Yakmar

Sinque's page

71 posts. Alias of Tirq.


Full Name

Sinque

Race

Half Orc

Classes/Levels

Bard 1

Gender

Male

Size

Medium

Age

18

Alignment

NG

Deity

Shelyn

Languages

Common, Orc, Goblin

Strength 12
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 11
Charisma 16

About Sinque

Sinque was born the usual way a Half-Orc is born. His father, a chieften of a small tribe, needed a fierce heir to his throne. His mother was a dancer in a nearby village, and was kidnapped for the express purpose of being the Chieften's child bearer. Unfortunately for Sinque's father, he grew up more like his mother. He never wanted to be a big figher like his father, instead he picked up a lute and played for his mother while she taught him how to settle with matters a bit more delicately than his father. He was kicked out of his home when his father decided he wasn't fierce enough to be the heir. Ever since, he has been traveling, making some money playing his lute. He is also naturally funny, and tries to make people laugh and see the brighter side of life.

Sinque(pronounced Sink) is short, for a Half-Orc, at 5'7". He has greasey and sloppy black hair that he pushes back to show his face. His face is like that of a normal humans, except the skin is a dark green, sort of like the outside of an Avocado, but a bit brighter. His teeth are also like a humans, not like an Orcs. He has a long black overcoat that is armored in some places, but it doesn't have sleeves. His pants and boots are simple and dark brown. His backpack is packed with miscellaneous goods, but on the outside you can see an iron pot, a waterskin, and a holy symbol of Shelyn.

Male Half-Orc bard 1

NG medium humanoid (orc, human)

Init +2; Senses Darkvision (60 ft.), Perception +4,

Languages Common, Goblin, Orc

AC 14, touch 12, flat-footed 12

hp 11 (1HD)

Fort +3, Ref +5, Will +3

Speed 30 ft. (6 squares)

Face 5 ft. Reach 5 ft.

Base Atk +0; CMB +1; CMD 13

Special Actions Distraction, Fascinate,

Known Bard Spells (CL 1st):
1st (2/day) - cure light wounds (DC 14) , summon monster i
0th (at will) - mage hand , mending (DC 13) , spark (DC 13) , summon instrument
Abilities Str 12, Dex 14, Con 14, Int 12, Wis 11, Cha 16

Special Qualities Armored Casting, Bardic Countersong, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Inspire Courage, Orc Blood, Sacred Tattoo, Scavenger, Weapon Familiarity,

Feats Armor Proficiency, Light, Extra Performance, Shield Proficiency, Simple Weapon Proficiency

Skills Acrobatics +2, Appraise +5, Bluff +7, Climb +1, Craft (Untrained) +1, Diplomacy +7, Disguise +3, Escape Artist +2, Fly +2, Intimidate +3, Knowledge (Untrained) +2, Perception +4, Perform (Comedy) +7, Perform (String Instruments) +7, Perform (Untrained) +3, Ride +2, Sense Motive +4, Stealth +2, Swim +1,

Possessions acid (flask) (x2); earplugs (x2); leather; musical instrument (lute); Backpack [ Blanket; Holy Symbol (Wooden); Pot (Iron); Waterskin (Filled); Rope (Silk/50 ft.); Chalk (1 Piece) (x8); Coin (Copper Piece) (x6); Coin (Gold Piece) (x2); Coin (Silver Piece) (x2); ]; Pot (Iron) ;
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Countersong

Bardic Knowledge (Ex) 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 13 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.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive.

Countersong (Su) 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.

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.

Ear for Music (Shelyn) You spent countless hours of your youth in one of Shelyn's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

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 13) 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.

Inspire Courage (Su) 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.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Scavenger Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating racial trait.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.