Baron Hannis Drelev

Thran Torkund's page

151 posts. Alias of Gandrik Th-kar.


Full Name

Thran Torkund

Race

Human

Spoiler:
HP 34, AC 17, Touch 13, Flat 14. Perception 5 (6 for traps) Fort:0, Ref:8, Will:3 CMD 15. Spells DC 16, 3 First level spells a day 3. 9 rounds Bardic Performance

Classes/Levels

Bard/3 Rogue/1

Gender

Current HP: 26/34

Size

Medium

Age

17

Alignment

Chaotic Good

Deity

Cayden Cailedn

Languages

Common, Draconic

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Thran Torkund

HP:34

AC:17
Touch AC:13
Flat-Footed AC:14

Fort:+2
Reflex:+8
Will:+3
The bard gains a +4 bonus on saving throws
made against bardic performance, sonic, and languagedependent
effects.

Base Attack Bonus:2

CMB:3
CMD:16

Melee Weapon:Longsword
Attack Bonus: +3
Damage: 1d8+1

Range weapon:short bow
Attack Bonus: +5 (Masterwork bow +50
Damage: 1d6 (+1 arcane strike+ 1 Str=1d6+2) Point blank or courage 1d6+3 both 1d6+4)

11 rounds of Bardic performance.

Skills: 8 a Level
class skills are

8=Acrobatics (Dex), Ranks 3
4=Appraise (Int), Ranks 1
6=Bluff (Cha), Ranks 1
4=Climb (Str), Ranks 1
1=Craft (Int),
9=Diplomacy (Cha), Ranks 4
6=Disguise (Cha), Ranks 1
6=Escape Artist (Dex), Ranks 1
6=Intimidate (Cha), 1 Ranks
3=Knowledge (arcana), Ranks
3=Knowledge (dungeoneering)Ranks
3=Knowledge (engineering) Ranks
3=Knowledge (geography) Ranks
3=Knowledge (history)Ranks
3=Knowledge (local) Ranks 3
3=Knowledge (nature)Ranks
3=Knowledge (nobility)Ranks
3=Knowledge (planes)Ranks
3=Knowledge (religion)Ranks
4=Linguistics (Int) Ranks 1
6 (7 for Traps)=Perception (Wis)Ranks 4
9=Perform (Cha)Ranks 4
0=Profession (Wis)Ranks
3=Sense Motive (Wis)Ranks 1
6=Sleight of Hand (Dex)Ranks 1
1=Spellcraft (Int)Ranks
9=Stealth (Dex)Ranks 4
7=Use Magic Device (Cha) Ranks 2
1=Swim ranks
9 (10 for traps)=Disable Device ranks (Dex) 4

Feats:
Arcane strike
Precise Shot
Point blank Shot

Bardic Knowledge (Ex): A bard adds half his class
level (minimum 1) to all Knowledge skill checks and
may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the
Perform skill to create magical effects on those aroundhim, 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.At 7th level, a bard can start a bardic performance as a
move action instead of a standard action. At 13th level, a
bard can start a bardic performance as a swift action.
Each bardic performance has audible components,
visual components, or both.
If a bardic performance has audible components, the
targets must be able to hear the bard for the performance
to have any effect, and such performances are language
dependent. A deaf bard has a 20% chance to fail when
attempting to use a bardic performance with an audible
component. If he fails this check, the attempt still counts
against his daily limit. Deaf creatures are immune to
bardic performances with audible components.
If a bardic performance has a visual component,
the targets must have line of sight to the bard for the
performance to have any effect. A blind bard has a 50%
chance to fail when attempting to use a bardic performance
with a visual component. If he fails this check, the attempt
still counts against his daily limit. Blind creatures are
immune to bardic performances with visual components.

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 thebard’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), mindaffecting
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.

Versatile Performance: At 2nd level, a bard can
choose one type of Perform skill. He can use his bonus in
that skill in place of his bonus in associated skills. When
substituting in this way, the bard uses his total Perform
skill bonus, including class skill bonus, in place of its
associated skill’s bonus, whether or not he has ranks in
that skill or if it is a class skill. At 6th level, and every 4
levels thereafter, the bard can select an additional type of
Perform to substitute.
Chosen Perform and its associated skills are: Sing (Bluff,
Sense Motive)

Sneak Attack: If a rogue can catch an opponent when he
is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the rogue f lanks her target. This extra damage is 1d6
at 1st level, and increases by 1d6 every two rogue levels
thereafter. Should the rogue score a critical hit with a
sneak attack, this extra damage is not multiplied. Ranged
attacks can count as sneak attacks only if the target is
within 30 feet.
With a weapon that deals nonlethal damage (like a sap,
whip, or an unarmed strike), a rogue can make a sneak
attack that deals nonlethal damage instead of lethal
damage. She cannot use a weapon that deals lethal damage
to deal nonlethal damage in a sneak attack, not even with
the usual –4 penalty.
The rogue must be able to see the target well enough to
pick out a vital spot and must be able to reach such a spot.
A rogue cannot sneak attack while striking a creature
with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception
skill checks made to locate traps and to Disable Device
skill checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.

Inspire Competence (Su): A bard of 3rd level or higher
can use his performance to help an ally succeed at a task.
That ally must be within 30 feet and be able to hear the
bard. The ally gets a +2 competence bonus on skill checks
with a particular skill as long as she continues to hear
the bard’s performance. This bonus increases by +1 for
every four levels the bard has attained beyond 3rd (+3 at
7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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.

0 Level Spells Known:
Ghost Sound
Mage Hand
Message
Prestidigitation
Detect Magic
Light

4 First level spells a day.

1st level Spells
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Grease
Summon Monster 1
Charm Person

Gear:
Masterwork Composite Short Bow +1 Str.
Chain Shirt.
Bards Kit.