![]()
About Marcus NocturnusMarcus Nocturnus Fetchling Male
Background:
Marcus is a rather accomplished bard combining song, high chant (oratory), and dance to bring stories alive. It was one of the riveting concerts for which he was hired and invited by Pahdishah Oryet of Katapesh. The Padisha had very exotic tastes and actually had an ifrit emissary there to talk trade. After seeing Marcus' performance the ifrit emissary decided the bard would make an excellent presentation to his master and would easily seal the trade deal for the padisha. Together they plotted against Marcus, poisoned his food with a powerful sleeping drought and when he was unconscious the emissary took the bard and all of his belongings back to the City of Brass. He was correct, the ifrit did enjoy Marcus' performances. Up until the others from the prime plane showed up Marcus had no means to even assume he could get back to the prime material plane so he was making the best of it. Rather like a good song bird, you can't beat the thing and expect it to sing well, just so, the ifrit were treating Marcus rather well but would not let him leave. Defense:
Initiative +7 (Dex +5, 2 reactionary trait) AC 29, touch 17, Flat Footed 22 (+5 Dex, +10 BreastplateArmor, +2 AmuletNaturalAmor, +2 ringProtection)
Offense:
Speed 40ft* (40ft in armor) (30’ base move + 10’ from boots of striding) Melee
Ranged
Statistics:
Str 11 Dex 20 Con 12 Int 14 Wis 10 Cha 19* (15+4 belt of dexterity) BAB +9, CMB +9, CMD 24 *Modified by magic Stat Building
Feats:
1. Point Blank Shot 3. Precise Shot 5. Deadly aim 7. Lingering performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. 9. Arcane strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. 11. Discordant voice: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you. Skills:
Skill Points = 88 (64 class + 24 Int)
Acrobatics* 10 (2 rank, 3 class, 5 Dex) use dance, +5 jumping from Boots
Background (special)
Languages:
Common, Int related (Aklo, Dragon), Linguistics (Auran, Ignan) Class Abilities:
Bard >Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. >Bardic Performance: 4rds+Cha mod+2rds/level after 1st = 27rds; at 7th level may start as a move action > Countersong: may use the countersong perform check in place of save vs language or sound dependent magical effect. > Distraction: 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 > Fascinate: 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. > Inspire courage: +2 to hit/dmg competence bonus, allies must be able to hear or see the bard to gain the benefits. > Inspire competence: The ally must be within 30 feet and able to see and hear the bard. The ally gets a +3 competence bonus on skill checks with a particular skill. The bard cannot affect himself. >Suggestion: 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. > Dirge of Doom: A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. > Inspire Greatness: A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. > Versatile Performance (Ex) Dance (Acrobatics, Fly), Oratory (Diplomacy, Sense Motive), Sing (Bluff, Sense Motive) >Well versed: The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. >Lore master: the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. >Jack of all trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. Paladin
Fetchling Racial Traits:
Ability Score Bonus: +2 Dex -2 Wis +2 Cha Shadow blending attacks in dim light have a 50% miss chance instead of 20% Shadowy resistance: cold resist 5, electricity resist 5 Darkvision: see in the dark up to 60’ Skilled: +2 race bonus on K: Planes and Stealth checks Traits:
> Trap finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. > Reactionary +2 Init Gear:
Pathfinder kit* 12gp Belt Pouch* (whetstone, chalk x5, flint and steel, earplugs, ) .5#
+3 Composite Long Bow 3# 18.4Kgp
Bag of Holding Type II (500#s, 70cubic feet) 5000gp [Shovel (8# 2gp), sledge (10# 1gp), hammer (2#, 5sp), pitons x10 (5# 1gp), folding pole (10#, 2sp), grappling hook (4#, 1gp), ] 25# Scroll of raise dead 1125
Light Load 114, Medium Load 228, Heavy Load 345
Gear cost: 106781gp
Spells:
0 Level 1. Detect magic 2. Ghost sound 3. Prestidigitation 4. Read magic 5. Mending 6. Dancing Lights 1st Level (5+2)
2nd Level (4+1)
3rd Level (3+1)
4th Level (1+1)
Attack rolls:
[dice=CLB, inspire, DA, heroism, haste, invisible]1d20 + 17 + 2 + 2 - 3 + 1 + 2 [/dice] targets do not get dex bonus against invisible attackers
[dice=CLB, inspire, DA, heroism, haste, invisible]1d20 + 17 + 2 + 2 - 3 + 1 + 2 [/dice] targets do not get dex bonus against invisible attackers
[dice=CLB, inspire, DA, heroism, haste, invisible, 2nd atk]1d20 + 17 + 2 + 2 - 3 + 1 + 2 - 5 [/dice] targets do not get dex bonus against invisible attackers
|