Chain Mauler

Davor Elan's page

13 posts. Alias of Bane88.


Full Name

Davor "The Liar" Elan

Race

Human

Classes/Levels

Dirge Bard/4

Gender

M

Size

M

Age

21

Alignment

LE

Deity

Asmodeus

Languages

Common, Elven, Infernal, Necril

About Davor Elan

Background

Spoiler:
Davor Elan a man who was not a man, not really. More of just a shell, a convincing shell to be sure, with a bright smile that never touched his lips. His mother used to tell Davor that he was incapable of telling the truth, his siblings called him Davor the liar. They had all been poisoned when he was 12, when asked by the authorities about it Davor swore he knew nothing and even cried a bit for good measure.

Its hard and easy for a sociopath in Talingarde, hard because you can’t slip up, easy because if you say nice things, the sheeple believe you! At the fine age of 20 Davor was becoming somewhat of a household name in Ghastenhall, as a respectable business man. Davor was active in his community, charitable and even sang in the church choir. The church members all but jumped up and down when Davor told them he could get them in on a fast track investment. Apparently “swindling” one hundred thousand gold from the Mitran clergy is frowned upon. The Magistrate said he had “dead eyes” well now he’s on the list.

The haunting songs Davor sang in Branderscar prison began to drive some of the prisoners insane, oh well. The guards disagreed when Davor said he had no idea who was singing, they locked him in the catacombs, and he sang in the dark to the bones. After a few months, Davor had had enough of prison, with some simple charms he walked out into the daylight, he had other things to be about of course, no more time for cells. There was wealth unimaginable to obtain.

-Davor is a compulsive liar to the point that he will lie even if the truth is more convenient.
-Davor has a list of people who wrong him, they will die.
-Davor worships Asmodeus for the ambition side much more than the order side of his domains.

Abilities:
STR:12(1) DEX:14(2) CON:14(2) INT:13(1) WIS:10 CHA:19(4)

DEFENSE
AC: 18 (10+2 dex+2 shield+4 armor)
CMD: 4 (3 BAB + 1 STR)
Hit Points
Fortitude 3
Reflex 6
Will 4

OFFENSE
Melee Longsword +4 1d8+3
Ranged Wand of Ray of Exhaustion
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Spells

Spoiler:

CL: 4
0 lvl spells known/per day: 6/-
1st lvl spells known/per day 7/4
2nd lvl spells known/per day 3/2
0 LVL,
Presiditation
Detect Magic
Read Magic
Dazzling lights
Ghost Sounds
Daze
1st LVL
Charm person
Grease
Saving Finale
Silent Image
Hideous Laughter
Sow Thought
Toilsome Chant
Ray of Enfeeblement
2nd Level

Traits:
Fraud

Skills

Spoiler:
Rank + Trained + Ability + Bonus if applicable = Total
Acrobatics (Dex)
Appraise (Int)
Bluff (Cha) 4 + 3 +4 + 2 +10 to lie = 13(23 to lie)
Climb (Str)
Craft (Int)
Diplomacy (Cha) 2 + 3 +4 = 9
Disguise (Cha) 1 + 3 + 4 = 8
Escape Artist (Dex)
Intimidate (Cha) 1 + 3 +4 = 8
Knowledge (all) (Int)
Arcana: 1 + 3 + 1 = 5
Dungeoneering: 1 + 3 + 1 = 5
Engineering: 1 + 3 + 1 = 5
Geography: 1 + 3 + 1 = 5
History: 1
Local: 1
Nature: 1
Nobility: 1
Planes: 1
Religion: 4
Linguistics (Int) 2
Perception (Wis) 2
Perform(Sing) (Cha) 4
Profession (Wis)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth (Dex) 1
Use Magic Device (Cha) 4
.

Feats:
Arcane Strike
Lingering Performance
Spell Focus(Enchantment)

Languages:
Common, Infernal, Necril, Elven

Racial Abilities:
Skilled
Bonus Feat

Class Abilities:

Spoiler:

Bardic Performance: 12 rds/day
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.
Countersong (Su): 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 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,

Haunted Eyes (Ex)
At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects.
This ability replaces well-versed.

Secrets of the Grave (Ex)
At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.

Gear:

Spoiler:
Mask of Stony Demeanor, Masterwork Chain Shirt, Masterwork Heavy Steel Shield

Money: