Kita

Description:

Female Kenku Bard 1

Strength 08 (-1) - Age 30
Dexterity 14 (+2) - Alignment Neutral Evil
Constitution 14 (+2) - Size Medium
Intelligence 14 (+2) - Height 4’11”
Wisdom 08 (-1) - Weight 75 lb.
Charisma 16 (+3) - Speed 30 ft.
Total Hit Points 6
Armor Class 14 = 10 +2 [dexterity] +2 [leather]
Touch AC 12
Flat-Footed AC 12
Initiative +2 = +2 [dexterity]
Fort Save +2 = 0 [base] +2 [constitution]
Reflex Save +4 = 2 [base] +2 [dexterity]
Will Save +1 = 2 [base] -1 [wisdom]
Base Attack 0

Weapons & Attacks:

  • Short Sword
    • Damage: 1d6
    • Crit: 19-20×2
    • 2 lb
    • One-Handed
    • Piercing
  • Natural Weapons: 2 claws
    • Damage: 1d3

Armor:

  • Leather
    • Light Armor
    • +2 AC
    • Max Dex +6
    • 0 Armor Check Penalty
    • 15 lb

Other Magical Possessions:

  • none

Loads:

Light 26 lb. or less
Medium 27-53 lb.
Heavy 54-80 lb.
Lift over head 80 lb.
Lift off ground 160 lb.
Push or drag 400 lb.

Languages Known: Common, Kenku, Orc, Undercommon

Equipment:
Weapons/Armor from above 17 lbs 20gp
Musical Instrument (Xiao) 2 lbs
Spell Component Pouch 2 lbs 5gp
Bedroll 5 lbs 1sp
Caltrops 2 lbs 1gp
Candle 1cp
Fishhook 1sp
Flint and Steel 1gp
Pouch, Belt 1 lbs 2gp
Whetstone 1 lbs 2cp
Torch Bug Tube 1 lbs 30gp
Acid (flask) 1 lbs 10gp
Deathstalk 25gp
Bag, Snapdragon 1 lbs 5gp
Finger Blade 4sp
Razor Thread 1 lbs 5gp

Money: 6gp, 3sp, 7cp Total Weight: 34 lbs (Medium Load)

Feats:

  • Melodic Casting (Complete Mage)
    • Use Perform in place of Concentration, cast spells while using bardic music.

Other Abilities:

  • Mimicry (Ex)
    • A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specific individual’s voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succed on an opposed Sense Motive check to discern that the voice isn’t genuine.
  • Great Ally (Ex)
    • Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies of gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
  • Low-light vision
  • Bardic Music
    • Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
    • Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
  • Bardic Knowledge
    • A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
    • A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Skills:
Skill Name Abil. Skill Mod Abil. Mod Ranks Misc Mod
Appraise Int +2 +2
Balance Dex +4 +2 +2
Bluff Cha +5 +3 +2
Climb Str -1 -1
Concentration Con +2 +2
Decipher Script Int +2 +2
Diplomacy Cha +3 +3
Disguise Cha +3 +3
Escape Artist Dex +2 +2
Forgery Int +2 +2
Gather Info. Cha +7 +3 +4
Heal Wis -1 -1
Hide Dex +8 +2 +4 +2 [kenku]
Intimidate Cha +3 +3
Jump Str -1 -1
Listen Wis -1 -1
Move Silently Dex +8 +2 +4 +2 [kenku]
Perform (Wind) Cha +7 +3 +4
Ride Dex +2 +2
Search Int +2 +2
Sense Motive Wis +3 -1 +4
Spot Wis -1 -1
Survival Wis -1 -1
Swim Str -1 -1
Tumble Dex +6 +2 +4
Use Magic Device Cha +7 +3 +4
Use Rope Dex +5 +5

Spells:

Zero-level Bard spells: 2 per day

Spells known:

  • Summon Instrument
    • Summons one instrument of the caster’s choice.
    • http://www.systemreferencedocuments.org/35/sovelior_sage/spellsS.html#summon-instrument
  • Detect Magic
    • Detects spells and magic items within 60 ft.
    • http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#detect-magic
  • Resistance
    • Subject gains +1 on saving throws.
    • http://www.systemreferencedocuments.org/35/sovelior_sage/spellsPtoR.html#resistance
  • Daze
    • Humanoid creature of 4 HD or less loses next action.
    • http://www.systemreferencedocuments.org/35/sovelior_sage/spellsDtoE.html#daze

Bardic Music

  • Countersong (Su)
    • A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
  • Fascinate (Sp)
    • A bard with 3 or more ranks in a Perform skill can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
    • To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
    • Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
  • Inspire Courage (Su)
    • A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Bio:

Kenku racial information: http://www.wizards.com/default.asp?x=dnd/iw/20040912b&page=4 or in MM3

Kita appears friendly enough. Not cheerful, exactly, but a sort of hopeful, vaguely pathetic grin seems permanently affixed to her face. Oh, she’ll try to trick you and steal your spare change, but it’s in a good-natured way—one gets the feeling that she’s liable to say “It’s a fair cop, guv,” when caught. And then of course you wake up with a dagger in your eye and she’s chopping out your femur to carve into a flute.

Nobody’s quite sure where she came from, least of all Kita herself. She has a vague recollection of high windows and cold stone floors in the dark, but all she really knows for sure is that she wants to get by and play her music.

She’s been expelled from the Musicians’ Guild for what the council termed “insubordination.” Her file does not elaborate.

Kita

Tranath: The Spear and the Dagger papercrane