Master Basaalee Minvandu

Yix's page

296 posts. Organized Play character for CampinCarl9127.


Full Name

Yix Windsoul

Race

Catfolk

Classes/Levels

Bard (Street Performer) 3

Gender

Male

Size

Medium

Age

28

Alignment

CG

Languages

Common, Catfolk, Sylvan, Ignan

Homepage URL

4

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 8
Charisma 18

About Yix

Statistics:
Male Catfolk Bard
CG Medium Humanoid (Catfolk)
Init +3; Senses Perception +5; Low-Light Vision
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DEFENSE
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AC 17, touch 13, flat-footed 13 (+3 armor, +1 shield, +3 dex)
hp 21
Fort +2, Ref +6, Will +2 (+4 vs bardic performance, sonic, and language-dependent effects)
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OFFENSE
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Speed 30 ft.

Melee Longsword +6 (1d8+2)
Dagger +4 (1d4+2)

Ranged Shortbow +5 (1d6)
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STATISTICS
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Str 14, Dex 16, Con 12, Int 13, Wis 8, Cha 18
Base Atk +2; CMB +4; CMD 18
Traits Child of Infamy, Nonchalant Thuggery
Feats Weapon Focus (Longsword), Arcane Strike
Skills (24 points; 16 bard, 3 INT, 3 favored class)
ACP -0
(1) Acrobatics* +7
(1) Appraise +5
(1) Climb +6
(1) Disable Device +7
(2) Diplomacy +9
(1) Escape Artist* +7
(1) Intimidate +8
(1) Knowledge (Arcana) +5
(1) Knowledge (Local) +6
(1) Knowledge (Nature) +5
(1) Knowledge (Religion) +5
(1) Linguistics +5
(2) Perception +6
(2) Perform (Act) +10 (Bluff +1, Disguise +1)
(2) Perform (Wind) +11
(1) Sense Motive +3
(1) Sleight of Hand* +8
(1) Spellcraft +5
(0) Survival +1
(1) Stealth* +9
(1) Use Magic Device +8
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Perception (Racial)
+2 Stealth (Racial)
+2 Survival (Racial)
+1 Perform (Act) (Trait)
+1/2 level on Bluff, Disguise, Knowledge (Local), Sleight of Hand, Diplomacy or Intimidate on crowds, and Diplomacy to gather info (Class)
Languages Common, Catfolk, Sylvan, Ignan


Special Abilities:

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SPECIAL ABILITIES
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Cat's Luck Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Sprinter Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Low-Light Vision Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Child of Infamy Your family has long been in show business. Perhaps it was your parents, or an older sibling, or an uncle or aunt—whatever the case, one of your close relatives is, or was, a well-known and well-loved actor or actress. That this relation died in some compromising and embarrassing way has done little to alter your family’s name and fame—if anything, the unfortunate death has increased it. When folk learn your last name, they are quick to assume you live a wild life like your ill-fated relative, and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting scene have had their effect. You’ve certainly inherited your relative’s talents, and are a larger-than-life figure, a melodramatic attention-hound, or a sly manipulator of emotions. You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you’ve inherited some of your relative’s funds, and begin play with a nest egg of 300 gp that you can spend however you wish.

Nonchalant Thuggery You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

Streetwise A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).

Gladhanding A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.

Versatile Performance At 2nd level, a bard can choose one type of Perform skill (Act). He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.

Well-Versed At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Bardic Performances

Distraction 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 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.

Disappearing Act A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

Harmless Performer At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

Spells:

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SPELLS
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0th - Detect Magic
Ghost Sound
Lullaby
Mage Hand
Message
Prestidigitation

1st (4/day) - Grease
Silent Image
Sleep
Cure Light Wounds

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 53 lb.

Money 17 GP 9 SP 10 CP
Longsword, MWK (315gp) (4 lb.)
Dagger x7 (14gp) (7 lb.)
Shortbow (30gp) (2 lb.)
Studded Leather, MWK (175gp) (20 lb.)
Shield, MWK Light Wooden (153gp) (5 lb.)
Backpack (2gp) (2 lb.)
Caltrops (1gp) (2 lb.)
Flint and Steel (1gp)
Harmonica, MWK (100gp)
Loaded Dice, Superior (50gp)
Marked Cards (1gp) (1 lb.)
Thieves Tool's, MWK (100gp) (2 lb.)
Disguise Kit (50gp) (8 lb.)(

Background:

Born into the brotherhood, Yix's mother Sika died at birth and his father Meko was almost always too busy working for the brotherhood to be there for him. Meko was loving when he had the time, but was naturally a cold and calculating member of the brotherhood. Yix despised his father's lack of passion and decided to help the brotherhood (as he still approved of their cause) in another way. While rogues like his father did the dirty work, Yix dabbled in the arcane and music fields, becoming a trickster and face for the brotherhood. When his father discovered this, he was taken aback but accepted his son's decision. However, soon after Yix and Meko discovered a common ground, Meko was sent on a mission that he didn't return from. Yix searched for him against the brotherhoods will, but to no avail. Men that possibly had clues to Meko's fate betrayed Yix, robbing him and beating him to a bloody pulp before dumping him in the sewers. Yix recovered slowly, but over time he has stabilized if not recovered from the loss of his father.

Since then he has left the brotherhood, still keeping a few ties to old friends but severing all other connections. He tried to distract himself with his magical studies, and decided the best place for such research was in a mage's guild. Things that are easy to tell from him are his quick reactions and focus, both originating from growing up in a fraternity of assassins. He was used to a casual dinner turning into a fight over half a dozen dead bodies in less than five seconds. He often is a great diplomat when the underground gets rowdy, and he always has a kind word or smile for somebody who needs it. He has deep eyes that bespeak a hidden sadness. Now his days are spent tutoring younger bards and magicians, and still looking for his father. Rumors have lead him to traveling far and wide, also taking on various jobs just for the ability to travel to expand his search.

Appearance and Personality:

With gray-black smooth fur and a slim build, Yix stands about 5'6". His fur and whiskers slightly show his age, and he has a charming voice that bespeaks a silver tongue. Normally wears his black leather and a hooded cape that help him blend in to the background. Has deep green eyes that are kind and have a deep sorrow within them. Tends to spend much of his spare time playing his harmonica while performing minor illusion tricks.

Notes:

Areal/Janiven = Heroic Rebels. Janiven is pretty and good with longsword and longbow.

Morosino = Runner.

Amaya = Beauty in simple clothes.

Ermolos = Strong guy.

Fiosa = Halfling house servant.

Gorvio = Works for his uncle Javoco as a horse trader.

Larko = Thin dock worker who has aspirations to be a ranger one day.

Mathalen = Thin/Wiry woman.

Rizzardo = Odd jobs.

Sclavo = Soft-spoken court scribe.

Tarvi = Parents own jewelry store "Glitter Palace", where she works.

Vitti = Strange man with hair dyed green, talented woodcarver.

Yakupulio = Proud gnome atheist. Bartender at the "Bruised Eel".