Bard

Varknarnost Kettlewidget's page

223 posts. Alias of Sixteenbiticon.


Full Name

Varknarnost Kettlewidget

Race

Gnome

Classes/Levels

Bard 3 | HP 27/27 | AC 16, Tch 13, FF 14 | CMD 11 | Fort +3, Ref +5, Will +3 | Init +4 | Perception +1 | Darkvision 60' | Bard. Perf. 17 rds/day

Gender

Male

Size

Small

Age

76

Alignment

CG

Deity

Desna

Location

Golden Goblin Gambling Hall

About Varknarnost Kettlewidget

Varknarnost Kettlewidget
Male gnome bard 3
CG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 27 (3d8+6)
Fort +3, Ref +5, Will +3; +2 vs. illusions, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities bond to the land
--------------------
Offense
--------------------
Speed 20 ft.
Melee longspear +2 (1d6-1/x3)
Ranged sling +5 (1d3-1)
Special Attacks bardic performance 11 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +1)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 16
Base Atk +2; CMB +0; CMD 12
Languages Common, Dwarven, Elven, Gnome, Goblin, Sylvan
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 17 rounds/day) Your performances can create magical effects.
Bond to the Land (Underground) +2 dodge bonus to AC when underground.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Versatile Performance (Keyboard Instruments) +9 (Ex) You may substitute the final value of your Perform: Keyboard Instruments skill for Diplomacy or Intimidate checks

Traits:

Looking for work (perception) Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Reactionary You were bullied 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 to initiative checks.


Feats:
Flagbearer As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Extra Performance You can use bardic performance for 6 additional rounds per day.


Skills:

Acrobatics +2
Appraise +3
Bluff +3
Diplomacy +9
Disguise +3
Escape Artist +6
Intimidate +9
Knowledge (arcana) +10
Knowledge (dungeoneering) +10 (+2 to navigate underground)
Knowledge (local) +10
Knowledge (nature) +10
Knowledge (nobility) +4
Knowledge (planes) +10
Knowledge (religion) +10
Perception +1
Perform (dance) +9
Perform (keyboard instruments) +9
Perform (sing) +9
Spellcraft +8
Stealth +6
Use Magic Device +8

Spells and Spell-Like Abilities:
Gnome Spell-Like Abilities (CL 3rd; concentration +6)
. . 1/day dancing lights, ghost sound (DC 14), prestidigitation, speak with animals
Bard Spells Known (CL 3rd; concentration +6)
. . 1st (4/day) grease, liberating command[UC], saving finale[APG] (DC 14), silent image (DC 15)
. . 0 (at will) detect magic, light, message, read magic, resistance, summon instrument

Gear:

Equipped entertainer’s outfit, studded leather armor, sling, sling bullets (10), spear, party flag
Backpack bedroll, wand of shocking grasp (8 charges), waterskin
Belt pouch chalk (3), compass, flint and steel, ink, black, inkpen, journal, 156 gp, 1 sp, 13 cp

Allegro:
Allegro
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Varknarnost was born and raised in the gnomish community of Whistledown. During one year’s Convocation, the travelling Umbra Carnival came to town to perform for the large gathering of gnomes. After seeing the awe-inpsiring displays of dancing, acrobatics, and feats of strength he realized this was the life he was meant to lead. He joined up with the caravan and when they left to their next destination, Vark left his home for the first time in his life. He spent many years travelling with the circus caravan, working his way up to eventually becoming one of the most requested acts of their ever-broadening line-up. These years were the happiest times of his life but, unfortunately, they came to an abrupt end one sunny summer’s day in the City of Monuments.

Their troupe was scheduled to perform at the Rose and Rake in the Ordellia district of Magnimar. One of the Lord-Mayor’s nephews was to wed the daughter of a wealthy Korvosan nobleman, the first step in an orchestrated attempt to repair the relationship between the two cities. During one particularly intricate dance routine, Vark stepped out of turn, slipping off the edge of the stage. As if in slow motion, the entire gathering watched, awestruck, as he fell headfirst into their 9-tiered hexagonal wedding cake. This event was the catalyst of an all-out brawl between the two families and as a result, Vark and the rest of their band were chased out of the city, an angry mob on their heels. Almara Delisen (the founder of the Umbra Carnival) was furious at their loss of payment and the damage to the outfit’s reputation. She banned Vark from ever performing with them again, and vowed that if they ever crossed paths in the future, he would be the practice dummy for their budding knife throwers. Vark was devastated. Word of the debacle was already spreading like wildfire; he couldn’t bring himself to return to Whistledown to face his parents. At this point in his life, time became meaningless. The pillars of his existence had crumbled and he was left with naught but emptiness.

He found himself wandering northward along the Lost Coast Road, stinging rain obscuring his vision. He couldn’t recall when his feet had begun moving. How long had he been on the road? A few days? A week? A month? Eventually, he stumbled off the path looking for potential refuge from the inclement weather. His first bit of luck in days innumerable struck as he happened upon a cave in the foothills of the Fogscar Mountains nestled up against the dense foggy thicket of the Churlwood. After a long night of profound thought gazing out into the relentless rain, he decided this was where he should live out the rest of his days in solitude.

. . .

Over the next few years, Varknarnost went to great lengths to make his abode more accommodating. It was when he was out tending his thriving garden, singing a particularly sorrowful tune, that he first noticed the ominous black stain in the mid-morning sky. He had no idea what it could mean, but he was almost certain that whatever it portended would be anything but good. After much deliberation he decided that his petty guilt at the trouble he had caused for his troupe paled in comparison to the grim tidings this blackness could imply. Filled with resolve for the first time in many years, the time had come for him to leave his subterranean home and venture out into the land once more. He knew Riddleport to be a seedy, cutthroat town, but decided to travel there with the knowledge that it drew all manner of folk, and there was bound to be rumors about what the black cloud foretold. He also recalled that the taverns are notoriously hard to entertain and the consequences for a subpar performance could be very steep. He wanted to challenge himself, embracing this new chapter of his life with equal parts vigor and determination.

Out of the furnace, and into the fire.

Shortly after arriving in Riddleport, he caught wind of a gambling tournament taking place at the Golden Goblin. Due to the potential influx of gold, Vark anticipated that this establishment might be looking to hire additional entertainment. With the last of his gold he purchased entry into the tournament, eagerly awaiting the chance to showcase his talents to the proprietor, Saul Vancaskerkin.

Appearance:
Varknarnost is slight in build with a small pot belly. He has weathered olive skin and deep blue eyes with thick shining salt and pepper hair and beard. He wears a sky blue padded doublet with crimson accents. It has a high backed collar and leg-of-mutton sleeves, with a line of small brass buttons down the front. Complementing the doublet he wears a matching blue beret adorned with a large purple feather. Favoring the accordion, he never travels with an instrument, preferring to conjure one should the need arise. When travelling he wears a small pack with a spear doubling as a walking stick and a sling hooked to his belt.

Personality:
Vark thrives when emboldening his allies with vigor through his song and dance. He is generally light-hearted and easy-going, despite his relatively dark and isolated past. He has learned from his mistakes and seeks to repair his reputation as one of the best entertainers in Varisia. While he will not shy away from combat, he prefers to leave the thick of the fighting to those with a more suitable stature. He has no shame in assisting his allies with an invigorating tune from the rear. While not the most accomplished speaker and diplomat, he prefers to let his songs and intricate dance routines speak in his stead.