Sarinade (1st Level)
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Medium humanoid (supreme empowered) 1st level charmer, chaotic good


Armor Class 11
Hit Points 10 (1d8 + 2)
Speed 30 feet


STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 14 (+2) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Wis +5, Cha +8
Skills Deception +7, Insight +5, Perception +5, Performance +7, Persuasion +7, Sleight of Hand +3, Stealth +3
Tools Accordions +2, Drawing Tools +2, Guitars +2, Harps +2, Keyboards +2
Feats Armor Proficiencies (none), Weapon Proficiencies (simple weapons)
Weaknesses Easily Nullified, Hearers Only
Senses passive Perception 15, passive Insight 15
Languages English, Itallian
Allegiances Create Art, Help Hurting People
Challenge


Gigs. You can always find a place to perform, whether in a bar, a theater, at a carnival, on the internet, or on a busy street corner. You've built up an amount of celebrity and even a fanbase. People who've seen you perform usually like you. Fans will help you with information or services, and might even put you up for a few nights. When you perform at a location away from home, the venue might also set you up with meals and rooms of a standard appropriate to the locale.

Charming Voice (Thematic Powers). You have a voice with enhanced abilities able to control the emotions of others. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Charisma is your power ability (power save DC 15, +7 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Easily Nullified (Event Modifier 10%). Your powers can be easily taken from you by gagging you or silencing you in some other way.

  • Hearers Only. The target of your powers must be able to hear you sing. //Benefit: You gain a +1 to Charisma saves and add one power in your power suite.

Irresistible Power. Once per long rest, you can spend a Hero Points to double your proficiency bonus in regard to your power save or power check with a super-power.

Blood of the Ancients. When using powers, you often need to make power checks. You can reroll 1s on these power checks.

Call to Healing. As an action, you can heal a creature within 60 feet who can hear you by speaking words of hope and encouragement. The creature is healed 1d6 + 5 Hit Points. You can use this feature once per long or short rest.

Charming Inspiration. You can inspire others through encouraging words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Charming Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Charming Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Charming Inspiration die is rolled, it is lost. A creature can have only one Charming Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Actions


Unarmed strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1 - 1) bludgeoning damage.

Stumbling Words. Ranged Power Attack: Cha DC 13, range 30 ft., one target. Hit: 8 (1d6 + 5) psychic damage. Select a creature with an Intelligence of 3 or higher that can hear and understand you. That creature must make a Charisma save or take damage, and its speed is reduced by 10 feet until the start of your next turn.

Equipment


Lifestyle. Comfortable
Cash. $200
Gear. light basic costume, light mask, smartphone

  • Heavy ballistic nylon travel case: camcorder, charger, compact mirror, performance costume

Vehicles. Van (accordion, guitar, harp, tablet)
Home. Spacious apartment: A casual wardrobe (including outfits appropriate to your performance style), drawing kit, three completed acts.

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