Xakihn

Kalenmourn's page

18 posts. Alias of aptinuviel.


Gender

HP 8/8 | AC17 | FF15 | T12 | Fort +0 | Ref +4 | Will +1 | Init +2 | Perception +1 | Speed 30 ft |

About Kalenmourn

Class/Level: Bard/1
Alignment: Lawful Evil
Deity: Asmodeus
Race: Drow
Size: Medium
Gender: Male
Age: 132
Height: 6'4"
Weight: 130 lbs
Hair: Silver
Eyes: White

Favored Class: Bard

XP:0

Hp: 8/8
Conditions: None

Ability Scores:

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 14 (+2)
Wisdom 9 (-1)
Charisma 18 (+4)

Combat Information:

Init +2; Senses: Perception +1 (Darkvision 120 feet, light blindness)
Concentration +5

Defenses
AC 17, touch 12, flat-footed 15 (+2 Dex, +3 Studded Leather, +2 Heavy Shield)
hp 8
Fort +0, Ref +4, Will +1
(+2 racial bonus on saving throws against enchantment spells and effects)
Spell Resistance (SR): 7
Immune to magic sleep effects.

Offense
BAB: +0
Speed 30 ft.
Melee: Longsword (+2, 1d8+2), Spiked Gauntlet (+2, 1d4+2), Shortspear (+2, 1d6+2)
Ranged: Shortspear (+2, 1d6+2, range 20ft)


Skills:

name [ability] (ranks/ability/class/other mod) total
Acrobatics [Dex] (1+2+3) +6
Craft (Sculptures) [Int] (1+2+3) +6
Intimidate [Cha] (1+4+3) +8
Knowledge (Arcana) [Int] (0+2+0+1) +3
Knowledge (Dungeoneering) [Int] (0+2+0+1) +3
Knowledge (Engineering) [Int] (0+2+0+1) +3
Knowledge (Geography) [Int] (0+2+0+1) +3
Knowledge (History) [Int] (0+2+0+1) +3
Knowledge (Local) [Int] (1+2+3+1) +7
Knowledge (Nature) [Int] (0+2+0+1) +3
Knowledge (Nobility) [Int] (1+2+3+1) +7
Knowledge (Planes) [Int] (0+2+0+1) +3
Knowledge (Religion) [Int] (0+2+0+1) +3
Linguistics [Int] (1+2+3) +6
Perception [Wis] (0-1+0+2) +1
Perform (Oratory) [Cha] (1+4+3+2) +10
Perform (Wind) [Cha] (1+4+3) +8
Spellcraft [Int] (1+2+3) +6
Stealth [Dex] (1+2+3) +6
Use Magic Device [Cha] (1+4+3) +8

Ranks: 6+2 (Int mod)+2 (Campaign bonus)+1 (favored class) = 11

Note: No armor modifiers are taken into account for Dex/Str-based skills in this list. [-1 ACP Studded Leather, -2 ACP Heavy Shield]


Languages:

Elven, Undercommon, Drow Sign Language, Infernal, Draconic

Traits, Feats and Class Abilities:

Traits
Hedge Magician: Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.
Savant: Gain +2 trait bonus on Perform (Oratory) checks.

Feats
Lingering Song

Class Abilities
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: 8 rounds, standard action to start, free action to maintain
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: 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: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.
Inspire Courage +1: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.


Equipment:

32gp 9sp 8cp

Weapons
Longsword (15gp, 4lbs)
Gauntlet, Spiked (5gp, 1lb)
Shortspear (1gp, 3lbs)

Armor
Studded Leather Armor (25gp, 20lbs)
Heavy Wooden Shield (7gp, 10lbs)

Carried
Spell Component Pouch (5gp, 2lbs)
Traveler's Outfit (-, 5lbs)
Belt Pouch (1gp, 0.5lbs)
Waterskin (1gp, 4 lbs)

Wrapped in Blanket
Blanket (5sp, 3lbs)
Map Case (1gp, 0.5lbs)
Chalk (2 pieces) (2cp,-)
Flint and Steel (1gp,-)
Paper (10 sheets) (4gp,-)
Rations, trail [2 days] (1gp, 2lbs)
Flute, common (5gp, 3lbs)

Total Weight: 58lbs
Total Combat Weight: 45.5

Carrying Capacity
Light 58 lbs; Medium 59-116 lbs; Heavy 117-175 lbs

Racial Abilities and Traits:

+2 Dexterity, +2 Charisma, -2 Constitution
Type: Humanoid, elf subtype
Keen Senses: +2 racial bonus on Perception
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Spells:

Spell-Like Abilities (Su): (once per day) Dancing Lights, Darkness, Faerie Fire

Spells Known
0-Level (DC 14): Detect Magic, Read Magic, Mending, Prestidigitation
1st- Level (DC 15): Cure Light Wounds, Grease

Spells per Day
Level 1: 1+1


History:
Kalenmourn has always been ambitious. Born into a minor noble house, he had the luxury of being trained in the classic arts. But he found that being slightly clever, more than a little charming, and extremely ambitious doesn't actually get you ahead in drow society. You also have to contend with the fickleness of others. It was the third time he'd found himself lying in his own blood because he'd been betrayed by another sworn to have his back. His brothers dragged him home to rest and heal and he contemplated his future in a society without rules.

Kalenmourn was drawn to a new path, one not so...chaotic. Despite their differences, he found himself agreeing with his brother and became interested in his obsession with Asmodeus. When they heard that there were others of this faith gathering, he immediately set out to find them.


Description:
Not quite as big as his brother, Kalenmourn is still very tall for one of his race. Thin, with sharp features, he strikes an imposing figure. He keeps his head shaved to promote an even more fearsome image.

Kalenmourn clothes are meant for travel, but clearly well maintained. He's often found carving something from a piece of wood or mushroom.