Buddy

Mors's page

92 posts. Alias of Lekku.


Full Name

Mors

Race

RP Only

Special Abilities

Grand Master Bartender Exquisíte. Knows how to mix any and every drink known to all civilized (and some not so civilized) cultures.

Alignment

True Neutral

Location

Limbo Pub

Languages

Common, Drow Sign Language, Dwarven, Elven, Goblin

Occupation

Barkeep and proprietor of the pub Limbo

Strength 10
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 10
Charisma 18

About Mors

Mors is a very talented bartender and proprietor of Limbo, a pub patronized by adventurers of all races and background. Mors‘ skills behind the bar are legendary - it is said he can make any drink, from any land, some long forgotten, and known only to legend. Well, legend, and Mors.

Behind the bar is an enchanted cabinet (similar to bag of holding) stocked with every liquor and beverage known to humanoid-kind, as well as some tasty snacks, sets of dice, games of chance, tabac, and anything else bar patrons might request.

Stats:

  • Init +2
  • AC 12
  • touch 12
  • flat-footed 10 (+2 Dex)
  • hp 19 (2 HD)
  • Fort +0
  • Ref +5
  • Will +3

  • Base Atk +1
  • CMB +1
  • CMD +13

Attacks:

  • *Sap +1 (1d6)
  • MW Silver Dagger +2 (1d4-1)
  • MW Silver Dagger (Thrown) +4 (1d4-1)

Feats:
  • Alertness
  • Armor Proficiency
  • Light
  • Shield Proficiency
  • Simple Weapon Proficiency
  • Toughness

Skills:
  • Appraise +8
  • Bluff +9
  • Diplomacy +9
  • Escape Artist +7
  • Knowledge (Untrained) +4
  • Perception +7
  • Perform (Oratory) +9
  • Sense Motive +7
  • Sleight of Hand +7
  • Spellcraft +8
  • Stealth +7
  • Use Magic Device +9

Bard Actions:

  • Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) ~ You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 15) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.
  • Armored Casting You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
  • Bardic Knowledge You add +1 to all Knowledge checks any may make all Knowledge skill checks untrained.
  • Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 10 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
  • Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
  • Countersong You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
  • Inspire Courage You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.
  • Versatile Performance (Oratory) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
  • Versatile Performance ~ Well-Versed You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.