Verik Vancaskerkin

Orin Telmar's page

258 posts. Alias of JoeLudwick.


Full Name

Orin Telmar

Race

human

Classes/Levels

Bard[2](detective) HP:15/15 Fort:1 Ref:5 Will:4 Percept:+8

Gender

male

Size

medium

Age

20

Alignment

L/N

Location

sandpoint

Occupation

Guardsman in Sandpoints city watch

Strength 10
Dexterity 17
Constitution 13
Intelligence 14
Wisdom 14
Charisma 16

About Orin Telmar

Skills:

skills/rank/stat/other/total
acrobatics 1/3/3=7
Bluff 1/3/5=9
diplomacy 1/3/8=12
(gather info) 1/3/11=15
disable device 1/3=4
kn. history 1/2/3=6
kn. local 1/2/4=7
linguistics 1/2/3=6
perception 1/2/5=8
sense motive 1/2/4=7
stealth 1/3/3=7
UMD 1/3/3=7
lore, sandpoint 1/2=3

Feats:

Skill focus- Diplomacy
Point blank shot

Equipment:

Chain shirt
Short bow
long sword
55gp

traits:

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Affable-You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Goblin watcher-You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.

Languages:

common
Varisian
Shoanti
Goblin

spells:

0-th
Detect magic
mage hand
light
mending
resistance

1st (3)
comprehend languages
Cure light wounds-3
Vanish

bardic performance (7/day):

A detective gains the following types of bardic performance:

Careful Teamwork (Su): A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

This performance replaces inspire courage.

True Confession (Su): At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level.

This performance replaces inspire greatness.

Show Yourselves (Ex): At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components.

This performance replaces inspire heroics.

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 non-instantaneous 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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.

Eye for details:

A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1).

This ability replaces bardic knowledge.

Arcane insight:

At 2nd level, a detective can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection).

This ability replaces well-versed.

Combat:

Shortbow
ab+4
dmg 1d6

Longsword
ab+0
Dmg 1d8

AC:17
10 base
+3 dex
+4 chain shirt

Saves
fort:1
Ref:5
Will:4

initiative +3

Background:

Orin was born in, and raised in, Sandpoint.
His father, Marn, was a leathersmith of little renown who died after being thrown from a horse when Orin was only 4 years old.
Orin's mother, Olive, took work as a seamstress when she could, but died in childbirth delivering Orin's only sibling, a younger brother named James.

Both boys were raised by Olive's sister, Sara. Also a resident of Sandpoint, Sara's only employment was taking work as a cook or baker for Sandpoints local Inns and shops.
Aunt Sara's time is chiefly spent on looking after James needs and tending a small garden.

Orin's younger brother James is now almost 17, but has never set aside the toys and games of small children and seems ill equipped for life on his own.

With money always tight, Orin joined the watch at an early age to help support the small home. Talking his way into the job a full 8 months before he should have been allowed, Orin soon made a reputation for being able to talk people into seeing things the way he wanted them to.

Despite being weaker and less hale than his comrades, Orin is well liked and shifts and patrols with him are always entertaining.

The young man is so cheery and affable that new friends are shocked by the change in demeanor when the Gods are mentioned. Orin refuses to participate in anything related to or concerning the Gods or religion. Friends swear that his brow furrows and his eyes darken, and no amount of prying has led them to why.

About Orin:

Orin is a thin young human with dark hair and dark eyes, a bit shorter than most of his counterparts. He wears a smile always, and keen eyes seem to be constantly on patrol.

He enjoys his job as a watchman and considers Sandpoint one of the finest towns in the world (not that he has seen any others). Going out of his way to settle disputes instead of just enforcing the law, he takes pride in the relationships he has built amongst merchants and farmers alike.

Orin befriends others easily and seems to discard old slights with each new sunrise. Orin's orders are always carried out (as a matter of honor) and his reports are always detailed and accurate.

Often his supervisors have lamented that he would have been a fine officer one day if it were not for his 'lack of swordarm and inability to fill out even a chain shirt'.

Orin could not be less bothered by his lack of advancement. With the true heart of a servant, he is happy with his station.

Orin is no stranger to the taverns of Sandpoint, but he has seen enough of strong drinks effects to know that he should stop after one. Should a common room become a little too rowdy, Orin simply takes his leave before any real trouble starts.