Lem

The Pest's page

5 posts. Alias of Tin Foil Yamakah.


Full Name

Teldon The Pest

Race

Halfling Swashbuckler 1, Fighter 2, Paladin 3, Bard(Arcane Duelist)13 | HP 188/188

Classes/Levels

AC 40 | T 22 | FF 35 | Fort 24 | Ref 32 | Will 28(-2 vs Fear) | Init 16 | Move 30 | CMB: 11 | CMD:27

Gender

Con Check +34

Size

FCB: HP

Languages

Common, Giant, Halfling

Strength 10
Dexterity 24
Constitution 16
Intelligence 12
Wisdom 18
Charisma 28

About The Pest

Backstory:
The Pest was raised within the great thickets of Sahlik, vast densely-planted orchards of plums owned by a fierce hill giant. The Pest and his fellow halflings were kept as serfs by the giant, who made them manage the thicket and harvest his plums. The halflings resented their master, and shared tales and songs in secret mocking him, keeping up a defiant spirit.
One morning, The Pest's parents went missing. They had been part of an excursion to cull a mysteriously diseased segment of the thicket, and The Pest, fearing for his family, insisted on journeying off to find them. He found a mass of black brambles creeping into the thicket. He had seen these brambles before—every year they would sprout up in the fall, inching a little bit closer with every passing of the seasons. Now, they had grown to dominate nearly an acre. His parents, and the other missing halflings, were nowhere to be seen. The stench of death hung in the air, mixed with something sickeningly sweet.

Panicking, The Pest attempted to run into the thicket. The thorny vines came to life and lunged at him, spearing him through the arm. He would have perished there, if not for the intervention of the giant himself, who used druidic magic to blaze the attacking vines away from his slave. He carried the injured halfling back to his village, and ordered the halflings to produce twenty able-bodied warriors to go and burn the briars from that part of the forest. None of the halflings returned, but the next time villagers went to that part of the thicket, the brambles had been burned back to the edge of the orchard again.

The Pest's arm never healed, and he never climbed trees again. he remained at home, an invalid, tormented by his helplessness. The Pest was all-but a prisoner in his bedroom, a captive to his compassionate neighbors' attempts at keeping him safe. Bitterness festered in his heart, even as a darkness festered in his arm. A seed from the brambles had embedded itself in there, and he felt it begin to sprout. he said nothing. It promised him freedom; it promised him revenge. And one day, he found himself able to sense magic.

With the hard, dense sprigs sprouting from his ruined hand, he picked the lock on his window and left the village behind. The seed wanted magic, it said. The giant would have magic. The giant was the cause of his suffering, of his parents' deaths, it said. So he went to kill the giant.

He lost. Badly, and obviously, in hindsight. But as the giant readied to burn him to a cinder, he realized his folly and begged for mercy. He told the giant of the corrupting seed in his arm. He tried to conceal his hatred as he spoke of his remorse, as he claimed the seed had forced his hand. He realized he would say just about anything there if only to survive. And that wicked giant saw something of himself in his—something of his small, cowardly, coal-black heart that had found its way to one of his servants. So he spared The Pest, instead selling him to a traveling slaver, a one-eyed giant who needed someone to cook her meals.

The Pest found servitude under the cyclops unpleasant, but bearable. He took to reading through the cyclops's notes and records while she slept, studying written tongues he had never even heard of before. The seed in his arm had by now begun to dominate the appendage, and though his newfound weakness of control over the arm frightened him, it continued to whisper, continued to tell him secrets. Ancient empires. Buried treasure. And magic. Magic! His arm became clumsy and weak, but it was tough, tough enough to wrench out of her manacles without breaking, tough enough to brave the fire to grab a burning log, tough enough that he didn't even feel afraid as he pierced his sleeping owner's eye and fled into the night.

He ran for a while. Eventually, The Pest encountered a human thief who was also on the run—though she fled the law, not slavers. The Pest talked to the human, and befriended her, and learned much from her. When lawmen came to arrest her, The Pest lied while the thief hid in nearby bushes. The Pest found a strange kinship with the woman, a fellow cold-hearted survivor who seemed to understand The Pest better than most. The thief advised The Pest to seek out an old sage in Diamond Lake she'd heard of, who might understand the source of those dark brambles. And the next night, The Pest took off into darkness.

Skills:
(Take 10 on all knowledge or take 20 3/day)
Athletics: Jumping, Climbing & Swimming: Str (3)
Acrobatics: Acrobatics, Escape artist, Fly & Ride: Dex(18)
Finesse: Stealth, Disable Device & Sleight of Hand: Dex(31)
Influence: Bluff, Diplomacy, Intimidate: Cha(33)
Nature: Handle Animal & Know dungeon, geography, nature: Int(11)
Perception: Perception & Sense Motive: Wis(23)
Performance:Disguise & Perform: Cha(33)
Religion: Know Religion & Planes: Int(24)
Society: Lingustics & Know History, Local, Nobility: Int(24)
Spellcraft: Spellcraft, UMD & Know Arcana: Int(32)
Survival: Heal & Survival: Wis(7)

Racial:
While most halflings are fearless, some are skittish, making them particularly alert. Halflings with this racial trait gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They take a –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class. This racial trait replaces fearless and halfling luck.

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.

Traits:
Battlefield Disciple You are skilled at supporting your allies in the heat of battle. You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.

Defensive Strategist Your study of history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.

Helpful(Racial) You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Aid Another:
(+10 to Hit. +10 AC)

Feats:
SW 1.Flagbearer As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

SW 1: Weapon Finesse(Swash Bonus)

LW 1 Toughness:

LW 2 Combat Expertise(Lore Warden Bonus)

LW 2 Combat Reflexes(Fighter Bonus)

LW 2 Bodyguard:

Bard 1. Arcane Strike(Bard Bonus):

Bard 1. Extra Performance

Paladin 3. Escape Route(Paladin Bonus) Battlefield Presence (Su):

Paladin 3. Swift Aid

Bard 2. Combat Casting(Bard Bonus)

Bard 3. Harrying Partners

Bard 5. Cautious Fighter When fighting defensively(-4 to hit, +4 AC) or using total defense, your dodge bonus to AC increases by 2.

Bard 6. Disruptive(Bard Bonus) +4 to cast

Bard 7. Blundering Defense Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD(+2) equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.

Bard 8. Spellbreaker(Bard Bonus) Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Bard 9. Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.

Bard 11. Improved Initiative

Bard 13. Master Performer +1 to performance

Future Stuff:
1: Mouser Swashbuckler: Swashbuckler awards Swashbuckler Finesse
1. Weapon Focus
2: Lore Warden Fighter 1: Fighter Bonus Feat = {select one of Fencing Grace|Slashing Grace}
3: Lore Warden Fighter 2: Fighter Bonus Feat = Combat Reflexes; Lore Warden Fighter also awards Combat Expertise in addition to the Fighter Bonus Feat
3. Bodyguard
4: Holy Tactician Paladin 1:
5: Arcane Duelist Bard 1: Arcane Duelist Bard awards Arcane Strike
5.Extra performance
6: Holy Tactician Paladin 2:
7: Holy Tactician Paladin 3: Bonus Teamwork Feat (awarded to use with Battlefield Presence) = Escape Route
7: Swift Aid
8: Arcane Duelist Bard 2: Arcane Duelist Bard awards Combat Casting
9: Arcane Duelist Bard 3:
9. Harrying Partners
10: Arcane Duelist Bard 4: -
11: Arcane Duelist Bard 5:
11 Cautious Fighter
12: Arcane Duelist Bard 6: Arcane Duelist Bard awards Disruptive
13: Arcane Duelist Bard 7:
13 Blundering Defense
14: Arcane Duelist Bard 8: -
15: Arcane Duelist Bard 9:
15: Lingering Performance
16: Arcane Duelist Bard 10: Arcane Duelist Bard Awards Spellbreaker; also becomes able to cast in Medium Armor

Swashbuckler:
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Panache(4/4): Regain pts by confirming a crit or deal a killing blow

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Lore Warden:
Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens. This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex): At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat. This ability replaces bravery 1.

Paladin:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Weal’s Champion (Su): Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round).

In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.

Battlefield Presence (Su): At 3rd level, a tactician can direct her allies in battle, granting each ally within 30 feet one teamwork feat she possesses as a bonus feat as a standard action. All allies must receive the same feat, but do not need to meet the prerequisites of this bonus feat. This ability does not function if the paladin is flat-footed or unconscious. Allies must be able to see and hear the holy tactician in order to gain this benefit. Changing the bonus feat granted is a swift action. This ability replaces aura of courage.

Bard:
Bardic Performance(41/41): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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.

Inspire Courage (Su):(+5 to hit/damage/Save vs charm/compulsion

Inspire Heroics(Su) Inspired creatures gain a +5 morale bonus on saving throws and a +5 dodge bonus to AC.

Inspire Greatness(Su) To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice)

Spells:
0: Detect Magic, Ghost Sound, Message, Prestidigitation, Read Magic, Resistance

1:(9/9) Expeditious Retreat(13 min) This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Invisiblity Alarm(20' R, 130 Min) T

Saving Finale You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

Silent Image(680')

Timely Inspiration(Immediate) A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an attack roll or skill check. The target gains a +1 competence bonus per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds.

Vanish(5 Rds)

2.(6/6)Glitterdust(200', Will 20,) A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Invisibility(13 min)

Perfect Placement(13 min) Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. Each gains a +1 insight bonus to AC and Reflex saves. Against attacks of opportunity, the insight bonus to AC increases to +3.

Suppress Charms and Compulsions(130 min or Con) if you grant a bonus to saving throws, you grant all affected creatures a +4 morale bonus on saving throws against charm and compulsion effects for 10 minutes.

If instead you suppress charms and compulsions, the spell’s duration drops to concentration, to a maximum duration of 1 round per level. As long as you continue to concentrate, the spell suppresses all existing charm and compulsion effects affecting the targets, regardless of whether the effect is beneficial or harmful. New charm or compulsion effects that successfully target such a protected creature are automatically suppressed as long as you continue concentrating. If you cease concentrating, the spell effect immediately ends, and remaining charm or compulsion effects resume for the rest of their remaining durations as normal.

3.(6/6) Beacon of Luck(13 min) You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. As an immediate action before a saving throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell for 24 hours.

Haste

See Invisibility(130 Min)

Slow (13 rds.) An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Tiny Hut(24 hrs.)You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).

4.(5/5) Echolocation(130 min) You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. The echo-producing noises are too high-pitched to be heard by most creatures, and can only be detected by dragons, other creatures with this ability (such as bats), and creatures with hearing-based blindsense or blindsight. You cannot use this ability if you are deaf, and cannot detect anything in an area of silence.

Heroic Finale (75') You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a move action or a standard action of their choice.

Invisibilty:Greater(13 Rds.)

Virtuoso Performance)(13 rds.) While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately (your choice)

5th.(3/3) Shadowbard (13rds) You conjure up a quasi-real phantom singer that is visible as a shifting, shadowy duplicate of yourself. The singer follows you automatically, moving as you move even if you teleport. The singer cannot be damaged, but can be dispelled. When a shadowbard comes into being, it immediately begins a bardic performance of your choice—it has access to all of the bardic performances that you do. It continues that bardic performance until you direct it as a move action to switch to a different performance. Rounds spent by a shadowbard creating a bardic performance do not decrease the number of rounds you can use your own bardic performance, nor can a shadowbard’s bardic performance be used to trigger spells that require you to begin or cease a bardic performance.

Stunning Finale 3 creatures 30' You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, assaulting the senses of the targets with your finale. Each target is stunned for 1 round. On a successful saving throw, a target is staggered for 1 round.

Offense:
Longspear +15/+10(+1 Flanking)(1d6+7) Reach 18-20 x2

+4AdamantiumRapier +22/+17 (1d4+7)

Gold:
123.2k

Equipment:
MWK tools: Acrobatics, Athletics, Finesse, Influence, Nature, Religion, Society, Spellcraft. Spring loaded wrist sheath

Magic Items:
Waist: Meridian Belt
Body:
Chest: +5 Mithral,Benevolent Breastplate
Eyes:
Head: Goz Mask
Feet: Winged Boots(3/day 5 min)
Hands: Banner of the Ancient Kings(+4 Init,Can make a new save every rd. if I fail a mid-affecting spell)
Headband:
Neck:
Ring 1: Feather Fall
Ring 2: Tactical Precision(+1 aid another, teamwork feats)
Ring 3: Eloquence(+2 Diplo, Perform)
Ring 4: Greater Inner Fortitude(6/3)
Shield: Buckler +2
Shoulders: Cape of the Mountebank(D-Door 1/day)
Weapons: 10k Ressurection
Wrist: CLW Wand(50).Lesser Res(50), Haste(18) Scroll Heal(2)
Other: Metamagic Rod: Extend(lesser), Quicken(normal)

Future Stuff:
In my age of worms campaign we have a host of varied buffs from spells (barkskin, circle of protection vs evil, etc) but the main part of buffing comes from when our flagbearer bard throws down her contingency (finger snapping) to conjure up a shadow bard and then does inspire greatness+inspire courage +haste+brilliant inspiration.

This gives +10 to attack +9 to damage +4 saves +4 AC and roll twice keep best on attacks (with a crit range of 15-20)