Blackjack

Daire McKiernan's page

419 posts. Alias of Decimus Observet.


Full Name

Daire McKiernan

Race

| HP: 56/56 | AC: 18 (14 Tch, 15 Fl) | CMB: +6, CMD: 19 | F: +3, R: +9, W: +4 | Init: +2 | Perc: +3, SM: +6

Classes/Levels

| Speed 30ft | Bardic Performance: 22/28 | Mythic Power: 1/5 | Spells: 1st 5/6, 2nd 2/5, 3rd 0/2 | Active conditions: 0 Non-lethal Damage.

Gender

Male CN Bard (Brazen Deceiver) 5

Age

24

Alignment

Chaotic Neutral

Languages

Irish, Latin, Scottish

Occupation

Bard

Strength 12
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 8
Charisma 20

About Daire McKiernan

Daire McKiernan
Male Human Bard 7 (brazen deceiver)
Chaotic Neutral Medium Humanoid (human)
Init +3; Senses Perception +6, Sense Motive +5
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Defense
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AC 16 (17 with buckler), touch 13, flat-footed 14 (15 with buckler) [Mwk Studded Leather +3, Dex +3, Buckler +1, Deflection +1]
hp 56 (7 HD; 8+0)
Fort +3, Ref +9, Will +4
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Offense
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Speed 30 ft.
Melee Mwk Shortsword +8 1d6+1 19-20/x2

Ranged Mwk Short Bow +8 1d6+1

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Magic
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Caster Level 7; Concentration +13

Bard Spells Known
. . 3rd (2/day) - Confusion, Terrible Remorse
. . 2nd (5/day) - Cacophonous Call, Darkness, Darkvision, Detect Desire, Invisibility, Silence
. . 1st (6/day) - Alarm, Charm Person, Comprehend Languages, Silent Image, Sow Thought
. . 0th (at will) - Bleed, Touch of Fatigue, Dancing Lights, Detect Magic, Ghost Sound, Mending, Prestigitation, Read Magic

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Statistics
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Human +2 Cha, L4: +1 Cha, L6: Mental Prowess (+2 Cha), L7: Physical Prowess (+2 Dex)
Str 12, Dex 16, Con 10, Int 12, Wis 8, Cha 22
Base Atk +3; CMB +4; CMD 16
Feats
L1: Combat Casting, Lingering Performance, Spellsong
L3: Extra Performance
L5: Dodge
L7: Spell Focus (Enchantment)

Combat Casting
You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Extra Performance
You can use your bardic performance ability more often than normal.

Prerequisite: Bardic performance class feature.

Benefit: You can use bardic performance for 6 additional rounds per day.

Special: You can gain Extra Performance multiple times. Its effects stack.

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisite: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Spell Focus (Enchantment)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

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.

Traits Fate's Favoured, Iron Liver

Fate’s Favoured (faith trait)

The fates watch over you.

Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Iron Liver (equipment trait)

Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Languages Irish, Latin, Scottish

Skills
Class Skills

The bard’s class skills are 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).

Skill Ranks Per Level: 6 + 1 Int +1 favoured class

Armour Check Modifier: +0 with mwk studded leather

+Acrobatics +7 |+3 Dex +1 rank +3 class skill
+Appraise +5 |+1 Int +1 rank +3 class skill
+Bluff +21 |+6 Cha +7 rank +3 class skill +2 Silver Tongued +3 Shameless Scoundrel
+Climb +5 |+1 Str +1 rank +3 class skill
+Craft +1 |+1 Int
+Diplomacy +18 |+6 Cha +7 rank +3 class skill +2 Silver Tongued
Disable Device* -- |+3 Dex
+Disguise +13 |+6 Cha +1 rank +3 class skill +3 Shameless Scoundrel
+Escape Artist +7 |+3 Dex +1 rank +3 class skill
Fly +3 |+3 Dex
Handle Animal* +7 |+6 Cha +1 rank
Heal -1 |-1 Wis
+Intimidate +10 |+6 Cha +1 rank +3 class skill
+Knowledge Arcana* +5 |+1 Int +1 rank +3 class skill
+Knowledge Dungeoneering* -- |+1 Int untrained
+Knowledge Engineering* -- |+1 Int untrained
+Knowledge Geography* +5 |+1 Int +1 rank +3 class skill
+Knowledge History* +5 |+1 Int +1 rank +3 class skill
+Knowledge Local* +5 |+1 Int +1 rank +3 class skill
+Knowledge Nobility* +7 |+1 Int +3 rank +3 class skill
+Knowledge Nature* +5 |+1 Int +1 rank +3 class skill
+Knowledge Planes* +5 |+1 Int +1 rank +3 class skill
+Knowledge Religion* +5 |+1 Int +1 rank +3 class skill
+Linguistics* +2 |+1 Int +1 rank
+Perception +3 |-1 Wis +1 rank +3 class skill
+Perform (Oratory) +16 |+6 Cha +4 rank +3 class skill
+Profession (scribe) +3 |-1 Wis +1 rank +3 class skill
Ride +3 |+3 Dex
+Sense Motive +9 |-1 Wis +7 rank +3 class skill
+Sleight of Hand* +7 |+3 Dex +1 rank +3 class skill
+Spellcraft* +5 |+1 Int +1 rank +3 class skill
+Stealth +10 |+3 Dex +1 rank +3 class skill +3 Shameless Scoundrel
Survival -1 |-1 Wis
Swim +5 |+1 Str +1 rank +3 class skill
+Use Magic Device* +10 |+6 Cha +1 rank +3 class skill

Special Qualities
Bonus Feat
Humans select one extra feat at 1st level.

Silver Tongued
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Armor Attunement
The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

Resistance
At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Weapon Attunement
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level.

Deflection
+1

Other Gear

Studded Leather 175g
Buckler 155g
Shortsword 310g
Sling 300g
20 bullets 0.2g

Skeleton Key 85g
Bard's Kit 41g
Fishing Kit 0.5g
Grooming Kit 1g
Backpack
Concealable Thieves' Tools 190g

Book of Genealogy Priceless

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Special Abilities
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Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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.

Deceptive Tale (Su)
A brazen deceiver learns the deceptive tale bardic performance, allowing him to weave magic into his lies and imbue the most fantastic claims with the appearance of truth. While the brazen deceiver maintains this performance, he takes half the normal penalty on Bluff checks for unlikely lies (rounding down to -2). At 5th level, this effect also applies to Bluff checks for far-fetched lies, and at 11th level, it applies to Bluff checks for impossible lies. Deceptive tale relies on audible components.

This replaces the countersong and distraction bardic performances.

Shameless Scoundrel (Ex)
A brazen deceiver adds half his level (minimum +1) on Bluff, Disguise, and Stealth checks.

This ability replaces bardic knowledge.

Blatant Subtlety (Ex)
At 2nd level, a brazen deceiver has mastered the art of using magic without being detected. The brazen deceiver gains Spellsong as a bonus feat. Observers do not automatically recognize his bardic performances as anything other than ordinary speech or performance. Those specifically looking for abnormal effects must succeed at a Sense Motive check (DC = 10 + half the brazen deceiver’s bard level + the brazen deceiver’s Charisma modifier) to detect his performances.

This ability replaces well-versed.

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.

List of Bardic Performances:

Bardic Performance rounds: 28

Inspire Courage +2
Inspire competence +3

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 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.

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.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Invoke the Blood (Ex)
A brazen deceiver adds the following spells to his bard spells known at the listed class levels. At 2nd level, the brazen deceiver adds bleed and touch of fatigue to his 0-level bard spells known. At 6th level, the brazen deceiver adds darkness and darkvision to his 2nd-level bard spells known. At 10th level, he adds shadow conjuration and shadow step to his 4th-level bard spells known. At 14th level, he adds shadow evocation and shadow walk to his 5th-level bard spells known. At 18th level, he adds greater shadow conjuration and greater shadow evocation to his 6th-level bard spells known.

This ability replaces versatile performance.

Devil’s Tongue (Ex) - 2/Day

At 5th level, a brazen deceiver beguiles others with astonishing skill. This functions as the lore master ability, but its effects apply to Bluff checks instead of Knowledge skill checks.

This ability replaces lore master.

At 5th level, the bard becomes a master of deception and can take 10 on any bluff check. 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 bluff 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.

Appearance and Personality:

Daire has long brown hair, deftly tied back. He looks younger than he is, perhaps due to an irrepressible smile and melodious voice. He is quick to laughter. Perhaps too quick for his own good.

Background:

Daire was born to a branch of the McKiernan's, a freeman family of good standing in Tuaim. From an early age, he grew popular with his wit and laughter, even if he matched those with outrageous deceits and lies.

He caught the eye of a passing bard, Ruarcc, and went gladly as his apprentice, to the mixed feelings of his kin. Daire learned much, but kept getting himself into unwise situations. He drank heavily, boasted, and grew bold in the company of women, unmarried or no.

One day, there was a rumour of mischief, beyond the usual. Regardless of the truth of the matter, he fled north, to stay with more distant kin in Ulster. He has spent the last few years plotting what to do next while regaling his hosts with the tallest of tales.

Now, with the chaos in Largay, he sees his chance to return home.