![]()
About Pippip OorayPippip Ooray
basics:
Bard (Arcane Duelist) of Chaldira Zuzaristan Exp: Hit Points: 24/24 Rolls by level PFS method (8,5,5) +3CON +3FC Alignment = Chaotic Good Aura = Init: +5 Perception +9/Sense Motive +6 Bardic Performance 11/11 [2+CHA mod+2*level] Speed = 20' (Small w/ light encumbrance) Stats:
young ST=10; WI=12; CH=16; CO=12; DX=17; IN=12 Offense/Defense:
BaB: +2 Melee (mwork small rapier) +8 (+1 wf +1 mw +3dex +1 size) 1d4+3 (w/power attack 1d4+5) 18-20 x2 Ranged (small light xbow) +6 1d4 x3 CMD 25 AC = 10 + 1(size) +3 (studded leather) +3 (DEX) = 17 Saves Fort +2 Reflex +7 Will +6 (+2 fear) Feats:
1 - Weapon focus (rapier) 1 Bonus - arcane strike 2 - Bonus Combat Casting 3 - Slashing Grace (Dex to Damage) Arcane Strike (Combat) You draw upon your arcane power to enhance your weapons with magical energy. Prerequisite: Ability to cast arcane spells. Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. spells:
Concentration +5 (+9 defensive) Known 0 Detect Magic, Daze, Sift, Prestidigitation, Light, Acid Splash 1 Hideous Laughter, Saving Finale, Grease, Cure Light Wounds Spontaneous Level 1 slots 4/4 Traits:
Lessons of Chaldira Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse. Rich Parents 900gp starting gold Lost Son = +1 will save Naive -2 ac improvised -2 cmd dirty tricks Skills-Languages:
Skills: Appraise +5 (+1 int, 1rank, +3CS) Diplomacy +9 (+3 Cha, 3 ranks, +3CS) Bluff +7 (+3 Cha, +1 ranks, +3CS) Fly +3 (+3 Dex) Handle animal +5 (+3Cha, +2trait) Intimidate +9 (3 ranks, +3 Cha, +3CS) Linguistics +1 (+1 Int) Spellcraft +5 (+1 Int, 1 ranks, +3 CS) Perception +9 (1 Wis, 3 ranks, +2 trait, +3CS) Sleight of hand +7 (1 rank, +3 Dex, +3CS) Stealth +13 (3 Dex, 3 rank, +3CS, +4 size) Survival 1 (1 Wis) Perform (oratory) +9 (+4 CHA, 2 ranks, +3CS) Ride +5 (+3 Dex, +2 trait) Sense Motive +7 (+1 Wis, +3 ranks, +3 class) Use Magic Device +9 (+3 CHA, +3 ranks, +3 class) Languages:
Gear:
masterwork Small Rapier Small shortbow quiver 17 arrows quiver 40 blunt arrows 9 thistle arrows Studded leather barding studded leather armor small Riding dog Military saddle 2 Saddle bags Deluxe Dungeoneering Kit crowbar 2 gp 5 lbs 5 pitons 5 sp 2.5 lbs grappling hook 1 gp 4 lbs 50-foot silk rope 10 gp 5 lbs 3x chalk 3 cp 10-foot pole 2 sp 8 lbs caltrops 1 gp 2 lbs acid 10 gp 1 lb alchemist’s fire 20 gp 1 lb Total Cost: 154.73 gp Weight: 28.5 lb 241gp 0sp 17cp Donnal the Riding Dog:
This burly dog is fitted with a small saddle. A low, menacing growl rumbles up from its chest. This dog has studded leather barding to protect him. Riding DogCR 1 XP 400
DEFENSE AC 13 (16) Studded leather barding, touch 12, flat-footed 11 (+2 Dex, +1 natural)
OFFENSE Speed 40 ft.
STATISTICS Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
halfling abilities:
SAbility Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Type: Halflings are humanoids with the Halfling subtype. Base Speed (Slow Speed): Halflings have a base speed of 20 feet. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. 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. Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed. 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. Bard abilities:
Class Features All of the following are class features of the bard. A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) 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. 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 (See Table: Ability Modifiers and Bonus Spells). 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)
Bardic Performance
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. List of Bardic Performances: Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
Bonus Feats
2nd level—Combat Casting
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). Advanced Versatile Performances
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites. A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination. Arcane Strike
This ability replaces bardic knowledge. Bardic Performance
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.
Bonus Feats
2nd level—Combat Casting
Arcane Bond (Ex)
This ability replaces lore master. Arcane Armor (Ex)
This ability replaces jack of all trades background:
Appearance: Pippip, or Pip to his friends, is a tall and slender for a small humanoid with curly light brown hair and twinkling hazel eyes. His laugh is loud and infectious and he seems to be laughing frequently. He is dressed flamboyantly in vibrant pastel colors. He has a prominent holy symbol displayed of Chaldira Zuzaristan on his helmet and a silver necklace around his neck. He is never seen far from his loyal dog, a mutt that is equipped for riding. Pip was a steward for a noble house, and charged to educate and raise the younger children. One of the children was lost while on an trip to Korvosa, and Pippip has taken responsibility for his loss. At his house Pip has established an alternate persona, he is a quiet servant and shows respect to the couple that hired him. Pip has met in the past with members of the Bellflower Society, and has taken to wearing a bracelet that is currently empty, but will hold a bead for every slave he manages to free. His parents were wealthy and he inherited the family fortune when they were killed for aiding former slaves escape. Pip hates the country of Cheliax and has taken to writing essays to drum up support for ending slavery called the "Break the Chains" papers under the pen name of 'The Eloquent Slip'. |