About Dourmahr Repinique
Male Gnome Bard (Dirge Bard) 5
NN Small Humanoid (gnome)
Init +6; Senses Darkvision; Perception +3
AC 16, touch 16, flat-footed 12 (+4 Dex, +1 size, +1 deflection); with mage armor up (20/16/16)
hp 40 (5d8+5)
Fort +2, Ref +8, Will +3; +2 vs. illusions, +8 vs, fear, +4 to saves vs energy drain, death and necromancy effects
Resist Haunted Eyes
Speed 20 ft.
Special Attacks Bardic Performance (standard action) (23 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 18), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +2
Bard (Dirge Bard) Spells Known (CL 5, +8 melee touch, +8 ranged touch):
2 (4/day) Suggestion (DC 20), Oppressive Boredom (DC 20), Pugwampi's Grace (DC 20)
1 (6/day) Silent Image (DC 17), Hideous Laughter (DC 19), Grease (DC 17)
0 (at will) Read Magic, Ghost Sound (DC 16), Mage Hand, Detect Magic, Prestidigitation (DC 16), Message
Str 7, Dex 16/18, Con 12, Int 14, Wis 8, Cha 20/22
Base Atk +3; CMB +0; CMD 15
Feats Bard Weapon Proficiencies, Eldritch Heritage, Skill Focus (Knowledge [nature]), Weapon Finesse
Traits Excitable, Unafraid (Ustalav)
Skills Acrobatics +12 (+8 jump), Diplomacy +14, Fly +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +14, Linguistics +6, Perception +3, Perform (percussion instruments) +14, Spellcraft +10, Stealth +12, Use Magic Device +14
Languages Aklo, Common, Draconic, Gnome, Orc, Sylvan
SQ Bardic Knowledge +2, Eternal Hope (1/day), Fey, Haunting Refrain -2, Illusion Resistance, Laughing Touch (9/day), Secrets of the Grave, Triple Time
Other Gear Belt of incredible dexterity +2, Headband of alluring charisma +2, Musical instrument, masterwork: Drums, Ring of protection +1, Wand of Mage Armor, 400 gp
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (23 rounds/day) Your performances can create magical effects.
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 +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fell Magic +1 to DC of all necromancy spells they cast. Note: Dourmahr does not have all of the other benefits of Fell Magic because his Wisdom is <11.
Fey +2 to save DCs from spells of the Compulsion subschool.
Haunted Eyes (Ex) +4 to saves vs fear, energy drain, death and necromancy effects.
Haunting Refrain -2 (Su) Demoralize with perform, foes take penalty on save vs fear effects.
Illusion Resistance +2 racial bonus to saves against illusions.
Laughing Touch (9/day) (Su) Melee touch attack leaves target able to take only move actions.
Secrets of the Grave (Ex) Undead lose immunity to mind affecting, bonus to Knowledge (religion) vs undead.
Triple Time Your lively cadence puts a spring in the step of weary marchers. Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks. Cost: 1st-level bard spell known.
Unafraid (Ustalav) You receive a +2 bonus on all saving throws made against fear affects.
Dourmahr Repinique's Story:
The hills and dales of Vieland in northwestern Ustalav where the mountains rise sharply against the border with the Hold of Belkzen harbor several small clans of dread gnomes. With blood tainted by redcaps and generations of inbreeding, the gnomes of the region have grown into a dark reflection of their bright relatives found elsewhere in Avistan. Obsessed with dark magic and deriving glee from tormenting the human and orc inhabitants of the region, the dread gnomes survive through guile, trickery and stealth.
This is the land where Dourmahr grew up. Born to the Repinique clan, he lacked many of the magical talents traditional to his family. Nonetheless, the young gnome proved to be far more trouble and to have far more potential than most of his peers. Obsessed with death (and undeath) at a young age, Dourmahr delighted in exploring the rare confluence of death and music, unearthing arts forgotten or forbidden by his people. Dourmahr became so enarmored of learning more that he even sought out knowledge from the orcs and Kellid peoples native to the region. And eventually, his lust for knowledge even drew him out of the Tusk Mountains to see what he might learn at Lepidstadt University.
Note: I'll plan to add to it from here, but I see the University as drawing him out of the backhills of Vieland and eventually leading him to adventure with a group in Ustalav. The backgrounds of the rest of the group and your intended plans for bringing us together would fill out the rest of his background.
Fearless. Curious. Always seeking to learn. Especially curious about death and undeath and full of questions.