Ness Locke
Ness Locke (a.k.a. Nessy)
Ness Locke is a Bard who seeks to prove the dignity and validity of a career in music to his race of Serpent-Folk. His family views him as a disappointment due to his choice in not choosing to learn magic like his fellow peers.
Ness determined his love for music at the age of 20 when he heard old sea shanties sung from a Bard that washed ashore onto the island of Aki Island. Ness decided to focus on perfecting his musical capabilities since then, and has left to explore the world at age 32 hoping to perfect his musical capabilities.
Over the next 35 years Ness has made his way to the capital city of The Holy City of Abadar and has made many a friend and quite a few adventures. He has been residing in the capital city as a performer for the last 4 months.
Physical Description
General Physical Condition
Ness has a lanky appearance which is perceived as attractive to Serpent-folk. He is of average strength which is normal for his race and does not have an outstanding physique.
Body Features
Dark sapphire colored scales with a hieght of 5' 9", he is still a young Serpent-folk and will continue to grow in the next 60 years.
Facial Features
Slim pit viper shaped head with piercing silver eyes.
Identifying Characteristics
Brightly colored scales and eyes.
Physical quirks
Ness looks like a snake
Apparel & Accessories
Ness Locke can almost always be found with a Pungi flute found attached to his waist and wearing a dark colored cloak.
Specialized Equipment
A stellar musician who specialises in flutes and voice
Mental characteristics
Education
Well educated on the island of Aki and very learned in the study of magic and sorcery. Taught himself the flute and other musical instruments.
Employment
Self employed as a performer.
Accomplishments & Achievements
Trekked across the country of Kol Gethanil, making many a friend along the way.
Failures & Embarrassments
Ness Locke is both too intelligent and charismatic to worry about failures or embarrassments.
Mental Trauma
Feels the need to prove the validity of a career in music to his race.
Morality & Philosophy
Ness seeks to let his race shine in the light of the masses and become a shining example of accomplishment.
Social
Religious Views
Sees little point in belief for any specific Diety. looks for a god who can provide the most for him.
Hobbies & Pets
Argoth the Pseudo-Dragon, both Argoth and Ness look at one another with contempt but, are still close friends.
Speech
Sssspeakssss with a sssslight ssssss.

Born in the autonomous city state of Aki, he is a disappointment to his family for his choice to go into music and not magic. A wanderer and recent resident of the Holy City of Abador
View Character Profile
Alignment
Lawful Neutral
Age
67
Birthplace
Aki
Children
Current Residence
The Holy City of Abador
Gender
Male
Eyes
Silver
Skin Tone/Pigmentation
Sapphire and Amethyst Scales
Height
6' 9"
Weight
112
Ruled Locations
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Spells
0
detect magic
read magic
summon instrument
Unwitting ally
mage hand
Whisper
1
Charm Pearson
Grease
Silent Image
Cure Light wounds
feather Step
2
Hold Person
Blistering Invective
Invisibility
Eagles Splendor
3
Dispel Magic
4
Dimension Door
Bard abilities
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.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
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.
My House
2,000 GP,
Has secret room underneath house for growing flay leaf.
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