Valeros

Will Shenrit's page

297 posts. Organized Play character for David_Bross.


Full Name

Will Shenrit

Race

| HP 64/64 | AC 25, T 18, FF 17 | CMB +7 CMD 25 | F +8 R +19 W +10 | Init +8 | Perc +16 SM +19

Classes/Levels

| Speed 30ft | 1st:5/5 2nd:2/4 3rd:3/3 | Bardic Performance 18/21 | Active Conditions: heroism

Gender

Male N Medium Human Bard 8

Strength 14
Dexterity 22
Constitution 12
Intelligence 12
Wisdom 7
Charisma 14

About Will Shenrit

[dice=Many Shot, PBS, IC, Heroism]1d20+12+2+1+2[/dice][dice=damage,IC,PBS]2d6+12+4+2[/dice]
[dice=Rapid Shot, PBS, IC, Heroism]1d20+12+2+1+2[/dice][dice=damage,IC,PBS]1d6+6+2+1[/dice]
[dice=Iti Shot, PBS, IC, Heroism]1d20+7+2+1+2[/dice][dice=damage,IC,PBS]1d6+6+2+1[/dice]

Will Shenrit

Male human bard 8

N Medium humanoid (human)

Init +8; Senses Perception +14

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Defense
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AC 24, touch 17, flat-footed 18 (+6 armor, +6 Dex, +1 Deflection, +1 Natural)

hp 64 (8d8+8(con)+8(FCB)+5 (retraining))

Fort +6, Ref +15, Will +8; +4 vs. Sonic, Language Dependent, or bardic performance

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Offense
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Speed 30 ft.

Melee Masterwork Cold Iron Rapier +8 (1d6+4/18–20)*

Ranged Darkwood Composite Shortbow +2 +14 (1d6+6/3x)*
Darkwood Composite Shortbow +2 +12/+12 (1d6+6/3x)*

Special Attacks bardic performance 19 rounds/day (standard action; countersong, distraction, fascinate [DC 15], inspire competence +3, inspire courage +2), Arcane Strike* (factored into damage already)

Bard Spells Known (CL 8th; concentration +14)

3rd-- Dispel Magic, Haste, Good Hope

2nd—Heroism, Mirror Image, Glitterdust, Tongues (DC 15)

1st—Silent Image, Cure Light Wounds, Remove Fear, Grease (DC 14)

0th— Light, Message, Detect Magic, Read Magic, Open/Close, Prestidigitation

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Statistics
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Str 14, Dex 22, Con 12, Int 12, Wis 7, Cha 16

Base Atk +6; CMB +7; CMD 24

Feats Point Blank Shot, Precise Shot, Rapid Shot, Arcane Strike, Manyshot

Traits Reactionary, Indomitable Faith

Skills Acrobatics +11, Bluff +16, Diplomacy +17, Disguise +16, Escape Artist +9, Intimidate +6, Knowledge (arcana, nature, planes) +15, Knowledge (rest) +10, Linguistics +6, Perception +14, Perform (Oratory) +17 (+2 to day job checks), Perform (Act) +16, Sense Motive +17, Slight of Hand +8, Spellcraft +14, Stealth +9, Use Magic Device +17

Languages Common, Draconic, Elven, Gnome, Goblin, language

SQ bardic knowledge +4, lore master 1/day, versatile performances (Oratory, Act)

Combat Gear Cloak of Resistance +3, Mithral Chain Shirt +2, Darkwood Composite Shortbow +2, Ring of Protection +1, Eyes of the Eagle, Scroll of See Invisibility (5 charges), 3 Acid Flasks,2 Holy Water, Wayfinder , Wand of Cure Light Wounds (40 charges), Headband of Mental Prowless +2 (Cha/Int, UMD), Circlet of Persuasion, Belt of Incredible Dexterity +2, Necklace of Natural Armor +1

Special Abilities
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Bardic Performance (standard action, 14rounds/day) Will can start a performance as a move action and maintain it each round as a free action. He can perform for a total of 14 rounds in a day, and can have only one performance in effect at a time. This ability is described on page 35 of the Pathfinder RPG Core Rulebook.
Countersong: Will makes a Perform (Sing) skill check. Any creature within 30 feet (including Will) that is affected by a sonic or language-dependent magical attack can use the result in place of his saving throw. If already under the effect of such an attack, he gains a new saving throw against it each round, but must use the Perform check result.
Distraction: This works like countersong, but uses a Perform (Oratory) check and works against illusion (pattern) or illusion (figment) magical attacks.
Fascinate: Each creature within 90 feet that can see, hear, and pay attention to will attempts a Will save (DC 14). If it fails, the creature sits quietly and observes the performance as long as it lasts, taking a –4 penalty on skill checks made as reactions, including Perception checks. A potential threat gives the creature a new saving throw, and an obvious threat automatically ends the fascination.
Inspire Competence: An ally within 30 feet who can hear Will’s performance gains a +2 competence bonus on skill checks with a skill Will chooses.
Inspire Courage: Will and his allies who can hear his performance gain a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and damage rolls.
Indomitable Faith Will gain a +1 trait bonus on Will saves.

Lore Master Will can take 10 on any Knowledge checks. Once per day as a standard action, he can take 20 on any Knowledge check.
Versatile Performance (Oratory) +10 (Ex) Will can use his bonus for Perform (Oratory) in place of his normal bonus when making Diplomacy or Sense Motive checks.
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Background Will was born and raised in the “big city” of Sevenarches to a tavernkeeper and his wife. He had a sharp wit and was never one to accept things without disputing them. When he was a boy he discovered he was quite skilled with a bow and trained with a local hunter to help provide food for the inn. The constant interactions with first worlders sparked an interest in becoming an adventurer and as Will got older, he sought out an organization capable of fostering this interest. He left the river kingdoms and traveled to the city at the center of the world to become a pathfinder, who he’d often heard about from travelers passing through. He trained for 3 years, primarily under the Master of Blades who further developed his skill at the bow. He also received training Kreighton Shane who taught him how to hone his sharp wit into a useful boon in combat and even learned how to cast a spell or two from the Aram Zey. He was eventually confirmed as a pathfinder agent and free to begin life as an adventurer. Originally a member of the Grand Lodge faction, he has since met agents of the exchange who enticed him to join their group to help setup trade networks.