Tickdown Hardigree's page

139 posts. Alias of theheadkase (RPG Superstar Season 9 Top 32).

Full Name

Tickdown Hardigree




Bard (Daredevil) 7 / Marshal 3


HP: 40/45, Init +14, Perc +7, AC: 18, Touch: 16 Flat: 14, Fort: +4, Ref: +11, Will: +6, CMB +9 (Dirty Trick/Disarm + 111), CMD +18 (Dirty Trick/Disarm +20)








Cayden Cailean


Common, Halfling



Strength 9
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 10
Charisma 20

About Tickdown Hardigree

Tickdown Hardigree
Male Bard (Daredevil) 7/ Marshal 3rd Tier
Init +14; Senses Perception +7, Keen Senses

AC 18, touch 16, flat-footed 14 (+2 shield, +5 dex, +1 size)
hp 45 (7d8+7)
Fort +4, Ref +11, Will +6
Shield Buckler +1
Defensive Abilities Halfling Luck (PFCR 26), Fearless (PFCR 26)

Spd 20 ft/x4
Melee Melee Dagger +2 +7 (1d3+1) 19-20/x2 CM +2
Ranged Cunning Hand Crossbow +1 +7 (1d3+1) 19-20/x2 CM +1; +2 confirm crit for Knowledge of target

Str 9, Dex 20, Con 12, Int 10, Wis 10, Cha 20
BAB +5, CMB +9, CMD +18
Feats Agile Maneuvers (PFCR 117), Armor Proficiency (LIGHT) (PFCR 118), Athletic (PFCR 118), Improved Initiative (PFCR 127), Shield Proficiency (PFCR 133), Strong Comeback (PFUC 121 - 122)
Skills Acrobatics +20 [Jump +16, Jump with running start +16], Bluff +19, Disable Device +8, Escape Artist +18, Knowledge (history) +6, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (nobility) +5, Knowledge (religion) +4, Knowledge (planes) +4, Perception +7, Perform (comedy) +14, Perform (dance) +14, Use Magic Device +10
SQ Bardic Performance [20] (PFCR 35-38)
SU Countersong (PFCR 36), Distraction (PFCR 36-37), Inspire Competence (PFCR 37), Derring-do (PFUC 32)
EX Canny Foe (+2 CMB & CMD - Dirty Trick, Disarm), Dauntless (+1 morale bonus on saving throws against mind-affecting effects, including all fear effects. Increases by +1 every 4 levels after 2nd), Scoundrel's Fortune (Roll two dice instead of one for any skill check, keeping the best result, 1x per day increasing by +1/day every 3 levels after 5th.)
Traits Dangerously Curious (Magic) (PFAPG 329), Dirty Fighter (Combat) (Combat) (PFAPG 328)
Languages Common, Halfling

==Mythic (Marshal 3rd Tier)==
Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)

At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Recuperation (Ex)

At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Marshal's Order:
Rally (Su)

As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Path Abilities:
Rise Up (Su)

Your allies draw strength from your courage and leadership. As a standard action, you can expend one use of mythic power to grant all of your non-mythic allies within 30 feet one use of the surge ability, using your surge die. This surge must be used within a number of rounds equal to your tier. An ally can benefit from this ability only once every 24 hours.

Glorious Charge (Ex)

You call your allies to make a coordinated charge at the same time. As an immediate action when you start a charge, you can expend one use of mythic power and allow an ally to charge immediately after your charge is complete. You can expend additional uses, allowing one more ally to charge per use spent. An ally's charge doesn't count toward the number of actions it can take on its next turn.

Mythic Fascination (Su)

When you use the fascinate or suggestion bardic performance ability, non-mythic creatures take a penalty on their saving throws against it equal to half your tier. If you expend one use of mythic power when you activate the performance, the penalty also applies to mythic creatures.

Mythic Feats:

Improved Initiative (Mythic)

You leap into the fray with speed and confidence.

Prerequisite(s): Improved Initiative.

Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20.

Strong Comeback (Mythic)

You never make the same mistake twice.

Prerequisite(s): Strong Comeback.

Benefit: Whenever you're allowed to reroll an ability check, a skill check, or a saving throw, roll two dice and take the higher result, before adding the bonus from Strong Comeback.

-Acrobat Slippers
-Masterwork Backpack
-1 potion of cat's grace
-3 Hard yellow cheeses
-1 loaves of bread
-Water skin (full)
-10 strips of paper
-Colorful scarf
-Colorful Traveler Outfit

==Back Story==
The crowd cheers wildly for Tickdown. His name is a chant that thrums in the air. With a particularly loud surge of glorious praise from his adoring fans, Tickdown whips his cape off and gives a smile. He imagines the sunlight positively glints off of his pearly white teeth. He worked extremely hard on that smile. Its what's made him the showman he is today.

He takes a bow, his left hand exaggeratedly extended in front of him, and stands straight. He puts his most serious look of concentration on his face. He pumps himself up on his tiptoes to warm his calf muscles up. His right arm, bent at a forty-five degree angle at the elbow and the hand pressed straight like a knife, shoots behind him. He starts to sprint. A cartwheel, another, a twist and a backflip, and he passes through the fiery ring to stick the landing with another bright smile.

The crowd cheers him on and takes inspiration from his shows of dexterity and derring-do. He takes it all in, loving every second of it.

"I said that was a nice jump mister, but can you get outta the way now?" says the urchin.