Jamir Harkness (perrinmiller)

===Basic Information===
 Race: Human
 Class: Bard-4
 Level: 4
 Experience: 6,700 (TNL 10k)
 Alignment: Chaotic Good
 Languages: Common(Venzan), Middle Landellian, Gnoll
 Deity: Callisto
===Abilities===
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 Statistics===
(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 Statistics===
 RANGED COMBAT
 Conditionals:
 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
 
 MELEE COMBAT
 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 
 thrown
===Human Racial Features===
 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 Features===
 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.
===Feats===
 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. 
===Traits===
 Reactionary: +2 to Initiative
 Comedian: +1 Skill Point for Perform Comedy
===Skills===
* 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 casting===
 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===
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.
===Finances===
PP: 0
GP: 10
SP: 15
CP: 0
Gems/Jewelry/Other:
0000
===Character Description Details===
 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
 problems.
===Background===
 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
 girls.
 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.
Category:NPC