Martial One-hand Weapon
Damage: 1d6, Crit: 18-20/x2, Range: N/A, Weight: 2 lbs, Type: Piercing, Notes: N/A
Bonus: +4, Dex Bonus: +4, Armor Check Penalty: -2, Arcane Faliure: 20%, Speed: 30 ft/20 ft, Weight: 25 lbs, Notes: N/A
Skill and Utility:
+2 to Disguise Checks, 10 uses, 8 lbs
A tall and slender woman, she has eyes like emeralds and beauty unmatched. Her long hair tends to hid the fact that her ears are elf-like.
If someone is going to be laughing at you, it might as well be on your terms.
I was left on a street corner in the merchant's district when I was four years old. Honestly, I don't remember or care to remember much before that day. It wasn't long before I was picked up by a local thug, Revrin, and put to work. "Dance," he said. So, I danced. Anyone who watches a poor child dancing for some coin tends to breakdown and toss at least a few copper. Revrin was a smart guy. He was also pretty decent. Whenever I wasn't working, he would play games with me or take me to see shows. He's the only dad I needed.
Years passed and I grew up a bit. My ears grew a bit longer and made it a bit harder to earn money. Revrin fixed that, though. He taught me how to hide the ears. Along with that, he also taught me how to pander to the right crowd. Some days I'd go to the churches and dress like the lowliest beggar, other days I'm by the taverns dressed like a gypsy. Whatever it took to earn a coin for the day was fair game. Cayden would be proud.
Speaking of taverns, I found myself joining Revrin more and more on his trips there. He would tell jokes to all his friends. Everyone loved them. Hours and hours he would make them laugh. I would listen to him sing. He had a voice that Shelyn herself probably tuned. A few years later, he taught me why he was always such a hit- magic.
When he lived in Korvosa, he ran off with a caravan. The gyspsy women taught him how to bend music and words to create magic. He then taught me. We were bards, what else? Once I had the tongue, money came much easier. It's a lot easier to win a joke telling or a dance contest than it is to beg. Everyone is a sucker. If you can keep them laughing, the coin keeps flowing.
Life was pretty good, I'd say. Revrin passed last week. The gods must have wanted him to play their parties. He did have the best jokes after all. I, however, had nothing left in this city. I paid for Revrin's burial, bought some gear, and decided to head out to see the world.
MISC. PLAYER INFO
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.