Chain Mauler

Varitus Mal's page

141 posts. Alias of EldonG.


Full Name

Varitus Mal

Race

Dhampir

Classes/Levels

Bard1

Gender

Male

Size

M (6'3", 160#)

Age

123

Alignment

CN

Location

Auvenkine

Occupation

Entertainer

Strength 10
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 10
Charisma 19

About Varitus Mal

Varitus Mal is a (technically half-elven) dhampir Dirge Bard with a twisted sense of humor. He sings in a raspy voice that positively mesmerizes, or alternately, disgusts people, and he embraces that thoroughly. He dresses outrageously, sometimes even in women's clothing...and often in clothes bought in estate sales...the clothes of dead people.

He is somewhat tall, and painfully thin. He is graceful and intelligent, with startling charm, when he chooses to use it. His skin is unnaturally pale, as with others of his 'race', and his hair is jet black. His eyes are blue-gray, and disturbingly intense.

He loves decorating himself with piercings and henna, and has a flair and fascination with unusual jewelry, though all he has so far is costume. His studded leather armor is black, with many more straps and chains than absolutely necessary, worn utterly skin-tight.

He regularly performs in some of the seediest taverns in the city...as it's rare that anyone of status has the acquired taste to enjoy his music...yes, it displays his fascination with death...the dead...and the undead.

VARITUS MAL
CR 1/2
Male Dhampir bard 1
None medium humanoid (dhampir, dhampir)
Init +2; Senses Darkvision (60 ft.), Low-Light Vision, Perception +6,
Languages Common
AC 15, touch 12, flat-footed 13
hp 8 (1HD)
Fort +0, Ref +4, Will +2
Speed 30 ft. (6 squares)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 12
Special Actions Distraction, Fascinate,
Known Bard Spells (CL 1st):
1st (2/day) - charm person (DC 15) , unnatural lust (DC 15)
0th (at will) - ghost sound (DC 14) , haunted fey aspect (DC ) , mage hand , prestidigitation (DC 14)
Prepared Spells Prepared Spell List
Innate Spell-Like Abilities: detect undead ( 1/day) Abilities Str 10, Dex 14, Con 10, Int 13, Wis 10, Cha 19
Special Qualities Armored Casting, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Darkvision, Inspire Courage, Low-Light Vision, Manipulative, Spell-Like Ability, Weapon and Armor Proficiency,
Feats Extra Performance
Traits Mind Trapper, Shadow Whispers, Spirit Sense
Drawback Hedonistic
Skills Acrobatics +1, Appraise +1, Bluff +10, Climb -1, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +1, Fly +1, Intimidate +8 (+10 to demoralize), Knowledge (local) +3, Perception +6, Perform (Sing) +8, Perform (Untrained) +4, Ride +1, Sense Motive +4, Stealth +5, Swim -1, Use Magic Device +8,
Possessions dagger (x5); outfit (entertainer's); studded leather; Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 14 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.
Light Sensitivity
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. 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 her 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.
Low-Light Vision
Manipulative (Ex) Dhampirs receive a +2 racial bonus on Bluff and Perception checks.
Resist Level Drain
Spell-Like Ability (Sp) Dhampirs can use detect undead 1/day as a spell-like ability.
Undead Resistance
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.