Chak'Zirrak N Parrot Tengu Sea Singer(Bard) 1
Str 10, Dex 14 Con 14 Int 12, Wis 10, Cha 18
Languages Common, Elven, Polyglot, Tengu
Melee Bite +0 (1d3), 2 claws +0 (1d3)
Class Skills: 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)
Class (1 Level x 6)+ Int (1x1) + FC (1x1) = 8 Total
Bluff +10 (1+3CS+4Cha+2Race)
[0 Armor Check Penalty]
Traits and Feats:
Barroom Talespinner: You grew up listening to tales of adventure and piracy on the high seas and the sea chanteys of old salts in dockside dives. You learned all about what it’s like to be a pirate by talking with the sailors on shore leave, and learned how to tell a tale (or perform some other pirate entertainment) yourself.
You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks (Sing), and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.
Magical Talent Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spelllike ability’s Save DC is Charisma-based.
(1st Level) Spellsong
You can blend the power of your performance and spellcasting.
Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.
Benefit: You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Spells & Spell-Like:
Bard Spells (CL 1, Cast Defensively +4, Ranged Touch +3 Spells per day 1st-2)
1 (DC 15) cure light wounds, sleep
Racial and Class Traits:
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.
+2 Strength, +2 Cha, -2 Cha: Parrot tengu possess natural flair and terrific balance, but often lack even a modicum of common sense or self control.
Normal Speed: Tengus have a base speed of 30 feet.
Low-Light Vision: Tengus have low-light vision (they can see twice as far as humans in conditions of dim light.)
Talented Vocalist: Rooster tengu gain a +2 racial bonus on Bluff, Diplomacy and Perform (sing) checks. Perform (sing) is always a class skill for rooster tengu.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics instead of just a single language.
Claw Attack(Ex) Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats.
Natural Weapons: Tengus possess a bite attack that deals 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
Languages: Tengus begin play speaking Tengu and Common. Tengus with high Intelligence scores can choose any language as a bonus language.
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.
Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.
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 noninstantaneous 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.
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.
Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.
Call the Storm (Su): At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects on control weather happen immediately), but not longer than the spell's normal duration. This performance replaces mass suggestion.
World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability 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.
Money 8 gp 1 sp 8 cp
Studded Leather (25gp)
Chak'Zirrak and his mate Chak'Kikk traveled the seas around the Sodden Lands, the Shackles and also explored some of the Mwangi expanse. Life was good aboard a ship seeing the world together. Ships would often take them in because they thought they would bring good luck and safe sailing. For more than a year they sailed together, until the big storm hit.
It seemed the right ship and crew when the shup "Fortune" chose to give them passage. But while out at sea, the biggest storm the captain had seen in his 20 years of sailing hit. Chak'Kikk thought she could help the crew of the Fortune get through the storm, but when one of the big waves came it washed her overboard, losing her to the sea. After the storm passed the crew spent two days looking for her, but there were no signs of her surviving. The only thing left he had of her was a small pciture.
The next two years he has spent continuing on in her memory. Losing himself in travel, studies, and booze. The first few months after losing Chak'Kikk he would ask if anyone had seen her whenever he came to a new city or returned to one he had been in, but to no avail. Now he has accepted the fact she is gone.
He recently arrived in Port Peril and visited the Formidably Maid for some story swapping and some singing for money and booze. As usually, his exotic nature coupled with his singing earned him plenty of both. Suddenly something was wrong, and he fell unconscious. When he awoke he was on a ship with a weird taste in his mouth, surrounded by people he didn't know.
Eye Color Red with black pupils
Feather Color Bright red with blues, greens and reds down his arms.
Personality Chak'Zirrak is very concerned about his appearance and can be quite vain. He tends to talk too much and tends to not learn when to stop. When he does listen, he tends to cock his head to the side which can be unsettling to people.