Bardic Performance: Khair is trained to use the Perform skill to create magical effects on those around him, including himself if so desired. He can use this ability for 15 rounds per day (10 + his Charisma modifier).
Countersong (Su): Khair knows how to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (string) skill check (keyboard, percussion, wind, and song also apply). Any creature within 30 feet of Khair (including himself) that is affected by a sonic or language-dependent magical attack may use Khair'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 noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Khair'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): Khair can use his performance to counter magical effects that depend on sight. Each round of the distraction, he makes a Perform (dance) skill check (act, comedy, and oratory also apply). Any creature within 30 feet of Khair (including 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 Khair's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): Khair 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 Khair, and capable of paying attention to him. Khair must also be able to see the creatures affected. The distraction of nearby combat or other dangers prevents this ability from working.
Each creature within range receives a Will save (DC 15) to negate the effect (DC 10 + 1/2 Khair's level + his Cha modifier). If a creature's saving throw succeeds, Khair 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 all 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): Khair 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 Khair'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. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. Khair must choose which component to use when starting his performance.
Barroom Talespinner Khair receives a +1 trait bonus on Diplomacy and Perform (string) skill checks. Once per week Khair can make a DC 15 Knowledge (local) check to see if he knows a popular legendary pirate tale, the telling of which grants him a +1 trait bonus on checks made to influence NPCs on the Wormwood.
Cheat Death Once per day, when he would be reduced to 0 or fewer hit points as a result of a failed ability check, skill check, or saving throw on his part, Khair may invoke this ability in order to reroll the failed check. He must take the result of the second roll, even if it is worse than the original.
Hilt Bash (Ex): Khair can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll.
Strange Physiology Khair has a +2 racial bonus on Acrobatics skill checks.
Sure Grasp When climbing or making a Reflex save to avoid falling, Khair rolls twice and takes the higher result.