Israfil Manomartillo

## Background

A bastard child of an experiment and a concubine of the Hachani royal harems Israfil enjoyed a rare life free of want or responsibility, unremarkable among the other pampered entertainers of the palace his youth was filled with the company of courtesans and musicians, he adapted to courtly manner and learned how to please with music and word with stories from lands far and wide to touch and awe audiences bearing only the finest of tastes. Though luxurious the years spent within the entertainment wards of Mukalla's grand palace nurtured a wanderlust within the young bastard who desired nothing more then to see the world beyond it's walls that he had learned legends of, and in a stroke of passion on the dawn of his 17th year he absconded from Mukalla through the Adventurer's Guild with the first party that would take him away from the city, a small band guarding the wares on a merchant's cog headed for Ab'Dhalla.

## Description

Israfil's tanned skin is betrayed by his stark blonde shoulder length hair and tidy trimmed beard, a similar style he accentuates through his dark leather armor trimmed in bright gold filigree accents and bright clothing underneath, the leather jack itself is embossed with a sun half over the horizon with winding text atop the sun (محارب الغروب) matching the engraving along the back of his trusted and honed scimitar almost always hanging from Israfil's hip.

## Information

*Level*: 2

*HP*: 18

*BAB*: +1

*Skill Points*: 15

*Speed*: 30 ft

*Initiative*: +5

*Racial Traits*: Darkvision 60ft, Celestial Resistance, Spell Like Ability,

*Traits*: Lillend's Harp, Maestro of the Society

*Languages*: Common, Celestial, Elven

## **Class Features and Feats**

### **Dervish of Dawn Bard:**

**Battle Dance:** Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.

At 10th level, the dervish can start a battle dance as a swift action instead of a move action.

When a dervish of dawn uses the inspire courage, inspire grea

**Versatile Performance (String):** 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. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

This ability alters the standard bardic performance ability.

**List of Bardic Performances:**

* *Countersong (Su)*: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill 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 non-instantaneous 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 skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
* *Distraction (Su)*: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) 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. Distraction relies on visual components.
* *Fascinate (Su)*: At 1st level, a bard can use his performance 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 capable of paying attention to him. 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. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate 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 observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on 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 Courage (Su)*: A 1st level bard can use his performance to inspire courage in his allies (including himself), 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.

**Feats**: Dervish Dance, Flagbearer

## **Equipment**

### *Weapons*

Modifiers

*General Goods*\*: Entertainer's Outfit, Flint and Steel, Ink, Inkpen, Journal, Mirror, 10gp of Jewlery, Flag (Israfil's Sunset Flag).

Adventuring Gear (In Mule Bags): Bedroll, Iron pot, Silk Rope (20ft), Small Tent, Soap, Trail rations (5 days), Waterskin, Whetstone.

*Magic Items*:

*Containers*:  Belt Pouch.

*Currency*: 471gp 8sp 0cp

*Carried Weight*: 26lbs

Pack Beast (Mule)

Adventuring Gear (In Mule Bags): Bedroll, Iron pot, Silk Rope (20ft), Small Tent, Soap, Trail rations (4 days) Mule Feed (4 Days), Waterskin, Whetstone.

*Carried Weight*: 37lbs

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

 1
 2

### Bard Spells

Level 0

* Detect Magic
* Mending
* Prestidigitation
* Summon Instrument
* Know Direction

Level 1

* Cure Light Wounds
* Sleep
* Tap Inner Beauty