Local Celebrity

Miles Robert Right's page

50 posts. Alias of trawets71.


Full Name

MIles Robert Right

Race

Human

Classes/Levels

Bard 1| AC 16 T 12 FF 14 | HP 9/9 | F +2 R +4 W +2| Init +2| Perc +4

Gender

Male

Age

18

Deity

Sheyln

Strength 13
Dexterity 14
Constitution 13
Intelligence 13
Wisdom 11
Charisma 17

About Miles Robert Right

Character Sheet:

Size Medium (Human)
Init +2; Perception +4

DEFENSE

AC 16, touch 12, flat-footed 14 (+3 armor, +2 dex, +1 shield)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +2

OFFENSE
Speed 20 ft.
Ranged: Shortbow +2 (1d8/X3) Range 60’
Melee: Rapier +2 (1d6+1/18-20/X2)
Melee: Dagger +2 (1d4+1/19-20/X2)

Statistics

Str 13, Dex 14, Con 13, Int 13, Wis 11, Cha 17
Languages: Common, Goblin
Base Atk +0; CMB +1; CMD 13

Skills
Craft: Carpenter +6 (B1), Craft: Jewelry +6 (B1), Kn: Arcana +6 (1), Kn: Local +6 (1), Perception +4 (1), Perform: Comedy +7 (1), Perform: Dance +7 (1), Perform: Oratory +7 (1), Spellcraft +5 (1), Use Magic Device +7 (1) Total: 8 Background: 2

Favored Class: Bard Extra Spell Known

Bard Abilities:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on 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. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

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 10 + 1/2 the bard's level + the bard's Cha modifier) 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.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire 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.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spells Known:

Cantrips: 4 +1
Detect Magic
Mage Hand
Mending
Prestidigitation
Read Magic

1st Level: 2
Cure Light Wounds
Grease

Feats and Traits:

FEATS
1- Point Blank Shot (Human Bonus)
1- Precise Shot

Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits

Craft All - You've always been a crafter. You have a deep passion for your profession. Supplies in Passbog may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Gear:

Studded Leather 25gp (20#), Buckler 5gp (5#), Rapier 20gp (2#), Dagger 2gp (1#), Shortbow 30gp (3#), 20 Arrows 1gp (2#), Backpack 2gp (2#), Belt pouch 1gp (.5#), Spell Component Pouch 5gp (2#), 10 Chalk .1gp, Flint and Steel 1gp, 10 Trail rations 5gp (10#), Waterskin 1gp (4#), Carpenter’s Tools 5 gp (5#), Jewelers Tools 5gp (5#), Explorer’s Outfit -gp (8#)

Potion of Cure Light Wounds 50 gp

21 GP 9 SP 0 CP

Total: 69.5# 50/100/150

Backstory:

Miles hates his name. It’s an embarrassment. Miles Robert Right. Mr. Right. The teasing was merciless growing up. He would try to tell jokes to fend off the teasing. Sometime he would run to the temple of Sheyln and hide. The high priestess, Lina Blackrose took pity on him and only ever called him Miles and taught him to dance and tell flowing stories to take his mind off his embarrassment. Growing up in Almas was tough and he had to find jobs at an early age to help his family. Some were manual labor others were fine, dexterous work. Either you could find him doing with a toe taping or a dance in his step.

Almas was closing in on Miles and he had to get out. He set out and found he could tell tales and dance and make a few coins and work when he had to. He was passing through Spingbog when the sundering happened. He has aided the town when he could, how he could. A rousing story here, a joke there and he put his skill to use when needed.

Daily Resources:

Bardic Performance: 7 rnds/day Used: 0

Spells:
1st Level 2 Used: 0

Dice:

[dice=Shortbow]1d20+2/dice] [dice=Damage]1d6[/dice]
[dice=Shortbow PBS]1d20+2+1/dice] [dice=Damage]1d6+1[/dice]
[dice=Rapier]1d20+2[/dice] [dice=Damage]1d6+1[/dice]
[dice=Dagger]1d20+2[/dice] [dice=Damage]1d4+1[/dice]
[dice=Perception]1d20+4[/dice]
[dice=Craft]1d20+6[/dice]
[dice=Kn: Arcana]1d20+6[/dice]
[dice=Kn: Local]1d20+6[/dice]
[dice=Perform: Comedy]1d20+7[/dice]
[dice=Perform: Dance]1d20+7[/dice]
[dice=Perform: Oratory ]1d20+7[/dice]
[dice=Spellcraft]1d20+5[/dice]
[dice=UMD]1d20+7[/dice]
[dice=Fort Save]1d20+2[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+2[/dice]