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Lord-Mayor Haldmeer Grobaras

Bedu the Barber's page

330 posts. Alias of French Wolf.

Profile

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Full Name

Bedu bin Bakandar

Race

Dwarf

Classes/Levels

Bard 2

Gender

Male

Size

Medium

Age

45

Special Abilities

dwarven racial abilities; bardic abilities

Alignment

Neutral Good

Languages

Iskandria, Dwarven, Goblin, Elemental, Ancient Iskandrian

Occupation

Barber

Strength 14
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 10
Charisma 14

About Bedu the Barber

Plot posts
The Sisters parting shot

Samir's last words on the Jungle valley

Combat Stats / Saving Throws

Spoiler:

Armor Class*: 15 (Leather armour +2, Shield, light wooden +1, Dexterity +2)
Note that ACP=-1
Touch: 12
Flat-Footed: 13
*+4 AC bonus vs giants.

Hit Points: 2d8 = 12
Level 2 Additional Hit points=4
Current Hit Points: 8,6,8,2,5,9,12,11,9,4,2,1,12,8
Non Lethal Jungle Damage: 1,
BAB: +1
Initiative: +4 (Dex +2, Feat +2)
CMB: +3
Speed: 20 ft.

Fortitude: +0 (Base +0, Con +0)
Reflex: +5 (Base +3, Dex +2)
Will: +3 (Base +3, Wis +0)
*+2 Racial bonus to save vs poison, spells and spell-like abilities.
**+4 Well-versed bonus to saves vs bardic performance, sonic and language-dependent effects.

Weapons

Spoiler:

(+1 to hit orcs or goblins)
Masterwork Scimitar
Attack +4 (BAB +1, Str +2, +1 Mswk)/Damage 1d6+2/Critical (18-20/x2)/ Slashing

Shortbow
Attack +3 (BAB +1, Dex +2)/Damage 1d6/Critical x3/ Piercing/ Range 60ft
Currently at 20 Arrows

Dagger (1 handed melee or ranged)
Melee Attack +3 (BAB +1, Str +2)/Damage 1d4+2/Critical (19-20/x2)/ Piercing or Slashing
Throw Attack +3 (BAB +1, Dex +2)/Damage 1d4+2/Critical (19-20/x2)/ Piercing / Range - 10ft.

Currently carrying 2 Daggers.

Morningstar
Attack +3 (BAB +1, Str +2)/Damage 1d8+2/Critical x2/Bludgeoning and Piercing

Bardic Abilities

Spoiler:

Bardic Knowledge - can use all Knowledge skills untrained at 1/2 level (minimum 1) and Knowledge History has one bonus rank per level.
Distraction(Su)- used against certain illusions to give PC's saves.
Fascinate(Sp)- 1 person can be fascinated (Will DC13)
Inspire Courage(Su) - +1 save vs charm or fear effects and +1 morale bonus on attack and damage rolls for x+5 rounds.

Skills

Spoiler:
16 ranks + 2 bonus ranks in Know (History) = 6+2(Int)+6+2(Int)+ bardic knowledge.

Appraise*/***: +7 (2(ranks)+2(Int)+3)
Acrobatics: +1 (Dex +2, ACP -1)
Climb: +1 (Str +2, ACP -1)
Diplomacy: +7 (2(ranks)+2(Cha)+3)
Disguise: +2 (Cha +2)
Escape Artist: +1 (Dex +2, ACP -1)
Heal: +0 (Wis +0)
Intimidate: +2 (Cha +2)
Knowledge (Arcana)***: +8 (2(ranks)+1(bardic know)+2(Int)+3)
Knowledge (Dungeoneering)***: +8 (2(ranks)+1(bardic know)+2(Int)+3)
Knowledge (History)***: +8 (2(bonus ranks)+1(bardic know)+2(Int)+3)
Knowledge (Local)***: +7 (1(rank)+1(bardic know)+2(Int)+3)
Linguistics: +6 (1(rank)+2(Int)+3)
Perception**: +7 (2(ranks)+0(Wis)+2(ALFeat)+3)
Perform (storyteller) +7 (2(ranks)+2(Cha)+3)
Ride: +1 (Dex +2, ACP -1)
Sense Motive: +7 (2(ranks)+2(Cha)+3)
Spellcraft: +2 (Int +2)
Survival: +0 (Wis +0)
Swim: +0 (Str +2, ACP -2)

* +2 Appraise bonus for precious metals or gemstones
** +2 bonus on taste- and touch-based Perception skill checks
*** +2 Relic Hunter bonus to these skills for items of Ancient Iskandria

Spells

Spoiler:

(Cast/Day [0 At-Will/2x1]; DC 12 + Spell level)
Spells known
0 – Detect Magic, Daze (Will DC12), Mage Hand, Read Magic, Resistance.
1 - Cure Light Wounds, Grease, Identify.
----
Melee Touch Attack +3 (+2 Str, +1 BAB)
Ranged Touch Attack +3 (+2 Dex, +1 BAB)

Possessions

Spoiler:

Masterwork Scimitar (315gp, 4lb)
Morningstar (8gp, 6lb)
2 Daggers (4gp, 2lb)
Shortbow (30gp, 2lb)
20 Arrows (1gp, 3lb)

Leather Armour (10gp, 15lb)
Shield, light wooden (3gp, 5lb)

Backpack (2gp, 2lb)
Waterskin (1gp, 4lb)
Bedroll (1sp, 5lb)
10 Candles plus twine (1sp, 0lb)
10 Chalks (1sp, 0lb)
Map/scroll case (1gp, 0.5lb)
Flint and steel (1gp, 0lb)
Signal whistle (8sp, 0lb)
4 days trail rations (2gp, 4lb)
Whetstone (2cp, 1lb)
Spell component pouch (5gp, 2lb)
Belt pouch with 1 gold, 6 silver and 8 copper to spend

Hand of the Mage
Remove Fear Bardic Scroll
1 Cure Light Wounds Bardic Scroll

Encumbrance 55.5lbs
Str14
Light load 58lb or less
Medium Load 59-116lb
Heavy Load 117-175lb
Lift/Drag 175lb
Maximum Push/Drag 875lb

Feats

Spoiler:

Relic Hunter (Beta)
You possess great knowledge of the relics and crafts of ancient Iskandria.
Prerequisites: Must be trained in Appraise and Knowledge (history).
Benefit: You gain a +2 bonus on Appraise and Knowledge checks involving items from ancient Iskandria. In addition, if you have the bardic knowledge ability, you can roll 2d20 on any Knowledge skill check involving items from ancient Iskandria and ignore the lower result.
Special: This feat can be taken at any time by any character, foreign or Iskandrian.

Aqubayyid Loyalist - see Mission below
You have a family tradition of serving in the armies of the former Aqubayyid dynasty. With Rani Sephrilara’s rise to power, you have learned what it means to fight for your life, and the value of quick wits and quicker reactions when the Cerulean Sisterhood and Crimson Legion come calling. Enemies find it difficult to catch you off guard.
Prerequisite: Iskandrian native.
Benefit: You get a +2 bonus on Initiative and a +2 bonus on all Perception checks. You also receive Martial Weapon Proficiency in the scimitar.

Racial Information, Languages, Experience

Spoiler:

Medium: Dwarves are Medium creatures, and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: 60 feet vision in the dark.
Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive the check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Keen Senses: Dwarves receive a +2 bonus on taste- and touch-based Perception skill checks.
Greed:Dwarves can make Appraise skill checks as if trained when attempting to determine the price of nonmagical goods that contain precious metals or gemstones.
Hearty: Dwarves receive a +2 racial bonus on saving throws against poison, spells and spell=like abilities.
Weapon Familiarity: Dwarves are proficient with battleaxes, handaxes, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtype die to special training against these hated foes.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Stability: Dwarves receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.
Languages:Dwarves begin play speaking Common and Dwarven. Dwarves with high intelligence scores can choose any of the following: Elemental, Giant, Gnome, Goblin, Orc, and Undercommon
Favoured Class: The favored class of dwarves is fighter or cleric and the choice must be made at first level.

Languages: Iskandria, Dwarven, Goblin, Elemental, Ancient Iskandrian

Experience Pts: 755+565+100=1420

Wealth

Spoiler:

CP: 8
SP: 0
GP: 0
PP: 0

Background

Spoiler:

In the corner of the Nest of Nagas Bazaar, in Muiu Thral, is a small barbers shop. The awning casts a large shadow, allowing Bedu’s clients a measure of privacy. Every now and then whiffs of heady smoke float out before being snatched away.

The merchants and other barbers call Bedu bin Bakandar, a fool who will soon be parted from his father’s money. The rumourmongers are careful about who they tell tales to even when the father is so far away. Since Omarif “The Crimson Vizier” Bakandar helps train the battlemages of the Crimson Legion and his wrath is final. Perhaps his father’s friendship with the hobgoblins is the reason so many people speak ill of his son, Bedu the barber.

Is it a coincidence that the Bakandars travel here from Uttar Keferet not seven years before the fall of the last God-King? They were a small but proud family who had some knowledge of weapons and traded in magical blades for some of the wealthiest. The father’s reputation was raised high by the making of the Scimitar of Emerald Dreams for the Guildmaster Ordujah.

Now the father work within the Crimson Legion means he can live in one of the largest palaces with many of the finest servants. His is an honourable life in the capital, Jhansi. But Bedu never sleeps in such finery, and never enjoys the fruits of the Vizier’s harem. It is said that there was an accident with a broken lance, a poor forging and several pouches of coins changed hands so that Bedu’s lack of crafting would not become widely known.

Maybe this is true? Or maybe the truth can be seen in the friends that Bedu now keeps. His kind is from the gutter, the sort that skulks in the shadows and have no honest business with a barber. Or there are the witless who call themselves treasure seekers, people that Bedu entertains with tales of the jungle ziggurats and they in turn spin even larger stories. These foolish tales ignore the curses, the dangers and the deaths brought down on all tomb robbers.

Never does a day go by when the prodigal dwarf does not proclaim he will leave to seek his fortune and come back richer than all of us in the Nest of Nagas Bazaar.

Description

Spoiler:
Bedu is a short for a dwarf and fat for a dwarf (3ft 11 3/4in, 55lbs). He is lightly tanned, balding with a nicely coiffured beard and sideburns. He dresses in a good quality jellaba made worn and shabby by time.
His weapons and armour are well cared for and he takes great pride in maintaining them.

Personality

Spoiler:

Bedu's personality is split.

On the outside he pretends to be a chatty helpful soul, knowledgeable with a love of stories and history.

On the inside, Bedu is driven by his family duty and his mission. He firmly believes in manipulating people by charm. Slightly greedy too, he loves antiquities and regards the harming or destruction of such power as a waste.

Mission

Spoiler:

His mission is to help overthrow the Rani Sephilara. His father is part of a sect from Uttar Keferet, "The Scorpion's Sting", who immediately dedicated themselves and all their family to returning the rule of the God kings.
Omarif fabricated the poor reputation of his son, with a view to linking up with elements of the underworld and making contacts to help with usurping the present leaders. Bedu had little choice and in fact readily agreed to undertake the mission. He has decided that the way into the underworld of Muiu Thrall and the other cities is via the cover of tomb robbing.
One of the most important parts of his mission is never to reveal his father's Sect or that he is not just an adventuring barber. If that should happen, he knows that the Scorpions will send an assassin to end his life, the stakes are too high.



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