Eldran Tesh

Marženek Koliadnko's page

61 posts. Organized Play character for MisterSlanky.


Full Name

Marženek Koliadnko

Race

| HP: 82/65 | AC: 21 (12 Tch, 19 Fl) | CMB: +6, CMD: 18 | F: +8*, R: +9*, W: +7* (*+4 vs. fear, energy drain, death eff, and necro eff, +2 vs. disease, mind-effect) | Init: +3 | Perc: +11 , SM: +9

Classes/Levels

| Speed 30ft | Shirt Reroll: 1/1, Bardic Performance 14/24, Runestone 1/1, Belt 3/3, Shoes 2/2, 1/1 | Spells: (Bard - 4/6, 2/4, 2/2) (Sorcerer - 5/5) | Active conditions: Invisibile, Yes - See Profile

Gender

Male Dhampir

Size

Medium

Age

128

Alignment

TN

Deity

Nethys

Languages

Common, Dark Folk, Infernal, Shadowtongue

Homepage URL

Google Docs

Strength 12
Dexterity 15
Constitution 14
Intelligence 14
Wisdom 10
Charisma 20

About Marženek Koliadnko

Buffs
False Life - 7 Hours - 17 HP
Gamin casts guidance every minute during down time because he's awesome like that.

Gamin the Reforged:
NG Longsword
Senses normal; Perception +0
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Offense
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Spell-Like Abilities
. . At Will - Guidance
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Statistics
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Int 10, Wis 11, Cha 10
Skills Appraise +2, Bluff +5, Diplomacy +5, Disguise +5, Heal +0, Intimidate +5, Perception +0, Sense Motive +0, Survival +0

Marženek Koliadnko:
Male dhampir bard (dirge bard, sound striker) 7/sorcerer (crossblooded, tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Bestiary 2 89, Pathfinder RPG Ultimate Magic 26, 27, 69)
N Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +11
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 65 (8 HD; 1d6+7d8+23)
Fort +8, Ref +9, Will +7; +4 vs. fear, energy drain, death effects, and necromantic effects, +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist haunted eyes, undead resistance
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
. . gamin the reforged(chron 15) +8 (1d8+3/19-20) or
. . spiked gauntlet +6 (1d4+1)
Special Attacks bardic performance 24 rounds/day (move action; countersong, distraction, fascinate [DC 18], inspire courage +2, weird words, wordstrike)
Spell-Like Abilities (CL 1st; concentration +6)
. . 3/day—daze (DC 17)
Bard (Dirge Bard, Sound Striker) Spells Known (CL 7th; concentration +12)
. . 3rd (2/day)—crushing despair (DC 20), purging finale[APG] (DC 18)
. . 2nd (4/day)—aversion[OA] (DC 19), cacophonous call[APG] (DC 19), false life, gallant inspiration[APG] (DC 17), hidden presence (DC 19)
. . 1st (6/day)—feather step[APG] (DC 16), hideous laughter (DC 18), inflict light wounds (DC 16), lock gaze[UC] (DC 18), saving finale[APG] (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—detect magic, mage hand, message, prestidigitation, read magic, unwitting ally[APG] (DC 17)
Sorcerer (Crossblooded, Tattooed Sorcerer) Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—deja vu[OA]
. . 0 (at will)—mending, spark[APG] (DC 15), vacuous vessel (DC 15)
. . Bloodline Impossible, Serpentine
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Statistics
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Str 12, Dex 15, Con 14, Int 14, Wis 10, Cha 20
Base Atk +5; CMB +6; CMD 18
Feats Greater Spell Focus (enchantment), Harmonic Spell[ISWG], Lingering Performance[APG], Spell Focus (enchantment), Varisian Tattoo[ISWG]
Traits armor expert, magic is life
Skills Acrobatics +7, Appraise +6, Bluff +21, Climb +5, Diplomacy +19, Disguise +12, Escape Artist +6, Fly +6, Intimidate +12, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9 (+12 to identify undead creatures and their abilities), Linguistics +6, Perception +11, Perform (keyboard instruments) +8, Perform (oratory) +19 (+20 Day Job), Perform (percussion instruments) +15, Perform (sing) +8, Perform (string instruments) +8, Perform (wind instruments) +8, Sense Motive +9, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +0 (+2 to avoid becoming lost), Use Magic Device +13; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Dark Folk, Infernal, Shadowtongue
SQ anatomy doll, bardic knowledge +3, bloodline arcana: impossible, bloodline tattoos, familiar tattoo, haunting refrain, resist level drain, secrets of the grave
Combat Gear anatomy doll[UE], haunted shoes[UE], oil of grease, potion of air bubble, potion of fly, potion of inflict light wounds, potion of inflict light wounds, potion of touch of the sea, runestone of power (1st)[ACG], wand of inflict light wounds (50 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin, bloodblock[APG], smelling salts[APG]; Other Gear +1 mithral breastplate, +1 darkwood light wooden shield, gamin the reforged (chron 15), dagger, spiked gauntlet, circlet of persuasion, cloak of resistance +2, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked mulberry pentacle ioun stone, headband of alluring charisma +2, plague rat belt[UE], wayfinder[ISWG], bandolier[UE], bedroll, blanket[APG], masterwork backpack[APG], spell component pouch, spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 2,350 gp, 4 sp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/2
Antiplague - 0/1
Antitoxin - 0/1
Bardic Performance (move action, 24 rounds/day) - 0/24
Bloodblock - 0/1
Dagger - 0/1
Daze (3/day) - 0/3
Guidance (At will) - 0/0
Haunted shoes (1/day) - 0/1
Light (At will) - 0/0
Oil of grease - 0/1
Plague rat belt (3/day) - 0/3
Potion of air bubble - 0/1
Potion of fly - 0/1
Potion of inflict light wounds - 0/1
Potion of inflict light wounds - 0/1
Potion of touch of the sea - 0/1
Runestone of power (1st, 1/day) - 0/1
Smelling salts - 0/1
Unseen Servant (2/day) - 0/2
Wand of inflict light wounds (50 charges) - 11/50
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Special Abilities
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Anatomy doll (DC 14) Form link, then stab for 1 dam & sicken 1 rd (no save). After hurt, Will save to break link.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 24 rounds/day) Your performances can create magical effects.
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Harmonic Spell Casting spells extends duration of bardic performance
Haunted Eyes (Ex) +4 to saves vs. fear, energy drain, death and necromancy effects.
Haunting Refrain -2 (Su) Demoralize with perform, foes take penalty on save vs. fear effects.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Secrets of the Grave (+3) (Ex) Undead lose imm to mind affecting, bonus to Knowledge (religion) vs. undead.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.

Boons:
Sovereign Court - Confidante: 2x/adventure Make Knowledge check with 2xDiplomacy ranks + 2. Takes 1 minute and if not in urban environment, takes both uses.

Frozen Fingers (3): +2 circumstance to diplomacy rolls in Irrisen.

Evenhanded Investigator (6): +2 cirumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Foiled Plans: No in-game benefit.

Shard of Greed: Extensive

Shard of Pride: Exensive

Prosperity (10): +1 bonus on all Day Job checks. In addition, a DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp.

Missing Mentor (11): +2 bonus on checks to stabilize when dying.

House Thrune's Favor (12): a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing.

Kingpin's Pal (13): +2 bonus on intimidate checks against ethnic Varisians and members of Sczarni families.

[ ]Gift of Ghaele (14): 1x (Sp) of aid, detect thoughts, lessor restoration, invisibility, continual flame, dispel magic, lessor globe of invulnerability, restoration.

Forewarned is Forearmed (15): +1 dodge bonus to AC against attacks made with weapons that have the performance quality.

Smine's Best (15): +1 bonus on Intimidate checks made against creatures proficient with <Gamin the Misforged>. Total weapon's HP increased by 5.

Friends of the Family (16): +1 bonus on Diplomacy and Knowledge (nobility) checks within Absalom.

[ ] Ragdya's Blessing (17): 1x climb speed 20 feet for 1d4 rounds + 1 round of feather fall (CL1) so long as you remain close to a wall.

[ ] The Court Grows (17): 1x 400 gp or less item for free.

Factor (18): Any roll of 1, 2, 3, 4, or 5 on day job = 10.

Song of the Serpent (18): +2 circumstance bonus on Diplomacy checks made versus Dwarves.

[ ] Outstanding Bounty (19): 1x In City of Brass restore 4 spend PP or gain +10 bonus on any Diplomacy checks made to influence >7 INT native of the Plane of Fire.

[ ] Redbout's Repairs (19): 1x Forgo Day Job to cross off boon and restore 1d4+1 charges to timeworn item.

Elemental Saturation (Earth) (20): Transform into Oread for 10 PP.

[ ] Expert Negotiator (20): 1x +4 bonus on Bluff, Diplomacy, or Intimidate check. If genie, or air, earth, fire, or water subtype roll twice and take better.

Oread's Favor (21): No in-game benefit.

[ ] [ ] [ ] Zahra's Tactics (23): 3x As swift action, +1 insight bonus to single attack and damage roll against a genie. All three uses may be used on a single roll.

Acquainted with 322 (24): No in-game benefit.

Apparatus of the Mantle (24): No in-game benefit.

Zey's Gratitude (24): 1x Spell-like ability from dispel magic, fireball, greater invisibility, or stoneskin.

[ ] Unwavering Resolve (25): 1x +2 against fear or confusion effect before rolling save. If save is failed against fear, gain number of temporary hit points equal to 2xlevel. If failed against confusion, roll d100 2x and take preferred result each round until confusion ends.