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About Alwyn of the Brazzen PeaksBackground:
Alwyn's earliest recollections came from The Crook river in Osirion. His parents plied their trade along the river from the Brazen Peaks all the way up to Sothis and down the Asp to the border with Katapesh. The many abandoned sites they stopped at, remenants of a long ago age in Osirion sparked a longing in the boy's heart for history and travel.
When he was 13 years old he joined the ranks of the sea merchants traveling back and forth from Osirion, Katapesh, and Qadira. He worked as a translator, cabin boy and lookout, until his body grew from that of a boy into a man. All the while he would take his earnings while on the boat and use them to travel beyond the port cities to explored and often times new sites searching for the past. During his travels he met paladins and monks, pathfinders and rogues, occasionally offering his services to those in search of a long forgotten site, if only for nothing more than to be able to say he'd been there. Today he found himself once more at sea, the port in sight through the break waters of the outer islands . "Shallows coming up on the left Hyrim! Hug the south shoreline then aim for the port side of that junk in front of us. Once past it you should have clear sight to the wharf. Remember you still owe me drinks from the last time we were here! With a laugh, Alwyn slides from his perch and begins his drop to the deck. Avoiding the passengers on the boat as he comes down to assist with the ropes tying the ship off. With a smile to the deck hands, and a jaunty whistle on his lips he returns to the ships master to let him know he would be staying this time. Description:
A young man with blonde hair and green eyes, he typically looks at life with a smile, making light of even the worst of situations. Life is still one big adventure for him as he spends his time moving from country to country searching for the lost ruins of the old Osirion. Spellbook:
(CL 8th; concentration +13) 3rd(3/day)-good hope(DC 18), haste(DC 18), phantom steed 2nd(5/day)-blur(DC 17), glitterdust(DC 17), heroism(DC 17), invisibility(DC 17), mirror image(DC ), silence 1st(6/day)-cure light wounds(DC 16), expeditious retreat(DC ), feather fall(DC 16), grease(DC 16), silent image(DC 16), saving finale 0th(at will)-dancing lights, detect magic, ghost sound(DC 15), mage hand, mending(DC 15), read magic(DC ) Skills:
Acrobatics (Perform (Dance)) +16, Bluff +9, Diplomacy (Perform (Oratory)) +16, Disguise +9, Escape Artist +7, Fly (Perform (Dance)) +16, Heal +0, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +10, Knowledge (History) +9, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Nobility) +9, Linguistics(Kelish, Vudrani) +6, Perception +10, Perform (Act) +11, Perform (Dance) +16, Perform (Oratory) +16, Profession (Sailor) +3, Sense Motive (Perform (Oratory)) +16, Spellcraft +8, Stealth +14, Use Magic Device +16, Crunch:
Alwyn
Male Human bard 8 TN Medium humanoid (human) Init +5, Senses Perception +10 ================================================= DEFENSE ================================================= AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 shield, ) hp 56 ((8d8)+13) Fort +4, Ref +10, Will +6, +4 vs. Bardic Performance, sonic, and language-dependent effects =================================================
Bard Spells Known (CL 8th; concentration +13)
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Traits Reactionary, Scholar of Ruins (Knowledge (Geography)),
chain shirt +2 (mithral) w/fire and acid resist 10 and glamour enchantment 3/day,
Other Gear
Bardic Knowledge (Ex) You add +4 to all Knowledge checks and 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 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 23 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 move 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 move 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. Bonus Bard Spell (3x) Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. Bonus Feat Humans select one extra feat at 1st level. 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 (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. Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of Doom is a mind-affecting fear effect, and it relies on audible and visual 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. Fascinate (Su) You can use your performance to cause up to 3 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 19) 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. Humanoid Traits (Ex) Humanoids breathe, eat, and sleep. Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. 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 +2 morale bonus on saving throws against charm and fear effects and a +2 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. Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Scholar of Ruins (Knowledge (Geography)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Suggestion (Sp) You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 19) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill. Versatile Performance (Oratory) (Ex) 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. Well-Versed (Ex) 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. |