Elf

Mach Star's page

574 posts. Alias of Dragoncat.


Full Name

Mach Star

Race

Tiefling (Pit-Born)

Classes/Levels

Bard (Arcane Duelist) 1

Gender

Male

Size

Medium (5'8'', 155 lbs)

Age

21

Special Abilities

Music & My Winning Smile

Alignment

CN

Deity

None, really...

Location

The Stolen Lands?

Languages

Common, Abyssal

Occupation

Ex-Bandit/Singer

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Mach Star

---------------------
Statblock
---------------------
Mach Star
Male Tiefling (Pit-Born) Bard (Arcane Duelist) 1
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft; Perception +6
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16
hp 10 (1d8+2)
Fort +2, Ref +3, Will +2
Defensive Abilities acid/cold/fire resistance 5
--------------------
Offense
--------------------
Speed 30 ft
Melee Longsword +4 (1d8+4/19-20/x2)
Club +4 (1d6+4/x2)
Ranged
Special Attacks Power Attack Longsword +3 (1d8+6/19-20/x2)
Arcane Strike Longsword +5 (1d8+5/19-20/x2)
Arcane Power Attack Longsword +4 (1d8+7/19-20/x2)
Power Attack Club +3 (1d6+6/x2)
Arcane Strike Club +5 (1d6+5/x2)
Arcane Power Attack Club +4 (1d6+7/x2)
Spells Known
0th--Guidance, Prestidigitation, Detect Magic, Message
1st--Charm Person, Comprehend Languages (2/2 Castings)

--------------------
Statistics
--------------------
STR 18, DEX 13, CON 14, INT 10, WIS 10, CHA 18
Base Atk +0; CMB +4; CMD 15
Feats Power Attack, Arcane Strike
Traits Brigand, Criminal, River Navigator, Loner (Drawback)
Skills +8 Bluff, +7 Disable Device, +8 Intimidate, +4 Knowledge (Local), +6 Perception, +4 Sense Motive, +5 Survival
Languages Common, Abyssal
SQ Arcane Strike, Fascinate, Distraction, Inspire Courage, Rallying Cry
Combat Gear Chain Shirt, Heavy Wooden Shield, Longsword
--------------------
Special Abilities
--------------------

Racial Traits:
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Pit-Born Tieflings gain a +2 racial bonus on Disable Device and Perception checks.

Class Features:
Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

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 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 the bard'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): 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 this ability from working. For every three levels the 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 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): 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.

---------------------
Background
---------------------
The River Kingdoms are many things to those from without; a squabbling collection of bandit kingdoms, a land of outcasts & exiles, a place for those who have nowhere else to go to make their home. In many cases, those people are correct. In Mach’s case, especially, the River Kingdom of Mivon is all he knew for the longest time.

The boy who would be Mach Star was born on the border of the Narlmarches to a small bandit clan. His mother Revaina was the chief’s most trusted lieutenant, and was the one who taught him how to properly survive in the wilds. His father, on the other hand, he knew nothing of, and no one in the clan ever spoke of him. He grew up surrounded by scoundrels, thieves, raiders and rogues, steeped in the ways of the wild and the larcenous arts. While he was a strong lad, and very capable with a sword, his true strength lay in his talent with words. His fair features & devil-may-care attitude made him the clan’s go-to person for negotiating with rival bandit gangs.

Revaina understood that the bandit’s life would eventually result in Mach suffering at the hands of the law (even in a land as fractured as the River Kingdoms), and so she hired a travelling bard to tutor her son in his ways. Under the man’s tutelage, the boy developed a strong singing voice, an ear for music, and a greater understanding of how to interact with others who didn’t share his outlook. Alas, her prediction came true only a few weeks after his tutelage was complete—Mach found himself in jail in Mivon, a prisoner in the aftermath of a raid by hired soldiers.

After three years in prison, Mach was released and he returned to the clan—only to find most of it scattered or dead. From the few survivors he was able to find, he learned that his mother had gone north, to the country of Brevoy—and from there, to the Stolen Lands. He packed what he could carry and set out to find his mother.

---------------------
Description & Personality
---------------------
Standing at 5’8”, with a head of short, messy white hair, icy blue eyes and pale white skin, Mach cuts a rather uncannily imposing figure. His chain shirt is grey and patchy in places, and the large wooden shield in his grip looks like it’s seen a blade or two. His clothes are a mix of dark green & black, with a weathered longsword in a scabbard at his side.

Mach puts a great deal of care into appearing carefree. He has taken the Six Freedoms of the River Kingdoms to heart: he encourages others to speak their mind, is very careful about giving his word, has little respect for established rulers (unless they’ve done so through appropriate force of arms), and despises slavery in any form. He isn’t used to looking out for others, or making sure others are looking out for him—the bandit clan he was a member of didn’t do much to foster a sense of teamwork. He loves his mother very much—it’s her disappearance in the Stolen Lands that compelled him to join an expedition there.

---------------------
Traits & Drawback
---------------------
Brigand (Campaign): +1 to Bluff/Diplomacy/Intimidate/Sense Motive when dealing with bandits, brigands, thieves, +100 GP in ill-gotten gains
River Navigator (Region): +1 to Survival, Survival is a class skill
Criminal (Social): +1 Disable Device, Disable Device is class skill
Loner (Drawback): -1 penalty to AC/Attack rolls when adjacent to allies or taking the Aid Another action

---------------------
Skill Breakdown
---------------------
—1 Bluff
—1 Disable Device
—1 Intimidate
—1 Knowledge (Local)
—1 Perception
—1 Sense Motive
—1 Survival

Background Skills
—1 Perform (Sing)
—1 Sleight of Hand

---------------------
Gear
---------------------
—1 Chain Shirt (100 GP)
—1 Heavy Wooden Shield (7 GP)
—1 Longsword (15 GP)
—1 Club (Free)
—1 Bard’s Kit (41 GP) (a backpack, a bedroll, a belt pouch, a common musical instrument *lute*, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
—1 Explorer’s Outfit (Free)
—1 Set of Masterwork Thieves’ Tools (100 GP)
—1 Grooming Kit (2 GP)
—1 Gear Maintenance Kit (5 GP)

Money: 12 GP

Carrying Capacity:

Current Load:

---------------------
Magical Items
---------------------

------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)