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Fredwick Rumster

Played by Pre-Made Eclectic Collective

Class
Musician Entertainer
Size
Small Size Creature, 3'4" (1 meter) in height, 66 lbs (30 kg)
Alignment
XP
Level
  1  
Hero Points
1
Deity
Feyheart the Traveler
Halfman
Scholar
25 feet
-1
Str
Modifier
Strength
Score
8
+1
Dex
Modifier
Dexterity
Score
12
+1
Con
Modifier
Constitution
Score
12
+3
Int
Modifier
Intelligence
Score
16
+1
Wis
Modifier
Wisdom
Score
12
+4
Cha
Modifier
Charisma
Score
18
Total
17
Base
10
Key
4
Item
0
Prof
3
U T E M L
  +2      

 
Halish, Valarian (Common), Gnomish, Elthain, Orcish
HP
12/12
Temp. HP
0
Total
6
Prof. Mod
5
Att. Mod (Wis)
1
Item Mod
0
U T E M L
    +4    

 
Total
14
AC Base
10
Dex Bonus (or AC Cap)
1
Item
0
Prof
3
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 1 1 0 0 0
Reflex (DEX) 4 1 3 0 2
Will (WIS) 4 1 3 0 2
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Melee (Basic Hand Weapons)Trained
Melee (Fencing)Trained
Ranged (Crossbows)Trained
Ranged (Firearms)Trained
Crossbow Pistol Shot 1d20+4 1d6+1 Piercing
Total Prof. Mod Ability Mod Item Mod Armor Mod
+1 Acrobatics (dex)   1 0 0
+3 Arcana (int)   3 0
-1 Athlethics (str)   -1 0 0
+3 Crafting (int)   3 0
+7 Deception (cha) 3 4 0
+7 Diplomacy (cha) 3 4 0
+7 Intimidation (cha) 3 4 0
+1 Medicine (wis)   1 0
+1 Nature (wis)   1 0
+6 Occultism (int) 3 3 0
+7 Performance (cha) 3 4 0
+1 Religion (wis)   1 0
+6 Society (int) 3 3 0
+4 Stealth (dex) 3 1 0 0
+1 Survival (wis)   1 0
+4 Thievery (dex) 3 1 0 0
Glass Half Full: Halfmen are just born lucky. First time Fredwick rolls a natural 1 each day it counts as a 10 instead.
Adroit Manipulation (Ancestry Feat 1st level): You’ve fiddled with knots, locks, and blacksmith’s puzzles since you were a child to give your hands something to do. You gain the trained proficiency rank in Thievery (or another skill of your choice, if you’re already trained in Thievery). If you roll a success on a Thievery check to Pick a Lock, you get a critical success instead.
Assurance (for Society Skill): Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Inspiration: Charisma Modifier+Entertainer level per day uses of this pool. This is a resource that the Entertainer uses to call upon a variety of unique abilities and features. Fredwick's pool is 5 points to start with at 1st level (5/5)
Inspired Reserves : Inspiration ability. Costs 1 Point to activate, has a 60 foot range, only requires your target can hear you, you don't need to see them. This can target yourself. Giving a rousing call to action, empowered words of encouragement, whatever the case may be, you press the strength of your ego upon the vitality of your target. They heal for 1d8 +your Charisma Modifier. At 10th level this becomes 3d8 +Charisma Modifier+1/2 Entertainer Level. At 20th level this becomes 5d8 +Charisma Modifier+Entertainer Level.
Keep your Guard up! : This is an Inspiration ability. Costs 1 point to activate, has 60 foot range, requires you can see the target, as the trigger is visual. Trigger is they are being attacked or targeted, or are in the area of effect of a damaging spell or blast. You call out an alert to the target suddenly, your voice cutting through the din of battle like a knife, seeming guided by your ego. The target gains +2 morale boost to their AC or to Saving Throws until your next turn (your choice). At 10th level this becomes +4 and at 20th level it becomes +6.
Turn up the Volume!: A Musician, whilst having Auditory traits on many of their abilities, is unique in that they do not necessarily need to be able to see their targets. Any performance, inspiration ability or class feat that would normally require they can visibly confirm the target that also has the Auditory Trait, so long as they can reasonably use their hearing to know the target is close enough to be affected (which if they can hear the target is likely), they can target them.
Belt Pouch with 10 bolts: Crossbow Pistol Ammo
Crossbow Pistol: Weapon Traits: Reload (1), Accurate, Concealable, Pistol, Mounted
Pan Pipes: His instrument, he doesn't sing, he plays the pan pipes.
Traveling Outfit: A still colorful and flashy garb, but more utilitarian and made from hardier fabrics than his normal wear. For the road.
Traveler's Pack: (Bulk 1), contains (6 Bulk). 2 days rations, performing outfit (can double as a rich outfit), and street clothes. Both bold in color scheme, kind of flashy. Bedroll.
1x Minor Healing Elixir: 2d4+2 hp recovery. to drink yourself. to feed to someone else.
1x Lesser Triage Kit: DC 12 Medicine roll, activity (Must be done during Regroup or Rest). Critical success reduce patients Wounded by (2). Success reduce their Wounded by (1). Failure, no change. Critical Failure, the patient takes 1d6 damage. Kit is consumed regardless of result.
Spell Attack Roll
Total Key Prof
-1 -1 0
Spell DC
Total Base Key Prof
9 10 -1 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
Spellbook

Baris' Biting Ballad


School: Performance; Songs and Ballads
Performance DCs: 14, Tier II: 19, Tier III: 24
Traits: Auditory, Mental, Emotion, Entertainer, Music
Actions:
Trigger: 1 Creature in range attempting any attack, skill or saving throw.
Range: 60 feet
Target: 1 Creature in range
Duration: Instant
Saving Throw: Ego Save
Description: You start playing or singing an insulting, off tune, off tempo song, obviously directed at the target, and it is so just off key, off tempo, the rhythm is so harsh and grating that it actually distracts them at a critical moment.
Effect: Should they critically succeed their save, then nothing happens. Should they Succeed, they reduce the roll that you reacted to by -1. Should they fail they reduce it by 1d4 +Your Charisma Modifier Should they critically fail, they reduce it as above and take 1d8 +your Charisma Modifier Psychic Damage.
Tier -1: Utter failure, waste of Reaction
Tier 0: Only reduce the roll by -1 regardless of save result
Tier II: The roll reduction now becomes 1d8 +Charisma Modifier
Tier III: The roll reduction now becomes 1d12 +Charisma Modifier.

Extra Saves


Save (Attribute)ProficiencyModifierRoll
Power Save (Strength)Untrained-1 1d20-1
Logic Save (Intelligence)Trained+6 1d20+6
Ego Save (Charisma)Expert+9 1d20+9


Extra Skills


SkillAttributeProficiencyRoll
BriberyCharismaTrained 1d20+7
IntuitionWisdomTrained 1d20+4
Lore (History)IntelligenceTrained 1d20+6
Lore (Mythology)IntelligenceTrained 1d20+6
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Statblocks for your spells.


Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Character Sheet

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