Chadius: D&D: Kirisil
Story
Kirisil Mehanes
The Mehanes family is a large, wealthy, and highly influential family centered in the floating continent. They are well known for donating money to the poor, and needy causes. They also donate funds to several middle-class merchants and union leaders. Due to their support, the Mehanes enjoy free gifts and political influence. To the outside, the Mehanes are benevolent rich folk, doing their best to benefit others.
Inside, the Mehanes are truly upper class, and they know it. They spend their time with entertainment and their money on getting what they want whenever they want it. Most of the "inner circle" consists of the snobbish and richest of the Mehanes.
Kirisil's parents are on the fringe of the Mehanes social circuit. Kirisil's mother, Kaela, is a free spirited priestess of Nirsi who spends her time outside the manor. She visits orphanages, homeless shelters, and worker gatherings to ease their wounds and give them hope. Most of the Mehanes disapprove of her activity because she associates with the "lowers" (as they call those poorer than them.) They also do not like her minimalist spending.
Perhaps the most embarrassing moment for the Mehanes was when Kaela married a complete outsider. Gerrin Lekae was an adventurer raised in a poor family. He eventually settled down with Kaela despite disapproval from the other Mehanes. Gerrin likes entering contests of strength and armed combat. He greatly believes in using one's strength to protect the weak.
Kirisil was a quiet child. When he played with the other Mehanes, he was taunted for coming from "tainted" parents. Kaela taught Kirisil to become confident and Gerrin taught Kirisil to stand up for his beliefs. He became a good speaker and was good at becoming friendly with his relatives.
Kirisil enjoyed a certain genre of books. These books involved a wandering crusader who wandered into a village and saved them from danger. The village offered many things in return, but the only thing the crusader wanted was peace and goodwill. Kirisil resonated with these books and swore to help anyone who needed it.
Kirisil and his mother often visited poor neighborhoods and clinics. Kaela was there to spread the teachings of Nirsi. She was also there to show Kirisil the other sides of society. Kirisil learned that there were many things he took for granted. He worked his hardest to form friendly relationships with those he met.
As he reached adulthood, Kirisil noticed the vast amount of stories he had collected from the people he met. He was also strong (Gerrin attributes that to their various sparring matches and basic combat training.) Kirisil decided to join a bard school to help develop his diplomatic and combat skills.
Kirisil now owns his own manor. It is a small house (at least that's what his family says.) Beyond living expenses, Kirisil spends his money donating to charities. When speaking to others, he has a tendency to talk his head off. He has a wonderful voice, and he thinks everyone would benefit from hearing it (even when they say they won't.) Every event reminds him of some story, and he often uses circumlocutory speech to extend his speeches even further.
Kirisil has trouble perceiving things and is a bit gullible. Even though his teacher warned him about it, Kirisil really likes to be friendly. He assumes strangers to be pure-hearted and helps them anyway he can.
Stats
Kirisil Mehanes
Male Human
Chaotic Good
9 Bard
XP: 36000/45000
Str | 16 + 2 (Enhancement) | 18 | +4 |
Dex | 14 | 14 | +2 |
Con | 12 + 2 (Enhancement) | 14 | +2 |
Int | 13 | 13 | +1 |
Wis | 9 | 9 | -1 |
Cha | 14 + 2 (Enhancement) | 16 | +3 |
Skills:
Points: 96 = (6 Brd + 1 Int + 1 Human) * 12
Balance | 3 | 2 (Dex) + 2 (Synergy, Balance) - 1 (Armor Check Penalty) |
Bluff | 15 | 12 (Brd) + 3 (Cha) |
Climb | 3 | 4 (Str) - 1 (Armor Check Penalty) |
Concentration | 14 | 12 (Brd) + 2 (Con) |
Diplomacy | 19 | 12 (Brd) + 3 (Cha) + 2 (Synergy, Bluff) + 2 (Synergy, Knowledge Nobility) |
Disguise | 5 | 3 (Cha) + 2 (Synergy, Bluff [while acting]) |
Escape Artist | 7 | 6 (Brd) + 2 (Dex) - 1 (Armor Check Penalty) |
Hide | 1 | 2 (Dex) - 1 (Armor Check Penalty) |
Intimidate | 5 | 3 (Cha) + 2 (Synergy, Bluff) |
Jump | 10 | 4 (Str) + 5 (Boots) + 2 (Synergy, Balance) - 1 (Armor Check Penalty) |
Knowledge (History) | 7 | 6 (Brd) + 1 (Int) |
Knowledge (Nobility and Royalty) | 7 | 6 (Brd) + 1 (Int) |
Move Silently | 1 | 2 (Dex) - 1 (Armor Check Penalty) |
Listen | 5 | 6 (Brd) - 1 (Wis) |
Perform | 15 | 12 (Brd) + 3 (Cha) |
Sense Motive | 5 | 6 (Brd) - 1 (Wis) |
Swim | 2 | 4 (Str) - 2 (Double Armor Check Penalty) |
Spot | 5 | 6 (Brd) - 1 (Wis) |
Tumble | 15 | 12 (Brd) + 2 (Dex) + 2 (Synergy, Jump) - 1 (Armor Check Penalty) |
Use Rope | 4 | 2 (Dex) + 2 (Synergy, Escape Artist [bindings]) |
- Bardic Knowledge 12 = 9 (Brd) + 1 (Int) + 2 (Synergy, Knowledge (history))
Feats: 4 + 1 (Human) = 5
Dodge, Mobility, Spring Attack, Combat Expertise, Power Attack
Class Abilities
Bardic Music (9/day)
- Countersong: Can counter language-dependent or sound magic with a perform check.
- Fascinate: Creatures within 90 ft must make a Will save (DC = Perform check) or be fascinated
- Suggestion: The bard can make a suggestion (Will DC 17 = 10 + 1/2 level + Cha bonus) to fascinated creatures.
- Inspire Courage +2: After a full round of playing, allies recieve a +2 bonus against fear, to hit, and damage. This lasts until 5 rounds after the song ends.
- Inspire Competence: An ally within 30 ft recieves a +2 bonus for 2 minutes.
- Inspire Greatness: A single ally within 30 ft recieves 2 Hit Dice (d10s), +2 attack, +1 fort. This lasts until 5 rounds after the song ends.
HP: 47 = 9d6 + 16 (Con)
AC: 21 = 10 + 6 (Armor) + 3 (Shield) + 2 (Dex)
Touch: 12 = 10 + 2 Flat-Footed: 20 = 10 + 6 + 3
Buckler/Longspear - While wielding the longspear, Kirisil cannot use his buckler. (-3 AC, -3 Flat-footed)
Dodge - +1 AC against 1 target.
Mobility - +4 AC when moving out of threatened spaces.
Combat Expertise - Trade up to 5 BAB for 5 AC.
Spring Attack - Move, attack, and move again.
Init: 2
Speed: 40 = 30 + 10 (Boots)
Space/Reach: 5 ft/5 ft (10 ft with longspear) Size: Medium
Saving Throws Fort: 7 3 (Brd) + 2 (Con) + 2 (Vest) Ref: 10 6 (Brd) + 2 (Dex) + 2 (Vest) Will: 7 6 (Brd) - 1 (Wis) + 2 (Vest)
BAB: 6/1
Grapple: 10 = 6 (BAB) + 4 (Str) + 0 (Size)
Attacks
Longsword +1
Hit: 11/6 = 6 (BAB) + 4 (Str) + 1 (Magic)
Damage: 1d8 + 5 = 1d8 + 4 (Str) + 1 (Magic)
Crit: 19-20 x2 Type: Slashing Range: 110 ft
Material: Steel Hardness: 11 HP: 11
Power Attack - Trade BAB for extra damage.
Spring Attack - Move, attack, and move again.
Masterwork Longspear
Hit: 10/5 = 6 (BAB) + 4 (Str) + 1 (Mwrk) - 1 (Buckler)
Damage: 1d8 + 6 (2-Handed Str)
Crit: x3 Type: Piercing Reach: 10 ft
Material: Steel Hardness: 5 HP: 10
Buckler - Kirisil can wield the longspear without removing his buckler, but he takes a -1 attack penalty.
Power Attack - Trade BAB for double damage.
Spring Attack - Move, attack, and move again.
Composite Shortbow (+4) +1
Hit: 9/4 = 6 (BAB) + 2 (Dex) + 1 (Magic)
Damage: 1d6 + 5 = 1d6 + 4 (Str) + 1 (Magic)
Crit: 20 x3 Type: Piercing Range: 110 ft
Material: Projectile Hardness: 11 HP: 6
Armor
Chain Shirt +2
AC: 6 = 4 + 2 (Magic)
Max Dex Bonus: +4
Armor Check Penalty: -1
Arcane Spell Failure: N/A (Bards ignore light armor)
Masterwork Buckler +2
AC: 3 = 1 + 2 (magic)
Armor Check Penalty: 0
Arcane Spell Failure: 5%
Bard Spells
DC mod: 13 + spell level = 10 + 3 (Cha)
Arcane Spell Failure: 5%
Level 0 1 2 3 4 Class 3 3 3 2 - Stat - 1 1 1 1 Total 3 4 4 3 - DC 13 14 15 16 - Known 6 4 4 3 -
Level 0, DC 13, 3/day
Detect Magic, Light, Lullaby, Open/Close, Read Magic, Resistance
Level 1, DC 14, 4/day
Charm Person, Disguise Self, Expeditious Retreat, Undetectable Alignment
Level 2, DC 15, 4/day
Cat's Grace, Invisibility, Silence, Tongues
Level 3, DC 16, 3/day
Displacement, Good Hope, Haste
Languages: Common, Elven
Equipment:
Cloak of Charisma +2 (4000 gp)
Vest of Resistance +2 (4000 gp)
Amulet of Health +2 (4000 gp)
Gauntlets of Ogre Strength +2 (4000 gp)
Chain Shirt +2 (4250 gp)
Masterwork Buckler +2 (4315 gp)
Longsword +1 (2315 gp)
Masterwork Longspear (315 gp)
Composite Shortbow (+3) +1 (2675 gp)
Arrows (1 gp per 20 arrow)
Boots of Strinding and Springing (5500 gp)
Money: 1460 gp