Difference between revisions of "Will Tarlton"

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Revision as of 22:54, 18 February 2012

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Will Tarlton
Will Tarlton
Will Tarlton
Will Tarlton costumed as Stiletto the Clown

Biographical Info

  • Name: Will Tarlton, AKA Bouffon the Fool, AKA Stiletto the Clown
  • Gender: Male
  • Date of Birth:
  • Age: 25
  • Alignment: Lawful Good
  • Description: Lean near the point of frailty, with an olive complexion; black hair to his shoulders and brown, serious eyes
  • History and Personality: Will is still well-known in the small theatrical community of Chendl, having pioneered a natural style of acting quite different from the mannered portrayals common to the stage. He is still a fine singer, too, though his fortunes fell with those of Bouffon the Fool, a royal favorite. The events leading to his banishment from the castle grounds were engineered, he has concluded, from start to finish. This was not clear for the first week, which Will spent at the bottom of a wine glass--then Kalinstren contacted him again with an offer of the role of a lifetime: spy. The jester's talents had not gone unnoticed, and the threat of war led Furyondian intelligence to cast the widest possible nets in recruitment. Given some training in linguistics, Will was to infiltrate east of the river Veng to observe and report to his superior. Necessary to his dual identity was a concerted effort to appear every inch the embittered cast-off, and Will cultivates an image of drunkard and libertine, embodied in his new identity, Stiletto the Clown. His secret career has inspired him to greater heights on the stage, even as his apparent dissipation has enraged fellow thespians. He often leaves Chendl for months at a time to entertain across northern Furyondy, and to train under his new master.

Characteristics

  • Class: Bard
  • Kit: Jester
  • Level: 3
  • XP: 3520
  • CPs: 11
  • Next Level XP: 5000
  • Height: 5'9"
  • Weight: 164 lbs
  • Hair: Black
  • Eyes: Brown
  • Skin: Olive

Stats

Jester bonus applied.

STR 9 Stamina 9 Weight Allowance: 35 lbs. Bend Bars/Lift Gates: 6%
Muscle 9 Attack Adjustment: +0 Damage Adjustment: +0 Max Press: 90 pounds Open Doors: 6
DEX 13 Aim 11 Missile Adjustment: +0 Pick Pockets -5% Open Locks: +0%
Balance 15 Reaction Adjustment: +0 Armor Class: -1 Move Silently: +0% Climb Walls: +0%
CON 13 Health 13 System Shock: 90% Poison Save: +0
Fitness 13 HP Adjustment: +0 Resurrection: 90%
INT 14 Reason 12 Max Spell Level: 6th Max. Spells/Level: 7 Illusion Immunity: None
Knowledge 16 Bonus Proficiencies: 5 Chance to Learn Spell: 70%
WIS 11 Intuition 10 Bonus Cleric Spells: 0,0,0,0,0,0,0 Spell Fail Chance: 15%
Willpower 12 Magical Defensive Adjustment: +0 Spell Immunity: None
CHA 16 Leadership 18 Loyalty Base: +8 Max Henchmen: 15
Appearance 14 Initial Reaction Adjustment: +3

Combat Stats

Basics

Jester bonus applied.

  • AC: 10 - 1 (Jester Bonus) - 1 (Balance) = 8 ...or 7 when fighting with two weapons
  • HP: 14 Total = 6 (1st level) + 5 (2nd) + 3 (3rd)
  • Move: 12 (0-40 lbs), 9 (41-50 lbs), 6 (51-65 lbs), 3 (66-80 lbs), 1 (81-90 lbs)

Saving Throws

Jester bonus applied to all saving throws.

Paralyzation: 12 Poison: 12 Death Magic: 12 Petrification: 11 Polymorph: 11
Rod: 13 Staff: 13 Wand: 13 Breath Weapon: 15 Spell: 14

Weapons

Weapon Melee THAC0 Missile THAC0 Attacks/Round Speed Damage (S-M) Damage (L)
Dagger 19 19 1 2 1d4 1d3

Weapon Abilities

  • Two-weapon fighting style (-1 AC bonus when wielding two weapons)
  • Weapon of choice: dagger (+1 to hit)
  • Weapon expertise: dagger (3 attacks/2 rounds)
  • Backstab (+4 to attack roll; double damage at levels 1-4)

Rogue Skills

Jester bonus applied.

Skill Base Aim/Balance Mods Bonuses/Points Total Unarmored
Climb walls 65% +0 +20 90%
Detect noise 25% +0 +5 30%
Pick pockets 15% -5 +25 35%
Read languages 10% +0 +0 35%

Equipment & Encumbrance

  • 250 GP from Brancast
Item Quantity Weight (lbs) Value Location
-- -- -- -- --
  • Pipes of Sounding

Non-Weapon Proficiencies

Jester bonus applied.

  • Acting: 12
  • Etiquette: 9
  • Ancient History: 13
  • Appraising: 9
  • Crowd Working: 12
  • Disguise: 13
  • Forgery: 6
  • Juggling: 8
  • Jumping: 14
  • Local History: 15
  • Musical Instrument: 13
  • Orienteering: 11
  • Poetry: 11
  • Literacy: 12
  • Singing: 13
  • Tumbling: 10
  • Ventriloquism: 11
  • Survival: 6

Traits & Race/Class/Kit Abilities

Racial Abilities

Class Abilities

  • Alter moods – While performing before a non-hostile group, the bard may alter the group’s mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group’s mood may be shifted one level in the direction wished by the bard.
  • Climb walls* 65% – Allows the bard to climb smooth or vertical surfaces.
  • Counter effects – Allows the bard to counter song based attacks.
  • Detect noise* 25% – May hear faint sounds.
  • History 15% – Gives a bard a 5% chance per level to identify a magic item by closely examining the item.
  • Pick pockets* 15% – Allows the bard to pilfer small items from another’s pocket or purse.
  • Rally friends – By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard.
  • Read languages* 10% – Gives a chance to read languages not familiar to the bard.
  • Wizard spells – Allows the bard to cast wizard spells.
  • Schools of Magic – Enchantment/Charm, Illusion/Phantasm

Kit Abilities

  • Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class.
  • About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls.
  • Jesters enjoy a +1 bonus to Charisma when they are working an audience.
  • A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell).

Traits

  • Precise Memory – With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized.
  • Music/Singing – +2 bonus to singing proficiency checks.
  • Obscure Knowledge – Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject.

Languages

  • Common (Speak, Read, Write)
  • Dwarf
  • Elf
  • Hobgoblin
  • Orc

Spell Book

  • Two beginning spells at second level.
  • Spell book
    • Change self
    • Taunt

Magic Items

  • Pipes of Sounding: When played by a character proficient in music, these pipes can be used to create a variety of sounds. To a listener the source of the sound will seem to be anywhere within 60 feet of the piper. The possible sounds that can be created are: wind blowing, laughter, whistling, bird calls, moaning, footsteps, crying, mumbled voices, screams, running water, or creaking. (Note: The DM can rule that other similar sounds are possible.)

Sprites

Will Tarlton Will Tarlton