Full Name |
Malik Al-Nefrim |
Race |
Human |
Classes/Levels |
Bard (Ringleader) 4 | HP: 24/24 | AC:16 FF:13 T:13 | Fort: 1 Ref: 6 Will: 4 | Perception +5 Initiative +3 | |
Gender |
Male |
Size |
Medium |
Age |
30 |
Special Abilities |
Bardic Music, Arcane Strike |
Alignment |
NG |
Languages |
Draconic, Halfling |
Strength |
12 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
11 |
Charisma |
17 |
About Malik Al-Nefrim
Malik is the proprietor of the Burning Thirst Tavern (and Tea House), having opened it five years ago when he arrived in Barrowdar. He's an affable sort, and gets along well with his customers and neighbors. A still-young thirty years old, he will often entertain the customers at the tavern by playing his drums with a heavy, rhythmic beat, where the bass of the drum reverberates in the chest of the dancers. His smile is often seen over the drums, enjoying the ecstasy of the beat, the sound of the laughter, and the sights in his tavern.
He is closed-mouthed about his specific past in the Burned Lands, but to those with a good eye, they can spot the soldier's tattoos on his arms, and the well-honed gladius behind the bar speak to a military past. While he will speak at length about his homeland, he never includes details of himself.
He's also known as someone who can figure out 'mechanical' things, and is deft with a set of lockpicks, although he never would admit to anything nefarious to do with them, now a-days at least. He puts people well at ease in his bar, talking with them, listening to their problems, giving counsel when it is sought. But he is happy here, and that carries to his demeanor when dealing with the community of Barrowdar, which has welcomed him in.
His scarred and dented buckler has been repainted to show the symbol of his tavern, a flaming mug, and while he'll often talk about the Tea House in addition to the tavern, he sort of ran out of money and couldn't build it. So, in homage to that, he keeps a fresh pot of tea on behind the bar, for the sarcastic ones who ask about the "Tea House" part of the sign.
For Malik, times are tough though. He's always skirting debt to make ends meet, and will frequently have to borrow from the till to cover the bills, leaving him sleeping in one of the four rooms above the tavern, making for long days between living, working, eating, and entertaining in the same building.
Malik Al-Nefrim
Male human bard (ringleader) 4 (Pathfinder RPG Ultimate Intrigue 21)
NG Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 24 (4d8+1)
Fort +1, Ref +7, Will +4; +1 morale bonus vs. charm and fear, +4 vs. effects that would read your thoughts or compel you to tell the truth
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+3/19-20) or
. . gladius +5 (1d6+3/19-20)
Ranged light crossbow +6 (1d8+3/19-20)
Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +1), inspired plan
Bard (Ringleader) Spells Known (CL 4th; concentration +7)
. . 2nd (2/day)—cacophonous call[APG] (DC 15), heroism
. . 1st (4/day)—abundant ammunition[UC], chord of shards[UM] (DC 14), grease, heightened awareness[ACG], hideous laughter (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, message, prestidigitation, read magic, ultrasonic ray
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Statistics
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Str 12, Dex 16, Con 10, Int 12, Wis 11, Cha 17
Base Atk +3; CMB +5; CMD 17
Feats Arcane Strike, Point-Blank Shot, Precise Shot
Traits affable, honest, trap finder
Skills Acrobatics +6, Appraise +6, Bluff +10, Diplomacy +11 (+13 to gather information., +11 to influence friendly or helpful creatures), Disable Device +9, Disguise +7, Escape Artist +5, Intimidate +8, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +9, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +3, Knowledge (planes) +9, Knowledge (religion) +9, Perception +7, Perform (oratory) +7, Perform (percussion instruments) +10, Profession (barkeep) +5, Sense Motive +6, Spellcraft +6, Stealth +5, Use Magic Device +8
Languages Draconic, Halfling
SQ bardic knowledge +2, hidden plans
Combat Gear wand of cure light wounds (38 charges), wand of cure serious wounds (22 charges); Other Gear studded leather, buckler, dagger, gladius[UC], light crossbow with 20 bolts, backpack, bedroll, belt pouch, flint and steel, Hand Drum, hemp rope (50 ft.), ink, inkpen, mess kit[UE], mirror, pot, soap, spell component pouch, thieves' tools, torch (10), trail rations (5), waterskin
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Hidden Plans (Ex) Gain bonus on saves vs. effects that would read your throughts or compel the truth from you
Inspired Plan (Su) Spend 1 min per perform rd spent, ally later triggers chosen perform on self with Std action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
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