Friendly Fighter

Tuck, Swordlord's Agent's page

76 posts. Alias of Scipion del Ferro (RPG Superstar 2011 Top 4).


Full Name

Tuck

Race

Human

Classes/Levels

Bard 3

Gender

Male

Size

M

Alignment

LN

Location

Greenbelt

Languages

Common, Elven, Draconic, Sylvan

Occupation

Spy

Strength 18
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 8
Charisma 14

About Tuck, Swordlord's Agent

Tuck, Swordlord's Agent
Male Human Bard (3) +3 hp
Med. Humanoid
Init +2; Senses Perception +5

-=DEFENSE=-
AC 16, touch 12, flat-footed 14 (dex +2, armor +4)
HP 23 (2d8+2); Current = 23
Fort +4, Ref +5, Will +2

-=OFFENSE=-
Speed 30ft
Melee Rapier, mw +7 (1d6+4 18-20) Type: Piercing
Breakdown: +2 BAB, +4 Str, +1 mw
Melee Whip +6 (1d3+4 18-20) Type: Slashing
Breakdown: +2 BAB, +4 Str

-=SPELLS=-
Per Day
0th ~
1st 4 (0 cast)
Known
0th daze, detect magic, ghost sound, light, mage hand, prestidigitation
1st disguise self, sleep, vanish, hideous laughter, grease

-=OTHER=-
Str 18, Dex 14, Con 12, Int 14,Wis 8, Cha 14
BAB +2 ; CMB +6 +8 for trip; CMD 16 +18 for trip

Feats Human-Arcane Strike, 1st-Combat Expertise, 3rd-Improved Trip

Skills 9= 6 Class, +2 Int, +1 Human
Name(stat) +mod = ranks+stat+class-ACP
Acrobatics (Dex) +8 = 3+2+3
Bluff (Cha) (Cha) +9 = 3+2+3+1 trait
Disguise (Cha) (Cha) +8 = 3+2+3
Diplomacy (Cha) (versatile performance, wind)
Escape Artist (Dex) +8 = 3+2+3
Handle Animal (Cha) (versatile performance, wind)
Perception (Wis) +5 = 3-1+3
Perform [Wind] (Cha) +8 = 3+2+3
Sleight of Hand (Dex) +8 =3+2+3
Stealth (Dex) +8 =3+2+3
Use Magic Device (Cha) +8 = 3+2+3

Traits, Class abilities:
-=Traits=-
Rostlander (Regional Trait)
You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor.
Benefit: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Fast-Talker (Combat Trait)
You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

-=Class Abilities=-
---Favored Class: +2 Hitpoint
---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 gains the following types of bardic performance.
---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.
---Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
---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 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 (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 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 (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 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.
---Versatile Performance (Ex): 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.
---Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and 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.


Equipment:
Wealth 13gp
rapier, masterwork
whip
chain shirt
Commoner's outfit

-backpack-
5lb bedroll
3lb blanket, winter
5lb trail rations (10)
-belt pouch-
pan flute
x5 candle
chalk
potion, cure light wounds x3

Carried Weight 20bs
Light: 100lb Med: 200lb Hvy: 300lb

Description:

Background: