Mage Sniper

Amori's page

38 posts. Alias of The Second One.


Full Name

Amori Balethenil

Race

Half-Elf

Classes/Levels

Bard 1| HP 9/9 | AC 14/12/12 | Bardic Performance 7/7 | Fortitude +1, Reflex +4, Will +3 (+2 vs. Enchantment) | Perception +7 | Initiative +2

Gender

Male

Size

Medium

Age

27

Special Abilities

Bardic Knowledge, Bardic Performance 7/7

Alignment

Neutral Good

Deity

Shelyn

Location

Katapesh

Languages

Common (Taldane), Elven, Kelish

Occupation

Former Slave

Strength 10
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 12
Charisma 16

About Amori

Statistics:
Male Half-Elf Bard 1
NG Medium Humanoid (elf, human)
XP: 100
Init +2; Senses: Low-Light Vision; Perception +7
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
HP 9/9
Fort +1, Ref +4, Will +3; +2 vs. enchantment
Immune: Sleep
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OFFENSE
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Speed 30 ft.
Melee Spear +0 (1d8 piercing, x3)
Melee Dagger +0 (1d4 piercing, 19-20/x2)
Ranged Dagger +2 (1d4 piercing, 19-20/x2)
Ranged Spear +2 (1d8 piercing, x3)
Ranged Shortbow +2 (1d6 piercing or other effect depending on arrow, x3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Bardic Knowledge: Amori gains +1/2 his bard level in all knowledge checks, and may make them untrained.

Bardic Performance:

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 non-instantaneous 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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.

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STATISTICS
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Str 10, Dex 14, Con 10, Int 13, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 12

Feats:
Skill Focus (Perform [Sing])
Point-Blank Shot

Racial Traits:
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Traits:
Earning your Freedom - Your life as a slave has toughened you and made you more resistant to hardship. Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type. (Fortitude)
Charming - You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Skills:
Diplomacy +7 (3 ability, 1 rank, 3 class) +8 vs. those sexually attracted to him
Bluff +7 (3 ability, 1 rank, 3 class) +8 vs. those sexually attracted to him.
Knowledge (Local) +6 (1 ability, 1 rank, 3 class, 1 bardic knowledge)
Perception +7 (1 ability, 1 rank, 3 class, 2 race)
Stealth +6 (2 ability, 1 rank, 3 class)
Spellcraft +5 (1 ability, 1 rank, 3 class)

Background Skills:
Perform (Sing) +10 (3 ability, 1 rank, 3 class, 3 skill focus)
Perform (Dance) +7 (3 ability, 1 rank, 3 class)
Knowledge (History) +6 (1 ability, 1 rank, 3 class, 1 bardic knowledge)

Spells Known:
Cantrips (Save DC 13) - Light, Detect Magic, Mending, and Know Direction

1st Level (2/day) (Save DC 14) - Tap Inner Beauty, and Ear-Piercing Scream

Languages: Common (Taldane), Elven, Kelish

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GEAR/POSSESSIONS
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All weapons above, and:
Leather Armor
60 arrows
20 blunt arrows
20 whistling arrows
Small Tent
Moonrod
8 days of traveling rations
Hot Weather Outfit
Entertainer's Outfit (free)

Carrying Capacity Light: 33 lb. Medium: 66 lb. Heavy: 100 lb.

Currency: 22 gp, 0 sp, 0 cp
Total Weight: lb.

Backstory:

Born in Absalom proper twenty-seven years ago to a pair of half-elves, Amori Balethenil remembers only vaguely what it was like to be free. Early in his life, he had a great deal of liberty to wander around the streets of the world’s greatest city, and his parents often had to pull him back to their home, a small inn, when it was closing time.

Unfortunately for him, Amori was abducted early in his life and sold to slavers, who brought him down the Inner Sea to Katapesh, where he was sold once more into various other types of bondage. Despite his youth, Amori swiftly developed into a talented singer and dancer, at first singing as part of slave choruses in Katapesh proper, but later coming into his own and performing on his lonesome.

As a teen, the half-elf came to rely upon his good looks and natural charm to help ease the suffering of other slaves, as well as himself. More than once he turned to praying to the gods to deliver him from the bondage in which he found himself, but never did they answer that prayer. Instead, it seemed Shelyn smiled upon him, blessing him with just enough charm and artistic inspiration to even begin to thrive in Katapesh’s vicious mercantilist environment.

At twenty, Amori was sold to a master who showed him great favor for his artistic talents, but was incredibly abusive to his other slaves, something that Amori loathed about him. The young half-elf comforted other slaves with songs and dances as best and as often as he could, but things had to change, or they would be crushed beneath their master’s dispassionate cruelty.

As an entertainer, Amori had access to multiple sources of information, and he slowly collected enough information to ruin his master’s fortunes and break off his trading partners’ relationship with him. At 25, Amori was ready, and “accidentally” leaked his master’s private business to one of his trading partners.

Within months, his master fell into deep debt, and sold all of his slaves to the city government of Katapesh. Amori was amongst the last to be sold, but he continued to keep his head down, mostly relieved to be removed from the repulsive presence of his master.

Within two years, an opportunity arose for Amori to earn his freedom - the Pactmasters of Katapesh wished to reopen an old trade route, and liberate an occupied village of Kelmarane. Serving under the eye of Garavel, Amori has been promised his freedom if the village is liberated.

Appearance:

Amori is a gorgeous, fair-haired half-elf. With fine features, bright sapphire eyes, and long, slender limbs, Amori knows how to present the best side of himself at virtually all times.

He often wears simple clothing, as a result of his status rather than his preference, but he still often strives to wear them better than most of his fellows. Amori takes care of his appearance, even in the middle of the desert as a slave.