Witch

Slimjim Son House Shady's page

102 posts. Organized Play character for Lawrence Smith 2.


Full Name

Slimjim Son House Shady

Race

Bardic Performance 18/26 | Bard Spells 1: 6/7, 2: 4/6, 3: 2/4 | Paladin Spells 1: 2/3 | Smite Evil 0/3 | Lay on Hands 8/10 |

Classes/Levels

Fort +20, Reflex +22, Will +21; +1 vs extraordinary abilities of reptilian subtype humanoids, +2 vs. enchantments, +4 vs. bardic performance, language-dependent, sonic Immune sleep, disease, fear | Resist Fire 10

Gender

LG Male Half-elf Bard 9/Paladin (oath of vengeance) 5 | HP 107/107 | AC 36 / 21 T / 32 FF | CMD 35 | Perception +24, Low-Light Vision; Sense Motive +30 | Init +9 | Cond.: Images (5), Smite, Hero., Height. Aware. |

Size

5'9"; 135 lbs.

Age

24

Special Abilities

Ancestral Arms (Falcata), Low-Light Vision, Elf Blood, Elven Immunities (+2 save vs enchantments), Keen Senses (+2 Perception), Multitalented

Alignment

Lawful Good

Deity

Shelyn

Location

Pitax

Languages

Azlanti, Common, Draconic, Elven, Infernal, Varisian

Occupation

Adventurer-Bluesman

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 22

About Slimjim Son House Shady

Slimjim Son House Shady
Male half-elf bard 9/paladin (oath of vengeance) 5 (Pathfinder RPG Ultimate Magic 60)
LG Medium humanoid (elf, human)
Init +9; Senses low-light vision; Perception +24 (+24 Once/scenario, as a standard (or swift) action, gain blindsense 5' for 1d3 rounds)
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 30, touch 16, flat-footed 27 (+9 armor, +2 deflection, +3 Dex, +1 insight, +2 natural, +3 shield)
hp 107 (14 HD; 9d8+5d10+28)
Fort +17, Ref +18, Will +18 (Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal); +1 luck bonus while within 5' of a helpess ally; immediate action, split damage to ally for 1 round, +1 on all saves vs the extraordinary abilities of humanoids with the reptilian subtype, +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
Immune sleep, disease, fear; Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 holy keen adamantine falcata +12/+7/+2 (1d8+10/17-20/×3 plus 2d6 vs. evil) or
. . cold iron cestus +11/+6/+1 (1d4+9/19-20) or
. . dagger +11/+6/+1 (1d4+9/19-20) or
. . gauntlet (from armor) +11/+6/+1 (1d3+9) or
. . morningstar +11/+6/+1 (1d8+9) or
. . unarmed strike +11/+6/+1 (1d3+9 nonlethal)
Ranged darkwood composite longbow +15/+10/+5 (1d8+2/×3)
Special Attacks bardic performance 26 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 20], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 20]), smite evil 3/day (+6 attack and AC, +9 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +11)
. . At will—detect evil
Bard Spells Known (CL 11th; concentration +17)
. . 3rd (4/day)—good hope, haste, jester's jaunt[APG] (DC 19), mad monkeys[UM]
. . 2nd (6/day)—gallant inspiration[APG] (DC 18), glitterdust (DC 18), heroism, mirror image
. . 1st (7/day)—eagle's splendor (DC 17), grease, heightened awareness[ACG], saving finale[APG] (DC 17), vanish[APG] (DC 17)
. . 0 (at will)—dancing lights, detect magic, mage hand, message, prestidigitation, read magic
Paladin (Oath of Vengeance) Spells Prepared (CL 2nd; concentration +8)
. . 1st—divine favor, hero's defiance[APG], lesser restoration
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 10, Cha 22
Base Atk +11; CMB +12; CMD 30
Feats Dilettante, Discordant Voice[UC], Extra Lay on Hands, Improved Initiative, Lingering Performance[APG], Power Attack, Prodigy[UM]
Traits elven reflexes, magical knack
Skills Appraise +6, Bluff +13, Climb +7, Diplomacy +30 (+32 vs lycanthropes, +32 vs dwarves, +32 vs humanoids with the reptilian subtype), Disguise +13, Escape Artist +5, Handle Animal +13, Heal +6, Intimidate +13 (+15 vs lycanthropes, +15 vs humanoids with the goblinoid subtype), Knowledge (arcana) +15 (+17 to identify creatures with the construct type), Knowledge (dungeoneering) +14, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +14, Knowledge (nobility) +12, Knowledge (planes) +14 (+15 regarding demons), Knowledge (religion) +14, Linguistics +7, Perception +24 (+24 Once/scenario, as a standard (or swift) action, gain blindsense 5' for 1d3 rounds), Perform (dance) +30, Perform (oratory) +30, Perform (sing) +13, Ride +5, Sleight of Hand +5, Spellcraft +17, Stealth +5, Survival +1 (+3 to avoid becoming lost), Swim +2, Use Magic Device +24; Racial Modifiers +2 Perception
Languages Azlanti, Common, Draconic, Elven, Infernal, Varisian
SQ bardic knowledge +4, channel wrath, divine bond (weapon +1, 1/day), elf blood, lay on hands 10/day (2d6), lore master 1/day, mercy (sickened), versatile performances (dance, oratory)
Combat Gear cold iron arrows (50), lesser extend metamagic rod, oil of daylight, pearl of power (1st level) (2), potion of cure serious wounds, potion of gaseous form, potion of remove blindness/deafness, runestone of power (1st)[ACG], scroll of remove curse (x2), wand of cure light wounds (45 charges), acid, alchemist's fire, alkali flask[APG], antiplague[APG], antitoxin, healer's kit, holy water, oil, smelling salts[APG]; Other Gear celestial armor, +2 mithral buckler, +1 holy keen adamantine falcata[APG], cold iron cestus[APG], dagger, darkwood composite longbow (+2 Str), morningstar, amulet of natural armor +2, belt of physical perfection +2, boots of speed, circlet of persuasion, cloak of resistance +2, dusty rose prism ioun stone, eyes of the eagle, handy haversack, headband of alluring charisma +4, minor ring of fire resistance, pathfinder pouch, ring of protection +2, silver smite bracelet[APG], swarmbane clasp[UE], wayfinder[ISWG], bedroll, climber's kit, earplugs[APG], fishhook (2), flint and steel, holy text (Shelyn)[UE], mug/tankard, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], sewing needle, signal whistle, smoked goggles[APG], spell component pouch, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wooden holy symbol of Shelyn, wrist sheath, spring loaded, wrist sheath, spring loaded, 9,697 gp, 2 sp, 2 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alchemist's fire - 0/1
Alkali flask - 0/1
Antiplague - 0/1
Antitoxin - 0/1
Bardic Performance (move action, 26 rounds/day) - 0/26
Boots of speed (10 rounds/day) - 0/10
Cold iron arrows - 0/50
Dagger - 0/1
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) - 0/1
Extend metamagic rod (lesser, 3/day) - 0/3
Fly (1/day) - 0/1
Healer's kit - 0/10
Holy water - 0/1
Lay on Hands (2d6 hit points, 10/day) (Su) - 0/10
Lore Master (1/day) (Ex) - 0/1
Oil of daylight - 0/1
Pearl of power (1st level, 2/day) - 0/2
Potion of cure serious wounds - 0/1
Potion of gaseous form - 0/1
Potion of remove blindness/deafness - 0/1
Runestone of power (1st, 1/day) - 0/1
Smelling salts - 0/1
Smite Evil (3/day) (Su) - 0/3
Trail rations - 0/7
Wand of cure light wounds (45 charges) - 0/45
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 26 rounds/day) Your performances can create magical effects.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dilettante You can make untrained Knowledge checks up to DC 15.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Prodigy (Perform [oratory], Perform [dance]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Smite Evil (3/day) (Su) +6 to hit, +9 to damage, +6 deflection bonus to AC when used.
Versatile Performance (Dance) +30 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +30 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
--------------------
Slimjim Son House Shady is a part-time student at the Academy of Grand Arts in Pitax, taking night classes in gangsta hip-hop dance and Sellen River delta blues vocals. Slim was the unintended result of an enebriated, dubious encounter between an elven scout from Kyonin and a traveling Sczarni musician and dancer from Varisia. Only hours after he entered the world, Slim was left on the doorstep of a refugee artist and priestess of Shelyn from Galt. Growing up in the rough-and-tumble city of Pitax, Slim developed a deep love its people and of the arts, becoming a natural leader and protector of the less-fortunate. He dreams of creating a blues band of like-minded adventurers and taking the party on tour throughout the River Kingdoms and beyond.

After achieving some modest success as an adventurer and performer, Slim hired a roadie named Baldwin, a washed-up former actor with a weakness for chilli dogs and cheap beer.