About Young Tully
Male human sea singer 1
CG Medium humanoid (Taldan)
Init +1; Senses Perception +3
AC 15, touch 11, flat-footed 14 (+3 Armor, +1 Dexterity, +1 Shield)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +1
Speed 30 ft.
Melee rapier +2 (1d6+2/18-20)
Melee brass knife +2 (1d4+2/19-20)
Melee whip +2 (1d3+2)
Bard Spells Known (CL 1st)
1st (2/day) – grease (DC 15), saving finale
0 – dancing lights, detect magic, ghost sound, prestidigitation
Str 14, Dex 12, Con 12, Int 13, Wis 8, Cha 18
Base Atk +0; CMB +2; CMD 13
Feats Combat Expertise, Improved Trip
Skills Climb +6, Diplomacy +8, Knowledge (local) +6, Perception +3, Perform (sing) +8, Profession (sailor) +4, Stealth +5, Swim +7
Languages Common, Polyglot
SQ bardic performance, distraction, fascinate, inspire courage +1, sea shanty, world traveler
Traits Pirate, Peg Leg
Gear brass knife, buckler, rapier, whip, wooden armor
Additional Gear belt pouch, duffel bag, grappling hook w/50 foot rope, hammock, mirror, soap, waterproof bag, 41 gp 3 sp 9 cp
Weight 50.5 lbs. (light load)
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 many such performances are language dependent (as noted in the description). 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.
Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.
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.
World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Trip (Combat)
Pirate: Although you might prefer life on board a ship, you often end up in the water for some odd reason. Benefit: You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you. You might also have a peg leg or a hook for a hand, but that’s not so helpful.
Peg Leg: One of your legs was bitten off below the knee by a shark when you were just a child, and was replaced with a wooden peg leg (Pathfinder Player Companion: Pirates of the Inner Sea 20). You’ve long since gotten used to your prosthesis, however, and take none of the normal penalties from having a peg leg. You’ve had to learn to deal with the pain of your injury as well, and you gain a +1 trait bonus on Fortitude saves. Ever since your accident you’ve hated sharks, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
Your balance always gets a bit shaky after a few drinks, and last night at the Formidably Maid—a tavern in Port Peril—was no exception. That must be why you fell to the floor as soon as you tried to stand up. What happened next is hazy, but you’re pretty sure you were dragged out of the bar and onto a ship at the docks. At least they didn’t throw you to the sharks...
The rain lashed off of the tarpaulin above him. Ostensibly, the cover had been rigged for his comfort. Though in truth, the rain seemed to come from every direction but directly above and he was thoroughly drenched. It was blowing a three-reef gale directly from the south, and despite the Mediogalti storm-runner's more weatherly qualities, she was making prodigious leeway away from her intended destination.
Port Peril was no more than a looming grey shadow on the horizon. At this moment, it stood due south, which meant it was right in the wind's eye. The ships petty officers were stirring, which could only mean that the ship was soon to go about on the other tack, an evolution which would call for "All Hands".
A rogue wave caught the bow right as 'Young' Tully moved towards the ship's railing. He fetched up hard against the netting, the movement dispelling the last vestige of his control. Grasping the rigging with the strength of desperation, he leaned as far out as he dared and surrendered to his sea-sickness. The first excruciating qualm passed and he mastered himself as the boatswains piped the call for all hands. Tully held his place at the rail, so as to make himself less of a nuisance as the hands went about the business of the ship.
When the ship was comfortably on the starboard tack, and the watch dismissed, he went back to the labor that had drawn him on deck. The next item he pulled from his 'dunnage', that strange nautical term for luggage had caught him off guard at the Westcrown docks, was a dagger with his noble House Tilernos crest engraved into the handle. The silvered item was lovely to look upon, but purely ornamental. He doubted the temper of the steel would survive striking anything thicker than parchment. With the casualness of a life of privilege and wealth, he tossed the dagger into the sea and dove back into his bag for more of his past life.
Ledgers, duplicates of course, of the family holdings in Corentyn. His flimsy excuse for escaping Westcrown and his overbearing father's house. They went overboard easily. Several novels, high adventure in the high seas, the trappings of childhood fancy, were the next to find the deep. These two were technical manuals, Gannymeade's "Seamanship" and Claiborne's "Navigation in the South Sea". They were worth keeping. Noble's finery, not so fine after weeks at sea, was the next victim, though. Slowly, piece by piece, Master Aloysius Kejanus Tilernos, was abandoning his former life. Finally, he lifted the last bag, overturning it on deck.
The last article of his past clattered to the deck. He picked up his father's old iron holy symbol. His father, Kejan Tilernos, Patriarch of House Tilernos, one of the twelve rulers of Westcrown, and a staunch Paladin of Iomedae, had never given up hoping his son would eventually follow his path. Right up until the day the shark had mauled him as he played in the surf. After that, the lectures had stopped, and the training, the daily regimen, all the attentions his father had heaped upon him.
Tully suspected his father had easily seen through his "desire" to check over the family's estates in Corentyn. But, he had let him go all the same. Tully would never be a Paladin, even before the attack. There was too much of a wild streak within him. All he had to do was cast this last trinket into the unfathomable depths to be forever done with his past.
The wind had backed several points, and moderated so much that only a single reef was necessary. If they could hold this course for another few hours, they would easily weather the point. Then a single tack would fetch them into the harbor within half a day. The choppy seas had calmed substantially, and Tully was once again master of his stomach. The rain and spray felt refreshing, rather than disheartening. 'Young' Tully swayed easily with the motion of the ship, free of his past...