About Christobal SalvioPersonality:
Christobal is quiet and studious, and his personality seems more fitting to a wizard than a bard, but his entire demeanor changes when he performs. His voice is deep, despite his youth, and he stands taller. His previous dourness turns into a near-religious sense of drama as he recites heroic epics of all sorts of legendary figures from varisian wanderers and scalawags to fearsome Chelaxian hellknights and the workings of the Gods. His favorite story is about a nameless Varisian stealing from a wandering group of Sczarni in order to give back what they had stolen and swindled from villages they moved through. Backstory:
Christobal wass a student at a Bard's college in Korvosa. The murder of his father (his mother died in childbirth)meant that the money was gone, and he took time off for mourning. In his vulnerability after his father's death, many distant relatives came swooping in and stole what would have been his inheritance from his father's modestly successful shipping business. Ships, warehouses, capital, all gone. Thus Christobal, who now had some bardic skills but no sponsors, started to quite literally sing for his supper performing at whatever places he could. In one tavern he performs in regularly, there was a fence who he noticed had his father's signet ring. After some questioning the fence gave up the name Gaedren Lamm. He now wonders how he can find Lamm and find his father's killer, whether that's Lamm or someone else. Traits:
Love Lost: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him.The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on Perform.
Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Gear:
Worn: Leather Armor, buckler.
On person: Rapier, shortbow, 20 arrows, component pouch. On donkey: traveler's outfit, 20 arrows, bedroll, flint and steel, ink and pen, journal, pot, mess kit, soap, 10 torches, 5 days of rations and feed, waterskin, bit and bridle. Attacks:
Rapier, +0, 1d6 crit: 18-20*2.
Shortbow: +2, 1d6, crit:*3. CMB: 0 Defense:
HP:7
AC/FF/Touch: 15/13/12 CMD: 12 Fort/Ref/Will: 1/4/3 Bardic Performance:
: Countersong; 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 = 13) 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. Magic:
Level 0: Dancing Lights, Prestidigitation, Read Magic, Mage Hand.
Level 1: Abundant Ammunition: When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell. Chord of Shards: During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect. Trained Skills:
Acrobatics: +5
Appraise +7 Diplomacy +6 K-Arcana +10 K-Dungeoneering +4 K-Engineering +4 K-Geography +4 K-History +9 K-Local +9 K-Nature +4 K-Nobility +4 K-Planes +4 K-Religion +6 Linguistics +7 Perception +5 Perform (Oratory) +8 Perform (Sing) +8 Spellcraft +7 |