About Boneyard Pyke
Male Half-Elf Bard (Detective) 8 Oracle (Dual-Cursed Oracle) 1
LN Medium Humanoid (elf, human)
Init +2; Senses Low-Light Vision; Perception +18
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 52 (9d8+4)
Fort +4, Ref +10, Will +10; +2 vs. enchantments, +4 vs. illusion
Immune sleep; Resist Elven Immunities
Weakness Haunted, Legalistic
Speed 30 ft.
Melee +2 Luck Rapier +10/+5 (1d6+5/18-20/x2) or
. . +1 Rapier of Countering +9/+4 (1d6+4/18-20/x2) or
. . +2 Luck Kukri +10/+5 (1d4+5/18-20/x2) or
. . +2 Luck Brass Knuckles +10/+5 (1d3+5/x2) or
. . +2 Luck Sap +10/+5 (1d6+5/x2) or
. . +2 Luck Boarding Axe +10/+5 (1d6+5/x3) or
. . +2 Luck Cestus +10/+5 (1d4+5/19-20/x2) or
. . +2 Luck Earth Breaker +9/+4 (2d6+5/x3) or
. . +2 Luck Boar Spear +10/+5 (1d8+5/x2) or
. . +2 Luck Nodachi +9/+4 (1d10+5/18-20/x2) or
. . +2 Luck Whip +10/+5 (1d3/x2) or
. . +2 Luck Bardiche +9/+4 (1d10/19-20/x2)
*Note: All of these assume arcane strike in effect.
Ranged Masterwork Composite Shortbow +9/+4 (1d6+3/x3)
Special Attacks Bardic Performance (move action) (27 rounds/day, Bardic Performance: Countersong, Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (3 targets) (DC 19), Bardic Performance: Inspire Competence +3, Bardic Performance: Suggestion (DC 19)
Bard (Detective) Spells Known (CL 8, +8 melee touch, +8 ranged touch, +8 vs. SR, +13 concentration):
3 (3/day) Charm Monster (DC 20)Good Hope, Haste
2 (5/day) Cacophonous Call (DC 19), Fire Breath (DC 17), Glitterdust (DC 17), Hold Person (DC 19), Invisibility, Silence (DC 17)
1 (6/day) Saving Finale, Silent Image (DC 16), Hideous Laughter (DC 18), Grease (DC 16), Chastise, Urban Grace
0 (at will) Read Magic, Detect Magic, Prestidigitation (DC 15), Message, Light, Sift
Oracle (Dual-Cursed Oracle) Spells Known (CL 3, +8 melee touch, +8 ranged touch):
1 (5/day) Protection from Evil (DC 16), Bless, Cure Light Wounds (DC 16)
0 (at will) Stabilize, Detect Poison, Ghost Sound (DC 15), Mage Hand, Mending, Enhanced Diplomacy
Str 13, Dex 14, Con 10, Int 16, Wis 10, Cha 19/21
Base Atk +6; CMB +7; CMD 19 (+2 when foes attempt to disarm or sunder rapier of countering)
Feats Arcane Strike, Bard Weapon Proficiencies, Elemental Spell (Cold/Ice), Extra Revelation, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Weapon Finesse
Traits Magical Knack (Oracle [Dual-Cursed Oracle]), Vagabond Child (urban) (Disable Device)
Skills Acrobatics +6, Appraise +7, Bluff +10, Climb +5, Diplomacy +17, Disable Device +19, Disguise +20, Escape Artist +6, Intimidate +15, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +18, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +7, Perception +18, Perform (oratory) +9, Sense Motive +15, Spellcraft +9, Stealth +11, Use Magic Device +10
Languages Azlanti, Common, Draconic, Elven, Goblin, Varisian
SQ Ancestral Weapon (3 minutes/day), Arcane Insight, Bardic Performance: Careful Teamwork +2, Elf Blood, Eye for Detail +3, Legalistic, Lore Master (1/day), Voice of the Grave (3 rounds/day)
Combat Gear +4 Leather Armor, Bracers of Armor +2 Stanching, Darkwood buckler, +2 Luck Rapier, +1 Rapier of Countering, Quick Runner's Shirt; Other Gear Air Crystal, Allnight, Antiplague, Antitoxin, Cloak of resistance +1, Handy haversack (holding Courtier's outfit, Paper (5 sheets), Potion of Touch of the Sea, Potion of Darkvision, Potion of Fly (used), Potion of Magic Stone, Potion of Shield of Faith +2, Potion of Magic Fang, Potion of Magic Weapon, Scroll of Blood Biography, Scroll of Create Treasure Map, Scroll of Cultural Adaptation, Scroll of Energy Drain (CL 17), Scroll of Ethereal Jaunt (CL 13), Scroll of Fire Trap (CL 7) Scroll of Forced Quiet, Scroll of Honeyed Tongue, Scroll of Locate Object, Scroll of Pyrotechnics, Scroll of Tongues (used), Scroll of Versatile Weapon, Scroll of Wall of Fire (CL 9), Smelling Salts, Smoked Goggles, Staff of Charming, Thieves' tools, masterwork, Trap-Stealer's Rod, Troll Styptic, Universal Solvent, Vermin Repellant, Wand of Cure Light Wounds (Communal, 29 charges), Wand of Glitterdust (DC 13 with 13 charges), Wand of Mage Armor (with 47 charges)), Spell Component Pouch, Spring-Loaded Wrist Sheath, Hat of disguise, Headband of alluring charisma +2, Scroll of Breath of Life (in wrist sheath), 900 gp of gems
Ancestral Weapon (3 minutes/day) (Su) You can summon a simple or martial weapon from your family's history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork.
Arcane Insight (Ex) +4 save vs. illusions, +4 caster level vs. disguise and divination protections.
Arcane Strike +2 As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (22 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +2 (Su) A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. This performance replaces inspire courage.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 18) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +3 competence bonus for one ally on a skill check.
Bardic Performance: Suggestion (DC 18) (Sp) Boneyard Pyke can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 18) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Countering Weapon A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent without provoking attacks of opportunity. The wielder never risks dropping his weapon with a failed disarm combat maneuver when counterattacking in this manner. This ability can be used even if the attacker is not within the wielder's reach.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Eye for Detail +2 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy (Gather Information) checks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. Once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise to another individual.
Lore Master (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Luck Weapon This +2 rapier/weapon quality gives Boneyard Pyke a +1 luck bonus on all saving throws. He also gains the power of good fortune, usable once per day. This extraordinary ability allows him to reroll one roll that he just made, before the results are revealed. He must take the result of the reroll, even if it's worse than the original roll.
Magical Knack (Oracle [Dual-Cursed Oracle]) +2 CL for a specific class, to a max of your HD.
Stanching The stanching armor quality helps stop the flow of blood from the wearer's wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point damage, ability damage, or ability drain by an amount equal to its enhancement bonus if the damage or drain was from a bleed effect. The wearer also adds the armor's enhancement bonus to Constitution checks to become stable.
Voice of the Grave (3 rounds/day) (Su) You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive.
Path: Archmage/Marshal (via Dual Path)
Mythic Flaw: School Aversion: Abjuration
Mythic Power: 6/1d6
Bonus HP: 4
Mythic Feat: Dual Path: Marshal
Hard to Kill
Archmage Arcana: Arcane Surge
Marshal Order: Rally
Path Ability: Abundant Casting (from Archmage)
Abundant Casting (Ex): Whenever you cast a spell that affects a limited number of targets (but more than one), you may add your mythic tier to the number of targets that you can affect. For example, a 5th level wizard with 1 mythic tier can target up to 6 creatures when casting haste. In addition, you can expend one use of mythic power when casting a spell that affects only one target. That spell instead affects two targets, but the additional target must be a legal target for the purpose of the original spell. If the spell requires a touch attack, you must hold the charge to make a second attack.
Arcane Surge (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be one that you prepared for the day (even if it has already been cast) or be from your list of spells known (if you cast spells spontaneously). If the spell requires a saving throw, any non-mythic targets making such a saving throw must roll twice and take the worse result. In addition, when using this ability you can roll twice and take the better result on any check made to overcome spell resistance, adding your archmage tier to the result. You can’t apply any metamagic feats to this spell.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential. Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
Rally (Su): You can expend one use of mythic power as a swift action to rally your allies. This allows you and each of your allies within 30 feet to call upon your courage once in the next round to reroll any one d20 roll after the roll is made. This ability must be used before the beginning of your next turn or it is wasted. The creature must take the result of the reroll, even if it is worse.
School Aversion: Select one school of magic, except for divination. Whenever you must make a saving throw against a spell or effect of the selected school, you take a –4 penalty on the saving throw. The effects of such spells (if harmful) last twice as long if you fail your saving throw. In addition, your mythic saves ability does not apply to saving throws made against spells and effects of the selected school. You can’t benefit from spells and effects from the selected school.
Boneyard is a rangy man of medium height who wears his prematurely white hair shoulder-length. Of course, given his hat of disguise, it is not unusual for Boneyard to look like someone completely different when circumstances require.
Boneyard Pyke who is happy to go by Boneyard, Bones, Pyke or his full name is an inventive investigator with a wry sense of humor and a strange penchant for talking to a host of spirits no one else can see. Careful about the work he accepts, Boneyard will use whatever measures are needed to get it done. The job itself is sacrosanct - so much so that he becomes ill if he breaks the conditions. While he is the sole owner of his business and some find him strange to work with, Boneyard is known to be someone who will work with others, patrons or others they designate, to complete a job.
Boneyard Pyke's Story:
Boneyard was born in Puddles and never knew either of his parents. However, as long as he can remember, he has been surrounded by a host of spirits of dead relatives who drift in and out of his life. Some of them even helped keep him alive when he was alone on the streets as a youth. From them, he has been able to assemble a few pieces of his heritage, but who his parents were and how he wound up on the streets is still a mystery to him.
As he grew older, Boneyard began to find he could assert some limited control over the ghosts though a few still cause trouble. With a good head on his shoulders and a knack for influencing people, he began to take on jobs for people in the Puddles who needed help in exchange for payment or other favors.
Gradually, the half-elf was able to build a good business as a private investigator (detective bard) and now conducts business from a small office below his flat in The Coins. Boneyard still has a soft spot for his former home, but is no friend of Haigen Topkick or Lady Seichya, the nominal political leaders of Puddles. He finds their failure to improve the district since the quake repulsive. Boneyard has a very good relationship with the Green Strumpet and is said to be one of the few with the means of finding her on his terms instead of hers. He and Grandmaster Torch also have a long history of mutual information sharing about the city.
He's known throughout Absalom to be very professional and when orthodox methods such as the Token Guard or Graycloaks fail, his name inevitably comes up as someone to talk to. Boneyard has yet to fail or abandon a job, but is said to be very selective about the work he accepts. There are many rumors about his techniques which have left him on the outs with the law enforcement establishment, but he's never been caught breaking any laws.
Since moving to The Coins, Boneyard particularly enjoys tweaking the "Token Guards". He sees them as nearly useless and any job that offers an opportunity to outwit them or succeed where they have failed is particularly enticing.
The Sczarni Side
Boneyard knows that one of his parents was Varisian and almost certainly one of the infamous Sczarni. His Varisian relatives include:
Ziomarra: Varisian medium who speaks with the dead. She often lectures Boneyard on the need to be respectful to the dead and to honor the old traditions. Her weapon is the kukri (bladed scarf would be cool, but it is exotic).
Bavolio: Sczarni leg breaker who favors brass knuckles and the sap. He taught Boneyard about how to put a good scare into someone to get information out of them.
Filsha: A mad old Sczarni man who taught him Varisian, but delights in stealing Boneyard's things telling him it will teach him to think things through better.
Adalabero: A Sczarni smuggler who taught him about the ins and outs of the Docks and whose favored weapon is the boarding axe. He taught Boneyard about its usefulness in climbing things, ships and other structures. Boneyard isn't crazy about the quality of water in the Docks so he has never taken Adalabero up on his offer of swimming lessons.
Temetem: A Varisian man who became one of the most famed warriors of the Irorium when he bested a giant Shoanti while armed with only a cestus on his hands. He claimed the Shoanti's earth breaker and fought with it until the end of his days...about a month later.
I'm happy to come up with more of a story here, but I think it offers some interesting hooks if left open-ended. The fact that neither of them has shown up as a ghost is interesting in and of itself and suggests they might still be alive or something may have trapped their spirits if they are dead. For a darker turn, this also offers the rather nasty possibility of Boneyard unknowingly killing one of them and then having them show up later as a ghost.