Sajan Gadadvara

Lothar Narda's page

945 posts. Alias of Blayde MacRonan.


Race

Male Vudran bard (magician) 2/ninja 3; hp 38; AC 13, T 12, FF 11; Init +4; F +2, R +8, W +3 (+2 vs. sleep, paralysis, and stun); Perc +7

About Lothar Narda

Lothar Mahasi Narda

Description: Diminutive and lean, Lothar is deceptively strong and moves with a panther's grace. He has dark skin, a clean-shaven head and gray eyes. Lothar dresses all in black - sturdy boots, leather breeches, shirt, gloves, and cloak; with quilted cloth armor underneath and carries only one visible weapon: a slightly curved blade worn on his belt like a dagger. His possessions are carried in a worn pack that is slung across his back. The two vertical black lines that rest above his brow, or tilak, and the tattoos of intricate Vudran script adorning his forearms mark him as one that has trained at the Monastery of the Veil, nestled high in the Hungry Mountains of Ulcazar in Ustalav.

Male human bard (magician) 2/ninja 3
NG Medium humanoid (human)(5', 135 lbs.)
Age 27
Deity Irori
Location Somewhere in the Greenbelt
Init +4; Senses Perception +7

Defense:

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 quilted cloth armor)
hp 38 (5d8)+12 (5 (Con)+5 (Toughness)+2 (favored class)
Fort +2, Ref +8, Will +3; +2 vs. sleep, paralysis, and stunning effects; DR 3/- vs. ranged piercing weapons (quilted cloth armor)

Offense:

Speed 30 ft.
Melee unarmed strike +6 (1d3+3) or
cold-iron short sword +6 (1d6+3) or
surujin +2/-2 (1d3+3/1d6+1)
Ranged cold-iron shuriken +5 (1d2+3)
Space 5 ft.; Reach 5 ft.
Special Attack bardic performance 8/day (distraction, Improved Counterspell, fascinate (DC 13), dweomercraft +1), ninja trick (nei jing), sneak attack +2d6
Spells Known (CL 2nd; concentration +4):
1st (3/day) - comprehend languages, grease (DC 13), vanish
0 (at will) - detect magic, message, prestidigitation, read magic, sift

Statistics:

Str 17, Dex 14, Con 12, Int 14, Wis 8, Cha 14
Base Atk +3; CMB +6; CMD 18
Feats Dragon Style, Improved Counterspell*, Improved Unarmed Strike, Knockout Artist, Toughness*
* indicates bonus feats
Traits Bastard (campaign), Reactionary
Skills (6+Int+1 for being human = 9) or (8+Int+1 for being human = 11) Acrobatics (5+2+3=)+10, Craft - alchemy (4+2+3=)+9, Disable Device (3+2+3=)+8, Escape Artist (5+2+3=)+10, Knowledge - arcana (2+2+3+1=)+8, Knowledge - local (4+2+3=)+8, Perception (5-1+3=)+7, Perform - act (4+2+3=)+9, Sense Motive (5-1+3=)+7, Sleight of Hand (4+2+3=)+9, Spellcraft (0+2+3+1=)+6, Stealth (5+2+3=)+10, Swim (1+3+3=)+7, Use Magic Device (4+2+3+1=)+10
Languages Common, Hallit, Varisian, Vudrani
SQ bonus feat, expanded repertoire, extended performance, ki pool (3), magical talent, ninja trick (nei jing), no trace +1, poison use, skilled

Gear:

cold-iron shortsword (hidden in monk's robes; 2 lbs.), cold-iron shuriken (10 total, hidden in monk's robes; 1 lb.); surujin (kusarigama; chain wrapped around waist with blade worn like a dagger; 3 lbs.), black silk kasaya, worn, (monk's robe, 2 lbs.; free outfit), quilted cloth armor (worn under monk's robe, 15 lbs.), tattoo (covers both arms; see description above); waterskin (filled, 4 lbs.); Backpack [rations, trail (6 days worth, 6 lbs.); flint and steel, spare black monk's robe (2 lbs.), wand of cure light wounds (15 charges; free, 1 oz.)], weapon cord (to be attached to shortsword) - lbs.; (Total weight carried - 35 lbs, 1 oz.)

Special Abilities, Traits, and Feats:

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Bastard (limited to human characters): One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bonus Feat: Humans select one extra feat at 1st level.

Distraction (Su): 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 check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.

Fascinate (Su): 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 the ability from working. For every three levels a 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 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.

Improved Counterspell: A magician is skilled at countering the spells of others using similar spells. When counterspelling, A magician may use a spell of the same school that is one or more levels higher than the target spell (gained as a bonus feat; replaces countersong).

Magical Talent (Ex): A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.

Extended Performance (Su): A magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take affect after a specific number of rounds cannot be extended.

This ability replaces well-versed.

Expanded Repertoire (Ex): At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast.

This ability replaces versatile performance.

Poison Use: Ninjas are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.

Sneak Attack: If a ninja can catch an opponent when she is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

The ninja's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with concealment.

Ki Pool (Su): A ninja gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 his ninja level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he treats any Acrobatics skill check made to jump as if he had a running start.

By spending 1 point from his ki pool, a ninja can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from his ki pool to give himself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from his ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ninja Trick - Nei Jing* (Su): The ninja has mastered the art of internal power (nei jing), and can use it to deliver attacks without appearing to apply force, by using the nei jing to create harmful harmonic vibrations within the target. When the ninja makes an unarmed attack, he may make a Sleight of Hand check (opposed by observers’ Perception checks) to make the attack appear to be no more than a casual touch. The target of a nei jing attack gains a +5 bonus to this Perception check.
Rather than dealing damage immediately, the unarmed attack deals one die of its damage each round (any bonus to the damage is added to the last die of damage dealt). If the ninja delivers a nei jing attack as a sneak attack, the sneak attack dice are dealt before unarmed damage, at a rate of 1 die per round. A ninja may end an ongoing nei jing attack he initiated with a touch as a standard action.
The cause of the damage dealt by a nei jing attack is not immediately obvious. A Heal check can reveal the attack as an imbalance of the target’s internal harmonics (DC 10+level of attacking ninja +maximum value of the ninja’s ki pool). Only characters with a ki pool can attempt to stop on ongoing nei jing attack with a Heal check, which has a DC 10 higher than detecting the attack and requires the healer to expend one ki point.
A ninja must take the Improved Unarmed Strike feat before he can take this trick. A ninja must have at least 1 ki point left to use this trick.

No Trace (Ex): A ninja learns to cover his tracks, remain hidden, and conceal his presence. The DC to track a ninja using the Survival skill increases by +1. In addition, his training gives him a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever he is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Reactionary: You were bullied as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Knockout Artist (Ultimate Combat pg.107)
You can throw devastating knockout punches.
Prerequisites: Sneak attack class feature, Improved Unarmed Strike.
Benefit: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the the damage roll per each sneak attack damage die you roll.

Dragon Style (Ultimate Combat pg.98)
You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.