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Sahar Khourram's page

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About Sahar Khourram

Sahar Khourram
Male elf bard (sandman) 5
NG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +9
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Defense
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AC 20*, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, +1 shield)
*with mage armor
hp 23 (5d8-5)
Fort +0, Ref +8, Will +3; +4 vs. bardic performance, language-dependent, and sonic, +1 bonus vs. fear and confusion effects.
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft.
Melee rapier +7 (1d6/18-20)
Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate (DC 17), stealspell (DC 17)), sneak attack +1d6
Spell-Like Abilities (CL 5th; concentration +10)
. . 1/day—dream
Bard (Sandman) Spells Known (CL 5th; concentration +10)
. . 2nd (3/day)—cacophonous call (DC 17), invisibility, pilfering hand
. . 1st (6/day)—grease, saving finale (DC 16), sleep (DC 17), vanish (DC 16)
. . 0 (at will)—detect magic, ghost sound (DC 15), lullaby (DC 15), message, prestidigitation, read magic
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Statistics
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Str 10, Dex 19, Con 8, Int 14, Wis 8, Cha 20
Base Atk +3; CMB +3; CMD 18
Feats Dodge, Mobility, Run, Weapon Finesse
Traits eastern mysteries, nimble fingers, keen mind
Skills Acrobatics +9 (+13 to jump with a running start), Bluff +15 (+2 vs. goblins), Diplomacy +11 (+2 vs. goblins), Disable Device +15, Intimidate +5 (+2 vs. goblins), Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6 (+2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils), Knowledge (religion) +6 (+2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils), Linguistics +6, Perception +9, Perform (dance) +10, Sense Motive -1 (+2 vs. goblins), Sleight of Hand +16 (+18 to steal items without being noticed), Spellcraft +6 (+8 to identify magic item properties), Stealth +16, Use Magic Device +9; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Elven, Kelish, Osiriani, Tien
SQ dreamspeaker, elven magic, master of deception, sneakspell: spell dc
Combat Gear elixir of hiding (2/4 elixirs), wand of cure light wounds (x/50 charges), wand of disguise self (5 charges), wand of knock (11 charges), wand of mage armor (50/50 charges), alchemical grease (4/5 vials); Other Gear mwk buckler, rapier, belt of incredible dexterity +2, cracked dusty rose prism ioun stone, handy haversack, headband of alluring charisma +2, masterwork thieves' tools, masterwork tool, masterwork tool, masterwork tool, mind crystal (minor artifact), spell component pouch, 1,857 gp
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Special Abilities
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Bardic Performance (standard action, 17 rounds/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 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.
Bardic Performance: Stealspell (Su) Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.
Dreamspeaker A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Master of Deception +2 (Ex) A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability. This ability replaces bardic knowledge.
Mind Crystal (Minor Artifact) This pale blue crystal hums with hidden power. Simply carrying this crystal provides protection against mental intrusions. Whenever you fail a saving throw against a compulsion effect, you can attempt a new saving throw at the end of your turn (using the original DC). If you succeed at this saving throw, the effect is negated or reduced (as per the compulsion effect). The crystal may have other powers, but they are not known to you at this time.
Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Run When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Sneak Attack (Ex) +1d6 At 5th level, a sandman inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th. This ability replaces lore master.
Sneakspell: Spell DC +1 (Ex) At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level. This ability replaces versatile performance.
Trap Sense +1 (Ex) At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd. This ability replaces inspire competence.
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Scenarios
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1st Level
• Intro 1: First Steps 1 (RockCon '12, 10/20/12, GM)
• Intro 2: First Steps 2 (RockCon '12, 10/21/12, GM)
• We Be Goblins (RockCon '12, 10/21/12, GM)
2nd Level
• 03-01: The Frostfur Captives (Fair Game, 10/28/12, GM)
• 00-08: Slave Pits of Absalom (Fair Game, 11/4/12, GM)
• 04-07: Severing Ties (Fair Game, 12/2/12, GM)
3rd Level
• 04-14: My Enemy's Enemy (Fair Game, 3/3/13, GM)
• 02-Special: Year of the Shadow Lodge (RockCon '13, 10/25/13, GM)
• 05-14: Day of the Demon (RockCon '13, 10/26/13, GM)
4th Level
• 05-16: Destiny of the Sands Part 3 (CodCon '14, 4/5/14, Slow, GM)
• Carrion Hill (1) (Monster Prom '14, 5/17/14, Slow, GM)
• Carrion Hill (2) (Monster Prom '14, 5/17/14, Slow, GM)
• Carrion Hill (3) (Monster Prom '14, 5/17/14, Slow, GM)
• 05-21: The Merchant's Wake (Origins '14, 6/11/14, Slow, PL)
• 04-Special: Bonekeep Level 2 (Origins '14, 6/14/14, Slow, GM)
5th Level
• 02-07: The Heresy of Man Part II: Where Dark Things Sleep (Emmett's, 9/13/15, PL)
• 07-21: The Sun Orchid Elixir (Games Plus, 5/8/16, PL)
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Boons
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Debt of the Kirin (First Steps Part 2: To Delve the Dungeon Deep): You possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
Fighting That Which Lies Between The Stars (Carrion Hill): You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.
Foiled Plans (My Enemy's Enemy) You were part of the Pathfinder team that foiled the Shadow Lodge’s plans to ruin the Pathfinder Society’s reputation in Magnimar. Surely the Spider and others involved in the plot will remember you should you ever encounter them in the future.
Insight Into the Dark Tapestry (Carrion Hill): Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as
though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.
Kelishite Patron (Qadira Faction) (The Merchant's Wake): Trade Prince Aaqir al’Hakam recognizes in you the same ambition and skill that earned him the title of trade prince, and he both endorses you for promotion and contributes gold to help you start your own business. You treat the Trade Prince vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 19) as though it had no Fame requirement. In addition, you treat the Prestige Point cost of business vanities (Pathfinder Society Field Guide 60, Pathfinder Player Companion: Pathfinder Society Primer 29) as though they were 1 less (minimum cost 2).
Mythic Legacy (Destiny of the Sands Part 3: Sanctum of the Sages): Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
Nemesis of the Aspis (Severing Ties): You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
Scholar of The Gates Ajar (Day of the Demon): You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils.
Year of the Shadow Lodge Magic Boon (Year of the Shadow Lodge): As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.
You Be Goblin! (We Be Goblins): You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
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Gold Tracker
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1st Level
Intro 1: First Steps 1: +417 gp
Intro 2: First Steps 2: +419 gp
We Be Goblins: +500 gp
2nd Level
03-01: The Frostfur Captives: +502 gp
00-08: Slave Pits of Absalom: +457 gp
04-07: Severing Ties: +516 gp
3rd Level
04-14: My Enemy's Enemy: +1,304 gp
02-Special: Year of the Shadow Lodge: +1,250 gp
05-14: Day of the Demon: +1,303 gp
4th Level
05-16: Destiny of the Sands Part 3 (Slow): +641 gp
Carrion Hill (Slow): +3,378 gp
05-21: The Merchant's Wake (Slow): +931 gp
04-Special: Bonekeep Level 2 : Maze of the Mind Slave (Slow): +1,253 gp
5th Level
02-07: The Heresy of Man Part II: Where Dark Things Sleep: +2,495 gp
Current Gold: TBD
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Inventory Tracker
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Wand of Cure Light Wounds
• The Sun Orchid Elixir: 5 charges used
Wand of Mage Armor
• The Sun Orchid Elixir: 1 charge used
Elixir of Hiding
• The Sun Orchid Elixir: 2 elixirs used
Alchemical Grease
• The Sun Orchid Elixir: 1 used
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Reduced Wands Available for Purchase
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Wand of chill touch (15 charges; 225 gp, limit 1) (Carrion Hill)
Wand of create food and water (CL 5th, 2 charges; 450 gp) (We Be Goblins)
Wand of delay pain (11 charges; 990 gp, limit 1; Pathfinder RPG Ultimate Magic) (Severing Ties)
Wand of disguise self (5 charges, 75 gp) (First Steps Part 1: In Service to Lore)
Wand of gaseous form (8 charges; 1,800 gp, limit 1) (My Enemy's Enemy)
Wand of glitterdust (25 charges; 2,250 gp, limit 1) (04-Special: Bonekeep Level 2: Maze of the Mind Slave)
Wand of knock (11 charges; 990 gp) (First Steps Part 1: In Service to Lore)
Wand of lesser restoration (8 charges; 720 gp) (Carrion Hill)
Wand of misdirection (CL 12th, 6 charges; 2,160 gp,
limit 1) (Day of the Demon)
Wand of purify food and drink (34 charges; 255 gp, limit 1) (Severing Ties)
Wand of resist energy (CL 3rd, 12 charges; 1,080 gp) (02-07: The Heresy of Man Part II: Where Dark Things Sleep)
+1 mythic bane dagger (8,302 gp; Pathfinder RPG Mythic Adventures 143) (Destiny of the Sands Part 3: Sanctum of the Sages)
Average snowbloom (50 gp; When given as a gift to a native of the Lands of the Linnorm Kings with a starting attitude of indifferent or better, this rare flower grants you a +2 circumstance bonus on one Bluff or Diplomacy check against that person. Alternatively, when shown to a native of Irrisen, the flower grants a +2 circumstance bonus on Intimidate checks made against that target.) (The Frostfur Captives)
Brooch of shielding (65 points remaining; 975 gp, limit 1) (My Enemy's Enemy)
Burnt othur oil (2,100 gp, limit 1; as burnt othur fumes with the injury type) (The Merchant's Wake)
Chief ’s Personal Very Useful Robe [robe of useful items] (2,334; 4 patches left—a ladder, a three-legged turtle, a horseshoe, and a bullhorn) (We Be Goblins)
Dust of Disjunction (see Destiny of the Sands Part 3: Sanctum of the Sages)
Eyeball Jar (see Day of the Demon)
Howler Handler’s Earplugs (2,000 gp; grant immunity to howlers’ howl special attack for 1 hour/day, as well as a +2 circumstance bonus on saving throws against sonic effects, while imparting a –5 penalty on sound-based Perception checks) (Day of the Demon)
Lesser strand of prayer beads (bead of blessing only; 600 gp, limit 1) (Severing Ties)
Pnakotic Manuscripts (500 gp; +4 circumstance bonus on all Knowledge [arcana] or Spellcraft checks made to identify spells or magical effects of the conjuration school and Knowledge [religion] checks related to the Old Cults when referring this tome) (Carrion Hill)
Scroll of animate dead (CL 12th; 1,800 gp, limit 2) (The Merchant's Wake)
Slaying arrow (vermin; 2,282 gp) (My Enemy's Enemy)
Violet venom (800 gp; poison—contact; DC 13; 1/minute for 6 minutes; 1d2 Str and 1d2 Con; 1 save; limit 1 dose) (Carrion Hill)
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Fame/Prestige Tracker
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1st Level
Intro 1: First Steps 1: +2 PP
Intro 2: First Steps 2: +2 PP
We Be Goblins: +1 PP
2nd Level
03-01: The Frostfur Captives: +2 PP
00-08: Slave Pits of Absalom: +2 PP
04-07: Severing Ties: +2 PP
3rd Level
04-14: My Enemy's Enemy: +2 PP
02-Special: Year of the Shadow Lodge: +2 PP
05-14: Day of the Demon: +2 PP
4th Level
05-16: Destiny of the Sands Part 3: +2 PP
Carrion Hill: +4 PP
05-21: The Merchant's Wake: +2 PP
04-Special: Bonekeep Level 2: +2 PP
5th Level
02-07: The Heresy of Man Part II: Where Dark Things Sleep: +2 PP
Current Fame: 29; Current Prestige: 29
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Faction Journal Card - Season 7
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Season 7 Faction Goal: Recruit like-minded nobles to join the Sovereign Court and expand the faction’s web of influence across the Inner Sea region and beyond.
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[ ] [ ] [ ] Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
[ ] Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
[X] Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
• The Sun Orchid Elixir
[X] [ ] [ ] Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
• The Sun Orchid Elixir
[ ] [ ] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
[ ] Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.