Captain Josper Creesy

Iskender's page

1,431 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Iskender

Race

Varisian

Classes/Levels

Bard 5/Gunslinger 1 (AC: 19[T: 12 FF: 17] (+4 vs AOO) | HP: 54/54(0NL) | F+3*, R+8*, W+4* | Init: +2 |Perc: +7)

Gender

Male

Size

Medium (5'9" 154 lb)

Age

19

Special Abilities

Mythic (5/5), Lore (1/1), Grit (3/3), Bardic Performance (14/15), 1st (6/6), 2nd (3/3), Soundburst (8), CLW potion (1)

Alignment

Neutral Good

Languages

Common, Dwarven, Elven

Strength 14
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 10
Charisma 17

About Iskender

9 Wisdom Damage

Some metal rod
P of lesser restoration
P of CMW

+1 Spur Rifle:
Cost: 100gp
Dmg (M): 1d6
Crit: 19-20x2
Range: 80ft
Weight: 6lbs
Type: P

39/42 spurs

1094 gp
11 sp
2cp

Iskender 6:

Iskender #6 gunslinger
Male human bard 5/gunslinger (mysterious stranger) 1/Marshal 1 (Pathfinder RPG Ultimate Combat 9, 51)
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
hp 54 (6 HD; 5d8+1d10+4)
Fort +3, Ref +8, Will +4; +1 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +8 (1d4+4/19-20) or
+1 rapier +8 (1d6+4/18-20) or
mwk whip +8 (1d3+3 nonlethal)
Ranged +1 light crossbow +8 (1d8+2/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)
Special Attacks advance[MA], bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2), deeds (deadeye, focused aim, gunslinger's dodge), grit (3), gun training +2 (pistol), mythic power (5/day, surge +1d6)
Bard Spells Known (CL 5th; concentration +8)
2nd (3/day)—cure moderate wounds[M], glitterdust (DC 15), hold person (DC 15)
1st (5/day)—abundant ammunition[UC], expeditious retreat, feather fall, feather step[APG] (DC 14), grease, vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, know direction, light, mage hand, message, prestidigitation, read magic, summon instrument
M mythic spell
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 17
Base Atk +4; CMB +7 (+9 disarm, +9 trip); CMD 18 (20 vs. disarm, 20 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Trip, Point-Blank Shot, Precise Shot
Traits poverty-stricken
Skills Climb +5, Diplomacy +7, Escape Artist +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +8, Perception +7, Perform (dance) +12, Perform (string instruments) +14, Spellcraft +11, Stealth +7, Survival +5
Languages Common, Dwarven, Elven
SQ bardic knowledge +2, living steel, lore master 1/day, mythic spellcasting[MA], versatile performance (dance)
Combat Gear wand of sound burst (23 charges); Other Gear chain shirt, mithral shirt, +1 living steel heavy steel shield, +1 dagger, +1 light crossbow, +1 rapier, mwk whip, bedroll, belt pouch, cheese (3), inkpen, masterwork backpack[APG], masterwork lute, parchment (10), sewing needle, spell component pouch, trail rations (4), waterskin
--------------------
Special Abilities
--------------------
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Performance (Dance) +12 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
--------------------
Spell focus (conjuration)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Iskender 5:

Iskender #5 gunslinger
Male human bard 5/Marshal 1
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 shield)
hp 44 (5d8+4)
Fort +1, Ref +6, Will +4; +1 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 dagger +7 (1d4+4/19-20) or
+1 rapier +7 (1d6+4/18-20) or
mwk whip +7 (1d3+3 nonlethal)
Ranged light crossbow +6 (1d8+1/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)
Special Attacks advance[MA], bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2), mythic power (5/day, surge +1d6)
Bard Spells Known (CL 5th; concentration +8)
2nd (3/day)—cure moderate wounds[M], glitterdust (DC 15), hold person (DC 15)
1st (5/day)—abundant ammunition[UC], expeditious retreat, feather fall, feather step[APG] (DC 14), grease, vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, know direction, light, mage hand, message, prestidigitation, read magic, summon instrument
M mythic spell
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +6 (+8 disarm, +8 trip); CMD 17 (19 vs. disarm, 19 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Trip, Point-Blank Shot, Precise Shot
Traits poverty-stricken
Skills Acrobatics +11 (+7 to jump), Climb +3, Diplomacy +7, Escape Artist +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +11, Knowledge (religion) +8, Perception +7, Perform (dance) +11, Perform (string instruments) +13, Spellcraft +10, Stealth +5, Survival +5
Languages Common, Dwarven, Elven
SQ bardic knowledge +2, living steel, lore master 1/day, mythic spellcasting[MA], versatile performance (dance)
Combat Gear wand of sound burst (23 charges); Other Gear chain shirt, mithral shirt, +1 living steel heavy steel shield, +1 dagger, +1 rapier, crossbow bolts (20), light crossbow, mwk whip, bedroll, belt pouch, cheese (3), inkpen, masterwork backpack[APG], masterwork lute, parchment (10), sewing needle, spell component pouch, trail rations (4), waterskin
--------------------
Special Abilities
--------------------
Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Versatile Performance (Dance) +11 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
--------------------
Spell focus (conjuration)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Iskender 4:

Iskender #4
Male human bard 4
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 32 (4d8)
Fort +1, Ref +6, Will +4; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +6 (1d6+3/18-20) or
dagger +5 (1d4+2/19-20) or
rapier +5 (1d6+2/18-20) or
whip +5 (1d3+2 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +7)
2nd (2/day)—glitterdust (DC 15), hold person (DC 15)
1st (4/day)—cure light wounds, expeditious retreat, feather fall, grease, vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, know direction, light, mage hand, message, prestidigitation, read magic, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 17
Base Atk +3; CMB +5 (+7 disarm, +7 trip); CMD 17 (19 vs. disarm, 19 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Trip
Traits poverty-stricken
Skills Climb +3, Diplomacy +7, Escape Artist +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Perform (dance) +10, Perform (string instruments) +7, Spellcraft +9, Stealth +5, Survival +5
Languages Common, Dwarven, Elven
SQ bardic knowledge +2, versatile performance (dance)
Combat Gear wand of sound burst (23 charges); Other Gear chain shirt, buckler, +1 rapier, crossbow bolts (20), dagger, light crossbow, rapier, whip, bedroll, belt pouch, cheese (3), inkpen, Lute, masterwork backpack[APG], parchment (10), sewing needle, spell component pouch, trail rations (4), waterskin
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Versatile Performance (Dance) +10 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
--------------------
Spell focus (conjuration)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Iskender 3:

Iskender #3
Human bard 3
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 24 (3d8)
Fort +1, Ref +5, Will +3; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +5 (1d6+3/18-20) or
dagger +4 (1d4+2/19-20) or
rapier +4 (1d6+2/18-20) or
whip +4 (1d3+2 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day)—cure light wounds, feather fall, grease, vanish[APG] (DC 14)
0 (at will)—dancing lights, detect magic, know direction, light, mage hand, message, prestidigitation, read magic, summon instrument
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 16
Base Atk +2; CMB +4 (+6 disarm, +6 trip); CMD 16 (18 vs. disarm, 18 vs. trip)
Feats Combat Expertise, Improved Disarm, Improved Trip
Traits poverty-stricken
Skills Acrobatics +9 (+5 to jump), Diplomacy +7, Escape Artist +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +6, Perform (dance) +9, Perform (string instruments) +7, Spellcraft +8, Stealth +5, Survival +5
Languages Common, Dwarven, Elven
SQ bardic knowledge +1, versatile performance (dance)
Combat Gear wand of sound burst (23 charges); Other Gear chain shirt, buckler, +1 rapier, crossbow bolts (20), dagger, light crossbow, rapier, whip, bedroll, belt pouch, cheese (3), inkpen, Lute, masterwork backpack[APG], parchment (10), sewing needle, spell component pouch, trail rations (4), waterskin
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Versatile Performance (Dance) +9 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Iskender 2:

Iskender #2
Human bard 2
NG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 16 (2d8)
Fort +0, Ref +5, Will +3; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 rapier +4 (1d6+3/18-20) or
dagger +3 (1d4+2/19-20) or
rapier +3 (1d6+2/18-20) or
whip +3 (1d3+2 nonlethal)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)
Bard Spells Known (CL 2nd; concentration +5)
1st (3/day)—cure light wounds, grease, vanish[APG] (DC 14)
0 (at will)—detect magic, know direction, light, mage hand, message, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +3 (+5 disarm); CMD 15 (17 vs. disarm)
Feats Combat Expertise, Improved Disarm
Traits poverty-stricken
Skills Acrobatics +8 (+4 to jump), Diplomacy +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Perform (dance) +8, Perform (string instruments) +7, Spellcraft +6, Stealth +3, Survival +5
Languages Common, Dwarven, Elven
SQ bardic knowledge +1, versatile performance (dance)
Combat Gear wand of sound burst (23 charges); Other Gear chain shirt, buckler, +1 rapier, crossbow bolts (20), dagger, light crossbow, rapier, whip, bedroll, belt pouch, cheese (3), inkpen, Lute, masterwork backpack[APG], parchment (10), sewing needle, spell component pouch, trail rations (4), waterskin
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Versatile Performance (Dance) +8 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Iskender 1:

Iskender
Human bard 1
NG Medium humanoid (human)
Init +2; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
rapier +2 (1d6+2/18-20) or
whip +2 (1d3+2 nonlethal)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—grease, vanish[APG] (DC 14)
0 (at will)—detect magic, know direction, light, mage hand, message
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2 (+4 disarm); CMD 14 (16 vs. disarm)
Feats Combat Expertise, Improved Disarm
Traits poverty-stricken
Skills Diplomacy +7, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +7, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +3, Knowledge (nature) +7, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +4, Perform (dance) +7, Perform (string instruments) +7, Stealth +6, Survival +5
Languages Common, Dwarven, Elven
SQ bardic knowledge +1
Combat Gear wand of sound burst (23 charges); Other Gear leather armor, buckler, crossbow bolts (20), dagger, light crossbow, rapier, whip, bedroll, belt pouch, cheese (3), inkpen, Lute, masterwork backpack[APG], parchment (10), sewing needle, spell component pouch, trail rations (4), waterskin
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Disarm You don't provoke attacks of opportunity when disarming.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Morphic Nature:

Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world.

Prerequisite: Player character

Benefit: When passing through an interplanetary gate,you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.

Skill Shortcuts:

[dice=Acrobatics]1d20+12[/dice]
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+3[/dice]
[dice=Climb]1d20+5[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Disguise]1d20+3[/dice]
[dice=Escape Artist]1d20+5[/dice]
[dice=Fly]1d20+12[/dice]
[dice=Heal]1d20+0[/dice]
[dice=Intimidate]1d20+3[/dice]
[dice=Knowledge (arcana)]1d20+9[/dice]
[dice=Knowledge (dungeoneering)]1d20+9[/dice]
[dice=Knowledge (engineering)]1d20+11[/dice]
[dice=Knowledge (geography)]1d20+9[/dice]
[dice=Knowledge (history)]1d20+9[/dice]
[dice=Knowledge (local)]1d20+9[/dice]
[dice=Knowledge (nature)]1d20+9[/dice]
[dice=Knowledge (nobility)]1d20+9[/dice]
[dice=Knowledge (planes)]1d20+11[/dice]
[dice=Knowledge (religion)]1d20+9[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Perform (dance)]1d20+12[/dice]
[dice=Perform (strings)]1d20+14[/dice]
[dice=Ride]1d20+1[/dice]
[dice=Sense Motive]1d20+0[/dice]
[dice=Spellcraft]1d20+11[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+5[/dice]
[dice=Swim]1d20+1[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+2[/dice]

+2/+2 Bardsong

Marshal's Order to Advance (Ex): As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn.

[dice=MW Whip To Hit]1d20+7[/dice]
[dice=MW Whip Damage]1d3+2[/dice] Nonlethal

[dice=+1 Rapier To Hit]1d20+7[/dice]
[dice=+1 Rapier Damage]1d6+3[/dice]

[dice=+1 Dagger To Hit]1d20+7[/dice]
[dice=+1 Dagger Damage]1d4+2[/dice]

[dice=+1 Light Crossbow To Hit]1d20+7[/dice]
[dice=+1 Light Crossbow Damage]1d8+1[/dice]

[dice=+1 Spur Rifle To Hit]1d20+7[/dice] 19-20/x2, 80'
[dice=+1 Spur Rifle Damage]1d6+1[/dice]

[dice=+1 Rapier To Disarm]1d20+11[/dice]

[dice=+1 Rapier To Trip]1d20+9[/dice]

[dice=Whip To Disarm]1d20+11[/dice]

[dice=Whip To Trip]1d20+9[/dice]

[dice=CLW]1d8+5[/dice]
[dice=CMW]2d8+5[/dice]
[dice=Mythic CMW]4d8+10[/dice] Cure 2 points of ability damage

Saving Throw Shortcuts:

+4 vs Bardic Performance, language dependent, and sonic

[dice=Fortitude]1d20+3[/dice]
[dice=Reflex]1d20+8[/dice]
[dice=Will]1d20+4[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+2[/dice]
[dice=Dexterity]1d20+2[/dice]
[dice=Constitution]1d20+0[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+0[/dice]
[dice=Charisma]1d20+3[/dice]

Background:

”Did you ever feel that you just don’t fit in? You know, like you’re not who, or where you’re supposed to be,” the scruffy looking Varisian asked. ”Well, that’s me. Has been ever since I was a boy in Turtleback Ferry. My parents were fisherpeople. But I couldn’t hardly bait a hook. I had an uncle that was a cattleman, but those stupid animals didn’t listen to a word I had to say. No matter where I was, I would lay on the ground at night, and look up at the stars. I’d try and make my own constellations out of them. Sure, the locals everywhere have their own favorites, and who can’t see a goat here, or a dog there among all of those stars. But me, I’d make up my own stories about the stars. Sure, I got more than one whipping while daydreaming, and when I reached adulthood, Dad wasn’t going to let a pair of idle hands connected to a hungry mouth stick around. So, I did the only thing I could do, I left.”

”That was only a year ago. Food and shelter are hard to come by when you’re not really good at much. I finally figured out that people would occasionally feed me, if I performed for them. I’m not good mind you, but I can dance and play the lute a bit. My lute is old, and falls out of tune easily, but I guess it is better than nothing for the working class. I’ve recently come to Kaer Maga. I hear there are some really strange things here, and for one who feels like a stranger in a strange land, no matter where I go, I thought maybe I would feel at home amongst the strangeness of Kaer Maga.”

Description:

Unlike most Varisian men, Iskender has facial hair, but that's where his divergence ends. His dark black locks of hair, are totally unmanageable, in a way his mother loved because it reminded her of her grandfather. He is of moderate height (5'9) and build (154 lb). Nothing remarkable, to be sure.

Personality:

Iskender is an oddity. He likes to talk, he wants to talk, but he often feels so out of place that he will appear bashful and introverted. With that said, with those he trusts, he will gab all day long, probably boring them to death.

Looking Ahead:

Iskender cannot help but respond to the call to go to Holver’s Ferry, for two reasons. One, as a Ferry town boy himself, he wouldn’t mind seeing another such town. And two, for a lad that feels so out of place, and came to Kaer Maga hoping to feel at home amongst the strangeness, what has been described at Holver’s Ferry sounds even closer to what he needs.