Call to the Four Lands

I updated Jaroth in Post #32. That should be the final update for the crunchy bits. If there's anything you don't like, please let me know!
 

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Canaan - He looks good,,, almost like he can take on an elder dragon all by his lonesome...wanna wager that he can or can not :).....if you win you get two levels if you lose you lose two levels :).....

Updated History - the colored sections in the post "History of the Light" are new additions....
 

J. Alexander said:
Canaan - He looks good,,, almost like he can take on an elder dragon all by his lonesome...wanna wager that he can or can not :).....if you win you get two levels if you lose you lose two levels :).....

Uh, I'll pass on that wager :/

I think poor old Jaroth wouldn't last a round......two if properly prepared ;)
 

Evil Dm Laughter

Thought i had a party of brave heros and undauntable individuals to be mean to :)

Actually proably a wise move,,, after all that is why one has teammates to help soak up the damage :) and stand in the front line facing upset elder dragons.
 

J. Alexander said:
Thought i had a party of brave heros and undauntable individuals to be mean to :)

Actually proably a wise move,,, after all that is why one has teammates to help soak up the damage :) and stand in the front line facing upset elder dragons.

Yeah, that'd be my job. :uhoh:
 

Here is most of the mechanics and the first stab at a background for my character.
There are a couple of questions I have. For the 70% minimum for hit points, is that for the die rolls only or for the die rolls plus the Con bonus?
Also, I still have to pick spells. What sources are allowed? Also could you suggest any specific spells you think would be appropriate to Finnian's training?

Finnian Douglas

http://invisiblecastle.com/find.py?id=685848

[sblock]
Str 14
Dex 15 +1 at 4th lvl = 16
Con 15
Int 17 -1 just to avoid temptation of increasing it = 16
Wis 13
Cha 17 +1 at 8th lvl = 18

Finnian Douglas: Male Human Bard 7 / Swashbuckler 3; CR 10;
Medium Humanoid (Human); Age 23

HD 7d6+3d10+20; hp 74;

http://invisiblecastle.com/find.py?id=688978



Init +3; Spd 30 ft/x4;
AC 18 (+5 armor, +3 dex), touch 13, flat-footed 15;
Base Atk/Grapple +8/+10;

Full Atk +12/+7 One-handed (1d6+3;15-20/x2, Keen Rapier +1), +12/+7 One-handed (1d4+2;19-20/x2, Masterwork dagger), +11/+6 One-handed (1d3+2;20/x2, Unarmed Strike), +12/+7 Two-handed (1d6+2;20/x3, Masterwork composite shortbow [+2]);

AL NG; Saves Fort +7, Ref +10, Will +7;
Str 14(+2), Dex 16(+3), Con 15(+2), Int 16(+3), Wis 13(+1), Cha 18(+4);
Languages: Southern Gaullic, Trade Tongue, Aram, Dashai, Illum, Old Tongue

Skills:
Balance¹ +10 (5 ranks + 3 Dex + 2 Tumble),
Bluff¹ +14 (10 ranks + 4 Cha),
Climb¹ +8 (6 ranks + 2 Str),
Diplomacy¹ +20 (10 ranks + 4 Cha + 2 Bluff +2 Sense Motive + 2 Knowledge [Nobility]),
Gather Information¹ +10 (6 ranks + 4 Cha),
Jump¹ +9 (5 ranks + 2 Str + 2 Tumble),
Knowledge (arcana) +9 (6 ranks + 3 Int),
Knowledge (history) +9 (6 ranks + 3 Int),
Knowledge (nobility) +9 (6 ranks + 3 Int),
Listen¹ +11 (10 ranks + 1 Wis),
Perform (Singing) +17 (13 ranks + 4 Cha),
Sense Motive¹ +11 (10 ranks + 1 Wis),
Spellcraft +12 (7 ranks + 3 Int + 2 Knowledge Arcana),
Swim¹ +9 (7 ranks + 2 Str),
Tumble +17 (12 ranks + 3 Dex + 2 Jump),
Use Magic Device +7 (3 ranks + 4 Cha).

Feats:
Extra Music,
Improved Unarmed Strike,
Lingering Song,
Melodic Casting (Use Perform in place of Concentration, Cast spells while using Bardic Music),
Versatile Performer (Oratory, String Instruments, & Percussion Instruments),
Weapon Finesse.

Spells Known:
0th level - Detect Magic, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic
1st level - Charm Person, Cure Light Wounds, Healthful Rest, Remove Fear
2nd level - Cure Moderate Wounds, Detect Thoughts, Invisibility, Sound Burst
3rd Level - Confusion, Wounding Whispers

Special Attacks & Special Qualities:
*You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.

*Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+12

*Bardic Music: Performances can create varied magical effects 11 times per day.
¤ Countersong(Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds.

¤ Fascinate(Sp): You can fascinate 3 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 7 round(s).

¤ Inspire Courage(Su): While singing, all allies who can hear you gain a +1 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds.

¤ Inspire Competence(Su): You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.

¤ Suggestion(Sp): You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 17 negates).

*Grace(Ex): When wearing light or no armor, and carrying a light load you gain a +1 competence bonus on Reflex saves.

*Insightful Strike(Ex): When wearing light or no armor, and carrying a light load you gain a +3 as a bonus on damage rolls with any light or finesseable weapons. You do not gain this bonus to damage against creatures immune to critical hits.

Equipment (27000 gp):
(Keen Rapier +1) 8320 gp
(Mithril Light Fortification Chain Shirt +1) 5100 gp
[/sblock]

Background:[sblock]
Finnian Douglas had the fortune to be born to a minor noble family of the Gwynedde Kingdom. It was, however, his misfortune to be born the third son of said family. Noble families, being what they are, always want at least one son to ensure the continuance of the family line and generally welcome a second son. But a third son in a minor noble family where holdings and positions are limited has to find some other way to make his way once he achieves maturity.

This is not to say that Finnian was unloved. To the contrary, his family loved him well and provided him with the same tutors his older brothers had. The training he received was therefore the equal of any young noble of the land in the hopes of preparing him to serve in some sort of official capacity with a more powerful noble. Finnian absorbed the teachings in history and geneology along with the basics of swordplay. While the training emphasized the heavy armor and weapons the knights of the kingdom favored, Finnian was drawn to the lighter weight weapons favored by the courtiers. But it was the tales and epics of the past put into song that interested him the most.

His parents nearly despaired of their daydreaming youngest son, seeing the promise of a diplomatic career disappearing into the flighty whims of a budding wandering minstrel. Then a totally unexpected thing happened. Finnian touched the true magic. The Light had blessed him with the ability to become a bard. This development meritted new tutors be brought in to teach the use of the Light given ability and further instruction from the family chaplain to strengthen Finnian's grounding in the Light. When Finnian finally reached the age of maturity, his training in the bardic arts was fully accomplished and a more intensive training in the fighting arts of the lightly armored warrior was imparted to give him more of a chance to defend himself while traveling through the more dangerous territories.

Finnian's first adventure was to accompany his father and the Duke of Cassan on a diplomatic mission to coordinate a joint venture with the D'ashai Empire. They were to ferret out an overly ambitious bandit lord who had set himself up in the disputed territory between Gwynedde and D'ashai. They were also there to keep order within the troops so as to prevent any incident from occurring which might spark the renewal of the war between the two countries. Finnian served with distinction, even managing to disrupt an ambush of the D'ashai general long enough to let the general cut his way out. The Duke of Cassan was pleased enough with Finnian's service to take him on for some further sensitive work for the Kingdom.

In the several years since, Finnian has become a wandering agent of the Light with close ties to Gwynedde and the Duke of Cassan. While performing his duties, Finnian has become equally comfortable among the intrigues of various courts as well as the rough amenities of the roadside campsite. He has studied the various peoples of the Four Lands and collected a vast store of legends and histories. But no matter how much he learns, his appetite to learn has never been filled, and he is always listening for new stories and lore to add to his repetoire.[/sblock]
 
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J. Alexander said:
Thought i had a party of brave heros and undauntable individuals to be mean to :)

Actually proably a wise move,,, after all that is why one has teammates to help soak up the damage :) and stand in the front line facing upset elder dragons.

Um, yeah <scratches back of head> if we come across any elder dragons with whom we wish to parlay......Jaroth's your guy. Otherwise, he goes squish :)
 

Hopefully the elder dragon is willing to parlay. Otherwise I think any of us will go squish, not just Jaroth. :p Elder dragons are not something to mess with unless they're in a good mood. ;)

Finnian may be proficient in swordplay, but he'll be right there with Jaroth in the preferring to parlay department.
 

DracoMender - Questions

In regards to hit point it is 70% of your base hit points then you can add in you con. bonus...

You can use and spells in any of the bard lists just attach a copy of the spells your character has acess to in you character sheet.

Everything else looks good. Seems to be a heck of a support character.
 

Bold Characters

Geesh, I dont see why everyone seems to want to parlay with an upset elder dragon,, I mean it only has 750 hit points is a dc 45 to hit, +30 to attack and does a measely 20d6 +20 with each of it's two attacks.....
 

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