Home | Schedule | Pathfinder Society | Articles | Downloads | Campaigns | Account | Upload Sheet | Admin
Zahir (Adrik) Pathfinder Society
Updated: 5:07 PM 12 July, 2012 View: CHARACTER SHEET, text [stripped]
--- Character Sheet: Zahir Fayyad (Adrik) --- Name: Zahir Fayyad PFS Number: 18774-3 Race: Human Class: Bard (Dawnflower Dervish) Favored class: Bard Faction: Qadira Alignment: Neutral Good Deity: Sarenrae Age: 20 Eyes: Brown Hair: Black Features: Dusky olive skin, dark eyes, a hawkish nose and a goatee oiled to a point Height: 5'9" Weight: 160 lb Size: M Gender: M Level: 1 Exp: 0 Mod Str: 13 +1 Dex: 16 +3 Con: 14 +2 Int: 10 +0 Wis: 12 +1 Cha: 14 +2 HP: 11/11 (8/class + 2/con + 1/fav class, 5 + con per level after 1st) Speed: 30 ft with armor: 30 ft Initiative: +4 = +3(dex) +1(trait) ___________________________________________________________________________________________ SAVES Fortitude: +2 = 0(base) +2(con) Reflex: +5 = 2(base) +3(dex) Will: +3 = 2(base) +1(wis) ATTACKS ----------------------------------------------------- Base Attack = +0 Melee: +1 = 0(base) +1(str) +0(size) Ranged: +3 = 0(base) +3(dex) +0(size) CMB: 1 = 0(base) +1(str) +0(size) CMD: 14 = 0(base) +1(str) +0(size) +3(dex) + 10 _____________________________________________________ Total AC = Base Shield Dex Armour Size Misc --------------------------------------------------------------- standard: 17 = 10 +0 +3 +4 +0 +0 vs Touch: 13 = 10 -- +3 -- +0 +0 Flatfooted: 14 = 10 +0 -- +4 +0 +0 _______________________________________________________________ WEAPONS TAB DMG Crit Range Size Type ------------------------------------------------------------------------------------ Scimitar +3 1d6+3(dex) (18-20)x2 melee M Slashing Dagger +1 1d4+1(str) (19-20)x2 melee M P or S Dagger, thrown +3 1d4+1(str) (19-20)x2 10' M P or S ____________________________________________________________________________________ ARMOUR AC Max Dex Check Penalty Spell Failure Speed ------------------------------------------------------------------------ Chain Shirt +4 +4 -1* 0%** 30 ft *reduced by 1 due to Armor Expert trait **due to Bard class ability ________________________________________________________________________ SKILLS Abil Mod Abil Ranks Misc (details) --------------------------------------------------------------------------- Skill points/level: 7 = 6(class)+0(int)+1(human)+0(favoured class) Total Spent: 7/7 --Class-------------------------------------------------------------------- Acrobatics dex* +6 = +3 1 +3(class)-1(AC penalty) Appraise int +0 = +0 0 +0 Bluff cha +2 = +2 0 +0 Climb str* +0 = +1 0 +0 -1(AC penalty) Craft int +0 = +0 0 +0 Diplomacy cha +6 = +2 1 +3(class) Disguise cha +2 = +2 0 +0 Escape Artist dex* +2 = +3 0 +0 -1(AC penalty) Intimidate cha +2 = +2 0 +0 Knowledge (arcana)** int Knowledge (dungeoneering)** int Knowledge (engineering)** int Knowledge (geography)** int Knowledge (history)** int Knowledge (local)** int Knowledge (nature)** int Knowledge (nobility)** int Knowledge (planes)** int Knowledge (religion)** int Linguistics** int Perception wis +5 = +1 1 +3(class) Perform (dance) cha +6 = +2 1 +3(class) Perform (sing) cha +2 = +2 0 +0 Profession** wis Sense Motive wis +5 = +1 1 +3(class) Sleight of Hand** dex* Spellcraft** int +0(class) Stealth dex* +6 = +3 1 +3(class)-1(AC penalty) Use Magic Device** cha +6 = +2 1 +3(class) --Cross Class-------------------------------------------------------------- Disable Device** dex* Fly dex* +2 = +3 0 -1(AC penalty) Handle Animal** cha Heal wis +1 = +1 0 +0(healer's kit) Ride dex* +2 = +3 0 -1(AC penalty) Survival wis +1 = +1 0 Swim str* +0 = +1 0 -1(AC penalty) ___________________________________________________________________________ *armour check penalty applies **cannot be used untrained FEATS ---------------------------------------------------------------------------------- (Class) Dervish Dance When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. (Inner Sea World Guide, p.286) (Human) Arcane Strike 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 +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level (1st) Extra Performance Prerequisite: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack. __________________________________________________________________________________ TRAITS ---------------------------------------------------------------------------------- Armor Expert (combat) You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0. (Advanced Player's Guide, p.327) Watching Taldor (Qadira) You have spent all of your adult life with eyes turned northward, waiting for the Taldan weaklings to give you an excuse to fight, ready to act at a moment’s notice. You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round. (Qadira, Gateway to the East, p.9) __________________________________________________________________________________ LANGUAGES ---------------- Common Kelish ________________ SPELLS & MAGIC -------------- Lvl 0 (DC 12) ---------------------------------------------- 4|any Ghost sound Light Read magic Spark Lvl 1 (DC 13) ---------------------------------------------- 2|2/day (1 class + 1 cha bonus) Cure light wounds Expeditious retreat ------------------------------------------------------------ Battle Dance / Bardic Performance: 12 rounds/day _____________________________________________________________________ INVENTORY Cost Weight ------------------------------------------------------------------ Worn/Wielding Armor - Chain Shirt (100gp) 25lb Weapons- Scimitar (15gp) 4lb Dagger (x4) (4gp) 4lb Bag - Backpack (2gp) 2lb Outfit - Explorer's Outfit (0gp) 0* *(Starting outfit doesn't count against encumbrance) In Backpack (1) Waterskin (1gp) 4lb (2) Rations, trail (1gp) 2lb (1) Map/Scroll case (1gp) .5lb (10) Parchment, sheet (2gp) -- (1) Ink, 8oz vial (8gp) -- (1) Inkpen (0gp1sp) -- ------------------------------------------------------------------ Total Value|Personal Load: (134gp1sp) 41lb* ------------------------------------------------------------------ *rounding down ENCUMBERANCE ----------------------------- Personal Encumberance Light Load: 50 lb or less Medium Load: 51 lb - 100 lb Heavy Load: 101 lb - 150 lb _____________________________ COIN AMOUNT ------------- pp 1 gp 5 sp 9 cp 0 Prestige 0 Fame 0 _____________ CLASS FEATURES --------------------------------------------------------------------------------- Dawnflower Dervish Archetype (Inner Sea Magic p.34) Weapon and Armor Proficiency: Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip. Deity: A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard. Battle Dance: A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability. Dervish Dance (Ex): A Dawnflower dervish gains the Dervish Dance feat (Inner Sea World Guide, p.286) as a bonus feat. This ability replaces bardic knowledge. Spinning Spellcaster (Ex): At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master. Meditative Whirl (Ex): At 8th level, when using battle dance, the Dawnflower dervish can enter a trance-like state where his spinning motion represents the movement of the planets around the sun, and his spirit is attuned to the healing aspects of Sarenrae. By spending a move action focusing on his whirling, the dervish can apply the Quicken Spell feat to any cure spell he is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels he has beyond 8th. This ability replaces the dirge of doom bardic performance. --------------------------------------------------------------------------------- Bardic Performance (Ex): 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 such performances are language dependent. 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. (Modified by Battle Dance ability above) Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform(keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent 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 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 the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on 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 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 the bard’s 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): 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 this ability from working. For every three levels the 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 all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throwagainst 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): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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. _________________________________________________________________________________ MISC. BONUSES --------------------------------------------------------------------------------- RACIAL Bonuses CLASS Bonuses DEITY Bonuses etc _________________________________________________________________________________ BOONS --------------------------------------------------------------------------------- None Boon Name (from Scenario x-xx) Boon Description Boon Name (from Scenario x-xx) Boon Description _________________________________________________________________________________ SCENARIO NOTES --------------------------------------------------------------------------------- [Area] Tasks: * * NPC's: * * _________________________________________________________________________________ SCENARIOS COMPLETED --------------------------------------------------------------------------------- None (2012-mm-dd) 0-00: Name of Module (2012-mm-dd) 0-00: Name of Module _________________________________________________________________________________