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Barius Karth's page

No posts. Alias of The Emerald Duke.


Race

Aasimar (Musetouched)

Classes/Levels

Bard (Fortune Teller) 2 |

Gender

Male

Size

Medium

Age

22

Alignment

CG

Deity

Desna

Location

Kenabres

Languages

Common, Celestial, Dwarven, Elven, Abyssal, Infernal

Occupation

Fortune Teller

Strength 15
Dexterity 19
Constitution 15
Intelligence 16
Wisdom 14
Charisma 19

About Barius Karth

Stats:

STR: 15
DEX: 19
CON: 15
INT: 16
WIS: 14
CHA: 19

Skills:

Trained Skills (Background in italics):
  • Appraise (Bonus = 8)
  • Diplomacy (Bonus = 11)
  • Knowledge: History (Bonus = 9)
  • Knowledge: Religion (Bonus = 9)
  • Linguistics (Bonus = 8)
  • Perception (Bonus = 7)
  • Perform: Act (Bonus = 11)
  • Perform: Dance (Bonus = 11)
  • Perform: Oratory (Bonus = 11)
  • Profession: Fortune Teller (Bonus = 7)
  • Sense Motive (Bonus = 11)
  • Sleight of Hand (Bonus = 9)
  • Spellcraft (Bonus = 8)
  • Stealth (Bonus = 9)

Feats:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Harrowed: Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Traits:

Chance Encounter: You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Martyr's Blood: You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Class Features:

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Fortune-Teller’s Divinations: Add the following spells to the fortune-teller’s bard spell list. He doesn’t automatically gain them and must still select them as spells known if he wants to use them. 0—guidance; 1st—object reading; 2nd—augury; 3rd—analyze aura; 4th—divination; 5th—retrocognition; 6th—true seeing, vision.
This ability alters the bard’s spell list.

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.

Oracular Performance: A fortune-teller can use Perform (oratory) to read a fortune as part of a bardic performance. Once per hour when the bard performs a fortune-telling using a fortune-teller’s deck, a crystal ball, or a similar item, he can read the fortune of one subject of the bardic performance. This is part of the same action used to activate the performance. The fortune-teller rolls d100, adds his bard level to the result, and consults the table below. The outcome depends on whether the chosen creature is an ally (for a beneficial performance) or an enemy (for a detrimental performance).
D100 | Result for Ally | Result for Enemy
1-35 | Woe | Weal
36-65 | Inconclusive | Inconclusive
66+ | Weal | Woe
On an inconclusive result, the bard fails to get any information from the reading and the subject is affected by the performance normally. For an ally, on a weal result the subject’s bonus from the performance increases by 1, and on a woe result the subject’s bonus decreases by 1 (minimum 0). This affects only numeric bonuses. For example, a subject wouldn’t gain another Hit Die from inspire greatness.
For an enemy, on a weal result the subject gains a +2 bonus on its saving throw to negate the bard’s performance, and on a woe result it takes a –2 penalty on its save. An oracular performance has no effect on an enemy if the performance doesn’t require a saving throw.
All adjustments from an oracular performance on a foe last only for that instance of the bardic performance. All adjustments on an ally last for 1 minute, applying each time the fortune-teller uses that particular bardic performance on that ally but ending when the duration expires, even if the performance continues.
This ability alters bardic performance and replaces countersong and distraction.
Performances Known:
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.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Fortune-Teller’s Acumen: At 2nd level, whenever he casts a spell from the divination school, a fortune-teller can use a fortune-teller’s deck, crystal ball, or similar item instead of the spell’s material component, as long as the cost of the material component is no more than 100 gp per bard level. If he chooses to cast the spell using such an item and the spell’s normal material component (regardless of that component’s cost), he casts the spell at +1 caster level. This special focus can’t be used with other special foci that have a similar effect, but can be used with spells that normally require a focus component (which must also be provided).
This ability replaces well-versed.

Racial Traits:

+2 DEX, +2 CHA: The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Ancestry: Azarta
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Musetouched have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability: Musetouched can use glitterdust once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Random Crunch:

Hit Points: 20/20
Hit Dice: 2d8
Armor Class: 17
Touch Armor Class: 14
Flat-Footed Armor Class: 13
Saving Throws:
Fortitude: 2
Reflex: 7
Will: 5
Initiative Bonus: 4
Base Attack Bonus: 1
Melee Attack Bonus: 3
Ranged Attack Bonus: 5
CMB: 4
CMD: 16
Spell Resistance: Acid 5; Cold 5; Electricity 5
Performance Rounds: 10/10
Spells Per Day:
Level 1: 3
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 66 lbs or less
Medium Load: 67 lb - 134 lb
Heavy Load: 135 lb - 200 lb
Lift Over Head: 200 lb or less
Lift Off Ground: 400 lb or less
Drag or Push: 1000 lb or less
Experience Points:
Hero Points:

Items Equiped:

Armor
MWK Studded Leather Armor: AC Bonus: +3; Max DEX: +5; AC Penalty: 0; Arcane Spell Failure: 15%; Weight: 20 LB; Speed: 30 FT.

Weapon
MWK Cold Iron Longsword: DMG: 1d8; Crit: 19-20/x2; Type: S; Weight: 4 LB; Special: +1 to attack rolls, effective vs fey/demons, costs 2000 GP more to enchant.

Shortbow: DMG: 1d6; Crit: x3; Range: 50 FT; Type: P; Weight: 2 LB.

Other
Entertainer's Outfit: Weight: 4LB; Description: The combination of scarves, the vest, and the slightly billowy pants all indicate that the wearer is meant to entertain his audience. The color scheme, though, is more subdued than your average street performer.

Items Owned:

Name*****Weight*****Value
MWK Studded Leather Armor*****20 LB*****175 GP
MWK Cold Iron Longsword*****4 LB*****630 GP
Shortbow*****2 LB*****30 GP
Arrows (20)*****3 LB*****1 GP
Modified Bard’s Kit (no instrument)*****30 1/2 LB*****36 GP
Harrow Deck*****N/A*****100 GP
Harrow Carrying Case*****2 LB*****10 GP
Entertainer’s Outfit*****4 LB*****3 GP
Total Weight & Value: 65 1/2 LB / 985 GP

Wealth:
0 PP 18 GP 0 SP 0 CP

Backstory:

Barius grew up among the rather sizable Sarkorian refuge population that has resided within Kenabres since the opening of the Worldwound. His mother's side of the family had always been adept practitioners of the Harrow, so when the cards spelled the levels of disaster prior to that event they were among the first to leave the doomed nation, taking with them any that would listen to their warnings... and helping settle any who survived long enough to flee the abyssal armies that did not listen.

Barius only ever heard tales of the way his homeland once was, passed in oral tradition, or of the bravery of the first two crusades. That said, he always felt inspired by them, called to reclaim their homeland and purge the evils of the Wound once and for all. His mother always said that drive came from his father's side of the family, but never specified more. Or answered any other questions about the man, beyond to say that he was very brave and very stupid.

One day, Barius attempted to find out what happened to him using his mother's harrow cards. The results indicated that he should cross the barrier wall created by the wardstones, into what once was Sarkoris. The experience was one that he was not prepared for, but a chance encounter with a beautiful lady who guided him to the safety of a nearby Mendevian patrol. He has attempted to discern more about her in harrow reading since, but the results have always been strangely inconclusive.

As he has grown, Barius has gradually taken over the family business of fortune telling, giving what sight he can with the cards (and inspiration they can provide) to those that seek him out.