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About Joras Iggins*
Joras Iggins
Bard Spells Known (CL 2nd; concentration +5)
He's young so not much.
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Feats Cosmopolitan (Handle Animal, Survival) Check penalty -3 under Medium ENC. Skills Acrobatics +10, Acrobatics (When Jumping) +2, Artistry(Songwriting) +5, Bluff +7, Climb +6, Diplomacy +8, Handle Animal +7, Knowledge(Local) +6, Linguistics(Varisian) +5, Perception +8, Perform (Sing) +8, Perform (String Instruments) +8, Sleight of Hand +4, Spellcraft +5, Stealth +12, Survival +5, Languages Common, Dwarven, Elven, Halfling, Orc, Varisian
Priority Override Crypt Trip Inventory in effect all other inventories suspended for duration
Note: Joras has about 55 gp in support from family not cash anything more money needs roll play(begging). Crypt Trip Inventory:
Main Gear sword, short (small), leather armor (small), explorer's outfit (small), backpack (small), blanket, winter (small), cold-weather outfit (small), pouch, belt (small), sling (small), gold piece (3), silver piece (6), flint and steel, spell component pouch, waterskin, filled (small), bandolier (small), bullets, sling (10) (small), holy symbol, wooden, musical instrument, mandolin (small), dagger (small) Weight 21.675 Light ENC. ------------------------- Equipment ------------------------
Second Backpack backpack (small) (2), tent(small)(small),
Addendum: The backpack is a Masterworked Backpack. Make note that this backpack gives you +1 to STR when determining carrying compacity. Scroll of Cat’s Grace and a Wand of Lesser Confusion (10 Charges) Skills Detailed:
================================================= SKILLS DETAILED ================================================= Skill Total Rnk Stat Msc Acrobatics 10 2.0 3 5
Knowledge(All) 2 0.0 1 1 Bardic Knowledge ================================================= SPECIAL ABILITIES ================================================= Traits:
Healing Touch
Fangwood diplomat
Intrepid Volunteer
Bardic Abilities:
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 At 2st level with CHA 16 has 9 Rounds of 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% 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. Add Spoken Language (Elven, Orc) Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck. Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws. Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks. Language Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. No Racial Subtype You have chosen no racial subtype. Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Background Iggins family:
Jorah Iggins father Uhlam brownish - red hair short and squat
Trafar Renges grandfather - father of Renatta caravaneer
Jipp Iggins grandfather - father of Jorah and Jimes deceased
Joras's has a wonderful family, in most ways; his father Jorah Iggins, a yeoman farmer with a wife Renetta and three hearty children, Jent the oldest son, Joras of course, and his young sister Maretta. They are a solid family of farmers with homey expectations and devotion to Erastil, except the odd one, Joras. His constant charm, friendliness, and curiosity, is sometimes fun but can be a bit trying with him in town so much, especially at the sensibly named Seven Silvers where he pesters the resident bard, Jocyn for songs and strumming. Worse, though family cannot be denied, he spends more time with Uncle Jimes than Jorah likes. With his gift for learning the speech of others, he talks with many a traveler, odd that there are so many for a small place, enough to support a busy inn, on the way to important places no doubt. He makes friends with many in town the grumpier the more he tries. Even to the town wizard, the querulous old man, Holgast, he shows up to pester for more about magic than the bard knows or tells, but more to help the overworked apprentices, to get a book or some time to study for them. Recently as adulthood approaches, he's spent time with the local militia as all good citizens of the realm should. He drilled with the equipment his family supplied as part of the obligations, under the eye of Captain Is-Slow er Wisslo, (which is even funnier if pronounced Wizz-Slow). But as harsh as the Captain is, the drill has matured Joras a bit, making him less wild. Joras prepares for his entry to adulthood hoping for a future more interesting than another round of weeding. He may get his wish for better or worse. Appearance
Joras looks young, being small, even for a halfling, at just 2'10" and just 32 lbs. His tossled russet hair waves freely in the wind, and he is handsome enough with regular features. In his better clothes and armor, he cuts an almost impressive figure wearing green shirt and leggings with brown leather armor and a red cloak of good quality. This martial pose is spoiled by his most often having his favorite instrument in hand, a mandolin. |