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About Boram LuckyfingersHeight: 5'9"
Durability:
Saves:
Combat:
Feats:
Spoiler:
Combat Expertise, Exotic Weapon Proficiency (scorpion whip), Improved Trip, Spell Focus: Enchantment
Traits
Class Abilities:
Streetwise(Ex): A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).
This replaces bardic knowledge. Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. This ability replaces versatile performance. Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed. Bardic Performance: 8 rounds per day
Fascinate (Su): A bard can use his performance to cause one or more creatures within 90 feet to become fascinated with him. The bard must also be able to see the creatures affected. 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. Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage. Gladhanding (Su): A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally. Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence. Lore Master 1/day (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. Other Special Abilities and Special Qualities:
Spoiler:
(Human) ability Bonus:+2 to Charisma
(Human) Favored Class (Bard) Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled. Skills: Skillpoints gained/level (7) 6+1(int):
*Acrobatics: +7 (1 ranks; +3 trained; +3 Dex)
*Appraise: +1 (0 ranks; +0 trained; +1 Int) *Bluff: +9 (1 ranks; +3 trained; +4 Cha; +1 class) *Climb: +5 (0 ranks; +3 trained; -1 Str) *Craft (any): +1 (0 ranks; +0 trained; +1 Int) *Diplomacy: +9 (1 ranks; +3 trained; +4 Cha; +1 Trait) *Disguise: +9 (1 ranks; +3 trained; +4 Cha; +1 class) *Escape Artist: +2 (0 ranks; +0 trained; +3 Dex) Fly: N/A (0 ranks; +0 trained; +3 Dex) Handle Animal: +0 (0 ranks; +0 trained; +4 Cha) Heal: +1 (0 ranks; +0 trained; +0 Wis) *Intimidate: +0 (0 ranks; +0 trained; +4 Cha) *Know (Arcane): +2 (0 ranks; +0 trained; +1 Int) *Know (Geography): +8 (0 ranks; +3 trained; +1 Int) *Know (History): +2 (0 ranks; +0 trained; +1 Int) *Know (Local): +6 (1 ranks; +3 trained; +1 Int; +1 class) *Know (Nature): +4 (0 ranks; +0 trained; +1 Int) *Linguistics: +8 (0 ranks; +3 trained; +1 Int) *Perception: +10 (0 ranks; +3 trained; +0 Wis) *Perform (keyboard): +10 (0 ranks; +3 trained; +4 Cha) *Perform (Oratory): +13 (0 ranks; +3 trained; +4 Cha; +1 class) *Perform (Singing): +11 (0 ranks; +3 trained; +4 Cha) *Profession(): +9 (0 ranks; +3 trained; +0 Wis; +2 Class) Ride: +1 (0 ranks; +0 trained; +3 Dex) *Sense Motive: +7 (0 ranks; +3 trained; +0 Wis) *Sleight of Hand: +8 (1 ranks; +3 trained; +3 Dex; +1 class) *Spellcraft: +9 (0 ranks; +3 trained; +1 Int;) *Stealth: +11 (1 ranks; +3 trained; +3 Dex; +4 size; - armor) Survival: +0 (0 ranks; +0 trained; +0 Wis) *Swim: +13 (0 ranks; +3 trained; -1 Str; +2 racial; - armor, +5 ring) *Use Magic Device: +10 (3 ranks; +3 trained; +4 Cha) Spellcasting:
Bard Spells Known (CL 4th; concentration +8=4+4 +12 when casting underwater)
2nd (3/day)—allegro[UM], heroism, Hold Person (DC 17) 1st (5/day)—cure light wounds, grease, silent image (DC 15), sleep (DC 16), Clarion Call 0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 14), prestidigitation, read magic Carrying Capacity:
Possessions (54.5 lbs): Spoiler:
Backpack 2 lbs 2 gp(12 lbs):
Pouch with Coins (1 lbs):
Appearance: Story/Background: |