Verik Vancaskerkin

Devan Covarie's page

772 posts. Alias of C B 380.


Full Name

Devan Covarie

Classes/Levels

| The Waxworks | Harrow Points 2/3

Gender

Human (Varisian) Bard 3/Swashbuckler 3 | HP 47/47 | AC 17 | T 14 | FF 14 | F +5 R +9 W + 6 (+8 vs emotion) | Init +4 (+2) | Perc +10

Size

Medium

Age

20

Special Abilities

Bardic Knowledge, Bardic Performance (Countersong, Distraction, Fascinate, Inspire Courage +1) 15/day, Swashbuckler Finesse, Deeds, Panache, Nimble +1

Alignment

N

Location

Korvosa

Languages

Common, Varisian, Elven, Shoanti

Occupation

Musician

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Devan Covarie

Devan Covarie
Male human (Varisian) Bard 3/Swashbuckler 3
N Medium humanoid (human)
Init +4 (+2); Senses Perception +10
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Defense
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AC 17(16), touch 14(13), flat-footed 14
hp 47 (3d8+6, 3d10+6)
Fort +5, Ref +9, Will +6 (+8 vs emotion-based spells and effects)
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Offense
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Speed 30 ft.
Melee: +1 Mithral Rapier +9 (1d6+4(if 1 panache point)/18-20 x3)
Dagger +7 (1d4/19-20 x2)
Ranged: Darts +7 (1d4/x2)
Bard Spells (CL 3rd; concentration +6)
. . 1st (4/day)— Ventriloquism (DC 14), Charm Person (DC 14), Feather Fall, Timely Inspiration
. . 0 (at will)— Message, Ghost Sound (DC 13), Daze (DC 13), Light, Lullaby (DC 13), Mage Hand
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Base Atk: +6; CMB +5; CMD 17

Feats:
Extra Performance, Persuasive, Swashbuckler Finesse,
Arcane Strike, Weapon Focus (Rapier)

Traits:
Love Lost (All Alone), Grief-Filled

Skills 30+12(Int)+6(Human)+3(FC):

Acrobatics +11 (6 ranks, 3 class, 2 Dex)
Appraise +6 (1 rank (FC), 3 class, 2 Int)
Bluff +8 (2 ranks, 3 class, 3 Cha)
Diplomacy +14 (6 ranks, 3 class, 3 Cha, 2 Feat)
Escape Artist +9 (4 ranks, 3 class, 2 Dex)
Intimidate +10 (1 Rank, 3 class, 3 Cha, 2 Feat, 1 Trait)
Knowledge (geography) +7 (1 Rank, 3 class, 2 Int, 1 Bard)
Knowledge (local) +9 (3 Rank, 3 class, 2 Int, 1 Bard)
Knowledge (all other) +3 (2 Int, 1 Bard)
Perception +10 (6 Ranks, 3 class, 1 Wis)
Perform Sing (Bluff/Sense Motive) +12 (6 Ranks, 3 Class, 3 Cha)
Perform String +12 (+14 with MW Lute) (6 Ranks, 3 class, 3 Cha)
Sense Motive +5 (1 rank, 3 class, 1 Wis)
Sleight of Hand +8 (3 Ranks, 3 class, 2 Dex)
Stealth +10 (5 Ranks, 3 class, 2 Dex)

Languages:
Common, Varisian, Elven, Shoanti

Special Abilities:
Bardic Knowledge, Bardic Performance (Countersong, Distraction, Fascinate, Inspire Courage)17/day
Versatile Performance - (Sing) Bluff/Sense Motive
Well-Versed - The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Inspire Competence +2

Panache (3/day)
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Swashbuckler Deeds -
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Charmed Life 3/day - Three times per day as an immediate action before attempting a saving throw, he can add his charisma modifier to the result of the save. He must choose to do this before the roll is made.

Nimble - At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).


Gear:
77 gp, 7 sp, 3 cp, Leather Armor +1, Ring of Protection +1, +1 Mithral Rapier, MW Sunsilver Rapier, Dagger, 4 Darts, Masterwork Lute, Traveler's Outfit , Backpack, Waterskin, Flint & Steel *, 2 Empty Sacks *, 2 Potions of Cure Light Wounds, Scroll of Cure Light Wounds, Engagement Ring on Silver necklace chain, Daredevil Boots, +1 Cloak of Resistance
*=In Backpack

Backstory:
Devan grew up in Korvosa, the son of a merchant of Chelish descent and a Varisian woman called Corina. Devan remembers nothing of his father except the toxic stories his mother told him about how he abandoned them when Devan was a babe still nursing at her breast. Her moods until his teenage years ranged from quiet determination during the day while she patched and washed others' clothing just to scrape by, to the near-daily rants against Devan's father, to beautiful music in the evening as she played her lute, a family heirloom that had been passed down several generations. Her lovely voice and the pleasant sounds of her skilled fingers plucking at the instrument always washed away whatever sorrow or pain he felt at their modest existence and the envy he felt whenever he saw another boy play with a father figure.

As Devan grew older, his mother taught him how to play the lute. She playfully teased him to begin with as his clumsy fingers slipped over the strings with an unfamiliar air, but he was a quick study and by his early teenage years he had the same skill as his mother, only he noticed that by changing the tunes just a touch he could sway a person's thoughts, as if by magic. As his mother would lay in their small hovel, sleeping hard after a long day, he would practice and see what else he could do with the instrument. Devan didn't know if it was the instrument itself or him that was causing the effects, but he kept it secret lest his mother keep him from the instrument.

When Devan was fourteen, his mother started to grow weak. At first they both thought she was just tired, so she took a couple days to rest and recover. However, her condition only worsened, so Devan sought out the local woman who gave out remedies for headaches, coughs, and sleeping problems. When the woman arrived at the house to find Corina covered in sweat, breathing heavy, and with her face looking hollowed out, the woman told Devan that Corina had the wasting sickness and that there was nothing she could do. Devan spent the next few days playing his mother's lute to her as she lay there, alternating between heavy sleep and feverish ranting. Finally, a look of peace passed over her sunken features, and Devan was alone.

Devan spent several weeks mourning after he laid his mother to rest, taking time only to idly pluck at the precious lute that was the only remembrance of his mother he cared about. When a month had passed and the landlord of the little shack he inhabited politely asked if Devan would be staying, and if so, did he have his rent money, the young man hardened on the inside. Now homeless and fourteen, his mind raced as he realized he could put his skills to use to improve his fortunes. At times he used his dusky good looks to woo his way into an older woman's bed and home, using his still not fully understood musical skills to sway things his way if needed, and then taking some (but not all) of the woman's valuables and hawking them. At times he launched fully into downright theft, using his talents to throw his voice and cause distractions so as to grab the victim's effects while they chased a phantom. Devan felt guilty, but justified his thieving existence by not taking everything he could and feeling sorry for himself and his orphaned state. Devan likely would have fallen deeper and deeper into this lifestyle until he was finally caught and hanged if he hadn't met Joline.

Just recently turned nineteen, Devan was at one of his usual haunts, a middle of the road inn in the Midland district. The musician had just finished tuning his instrument and was starting his set for the night when in walked a young blonde woman with gorgeous green eyes. She sat near the front of the tables, calmly watching Devan throughout the evening as he played. In an effort to impress her, he increased the difficulty of his songs, playing the best music of his young life. After he finished and was packing up his beloved instrument, the young woman approached him, complimenting him on his performance. As she smiled at him, she pushed her blonde hair back, revealing a slightly tapered ear. Intrigued, Devan engaged in conversation with her, telling her when and where he would be performing again.

And so it went for several months, Devan managing to find a new home with the money he made from his performances and 'side business' as he met with Joline several times a week. Each time, she would watch his performance in its entirety, then talk with Devan afterwards for a while. Finally, Devan invited her over to his home, and their romance was taken to the next level. Those were finally some happy months in the young man's short adulthood. Joline suspected Devan was stealing, and calmly told him that she needed an honest man if they were to be together. It was never a tough decision for the youth, as he had grown to love Joline and had gained enough skill to make a modest living with his precious lute. She in time introduced Devan to her father, a half-elf named Eramil who was a cabinet maker. Together, Joline and Eramil taught Devan the Elven language so the young musician could sing in the melodic tones of the elves. In addition, Joline and Devan studied the area around Korvosa and the surrounding regions, thinking that perhaps Joline could pick up a trade like her father and that Devan could use his engaging personality to sell their wares all around Golarion, performing in the evenings as he saw fit.

For over a year, Devan and Joline continued their romance, the young man saving money steadily as he earned generous tips from his musical talents. When he had saved enough, he bought his love a beautiful emerald ring with diamonds surrounding the gemstone and presented it to her, along with a proposal for marriage. She quickly and happily accepted, running home to her father to await Devan coming by that evening to formally ask Eramil's permission to marry his daughter. The Korvosan Guard showed up at Devan's doorstep not long before he was leaving, asking the young man to accompany them. Thinking that his past exploits might have caught up with him, Devan nervously went with them, but was not prepared for the scene he encountered.

Joline lay on her side in the fetal position, her hands on her abdomen. She lay in a pool of blood, numerous knife wounds on her chest and stomach. As he stood there, dazed, his brain in its shock filed for later the fact that the newly bought ring was missing. Several neighbors vouched for him, so he was not suspected, but Eramil attacked him, openly weeping as he blamed the young musician for his daughter's death. Left to mourn on his own, Devan fell into despondence.

When he bothered to get up at all, it was to scour the city's shops for the ring his love had worn all too briefly. For weeks he alternated between laying there, staring at the walls in misery, and going from shop to shop in a manic state, at times yelling at the shopkeepers, at times even getting beaten by the owner or one of their patrons after getting too aggressive. Falling into deep depression, Devan once again turned to his lute to get through the time, playing through the set that had initially garnered him Joline's interest.

Finally, Devan's perseverance paid off, and he found Joline's ring for sale in a high-end shop in the Heights district. The owner of the establishment was loathe to give up the seller of the ring, but with a few magically persuasive words, Devan learned that the seller was a man named Gaedran Lamm, a small-time crime lord. Knowing the crime boss was responsible or at least knowledgeable of his love's murder, Devan went and spent most of the rest of his dwindling coin on weapons and a couple pieces of equipment. Now Devan sits and plots, trying to figure out a plan to get at the man while he also devises a way to get the 500 gold for the ring...

Appearance/Description:
Devan is a relatively small man (5'8", 145 lbs.) of Varisian descent, having the black hair (worn short), dark eyes, and dusky skin typical of the region. Devan has a handsome smile and a melodic rhythm to his voice, thanks to years of singing along with his playing.

Devan is an engaging speaker, and is quick to read his audience to know which route to take to get the information/action he desires. The young musician is still filled with grief for his lover and his long-dead mother, but is trying to work past it. Having a new goal and focus has helped supremely in this regard.

Harrow Point goodness:
Dexterity Re-Rolls - You may spend a Harrow Point to reroll an intiative check, Reflex save, attack roll modified by DEX, or DEX-based check. You must abide by the new result (although if you have additional Harrow Points, you use them for additional results).

Dodge Bonus - You can spend a Harrow Point to gain a +1 dodge bonus to AC for one encounter. You can spend up to 3 Harrow Points per encounter to increase your AC in this manner.

Speed Increase - You may spend a Harrow Point to increase your base move speed by 10' for one encounter.

Name of nobleman we saved - Amin Jalento