Rayhan Xobhadi

Rhasuel's page

459 posts. Organized Play character for Choon.


Full Name

Rhasuel an-Tephu #62951-1 Faction:Osirion

Classes/Levels

Intit +2 AC 14, T 10, FF 14 HP 9/9 Fort +0, Ref +2, Will +3 CMD 13 Perception +5

Age

72

Alignment

CN

Deity

Nethys

Location

Absalom

Languages

Common

Occupation

Scribe, librarian, orator, scholar

Strength 14
Dexterity 11
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Rhasuel

Stats:

Male Peri-Blooded Asimar (Outsider[native]/Humanoid[human])
Medium humaniod Bard 1
Init +2 (0 dex, +2 trait); Senses: Perception +5
Favored Class:Skills

AC 14, Touch 10, Flat-Footed 14 (+0 dex, +4 Chain Shirt,)
HP 9/9
Fort +0, Ref +2, Will +3
CMD 12

Speed 30
Melee:
Longspear +2 1d8+3 x3 reach

Ranged:
Sling +0 1d4+2 x3 50ft.

B.A.B. +0, CMB +3

Feats:

Lingering Performance
Spellsong

Spells:

1st lvl (2 Known, 1+1/day, DC 16):
Charm Person, Cure Light Wounds

0 lvl (4 known, inf./day, DC 15):
Detect Magic, Read Magic, Prestidigitation, Mending

Traits:

Reactionary (+2 Init)
Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

Skills :

(Skill bonus=rank+ability+class+misc)

Bluff: 7=1+3+3
Know (History): 6=1+1+3+1
Know (Local): 6=1+1+3+1
Perception: 5=1+1+3
Perform(oratory): 7=1+3+3
Spellcraft: 5=1+1+3
Profession:Scribe 5=1+1+3
Use Magic Device: 7=1+3+3

Total = 8 (+6/lvl, +1 Int.)x1 +1 fav class

Languages
Common, Dwarven, Elven, Gnome

Consumables (potions, poisons, etc.):

Special qualities:

Racial
Standard Racial 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.

Class-based
Bardic Knowledge (Ex)
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 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 many such performances are language dependent (as noted in the description). 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.

Cantrips (Sp)
Bard’s 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.

Bardic Performance Reference:

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.

Gear:

Carrying Capacity: 76/153/230 current: 76 lbs.

Cold Weather Outfit
Chain Shirt (100gp/25 lbs)
Longspear (5gp/9 lbs)
Sling (90gp, 1 lbs)
Bullets, Sling x10 (1sp, 5 lbs)

Backpack
-in backpack: Bards Kit-
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin

-Cash-
150 gp total initial
10g, 8s, 16c unspent

Bio:

Rhasuel an-Tephu is a old man, but he's an old man with a spark. His mid-life crisis has come about half of his life too late and now he is setting off on adventure as a Pathfinder to see what he's made of and to prove to Pathfinders everywhere that the Old Folk can be just as virile and valuable as the younger generation.
Rhasuel is also somewhat prone to violent outbursts and seems to harbor a bitter streak. He strives to be friendly, however, so he is generally written off as harmless.

Appearance:

Rhasuel is of average height and a little on the skinny side with leathery skin and white hair. He has a great, bushy, white beard that is kept meticulously combed and cleaned. He is a simple old man wrapped in the desert robes of Osirion.