Sandpoint Cleric

Marten's page

18 posts. Alias of Callum.


Full Name

Marten Encarthan

Race

Human

Classes/Levels

Bard/1

Gender

Male

Size

Medium

Special Abilities

Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1

Alignment

CG

Deity

Cayden Cailean

Location

Taldor

Languages

Taldane, Azlanti

Occupation

Actor

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

About Marten

Marten grew up in the Wise Quarter of Absalom, the son of a magical researcher in the Arcanamirium and a scholar specialising in Azlanti history. He was expected to follow in the academic family tradition, but found that, while bright, he didn't have the diligence required for patient study. He took to entertaining his classmates with scurrilous banter and cutting impersonations of their tutors - which, of course, made his studies suffer even more. He eventually developed a habit of cutting his classes and making his way into the nearby Ivy District to lose himself in the latest plays and performances (and, more often than he'd like to admit, in a bottle or three of wine).

When Marten's parents discovered his "unpleasant addiction to the low arts" they ceased paying for his education and upkeep, insisting he make his own way in the world. Since then, he has struggled to make a living as a jobbing actor, travelling to wherever he can find work. He hasn't quite escaped his upbringing, however, and retains a fascination with magical devices and ancient history. He much prefers classical theatre to modern drama, and quotes the great playwrights and poets whenever he thinks he can get away with it. Nevertheless, he'll take any acting job he can get.

Init +0; Senses perception +4

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 8 (1d8)
Fort +2, Ref +2, Will +2

OFFENSE
Speed 30 ft.
Melee longsword +0 (1d8/19-20)
Ranged shortbow +0 (1d6/x3/60 ft.)
Spells Known (CL 1st):
1st (2/day) - charm person, sleep
0 - dancing lights, ghost sound, lullaby, message

STATISTICS
Base Atk +0; CMB +0; CMD 10
Feats Great Fortitude, Secret Signs
Traits Charming, Historian
Skills Bluff +8, Diplomacy +8, Disguise +8, Intimidate +8, Knowledge (history) +6, Knowledge (all others) +4, Linguistics +6, Perception +4, Perform (act) +8, Perform (sing) +8, Use Magic Device +8
Gear chain shirt, longsword, shortbow, 10 arrows

Secret Signs [Local]
You can communicate with your allies using a secret set of hand signs forged in the fierce political battles of Absalom.
Prerequisite: Int 13, Absalom affinity.
Benefit: You teach your allies your own set of secret signs, allowing you to communicate concepts to them quickly, quietly, and at range. You gain a +5 bonus on Bluff checks made to pass secret messages as long as your allies can see you. In addition, you can use the signs to give advice and warnings, allowing you to use the aid another combat option even if you are not in a position to attack the opponent attacking your ally. Also, if you choose to aid another with a skill check, you grant a +4 bonus with a successful check, rather than the normal +2.

Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Historian: Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past. You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.