Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8
About Bedu the Barber
Description
Plump Bedu usually cuts a fine figure with his goatee beard immaculate and fashionable. Alas his dirty cotton robes have now seen better days.
Background
Spoiler:
Originally born into a trading clan specializing in the Katapeshi silk trade, Bedu was blessed with many of the social gifts of his father and brothers. His strait-laced father, Omarif Nasim Bakanda, is destined to become the leading legal mind, his wife, Davredi, the beautiful ornament and entertainer of nobility.
The family expected each child to add to the wealth and station of the clan. While his elder and younger brothers developed exactly as the family wanted, the middle son was a different matter. Bedu enjoyed the flesh pots of the city and its many excitements far too much for such diligence. Several times Bedu faced his angry father with little in defence.
The Bakanda's star was on the rise when the father (and soon to be prominent Qadi of the Noble Quarter) faced embarrassment visiting the central jail to free Bedu. The young dwarf had foolishly taken to the common thievery and burglary with his friends. Instead of the usual personal lecture and inevitable beating, this was the straw that broke the camel's back. Omarif tried a different tack and sent a note paying for his son's freedom with a sting in the tail.
Adventurous son of your respectful parents, it is time for you to seek your fortune alone. With our blessings, Bedu, I have booked you passage on the Mermaid's Kiss heading for a Chelish colony in Sasserine. Good luck, be prosperous and we look forward to celebrating your 50th birthday together. Your father.
A slightly bemused Bedu fell in with the plan and soon found himself onboard and learning of the sea. It proved a fortuitous time, the Fates had smiled and now Bedu felt one of the crew. Each new horizon filled him with greed for more, sailing and all its tasks was in his salty blood. The Katapeshi berghala, Brine Naga was run by the elven captain Drexel Kory. His minor talents in magical healing and cleanliness led to a permanent berth as the captain's manservant. The Barber, as he was nicknamed, also had a vivid imagination, able to spin tales so that many a quiet night found the crew rapt and cheerful.
Several weeks later the vessel docked far to the west in Sasserine. Bedu would normally have abused his small pouch of gold in an orgy of fine foods and drink, followed by a hunt for debauchery. However Drexel took him in hand and helped him obtain a small position on the docks. Over the last year Bedu became a common sight on the wharf, used by various agencies, and especially the dockmaster to handle difficult captains and various offices such as berth taxes and the Watch. No one could ever succeed every time, but Bedu developed a useful reputation for helping without making too many enemies, although he chafed at the slow growth of his influence.
That was before the incident. The Watch were trailing a Chelish captain and probable magus, Benvir. Bedu knew of the man, met him at the wrong moment and didn't realise until it was too late that the bribe he had accepted had been seen. Worse the gems possessed infernal magic which led to a very angry watch officer, a devout follower of Cayden Cailen. He knew enough not to mention the gems were a bribe for the dockside Office of Trade, and his silence led to the matter being reduced to a simple resignation. However Benvir did not receive the support he paid for and blamed Bedu. Hence the fat, stubby bard went on the run, hiding out from the Chelish in Shadowshore.
Since then Bedu has kept a low profile, trying to find a way to re-establish himself. One or two of his old friends from the docks can find him if they find the right opportunity. Meantime the frustrated bard became a tale teller and spinner of yarns at the Hakeswill Inn. That led to providing healing and other magical support to one of the local thieves gangs, the Knife Knaves. Their leader, Sharpin Minx, has recently mentioned to Bedu about a rival gang, the Lotus Dragons, and asked him to find out more. But he hasn't learnt much yet.
Notoriety Bedu's reputation for handling dockside problems has made him a talented diplomat on the streets.
Friends
1. Drexel Kory, elven captain of the Mermaid's Kiss and a wise traveller who sometimes docks in Sasserine. He feels protective and fatherly towards Bedu.
2. Garno Climmar, half-orc dock worker and a man who owes Bedu for helping him get together with his wife to be. He is looking out for a good job for the halfling.
Enemies
1. Benvir, a Chelish magus, who lost out an important contract due to Bedu and the Sasserine Watch. Forced to dump the cargo as his vessel was searched, the man has made powerful enemies himself and has become very vengeful.
2. The piemaker is a romantic, annoyed at the loss of face, he is learning to fight and wants to face Bedu in a duel.
Personality
Bedu tries to find something good in life. He firmly believes there is good in everyone. He loves the finer things in life but since he became a seafarer he has adapted to taking the rough with the smooth. Long term, he will grow up fast as he realises what is at stake in his adventures.
Religion
Faith requires a certain amount of trust, or fear. Bedu is not blessed with much of either. Though morally he does see the likes of Cayden Cailen as closer to his own ideals.
STATISTICS
Str 10, Dex 16, Con 10, Int 14, Wis 11, Cha 17
BAB +0, CMB -1, CMD 12
Feat Skill Focus (Diplomacy)
Traits Child of the Shadow: Shadowshore:
Spoiler:
Bedu knows Sasserine’s black market quite well, and need not make checks to locate its outlets. Further, in other cities, you have a knack for rooting out the underground markets. You gain a +2 bonus on Diplomacy and Knowledge (Local) checks made to learn about a city’s black markets. Growing up on the filthy streets of Shadowshore has also gifted you with several tricks you can use to ensure survival. You gain a +2 bonus on Initiative checks in urban environments. You are also adept at fighting in confined areas, such as narrow city alleyways or crowded taprooms. Enemies cannot gain cover from you if they are in your reach; you can thus attack someone around a corner without penalty. A creature with total cover from you still receives all benefits of his cover.
Possessions
Scimitar (15gp, 2lb)
2 Daggers (4gp, 1lb)
Light Crossbow (35gp, 1lb)
13 bolts (7sp, 1lb)
Masterwork Chain shirt (250gp, 12.5lb)
Masterwork Shield, heavy wooden (157gp, 5lb)
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Backpack (2gp, 2lb)
10 Candles plus twine (1sp, 0lb)
10 Chalks (1sp, 0lb)
Map/scroll case (1gp, 0.5lb)
Flint and steel (1gp, 0lb)
Signal whistle (8sp, 0lb)
Whetstone (2cp, 1lb)
Spell component pouch (5gp, 2lb)
Belt pouch
Cheap bottle of wine (1gp, 0.5lb)
thieves tools
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Consumables
Scroll of Identify
Scroll of Sleep
Scroll of Comprehend Languages
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Encumbrance 29.0lbs
Str10
Light load 33lb or less
Medium Load 34-66lb
Heavy Load 67-99lb
Lift/Drag 99lb
Maximum Push/Drag 495lb
Bardic Abilities Perform 7,
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on 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.
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 skill check 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 skill 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 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.
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).
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.
Halfing Racial Information Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Shiftless (ARG): Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages:Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.