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About Farus Alazar[dice=Thrown Starknife,heroism,IC]1d20+11+2+4[/dice][dice=damage,IC] 1d4+6+4[/dice]
Role:
Farus will probably almost universally open combat with an appropriate bardic performance (e.g. inspire courage for +4 to attack and damage and saves vs fear/charm) and mirror image. If he has images up, and then he'll cast spells or throw a star knife as appropriate. Outside of combat he’ll have ample magic abilities through spells, masterpieces, and other bardic performances. He also has his knowledges and skills. backstory:
Farus has always had good fortune, right up until the day he set sail for Brevoy. Farus was born in Oppara to a a relatively large minor noble family. While he received the education that comes with such a background, as the 4th boy in a family with 7 children, he never had any aspirations of inheriting lands or titles. Seeing bards at court, he was fascinated by their singing and took every opportunity to do so himself. The supervision was lax enough that he was able to sneak away and perform in local taverns. As Farus grew, his talents did not go unnoticed by the Kith, as agents of that organization encouraged him to apply to the Kitharodian Academy. Joining the Kith would also provide Farus with a way to develop into his own man so he joined and indeed excelled there. As he developed his tenor, he discovered that the Academy actually has darker ambitions, cultivating the skills that will be necessary for spycraft and transitioning those recruits into the Lion Blades, Taldor’s spies. Farus developed numerous espionage related skills, leading a dual life as a performer and carrying out missions on behalf of the Kith. He was quite surprised when he was asked to sail to investigate a new development in the regional politics of Brevoy. Having grown up in Oppara, Farus was quite ill equipped for the traveling life of a minstrel on the frontier in Brevoy. Outside of Taldor, it isn’t even safe to go it alone on the roads! After several missteps, including being robbed of virtually all of his belongings, Farus turned toward despair, but he met a kind practitioner of the Song of Spheres by the name of Allis. She told him that he a fool for traveling in the wilderness without a caravan. The more Farus learned of Desna, the more interested he became in Lady Luck, as he’d always felt personally lucky, and was quite interested in this patron of Musicians. She even taught him how to use a star knife, which supplemented his otherwise quite meager personal combat abilities. Eventually he reached his destination and found a fledgling kingdom. He realized that he was the only agent of the Kith here, and that if he ever wanted to be a noble, himself he may need to seize the opportunity provided to him. He’d use his newfound martial abilities, skill with his word, and spellcasting to make his way. personality:
With a sharp mind, and relying on lady luck, Farus has yet to meet a challenge that he hasn’t eventually succeeded at. He takes setbacks relatively in stride, having had more than a few in his life. He has learned that it can be hard to trust people, as everyone has hidden motives, but has developed a few good friendships. He tries to be courteous, as you never know when you might need something from someone, or someone else might have designs to put a dagger in your back. apperance:
Doing his best to fit into the wilderness, Farus has dressed himself in a courtier's outfit not showing any outward markings or affiliations and a relatively generic gold chain around his neck. His clothes are clean, thanks to the aid of the prestidigitation cantrip. Stat block Farus Alazar Male human bard 7 CG medium humanoid (human) Init +6; Senses Perception +9 -------------------- Defense -------------------- AC 14, touch 9, flat-footed 14 (+4 armor, +1 Shield, -1 Dex) hp 54 (7d8[8+5*6]+14+2(FCB)) Fort +4, Ref +5, Will +6; +4 vs. bardic performance, language-dependent, and sonic -------------------- Offense -------------------- Speed 30 ft. Melee Star knife +11 (1d4+6/3x) Ranged Star knife +11 (1d4+6/3x) Special Attacks bardic performance 28 rounds/day (standard action; [DC 22 countersong, distraction, fascinate, Inspire Competence +6, inspire courage +4, Suggestion, Dirge of doom, Inspire Greatness) Performances and Masterpieces:
28 rounds/day, start as a Move action, unless otherwise noted Countersong, Fascinate (4 creatures, DC 19), Inspire Courage (as 7th level bard) Spoiler: , Inspire Competence, Suggestion, Dirge of Doom, Inspire Greatness,
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 +5 morale bonus on saving throws against charm and fear effects and a +5 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. Triple Time Spoiler:
Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).
Bard Spells Known (CL 7th; concentration +13) 3rd (2/day)- Haste, Dispel Magic 2nd (5/day)—heroism, Mirror Image Glitterdust (DC 18), Gallant Inspiration , Silence 1st (6/day)—Grease (DC 18), Glue Seal (DC 17), Heightened Awareness, Saving Finale, Remove Fear, Vanish 0 (at will)—detect magic, read magic, ghost sound (DC 16), light, open/close, message, prestidigitation
Spells Known:
Human FCB gives 1 0th level spell known, 3 1st level spells known, 3 2nd level spells known; giving a total of
0th: 6 [6(base)+1(FCB)] 1st: 6 [4(base)+3(FCB)-1(Triple Time), 2nd: 5 [4(base)+1(FCB)] 3rd: 2 [2(base)] -------------------- Statistics -------------------- Str 8, Dex 8, Con 14, Int 14, Wis 11, Cha 22 Base Atk +4; CMB +4; CMD 15 Feats Noble Scion (War), Extra Performance, Feat (potentially crafter wonderous item, need to talk to GM about it), Master Performer, Divine Fighting Technique: Desna, Point Blank Shot details:
Advanced Versatile Performance for Divine Fighting Technique: Desna Traits:
Faith: Fate’s Favored Spoiler:
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Race Trait: Tatooed Human Spoiler:
You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives. Skills Bluff +18, Diplomacy +16, Disguise +10, Intimidate +10, Knowledge (Local) +19,Knowledge (Nature) +15, Knowledge (Arcana, Dungoneering, Nobility, Planes, Religion) +14, Knowledge (Engineering, Geography, History) +12, Linguistics +6, Perception +10,Perform(Oratory,Stringed Instruments) +10, Perform (Act) +13, Perform (Sing) +18, Perform (Wind) +16, Sense Motive +18, Spellcraft +12, Stealth +5, Use Magic Device +16 Languages Common, Infernal, Chelish, Celestial, Draconic SQ bardic knowledge +6, lore master 1/day, versatile performances (Sing) -------------------- Special Abilities -------------------- Lore Master Farus can take 10 on Knowledge checks. Once per day as a standard action, he can take 20 on any Knowledge check. Versatile Performance (Sing) +25 (Ex) Farus can use his bonus for Perform (Sing) in place of his normal bonus when making Bluff or Sense Motive checks. --------------------
Worn Items:
Shoulder: Cloak of Resistance +1 Head: Dervish Sikke +2 Perform Sing Headband: Headband of Alluring Charisma +2 Gold spent, 15999/16000:
Dervish Sikke (10000 gp) Headband of Alluring Charisma +2 (4000 gp) Cloak of Resistance +1 (1000 gp) Scroll of Align Weapon (125 gp), masterwork horn 100gp MW backpack 50gp, 5*3 (3 spell component pouch) 15gp, Bard’s kit 41gp, Courtier’s Outfit 30 gp, Cold Iron Starknife (36 gp) 3x Gold Necklace 50 gp, Disguise Kit 50gp Scroll of Faerie Fire 1 charges (25 gp), Scroll of Monkey Fish (25 gp), 2 spring loaded wrist sheaths 10 gp, masterwork chain shirt 250 gp darkwood buckler 203 gp FCB:
2HP, 1 0th level spell known, 3 1st level spells known [one taken as triple time masterpiece] Skills worksheet:
: [54+12 BG]
Bluff +18 (Versatile Performance Sing) Diplomacy +16 [7(ranks)+3(class)+6(cha] Disguise +10 [1(rank)+3(class)+6(cha)] Intimidate +10 [1(rank)+3(class)+6(cha)] Knowledge Arcana +14 [3(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge Dungoneeering +14 [3(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge Engineering +12 [1(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge Geography +12 [1(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge History +12 [1(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge Local +19 [7(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge Nature +15 [4(ranks), 2 int, 3 class skill, bardic knowledge +6) Knowledge Nobility +14 [1(ranks), 2 int, 3 class skill, bardic knowledge +6, +2 noble scion) Knowledge Planes +14 [3(ranks),2 int, 3 class skill, bardic knowledge +6) Knowledge Religion +14 [3(ranks), 2 int, 3 class skill, bardic knowledge +6) Linguistics +6 [1(rank), 2 int, 3 class skill) Perception +10 [7(ranks)+3(class)] Perform (Act) +13 [4(ranks)+3(class)+6(cha)] Perform (Oratory) +10 [1(ranks)+3(class)+6(cha)] Perform (Stringed) +10 [1(ranks)+3(class)+6(cha)] Perform (Sing) +18 [7(ranks)+3(class)+6(cha)+2(competence] BG Perform (Wind) +16 [7(ranks)+3(class)+6(cha)] BG Sense Motive +18 (Versatile Performance Sing) Spellcraft +12 (7 ranks+3 (class) +2 int) Stealth +5 (4 ranks+3 (class) -2 dex) Use Magic Device +16 (7 ranks, 3 (class), 6 cha) Desired Magical Items:
Lyre of building 13,000gp; kingdom building
3 reasons to live; 9000gp boost bardic performances more Blinkback Belt 5000gp Returning starknifes, should get a better starknife too.. Mnemonic Vestment; 5000gp more versatile spellcasting |