About Devin HoreksonDevin Horekson
Background:
Born the fourth child of Horek and Cannan, Devin is 23 years old. He has 2 brothers (Dregar & Kheron )and 2 sisters(Kelmarane & Clarine). The family is quite poor and scavenges much of what they have. He spent his early youth running with the gangs. He was a lucky child indeed (fates favored), and he ended up acting as a street guide for a visiting pathfinder, Ilmaresh Trevain. At first he was simply a hired urchin (8 years old) to provide directions, but she was very impressed with a charming combination of chutzpah, intelligence and naivety. She kept him on as a runner and dogsbody as she established herself in Katapesh, and saw too it that he got more and more schooling, trying to slowly lure him off the streets (and make a pathfinder of him). This may not have been the wisest decision, as Devin, charming though he is, is an incorrigible liar... and he’s very, very good at it. Rather than take the boy off the streets, she showed him where the good loot is... He has become a con artist and a thief, who, of course, hunts where the money is – the rich: the merchants and the nobility.. With pathfinder tutelage, and his own native talents, he has developed a range of skills. He is a skilled archaeologist (in Golarion, that means tomb robber), able to find and disable traps. As mentioned, he is a liar and con artist par excellence. But he can handle any style of social interaction (diplomacy, bluff, intimidate, sense motive). He is a sharp-eyed silent shadow, and has a variety of idiosyncratic magical skills. Finally, it is also acknowledged he could fall into an outhouse and come up with a gold ring hooked on one of his tusks… Appearance:
A young-ish (23 years old) ½ orc male. Skin and bones (for a 1/2 Orc). 5’9” 173 lbs There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and glossy green skin. Prominent tusks and heavy eyebrows. Demeanour:
Happy go lucky and energetic. Not much of one for sitting, but can do skull sweat if he has to. Tries to be funny. From his orc heritage, he is more comfortable in the shadows than in sunlight (Dimdweller). Mechanical:
Devin Horekson
Offense
CMB : +5 = +5 Stats
Skills (7*6+7*2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills
Languages: Common, Orc, Osiriani(int), Draconic (int), Kelish (Linguistics), Sylvan (Linguistics)
Class Abilities:
Buffoonery (Ex): A court fool gains a bonus equal to 1/2 his bard level on Acrobatics, Bluff, Climb, and Disguise checks (minimum +1). This replaces bardic knowledge. Bardic Performance (22 rounds): 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. Distracting Motley (Su): At 1st level, a court fool can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the court fool) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check. A court fool wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual 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. Defuse Tension (Su): At 3rd level, a court fool can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the court fool. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the court fool’s performance. This performance affects one additional creature at 7th level and every 4 bard levels thereafter. A court fool can’t use defuse tension on himself. Defuse tension relies on visual components. This performance replaces inspire competence. Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature 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. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Caper and Jeer (Ex): At 5th level, a court fool can take 10 on Acrobatics and Bluff checks, even when in danger or distracted, and can use Bluff to create a diversion to hide (as per the Stealth skill) as a swift action. He can take 20 on an Acrobatics or Bluff check once per day, plus one time per 6 levels beyond 5th, even when in danger or distracted. This ability replaces lore master.
Racial Abilities:
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Equipment 21000 gp+ non magical:
Magic (20980): Handy Haversack (2000gp), Cloak of Resistance +2 (4000 gp), Eyes of the Eagle (2500 gp), +1 Singing Steel Chain Shirt (1850gp) (-1 ACP), +1 Longspear (2305) gp, Bountiful Bottle (4000 gp), Potion of Extended Barkskin lvl 12 (1800 gp), Wand of CLW 40/50 (600 gp), Travellers Anytool (250 gp), Ring of Spell Knowledge I (Featherfall, 1500 gp), Scrolls (lvl 1, 175 gp) of True Skill, Tears to Wine, Ears of the City, Feather fall, Tap Inner Beauty, Heightened Awareness, Nature’s Paths Weapons: Spiked Gauntlet, Whip x2, shortbow, 20 Cold Iron Arrows, 20 Blunt Arrows w/Silver Alchemical Blanch, Dagger X2, Armor: (see magic) Equipment
29 gp in assorted coinage
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