High Clockmother Athenth Llanalir

Sabah Bashemian's page

70 posts. Organized Play character for Jopa Octhied.


Full Name

Sabah Bashemian

Race

HP17/17 (0 non-lethal)| AC 15/13/18| F+2 R+7 W+4 | stealth -1| Initiative +1|

Classes/Levels

Speed 30 | Burn 0 of 5| Active conditions: Deaf, Mute

Gender

CG Human Female Oracle (Lore)1 | Bard(Mute musician) 1

Size

Medium

Age

20

Special Abilities

Curse:
Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.

Alignment

CG

Deity

Desna

Location

Qadira

Languages

Common, Kelish, Sign language

Occupation

Performance Strings

Strength 12
Dexterity 8
Constitution 14
Intelligence 8
Wisdom 10
Charisma 20

About Sabah Bashemian

Feats:

Extra revelation
Noble Scion: Scion of War use charisma instead of dex on initiative
Eschew Materials

Mute:

A mute musician has a disability or injury (possibly self-inflicted or even psychological) that prevents her from speaking or vocalizing. Language-dependent effects (including Perform [oratory]) require the bard to be able to use telepathy, nonverbal languages, or writing to communicate. She cannot use Perform (sing) or speak languages, though she can still create audible bardic performances by means of a musical instrument. A mute musician can provide verbal and somatic components for spells she casts via any musical instrument in which she has ranks in the appropriate Perform skill.

Mystery:

Revelation Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge

Revelation *Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (see FAQ.)

Traits:

Trait Savant :Benefit: Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Trait Magical knack Bard: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Bonus feat

Bardic Performance:

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.

Skills:

Acrobatics +3
Bluff+9
Climb+5
Knowledge (Arcana)+10
Knowledge (Nature)+10
Knowledge (All) +6
Perform (Strings)+11
Linguistics +4

Weapons:

Lantern Staff
to hit +1 (1d6+1/x2) Blunt
shed light as a hooded lantern +1 fire damage on hit

Sling
to hit -1 (1d4+1/x2) Blunt 50ft

Dagger Slashing/Piercing
to hit +1 (1d4+1/19-20 x2) 10ft

Armor:

Parade Armor
Weight 20 lbs.
Armor Bonus +3; Max Dex Bonus +5; Armor Check Penalty -1
Arcane Spell Failure Chance 15%; Speed 30 ft./20 ft.

Spells Known (CL 0) Oracle:

Level 0(4/day)
Purify food and drink
Detect magic
Read Magic
Stabilize

Spells Known (CL 1) Oracle:

Level 1(5/day)
Identify:Range 60 ft.
Area cone-shaped emanation
Duration 3 rounds/level (D)
Saving Throw: none; Spell Resistance: no

DESCRIPTION

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
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Murderous Command: Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.
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Cure light wounds:Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
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Spells Known (CL 0) Bard:

Level 0(4/day)
Daze
Mend
Prestidigitation
Spark

Spells Known (CL 1) Bard:

Level 1(5/day)
Deja Vu
Casting Time 1 standard action
Components V

EFFECT

Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 2 rounds
Saving Throw none; Spell Resistance yes

DESCRIPTION

You reach into the target’s mind and put its thought processes into a temporary loop. Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. The creature must take the same type of actions in the same order (for example, making a full attack, casting a specific spell, withdrawing, attempting a bull rush combat maneuver, or activating a magic item) and must act against the same target or targets, but doesn’t have to make exactly the same choices (such as using Power Attack when attacking, moving exactly 15 feet, or choosing “drop” for the command spell). If the circumstances would prevent the target from repeating an action, such as if the target of its attack is dead or the target cannot cast the same spell again, the target instead becomes confused until the spell ends. A creature currently affected by deja vu can’t be targeted with another deja vu spell. A creature affected by deja vu can’t delay, and if it readies an action on its first turn, it must ready the same action on its second turn.
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Chord of Shards

Casting Time 1 standard action
Components V, S

EFFECT

Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell resistance no

DESCRIPTION

During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

Equipment:

Donkey
Bit and bridle
Pack Saddle

Donkey Pack
Tent (Large) lbs:30
Folding Table lbs:20
Rope 100ft lbs:20
Applejack (1 gallon) lbs:8
Miners Pick lbs:10
Shovel(common) lbs:8
Pole lbs:8
Block and tackle lbs:5
Bedroll lbs:5
Pot (Iron) lbs:4
Trail ration x4 lbs:4
Blanket lbs:3
Hammer lbs:2
Worn
Poncho
Soldiers outfit lbs:5
Oud lbs:1
Sling
Dagger
Scroll case lbs:.5
Backpack
Grooming Kit lbs:2
Dice
Cards lbs:1
Mirror lbs:.5
Flint and steel
candle x3
Canteen lbs:1
Chalk x3
Oil x3
Coin
13 GP, 10 SP 9CP

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