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"Going to try a new blend too... first I start with my base leaf: Gnomish Delight... that's for the taste. Next, equal parts Elven Ecstasy and Halfling Haze. The elven stuff is for the music and the haze is to make your head right. And for the final pinch, Dwarven Dank. That'll put some hair on your chest.... hoo boy! Make a real man out of you!"

Borin buckethissel halfling rogue by lizard of odd-d5safsr

- breaking thumbs since 1314

General InformationEdit

      Race: Halfling
     Class: Bard (Street Performer)
     Level: 9
Experience: 50,489 XP
 Alignment: Chaotic Neutral
     Deity: Cortessa
First Seen: Don't Let It Go
  Location: Dunn Wright Inn
Background: Open


DetailsEdit

  Size: Small
Gender: Male
   Age: 33
Height: 3'3"
Weight: 33 lbs.
  Hair: Bushy brown
  Eyes: Caramel brown
  Skin: Creamy white

Francis John IV is a short and stocky, portly little fellow, rife with bushy unkempt hair. His brow is adorned with an attractive silver headband decorated with a number of small red and orange gemstones. His shoulders are draped with a vibrant scarf featuring red, gold, and green hues. The halfling's garb is draped with greens, yellows, browns, and greys. Francis John IV always carries a mischievous grin and his eyes always have a impish glint. His facade would not be complete without his trusty pipe, always in mouth or hand.

Always quick to laugh, but even faster to make others laugh, Francis John IV lives for telling stories. Typically the jolliest sort of fellow, he is always looking for the next opportunity for merrymaking. Fond of the pipe, food, and drink, the Halfling loves making friends wherever he goes. But alas, he has a dark side too. If he feels wronged or aggrieved, he will go to any lengths to ensure the correct party meets the suffering they deserve.

Roughy River is quaint little halfling fishing community on the southern most edge of the Landadel baronies. It is located right where a tributary of the Ouhm River meets the western sea. One day, the hopelessly sterile Francis John II and his portly plump wife Magdalene were fishing in the Roughy River, enjoying one of those sunsets where orange and purple fight for supremacy over the sky. And with quite the surprise, they found a large basket floating downstream.  Inside were twin halfling baby boys! They named them Francis John III, and Francis John IV, respectively after their grandfather, Francis John I.
These boys were trouble from the beginning. They never seemed to quite get along with their parents, or even each other. Nothing major ever happened because of it, but the first sign of serious trouble happened at the brothers' 9th birthday party. His great grandmother on his father’s father’s side traveled all the way to Roughy River up from South Roughy. Everyone was so excited to see Gladys John, and more importantly see what gift she would give. The suspense over her present was justified, because she was known for giving the best presents, a title she earned over many, many years. Well the celebration was under way, and it was high time to open gifts. The anticipation built throughout the evening, and now Francis was to open his great-grandmother's present.
He ripped up the paper, and opened the lid on the box. It was the most Cortessa-awful scarf one could imagine. It reminded him of something a dwarf might wear. That's right a dwarf! To him, it was simply a piece of rubbish that wasn't fit to wipe his own bottom. He felt dozens of eyes waiting for his reaction, especially the twinkly blues of his great-grandmother. Without any hesitation, he began lavishing the utmost praise on the scarf, and on his great-grandmother.
After his birthday, he simply felt most awful for deceiving everyone. This negativity festered for days, but softened through the weeks. More importantly, he never forgot how easy it was to not tell the truth. Through his formative years, he realized how easily lying came to him, and it was a skill he practiced more often than not. Life became a game, and he was the game master.
As weeks became months became years, his lies simply became more awful then the previous. Not to be outdone, Francis John IV’s brother, Francis John III, matched him lie for lie. The creativity and violence of the lies reached legendary proportions in the Roughy River community.  Without going into the details, Francis John II and rotund Magdalene finally had enough of the twins’ hijinks and threw them out of the house. They were only 17! Rumor has it the lies they told ended up with the wife ending up in a roast spit with an apple in her mouth, and their father being unceremoniously fired from his job (three times in one day).
Freedom abound, the brothers simply shook hands and parted ways. Francis III went off to Venza. He ended up delivering some goods to Tritower, and spoiling a caper in the process. He liberated a merchant ship from a sea hag, and eventually went onto vacation to the island of Yarendal to savor the wine season.
Francis John IV, stayed put for awhile. He got a job as a ferrymaster, ushering boats up and down the Roughy River. He wasn't very good at his boat job at all, often getting caught up in making the most non-sensical unbelievable stories seem true to his passengers. He noticed their was a certain magic to his words, and funny things start to happen in his presence. He began to practice conjuring up these elementary magicks, and after a few years he built up quite an arsenal magic spells... all powered by the sound of his voice.
Unfortunately, after a few more planetary rotations, great grandmother Gladys John became ill. Francis John IV knew he had to confess his lie to her, and it broke her dear heart. Down on his trip to South Roughy, he didn't have it in him to come clean for his brother too. After paying his final respects, he set out to find his twin brother to tell him the sad news. After digging some information up in Venza, he became quite charmed with the big city life. However, he knew he couldn't dilly-dally and eventually set out for the island nation of Yarendal. For those reading at home, it should be noted that his brother Francis John III returned back to Roughy River to take control of the celebration trade of his home community's annual midsummer festival.
He went their to tour the island's wine country expecting a relaxing journey, but quickly found out that the island country was magically frozen over by the powers of the ice queen. With the help of his now good friends Charity, Yosephus, and Ja'elle, they adventured to the ice castle. After defeating snow monsters and a young white dragon along the way, eventually they toppled the ice queen and her minions, returning the land to normal. After a daring escape at the hands of the queen's sister, Francis returned back to Venza, cozy-ing himself up by the warm fires of the Dunn Wright Inn. 

Low Venzan (Racial)
Halfling   (Racial)
Gnome      (Racial)
Deltan     (Regional)
Dwarven    (INT Bonus)
Elven      (INT Bonus)
Aquan      (Trait)
Aklo       (Linguistics)
Auran      (Linguistics)
Draconic   (Linguistics)
Giant      (Linguistics)
Grippli    (Linguistics)
Ignan      (Linguistics)
Sylvan     (Linguistics)
Tengu      (Linguistics)
Terran     (Linguistics)

Ability ScoresEdit

STAT     MOD  | BASE  RACE   LVL  ITEM  MISC |Points| NOTES
STR   8  (-1) |  10    -2    --    --    --  | ( 0) | 
DEX  10  (+0) |   8    +2    --    --    --  | (-2) | 
CON  10  (+0) |  10    --    --    --    --  | ( 0) | 
INT  14  (+2) |  14    --    --    --    --  | ( 5) | 
WIS  10  (+0) |  10    --    --    --    --  | ( 0) | 
CHA  28  (+9) |  18    +2    +2    +6    --  | (17) | Headband

Combat StatisticsEdit

     HP: 56     [Bard(9d8)] Max -2
   Init: +0     [DEX(0)]
    BAB: +6/+1  [Bard(6)]
    CMB: +4     [BAB(6) + STR(-1) + Size(-1)]
    CMD: 14     [Base(10) + BAB(6) + STR(-1) + DEX(0) + Size(-1)]
  Speed: 20 ft. [Base(20)]
 Vision: Normal
 Damage Reduction: 
 Spell Resistance: 
Energy Resistance:

DefenseEdit

     AC: 16     [Base(10) + Size(1) + DEX(0) + Armor(5)]
   Flat: 16     [Base(10) + Size(1) + Armor(5)]
  Touch: 11     [Base(10) + Size(1) + DEX(0)]
   Fort: +4     [CON(0) + Bard(3) + Resist(1)]
 Reflex: +7     [DEX(0) + Bard(6) + Resist(1)]
   Will: +7     [WIS(0) + Bard(6) + Resist(1)]
  Notes: +3 before roll, +2 after roll Adaptable Luck (race)
         +2 against fear (race)
         +4 against bardic performance, sonic, language-dependent effects (bard)

OffenseEdit

  Melee: +6/+1 [BAB(6) + Size(1) + STR(-1)]
 Damage: 1d4-1 [Weapon(1d4) + STR(-1)]
   Crit: 19/x2 
   Type: Piercing
Special:

 Ranged: +7    [BAB(6) + Size(1) + DEX(0)]
 Damage: 1d4-1 [Weapon(1d4) + STR(-1)]
   Crit: 20/x3
   Type: Piercing
  Range: 60 ft.
Special:

  Melee: +6/+1 [BAB(6) + Size(1) + STR(-1)]
 Ranged: +7    [BAB(6) + Size(1) + DEX(0)]
 Damage: 1d4-1 [Weapon(1d4) + STR(-1)]
   Crit: 19/x2 
   Type: Piercing/Slashing
  Range: 10 ft.
Special:

  Notes:

Racial TraitsEdit

Ability Score Adjustment: -2 STR, +2 DEX, +2 CHA
Small: +1 size bonus to AC
       +1 size bonus attack rolls
       –1 penalty to CMB and CMD
       +4 size bonus Stealth
Slow Speed: Base speed 20 feet
Fearless: +2 racial bonus on all saving throws against fear
Adaptable Luck: Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Polyglot: +2 racial bonus Linguistics checks, and always class skill. Any one other language of their choice in addition to bonus INT languages.
Shiftless: +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always class skill
Weapon Familiarity: Slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Begin play speaking Common and Halfling. High Intelligence scores can choose from: Dwarven, Elven, Gnome, and Goblin.

Bard (Street Performer) FeaturesEdit

Weapon and Armor Proficiency: Simple weapons, longsword, rapier, sap, short sword, shortbow, whip, light armor, shields (except tower shields). No spells failure in light armor or shield.
Spells: Arcane bard list. DC = 10 + Spell Level + CHA(9). Can swap spells at level 5 and every 3 after. Spontaneous casting.
Streetwise: +4 [bard level(9)/2] on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information
Bardic Performance: Start as Move Action, maintain as Free. Audible or Visual components.
Gladhanding: Earns double the normal amount of money from Perform checks. Standard action, use Bluff in place of a Diplomacy to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally.
Cantrips: Unlimited casting per day.
Versatile Performance (Ex): Oratory (Diplomacy, Sense Motive), Dance (Acrobatics, Fly)
Well-Versed (Ex): +4 against bardic performance, sonic, and language-dependent effects.
Quick Change (Ex): Disguise as a standard action by taking a –5. Take 10 on Bluff and Disguise checks. Bluff to create a diversion as a swift action. Take 20 on a Bluff or Disguise once per day.

Bardic Performances and SpellsEdit

Concentration: +18 [Bard(9) + CHA(9)]
Penetration:    +9 [Bard(9)]


Per Day: 29 rounds [Base(2) + CHA(9) + Bard Level(9)x2]

Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. [Oratory +21, Dance +21]
Fascinate (Su): A bard can use his performance to cause one or more creatures to become fascinated with him. Will DC 23 [Base(10) + Bard(9)/2 + CHA(9)]
Disappearing Act (Su): A street performer can use performance to divert attention from an ally. Will DC 23 [Base(10) + Bard(9)/2 + CHA(9)]
Harmless Performer (Su): A street performer can use performance to appear meek and unworthy of being attacked. Will DC 23 [Base(10) + Bard(9)/2 + CHA(9)]
Suggestion (Sp): A bard can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated. Will DC 23 [Base(10) + Bard(9)/2 + CHA(9)]
Dirge of Doom (Su): A bard can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. Range: 30 ft.
Madcap Prank (Su): A street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. Reflex DC 23 [Base(10) + Bard(9)/2 + CHA(9)] 1—blinded, 2—dazzled, 3—deafened, 4—entangled, 5—fall prone, 6—nauseated. Each effect lasts 1 round.

Per Day: Unlimited Castings

Known: 8 [Bard(6) + Feat(2)]

DC: 19

Dancing Lights
Detect Magic
Ghost Sound
Mage Hand
Message
Prestidigitation
Read Magic
Spark

Per Day: 8 [Base(5) + CHA(3)]

Known: 7 [Bard(5) + Feat(2)]

DC: 20

Expeditious Retreat
Feather Fall
Grease
Hideous Laughter
Silent Image
Unseen Servant
Ventriloquism

Per Day: 6 [Base(4) + CHA(2)]

Known: 6 [Bard(4) + Feat(2)]

DC: 21

Glitterdust
Invisibility
Calm Emotions
Pyrotechnics
Shatter
Whispering Wind

Per Day: 5 [Base(3) + CHA(2)]

Known: 4 [Bard(4))]

DC: 22

Blink
Charm Monster
Dispel Magic
Haste

Character TraitsEdit

Fate's Favored (Faith): +1 to any luck bonus (Ultimate Campaign)
Unintentional Linguist (Social): +1 Linguistics and 1 language (Ultimate Campaign)

FeatsEdit

Expanded Arcana (Level 1): Add two cantrips known (Advanced Player's Guide)
Fortunate One (Level 3): Additional use of adaptable luck (Advanced Race Guide)
Expanded Arcana (Level 5): Add two level one spells known (Advanced Player's Guide)
Expanded Arcana (Level 7): Add two level two spells known (Advanced Player's Guide)
Spellsong (Level 9): Hide casting of a spell with perform check as swift action opposed by perception or sense motive. Or, use a round of performance with move action to continue a spell with concentration. (Ultimate Magic)

SkillsEdit

Adventuring Ranks(A): 81 = [Bard(6)x9 + INT(2)x9 + FC(9)]
 Background Ranks(B): 18 = [Base(2)x9]
Skills               Total |  A  B | CS   Stat  ACP  Race Clss Trt  Item Notes
Appraise                +6 |  1  0 | 3   2(INT)       -    -    -    -
Artistry                +2 |  0  0 | -   2(INT)       -    -    -    -
Bluff                  +30 |  9  - | 3   9(CHA)       2    4    -    3
Climb                   +0 |  1  - | 0  -1(STR) -0    -    -    -    -
Craft                   +2 |  0  0 | 0   2(INT)       -    -    -    -
Disable Device          +1 |  1  - | -   0(DEX) -0    -    -    -    -
Disguise               +20 |  1  - | 3   9(CHA)       -    4    -    3
Escape Artist          +12 |  9  - | 3   0(DEX) -0    -    -    -    -
Handle Animal              |  0  0 | 0   9(CHA)       -    -    -    3
Heal                    +0 |  0  - | -   0(WIS)       -    -    -    -
Intimidate             +12 |  0  0 | 0   9(CHA)       -    -    -    3
K. Arcana               +6 |  1  - | 3   2(INT)       -    -    -    -
K. Dungeoneering        +6 |  1  - | 3   2(INT)       -    -    -    -
K. Engineering          +6 |  1  0 | 3   2(INT)       -    -    -    -
K. Geography            +6 |  1  0 | 3   2(INT)       -    -    -    -
K. History              +6 |  1  0 | 3   2(INT)       -    -    -    -
K. Local               +10 |  1  - | 3   2(INT)       -    4    -    -
K. Nature               +6 |  1  - | 3   2(INT)       -    -    -    -
K. Nobility             +6 |  1  0 | 3   2(INT)       -    -    -    -
K. Planes               +6 |  1  - | 3   2(INT)       -    -    -    -
K. Religion             +6 |  1  - | 3   2(INT)       -    -    -    -
Linguistics            +17 |  9  0 | 3   2(INT)       2    -    1    -
Lore                       |  0  0 | 0   2(INT)       -    -    -    -
Perception             +12 |  9  - | 3   0(WIS)       -    -    -    -
Perform                +12 |  0  0 | 0   9(CHA)       -    -    -    3
Perform (Dance)        +24 |  0  9 | 3   9(CHA)       -    -    -    3  Acro, Fly
Perform (Oratory)      +24 |  0  9 | 3   9(CHA)       -    -    -    3  Diplo, SM
Perform (Percussion)   +17 |  2  0 | 3   9(CHA)       -    -    -    3
Profession                 |  0  0 | 0   0(WIS)       -    -    -    -
Ride                    +0 |  0  - | -   0(DEX) -0    -    -    -    -
Sleight of Hand        +18 |  9  0 | 3   0(DEX) -0    2    4    -    -
Spellcraft             +14 |  9  - | 3   2(INT)       -    -    -    -
Stealth                +16 |  9  - | 3   0(DEX) -0    4    -    -    -
Survival                +0 |  0  - | -   0(WIS)       -    -    -    -
Swim                    +0 |  1  - | -  -1(STR) -0    -    -    -    -
Use Magic Device       +16 |  1  - | 3   9(CHA)       -    -    -    3
Notes: Double money when performing
       Bluff to improve attitude 1 step for 1 minute, after 1 step worse
       +4 Sleight of Hand to hide small objects in pocketed scarf
       +2 Disable Device with masterwork thieve's tools
       +2 Percussion with masterwork Doumbek with Jingles
       -4 Dance when jumping

EquipmentEdit

Gear                           Cost         Weight     Location | Notes
Circlet of Persuasion          4500    gp    -    lb   Head
Cloak of Resistance +1         1000    gp    1    lb   Shoulders
Dagger, Small (Concealed)         -    gp    0.5  lb   Scarf
Explorer's Outfit, Small          -    gp    0    lb   Worn
Handy Haversack                2000    gp    5    lb   Worn      (73.00 lbs.)
  Bedroll, Small                  -    gp    -    lb   Haversack (1.25)
  Blanket, Small                  -    gp    -    lb   Haversack (0.75)
  Caltrops (3)                    -    gp    -    lb   Haversack (6)
  Canteen                         -    gp    -    lb   Haversack (1)
  Cold-weather Outfit, Small      8    gp    -    lb   Haversack (1.75)
  Cooking Kit                     -    gp    -    lb   Haversack (16)
  Dice, Plain                     -    gp    -    lb   Haversack (-)
  Dice, Superior Loaded          50    gp    -    lb   Haversack (-)
  Doumbek with jingles, MW      100    gp    -    lb   Haversack (0.75)
  Everburning Torch             110    gp    -    lb   Haversack (1)
  Hammer                          -    gp    -    lb   Haversack (2)
  Ink                             8    gp    -    lb   Haversack (-)
  Inkpen                          -    gp    -    lb   Haversack (-)
  Paper (10)                      -    gp    -    lb   Haversack (-)
  Pipe, Masterwork Honey-oak    100    gp    -    lb   Haversack (-)
  Pitons (20)                     -    gp    -    lb   Haversack (10)
  Rations, Halfling (2 days)     12    gp    -    lb   Haversack (3)
  Shortsword, Small              10    gp    -    lb   Haversack (1)
  Silk Rope (100 ft.)            20    gp    -    lb   Haversack (10)
  Snowshoes                       -    gp    -    lb   Haversack (1)
  Tent, Small                    10    gp    -    lb   Haversack (5)
  Thieves' Tools, MW            100    gp    -    lb   Haversack (2)
  Travel cake mix                 -    gp    -    lb   Haversack (5)
  Wand CLW, 13/13 charges       195    gp    -    lb   Haversack (1)
  Waterskin, Small (3 days)       -    gp    -    lb   Haversack (3)
  Wine (Vintage 2y, dry, red)     -    gp    -    lb   Haversack (1.5)
Headband of Alluring Charisma 36000    gp    1    lb   Headband
Mithral Chain Shirt +1, Small  2100    gp    6.25 lb   Armor
Scarf, Small Pocketed            10    gp    0.25 lb   Worn
Shortbow, Small                  30    gp    1    lb   Held
  Arrows, Incendiary (20/20)     10    gp    1.5  lb   Quiver
Spell Component Pouch             -    gp    2    lb   Worn
  Pipeweed                        -    gp    -    lb   Pouch
                                      =============
                      Totals: 46373    gp   18.5  lb

Light, Medium, or Heavy

           Light  Medium  Heavy     Lift   Max   Push/Drag
Max Weight: 0-19   20-39  40-60      60    120   300

Name of Item              Value        Adventure Used
Boar, Combat Trained           150    gp    Don't Let It Go
Animal Feed (6 days)             0.06 gp    Don't Let It Go
Bit and Bridle                   2    gp    Don't Let It Go
Blanket, Medium                  0.5  gp    Don't Let It Go
Rations, Halfling (4 days)       8    gp    Don't Let It Go
Saddle, Riding                  10    gp    Don't Let It Go
Saddlebags (6)                  24    gp    Don't Let It Go
Celebration for Charity        100    gp    Dunn Wright Inn
       Total Consumed:   294.56 gp

      Initial Character Money:   +6000    gp
    1 DMC @lvl5 on 08/15/2016:    +930    gp
            "Don't Let It Go":  +27976    gp
    6 DMC @lvl8 on 10/13/2017:  +12960    gp
                             ==========
              Career Earnings:   47866    gp
            Carried Inventory:  -46373    gp
        Living accommodations:   -1000    gp
  Consumed or destroyed items:    -294.56 gp
                              ==========
                        Total:     198.44 gp

Platinum: 50
    Gold: 8
  Silver: 4
  Copper: 4
 
   Total: 66

Character NotesEdit

Aishe - human slayer adventurer
Charity - human paladin adventurer
Francis John III - twin brother, retired adventurer, rum runner
Francis John IV - father, master of ceremonies in Roughy River
Hans Mancini - hired adventurers to save Yarendul
Oaken - owns a trading post in the foothills of Yarendul
Yosephus - aasimar cleric adventurer

Dunn Wright Inn - adventurer tavern in Venza
Wandering Oaken's Trading Post - small shop in the foothills of Yarendul
Roughy River - hometown of Francis John IV
Yarendul - Island kingdom, once magically frozen over

Alsa - former queen of Yarendul, slain by Francis John IV and friends
Einna - new ruler of Yarendul, sister of the slain queen
Sven - man at arms to Einna of Yarendul

Initial XP: 6000
Initial GP: 6000
Don't Let It Go
        XP: 29428
      Gold: 27976

Level Up TrackerEdit

Level 1

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 8 = [Previous(0) + Bard(8) + CON(0)]
              BAB: +0 to +0
             Fort: +0 to +0
              Ref: +0 to +2
             Will: +0 to +2
   Class Features: Streetwise, Bardic Performance, Cantrips, Gladhanding, Distraction, Fascinate, Disappearing Act
           Spells: Dancing Lights, Detect Magic, Ghost Sound, Message, Expeditious Retreat, Feather Fall
            Feats: Expanded Arcana (Mage Hand, Prestidigitation)
 Adventure Skills: 9 = [Previous(0) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Aklo), Perception, Sleight of Hand, Spellcraft, Stealth, Appraise, Climb
Background Skills: 2 = [Previous(0) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 2

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 14 = [Previous(8) + Bard(6) + CON(0)]
              BAB: +0 to +1
             Fort: +0 to +0
              Ref: +2 to +3
             Will: +2 to +3
   Class Features: Versatile Performance (Oratory), Well-versed
           Spells: Read Magic, Grease
            Feats: 
 Adventure Skills: 18 = [Previous(9) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Auran), Perception, Sleight of Hand, Spellcraft, Stealth, Disable Device, Disguise
Background Skills: 4 = [Previous(2) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 3

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 20 = [Previous(14) + Bard(6) + CON(0)]
              BAB: +1 to +2
             Fort: +0 to +1
              Ref: +3 to +3
             Will: +3 to +3
   Class Features: Harmless Performer
           Spells: Spark, Hideous Laughter
            Feats: Fortunate One
 Adventure Skills: 27 = [Previous(18) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Draconic), Perception, Sleight of Hand, Spellcraft, Stealth, K. Arcana, K. Dungeoneering
Background Skills: 6 = [Previous(4) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 4

    Ability Score: +1 CHA
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 26 = [Previous(20) + Bard(6) + CON(0)]
              BAB: +2 to +3
             Fort: +1 to +1
              Ref: +3 to +4
             Will: +3 to +4
   Class Features:
           Spells: Glitterdust, Invisibility
            Feats:
 Adventure Skills: 36 = [Previous(27) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Giant), Perception, Sleight of Hand, Spellcraft, Stealth, K. Engineering, K. Geography
Background Skills: 8 = [Previous(6) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 5

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 32 = [Previous(26) + Bard(6) + CON(0)]
              BAB: +3 to +3
             Fort: +1 to +1
              Ref: +4 to +4
             Will: +4 to +4
   Class Features: Quick Change
           Spells: Calm Emotions
            Feats: Expanded Arcana (Silent Image, Unseen Servant)
 Adventure Skills: 45 = [Previous(36) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Grippli), Perception, Sleight of Hand, Spellcraft, Stealth, K. History, K. Local
Background Skills: 10 = [Previous(8) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 6

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 38 = [Previous(32) + Bard(6) + CON(0)]
              BAB: +3 to +4
             Fort: +1 to +2
              Ref: +4 to +5
             Will: +4 to +5
   Class Features: Suggestion, Versatile Performance (Dance)
           Spells: Pyrotechnics
            Feats:
 Adventure Skills: 54 = [Previous(45) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Ignan), Perception, Sleight of Hand, Spellcraft, Stealth, K. Nature, K. Nobility
Background Skills: 12 = [Previous(10) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 7

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 44 = [Previous(38) + Bard(6) + CON(0)]
              BAB: +4 to +5
             Fort: +2 to +2
              Ref: +5 to +5
             Will: +5 to +5
   Class Features:
           Spells: Ventriloquism, Charm Monster, Blink
            Feats: Expanded Arcana (Shatter, Whispering Wind)
 Adventure Skills: 63 = [Previous(54) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Sylvan), Perception, Sleight of Hand, Spellcraft, Stealth, K. Planes, K. Religion
Background Skills: 14 = [Previous(12) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 8

    Ability Score: +1 CHA
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 50 = [Previous(44) + Bard(6) + CON(0)]
              BAB: +5 to +6
             Fort: +2 to +2
              Ref: +5 to +6
             Will: +5 to +6
   Class Features: Dirge of Doom
           Spells: Haste
            Feats:
 Adventure Skills: 72 = [Previous(63) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Tengu), Perception, Sleight of Hand, Spellcraft, Stealth, Swim, Use Magic Device
Background Skills: 16 = [Previous(14) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 9

    Ability Score:
      Class Taken: Street Performer (Favored Class)
         FC Point: Skill
               HP: 56 = [Previous(50) + Bard(6) + CON(0)]
              BAB: +6 to +6
             Fort: +2 to +2
              Ref: +6 to +6
             Will: +6 to +6
   Class Features: Madcap Prank
           Spells: Dispel Magic
            Feats: Spellsong
 Adventure Skills: 81 = [Previous(72) + Bard(6) + INT(2) + FC(1)]
      Ranks Taken: Bluff, Escape Artist, Linguistics (Terran), Perception, Sleight of Hand, Spellcraft, 2 Perform (Percussion)
Background Skills: 18 = [Previous(16) + Base(2)]
      Ranks Taken: Perform (Oratory), Perform (Dance)

Level 1 Spells
See Alignment
Level 2 Spells
Aversion
Detect Thoughts
Level 3 Spells
Speak with Animals
Glibness
Phantom Steed
Sepia Snake Sigil
Witness
Level 4 Spells
Adjustable Polymorph
Dimension Door
Dominate Person
Invisibility, Greater
Heroic Finale
Modify Memory
Rainbow Pattern
Virtuoso Performance
Speak with Plants

ApprovalsEdit

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