About Raziel the EquivocatorBackground:
Raziel is the fourth-born son of the house of Henderthane. Rather than setting his sights on the murder of his three older siblings, he chose to follow his wits on a subtler, less often tread path. With a natural gift for bargaining and outwitting foes, Raziel saw a more provocative future within the diplomatic corps of Cheliax. Appearance:
Raziel is a clean-cut, brown-haired lean young man. He has very sympathetic blue eyes and a calming, warm voice that help him lie constantly and believably even as he leads the accused to the gallows or the weak to the altar. Demeanor:
He is a dyed-in-the-wool true believer in the Asmodean doctrines and has given his heart over fully to the infernal church. He emulates his master in his study of law and the forging of contracts for the house. During his professional study, he was also an avid fencer and sought to pair a strong mind with an able body. He has become quite dangerous with a rapier. Racial Abilities:
Bonus Feat at first level Bonus Skill Point every level Speed 30' +2 to one ability Score (Strength) Class Abilities:
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on 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 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. 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.
Traits:
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks. Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Ability Modifiers:
Str: 0 Dex: 2 Con: 0 Int: 3 Wis: 1 Cha: 3 Character Stats:
HP: 8 = 1d8 + 0(Con) + 0(Temp) Fort: +0 Ref: 2 Will: 2 BAB: 0 AC: 15 (+2 armor, +2 dex, +1 dodge) Flat-Footed AC: 12 (+2 armor) Touch AC: 13 (+2 dex, +1 dodge) Initiative: +6 (+2 Dex) (+4 Traits) Melee Attack Bonus: 2 = 0(BAB) + 2(Weapon Finesse) + (Other) Range Attack Bonus: 2 = 0(BAB) + 2 (Dex) + (Other) CMB: 0 = 0(BAB) + 0(Str) CMD: 12 = 0(BAB) + 0(Str) + 2(Dex) + 10 Speed: 30' w/Armor: 30' Languages: 1(Common) = 1(Human) + 0(Int) + 0(Linguistics) Experience Points: 0 Skills:
6 + int mod + 1 (human) = 10sp Acrobatics (Dex) 6 = 1(ranks)+2(dex)+3(class)
Feats:
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Equipment:
Tattoos: Key of Abadar: Raziel has a key of Abadar tattooed on the top of his hand so that it is visible when he shakes hands with someone. At times when he is in court or in Cheliaxian government halls, he typically wears gloves or obscures it with makeup. In emergencies, he will use prestidigitation to obscure this mark. When he is abroad, he often finds the symbol of Abadar useful. He also posesses a holy symbol of Abadar and sometimes poses as a priest of the Lawgiver. (0.1gp) Pentagram of Asmodeus: Raziel has a prominent, high quality tattoo of the inverted red pentagram of Asmodeus over his heart. This signifies his belief in the rewards of service to the first archdevil. He intends to enchant the symbol later in life. (5gp) Holy Symbol of the Dawnflower: Raziel carrys a brass holy symbol of Sarenrae on a brass chain. He usually keeps this tucked away, but it goes a long way toward convincing some foreigners of his good intentions.(I'm assuming that a brass one would be the same cost as a wooden one.) (1gp) Signet Ring of the house of Henderthane: On his right ring finger, Raziel wears a gold signet ring bearing the crest of the house of Henderthane. He's mindful to wear gloves when adventuring to protect this family symbol. (5gp) Rapier 20gp 2#
Armor:
Leather Armor (10gp) +2AC +6Dex 0 10% 20' 15# Weapons:
Rapier(PQRS)(20gp)+2 (+2 Wpn. Finesse) 1d6+0 18-20/x2 2# P Dagger(TUVW)(2gp)+2 (+2 Wpn. Finesse) 1d4+0 19-20/x2 1# P or S
Domains:
Contracts, Self-Interest, Jurisprudence Diety's Favored Weapon:
Spiked Mace Level 0 Spells:
Ghost Sound Prestidigitation Message Mage Hand Level 1 Spells:
Cure Light Wounds Disguise Self (Cha Bonus) Money:
Platinum: 0 Gold: 2 Silver: 4 Copper: 8 Weight:
Weight (in pounds) Currently Carrying: Max Capacities: Light-, Medium-, Heavy- Lift Above Head-, Lift Off Ground-, Pushing or Dragging- |
