The new world10

Jamir Harkness

Basic InformationEdit

      Race: Human
     Class: Bard-4
     Level: 4
Experience: 6,700 (TNL 10k)
 Alignment: Chaotic Good
 Languages: Common(Venzan), Middle Landellian, Gnoll
     Deity: Callisto


STR: 14 +2 
DEX: 14 +2 
CON: 12 +1
INT: 13 +1
WIS: 10 +0 
CHA: 19 +4

 +2 Cha (Human), +1 Cha @4th

Combat StatisticsEdit

(Max-2)       HP:  30 = [4d8(26) + CON(4) + FC(0)] (Bard-4)
              AC:  17 = [10 + DEX(2) + ARM(5) + SHD(0) + NAT(0) + Items(0)]
        AC Touch:  12 = [10 + DEX(2) + Size(0)]
   AC Flatfooted:  15 = [10 + ARM(5) + SHD(0) + NAT(0)]
            INIT:  +4 = [DEX (2) + Misc (2)*]
             BAB:  +3 = [Bard(3)]
             CMB:  +5 = [BAB(3) + STR(2) + Misc (0)]
             CMD:  17 = [10 + BAB(3) + STR(2) + DEX(2)]
       Fortitude:  +2 = [Bard(1) + CON(1)]
          Reflex:  +6 = [Bard(4) + DEX(2)]
            Will:  +4 = [Bard(4) + WIS(0)]
           Speed:  30'
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

* = Reactionary Trait.

Weapon StatisticsEdit

    Inspired Courage: +1 Attack/Damage 
  Always (Already factored in):
    Weapon Focus: +1 Attack with Whip
 MWK Comp Shortbow: Attack: +6 = [BAB(3) + DEX(2) + MWK(1)]
                    Damage: 1d6+2, Crit: 20/x3, Range: 70',
                    Special: P or B, Silver or Cold Iron

 MWK Whip:          Attack: +7 = [BAB(3) + STR(2) + MWK(1) + WF(1)]
                    Damage: 1d3+2, Crit: 20/x2, Special: Non-lethal, 15ft Reach,
                    Disarm, Trip
                    CMB: +7 = BAB(3) + STR(2) + MWK(1) + WF(1) 
                    Dazzlying Display: +12 Intimidate Check within 30'

 MWK Rapier:        Attack: +6 = [BAB(3) + STR(2) + MWK(1)]
                    Damage: 1d6+2, Crit: 18-20/x2, Special: Pierce

 Dagger:            Attack: +5 = [BAB(3) + STR(2) + Misc(0) + Magic(00)]
                    Damage: 1d4+2, Crit: 19-20/x2, Special: Pierce, Can be 

Human Racial FeaturesEdit

Ability Adjustments: +2 (Charisma)
               Size: Medium
              Speed: 30'
      Favored Class: Bard (+4SP)
         Bonus Feat: +1 Feat at 1st level
            Skilled: +1 Skill Point per level

Class FeaturesEdit

Bard (Favored Class)
 Armor/Weapons: Weapon and Armor Proficiency: Simple weapons, plus the
                longsword, rapier, sap, short sword, shortbow, and whip. Bards
                are also proficient with light armor and shields (except tower
                shields). A bard can cast bard spells while wearing light armor
                and use a shield without incurring the normal arcane spell
                failure chance.
Bardic Performance: (14 rounds per day) Trained to use the Perform skill to
                create magical effects on those around him, including himself
                if desired. 4 + Cha Bonus + 2 per level after 1st = 14x/day
Arcane Spellcasting: Cantrips & 1st level spells spontaneously.  No chance
                for failure while wearing light armor
   Distraction: Use performance to counter magic effects that depend on
                sight. Each round of the distraction, she makes a Perform
                (act, comedy, dance, or oratory) skill check. Any creature
                within 30 feet of the bard (including the bard herself)
                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. Relies on visual components.
     Fascinate: Use performance to cause one or more creatures to become
                fascinated. Each creature to be fascinated must be within
                90 feet, able to see and hear the bard, and capable of
                paying attention to her. 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. Will
                Save DC14.
Inspire courage +1: Use performance to inspire courage in allies (including
                herself), 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. Inspire courage is a mind-affecting ability.
                Inspire courage can use audible or visual components.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to
                all Knowledge skill checks and may make all Knowledge skill
                checks untrained. Current: +2
Versatile Performance (COMEDY): At 2nd level, a bard can choose one type
                of Perform skill.  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.
Inspire Competence +2: Help an ally on a task. That ally must be within 30
                feet and be able to hear the bard.


Lingering Performance (General 1st level): The bonuses and penalties from
           your bardic performance continue for 2 rounds after you cease
           performing. Any other requirement, such as range or specific
           conditions, must still be met for the effect to continue. If you
           begin a new bardic performance during this time, the effects of
           the previous performance immediately cease.
Weapon Focus Whip (Human Bonus 1st Level): Gain a +1 bonus on all 
           attack rolls made using the selected weapon.
Dazzling Display (General 3rd level): While wielding the weapon in which
           you have Weapon Focus, you can perform a bewildering show of prowess
           as a full-round action. Make an Intimidate check to demoralize all
           foes within 30 feet who can see your display. 


Reactionary: +2 to Initiative
Comedian: +1 Skill Point for Perform Comedy


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 36 = [[Base (6) + INT (1) + HUMAN (1)] x Level + FC (4)] (Bard-4)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics             +10     4       3       2          +0
Appraise                +5     1       3       1          +0
Bluff                  +12*    0       *       4          +0
Climb                   +7     2       3       2          +0
Craft (       )         +1     0       *       1          +0
Diplomacy               +4     0       *       4          +0
Disable Device                 0       0       2          +0
Disguise                +4     0       *       4          +0
Escape Artist           +8     3       3       2          +0
Fly                            0       0       2          +0
Handle Animal           +4     0       0       4          +0
Heal                    +0     0       0       0          +0
Intimidate             +12*    0       *       4          +0
Knowledge (Arcana)      +6     1       3       1          +2#
Knowledge (Dngnrng)     +6     1       3       1          +2#
Knowledge (Engnrng)     +6     1       3       1          +2#
Knowledge (Geography)   +6     1       3       1          +2#
Knowledge (History)     +6     1       3       1          +2#
Knowledge (Local)       +6     1       3       1          +2#
Knowledge (Nature)             0       *       1          +2#
Knowledge (Nobility)           0       *       1          +2#
Knowledge (Planes)      +6     1       3       1          +2#
Knowledge (Religion)    +6     1       3       1          +2#
Linguistics                    0       *       1          +0
Perception              +7     4       3       0          +0
Perform    (Comedy)    +12     4       3       4          +1 (Trait)
Profession (Bartender)  +4     1       3       0          +0
Ride                    +2     0       0       2          +0
Sense Motive            +7     4       3       0          +0
Sleight of Hand                0       *       2          +0
Spellcraft              +8     4       3       1          +0
Stealth                 +6     1       3       2          +0
Survival                +0     0       0       0          +0
Swim                    +2     0       0       2          +0
Use Magic Device               0       *       4          +0

# Bardic Knowledge (Can use untrained)
* Versatile Performance: Comedy = Bluff & Intimidate

Spell castingEdit

Caster Level: 4                       Concentration: +8 = [CL(4) + Cha(4)]
Cantrips (Known 6 Base)               DC14             
  Casting: At Will
     * Prestidigitation
     * Message
     * Resistance
     * Mending
     * Detect Magic
     * Dancing Lights
1st Level (Known 4 Base)              DC15
  Casting: 4/Day  (3 Base + 1 Cha)
     * Timely Inspiration 
     * Cure Light Wounds
     * Chord of Shards
     * Cause Fear
2nd Level (Known 2 Base)              DC16
  Casting: 2/Day  (1 Base + 1 Cha)
     * Heroism 
     * Cure Moderate Wounds


Equipment                        Cost     Weight
Explorer's Outfit                          -  lb
+1 Mithral Shirt                2100 gp   10  lb
MWK Whip                         301 gp    2  lb
MWK Whip                         301 gp    2  lb
MWK Rapier                       320 gp    2  lb
Dagger                             2 gp    1  lb
MWK Composite shortbow(+2 Str)   525 gp    2  lb
  Arrows (40)                      2 gp    6  lb
  Blunt Arrows (20)                2 gp    3  lb
  Silver Arrows (20)               3 gp    3  lb
  Cold Iron Arrows (20)            2 gp    3  lb
Backpack                           2 gp    2  lb
  Ioun Torch                      75 gp    -  lb
  Wand of CLW (20 charges)       300 gp    -  lb
  Grooming Kit#                    1 gp    2  lb
  Mess Kit$                       .1 gp    1  lb
Spell Component Pouch              5 gp    2  lb
                           Total Weight: 41.0 lb

            Light  Medium   Heavy    
Max Weight:  0-58  59-116   117-175

 # = This pouch of toiletries includes a comb, scissors, nail file,
     sponge, hairbrush, miniature mirror, soap, chewing stick, and
     tooth powder.
 $ = This kit includes a plate, bowl, cup, fork, knife, and spoon,
     made of tin. Each item has a handle or small hole, and can be
     tied together using the included leather cord.


PP: 0
GP: 10
SP: 15
CP: 0


Character Description DetailsEdit

      Size: Medium
    Gender: Male
       Age: 21
    Height: 5' 11"
    Weight: 181 lbs
Hair Color: Brown
 Eye Color: Brown
Skin Color: White
Appearance:   Jamir has unruly dark brown hair, often kept in a
            pony tail, with bushy eyebrows and brown eyes. His face is
            unshaven. He is attractive enough, in a rugged and
            incorrigible way. He is not quite 6 feet tall and just over
            180 pounds. He prefers to wear darker colors, brown and
            grey. and carries a whip and rapier.
  Demeanor:   Sometimes boisterous and obnoxious, but when
            comfortable with friends he will be agreeable and a loyal
            companion. When alone, he prefers avoiding confrontations
            and hiding away to avoid trouble. But he can be smart and
            devious and can hold his own when it comes to dealing with


            Jamir grew up as a vagabond child after his parents were
    killed. Rumor had it that it was an accident, but he was never
    really sure what happened. He was too young and was not present,
    and any adults that actually knew determined that the small child
    did not need to know such things.
            He lived on the streets of Tritower relying on the compassion
    of some and taking what he could to survive and eat. He was able
    to sneak into places at night and steal scraps without arising suspicion.
            One of the neighbors where his parents live had an older girl
    that was kind to little Jamir. Eventually Haleen convinced the unruly
    lad to give up stealing and come live with her and her grandmother the
    seamstress. They had a little house adjacent to an inn and thrived off
    the business of the constant travelers. Haleen worked in the inn and
    Jamir helped out in the stables as he was able.
            Haleen treated Jamir like a younger brother and as they grew up
    together, she was more influential in raising him than his own parents.
    Haleen’s grandmother passed away a few years later when Haleen was just
    reaching womanhood. The young girl kept the house, but took on a better
    job in the inn’s tavern singing and dancing to provide entertainment.
    It made enough money for them to continue living.
            Jamir turned out to have a knack for entertaining as well, but
    more for reciting funny limericks and repeating the tales that travelers
    brought. Both continued to live and work around the inn for years, and
    Haleen taught much of what she knew about being a bard to her younger
    foster brother. Jamir always looked up Haleen and she was the measuring
    stick he compared his romantic interludes against, but they never once
    explored an intimate relationship.
            Jamir was content to remain around the inn, earning enough gold
    to entertain his dalliances among the girls he knew and the merchant’s
    daughters. He had felt Haleen’s wanderlust and thirst for adventure,
    but he had enough excitement dealing with irate fathers of young local
            But several months ago, Haleen had grown strangely distant and
    depressed. Whatever was bothering her wasn’t something she shared with
    Jamir and finally one night, she vanished. He came back to their tiny
    abode from bedding some attractive potter’s daughter and he found a
    brief note. The note was strange, begging him to forget her and to get
    on with his life. The words were wrong and Jamir found himself serious
    about something for the first time. He was convinced that Haleen had
    been either kidnapped, forced to leave against her will, or even
    magically controlled.
            Jamir was determined that was time for him to step in and
    lookout for her after all those years. But he had no idea where she may
    have gone until a few weeks ago. He had spent several months searching
    for clues to her location, and he finally found a lead. She was likely
    in Venza. 
            Jamir traveled to Venza and showed up at the Dunn Wright Inn
    looking for her. She was allegedly joining adventuring groups. Being
    short on coin himself, he had to look for work in the city while he
    continued to explore Venza for clues to her whereabouts.

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