Prankster Illusionist

Tenzikil Emberwisp's page

16 posts. Alias of Master Elodin.


Full Name

Tenzekil Emberwisp

Race

Gnome

Classes/Levels

Bard 1 (Faith Singer of Desna)

Gender

Male

Size

Small

Alignment

CG

Deity

Desna

Location

Kintargo

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Tenzikil Emberwisp

For Tenzikil, music may literally be life. Lately, he has been suffering from some significant depression, which is harmful for anyone. In Tenzikil’s case, the bleaching has set in as a result, and the only thing that has been keeping him from spiraling downward and fading away is music. Singing favorite ballads, writing his own melodies, or singing while strumming his lute for a few locals, has been not only his outlet, but his fuel. His lifeblood.

Tenzikil has been seeking a sponsor in Kintargo. With the uproar that the city has been in, that has proven difficult, but he should be able to impress a noble to set him up with a regular spot in a local tavern or something. Hopefully. Money’s on the short side, and he’s missed a meal now and then again. Could be worse though. He could be trying to land a sponsor in Egorian. He’s been more than impressed several of the local performers, but one in particular has caught his fancy. Shensen. Damn is she beautiful. Maybe one day he’ll be able to meet her. Desna knows he’s tried. Who knows? With a little luck?... She certainly would be one he could glean some life experience from, too. The last time he saw her was at her performance at the Opera House. That night was amazing. It changed his life. It felt as if her words had spoken to him as if he was the only one in attendance. Obviously not the case, but still. What it did more than anything though was help him realize the impact that he too could make to others. His music could speak to them in the same way.

The other thing that has sapped Tenzikil of his life’s joy is the inability to openly talk about the Song of Spheres, Desna, openly in Kintargo. Especially when she has already saved him from so much. One specific event was when a diabolic, punk arcane practioner called a bearded devil in the streets. The kid just laughed hysterically, while the devil hunted me down in pursuance. A huge chunk of a nearby construction that was being erected in the Lord Mayor’s honor had errantly broke off while being worked on, and it crushed the devil’s skull. Folks said Tenz had been lucky. He might agree, but he also knew better. It was Desna that saved him that day. He never forgot that. He never forgot the name of that conjurer either. Crassus Vashnarstill.
He did try to speak and even sing a few songs that he wrote of the Song of Spheres for a while, but after another faithful follower, Zarelya, a local Varisian Harrower and friend, was arrested and publicly flogged, that has forced Tenzikil to speak only in whispers. And carefully placed ones at that. Zarelya has seemed even more faithful in proclaiming Desna’s desire for freedom. A fact that will likely get her arrested. Hopefully not, but it does seem inevitable. She’s also been trying to convince Tenz that he, too, should be open about his faith, regardless of political oppression. He knows she’s probably right, but can’t bring himself to be brave enough to do it.

Malavik Forzeyr, one of the local priests of Cayden Cailean, has been a true friend. When he can tell Tenzikil is getting into one of those “funks” again, he takes him out for night on town. He’s a good guy and means well, that Malavik. He may not get me, but he knows what I need, when I need it. He’s been a rock, even if he doesn’t know it. I probably should tell him someday.

Recently, Tenzikil’s heard a rumor that Shensen may be at the protest in front of the Opera House-turned-Thrune house. It’s probably not true, but it’s worth a shot.

Tenzikil Emberwisp
Gnome Bard 1 (Faith Singer of Desna)
CG Small Humanoid (Gnome)
Init +2;Senses LLV; Perception +5(+7@protest)
Special +2 Perc/S.M. @protest
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DEFENSE
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AC 16;Touch 13;FF 13
Fort +1;Ref +4;Will +2; +2 vs. Illusion
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OFFENSE
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Speed 20ft
Melee sap +2(1d4-1)
Ranged shortbow +2(1d4/x3)
Spell-like Abilities
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals
Bard Spells Known: (CL 1; Concentration +5)
1st(2/Day)- Cure Light Wounds, Disguise Self
0th(at will)- Daze, Detect Magic, Light, Read Magic
Special 1/Day reroll any Cha skill and take the better of the two results
Bardic Performance: (2/8 rd/day)
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STATISTICS
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Str 8;Dex 14;Con 12;Int 14;Wis 10;Cha 19
BAB +0;CMB -2;CMD 10
Feats Weapon Finesse
Traits Star Struck, Faithful Artist
Skills Bluff +9, Diplomacy +9, Disable Device +5, Knowledge(History) +6, Knowledge(Local) +6, Knowledge(Religion) +6, Perception +5, Perform(Sing) +9, Spellcraft +6 (1 FCB in Skills) (note:+2 to DD, once I put ranks in)
Languages: Common, Gnome, Sylvan, Draconic, Elven
Combat Gear studded leather, sap, shortbow, arrows(20), potion of cure light wounds
Other Gear backpack, bedroll, belt pouch, lute, flint and steel, ink, an inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin), 1 gp

Racial Traits
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Inquisitive: Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive.

Class Features
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
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.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
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% chance 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.
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.