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About BasheerDescription:
Background Sketch:
Basheer was born and raised in the luxurious city of Katheer. In his youth, he never known hunger, thirst, or even boredom, as the prosperous city support an amzing number of traidtional storytellers. Whenever he was missing from home, he was always found listening to a storyteller, or even later discussing the storoes with the storyteller afterwards. The family kep ttrying to get him to learn the art fo silversmithing, which is how they had made their money for generations, but Basheer was simply not interested in "real" work. He had been swallowed by the art of the story, and could envision no other future for himself.
Once he started trying to tell stories, though, he began to learn about the politics of perfomers,a dn as the new guy not only did he not have the fine, practiced skill, but he was forced into the distant, poor corners of the city. He decided the thing he needed to break into the scene properly was to go somewhere where he wasn't known as audience instead of storyteller, and so he moved to Al-Bashir, hoping the name would bring him good fortune. For about a week he did very well, earning enough money to feed an shelter himself, far more than most beginning storytellers can expect. But this attracted attention, and he was violently robbed. When he had recovered form the beating, he found himself not only peniless, but indebted to the church which had treated him. Qadiran debtor prison is not a place anyone willingly goes, so a desperate young storyteller found hiumself searching for an option to stay out of a debtor prison. What he found was the Qadiran army, as they happily covered his debt in exchange fo ran extended initial service. The Qadiran army expanded his skill set, teaching him about self defense and providing a mentor who gave him the basic skills required to cast the way Bards do, formalizing his skill set. He found himself still able to tell stories, but he spent more time negotiating trades between units, not all o fwhich were delivered as promised . . .. When the Shadows initially recruited Basheer, his first thought was that another unit was repaying him for an especially nasty bad trade. He quickly learned they wanted him to get better at telling those sorts of lies, better at misleading and confusing people he had just met.
Combat:
Init +2 (Dex+2)
Speed 20' (30' w/o backpack) BAB+0, Str+1, Dex+2, CMB+1/+2 (Str+1, Dex+2) Rapier +2 for 1d6+1 @ 18+. P
CMB+4 to Disarm w/ whip HP 9 (8 + [1xCon +1]) AC15 T12 F13 CMD13 (Armor+3, Dex+2, Str+1, BAB+0) Fort +1 (Base 0, Con+1)
+1 vs divinations/domination effects/effects that compel speaking the truth Bardic Performance 8 Rds/Day ooooo ooo
Spells:
Spells Known:
Skills:
6+0Int+1Favored Class=7 per Bard Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional) + 2-Acrobatics 2+0+0(-AC) + 0 Appraise (Int) 0+0+0 +14 Bluff (Cha) 4+1+3+2 Silver Tongued+3 Skill Focus+1 Trait Secret Keeper + 1-Climb (Str) 1+0+0(-AC) + 0 Craft (Int) 0+0+0 +11 Diplomacy (Cha) 4+1+3+2 Silver Tongued+1 Trait Voice of Velvet + 8 Disguise (Cha) 4+1+3 + 2-Escape Artist (Dex) 2+0+0(-AC) + 2-Fly 2+0+0(-AC) + 0 Heal 0+0+0 + 8 Intimidate (Cha) 4+1+3 + 1 Knowledge (Untrained) 0+0+0+1 Bardic Knolwedge + 4 Linguistics (Int) 0+1+3 + 0 Perception (Wis) 0+0+0 + 9 Perform (Oratory) 4+1+3+1 Trait Voice of Velvet + 2-Ride 2+0+0(-AC) + 0 Sense Motive (Wis) 0+0+0 + 2-Stealth (Dex) 2+0+0(-AC) + 0 Survival 0+0+0 + 1-Swim 1+0+0(-AC) + 8 Use Magic Device (Cha) 4+1+3 Can shift Attitude 3 levels with Diplomacy AC -3 full load; 0 w/o backpack Langugages known Kelish, Taldoran
Feats & Traits:
Traits
Race: Voice of Velvet: +1 Diplomacy/Perform (Oratory) Social: Secret Keeper: +1 Bluff +1 vs divinations/domination effects/effects that compel speaking the truth Character Feats
Feat Tax "Free" Feats
Gear:
300 GP Budget
FREE.. Outfit, Hot Weather 4# .22.00 Kit, Magi 31# (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin) .50.00 MW Backpack 4# -.2.00 Sell Backpack -2# ..1.00 Whip 1d3/x2/2#/S/Disarm, nonlethal, reach, trip, provokes, finesse .20.00 Rapier 1d6/18+/2#/P/finesse .30.00 Shortbow 1d6/x3/60'/2#/P ..1.00 Arrows, Common (20) 3# 175.00 MW Studded Leather Armor +3/+5/-0/15%/30'/20# 297 GP spent for 66# (34.5 w/o backpack) 50# or less (58# w/ MW backpack) for Light by armor
ARG Human:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. Attributes:
20 pt
Base Race Total S 3 13+0 S 13 +1 D 5 14+0 D 14 +2 C 2 12+0 C 12 +1 I 0 10+0 I 10 +0 W 0 10+0 W 10 +0 H 10 16+2 H 18 +4 Core Bard:
Alignment: Any
Hit Die: d8 Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks Per Level: 6 + Int modifier. Table: Bard Level BAB Fort Ref Will Special Spells Per Day 1st 2nd 3rd 4th 5th 6th 1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1 1 — — — — — 2nd +1 +0 +3 +3 Versatile performance, well-versed 2 — — — — — 3rd +2 +1 +3 +3 Inspire competence +2 3 — — — — — 4th +3 +1 +4 +4 — 3 1 — — — — 5th +3 +1 +4 +4 Inspire courage +2, lore master 1/day 4 2 — — — — 6th +4 +2 +5 +5 Suggestion, versatile performance 4 3 — — — — 7th +5 +2 +5 +5 Inspire competence +3 4 3 1 — — — 8th +6/+1 +2 +6 +6 Dirge of doom 4 4 2 — — — 9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3 — — — 10th +7/+2 +3 +7 +7 Jack-of-all-trades, versatile performance 5 4 3 1 — — 11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3, lore master 2/day 5 4 4 2 — — 12th +9/+4 +4 +8 +8 Soothing performance 5 5 4 3 — — 13th +9/+4 +4 +8 +8 — 5 5 4 3 1 — 14th +10/+5 +4 +9 +9 Frightening tune, versatile performance 5 5 4 4 2 — 15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 5 5 5 4 3 — 16th +12/+7/+2 +5 +10 +10 — 5 5 5 4 3 1 17th +12/+7/+2 +5 +10 +10 Inspire courage +4, lore master 3/day 5 5 5 4 4 2 18th +13/+8/+3 +6 +11 +11 Mass suggestion, versatile performance 5 5 5 5 4 3 19th +14/+9/+4 +6 +11 +11 Inspire competence +6 5 5 5 5 5 4 20th +15/+10/+5 +6 +12 +12 Deadly performance 5 5 5 5 5 5 Class Features All of the following are class features of the bard. Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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. Spells A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) 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. 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 (See Table: Ability Modifiers and Bonus Spells). 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. 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 many such performances are language dependent (as noted in the description). 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. List of Bardic Performances: 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. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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. Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). 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). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The 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. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components. Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components. Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components. Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components. Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components. Cantrips (Sp) Bard’s 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). Advanced Versatile Performances Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites. A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options. Expanded Versatility (Ex): The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). Masterpiece: The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times. Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Lore Master (Ex) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Jack of All Trades (Ex) At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed. |