Uzbin Parault

Keydas Amrath's page

167 posts. Alias of Phntm888.


Full Name

Keydas Amrath

Race

Human Bard 4 | AC 17, touch 13, flat-footed 14 | Fort +3, Ref +8, Will +5; +4 vs bard perform, language, sonic | HP 27/27 | Init +2 | Perception +7

Classes/Levels

Bardic Performance 12/12 |

Spells:
1st - 4/4, 2nd - 2/2

Gender

Male

Size

Medium

Age

25

Alignment

LN

Location

Mindspin Mountains

Languages

Common, Draconic, Dwarven, Giant, Sylvan, Thassilonian, Varisian

Occupation

Pathfinder

Strength 14
Dexterity 17
Constitution 13
Intelligence 12
Wisdom 10
Charisma 14

About Keydas Amrath

Crunch:

Keydas Amrath
Male human (Chelaxian) bard 4
LN humanoid (human)
Init +2; Perception +7
Favored Class: Bard
FCB: +4 Skill Points
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DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 27 (4d8+4)
Fort +3, Ref +8, Will +5; +4 vs bardic performance, language-dependent, and sonic effects
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OFFENSE
Speed 30 ft
Melee cold iron longsword +5 (1d8+2, 19-20/x2)
Melee alchemical silver morningstar +5 (1d8+1, x2)
Melee dagger +5 (1d4+2, 19-20/x2)
Ranged +1 composite shortbow (+2 Str) +7 (1d6+3, 60 ft, x3)
Ranged dagger +6 (1d4+2, 10 ft, 19-20/x2)
Spells Known (CL 4, Concentration +8)
0-level (6/day) - detect magic, grasp, know direction, light, mage hand, sift
1st-level (4/day) - abundant ammunition, feather fall, saving finale, timely inspiration
2nd-level (2/day) - heroism, invisibility
Special actions bardic performance (countersong, distraction, fascinate (DC 14), inspire competence +2, inspire courage +1) 12 rounds/day
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STATISTICS
Str 14, Dex 17, Con 13, Int 12, Wis 10, Cha 14
Base Atk +3, CMD +5, CMB 17
Traits Scholar of the Ancients (Campaign), Scholar of Ruins (Race (Human)), Talented (Social); Drawback: Forgetful
Feats Armor Proficiency (light), Lingering Performance, Point Blank Shot, Precise Shot, Shield Proficiency, Weapon Proficiency (simple, longsword, rapier, sap, shortsword, shortbow, whip)
Skills (ACP -1) Acrobatics +8, Climb +5, Diplomacy (V) +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering)* +7, Knowledge (geography)* +8, Knowledge (history)* +8, Knowledge (local) +7, Knowledge (nature) +8, Knowledge (nobility)* +7, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics* +9, Perception +7, Perform (oratory) +10, Perform (Act) +9, Sense Motive (V) +10, Spellcraft +8 (+10 to identify magic items and decipher scrolls), Use Magic Device +9
*-denotes background skill; (V) - denotes versatile performance
Languages Common, Draconic, Dwarven, Giant, Sylvan, Thassilonian, Varisian
SQ bardic knowledge, cantrips, versatile performance (oratory), well-versed
Combat Gear 2 scrolls of remove fear, scroll of remove blindness/deafness, wand of cure light wounds (50 charges), 40 arrows, 20 blunt arrows, 20 cold iron arrows, 20 alchemical silver arrows, Other Gear +1 composite shortbow (+2 Str), cold iron dagger, alchemical silver morningstar, masterwork chain shirt, light wooden quickdraw shield, cloak of resistance +1, traveler’s any-tool, 2 vials universal solvent, spell component pouch, ioun torch, explorer’s outfit, masterwork backpack, climber’s kit, bedroll, belt pouch, flint and steel, mess kit, trail rations (20 days), 3 waterskins, bandolier, 3 flasks acid, 3 flasks alchemist’s fire, weapon blanch (ghost salt), 2 antitoxins, 3 flasks holy water, 2 tanglefoot bags, scroll case, ink, inkpen, journal, 33 gp, 1 sp

Special Abilities:

Traits
Scholar of the Ancients (Campaign) - Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.

Scholar of Ruins (Race (Human)) - From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Talented (Social) - You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (oratory), and all Perform skills are always class skills for you.

Feats
Lingering Performance - The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Point Blank Shot - +1 to hit/+1 damage with ranged attacks against enemies within 30 feet.

Precise Shot - Ignore -4 penalty for firing into melee.

Class Features
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% 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.

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 Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to 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.

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.

Cantrips (Sp) - Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

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): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Backstory:

Keydas was born in the city of Magnimar. His father was a noted thespian whose skill and reputation had earned a comfortable life for himself and his family, and allowed him to collect scholarly works written about the monuments of Varisia. He didn’t spend time studying them. For him, such possessions were merely a sign of his status as a wealthy member of the city. Status and appearances were very concerning to him.

His concern with his status was such that he made sure Keydas received a well-rounded and thorough education. Growing up, Keydas received lessons in reading, writing, arithmetic, and public speaking. His father built on that knowledge by teaching him about the theater and how to act onstage - how to take a role and become that role. Keydas absorbed these lessons, but he truly enjoyed his father’s collection. Where his father saw scholarly works about Varisia’s monuments as a status sign, Keydas saw important knowledge and history. When his father was out at the theater and his lessons were finished, Keydas would often spend evenings reading the works. His mind was keen, and he was able to understand quite a bit. He even taught himself a rudimentary understanding of the Thassilonian language.

After turning 15, Keydas worked up the courage to do something with this knowledge. He went to the Irespan and found a way into one of the massive pillars. Once inside, he went through several rooms before noticing a crack in the wall that looked like it led to another chamber. Unable to find a way past, he left resolved to come back. The next day, he did so, but this time he brought a pickaxe, and used it to further widen the crack. It took a week, working by himself, but with his father busy at the theater, he had the time to do so. Eventually, he widened the crack enough he could fit through. On the other side he found a detailed carving of an angry woman wielding a ranseur riding a strange spider, and an inscription. He wrote down the inscription, and used his father’s collection to translate it. It said, ”Eight of Eye, Eight of Leg, Blade of Wrath, Face of Rage.”

Puzzled by the inscription, Keydas began making notes and writing, thinking about how to interpret the words. For a month, he worked on figuring out what it was. Finally, he returned to the secret room to further consider the words in the context of the carving. After three hours, he noticed something off about one of the eyes - the eighth eye. Examining it, he pushed on the eye, and it receded into the wall with a click. Excited, he looked at the carving. The angle of the spider was arranged such that one leg was furthest to the right, as though counting from one to eight. He pushed on that leg, and it receded with a click. Excited by what he’d found, he climbed the wall to get to the tip of the ranseur, which also receded into the wall with a click. The woman’s face popped out of the wall forward. Pulling it further out, he found within an ancient scroll case and an amulet with a seven-pointed star on it. He’d read about this symbol, called the Sihedron Rune.

Excitedly, he took what he’d found back to his home, and opened the scroll case to translate the document. The scroll inside was quite old and fragile, but he had careful hands and was able to translate it without causing damage. It was a decree that whoever found this medallion would be a favored servant of the Runelord of Wrath, Alaznist, and should immediately journey to Xin-Bakrakhan. Keydas didn’t know where Xin-Bakrakhan was, but he’d heard of a Pathfinder Society lodge in Magnimar. Realizing this was his opportunity to further explore the Varisian monuments - and perhaps beyond - Keydas wrote up a paper detailing his exploration and the translation process, then went to submit it, the medallion, and the scroll to the Society as his application for admission.

Once his discovery was verified, the Pathfinder Society offered him a position in their ranks. Happily, he told his father he’d been accepted to the Society, only to find his father did not share his joy. He viewed the Society as a plebeian organization, unworthy of someone of his family’s perceived status. He forbade Keydas from joining. Keydas said he was joining anyway, so he packed some belongings and left home, heading for the local Pathfinder Lodge.

Over the next several years he received training at the Grand Lodge in Absalom, then was sent out on missions for the Society. [Insert examples of missions here.] Now, his newest mission has taken him back to Thassilonian ruins, to Saevox’s Gauntlet in the Mindspin Mountains. He hopes the team of Pathfinders he is with gain the first piece of the Trimerix, Saevox’s Fang - but who knew what others may be seeking the same prize?

Appearance & Personality:

Keydas is a young man of average height, average weight, and Chelaxian descent. His hair is dark with pale skin and dark eyes. He wears comfortable clothes for easy movement, since being in the Pathfinder Society can result in finding oneself in situations where it’s important to be able to move - either to run or fight for you life.

He has a bookish air about him, and often has a look that seems to be faraway, thinking of something else. He has studied a broad variety of topics, although he finds that being in the field and getting hands-on is a far more effective tool than just reading books and Pathfinder Chronicles. He works well in groups, although sometimes he can be a bit long-winded when discussing certain topics.