About BiknekBiknek: Appearance:
Biknek is a diminutive kobold with dark blue scales. His amber eyes gleam with intelligence and a just a twinkle of mischief. He generally dresses in dark clothing, with a flat cap. Slung over his back is a small pair of drums on a strap, which he also uses to hold them in front of him when he is performing. [spoiler=Personality]
Background:
His early life unfolded amidst the disciplined confines of his clan which lived perilously close to the borders of the Worldwound. Raised in a tightly-knit community, Biknek's upbringing was marked by rigid structure and strict adherence to the rules, and his carefree attitude often got him into trouble. Biknek found solace in the irregular rhythms of the world around him - the sounds of the picks as new tunnels were dug, the patter of rain that filtered down in the nights, even the rumble of the occasional earthquake had a music that could be found if you listened for it. On a fateful day, he was with one of the surface groups hunting, when he heard the rhythm of war-drums in the direction of the Worldwound. This was normally the sign for the party to retreat back, but this time something drew him away. Slipping away from his band, he headed towards the sound of the drums. Venturing further than he had ever been before, he suddenly found himself trapped by a group of cultists. Alone and overwhelmed, Biknek resigned himself to his fate, when he was unexpectedly saved by a mysterious woman. Though her solemn demeanor rebuffed his attempts at conversation and levity, she led him back to near civilisation, where a patrol of crusaders found him and brought him to the city of Kenabres. Reluctant to return to the confines of clan life, Biknek chose to remain in Kenabres, carving out a humble existence in the slums of the city. Here, amidst the other refugees and outcasts, he honed his skills as a storyteller and musician, using his talents to entertain and uplift those around him. It was here too that he once again encountered the symbol worn by his savior - a symbol he would come to learn belonged to the goddess Desna. As he learned more about her faith, Biknek has embraced her teaching and now follows the faith himself. Statistics:
STR: 10 = Base: 12; Racial: (+2) User Modifier, (-4) Kobold
DEX: 16 = Base: 14; Racial: (+2) Kobold CON: 10 = Base: 10; Racial: (+2) User Modifier, (-2) Kobold INT: 14 = Base: 14 WIS: 13 = Base: 13 CHA: 18 = Base: 16; Racial: (+2) User Modifier Fort: +4 = Base: +0; CHA: +4
AC: 17 = Base: (+10); Dexterity: (+3); Armor: (+2) Leather; Natural Armor: (+1) Scaly; Size: (+1) Small
BAB: 0
Init: +3 = Dexterity: +3
Attacks:
Melee Rapier (Small) +1 (1d4, 18-20/x2) Ranged Shortbow (Small) +4 (1d4, x3) Skills:
Acrobatics: 8 = +1 rank; +3 DEX; Misc: (+1) User Modification, (+3) Class Skill Appraise: 2 = +2 INT Bluff: 9 = +1 rank; +4 CHA; Misc: (+1) User Modification, (+3) Class Skill Climb: 5 = +1 rank; +0 STR; Misc: (+1) User Modification, (+3) Class Skill Diplomacy: 10 = +1 rank; +4 CHA; Misc: (+3) Class Skill; Racial: (+2) Jester Disguise: 9 = +1 rank; +4 CHA; Misc: (+1) User Modification, (+3) Class Skill Escape Artist: 3 = +3 DEX Fly: 5 = +3 DEX; Size: (+2) Size Modifier Heal: 1 = +1 WIS Intimidate: 4 = +4 CHA Knowledge (local): 6 = +1 rank; +2 INT; Misc: (+3) Class Skill Perception: 1 = +1 WIS Perform (Percussion): 10 = +1 rank; +4 CHA; Misc: (+3) Class Skill; Racial: (+2) Jester Perform (Comedy): 10 = +1 rank; +4 CHA; Misc: (+3) Class Skill; Racial: (+2) Jester Perform (Oratory): 10 = +1 rank; +4 CHA; Misc: (+3) Class Skill; Racial: (+2) Jester Ride: 3 = +3 DEX Sense Motive: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill Stealth: 11 = +1 rank; +3 DEX; Size: (+4) Size Modifier; Misc: (+3) Class Skill Survival: 1 = +1 WIS Swim: 0 = +0 STR Race Features:
Type (ARG 133): You are a humanoid with the reptilian subtype.
Darkvision (ARG 133): You have darkvision with a range of 60ft. Scaly (ARG 133): Your naturally scaly skin grants you a +1 natural armor bonus.* Light Sensitivity (ARG 133): You are dazzled in areas of bright sunlight or within the radius of a daylight spell. Jester (ARG 133): You gain a +2 racial bonus on Diplomacy* and Perform* checks. Diplomacy and Perform are always class skills for you.* Class Features:
Armor and Shield Proficiency: You are proficient in Light Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Longsword; Rapier; Sap; Shortbow; Sword, short; Whip; Scorpion whip Bardic Performance (Su) (Core 35) (8 rounds/day): You are trained to use the Perform skill to create magical effects on those around you (including yourself.) You can start a bardic performance as a standard action and maintain it each round as a free action. Changing the effect of your performance requires you to stop the previous performance and start a new one. Performances have audible and/or visual components and targets must be able to hear or see you to be affected. You can use this ability for 8 rounds each day.
Distracting Motley (Su) (Custom): This is a bardic performance. You can startle your allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, you can attempt an Acrobatics check. Any ally (including you) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check. If you are wearing an entertainer’s outfit you gain a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components. Traits:
Chance Encounter (APWoR 5): 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.
Stoic Optimism (ISG 222): You gain a +2 trait bonus on all saving throws against fear effects. Feats:
Kobold Confidence (Charisma) (KoG 24): You use your Charisma in place of Constitution to determine your bonus to Fortitude saves and your maximum negative hit points before death.
Equipment: Leather, Rapier, Shortbow
Spells:
Bard 0th (DC 14): Flare, Prestidigitation, Resistance, Summon Instrument 1st (DC 15): Cure Light Wounds, Grease |