Lem

Thessel Dromad's page

23 posts. Organized Play character for BokaliMali.


Full Name

Thessel Dromad

Race

Halfling

Classes/Levels

Bard 1

Gender

Male

Size

Small

Age

23

Alignment

CG

Deity

Cayden

Location

Absalom

Languages

Common, Halfling

Occupation

Busker

Strength 12
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 10
Charisma 18

About Thessel Dromad

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DEFENSE 
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AC 15, touch 12, flat-footed 10 (+2 Dex, +2 armor, +1 shield)

HP 8/9 (1d8+1) 

Fort +2, Ref +5, Will +3

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OFFENSE 
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Speed 20 ft. 

Melee

-Short Sword (1d4/19-20X2) (attack bonus +2)

Ranged

-Halfling Sling Staff (1d4/X2) 80ft (attack bonus +3)
-Bullets (20)

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Base Atk +0; CMB +0; CMD 12 Initiative +4
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Traits
Racial:
Fearless: +2 save vs fear
Halfling Luck: +1 save
Keen senses: +2 perception
Sure footed: +2 Acrobatics, Climb
Other:
Child of the streets: +1 slight of hand

Reactionary: +2 Initiative

Skills

Spoiler:
Acrobatic 1+2+2+3-1=7
Appraise 0,
Bluff 0+4+3=7
Climb 0+1+2-1=2,
Diplomacy 1+4+3=8
Disguise 0+4=4,
Escape Artist 0+2+3-1=4,
Fly 0+2=2,
Intimidate 0+4=4,
Know(all) 0+1=1,
Perception 1+2+3=6,
Perform (Comedy) 1+4+3=8(10w/ jugglesticks),
Ride 0+2=2,
Sense motive 0,
Sleight of Hand 1+2+1+3-1=6,
Stealth 1+2+4+3-1=9,
Survival 0,
Swim 0+1=1

Feats:
Extra Performance: +6 rounds of Bardic Performance per day

Special Abilities:
Bardic Knowledge
Bardic Performances: (14rounds/day)
Countersong

Spoiler:
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 non-instantaneous 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
Spoiler:
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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate
Spoiler:
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 the ability from working. For every three levels a 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 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
Spoiler:
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.

Spells Known
0: Light, Mage Hand, Message, Prestidigitation
1: Charm Person, Silent Image

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GEAR/POSSESSIONS 
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Combat:
Short sword 10gp 1lbs
Halfling Sling Staff 20gp 0.5lb
Sling bullets (20) 2sp 5lb
Leather Armor (+2AC) 10gp 7lbs

Buckler (+1AC) 15gp 2.5lbs

Equipment:
Entertainer's Outfit 4lbs
Simple Fleece Hat 1sp 1/2lb
Backpack 2gp 0.25lbs
-bedroll 1sp 1.25lbs
-canvas (3sq yrd) 3sp 3lbs
-Small steel mirror 10gp 0.5lbs
-Silk rope (25yds) 5gp 2.5lbs
Waterskin 1gp 1lbs
Belt Pouch
-Candles X3 3cp
-ChalkX3 3cp
-Halfling Juggle Sticks (+2 circ Perform (Comedy)) 25gp 1lb (source: ARG)
-Roar Chord 15 gp 1lbs (source:ARG)

Spoiler:
This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.

Worth: 102gp 6sp 6cp
Weight: 31lbs