Count Lucinean Galdana

Will Thatcher's page

404 posts. Organized Play character for Mezegis.


Full Name

Will Thatcher

Race

Human

Classes/Levels

Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Gender

Male

Size

Medium

Age

26

Alignment

Chaotic Good

Deity

Sarenrae with a touch of Cayden Cailean

Location

Restov/Absalom

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 7
Charisma 14

About Will Thatcher

ace: Human
Player:
Classes: Bard1
Hit Points: 9
Experience: 0 / 2000
Alignment: None
Vision:
Speed: Walk 30 ft.
Languages: Common
Stat Score Mod
STR 14 (+2)
DEX 18 (+4)
CON 12 (+1)
INT 12 (+1)
WIS 7 (-2)
CHA 14 (+2)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 2 0.0 4 -2
Acrobatics (Jump/Underground) 4 0.0 4 0
Appraise 1 0.0 1 0
Bluff 6 1.0 2 3
Climb 0 0.0 2 -2
Craft (Untrained) 1 0.0 1 0
Diplomacy 6 1.0 2 3
Disguise 2 0.0 2 0
Escape Artist 2 0.0 4 -2
Fly 2 0.0 4 -2
Heal -2 0.0 -2 0
Intimidate 2 0.0 2 0
Knowledge (History) 6 1.0 1 4
Knowledge (Local) 6 1.0 1 4
Knowledge (Untrained) 2 0.0 1 1
Perception 2 1.0 -2 3
Perform (Percussion Instruments) 6 1.0 2 3
Perform (Untrained) 2 0.0 2 0
Ride 2 0.0 4 -2
Sense Motive -2 0.0 -2 0
Spellcraft 5 1.0 1 3
Stealth 6 1.0 4 1
Survival -2 0.0 -2 0
Swim 0 0.0 2 -2
Use Magic Device 6 1.0 2 3

-------------------------- Feats ---------------------------
Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
-------------------- Special Abilities ---------------------

------------------------ Traits -------------------------
Reactionary: +2 init
Hunter's Eye: Proficiency Long bow and no penalties for 2nd range band.

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 18 / 14 / 14
Initiative: +6
BAB: +0
Melee tohit: +2
Ranged tohit: +4
Fortitude: +1
Reflex: +6
Will: +0
Unarmed attack:
to hit: +2
damage: 1d3+2
critical: 20/x2
Longsword:
to hit: +2
damage: 1d8+2
critical: 19-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Chain Shirt 1 25lbs
Outfit (Explorer's) 1 8lbs
Musical Instrument (Drums) 1 3lbs
Rations (Trail/Per Day) 1 1lbs
Signal Horn 1 2lbs
Backpack (2 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175
--------------------------- Magic --------------------------

Bard Spells

SPELLBOOKNAME0

Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (25 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.
DESC: You point your finger at an object and can lift it and move it at will from a distance.
DESC 2: You point your finger at an object and can lift it and move it at will from a distance.
Prestidigitation (Universal)
Saves: See text DC: 12 Casting: 1 standard action
Duration: 1 hour Range: 10 ft. Components: V, S
SR: No Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Target: See text
DESC: Prestidigitations are minor tricks that novice spellcasters use for practice.
DESC 2: Prestidigitations are minor tricks that novice spellcasters use for practice.

Level 1
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Vanish (Illusion)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: 1 rounds [D] Range: Touch Components: V, S
SR: Yes (harmless) Effect: This spell functions like invisibility. Like invisibility, the spell immediately ends if the subject attacks any creature. Target: creature touched
DESC: This spell functions like invisibility. Like invisibility, the spell immediately ends if the subject attacks any creature.
DESC 2: This spell functions like invisibility. Like invisibility, the spell immediately ends if the subject attacks any creature.

Background:
Born to a thatcher in Restov, William had a fairly boring life until one day, while out buying thatch from a local farm, he heard a scream for help from the nearby woods. Dashing into the forest, he came across a boy around his own age face to face with a mountain lion. Grabbing some nearby stones, Will began barraging the cat, and eventually scared it off. The boy, named Varis, and will quickly became fast friends. Varis was the son of an Aldori Swordlord, who had run off and gotten lost.

After the rescue, the two were nearly inseparable, and Will began picking up bits of knowledge from Varis’s studies. Varis was destined to become a Swordlord, like his father, and Will became to serve as a sort of page to the lad. Will even joined the local militia while Varis was in weapons training, and played the drums to keep march time. The night Varis graduated from the academy was supposed the be a night to remember, and it was.

Will and Varis had gone to a local tavern to celebrate. They caroused and drank, sharing boasts about how quickly Varis would rise in the ranks, when a drunken brawl broke out. A few drunks should be easy for an apprentice sword lord and his trusted friend, but there are some things they don’t teach you. A flash of steel, and a fountain of red and it was over. Varis was slashed viciously across the gut, and in only a few moments, lay dead in Will’s arms.

Will carried the corpse all the way to Varis’s father, his heart torn asunder. Will asked the man if he could take Varis’s place, and live his life for the both of them. At first, he was tempted to say no, but he saw the look in Will’s eyes, and agreed to a compromise. Will became his pupil, and would undertake a crash course in everything from the arcane to weapon work, and then, Will would have to prove himself to the sword lords. Only then, could he take Varis’s place.

In less than a year, Will’s lessons were complete, and Will began looking for a way to prove himself. It was then, that the charter was announced to explore the Stolen Land’s. Grasping Varis’s old sword, a gift from his mentor, Will sets out to prove himself a worthy heir to Varis’s blood legacy.