Blackjack

Alexite Ilsurian's page

42 posts. Alias of drayen.


About Alexite Ilsurian

Appearance

Alexite Ilsurian
Male Human (Chelaxian) Bard 1
CG Medium Humanoid
Init +2; Senses Perception +0
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DEFENSE
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AC 16, touch 12, flat-footed 14 (dex +2, armour +4)
hp 11 (1d8+3) (+2 CON, +1 FC)
Fort +2, Ref +4, Will +2
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OFFENSE
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Speed 20 ft
Melee Dagger +2 1d4 19-20/x2 P or S or
.. Rapier +2 1d6 x2 P or
.. Scorpion whip +2 1d4 x2 S or
.. Whip +2 1d3 x2 S
Ranged Dagger +2 1d4 19-20/x2 10' P or S
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance rounds/day (countersong, distraction, inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day) -- cure light wounds, timely inspiration
0 (at will) -- detect magic, message, open/close, read magic
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STATISTICS
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Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 16
BAB +0, CMB +0, CMD +12
Feats Arcane Strike, Weapon Finesse
Traits Faithful Arodenite, Isul's Blood
Hero Points 1
Skills Acrobatics -1, Bluff +5, Climb -3, Diplomacy +10 (+2 vs. Arodenites and Iomedaens) (+1 vs. Ilsurian officials), Disguise +3, Escape Artist -1, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +9, Knowledge (planes) +3, Knowledge (religion) +7, Linguistics +2, Perception +0, Perform (oratory) +9, Profession NA, Ride +-1, Sense Motive +0, Sleight of Hand NA, Spellcraft +6, Stealth -1, Survival +0, Swim -3, Use Magic Device +7 Racial Modifiers +2 Bluff, +2 Diplomacy
Languages Azlant, Common, Varisian

SQ bardic knowledge +1

Combat Gear Dagger 1 lb., 2 gp, Rapier 2 lbs., 20 gp, Whip 2 lbs., 1 gp; Lamellar (leather) 25 lbs., 60 gp, Other Gear Bandolier --, 0.5 gp, Explorer's Outfit 8 lb., 0 gp, Ink --, 8 gp, Inkpen -- 0.1 gp, Parchment (2) --, 0.4gp, Scroll case 0.5 lb., 1 gp Currency 25 gp 3 sp 3 cp

Weight 38.5 (Currently 38 as he does not have his scroll case, ink, inkpen or parchment)
Light Load 33 Medium Load 66 Heavy Load 100

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.

[spoiler=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.

Traits:

Faithful Arodenite
Category Religion
Requirement(s) Aroden
You worship a dead god, and are skilled at making that sound reasonable. You gain a +1 trait bonus on Diplomacy checks; this bonus increases to +3 if you are dealing with a follower of Aroden or Iomedae.

Isul's Blood
You are a descendant of Ilsur, the founder of Ilsurian. You got a good education, have a good standing within the town because of your family name and keep some level of information about Korvosa's Nobility.
The Umbra Carnival is one of your family's means to keep in touch with Korvosa, as they provide you with information and a courier service. Almara Delisen knows of your family's contacts in Korvosa.
You get a +2 bonus on Knowledge (Nobility) and Perform (Oratory).
You have a +2 competence bonus to Diplomacy with Ilsurian officials.