Count Haserton Lowis IV

Kallyan's page

72 posts. Organized Play character for adsapiens.

Full Name

Renn "Kallyan" Marchyser, the Risen




Bard (Celebrity) 8 | HP 42/43 | MI 5/5 | AC 23 TO 15 FF 18 | F +2 R +10 W +5 | CMD 19 | Init +4 | Perc +10 DV | BP 21/25 | Acid 5 Cold 5 Elect 5






Neutral Good




Shiman-Sekh, Osirion


Celestial, Common, Draconic, Osiriani, Sylvan


Celebrity Musician

Strength 7
Dexterity 18
Constitution 11
Intelligence 14
Wisdom 8
Charisma 24

About Kallyan

Quick Background:

Originally Rahadoumi, Renn was raised on the poor and godless communities. Although hedonistic, the young Aasimar was always a good person by heart and someone beloved in the slums. When he came of age, however, he found a religious book - forbidden, as everything religious - on the catacombs. It wasn't a bible or holy text; in fact, it was simply a series of songs for Sarenrae.

Recognizing the beautiful melodies on the pages of the book, Renn started performing them with his crude drums, attracting small crowds that, like him, loved the melodies. It wasn't until a traveller from distant lands recognized the songs as religious that Renn, fearing someone else would find out, decided to flee Rahadoum and go live on more forgiven lands. He enlisted as a Pathfinder in the local Lodge, and was immediately sent in adventures across Golarion.

Adopting the faith of Sarenrae, the musician crossed the world under the sun, and slowly created his own fame. He ended up setting up his "base" in the Osiriani town of Shiman-Sekh, and associating himself with the Scarab Sages. His fame as a musician grew, and nowadays he's known almost across the entire city.

Renn adopted the stage name of "Kallyan" - an affection nickname between the young children playing on the streets of Shiman-Sekh, that means "burnt by the sun". Even though he became a local celebrity - and, with his new Kallyan's Concert Hall, such fame just keeps growing - the bard continues to venture as a Pathfinder, thing that makes his fans even more dedicated when he comes back home. It's said Kallyan was mortally wounded in one of his adventures but brought back to live by the gods, willing to forever listen to his musical talent.

Kallyan usually travels with Phraed, his Herald, a tall and strong Shoanti man with exotic accent that announces him on the lodges and halls. Phraed never goes out of the big cities and just waits for his master to come back from his adventures. Similarly, his Concert Hall is managed by Mareena, a middle-aged Osiriani woman of strong voice and temper, but a warm and maternal heart.

Appearance and Behavior:

Kallyan isn't old, but his grey is already appearing. A natural lover of the sun and outside environments, he uses shades and have a more "tanned" skin. He uses long beard and walks around carrying a walking stick - which, actually, is his "weapon of choice", a masterwork hanbo. He's a celebrity, knows it and acts as such while in cities or settlements - in the danger of dungeons and catacombs, however, he prefers to shy out and hide.

A coward by nature, Kallyan is only an arrogant prick when it's convenient. For the people who knows him - as well as his usual companions, on Pathfinder missions - Kallyan is actually a nice person to have around, with spirit and obvious musical talent. His speeches are truly encouraging!

Character Sheet:

Renn "Kallyan" Marchyser, the Risen
Male azata-blooded aasimar (musetouched) bard (celebrity) 8 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 25)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +10
AC 23, touch 15, flat-footed 18 (+5 armor, +4 Dex, +1 dodge, +3 shield)
hp 43 (8d8)
Fort +2 (+2 vs. death effects), Ref +10, Will +5; +2 vs. negative levels to become permanent, +4 vs. bardic performance, language-dependent, and sonic
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee mwk hanbo +5/+0 (1d6-2)
Special Attacks bardic performance 25 rounds/day (move action; countersong, distraction, fascinate [DC 21], gather crowd, inspire competence +3, shining star, suggestion [DC 21])
Spell-Like Abilities (CL 8th; concentration +15)
. . 1/day—glitterdust (DC 19)
Bard (Celebrity) Spells Known (CL 8th; concentration +15)
. . 3rd (4/day)—dispel magic, good hope, haste
. . 2nd (6/day)—blindness/deafness (DC 19), gallant inspiration[APG] (DC 19), mirror image, sound burst (DC 19)
. . 1st (6/day)—cure light wounds, grease, hideous laughter (DC 18), liberating command[UC], saving finale[APG] (DC 18)
. . 0 (at will)—dancing lights, detect magic, mage hand, prestidigitation, read magic, summon instrument
Str 7, Dex 18, Con 11, Int 14, Wis 8, Cha 24
Base Atk +6; CMB +4; CMD 19
Feats Dodge, Fey Performance, Harmonic Sage[UC], Harmonic Spell[ISWG]
Traits community-minded (rahadoum), strength of the sun
Skills Acrobatics +8, Bluff +18, Diplomacy +20 (+21 during the day), Handle Animal +20 (+21 during the day), Intimidate +20 (+21 during the day), Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +14, Knowledge (geography) +10, Knowledge (history) +10 (+11 for tests related to music), Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +6, Perception +10, Perform (dance) +20 (+21 during the day), Perform (oratory) +20 (+21 during the day), Perform (percussion instruments) +20 (+21 during the day, +21 for day job rolls), Sense Motive +20 (+21 during the day), Spellcraft +11, Survival -1 (+1 to avoid becoming lost), Use Magic Device +18; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (oratory), +2 Perform (percussion instruments)
Languages Celestial, Common, Draconic, Osiriani, Sylvan
SQ bardic knowledge +4, famous, poet's cloak inspired rage +2, versatile performances (oratory, percussion)
Other Gear +1 chain shirt, +1 heavy wooden shield, mwk hanbo, clear spindle ioun stone, headband of alluring charisma +4, poet's cloak[ACG], wayfinder[ISWG], Drum, flint and steel, ink, inkpen, masterwork backpack[APG], waterskin, 477 gp, 7 sp, 1 cp
Special Abilities
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 25 rounds/day) Your performances can create magical effects.
Bardic Performance: 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.
Bardic Performance: 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.
Bardic Performance: Fascinate (Su) (3 targets, DC 21) 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. This ability is modified by the celebrity bard ability Shining Star.
Bardic Performance: Gather Crowd (Ex) At 5th level, the celebrity is skilled at drawing an audience to his performances. If he is in a settlement or populated area, he can shout, sing, or otherwise make himself noticed in order to attract an audience to his impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the bard’s class level × the result of the bard’s Perform check. The crowd gathers over the next 1d10 rounds. If the bard fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds. This ability replaces lore master.
Bardic Performance: Inspire Competence (Su) +3 A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Bardic Performance: Suggestion (Sp) (DC 21) 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.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Famous +2 (Shiman-Sekh) With natives of selected region gain bonus to Diplomacy & Intimidate.
Fey Performance Spend 1 rd/perf to add +30' to range of performance in areas with animal and plant life.
Harmonic Sage Gain extra abilities when performing within an artificial structure
Harmonic Spell Casting spells extends duration of bardic performance
Poet's cloak Raging Song You gain the raging song of a 4th-level skald.
Poet's cloak Rage Power (Celestial Blood, Lesser) While raging, the barbarian's melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.
Raging Song: Inspired Rage (Su) +2 At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Raging Song: Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
Shining Star (Su) At 8th level, the celebrity has learned how to focus attention on himself so thoroughly that even the presence of danger does not distract his adoring crowd. When using fascinate, a target making a save to break the effect because of a potential threat takes a –4 penalty on that save, and even obvious threats require a save rather than automatically breaking the effect. Creatures affected by the bard’s fascinate ability ignore the shaken condition. This ability replaces dirge of doom.
Versatile Performance (Oratory) +20 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Versatile Performance (Percussion Instruments) +20 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks

Prestige Awards:

Concert Hall (PP 5) +1 Perform (Instrument or Sing) for Dayjob, +1 Knowledge (History) for tests related to music
Herald (PP 1) Announces character in social gatherings, diplomatic situations etc.
Risen Guard (Fame 20, PP 8) +2 Fortitude vs. death effects, +2 all saves vs. negative levels becoming permanent
Seneschal (Concert Hall) (PP 2) takes care of a building, attends wounds, prepares for adventures