Lirianne

Pfilian Archibund Merstang IV's page

121 posts. Alias of Tirion Jörðhár.


Full Name

Pfilian Archibund Merstang IV

Race

Halfling

Classes/Levels

Bard(Dervish Dancer)/1 -- HP: 4/9; AC17, T15, FF13; F+1,R+6,W+3; Per +6; Init +3

Gender

Male

Size

S - 2'9", 42lbs

Age

25

Alignment

CG

Deity

Sarenrae/Desna

Languages

Common(Taldan), Halfling, Infernal

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

About Pfilian Archibund Merstang IV

___________________________________________________________
Offense:
___________________________________________________________
+3 Initiative (+3 Dex)
+0 BAB

-1 CMB (+0 BAB, +0 Str, -1 Size)
+11 CMD (+0 BAB, +0 Str, +3 Dex, +10, -1 Size)

+4 Scimitar (+0 BAB, +3 Dex, +1 Size) Damage: 1d4+3 (+3 Dex)
+1 Dagger (+0 BAB, +0 Str, +1 Size) Damage: (1d3+0)(+0 Str)
+4 Light Crossbow (+0 BAB, +3 Dex, +1 Size) Damage: (1d6) (Range 60')

Spells Available:

First Level: 2/2
Second Level: 0/0
Third Level: 0/0

Special Abilities Available:

Bardic Performance 7/7

  • Inspire Courage +2 (battle dance)
  • Inspire Competence +0
  • Fascinate
  • Distraction
  • Countersong

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 4
Max hp: 9 (+8; +0 Con; +1 FC)
AC 17 [+3 Dex, +2 Leather Armor, +1 Size, +1 Dodge +10]
Flatfoot AC 13 [+2 Leather Armor, +1 Size, +10]
Touch AC 15 [+3 Dex, +1 Size, +1 Dodge, +10]

+1 Fort (+0 base, +0 Con, +1 Race)
+6 Ref (+2 base, +3 Dex, +1 Race)
+3/+5 Will (+2 base, +0 Wis, +1 Race) <-- +2 Race vs. Fear, stacks with halfling luck

Skills:

+3 Acrobatics (Dex +3, Ranks 0, Class Skill +3)
+1 Appraise (Int +1, Ranks 0, Class Skill +3)
+7 Bluff (Cha +3, Ranks 1, Class Skill +3)
+0 Climb (Str +0, Ranks 0, Class Skill +3)
+1 Craft(untrained) (Int +1, Ranks 0, Class Skill +3)
+7 Diplomacy (Cha +3, Ranks 1, Class Skill +3)
+8 Disable Device (Dex +3, Ranks 1, +1 Trait, Class(trait) Skill +3)
+7 Disguise (Cha +3, Ranks 1, Class Skill +3)
+3 Escape Artist (Dex +3, Ranks 0, Class Skill +3)
+* Fly (Dex +3, Ranks 0)
+* Handle Animal (Cha +3, Ranks 0)
+0 Heal (Wis +0, Ranks 0)
+3 Intimidate (Cha +3, Ranks 0, Class Skill +3)
+2 Knowledge, Arcana (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Dungeoneering (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Engineering (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Geography (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, History (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Local (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Nature (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Nobility (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Planes (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+2 Knowledge, Religion (Int +1, Ranks 0, Class Skill +3, Bardic Knowledge +1)
+* Linguistics (Int +1, Ranks 0, Class Skill +3)
+6 Perception (Wis +0, Ranks 1, Class Skill +3, Race +2)
+3 Perform, Act (Cha +3, Ranks 0, Class Skill +3)
+3 Perform, Comedy (Cha +3, Ranks 0, Class Skill +3)
+3 Perform, Dance (Cha +3, Ranks 0, Class Skill +3)
+3 Perform, Keyboard (Cha +3, Ranks 0, Class Skill +3)
+7 Perform, Oratory (Cha +3, Ranks 1, Class Skill +3)
+3 Perform, Percussion (Cha +3, Ranks 0, Class Skill +3)
+3 Perform, Sing (Cha +3, Ranks 0, Class Skill +3)
+3 Perform, String (Cha +3, Ranks 0, Class Skill +3)
+3 Perform, Wind (Cha +3, Ranks 0, Class Skill +3)
+3 Ride (Dex +3, Ranks 0)
+0 Sense Motive (Wis +0, Ranks 0, Class Skill +3)
+* Sleigh of Hand (Dex +3, Ranks 0, Class Skill +3)
+* Spellcraft (Int +1, Ranks 0, Class Skill +3)
+11 Stealth (Dex +3, Ranks 1, Class Skill +3, Size +4)
+0 Survival (Wis +0, Ranks 0)
+0 Swim (Str +0, Rank 0)
+* Use Magic Device (Cha +3, Ranks 0, Class Skill +3)

Each level skill points gained = 7+FC (6+Int) +FC

Traits:
• Helpful - (+3 on Aid Another instead of usual +2)
• Trap Finder - You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Feats:

Dervish Dance (Bard(Dervish Dancer) Level 1 Bonus)
Dodge (Level 1)

Racial:

Stats: +2 Dexterity, +2 Charisma, and –2 Strength.
Type: Humanoid(halfling)
Size: Small - +1 AC, a +1 attack, –1 CMB and CMD, +4 Stealth
Base Speed: 30' - See Alt Traits
Low-Light Vision

Languages: Common and Halfling -- High Int --> Dwarven, Elven, Gnome, and Goblin.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed: Replaced - See Alt Traits

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

-----

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Favored Class/Leveling Bonuses:

Favored Class: Bard
Lvl 1 (HP) - Bard/1
Lvl 2

____
Stats:

Str 10 = 12 -2(race)
Dex 16 = 14 +2(race)
Con 10 = 10
Int 13 = 13
Wis 10 = 10
Cha 16 = 14 +2(race)
____
Versatile Performance:

Bard:

Class Features

Weapon and Armor Proficiency:
Bards are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.

Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.

Bards are also proficient with light armor and shields (except tower shields).

Dervish Dance (Ex)

A Dawnflower dervish gains the Dervish Dance feat as a bonus feat.
This ability replaces bardic knowledge.

Bardic Performance
May be used 4 + Cha + 2/level over 1st rounds per day.

Starting = Standard Action, Maintaining = Free, Changing = Standard.
7th - Starting = Move, 13th - Starting = Swift
--> If Battle Dance, Start = Move, Maintain = Free, 10th - Swift to start

Battle Dance

A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.

When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
This ability alters the standard bardic performance ability.

Countersong (Su)
At 1st level may counter certain spells.

Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight.

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.

Inspire Courage (Su) <-- Bonus doubled, but only on self - see Battle Dance above.
+4 moral bonus on saving throws against charm and fear effects.
+2 competence bonus on weapon attacks & damage.
+4 @ 5th Level, +6 @ 11th Level, +8 @ 17th Level
Increase double normal per Battle Dance, but only affects me.

Versatile Performance (Ex)
Perform may replace certain skills.
2nd, 6th, 10th, 14th, 18th level.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Spinning Spellcaster (Ex)
At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master.

Spells:
Spells Per Day: 4 Level 0, 2 1st Level, 0 2nd Level

[b]4 Level 0
• Detect Magic: Detects all spells and magic items within 60 ft.
• Light: Object shines like a torch.
• Mending: Makes minor repairs on an object.
• Read Magic: Read scrolls and spellbooks

2 Level 1

• Cure Light Wounds
• Grease

0 Level 2

0 Level 3

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 0 lbs.
(10) Leather Armor, 7.5 lbs
(15) Scimitar, 2 lbs
(2) Dagger, .5 lbs
(35) Light Crossbow, 2 lbs.
(4) 40 Bolts - 2 lbs. (.5lb/10)
___________
(66)

14 lbs

In Backpack

(2) Backpack, 1 lbs
(0) Bedroll, 2.5 lbs
(5) Spell Components Pouch, 1 lbs.
(0) Canvas Cloth, 1 lb.
(1) Oil, Flask, 1 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
(1) Flint and Steel
(2) Trail Rations x4, 2 lbs.
(2) Waterskin x2, (2 lbs each) 4 lbs.
______
(23)

17.5 lbs

Belt Pouch

Chalk, 3 pieces

0 p.p. (Most money is carefully hidden in backpack)
16 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 31.5 lbs

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs

Appearance:

Before you stands a short and rather rotund, he would tell you the proper term is stout, halfling. However, his shape is not what is noticeable. Rather it is his large hat. Perhaps large is the wrong description. The brim sticks out a good eight inches in every direction and is layered with frills. In addition the right side has a long peacock feather standing up at an angle upon it.

Once you get past the hat, you realize that the overdone outfit does not end there. The halfling is bedecked in a light blue vest with matching pants and is wearing beneath his best a ruffled shirt with poofy arms.

On top of all this, the rather unusual halfling is walking with a distinct limp and leaning heavily on a colorful cane which he likes to tap on the ground when he seeks to gain the attention of others.

Finally, you realize that this over-the-top colorful character is in fact armed as a small scimitar hangs at his side. You cannot tell whether this is part of the costume, as the sheath is of the same light blue of the rest of his clothes, but the handles appears worn as though the weapon has seen at least some use.

Background:

The short, and rather tubby, halfling takes a handkerchief from his pocket and dabs his forehead removing some of the sweat. However as soon as he places the handkerchief back in his pocket the sweat returns.

Damned land. He silently curses whichever deities created this superheated nation. Go to Wati. . . Make your fortune in Wati. That is what everyone said. Nobody told me it was so bloody hot here. I should have just stayed in Katheer.

With that, he takes his cane from under his arm and hobbles slowly toward the edge of the barge as it slowly approaches the Wati docks. As the barge approaches the city, he sighs: Certainly a lot smaller than Sothis and centuries behind Katheer, that is for sure. Heck of a lot prettier than Egorian, but everything is prettier than that Infernal city. As he recalls the city he escaped from several years back, he looks over his shoulder, always suspicious that some escaped slave hunter will be there watching him.

When he arrives at the dock, Philian grips his cane and hobbles off the barge with a distinct limp. At the end of the dock is the guard station where the city guards check in those arriving by water, just as normal guards at any other entry point to the city would.

The guard stops the limping halfling:
State your name and purpose in Wadi.

Philian puffs out his chest and raises his head to its full 2’ 10” looking up at the guard from under his wide brimmed purple hat with its colorful peacock feather.
I am Philian Archibund Merstang the Fourth he says proudly. I am here to join those exploring the ancient burial grounds of this great town. Despite his opinion that Wati is not much more than a hamlet compared to the great Katheer, he keeps his face completely serious as he says this.

The guard looks Philian up and down, ok he looks down and farther down, and then lets out a hearty laugh. You? You a halfling that can hardly walk? You think you will explore the ancient necropolis. The guard apparently finds this so absurd that he waves Philian through without even asking for the toll.

Sighing Philian quickly heads into the city before the guard changes his mind.
[i]Interesting, lax guards such as that would be quickly punished by their Hellknight commanders in Cheliax.
As he thinks of this, he quickly recollects the path that has brought him here today.

- - - -

It began fifteen years ago, just after he turned twelve. Born a slave to a minor Chelaxian noble, he was destined for a life of servitude. Cooking meals, cleaning, and when the nobles desired, entertaining them. At that time, the name given him by his owners was Halfius. He hated the name, but what choice did he have. Anyway, just after turning twelve, he was sent with the nobles daughter, Druia Wintrish, to accompany her on a trip to Westcrown to visit her grandmother. Why they chose Philian, he did not know, but just before reaching Westcrown, the small caravan was attacked by Andorans who were freeing slaves. Philian survived, he does not know what happened to the girl, not that he cared as she was one of the cruelest people Philian had ever met, may her soul forever burn in Hell.

Under the dark of night, these brave Andorans smuggled him and several other freed halfling slaves to Almas. Unfortunately, all was not fun and games in Almas. Although he had been a slave in Cheliax, he had always had food and a roof over his head. Not so in Almas where he soon found himself living on the streets. He begged for food, and when necessary stole what he needed. He was soon running with less than upstanding members of the Almas society.

By the time he was fifteen, he had been in prison on several occasions, fortunately never for anything serious enough to have him killed. Deciding that this was not the place for him, Philian, who was still called by his Cheliaxian name of Halfius, decided that he needed a new start. One night he stowed away on a ship heading to Absalom.

On the trip to Absalom, he listened to how others talked and referenced each other. In doing so, he decided that if he was to be a new person, he needed a new name. Thus, when he snuck off the ship in Absalom, he did so as Philias Archibund Merstang IV, the son of a merchant from far away Magnimar. Not that he knew much about the Varisian city, but he figured he could learn enough to cover his story.

In Absalom, he decided to visit some of the temples to see if they could help him with employment, or at least food. The two temples he found most interesting were the huge temple of Sarenrae, and the a small shrine to the Varisian deity Desna. Sarenrae represented the fire and desire to fight Infernal powers such as those in Cheliax. To him, Desna represented the luck he had to escape Cheliax and be able to start again.

Unlike in Almas, in Absalom, Philian found honest work clearing tables in a small tavern. It was not the greatest job, but it earned him enough for a small room and food to fill his stomach. When not working, frequently in the morning, he would visit the two temples and learn what he could hoping to some day perhaps be asked to join one of their faiths. He was never asked, but by watching the Sarenraen warriors fight, he learned much about the fluid dancelike fighting style they used.

Not only did he learn the fighting style, but also he learned to dance himself. Something which quickly brought back memories of entertaining in Cheliax. Before too long, the tavern was paying him more to entertain its patrons than he had ever earned clearing tables and dishes.

Five years he remained in Absalom, meeting people and earning enough for a simple and somewhat comfortable life. But that all ended one day when he was performing at a tavern in one of the better parts of the city. He looked out at the crowd and who did he see but the eldest son of his former owner, Pertrivius Wintrish. Lets just say that before the night was over, Philian and his few belongings were on the first ship leaving Absalom. Several days later, the ship arrived in Katheer, the famed Qadiran city.

For the next five years, he lived and entertained those in Katheer while furthering his studies of Sarenrae and her followers fighting techniques. In Katheer he began to speak with adventurers heading into Qadira, returning from the mysterious lands to the south, and coming from even more exotic places. This created a desire in Philian to be an adventurer himself, a desire likely further fueled by his studies of Desna.

During his time in Katheer, he also continued to evolve his persona. First, he took a particular liking to the swashbuckler appearance of many of the pirates, er, ship going merchants. In addition, he found that many elderly nobles and merchants who commanded the most respect carried canes. Thus, he went and found a fine cane which he used when he walked in public. Finally, he decided that if a person had a cane, then the person should have a reason to carry a cane. Thus, he developed a pronounced limp. Although not perfect, he has spent several years perfecting his pretend limp and the use of his cane.

After five years in Katheer, he recently learned of the opening of the necropolis beneath the Osirian city of Wati. Philian quickly read about this city and decided that this would be where he would become famous. Thus, did Philian Archibund Merstang IV, with his limp and cane, carefully developed over the years in Katheer solely for his own eccentric reasons, hire passage on a ship to Osirian and thence on a barge to Wati.