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About Jarvak Ogre-EarsJarvak Ogre-Ears
--Melee: Rapier (+5, 1d4/18-20x2)
-------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=----------------------
Animal Whisperer (Ironfang Invasion Player's Gude): You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have
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Battle Singer
Point Blank Shot
ACP -0
-=Non-Standard Skill Bonuses=-
-=Languages=- Goblin, Common, Dwarven ---===Spells===---:
-------------------------------=Spells=------------------------------- -----------------------------=0th (at will)=-------------------------------- 4: Daze, Prestidigitation, Mage Hand, Detect Magic (Spell DC 12) ------------------------------=1st (4/day)=------------------------------ 3: Fascinate, Sleep, Ventriquolism. (Spell DC 13) ------------------------------=2nd (2/day)=------------------------------ 2: Sound Burst (10'/1d8 and may stun, Fort save), Whip of Spiders(Spell DC 14) ------------------------------=3rd (1/day)=------------------------------ 1: Major Image (As silent image, plus sound, smell, and thermal effects) ---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- Weapon/armor proficiencies: 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. Spells: Spell DC 10 +spell level + Cha modifier 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 (+1 for goblin). 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. Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. 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 + 1 (goblin) + 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. 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: 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. 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. 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)
Lore Master (Ex)
---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Armor: MW Studded Leather (175gp, AC: +3, Weight: 20 lbs) Weapon: Rapier (20 gp, 1d4P/18-20x2, 2 lbs)
Entertainer's Outfit (3 gp, 4 lbs)
-=Carrying Capacity=- (+1 to carrying capacity due to MW Backpack)
-=Money=- 3 GP 9 SP 0 CP
---===Background===---:
Goblins love to Sing! And Jarvak had a special talent for it. Smart and quick-witted, the Crushfrog tribe loved his songs about goblins things; raiding, traps, silly games, fire and explosions! (It mainly consisted of him shouting BOOM BOOM BOOM and other goblins doing the same). But one day, Jarvak was out in Fangwood Forest when his posse of goblins came upon a band of adventurers. Most of the goblins were slain but he was captured. He was almost slain by a man in plate armor but another member of the group, a lady in green livery named Sharine asked that Jarvak be spared. They locked him up in a cage. That evening, over a campfire, Sharine performed a tune, and Jarvak was amazed. His knowledge of Common wasn't great, but it was sufficient to understand what she singing about. Songs about lost love separated by war and circumstances, of heroes who faced down dragons, of honour and beauty. Goblins never sang about those things. Jarvak clapped and cried with each ballad and song and called for more. Sharine held it up as proof that the goblin was more than a mere creature of base instincts. In the evening, Sharine started to teach Jarvak more songs, and though Jarvak was not the best musician, he was studious and wanted to learn. He impressed them with his knowledge of the wild, helping to identify useful mushrooms and morels. When they arrived in Phaendar and it came time to divide the spoils, Sharine asked for Jarvak as his only payment. His companions were bemused; so be it. The bard trained Jarvak and the goblin learned to sing the songs and ballads that moved him. Admittedly, he has a ways to go, but his progress has been impressive. He is kind to animals, always willing to share the food he has with them. Jarvak is starting from the bottom, performing at taverns and frequently getting booed and having rotten fruit tossed at him, but he's content. One day he'll perform the Ballad of Jolantu and Izhak before a royal court, and his exploits and songs will be remembered in the annals of heroes. ---===Appearance and Personality===---:
Eyes: Green Hair: Brown-black Skin: Olive- green Height: 3'1" Weight: 35lbs Personality: Jarvak loves using songs to cheer people up, though he wants to sing some of the great ballads that Sharine has taught him. Some find his voice screechy and his musicianship lacking, but the good-hearted goblin is earnest and forgiving, even when his audience throws tomatoes at him. He is generous and helpful, and his knowledge of the forest helps him in picking out herbs and mushrooms for the local herbalist. Jarvak is making a hard adjustment to life away from the goblinoids, but Sharine loves his company, diligence and studiousness. Occasionally, Jarvak pretends to be a hero like in the ballads he sings about. He is well-practised with the rapier and shortbow. A part of Jarvak believes that he can one day bring the songs he has learned to the goblins and help sooth and persuade them to give up their warring ways. He knows he's not ready, but is waiting for the day to come...
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