Verik Vancaskerkin

Tybalt Scorzia's page

635 posts. Alias of DSXMachina.


Classes/Levels

34/34HP , AC17

About Tybalt Scorzia

Male Human (Falkovnia) Bard/6
CG medium humanoid (Human)
Init +1; Senses (), Perception + 9 (+2 Vs Undead) (+2 from Familiar Alertness), (+3 in darkness/shadows from Familiar)
Languages: Common, Infernal, Necril, Celestial
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DEFENSE
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AC 19, touch 11, flat-footed 15 (+3w/shield) ACP= -1
HP 40 (6HD)
Fort +4, Ref +7, Will +6
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OFFENSE
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Speed 30 ft.
Melee: Silvered Scorpion Whip +3 1d4-1/x 3 Disarm & Trip & Reach
Space 5 ft. Reach 10 ft.
Rapier +4 1d6 18-20/x 2
Space 5 ft. Reach 5 ft.
Ranged Shortbow +4 1d6 20/x3 P
Base Atk +4; CMB +4; CMD 15
Learnt Bard Spells (CL 6th):
2nd (4/day) - Glitterdust, Heroism, Share Memory
1st (5/day)* - Cure Light Wounds, Saving Finale, Hideous Laughter, Silent Image
0th (at will) - Prestidigitation, Read Magic, Ghost Sound, Fey Haunted Aspect, Mage Hand, Know Direction

Bardic Performance Rounds/day: 15/16

XP: 12200 (14/8/13) [9200 (30/1/13)]
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STATISTICS
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Str 10, Dex 12(9), Con 12(11), Int 14, Wis 11, Cha 19
Feats: Skill Focus (Know:Arcana), Eldrich Heritage (arcane), Lingering Performance (+2 rounds after you stop)
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SKILLS
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Versatile Performance: Wind Instruments. Comedy

Acrobatics*/0 + 1
Appraise*/0 + 1
Bluff*/0 + 2 +9
Climb*/1 + 3
Diplomacy*/0 + 4 +14
Disable Device*/6 +12 (+ 2 circumstance - tools)
Disguise*/1 + 7
Escape Artist* + 0
Fly + 0
Handle Animal +14
Heal/0 + 0
Intimidate*/0 + 3 +9
Knowledge*/6 (Arcana) + 17
Knowledge*/1 (History) + 8
Knowledge*/2 (Local) + 9
Knowledge*/1 (Planes) + 8
Knowledge*/1 (Nature) + 8
Knowledge*/5 (Nobility) + 12
Knowledge*/1 (Religion) + 8
Knowledge*/1 (Geography) + 8
Linguistics*/1
Perception*/6 + 9
Performance* (Flute)/6 + 15
Performance* (Comedy)/2
Performance* (Dance)/1
Profession*
Ride/0 + 0
Sense Motive*/0 +
Sleight of Hand*/1 + 6
Spellcraft*/2 +8
Stealth*/3 + 5
Survival/6 + 11 (+2 from Wayfinder)
Swim + 0
UMD*/4 +10
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GEAR/POSSESSIONS
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Location On Persons (19.5)

Silvered Scorpion Whip(12/2)
Darkwood Heavy Shield + 1(1260/10)
Flask (.03/1.5)
Wand of CLW - 47 charges 1d8+1 (750GP)
Rapier
Short Bow (20 arrows) (31/5)

Location Pouch (1/.5) (3.0)
Cards (1/.5)
Masterwork Flute (100/2)

Location* Waterskin (1/4) (4)

Location Masterwork Backpack* (50/4) (16.5)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Charcoal (.5/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
Lock-picks (Masterwork) (100gp)
Mapcase (1/.5)
Manacles & False Manacles (80/4)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)

Location (Heavy#) (27.5)
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Shaving Kit (1.5/0.5)
Shovel (0.2/3)*
Soap
Rations (10days) (5/10)

* = In saddlebags
# = In Lodgings

80 gp, 34sp, 21cp & bag of silver dust =480gp

Total Weight = 42.0 + 17.5

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MAGIC ITEMS
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Wayfinder - A wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. 500gp
Ioun Stone - Cracked Blue & Scarlet Sphere (+1 Know Arcana) 200gp
Cloak of Resistance - +1 to saves (1000gp)
Mistmail Armour - (2250gp) Can turn to Mist once per day 20% concealment.

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SPECIAL ABILITIES
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Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Trait - Vagabond Child
Benefit: +1 to Disable Device & it's a class skill.

Trait - Ghost Sight
Benefit: You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth)

Owl:
N Tiny animal
Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 16, touch 15, flat-footed 12 (+3 Dex, +2 size, +1 Natural)
hp 4 (1d8)
Fort +2, Ref +7, Will +6

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

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 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

List of Bardic Performances:
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.
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.

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. 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).

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. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.

Background
Tybalt - Human Male Bard from Ravensloft

From inside the dungeons Tybalt thought back upon his life; a mournful occasion he hardly bemoaned it's passing. Although not one to whine about his lot, the youth was used to it. The dirge of Ravenloft had never torn his spirits asunder; however it provided him a fatalistic attitude.

His chest burnt from the Nobles' brand, eye swollen shut, welts and bruises across his body. From humble beginnings he had risen and fallen like a comet.

Since his birth he had been a slave of some sort. Never talking about a mysterious mother, Tybalt's father had brought him up in a small woodsman hut. As he reached puberty he was called to serve at the Laird Rowencrofts Manor house, the Laird was a prideful man. Despite the land he owned being a minor Lot, he decided to have a Jester/Bard to tell of his greatness and entertain at parties.

A confirmed bachelor Rowencroft, held many an elaborate party. To Tybalt he was a good boss, teaching him about how to perform. A more generous Noble than most, sensible with the whip but only rarely using the snout.

Of course, Rowencrofts' audacious parties would attract the attention of the more reprehensible nobles. A group of nobles descended one night upon the house and had a horrific party. Tybalt was forced to entertain throughout; watching the depredations inflicted upon his Laird the Bard nearly lost his mind - only awaking to find himself in a cell.

Breaking out of his cell, was difficult but the Lord had underestimated his skills. Upon the night he fled, running until his feet bled. The darkness kills, but Tybalt had not choice. Disorientated and in a strange land, for he had never been further than the village, Tybalt fled to the town of Mortigny. Seeking refuge amongst it's strange walls and people, Tybalt tries to hide from his captors seeking a better life.