Rise of the Rune Lords
This larger-than-life man is the owner and sole financier of the Sandpoint Theater.
Male Human Bard 6
CG Medium humanoid (human)
Init +0; Senses Perception +7,
AC 12, touch 10, flat-footed 12 ( +2 natural, )
hp 38 (6d8)
Fort +2, Ref +5, Will +5
Speed 30 ft.
Melee dagger +5 (1d4/19-20) Ranged dagger (thrown) +4 (1d4+1/19-20)
Melee rapier +5 (1d6+1/18-20)
Distraction, Fascinate, Suggestion,
Known Bard Spells (CL 6th): 0th – dancing lights , detect magic , light , mending (DC 13) , prestidigitation (DC 13) , summon instrument
1st – animate rope , comprehend languages (DC ) , disguise self (DC ) , hypnotism (DC 15)
2nd – darkness , eagle’s splendor (DC 15) , heroism (DC 16) , invisibility (DC 15)
Str 12, Dex 11, Con 10, Int 13, Wis 11, Cha 17
Base Atk +4; Combat Manuever Bonus +5
Feats Armor Proficiency, Light, Enlarge Spell, Extra Performance, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Spell Focus (Enchantment)
Skills Appraise +9, Disguise +11, Escape Artist +5, Knowledge (History) +9, Perception +7, Perform (Act) +12, Perform (String Instruments) +12, Stealth +4,
Special Qualities Versatile Performance (Act), Armored Casting, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Inspire Competence, Inspire Courage, Lore Master, Versatile Performance (String Instruments), Well-Versed,
Possessions amulet of natural armor +2; dagger; rapier; waterskin (filled); Pouch (Belt) [ Coin (Copper Piece) (x5); Coin (Gold Piece) (x6); Coin (Platinum Piece); Coin (Silver Piece) (x16); Disguise Kit; Potion of Cure Light Wounds; Tanglefoot Bag; ]; Spell Component Pouch ; Spellbook (Wizard’s/Blank)
Versatile Performance (Act) (Ex) You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +3 to all Knowledge checks any may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 23 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature’s saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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 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) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.
Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action. Versatile Performance (String Instruments) (Ex) You can use your bonus in the Perform (String Instruments) skill in place of your bonus in the Bluff or Diplomacy skills. When substituting in this way, you use your total Perform (String Instruments) skill bonus, including class skill bonus, in place of your Bluff or Diplomacy skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Suggestion (Sp) You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 16) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
Cyrdak is a courageous and emotional middle-aged man (39) with tanned skin, blue eyes and blond hair swept over his right eye. He has a great interest in art and all things artistic. He is a good actor and regularly carries his lire with him everywhere he goes, in case the muse should strike. He speaks in an overly dramatic fashion, and tries to promote his theater’s latest production in Sandpoint whenever possible.
The weekend productions are often specially arranged by Cyrdak using his contacts in Magnimar to bring the best acts possible to Sandpoint.
He is very vaigue about his background, admitted only to having spent “some time” in Magnimar before coming to Sandpoint.