Mage Sniper

Jethnash Aessuashy's page

26 posts. Alias of Void Dragon.


Classes/Levels

Male Human CN Dirge Bard 1 | AC15 T11 FF14 | HP 10/10 | F+1 R+3 W+3 | Init+1 | Perc+8

About Jethnash Aessuashy

Jethnash Aessuashy
CN Male Human
Class: Bard (Dirge Bard) 1
Age: 26 Height: 6'8'' Weight: 190 lbs
Hair: White Eyes: White

Init: +1, Senses: , Perception +8

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DEFENSE
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AC 15 , touch 11 , flat-footed 14 (+1 DEX, +1 Shield, +3 Armor)
HP 10 (1d8+1; +1 FC)
Fort +1, Ref +3, Will +3

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OFFENSE
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Speed 30 ft
Melee longsword Attack +2 Damage 1d8+2 (19-20/x2) Type S
Space 5 ft, Reach 5 ft

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SPECIAL ABILITIES
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Bardic Performance 11/11 per day.

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SPELLS PER DAY
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1st: (2; 1 class +1 CHA)

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SPELLS KNOWN
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(4) 0th: Read Magic, Prestidigitation, Detect Magic, Ghost Sound

(2) 1st: Cure Light Wounds, Saving Finale

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STATISTICS
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Str 15, Dex 12, Con 12, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +2; CMD 13

Feats: Lingering Performance
Bonus Feat (Focus Study): Skill Focus (Perception)

Traits

Maestro of the Society: The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.

Teacher’s Pet: Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-f lung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. (K. Religion)

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CLASS ABILITIES
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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 + 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% change 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.

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SKILLS
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Skills (8 ranks per level, ;8 total)
(0)Acrobatics*
(0)Appraise*
(1)Bluff* +8
(0)Climb*
(0)Craft*
(1)Diplomacy* +8
(0)Disable Device
(0)Disguise*
(0)Escape Artist*
(0)Fly
(0)Handle Animal
(0)Heal
(0)Intimidate*
(0)Knowledge (arcana)*
(0)Knowledge (dungeoneering)*
(0)Knowledge (engineering)*
(0)Knowledge (geography)*
(0)Knowledge (history)*
(0)Knowledge (local)*
(0)Knowledge (nature)*
(0)Knowledge (nobility)*
(0)Knowledge (planes)*
(1)Knowledge (religion)* +8
(0)Linguistics*
(1)Perception* +8
(1)Perform (Sing)* +7
(0)Profession*
(0)Ride
(1)Sense Motive* +5
(0)Sleight of Hand*
(0)Spellcraft*
(1)Stealth* +6
(0)Survival
(0)Swim
(1)Use Magic Device* +7

Languages: Common (Varisian), Draconic

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RACIAL TRAITS
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+2 to any ability score

Medium

Normal Speed: 30 ft.

Skilled

Focused Study

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GEAR/POSSESSIONS
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Wooden Armor 20 GP
Buckler 5 GP
Longsword 15 GP
BARD'S KIT
Price 35 gp 9 sp; Weight 20-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, trail rations (5 days), and a waterskin.
Entertainer's Outfit

Currency: 29 GP 1 SP 0 CP

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NOTES
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BACKGROUND
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Jethnash doesn't remember where he was born as he was placed into an orphanage before he could remember anything. He grew up with two other kids, Brickel and Jurissian, all of them took the last name of Aessuashy due to Brickel having a dream about the name, and all of them deciding to just take it for this life. While Jurissian grew up Brickel began to run with the wrong crowd and eventually he lost his life. It was after his death that Jethnash had an epiphany that no matter how far you went you would die, and that was strangely comforting. Telling Jurissian of his decision they left on good terms, and Jethnash went out to explore the world.

Traveling through many areas Jethnash found that most people forgot about each other so soon after their deaths, but they somehow remembered the tales, and songs of the ancient heroes of old. Deciding to learn how to craft these songs Jethnash went to an old tavern and sought out a bard. He found one who seemed like she could teach Jethnash. She was a Half-elf named Mireckel, and she was an old woman who taught Jethnash everything he needed to know about being a bard. It was during her teachings that Jethnash discovered his gift for writing songs. After he was done with his first song Mireckel told him about the challenge all bards faced in trying to get their songs remembered for all time. After learning of this Jethnash decided that he had to not only create songs, but also seek out a way to remember everything about his past lives. It was during this quest that he met Professor Lorrimor.

Professor Lorrimor, and Jethnash met in a university where each was seeking different answers, but found each others company to be tolerable at least. Jethnash quickly began to seek tutelage under the Professor to try, and discover the secret of death. It was during their studies together that Jethnash learned about all of the undead that were out there. Finding this out brought a sense of longing to Jethnash. He desperately tried to find a way to contact one of these beings before the Professor died, but unfortunately fate spoke and the good Professor lost his own life. Despairing on finding out how to contact the dead Jethnash went back for the funeral of his old friend, and fellow knowledge seeker.

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APPEARANCE
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Jethnash has white hair, and his eyes are white as well. His pale porcelain-like skin is covered with tattoos speaking about the dead. He is tall and gaunt, with little to no extra weight on his body. Jethnash wears black wooden armor over his body with a small buckler that seems to be made out of dead wood. A longsword hangs from his side with one of his hands laying on it's pommel. A small book is always by Jethnash's side never leaving his sight. Under his armor a somber outfit covered in dark blues, and black covers him.

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PERSONALITY
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Jethnash is very paradoxical in his thinking. While he doesn't fear death for himself he is always worried about the people around him dying. He feels a certain connection with death that fascinates him. He creates his songs to not only immortalize his friends, but also to remind him who these people were, and what they did in the inevitable case of his death. His greatest fear is having himself die before he can get all of his important memories written down in word, or verse. His greatest hope is to find out how far his connection with death goes.