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Glen Twiddlfingers level 7 Halfling bard

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Minandreas
Crew

PostPosted: Tue Jun 30, 2009 8:05 pm


Name:Glen Twiddlfingers 24037
Race:Strongheart Halfling
Align:Neutral
Class:Bard
Level:7
Deity:Garl Glittergold

Str:9 -1
Dex:18 +4
Con:16 +3
Int:14 +2
Wis:13 +1
Cha:18 +4

HP:47 [37]
AC:20
Init:+8

Fort save:5
Ref save:9
Will save:6

Base Attack Bonus:+5

Melee attack: +4
Ranged attack: +11

Melee Weapon:
Rapier 1d4-1 18-20x2

Ranged Weapon:
dagger(3) 1d3-1 19-20x2 10ft

Inventory:
Masterwork Lute (1)
Bag of Holding
Wand of cure light wounds (1) - 50 charges
Wand of Light (1) - 48 charges
Rations (31)
Silk Rope (2)
Water Skin (1)
Torch (2)
Soap (4)
Parchment(30)
inkpen (1)
ink (1)
Caltrops (4)
Candle (10)
Tindertwig (20)
Sewing needle (5)
Thread (5)
Mirror, small steel (1)
Alchemist Fire (6)
Acid (2)
Holy Water (2)
Healing Potion (1)
Bedroll (1)
Super Fancy clothes (1)
Gallon of water(15)
Gallon of Ale(6)
Gallen of Dark Haven Ale (2)
Salted meat (15)
Cheese(15)
Bread(15)
Bottle of wine(3)
Wooden Mug (8 )
Wooden plate(8 )
utensils (8 settings)
Broken slime dagger.
Flask of oil
vial of holy water
sunrod
wand of cure light wounds
scroll that summons monsters
2 potion of cure serious wounds
Silver elven Masterwork flute: Whisks you away to a faraway land... or back to your town.



Scroll of Mage Armor (3)
Scroll of Mage Armor (3)
Scroll of Detect Poison(2)
Scroll of Detect Poison(3)
Scroll of Animate Rope(3)
Scroll of Animate Rope(2)
Scroll of Mount(1)
Scroll of Mount(2)
Scroll of Floating Disk(3)
Scroll of Unseen Servant(1)
Scroll of Unseen Servant(1)
Scroll of Jump(3)
Scroll of Light(2)
Scroll of Spider Climb(1)
Scroll of Enlarge Person(2)
Scroll of Reduce Person(2)
Scroll of Endure Elements(2)



265g



Armor:
Masterwork Chain Shirt 4AC -1 penalty 0&#xsp;ell failure
Masterwork Buckler 1AC -0 penalty 5% spell failure


Skills:
Aditions in order of: ab mod, ranks, misc mod.

Appraise: [2] 2+0+0

Balance: [5] 3+2+0

Bluff: [14] 4+10+0

Climb: [1] -1+0+2

Concentration: [13] 3+10+0

Craft: [2] 2+0+0

Decipher Script: [6] 2+4+0

Diplomacy: [18] 4+10+4

Disguise: [4] 4+0+0

Escape Artist: [3] 3+0+0

Gather Information: [8] 4+4+0

Hide: [7] 3+0+4

Jump: [1] -1+0+2

Knowledge (all): [2] 2+0+0

Listen: [13] 1+10+2

Move Silently: [5] 3+0+2

Perform: [14] 4+10+0

Profession: [1] 1+0+0

Sense Motive: [11] 1+10+0

Sleight of hand: [5] 3+0+2

Swim: [-1] -1+0+0

Tumble[3] 3+0+0

Use Magic Device: [14] 4+10+0


Feats:

Lingering Song: Inspire Courage, Inspire Greatness, and Inspire Heroics last 10 rounds after a person has stopped hearing the music.

Ironskin Chant: The bard can expend 1 of his daily songs to give himself or an ally withing 30ft 5dr. This is a swift action that does not provoke an attack of opportunity.

Improved Initiative: +4 to init checks.

Extra Music: You get 4 additional songs per day

Spells:

Level 0 [4] {4}
******
Detect Magic
Read Magic
Mage Hand
Message
Mending
Summon Instrument

Level 1 [4] {4}
******
Comprehend Languages
Grease
Hideous Laughter
Inspirational Boost
Feather Fall

Level2 [3] {3}
******
Cure Moderate Wounds
Cats Grace
Eagles Splendor
Alter Self
Invisibility

Level3 [1] {0}
******
Haste
Glibness
Geas,lesser


Languages:

Common
Elven
goblin




Special Abilities:

Bardic Music Count: [12PD]{11}

Countersong: ): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds

Fascinate:Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspie Courage:Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence:A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability

Suggestion:Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Ironskin Chant: Use 1 bardic music to give yourself or anyone within 30 feet 5dr. Lasts until the bards next turn. This is a swift action.

Bardic Knowledge:
Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.



Background:

Glen Twiddlefingers was born to a wealthy merchant class halfling family in the large port city of Waterdeep. He went to a fine school and as the only child of the family his parents tried to teach him what he we need to know as a merchant to carry on the family business of trading goods. However that wouldn't be his calling. Early on he became fascinated with music and drama. He would spend every coin he got visiting the local theater. His parents were happy to see how charismatic and full of energy he was becoming. They were wonderful traits for a merchant, but he had little interest in the finer points such as money and strategy.
After a few years learning from his parents Glen came to the conclusion that the life of a merchant was not for him. He “borrowed” a purse of gold and left to try and join a particularly good theater troup that was leaving the city that evening. He was allowed to join for meager pay as a backstage hand at the age of 13 years.
Thus began the career of Glen Twiddlefingers. It was less than a year before he was given a small roll in a drama performed in a small village. His powerful and energetic character won him the admiration of many of the troup members and he became known as Glen the Grinning for his brilliant smile. Over the years he would learn to be one of the most influential men on the troup, even managing to talk owners of expensive high class theaters to allow their troup to perform. He learned the ways of many instruments as well and at the young age of 20 he was treated as if he were an elder of the traveling band.
But high standing came with a price. Older members of the troup who had been with it far longer than Glen grew jealous and plotted against him. However this didn’t surprise him and he was prepared for it. One night in a tavern where Glen was doing a small solo performance after a larger troup show, he was assaulted by three men in outlandish disguises and elaborate masks as if they were wealthy actors from a different troup. Glen not only ‘convinced’ them to abandon the assault but to help him finish his performance, drawing a large sum of money from the drunk and raucously laughing tavern patrons.
Knowing his time was up with the traveling band he made a silent escape. He made his way slowly down to Calimport, stopping in taverns along the way and putting on performances. He would never join another large troup ever again and spent the rest of his years up unto the present working solo. He even managed to spend a few years back in his home town, and his parents had managed to have another child relieving him of any guilt he had in abandoning the family business.
Glens greatest interest over the years was in the stories of battles, valiant warriors, destructive mages, holy paladins on crusades. These were the subjects of most of his writings. Now his greatest desire is to partake in such a story first hand. He wants to go on a tale of epic adventure and write about it. This brings him to The White Plume Mountain.


Personality: Glen has a very chipper and happy sort of disposition that tends to be infectious. A master of shrugging off the woes of life and laughing at them, Glen tends to lighten the mood by simply entering the room. Glen tends to be cautious around new people, not coming across at all unfriendly, but being sure not to give someone any trust at all until they have earned it. Because of this Glen's large social circle is made almost entirely of people he would refer to as acquaintances. There are very few he would call a friend, however once his trust is earned he is a fiercely loyal companion.
Contrary to what would be believed of such a charismatic and charming individual Glen has little interest in women. In fact it comes more to mistrust than anything else. As the one usually doing the charming, he respects and fights against the charms of others. He tends to view any forward actions from women as an attempt at seduction. However, as is always the case, Glen perfectly masks his thoughts and emotions only displaying what he wants to. Many of his acquaintances he has known for many years still have no idea what actually runs through the halflings head.

Appearance: Glen is a little under four feet tall and is between average and skinny build. He has curly blond locks that bounce merrily as he walks and come down to a few centimeters over his eyebrows. His eyes are a light blue and he has shining perfectly strait teeth. Glen is always well groomed and neat, wanting to look his best whenever possible.
Glen has put a lot of money in to his appearance because appearance truly is everything in his trade. He wears a flamboyantly large wide brimmed hat with a large feather in it. He wears expensive looking silk, but wears it in a dashing rogue sort of fashion rather than the neat and tucked way a noble might. Under the shirt, for the adventure, he wears a coat of expensive master crafted chain mail who's silver links almost seem to glow they are so well polished. He also has a small equally shiny buckler strapped to one arm. In his belt are tucked four daggers and a beautiful rapier that looks so expensive it might just be for show, with a beautifully crafted golden hilt. Last but not least he carries a magnificent lute of polished wood and gilded in gold. While there are loops to tuck it in to the top of his backpack, it spends more time in his hands than in storage. Glen always seems to have a song in his heart, and is either bouncing to an unheard rhythm or humming a ditty.


Special:
(anything else you want to tell me about your character or items)
Minandreas rolled 1 20-sided dice: 8 Total: 8 (1-20)
PostPosted: Mon May 10, 2010 8:50 pm


roll + 14 perform

Minandreas
Crew

Minandreas rolled 1 20-sided dice: 1 Total: 1 (1-20)

Minandreas
Crew

PostPosted: Mon Jul 19, 2010 8:44 pm


roll +2
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