Flying Blade

Marku Serbanescu's page

6 posts. Alias of electricjokecascade (RPG Superstar Season 9 Top 16).


About Marku Serbanescu

Human Bard 1
NG Medium humanoid (human)
Init +3; Senses Perception +3

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DEFENSE
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AC
13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1

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OFFENSE
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Speed 30 ft.
Melee +3 Rapier(1d6+1; 18-20/x2)

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STATISTICS
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Str 12, Dex 16, Con 10, Int 14, Wis 8, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Antagonize, Weapon Finesse

Traits Friends in Low Places, Calculated Bribe, Eager Performer (campaign trait)

Skills
Acrobatics +7 , Bluff +7 , Diplomacy +7 , Knowledge (Local) +6 , Perception +3 , Perform (Act) +8 , Perform (Wind Instruments) +8 , Sense Motive +3 , Spellcraft +6 , Use Magic Device +7

Background Skills
+6 Knowledge (Religion)
+7 Sleight of Hand

Languages Common, giant, goblin
Current Load: 0 lbs. [Light Load]
Coinage: 213gp)

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SPELLS
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4/2

1st: Sleep, Vanish
O: Dancing Lights, Detect Magic, Prestidigitation, Summon Instrument

Gear/Possessions:

Artisan's Outfit, rapier, backpack, recorder, torches x3, flint & steel, bedroll, hammock, mirror, thunderstone, crowbar, rope

Class Features:

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:
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.

Cantrips

Countersong:
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:
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:
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 courage +1:
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.

Appearance:
Marku is a wonder, a vision of human refinement and elegance, or at least, so he desperately desires to be. Dissatisfied with the ample good looks and easy manner with which he was born, he strives at every opportunity to be more, to pose in shafts of light to best effect, to tell tales that will elicit wonder from his audience, to dress in the finest of garments, to coiffure his hair in the latest styles from Magnimar. Alas, his features are more saturnine than he would wish, and no matter how often he shaves, his cheeks and chin are perpetually dark with imminent stubble. While he'll allow that his dark and brooding eyes are appropriate to a Byronic figure such as himself, he wishes he were simply more of a refined nobleman and less of a roguish Scarzini like figure. Lithe, athletic, with a fine figure and natural grace, he is almost as handsome and dashing as he believes himself to be.

Semi-Public Background:
Marku Serbanescu just arrived in Sandpoint a week ago, and has taken up fine rooms at the Rusty Dragon. While he's not yet managed to convince Ameiko to allow him to play, he's regaled any who will listen that he's destined for the stage, and will soon be performing at the Sandpoint Theater. He claims to be a virtuoso performer who conquered Magnimar's cultural scene, and dismisses anyone who questions his story with a sniff as a provincial boor.

Detailed Background:

Marku was raised an orphan, abandoned while just a babe at the doorstep of a Pharasma-sponsored orphanage whose Warden thought the highest accomplishment for any of her charges was to join her church. Marku quickly decided otherwise, and was expelled at the tender age of six for an endless litany of small rebellions and acts of outright theft. Realizing the streets were brutal and unforgiving, he returned three days later and begged his way back into the Warden's good graces.

His was an indolent upbringing, for he soon managed to convince the cooks to serve him extra, the task master to spare him his set of chores, and conned the visiting Pharasman priest into thinking him a model student of all matters theological. In truth, he learned nothing, spent as much time as he could playing music with which to charm the other girls, and was expelled again at the age of fifteen when his attempts to seduce an old widower were discovered.

Alas! His good looks and easy manner made him a target on the streets, and it took every ounce of skill and desperation to keep one step ahead of the gangs and thugs of Magnimar. To his everlasting gratitude, he was taken under the wing of a local musician who played the rounds of the taphouses, and under his tutelage began to flourish. With no thought for the future, and desiring to only charm his way into the good graces of the next beautiful young lady, he'd have no doubt led a short and dissipated life if the old widow he'd sought to seduce didn't up and die and leave him 200 gp.

His master confiscated the gold, slapped Marku out of his drunken celebrations, and told him to wisen up. To use this sole chance to make something of his life, and not spend it as a wastrel. He'd introduce the young Marko to Cyrdak Drokkus, an old friend, and give the young bard a chance on a real stage. But first he had to improve his skills.

For four more years Marku toiled, seeking to earn his master's approval, but while immanent it never came. When his master died unexpectedly from a mugging, Marku rescued his 200gp, forged a letter in his master's hand, and hitched a ride in the next caravan to Sandpoint. The future, he was sure, would soon be his for the taking! What exactly it would involve he wasn't sure, but it would no doubt feature copious amounts of gold, easy living, perhaps a tour of the greatest Varisian cities, and endless adulation from countless buxom fans. Sitting at the rear bumper of the wagon, watching Magnimar fade from view, Marku took a large bite from a borrowed apple and grinned.