The World of Tel-Avi
Tristam the Lion
Class (level): Bard (Arcane Duelist/Celebrity) 3rd / Rogue (Rake) 2nd
Alignment: Lawful Neutral
Next Level: 15000
Age: 43 years
- Born Noble
- Military Musician
Vitality Points: (5d8+20) = 44
Cash: 0gp, 0sp
Languages: Gael, Perbashket [Illiterate]
AC: 17 (1 Dex, 4 armor, 2 shield)
Attack: +4 melee, +4 ranged
- BAB: +3
- CMB: +4
- Longsword: +5 melee
- Damage: 1d8+2 damage, 19-20/x2 Crit
- Longsword: +5 melee
- Fort: +1
- Ref: +9
- Will: +4
- +2 vs. Fear
- +1 vs. Traps and Hazards in Ruins
- Land Speed: 30-ft.
- Initiative: +6
- +8 in Ruins
Skill Points: 52
- All Simple Weapons
- Longsword, Rapier, Sap, Short Sword, Shortbow
- Armor Spikes, Sword Cane, Starknife, Whip, Hand Crossbow
- Light Armor
- Medium Armor
- A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.
- Acrobatics (2 ranks): +6
- Bluff (3 ranks): +12
- Climb (2 ranks): +6
- Diplomacy (3 ranks): +10
- Disable Device (3 ranks): +9
- Disguise (5 ranks): +14
- Handle Animal (2 ranks): +9
- Intimidate (2 ranks): +9
- Knowledge [local] (2 ranks): +5
- Knowledge [nature] (2 ranks): +5
- Perception (0 ranks): +1
- Perform [dancing] (2 ranks): +9
- Perform [singing] (5 ranks): +15
- Profession [gambler] (2 ranks): +6
- Profession [sailor] (2 ranks): +6
- Profession [hunter] (2 ranks): +6
- Ride (2 ranks): +6
- Sense Motive (2 ranks): +6
- Sleight of Hand (2 ranks): +6
- Spellcraft (2 ranks): +5
- Stealth (5 ranks): +9
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Love of Life [Bonus]
Prerequisite: Middle age or older
Benefit: You may use your Charisma modifier instead of your Constitution modifier when calculating bonus hit points gained at each new level. This applies only to Hit Dice gained when you are middle age or older.
Combat Casting [Bonus]
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Arcane Strike [Bonus]
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +2 damage and are treated as magic for the purpose of overcoming damage reduction.
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Skill Focus (Perform [singing])
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Benefit: You get a +4 bonus on initiative checks.
Benefit: You get a +2 bonus on all Reflex saving throws.
Pomp and Pageantry [Regional Trait]
Benefit: You gain a +1 trait bonus on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks with class skills if you spend twice as long as it normally takes to make that check.
Veteran of Battle [Religion Trait]
Benefit: You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
Courageous [Combat Trait]
Benefit: You gain a +2 trait bonus on Saving Throws against fear effects.
Magical Knack [Magic Trait]
Benefit: 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 increase your caster level higher than your current Hit Dice.
Natural-Born Leader [Social Trait]
Benefit: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Spirits in the Stone [Racial Trait]
Benefit: Whenever you’re in ruins, you gain a +2 trait bonus on initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Bard Spells: save DC 14 + spell level, Caster level 5th
- 0th: at will
- Known: Dancing Lights, Daze, Ghost Sound, Lullaby, Pants, Quicken Stride, Resistance, Simple Bed, Ultrasonic Ray
- 1st level: 4/day
- Known: Anticipate Peril, Charm Person, Saving Finale, Sleep
Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals +1d6 extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Bravado’s Blade (Ex): When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check.
Befuddling Strike (Ex): When the rogue deals sneak attack damage against an opponent, that opponent takes a –2 penalty on attack rolls against the rogue for 1d4 rounds.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Famous (Ex): At 1st level, a celebrity bard may choose a region where he is famous, and within that region, the locals are more likely to react favorably toward the bard. The bard gains a bonus on Diplomacy and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Diplomacy and Intimidate checks is +1. As the celebrity grows more famous, additional areas learn of him (typically places where he has lived or traveled, or settlements adjacent to those where he is known) and his bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Diplomacy and Intimidate checks is +2.
Bardic Performance (Su): 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 (12 rounds). 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.
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 such performances are language dependent. A deaf bard has a 20% change 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.
- Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses 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 Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a 3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components.
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- Masterwork Chain Shirt
- Masterwork Heavy Steel Shield
- Masterwork Longsword
- Heavy War Horse
- Masterwork Chain Barding
- Military Saddle
- Masterwork Thieves’ Tools
- Potion of Cure Serious Wounds
- Wand of Heroism (23 charges)
- Keep and governance of a small town
- 4 Servants
- 3 Men-at-Arms
- Note: He has significant gambling debts and thus only a few retainers remain. Also explains why he went adventuring (got to get the loots to pay it off).
- Contact: profession, how you know them