Regin

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Regin Hreidmarsson

Player: jonathon
Male dwarf bard (wit) 1/noble 1 - CL2 - CR 1
Chaotic Good Humanoid (Dwarf); Deity: Nethys; Age: 45;
Height: 4' 5"; Weight: 164 lb.
Ability Score Modifier Temporary

STR 10 0
STRENGTH

DEX 12 +1
DEXTERITY

CON 12 +1
CONSTITUTION

INT 14 +2
INTELLIGENCE

WIS 13 +1
WISDOM

CHA 16 +3
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +1 = +1
(CONSTITUTION)
Hardy +2: +2 vs. poison, spells, and spell-like abilities

REFLEX +5 = +4 +1
(DEXTERITY)
Hardy +2: +2 vs. poison, spells, and spell-like abilities

WILL +5 = +4 +1
Skill Name Total Ability Ranks Temp
(WISDOM)
Hardy +2: +2 vs. poison, spells, and spell-like abilities Acrobatics +5 DEX (1) 1
Speed greater/less than 30 ft. : -4 to jump
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Appraise +2 INT (2) -
AC 12 = +1 +1 -
10
Bluff +4 CHA (3)
Touch AC 11 Flat-Footed AC 11 Climb +0 STR (0) -
Defensive Training +4 : +4 dodge bonus vs. Giants
BAB Strength Size Misc Craft (bookbinding) +6 INT (2) 1
CM Bonus +0 = - +0 - - Craft (stonemasonry) +6 INT (2) 1
See the Base Attack (below) for modifiers that may also apply to CMB Craft (traps) +6 INT (2) 1
BAB Strength Dexterity Size
Craft (weapons) +6 INT (2) 1
CM Defense 11 = 10 - +0 +1 -
15 vs. Bull Rush; 15 vs. Trip Diplomacy +7 CHA (3) -
See the AC section (above) for situational modifiers that may also apply to
CMD Disguise +3 CHA (3) -
Base Attack +0 HP 18 Escape Artist +1 DEX (1) -
Hatred +1 : +1 vs. humanoids with the orc and goblinoid
Damage / Current HP
Fly +1 DEX (1) -
subtype
Heal +1 WIS (1) -
Initiative +1 Intimidate +4 CHA (3) -
Knowledge (arcana) +6 INT (2) 1
Speed 20 ft
Knowledge (dungeoneering) +6 INT (2) 1
Masterwork spring blade Knowledge (engineering) +6 INT (2) 1
Main hand: +1, 1d4 Crit: ×2 Knowledge (history) +6 INT (2) 1
Rng: 10' Lorekeeper: +2 bonus on checks that pertain to dwarves or their
enemies
Ranged: +2, 1d4 Light, P/S
Knowledge (local) +6 INT (2) 1
Hatred +1 : +1 vs. humanoids with the orc and goblinoid subtype
Masterwork spring blade Knowledge (nobility) +6 INT (2) 1
Knowledge (planes) +6 INT (2) 1
Main hand: +1, 1d4 Crit: ×2
Rng: 10' Knowledge (religion) +6 INT (2) 1
Ranged: +2, 1d4 Light, P/S Linguistics +9 INT (2) 2
Hatred +1 : +1 vs. humanoids with the orc and goblinoid subtype Perception +1 WIS (1) -
Stonecunning: +2 racial bonus to notice unusual stonework
Perform (oratory) +7 CHA (3) 1
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Skills Experience & Wealth
Skill Name Total Ability Ranks Temp
Experience Points: 2000/5,000
Ride +1 DEX (1) - Current Cash: 510 gp
Sense Motive +2 WIS (1) -
Sleight of Hand +5 DEX (1) 1 Special Abilities
Stealth +1 DEX (1) - Darkvision (60 feet)
- Defensive Training +4
Survival +1 WIS (1)
Diplomatic Intelligence (Ex)
Swim +0 STR (0) - Diplomatic Training (novice)
Hardy +2
Feats Hatred +1
Armor Proficiency (Light) Lorekeeper
Armor Proficiency (Medium) Slow and Steady
Bard Weapon Proficiencies Stability +4
Cosmopolitan (Handle Animal, Survival) Stonecunning +2
Cry Havoc (1/day) Way of Words +1 (Ex)
Martial Weapon Proficiency - All
Shield Proficiency Spell-Like Abilities
Simple Weapon Proficiency - All Cure Minor Wounds (At will)
Skill Focus (Diplomacy)
Traits Tracked Resources
Bardic Performance (standard action, 7 rounds/day)
Ritualistic (Enhanced, Cure Minor Wounds, At will)
Thirst for Knowledge Cry Havoc (1/day)
Masterwork quilted cloth armor Masterwork spring blade
Max Dex: +8, Armor Check: - Masterwork spring blade
+1 Spell Fail: 10%, Light
Torch
Trail rations
Gear
Languages
Total Weight Carried: 70.7/100 lbs, Encumberance
Common Halfling
Ignored
Draconic Orc
(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs)
Dwarven Sakvroth
Artisan's outfit (Free) -
Backpack (empty) 2 lbs Elven Terran
Bedroll 5 lbs Gnome Undercommon
Belt pouch (empty) 0.5 lbs Goblin
Flint and steel -
Ink, black - Spells & Powers
Inkpen -
Bard (Wit) spells known (CL 1st; concentration +4)
Journal 1 lb
Melee Touch +0 Ranged Touch +1
Masterwork quilted cloth armor 15 lbs
1st (2/day) —chord of shards UM (DC 14), cure light
Masterwork spring blade 1 lb
wounds
Masterwork spring blade 1 lb
0th (at will) —detect magic , know direction , mage hand ,
Mess kit 1 lb
read magic
Mirror 0.5 lbs
Money 10.2 lbs
Pot 4 lbs
Rope 10 lbs
Soap 0.5 lbs
Torch x10 1 lb
Trail rations x5 1 lb
Waterskin 4 lbs
Special Abilities
Bardic Performance (standard action, 7 rounds/day)
Bardic Performance: Countersong (Su)
Bardic Performance: Distraction (Su)
Bardic Performance: Fascinate (1 target, DC 13) (Su)
Bardic Performance: Inspire Courage +1 (Su)
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Regin Hreidmarsson – Abilities & Gear

Cosmopolitan (Handle Animal, Survival) Feat Thirst for Knowledge Trait


Living in large, exotic cities has put you in touch with many diverse You have a need to bring old knowledge into the light, no matter
civilizations, cultures, and races. what language it's written in. You gain a +1 trait bonus on
Linguistics checks, and Linguistics is a class skill for you.
Benefit : You can speak and read two additional languages of your
choice. In addition, choose two Intelligence-, Wisdom-, or Charisma- Appears In : Inner Sea Gods
based skills. Those skills always count as class skills for you.

Note: The skills to select from are NOT currently restricted to INT, Darkvision (60 feet) Racial Ability,Senses (Dwarf)
WIS, and CHA skills and allow all skills as choices. You should be A creature with darkvision can see in total darkness, usually to a
careful to select a proper skill. range of 60 feet. Within this range the creature can see as clearly
as a sighted creature could see in an area of bright light.
Appears In : Advanced Player's Guide Darkvision is black and white only but otherwise like normal sight.

Cry Havoc (1/day) Feat Defensive Training +4 Racial Ability (Dwarf)


You can exhort your allies to charge into battle. +4 dodge bonus to AC against monsters of the Giant subtype.
Prerequisite: Cha 15
Hardy +2 Racial Ability (Dwarf)
Benefit: Once per day as an immediate action, you may select one Gain a racial bonus on saving throws against poison, spells, and
ally within 30 feet (other than yourself) who can see and hear you. spell-like abilities.
That ally may move immediately as a free action, and may make a
single attack at the end of the move. The ally’s move action does Hatred +1 Racial Ability (Dwarf)
not change his initiative. An ally cannot benefit from Cry Havoc +1 racial bonus to attack rolls against humanoid creatures of the
(even from different sources) more than once per round. orc and goblinoid subtypes because of their special training against
these hated foes.
At 5th level, you may use this ability twice per day; for every 5
levels thereafter, you gain one additional use per day. Lorekeeper Unknown
Dwarves keep extensive records about their history and the world
Appears In : Freeport Player's Guide, Freeport: City of Adventure around them. Dwarves with this racial trait receive a +2 racial
bonus on Knowledge (history) checks that pertain to dwarves or
Skill Focus (Diplomacy) Feat their enemies. They can make such skill checks untrained. This
Choose a skill. You are particularly adept at that skill. racial trait replaces greed.

Benefit : You get a +3 bonus on all checks involving the chosen Appears In : Advanced Player's Guide, Advanced Race Guide
skill. If you have 10 or more ranks in that skill, this bonus increases
to +6. Slow and Steady Racial Ability,Movement (Dwarf)
Your base speed is never modified by armor or encumbrance.
Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.
Stability +4 Racial Ability (Dwarf)
Appears In : Not Consolidated Skills +4 racial bonus to Combat Maneuver Defense when resisting a bull
rush or trip attempt while standing on the ground.

Ritualistic (Enhanced, Cure Minor Wounds, At will) Trait Stonecunning +2 Racial Ability (Dwarf)
You awake with a sense of purpose and a tingle of magical power. +2 racial bonus on Perception checks to potentially notice unusual
Though it’s unsettling that you can’t recall your past, you have a stonework, such as traps and hidden doors located in stone walls
hunch that if you and your companions do everything just or floors. Receive a check to notice any such features that they
right—follow the correct steps and order—the answers will reveal pass within 10 feet of, whether or not they are actively looking.
themselves and you will be free of your condition. You get the
feeling that you’ve always fallen back on careful planning and time-
tested evidence in the past, but a nagging sensation also tells you
that you used these skills in less-than-kind ways all too recently.

Choose one 0-level spell. You can cast this spell once per day as
a spell-like ability with a caster level equal to your character level.
The spell-like ability’s save DC is Charisma-based. In addition, you
gain a +2 trait bonus on all skill checks when performing occult
rituals.

Enhanced
As you regain your memories, you recall assisting in the study and
performance of strange (and possibly vile) rituals, aided by your
magical knack. This remembered connection to your abilities
unlocks more of your potential and can help as you continue your
pursuit of those who wronged you in recent years. You now can
cast the 0-level spell you gained from this trait at will.

Appears In : Strange Aeons

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Regin Hreidmarsson – Abilities & Gear
Bardic Performance (standard action, 7 rounds/day)
Class Ability (Bard) Bardic Performance: Distraction (Su) Class Ability (Bard)
A bard is trained to use the Perform skill to create magical effects At 1st level, a bard can use his performance to counter magic
on those around him, including himself if desired. He can use this effects that depend on sight. Each round of the distraction, he
ability for a number of rounds per day equal to 4 + his Charisma makes a Perform (act, comedy, dance, or oratory) skill check. Any
modifier. At each level after 1st a bard can use bardic performance creature within 30 feet of the bard (including the bard himself) that
for 2 additional rounds per day. Each round, the bard can produce is affected by an illusion (pattern) or illusion (figment) magical attack
any one of the types of bardic performance that he has mastered, may use the bard's Perform check result in place of its saving
as indicated by his level. throw if, after the saving throw is rolled, the Perform check result
proves to be higher. If a creature within range of the distraction is
Starting a bardic performance is a standard action, but it can be already under the effect of a non-instantaneous illusion (pattern) or
maintained each round as a free action. Changing a bardic illusion (figment) magical attack, it gains another saving throw
performance from one effect to another requires the bard to stop against the effect each round it sees the distraction, but it must use
and previous performance and start a new one as a standard the bard's Perform check result for the save. Distraction does not
action. A bardic performance cannot be disrupted, but it ends work on effects that don't allow saves. Distraction relies on visual
immediately if the bard is killed, paralyzed, stunned, knocked components.
unconscious, or otherwise prevented from taking a free action to
maintain it each round. A bard cannot have more than one bardic Bardic Performance: Fascinate (1 target, DC 13) (Su)
Class Ability (Bard)
performance in effect at one time. At 1st level a bard can use his performance to cause one or more
creatures to become fascinated with him. Each creature to be
At 7th level, a bard can start a bardic performance as a move fascinated must be within 90 feet, able to see and hear the bard,
action instead of a standard action. At 13th level, a bard can start a and capable of paying attention to him. The bard must also be able
bardic performance as a swift action. to see the creatures affected. The distraction of a nearby combat or
other dangers prevents the ability from working. For every three
Each bardic performance has audible components, visual levels a bard has attained beyond 1st, he can target one additional
components, or both creature with this ability.
If a bardic performance has audible components, the targets must Each creature within range receives a Will save (DC 10 + 1/2
be able to hear the bard for the performance to have any effect, bard's level + bard's Cha modifier) to negate the effect. If a
and many such performances are language dependent (as noted in creature's saving throw succeeds, the bard cannot attempt to
the description). A deaf bard has a 20% change to fail when fascinate that creature again for 24 hours. If its saving throw fails,
attempting to use a bardic performance with an audible component. the creature sits quietly and observes the performance for as long
If he fails this check, the attempt still counts against his daily limit. as the bard continues to maintain it. While fascinated, a target
Deaf creatures are immune to bardic performances with audible takes a -4 penalty on skill checks made as reactions, such as
components. Perception checks. Any potential threat requires the target allows
the target to make a new saving throw against the effect. Any
If a bardic performance has a visual component, the targets must obvious threat, such as someone drawing a weapon, casting a
have line of sight to the bard for the performance to have any spell, or aiming a ranged weapon at the target, automatically breaks
effect. A blind bard has a 50% chance to fail when attempting to the effect.
use a bardic performance with a visual component. If he fails this
check, the attempt still counts against his daily limit. Blind creatures Fascinate is an enchantment (compulsion), mind-affecting ability.
are immune to bardic performances with visual components. Fascinate relies on audible and visual components in order to
function.
Bardic Performance: Countersong (Su) Class Ability (Bard)
At 1st level, a bard learns to counter magic effects that depend on Bardic Performance: Inspire Courage +1 (Su) Class Ability (Bard)
sound (but not spells that have verbal components.) Each round of A 1st level bard can use his performance to inspire courage in his
the countersong he makes a Perform (keyboard, percussion, wind, allies (including himself), bolstering them against fear and improving
string, or sing) skill check. Any creature within 30 feet of the bard their combat abilities. To be affected, an ally must be able to
(including the bard himself) that is affected by a sonic or language- perceive the bard's performance. An affected ally receives a +1
dependent magical attack may use the bard's Perform check result morale bonus on saving throws against charm and fear effects and
in place of its saving throw if, after the saving throw is rolled, the a +1 competence bonus on attack and weapon damage rolls. At 5th
Perform check result proves to be higher. If a creature within range level, and every six bard levels thereafter, this bonus increases by
of the countersong is already under the effect of a non- +1, to a maximum of +4 at 17th level. Inspire courage is a mind-
instantaneous sonic or language-dependent magical attack, it gains affecting ability. Inspire courage can use audible or visual
another saving throw against the effect each round it hears the components. The bard must choose which component to use when
countersong, but it must use the bard's Perform skill check result starting his performance.
for the save. Countersong does not work on effects that don't allow
saves. Countersong relies on audible components. Class Ability (Noble: Diplomatic Training)
Diplomatic Intelligence (Ex)
Modification from Wit Archetype The noble can gather information using the Diplomacy skill in 10
A wit can use only Perform (act, comedy, or oratory) to perform a minutes, rather than the normal 1d4 hours.
countersong.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Regin Hreidmarsson – Abilities & Gear

Diplomatic Training (novice) Class Ability (Noble)


The noble has been trained in the arts of diplomacy and
negotiation. He must have a Charisma score of 13 or higher to
select this area of expertise.

A noble who takes this area of expertise at 1st level can opt out of
proficiency with heavy armor. If he does, he gains any one of the
following as a bonus feat: Alertness, Deceitful, Persuasive, or Skill
Focus.

Novice: The noble gains fluency in three additional languages


(except secret languages such as Druidic). Additionally, he can
gather information using the Diplomacy skill in 10 minutes, rather
than the normal 1d4 hours.

Student: The noble adds half his class level as a competence


bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive checks.

Master: The noble can attempt to sway a creature quickly, using


Diplomacy to change its attitude as a full-round action, rather than
over the course of 1 minute. The DC of this check remains the
same as a normal Diplomacy check to change a creature’s attitude.
The noble can affect a specific creature only once every 24 hours
in this way.

Savant: As a full-round action, the noble may make a Sense


Motive check to gain a gut feeling about a creature he can see and
hear. The DC for this check is 10 + the target’s total Hit Dice + the
target’s Wisdom modifier + the target’s Cha modifier. On a
successful check, the noble may learn one of the following things:

• The target’s approximate level relative to the noble (“high level” if


the target’s HD are 3 or more greater than the noble’s, “low level”
if the target has fewer HD than the noble, or otherwise “about the
same level”)

• What character class the target has the most levels in (if any)

• Whether or not the target shares any common ground or interests


with the noble, granting the noble a +5 competence bonus on his
next Diplomacy check against that target.

A noble may make only one Sense Motive check of this type, per
target, within any 24-hour period.

Way of Words +1 (Ex) Class Ability (Bard)


A wit gains a +1 bonus on Bluff, Diplomacy, Intimidate, Linguistics,
and Sense Motive checks. At 4th level, and every 4 bard levels
thereafter, this bonus increases by 1, to a maximum of +6 at 20th
level. He also gains a number of edges at the beginning of any
verbal duel equal to this bonus.

This ability replaces bardic knowledge.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Sourcebooks Used
• Advanced Player's Guide - Cosmopolitan (feat)
• Advanced Player's Guide / Advanced Race Guide -
Lorekeeper (alternate racial trait)
• Advanced Player's Guide / Ultimate Equipment -
Quilted cloth armor (armor)
• Freeport Player's Guide / Freeport: City of Adventure
- Cry Havoc (feat); Noble (class)
• Inner Sea Gods - Thirst for Knowledge (trait)
• Pathfinder Society Field Guide / Ultimate Equipment
- Journal (equipment)
• Strange Aeons - Ritualistic (trait)
• Ultimate Equipment - Mess kit (equipment)
• Ultimate Intrigue - Spring blade (weapon); Wit
(archetype)
• Ultimate Magic - Chord of Shards (spell)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Regin Hreidmarsson (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2019/01/23
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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