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About Barius KarthStats:
STR: 15 DEX: 19 CON: 15 INT: 16 WIS: 14 CHA: 19 Skills:
Trained Skills (Background in italics):
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.
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.
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).
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.
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).
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: Spells Known:
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
Shortbow: DMG: 1d6; Crit: x3; Range: 50 FT; Type: P; Weight: 2 LB. Other
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.
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