Darius Finch

Montana James's page

9 posts. Alias of SkaTalon.


Full Name

Montana Walton James (Monty)

Race

Human

Classes/Levels

Bard Archaeologist 1

Alignment

NG

About Montana James

Monty grew up listening to and reading the stories of Heroes. As a child he was fascinated by ancient cultures and the Heroic legends that they passed down. He wanted nothing more than to grow up and be a Real Hero like the ones in his stories. When he was old enough, he yearned for adventure and eagerly joined up an archaeologist expedition with a less than savory group or mercenaries.

While he was on the archaeological dig, one of the others in his group offered him a new drug called ‘Shiver”. Not wanting to seem a coward, Monty gave into the peer pressure and soon found himself addicted. Once back in Korvosa, He had to find a new way of obtaining the stuff, which is what brought him in contact with Lamm and his gang.

One day he hit rock bottom nearly overdosed on the stuff. Monty realized that he had all but given up his pursuit to become a Real Hero. Shiver had nearly ruined his life. He decided to rededicate himself to his studies of ancient Cultures and Heroes. He cleaned up his act and got the Shiver out of his system, eventually landing a teaching job at a school in Korvosa. Now, as a History Teacher, he keeps an eye out for any of his students that may fall into using Shiver and wants to help them if he can.

The addiction to Shiver never fully went away. Monty has set up his life to avoid contact with the stuff, but often his memory returns to those days and the dreams they gave him. Although he's been clean for a good while now, he carries on daily, still unsure how long his willpower will hold out.

Equipment:

Chain Shirt
Heavy Wooden Shield
Longsword
Whip
Dagger
(Will post full equipment rundown after selection.)

Init +3; Senses ; Perception +4
DEFENSE
AC 19, Touch 13, flat footed 16 ( Chain Shirt, Shield, heavy wooden)
(+3 Dex, +4 armour, +2 shield)
hp 11 (0d8+1d8+2+1);
Fort +3, Ref +5, Will +2
OFFENSE
Speed 30
Melee
Single Attack Longsword +2 (1d8+2/19-20)
or Shortbow +3 (1d6 X3)
Full Attack
Longsword +2 (1d8+2/19-20)
Dagger-3 (1d4+1/19-20)
Whip-4 (1d3+1)
or Shortbow +3 (1d6 X3) range 70
Space 5ft.; Reach 5

Bard Spells Known:

CL 1 Concentration 4
Level 0 (4) DC 13
Dancing Lights(Evocation)[Light ] X 1
V,S rng: Medium 100ft + 10ft / level CT: Dur: 1 minute (D)
SV None Area: Up to four lights, all within a 10-ft.-radius area Book:

Detect Magic(Divination)[ ] X 1
V,S rng: 60ft CT: Dur: Concentration, up to 1 min./level (D)
SV None Area: Cone-shaped emanation Book: CRB
Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject

Open/Close(Transmutation)[ ] X 1
V,S,F rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous
SV Will negates (object) Area: Object weighing up to 30 lb. or portal that can be opened or closed Book: CRB
Description: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the sp

Prestidigitation(Universal)[ ] X 1
V,S rng: 10ft CT: Dur: 1 hour
SV See text Area: See text Book:
Description: Performs minor tricks.

Level 1 (2) DC 14
Detect Secret Doors (Divination)[ ] X 1
V,S rng: 60ft CT: Dur: Concentration, up to 1 min./level (D)
SV None Area: Cone-shaped emanation Book:
Description: Reveals hidden doors within 60 ft.

Saving Finale (Evocation)[Mind-affecting Earth mind-affecting emotion] X 1
V, S rng: Close 25ft + 5ft/2 levels CT: Dur: instantaneous
SV Will negates (harmless) Area: one living creature Book: APG
Description: You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Base Attack 0 CMB 2 ; CMD 15

Racial Abilities
Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time they gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Feats
Lingering Performance: The bonuses and penalties from your bardic performance(and Archeologists Luck) continue for 2 rounds after you cease performing.
Armor Prof Light,
Shield Proficiency
Simple Weapon Proficiency

Traits
Drug Addict: Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Skills Acrobatics 3, Appraise 0, Bluff 7, Climb -2, Diplomacy 7, Disguise 3, Escape Artist -1, Intimidate 3, Know History 5, Know Local 5, Know Nobility 1, Linguistics 0, Perception 4, Perform 3, Sense Motive 0, Sleight of Hand -1, Spellcraft 0, Stealth -1, Use Magic Device 7
Languages Common

SPECIAL ABILITIES
Archaeologists Luck (Ex) 7/day. As a swift action, +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. (+2 from Fate’s Favored, lasts 3 rounds from Lingering Performance)
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