Lem

Rickonni's page

74 posts. Alias of Walter das Sombras.


About Rickonni

Background:
Rick is the standard halfling. Or at least he was, before his accident, and right now we're not so sure of how he is going to behave. Cheerfull and hyperactive, he wished to unveil the mysteries of this country since he was a little boy, and for that purpose any ideas would be appreciated. He understood the power of curiosity, and along with a group of adventurers they traveled around the mountains, north of Barrjka, putting their lives on risk countless times, for the sake of knowledge.
He was ready to die for what he believed in, for what he wanted, so the risk was meaningless. He had people around him who shared the same interests, and thus they sought encouragement within one another. But although Rick didn't mind to lose his life at any moment doing what he liked, what happened to him was too painful for his spirit to endure. He was thrown from a cliff, but he didn't die. Instead, he broke his back and could not move his legs. He wasn't left for dead, but rather the opposite. His comrades brought him to the city to be treated, but there was nothing the city could do for his illness, aside from granting him food and some caring, for the right price.

He had money he gathered from several adventures, but it just made no difference in his point of view. Being a cripple was certainly worst than dying. His companions were with him in the beginning of his dark times, but they still had their full health, and as Rick fell into a depressive state they realized the group should move on, going back to the road. From time to time they showed up to talk and spend some time, also bringing him some part of the treasury, but Rick's psyche just got worst. He tried to kill himself a couple of times, but failed. There was nothing he could do about it, and his mind went in a turmoil of sadness and nostalgia, dreaming with a way out of this cruel world.

And then it happened. Some people came and told him he could be a subject on the second stage of testing of some new treatment, one that could fix broken or missing parts of people's body, but for a certain price. He didn't even thought about what at stake, accepting their offer and doing everything he could to be selected, so he would have that chance. Of course, he did that but in the deepest corner of his mind there was only fear. Fear that it wouldn't work. Fear that it would be perfect, but then once more taken away from him. His mind drifted from hope to fear in a moment, but when the treatment succeeded and he got his legs working again there seemed to be only one feeling left: Desperation. He wanted to rush and do whatever he could before this miracle stopped working. He had no fear of death, as before, and now even his fear of being a cripple was gone in a certain way, cause it could probably be fixed, but for them to do that Rick would need to become the most valuable subject, and so he was ready to do what they asked.


RICKONNI
Male Halfling Bard 4 - N small Humanoid (Halfling)
Init +3; Perception +8
Dominated Languages: Common, Halfling, Dwarven
Spoken Languages: Elven, Low Targiss
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DEFENSE
AC 18, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 size)
hp 27 (4HD)
Fort +4, Ref +9, Will +5, +2 vs. fear, +4 vs. Bardic Performance, sonic, and language-dependent effects
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OFFENSE
Speed 30 ft. (6 squares)
Melee whip (small) +3 (1d2-1)
Ranged crossbow (light) (small) +7 (1d6/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +1; CMD 13
Special Actions Distraction, Fascinate,
Known Bard Spells (CL 4th):
2nd (2/day) - Cacophonous Call (DC 17), Glitterdust (DC 17);
1st (5/day) - Cure Light Wounds, Grease (DC 16), Saving Finale, Silent Image
0th (at will) - Dancing Lights, detect magic, Ghost Sound (DC 15), Message, Read Magic, Sift
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STATISTICS
Abilities: Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 20
Special Qualities: Armored Casting, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Fearless, Fleet of Foot, Halfling Luck, Inspire Competence, Inspire Courage, Keen Senses, Versatile Performance (Sing), Weapon and Armor Proficiency, Weapon Familiarity, Well-Versed,
Feats: Light Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency (plus the longsword, rapier, sap, shortsword, shortbow, and whip), Lingering Performance (1st), Lucky Halfling (3rd)
Traits: Trap Finder; Irrepressible; Grafted Spine (Raw);
You take a -1 penalty to your CMD.
Favored Class Bonus: +4 Skill Point
Skills:
Points: (6 class+ 1 Int)x4 = 28 +4 FC = 32
Use Magic Device +10,
+13 Acrobatics DEX (3+4+3+3) CS (+4 against CMD and to move through threatened squares)
+5 Appraise INT (1+1+3) CS
+5 Bluff CHA (5+0+0) CS
+12 Bluff (Perform Sing) CHA (+12) CS
+3 Climb STR (-1+1+3) CS
+5 Diplomacy CHA (5+0+0) CS
+9 Disguise CHA (5+1+3) CS
+10 Disable Device DEX (3+1+3+1+2) CS
+7 Escape Artist DEX (3+1+3) CS
-1 Heal WIS (-1+0+0)
+5 Intimidate CHA (5+0+0) CS
+3 Knowledge(All-Untrained) INT (1+0+0+2) CF
+7 Knowledge(Arcana) INT (1+1+3+2) CS
+7 Knowledge(History) INT (1+1+3+2) CS
+7 Knowledge(Local) INT (1+1+3+2) CS
+7 Knowledge(Geography) INT (1+1+3+2) CS
+7 Knowledge(Religion) INT (1+1+3+2) CS
+6 Linguistics (Elven/Low Targiss) INT (1+2+3) CS
+8 Perception WIS (-1+4+3+2) CS
+9 Perform (Dance) CHA (5+1+3) CS
+12 Perform (Sing) CHA (5+4+3) CS
+11 Perform (Harmonica) CHA (5+1+3+2) CS
+5 Perform (Untrained) CHA (5+0+0) CF
+3 Ride DEX (3+0+0)
-1 Sense Motive WIS (-1+0+0) CS
+12 Sense Motive (Perform Sing) CHA (+12) CS
+7 Sleight of Hand DEX (3+1+3) CS
+5 Spellcraft INT (1+1+3) CS
+12 Stealth DEX (3+2+3+4) CS
-1 Survival WIS (-1+0+0)
-1 Swim STR (-1+0+0)
+10 Use Magic Device CHA (5+2+3)

Possessions: belt of tumbling; chain shirt (small/mithral); cloak of resistance +1; outfit (artisan's/small); crossbow bolts (10); flint and steel; musical instrument (flute/masterwork) (small); waterskin (filled) (small); whistle, signal; silent whistle; thieves' tools (masterwork); whip (small); Crossbow (Light) (Small) ; Backpack (Masterwork) (Small) ; Spell Component Pouch, 804.3 gp

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SPECIAL QUALITIES
Armored Casting (Ex): You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex): You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance:
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 15 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Countersong (Su): You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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): You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check: Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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): You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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): You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.
Inspire Competence (Su) : You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Versatile Performance (Sing) (Ex): You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Fearless (Ex): Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
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.
Halfling Luck (Ex): Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 bonus on Perception skill checks
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Grafted Spine: Your back was broken in some horrific accident.
You take a -1 penalty to your CMD. + Raw: You gain a +3 graft bonus on acrobatics checks, and can squeeze through small spaces at double the usual speed.