Allie Chanovic

Allie is a fairly well-known prodigy of a bard who plays in and around the capital of Esrun. Occasionally adventures for the good of the Republic, but only if there’s good money in it.

One fairly recent run-in with the undead has convinced her that she needs to learn to write and play music that appeals to their macabre sensibilities, so she has enrolled in the Convent Conservatory in Esrun’s capital, where she is near to completing her studies in music and religion. This time has reminded her, somehow romantically, about the adventuring life and how she misses it. She is itching to get back out on the field of battle, on the right side and for the right price!

Allie Chanovic
Medium-size Male Human
Bard 5 Cleric 1

Hit Dice: (5d6)+(1d8)+6
Hit Points: 40
Initiative: +3
Speed: Walk 30 ft.
AC: 17 (flatfooted 14, touch 13)
Attacks: *Dagger -1;*Dagger (Thrown) +6;Shortbow +1 (Composite) +7; ;
Damage: *Dagger 1d4;*Dagger (Thrown) 1d4;Shortbow +1 (Composite) 1d6+1; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+7), Bardic music 5/day, Countersong (Su) for up to 10 rounds, Fascinate (Sp) can effect 2 creatures for up to 5 rounds, Inspire Competence (Su) +2 to skill checks for up to 2 minutes, Inspire Courage (Su) +1 to saves against charm or fear effects and +1 morale bonus on attack and damage rolls., May wear light armor without incurring the normal arcane spell failure chance., Spontaneous casting, Turn Undead (Su) 6/day (turn level 1) (turn damage 2d6+4)
Saves: Fort: +4, Ref: +7, Will: +6
Abilities: Str 11 Dex 16 Con 13 Int 14 Wis 10 Cha 17
Skills: Appraise 6; Balance 5; Bluff 4; Climb 2; Concentration 10; Craft (Untrained) 2; Decipher Script 4; Diplomacy 12; Disguise 3; Escape Artist 3; Forgery 2; Gather Information 10; Heal 3; Hide 5; Intimidate 3; Jump 1; Knowledge (Arcana) 4; Knowledge (History) 3; Knowledge (Local) 3; Knowledge (Nobility and Royalty) 3; Knowledge (Religion) 3; Knowledge (The Planes) 3; Listen 1; Move Silently 4; Perform (Sing) 4; Perform (String Instruments) 10; Ride 3; Search 2; Sense Motive 2; Sleight of Hand 8; Speak Language (Elven) 1; Spellcraft 9; Spot 0; Survival 0; Swim 0; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Mobility, Point Blank Shot, Quicken Spell, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Neutral Good
Possessions: Arrow; Dagger; Leather +2; Shortbow +1 (Composite); Spell Component Pouch; Travelers Outfit; Lute; Guitar; Hooded Cloak

Deity: Bachtoffen Domains: Community (Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.) Rune (Free Scribe Scroll feat.)
Spells:
Innate: Calm Emotions
Spells per Day: (3/4/2/0/0/0/0/0/0/ DC:13+spell level)
Bard – Known:
Level 0: Dancing Lights, Know Direction, Mage Hand, Message, Prestidigitation, Summon Instrument
Level 1: Disguise Self, Expeditious Retreat, Feather Fall, Unseen Servant
Level 2: Glitterdust, Hold Person, Mirror Image
Spells per Day: (3/1/0/0/0/0/0/0/0/ DC:10+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue


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Aeol “Skinny” Schinne

Hailing from the Republic of Esrun, Aeol has traveled across the northwestern stretch of Farghoal, fighting creatures ranging from hobgoblins and gnolls, to the feared haunts of Torrid Wood. He spends a lot of time in and around Karthidn, and is looking for work as a mercenary, which, with his reputation will not be difficult. However, he chooses his contracts wisely, which is why he is still alive.

Aeol “Skinny” Schinne CR 4
Male Human Fighter 4
CG Medium Humanoid
Init: +1 Senses: Listen +2, Spot +2

Languages: common;

AC: 15 touch 11, flatfooted 14
HP: 40 (HD 4d10+8)
Aura: None
Resist: None
Immune: None
Fort: +7 Ref: +3 Will: +4
Weakness / vulnerabilities: None

Speed: Walk 30 ft.
Attack: Masterwork Crossbow (Light) +7; *Trident +7; *Trident (Thrown) +6; (Masterwork Crossbow (Light) 1d8+2; *Trident 1d8+4; *Trident (Thrown) 1d8+2;)
Full Attack: weapon +? (damage / crit range)
Attack Options:
Space / Reach: 5 ft. / 5 ft.
Base Attack: +? Grapple: +?

SQ: None
SA: None
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Rapid Reload (Crossbow (Light)), Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus (Trident, Crossbow (Light)), Weapon Specialization (Trident, Crossbow (Light)),

Abilities Str 15 Dex 13 Con 14 Int 12 Wis 14 Cha 10
Face / Reach: 5 ft. / 5 ft.
Special Qualities:

Skills: Appraise: 1; Balance: 1; Bluff: 0; Climb: 7; Concentration: 2; Craft (Untrained): 1; Diplomacy: 0; Disguise: 0; Escape Artist: 0; Forgery: 1; Gather Information: 1; Handle Animal: 4; Heal: 2; Hide: 0; Intimidate: 1; Jump: 3; Listen: 2; Move Silently: 0; Ride: 7; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 2; Tumble: 0;

Possessions: Belt (BELT); Bolts, Crossbow (10); Bolts +1 (Crossbow/10); Boots (Save Bonus (Luck) (+1)); Gauntlets (GAUNTLET); Masterwork Chain Shirt; Masterwork Crossbow (Light); Peasant’s Outfit; Potion of Cure Light Wounds; Potion of Cure Moderate Wounds; Trident;


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