Roland

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Roland
Human 2nd Level Bard / 3rd Level Cavalier
Daring Champion
Blank portrait.jpg
Statistics
S: 11 / D: 17 / C: 14 / I: 15 / W: 14 / Ch: 18
Savings Throws
Fortitude +5
Reflex +7
Will +7
Combat
Melee: +9
Ranged: +8
CMB: +4
HPs: 47
Armor Class: 18
Skills
Acrobatics 7
Appraise 6
Bluff 10
Diplomacy 14
Intimidate 14
Knowledge: History 8
Knowledge: Dungeoneering 7
Knowledge: Local 11
Knowledge: Nobility 9
Knowledge: Most Others 3
Perception 6
Perform: Oratory 12
Ride 10
Common, Draconic, Elven, Orc, Sylvan

Character Sheet

Roland Bennet
Male human (Taldan) battle herald 4/bard 2/cavalier (daring champion) 4 (Pathfinder RPG Advanced Class Guide 90, Pathfinder RPG Advanced Player's Guide 32, 260)
NG Medium humanoid (human)
Init +7; Senses Perception +8


Defense


AC 28, touch 16, flat-footed 24 (+9 armor, +2 deflection, +3 Dex, +1 dodge, +1 natural, +2 shield; +2 deflection bonus vs. evil)

hp 81 (10 HD; 2d8+8d10+20)
Fort +8, Ref +10, Will +9; +2 morale bonus vs. fear, +4 vs. bardic performance, language-dependent, and sonic, +4 morale vs. fear (+6 with some abilities); +2 resistance vs. evil
Defensive Abilities nimble +1


Offense


Speed 30 ft. (20 ft. in armor)

Melee iarann ​​fuar +16/+11 (1d6+6/15-20+4 Precision)
Ranged +2 fey-bane shortbow +16/+11 (1d6+2/×3 plus 2d6 vs. Fey)
Special Attacks banner +2, bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 16], inspire courage +2), challenge 2/day (+4 damage, allies gain +2 to hit), demanding challenge, inspiring command: inspire greatness, panache (5), precise strike, tactician 2/day (Precise Strike, 7 rds)
Bard Spells Known (CL 2nd; concentration +7)
   1st (4/day)—expeditious retreat, saving finaleAPG (DC 16), share languageAPG (DC 16)
   0 (at will)—dancing lights, know direction, light, message, resistance


Statistics


Str 11, Dex 20, Con 14, Int 17, Wis 14, Cha 20

Base Atk +9; CMB +9; CMD 27
Feats Fencing GraceUI, Leadership, Lingering PerformanceAPG, Persuasive, Precise StrikeAPG, Weapon Focus (rapier), Weapon Versatility
Traits bastard, natural-born leader
Skills Acrobatics +6 (+2 to jump), Appraise +7, Bluff +13 (+15 vs. creatures with whom you share a language), Climb +1, Diplomacy +22 (+24 Lifetime), Fly +3, Intimidate +22 (+24 vs. creatures with whom you share a language), Knowledge (arcana) +4, Knowledge (dungeoneering) +8, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +9, Knowledge (local) +17, Knowledge (nature) +4, Knowledge (nobility) +10, Knowledge (planes) +17, Knowledge (religion) +8, Linguistics +8, Perception +8, Perform (oratory) +18, Profession (soldier) +15, Ride +9, Spellcraft +7, Stealth +6, Survival +2 (+4 to provide food and water for allies or to protect allies from harsh weather), Use Magic Device +9; Racial Modifiers bastard
Languages Common, Draconic, Elven, Orc, Sylvan, Thassilonian
SQ aid allies, bardic knowledge +1, champion's finesse, easy march, inspiring command, inspiring commands (shake it offAPG, sound the chargeAPG), living steel, order of the dragon, poet's cloak inspired rage +2, swashbuckler initiative, versatile performance (oratory), voice of authority
Combat Gear potion of cure serious wounds, potion of remove fear, quick runner's shirtUE, wand of cure light wounds; Other Gear +1 mithral chain shirt, celestial armor, parade armorUE, +1 rallying living steel buckler, +2 fey-bane shortbow, iarann ​​fuar, arrows (20), amulet of natural armor +1, belt of incredible dexterity +2, daredevil bootsARG, handy haversack, headband of mental prowess +2 (Int, Cha), poet's cloakACG, ring of freedom of movement, ring of protection +2, swordmaster's flair (blue scarf)ACG, belt pouch, chewing stick, cold weather outfit, comb (0.2 lb), hairbrush (0.3 lb), jewelryUE, jewelryUE, mirror, nail file (0.1 lb), royal outfit, scissors (0.3 lb), sponge, tooth powder (0.1 lb), twine (50')APG, very complex bannerUE, waterskin, heavy horse (combat trained), soap, winter blanket, light horse, 5,651 gp, 8 sp, 9 cp


Special Abilities


Aid Allies +3 (Ex) Aid Another grants +3 bonus.

Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Champion's Finesse At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also coun
Deed: Precise Strike +4 (Ex) While 1 panache, bonus to att/dam with light/one-hand piercing weapon.
Deed: Swashbuckler Initiative (Ex) While have Panache, free hand draws light or 1-hand pierce wep as part of the init roll.
Demanding Challenge (Ex) The target of your challenge takes -2 AC vs. anyone but you.
Dragon's Demanding Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Easy March (2 hours/day) (Ex) Allies within 60' can hustle or force march without ill effects.
Fencing Grace Use Dexterity on rapier damage rolls
Inspiring Command +2 (move, 15 rounds/day) (Ex) Grant bonuses to allies who can hear you.
Inspiring Command: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Leadership (score 16) You attract loyal companions and devoted followers.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poet's cloak Inspired Rage +2 You gain the raging song of a 4th-level skald.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Shake it Off +2 (one ally) (Ex) An ally in 60 ft gains an immediate save vs. an ongoing effect.
Sound the Charge +2/+10 ft (Ex) Allies in 60 ft gain bonus to att/dam, and increased speed when charging.
Tactician (Precise Strike, 7 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Versatile Performance (Oratory) +18 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Voice of Authority +2/+4 (Ex) +2 Diplo & Intim vs. those sharing language. +4 for allies to hear you & know secret messages.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

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Character History

Homeland, Family, and Childhood

Homeland: Restov Parents: Mother Alive Siblings: None Circumstances of Birth: Bastard Born (Orlovsky) Parent's (Mother) Profession: Tradespeople (Textiles) Childhood: Academy Training (Restov Bardic Academy, Family was well-off enough to send me off as soon as I was old enough): You attended a private academy where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university environment was your home for a good portion of your formative years.

Adolescence and Training Training: Worldshaker: Since childhood, you’ve observed the world around you and translated those observations into story and song. Your unique, unabashed vision resonated with the audience, revealing new perspectives as well as simple truths. You’re used to people quoting your words and looking up to you, though some authority figures deem you a rabble-rouser and troublemaker.

Influential Associate: The Champion (This is Grikk by the way): You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed the competitive spirit that continues to drive you in everything you do.

Moral Conflicts, Relationships

Seducer: You tempted or manipulated someone to act in accordance with your whim, careless of whether it was in their own best interests.

Subject: Lover (Galya) Motivation: Love Resolution: I enjoyed it. Romantic Relationships: One Significant Relationship

In his words:

A man’s life has three stories: Where he’s from, where he is now, and where he’s going. There might be some variation of them, some twists, some abridging, or some embellishment, but there’s always three. Each one is retold everyday of his life.

Now where I’m from is a matter of some dispute. Mother says I’m really an Orlovsky. We were poor, but not as poor as many. Growing up in Restov, Mom earned a living weaving. At night she told me stories of heroes and beings of legend. Those nights just before I fell asleep, I learned power of a story. We owe it to each other to tell stories. Stories heal. Stories inspire. Stories change the world. It doesn’t matter what happened. What matters is the story about it. Of course some events have better stories, a vanished royal house for example.

When I wasn’t spinning tales for my friends, I’d pretend to be an Aldori Swordlord. My first swords were sticks. Later some of the men around town were willing to show me a thing or two, usually out of pity for a bastard.

My bruises are a part of where I am now. Word to the wise, don’t get drunk and boast about being the son of Poul Orlovsky within earshot of Surtova loyalists. A few of them got them jump on me on my way home. These days, I try to keep the matter of my parentage to myself. Of course, most everyone knows about it. I wasn’t always so willing to be , but now I like to think I’ve learned how to talk my way out of most trouble. I have a letter, a worn note of love and apology from Lord Orlovsky. I don’t even know if he remembers sending it. A few years ago, I tried to use it to prove my lineage. Everyone dismissed it as a forgery.

After that Mom surprised me with a gift. The letter came with some gold coins. She’d kept them hidden for me. She told me it might be a good idea to see the world. Spread some stories around. I think she just thought it was a good idea for me to lay low for a while. I wasn’t ever very good at that. I spent a year wandering around, telling people stories, and making friends. I even made some money from it and bought a proper sword.

Where I’m going is south, to the Stolen Lands. The Swordlords have put out charters for. Now it’s time to the story of who I will be. No matter how it unfolds or who I become: a soldier, diplomat, swordsman, or settler. I will always be a storyteller.