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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 duelistís 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 knightís squire or
				simply because you were seeking to emulate a hero. Your
				childhood armor wasnít the real thing as far as protection,
				but it did encumber you as much as real armor would have,
				and youíve grown used to moving in such suits with relative
				grace. When you wear armor of any sort, reduce that suitís
				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 momentís 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 dervishís
	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 dervishís 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 bardís 
	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 bardís 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 bardís Perform skill check result for the save. Countersong does not work 
	on effects that donít 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 bardís
	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 bardís Perform skill check result for the save.
	Distraction does not work on effects that donít 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 bardís level + the bardís Cha modifier to negate 
	the effect. If a creatureís 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 Ė4 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 bardís 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
_________________________________________________________________________________