics.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.