Aredil Sultur

Morricone's page

347 posts. Alias of Helikon.


Full Name

Morricone Aulamaxa

Race

Human

Spoiler:
AC 16/T11/FF15 HP 42/42 F+4 R+5 W+4 Init +1 SM +20 /Perception +7

Classes/Levels

Bard (Chelish Diva) 4

Gender

male

Size

medium

Age

21

Alignment

CG

Deity

Shelyn

Location

Kintargo

Languages

Common, Infernal

Occupation

Noble Scion, Actor

Homepage URL

Picture

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

About Morricone

Morricone Aulamaxa CR 3
Human Bard 4
CG Medium Humanoid (Human)
Senses Perception + 7
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DEFENSE
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Init +1
AC 19, (+6 armor +1 Shield +1 Dex + 1Nat)
touch 11, flat-footed 18
hp 35 (4d8+8+4FCB)
Fort +4, Ref +5, Will +4
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OFFENSE
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Spd 30 ft. (30 ft.)
Melee: Longsword MW +6 (1d8+3/19-20×2)

Ranged: none
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STATISTICS
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Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2 ; CMB +4; CMD 15

Racial & Chelish Diva Traits:

Ability Score Racial Traits:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Bonus Feat:
Humans select one extra feat at 1st level.
Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Weapon and Armor Proficiency:
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells:
A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Famous:
At 1st level, a Chelish diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5. This ability replaces bardic knowledge.

Prima Donna (Ex):
At 2nd level, as her efforts to outdo her rivals increase, a Chelish diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade. When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC. This ability replaces well-versed.

Bardic Performance: 13r/day
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. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

*Countersong (Su):
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 noninstantaneous 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 (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.

*Devastating Aria (Su):
At 3rd level, the Chelish diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object, or half this damage to a living creature.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex):
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).


Feats and Skills:

Feats
Noble Scion:Aulamaxa:
You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
Lingering Performance
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Deific Obedience
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.

Traits:
Savant: Oratory
You gain a +2 trait bonus on all Perform checks made using Oratory. Perform is always a class skill for you.
Secret Revolutionary (Cheliax)
+1 bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.
Skills:
The Bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skillpoints gained/level 28= 4x(6+1) + 8BS (4x2)
• Acrobatics: 5 (1 ranks; +3 trained; +1 Dex; 0 acp)
• Appraise: -1 (0 ranks; +0 trained; -1 Int)
• Artistry(playwright): 4 (2 ranks; +3 trained; -1 Int)
• *Bluff: 11 (4 ranks; +3 trained; +4 Cha)
• *Climb: 2 (0 ranks; +0 trained; +2 Str -0 ACP)
• *Diplomacy: (4) 20 (0 ranks; +0 trained; +4 Cha)
• Disable Device: NA (0 ranks; +0 trained; +0 Dex;)
• Disguise: 8 (1 ranks; +3 trained; +4 Cha)
• Escape Artist: 3 (0 ranks; +0 trained; +1 Dex; +2)
• Heal: 0 (0 ranks; +0 trained; +0 Wis)
• *Handle Animal: 6 (0 ranks; +0 trained; 4 Cha)
• *Intimidate: 8 (1 ranks; +3 trained; 4 Cha)
• Know (arcana) : NA (0 ranks; +0 trained; -1 Int)
• Know (dungeoneering): NA (0 ranks; +0 trained; -1 Int)
• Know (engeneering): NA (0 ranks; +0 trained; -1 Int)
• Know (geography): NA (0 ranks; +0 trained; -1 Int)
• Know (local): 4 (2 ranks; +3 trained; -1 Int)
• Know (nature: NA (0 ranks; +0 trained; -1 Int)
• Know (nobility): 6 (2 ranks; +3 trained; -1 Int+2F)
• Know (history) : NA (0 ranks; +0 trained; -1 Int)
• Know (planes): NA (0 ranks; +0 trained; -1 Int)
• Know (religion) : 5 (3 ranks; +3 trained; -1 Int)
• Linguistics: 3 (1 ranks; +3 trained; -1 Int)
• *Perception: 7 (4 ranks; +3 trained; +0 Wis)
• *Perform(Act): 16 (4 ranks; +3 trained + 4 Cha+1F+4sacred)
• *Perform(Oratory): 20 (4 ranks; +3 trained + 4 Cha+1F+2T+2MWT+4sacred)
• Ride: 3 (0 ranks; +0 trained; +4 Dex;-1 acp)
• *Sense Motive: (0) 20 (0 ranks; +0 trained; +0 Wis)
• *Stealth: 10 (4 ranks; 3 trained; +1 Dex - 0 ACP+2)
• Spellcraft: NA (0 ranks; +0 trained; +2 Int)
• Survival: 0 (0 ranks; +0 trained; +0 Wis)
• Swim: 2 (0 ranks; +0 trained; 2 Str-0ACP;)
• Use magic Device : 11 (2 ranks; +3 trained; +4 Cha+2)
Languages: Common, Infernal,


Equipment:

Weapons:
MW cold iron Longsword MW 315
Dagger 2
Armor:
Breastplate
Buckler
Miscenallious
Noble´s Outfit
Sleeves of Many Garments 200
MW tools oratory ("Manolo the Magnificient Rules of the stage") 100
Signet Ring
Amulet Nat Armor

Spells:

Lv0: 6 known: Daze, Detect Magic, Mending, Prestidigation, Read Magic
Lv1: 4 known // 5/day: Charm person, Cure light wounds, Moment of Greatness, Ear-Piercing Scream, Vanish
Lv2: 2 known // 2/day: Heroism, Glitterdust,Blistering Invective

Background:

"LADIES ANG GENTLEMEN, three-hundred years ago, in the south of our beautiful nation....
LADIES ANG GENTLEMEN, it is the town of Westcrown, in the darkest times......
LADIES ANG GENTLEMEN, Pharasma´s Boneyard is a cruel dark place for those lonely souls..."

Every evening in countless theater´s around the city a narrator introduces the place, the time and the plot.
But at the Crimson Halfmoon Theater it is THE narrator who captures the audience with his words, his breathing,
his presence and within ten seconds guides men and women into times gone by, to places horrible or wonderful,
into tragedies and comedies.
The narrator is Morricone Aulamaxa, a young scion of one the better houses in Kintargo. The youngest son of a lesser line,
he enjoys the attention and fame one can earn in a theater.
But Morricone has learned long ago, that this city is nothing but a play itself. That all the rules, the edicts have just one
reason, to enslave each and everyone high or low.
That the Rule in Asmodeus Name means there is no true joy, no true happiness, just the possiblitly to survive by stepping on
other beings, grinding others into dirt to raise higher.
That is insufferable. But what can one man do?
One arrow can be broken!
But maybe with the right friends!
No one can break a handful of them at once!