Cirieo Thessaddin

Temerith Faurian's page

80 posts. Alias of AGM Lemming.


Gender

Halfling Bard 1 | HP: 9/9 | Perception: +6, Init: +7 | AC: 17, FF: 13, Touch: 14 | CMB: -1, CMD: 12 | Fort +2 Ref +6 Will +3 | Bard Performance: 4/7, Spells: 0/2

About Temerith Faurian

Basics:

Character Name: Temerith Faurian
Character Race: Halfling
Alignment: Chaotic Good
Deity: Sheela Peryroyl

Current Moderator:
Adventure:

Gender: Male
Age: 32
Height: 3' 3"
Weight: 37 lbs
Eyes: Brown
Hair: Brown

Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Halfling, Elven, Goblin

Appearance:

Temerith wears light armor and has a rapier strapped to his hip. If one had to describe his usual facial expression, half would say 'cocky'. The rest would probably say curious, almost childish.

Stats/Hit Points:

Strength: 11 (3 points, -2 Race)
Dexterity: 16 (5 points, +2 Race)
Constitution: 12 (2 points)
Intelligence: 14 (5 points)
Wisdom: 10
Charisma: 16 (5 points, +2 Race)

Hit Points: 9 (d8+1 / level)

Armor Class & Saves:

Armor Class: 17 (Base: 10, Dex +3, Armor +2, Shield +1, Size +1)
Flatfooted Armor Class : 13
Touch Armor Class: 14

Leather Armor +2 AC
Buckler +1 AC, ACP -1

Special Armor Class Notes: None
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Save vs. Fortitude: +2 (Base: +0, Con: +1, Halfling Luck +1)
Save vs. Reflex: +6 (Base: +2, Dex:+3, Halfling Luck +1)
Save vs. Will: +3 (Base: +2, Wis: +0, Halfling Luck +1)

Special Save Notes:
+2 racial bonus on all saving throws against fear.

Offense & Weapons:

Initiative Modifier: +7 (Dex +3, Feat +4)
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +3

Special Combat Notes:
Size +1 to hit

----------------------------------------------------------------------
Weapons:
Rapier d4 | 18-20/x2 | P
Dagger d3 | 19-20/x2 | S
Shortbow 1d4 | x3 | 60' | P
20 Arrows

Skills:

Total skill points earned: 9/level (6 + Int2) + Favored Class(1))

Bard class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex),
Intimidate(Cha), Knowledge(all)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis),
Sleight of Hand(Dex), Spellcraft(Int), Stealth(Dex), Use Magic Device (Cha).

Acrobatics: = +9 (Dex 3) 1 Ranks +3 [Class Skill] Race +2
Appraise: = +2 (Int 2)
Bluff: = +3 (Cha 3)
Climb: = +2 (Str 0) Race +2
Craft: = +2 (Int 2)
Diplomacy: = +7 (Cha 3) 1 Ranks +3 [Class Skill]
Disguise: = +3 (Cha 3)
Escape Artist: = +3 (Dex 3)
Fly: = +5 (Dex 3) Size +2
Heal: = +0 (Wis 0)
Intimidate: = +3 (Cha 3)
Knowledge (arcana): = +7 (Int 2) 1 Ranks +3 [Class Skill] Bardic Knowledge +1
Knowledge (dungeoneering): = +3 (Int 2) Bardic Knowledge +1
Knowledge (engineering): = +3 (Int 2) Bardic Knowledge +1
Knowledge (geography): = +3 (Int 2) Bardic Knowledge +1
Knowledge (history): = +3 (Int 2) Bardic Knowledge +1
Knowledge (local): = +3 (Int 2) Bardic Knowledge +1
Knowledge (nature): = +7 (Int 2) 1 Ranks +3 [Class Skill] Bardic Knowledge +1
Knowledge (nobility): = +3 (Int 2) Bardic Knowledge +1
Knowledge (planes): = +3 (Int 2) Bardic Knowledge +1
Knowledge (religion): = +3 (Int 2) Bardic Knowledge +1
Perception: = +6 (Wis 0) 1 Ranks +3 [Class Skill] Race +2
Perform(Sing): = +7 (Cha 3) 1 Ranks +3 [Class Skill]
Perform(Strings): = +7 (Cha 3) 1 Ranks +3 [Class Skill]
Ride: = +3 (Dex 3)
Sense Motive: = +4 (Wis 0) 1 Ranks +3 [Class Skill]
Stealth: = +11 (Dex 3) 1 Ranks +3 [Class Skill] Size +4

Feats:

1st Level: Improved Initiative

Race:

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: 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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

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.

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

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

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

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Class:

Bard
- Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

- Bardic knowledge: Adds half level (minimum 1) to all Knowledge Checks. Can make Knowledge checks untrained.

- Bardic Performance: 7/day (2 + 2x level + CHA(3)
Start as a Standard Action. Maintain as Free Action.
- - 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 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 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 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 the bard's 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): 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 this ability from working. For every three levels the 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 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): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.

Equipment & Gear/Gold & Encumbrance:

Traveler's Outfit: 1 GP, 1.25 lbs

Leather Armor 10 GP, 7.5 lbs
Buckler 5 GP, 2.5 lbs

Rapier 20 GP, 1 lb
Dagger 2 GP. .5 lb
Shortbow 30 GP, 1 lbs
20 Arrows 1 GP, 1.5 lb

Backpack: 2 GP, .5 lb
Bedroll: 1 SP, 1.25 lbs
Rations (4): 2 GP, 1 lb
Waterskin: 1 GP, 1 lb
Sunrods (3): 6 GP, 3 lbs.
Belt Pouch: 1 GP, .125 lb
Flint & Steel: 1 GP
Whetstone: 2 CP, 1 lb

Musical Instrument, common: 5 GP, .75 lbs

Spell Component Pouch: 5 GP, 2 lbs

Total weight carried: 24.625 lbs
Armor: 10 lbs
Weapons: 4 lbs
Equipment: 10.625 lbs

Carrying capacity : Light -> 38 lbs, Medium - 76 lbs

Starting Gold: 150 GP
Armor: 15 GP
Weapons: 53 GP
Equipment: 23.12 GP
To the Innkeeper: 3 GP

Remaining Gold: 55 GP, 8 SP, 8 CP

Movement:

Base Speed: 20 ft.

Magic:

Spells Known:
Cantrips: (4): Dancing Lights, Daze, Detect Magic, Prestidigitation
Level 1:
- Cure Light Wounds
- Sleep

Spells per Day:
Level 1: 2 (1 + CHA(1))

Save: DC = 10 + Spell Level + CHA(3)

Character Background/History: