Full Name |
Piper Hemlock |
Race |
Human (Varisian) |
Classes/Levels |
Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7 |
Gender |
Male |
Size |
Medium |
Age |
21 |
Alignment |
Chaotic Good |
Deity |
Desna & Shelyn |
Languages |
Common, Draconic, Elven, Gnome, Sign Language, Skald, Tien |
Strength |
11 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
18 |
About Piper Hemlock
“Piper” Hemlock
Male Human (Varisian) Bard 3
CG Medium Humanoid (human)
Init: +2 Senses: Perception +6
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 21
Fort +1, Ref +5, Will +4; +4 to saving throws vs bardic performance, sonic, and language-dependent effects
Weaknesses mute (can’t speak or use verbal spell components using his voice (but can make minor sounds i.e. grunts, moans, groans, etc.))
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OFFENSE
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Spd 30 ft
Melee rapier +4 (1d6/18-20)
dagger +4 (1d4/19-20)
Ranged dagger +4 (1d4/19-20; 10 ft range)
Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate, inspire courage +1, inspire competence +2)
Space 5 ft; Reach 5 ft
Bard Spells Known (CL 3rd, concentration +9):
1st (3/day) – Chord of Shards (DC 15), Cure Light Wounds, Sleep (DC 15), Unnatural Lust (DC 15)
0 (at will) – Daze (DC 14), Detect Magic, Ghost Sound (DC 14), Prestidigitation, Resistance, Unwitting Ally (DC 14)
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STATISTICS
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Str 11 (+0), Dex 14 (+2), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Base Atk +2; CMB +2; CMD 14
Feats Extra Traits, Skill Focus: Perform (wind), Weapon Finesse
Traits Childhood Crush (Ameiko) (Once per day, you may attempt a DC 15 Charisma check. If you’re successful, you gain a +1 trait bonus on all saving throws for the remainder of the day. If you gain NPC’s love, this +1 trait bonus on saving throws at all times, as long as the relationship remains active. Gain a +1 trait bonus on all attack rolls against foes that threaten Ameiko.), Focused Mind (+2 trait bonus to concentration checks), Foreign-Tongued (Ameiko) (Intrigued by the travels of one of your long-time acquaintances, you’ve convinced her to teach you one of the exotic languages she picked up in her journeys. Choose one of the following characters. You may select one of that character’s languages as a bonus language. Additionally, you gain a +2 trait bonus on Bluff checks made to pass secret messages to the chosen character (see the description of the Bluff skill) (Ameiko choices: Tien, Varisian), Intense Artist (+1 on two Perform skills of your choice)
Skills Bluff +6 (+8 to pass secret messages to Ameiko), Diplomacy +8, Knowledge (arcana, local) +6, Knowledge (history) +5, Linguistics +7, Perception +6, Perform (Dance) +9, Perform (Oratory) +10, Perform (Wind) +14 (+16 to Perform [wind] checks to perform with flute), Sense Motive +7, Use Magic Device +9
Languages Common, Draconic, Elven, Gnome, Sign Language, Skald, Tien
SQ bardic knowledge +1, versatile performance (wind), well-versed
Combat Gear dagger (1 lb), mw studded leather armor (15 lbs), rapier (2 lbs); Other Gear chalkboard (2 lbs), 44 pieces of chalk, flint and steel, masterwork flute (+2 to Perform [wind] checks to perform with instrument) (3 lbs), masterwork backpack (4 lbs), wooden holy symbol of Desna, wooden holy symbol of Shelyn, White Grotto uniform (traveler’s clothes) (5 lbs), 4 days worth of trail rations (on hand) (4 lbs), tender (8 pp, 30 gp, 6 sp, 7 bp), Fake Walthus's map, fan with gecko and map, potion of touch of the sea (carrying 16 lbs)
Supply Cart grooming kit, bedroll, blanket, waterskin (full), mess kit
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SPECIAL ABILITIES
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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. 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 unconcious, 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 many such performances are language dependent (as noted in the description). A deaf bard has a 20% change 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 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 (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 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 (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 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 (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.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Versatile Performance Replace Diplomacy and Handle Animal skill bonus with Perform (wind) skill bonus
Well-Versed Gain +4 to saving throws vs bardic performance, sonic, and language-dependent effects
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PHYSICAL DESCRIPTION
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Age: 21
Height: 5’8”
Weight: 141 lbs
Skin Tone: Tanned
Body shape: Slightly lanky
Hair Color and Style: Black, wavy, reaches shoulders
Eyes: Green
Special Notes: A scar is across his neck
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BACKSTORY
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Piper’s early life has been nothing but tragedy. Born to a normal couple in Sandpoint, his mother passed away during his birth. His father, angry at the loss of his wife, grew hateful of his son, beating him to near death at every opportunity. He never gave the boy a name, always referring him as “you”, “brat”, “boy”, and, under his breath, “murderer”. On the boy’s tenth birthday, his father decided that he lived long enough. He took up a knife and, holding the boy down, slit the boy’s throat. However, luck was with the boy, for the sheriff, Belor Hemlock, heard what was going and saved the boy. The father was sent to prison and the boy, though alive, lived with most of his vocal cords severed, removing his ability to talk. Feeling sorry for the boy, Belor adopted him. As the boy grew up, he was often found in the company of traveling bards in the town, hearing tales and learning about instruments. Belor eventually named the boy “Piper” due to the favortism he showed to a flute from a bard who retired to Sandpoint, who died a year after meeting. When Piper turned 17, he decided to travel across the Inner Sea region to Absalom, where he applied to the White Grotto, the premier bardic college, in order to further his skills. While attending the college, he came across an instructor from outside of the Inner Sea Region. Noticing that Piper was mute and only using a chalkboard, he decided to teach him a rare and unusual method of communication: Sign Language. After five long years, the newly graduated Piper returns to Sandpoint, to begin his own adventure and to learn about the outside world.
At a young age, Piper met Ameiko. They became fast friends, with the boy being able to confide in Ameiko about his home problems. After being rendered mute, Piper’s friendship with Ameiko became even stronger. Ameiko always watched out for Piper, helping him with anything he needed, but couldn’t do due to his status as a mute. As the years went by, Piper began to harbor feelings for the young Tian woman. He never revealed these feelings of love, due to his belief that Ameiko could do better than a man who couldn’t talk. Hearing about Ameiko’s stories of adventure fueled his own ambitions even further.
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PERSONALITY
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Due to his childhood, Piper is a quiet man, perferring to listen and chime in when needed. He is vastly loyal to those he trusts, willing to risk his life for them. He is an optimist, always looking for the good in most people. He’s very protective of the woman of his dreams, Ameiko.
Deities of worship: Shelyn & Desna
Relationships:
Ameiko: +9 (friendship)
Sandru: +4 (associate)
Shalelu: +5 (associate)
Koya: +4 (associate)
Main Party Relationship Statuses:
Ash - Acquaintance
Sharrd - Views as a little brother/rival
Alara - Friend/Girlfriend
William - Best Friend
Masamune - Acquaintance
Rawnie - Acquaintance
Caravan Role: Entertainer, Fortune-Teller, Guard, Hero, Spellcaster, Trader