[sblock=This round and travel plans]
I’m going to fudge things a little and take Calloh’s performance check as an initiative roll. While I’d prefer not to, I’m going to be flying back to the Middle East tomorrow and since its over 24 hours of travel, I will be more or less MIA for about two days. Wrapping up this short combat would leave us at a natural pause where you can interact with each other rather than wait for me. Hopefully nobody minds, especially Leif since that leaves you with the short stick, but if it does, please let me know and I’ll avoid it in the future.
[/sblock]
OOC:
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I don't mind at all, and, in fact, I just edited my post for Calloh [120] to clearly use his inspre courage ability for this performance, so not only does it double as init., it also provides all allies with +1 attack, weapon damage, and saving throws. Not that it particularly matters now, of course.
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[sblock=Calloh's sheet]
View attachment 58769
Calloh [pronounced “callow”]
Calloh, half-elf bard
Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
0+40+40+40+40+40+80=280 XP [post 122]
[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]
Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3
BAB: 0
AC: 17 [10+3+2+2]
HP: 10 [8+1+1]
SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic
sleep effects
SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha = +4
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha = +4
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 Feat Bonus = +7
Profession 1 rank +1 Wis = +2
Sleight of Hand 1 rank +2 Dex = +3
Stealth 1 rank +2 Dex = +3
Use Magic Device 1 rank +3 Cha = +4
Languages: Common, Elvish, Sylvan
FEATS 1+1 racial (skill focus)
Weapon Finesse
Skill Focus (Perform)
BARDIC PERFORMANCE, 7 rounds/day
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]
SPELLS [Per day: L0 - at-will, L1 - 1]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1
Hypnotism - 1
PP
GP 0
SP 4
CP
EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+2 att, +0 dam]
Daggers 2 [@ 2 gp, 1d4 damage] [+2 att (melee-feat or thrown-dex), +0 dam]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]
Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist
History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' deaths sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.
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