Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15
F: +5, R: +8, W: +4, Init: +2, Per: +8
About Andreas Merona
Male Human (Varisian) Bard (Archivist) 4 Gunslinger (Mysterious Stranger) 1
CG Medium Humanoid (human)
Hero Points 1
Init +2; Senses Perception +8
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 39 (1d10+4d8+10)
Fort +5, Ref +8, Will +4
Speed 30 ft.
Melee Dagger +7 (1d4+1/19-20/x2) and
. . Masterwork Rapier +7 (1d6/18-20/x2)
Ranged +1 Musket +8 (1d12+5/x4) and
. . Shortbow +7 (1d6+1/x3)
Special Attacks Bardic Performance (standard action) (13 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 15), Bardic Performance: Inspire Competence +2
Bard (Archivist) Spells Known (CL 4, +6 melee touch, +7 ranged touch):
2 (2/day) Sound Burst (DC 15), Silk To Steel
1 (4/day) Comprehend Languages, Abundant Ammunition, Ear-Piercing Scream (DC 14), Timely Inspiration (DC 14)
0 (at will) Open/Close (DC 13), Read Magic, Mending, Know Direction, Mage Hand, Detect Magic
Str 10, Dex 14, Con 14, Int 15, Wis 10, Cha 16
Base Atk +4; CMB +4; CMD 16
Feats Bard Weapon Proficiencies, Gunsmithing, Point Blank Shot, Precise Shot, Scholar (Knowledge [geography], Knowledge [history]), Weapon Finesse
Traits Looking for Work (Perception), Varisian Wanderer (Sleight of Hand)
Skills Acrobatics +6, Appraise +7, Bluff +7, Climb +4, Craft (alchemy) +7, Diplomacy +7, Disable Device +1, Disguise +7, Escape Artist +5, Fly +1, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (religion) +10, Linguistics +8, Perception +8, Perform (string instruments) +8, Ride +1, Sense Motive +4, Sleight of Hand +6, Spellcraft +8, Stealth +5, Survival +4, Swim +3, Use Magic Device +9
Languages Common, Elven, Osiriani, Polyglot, Skald, Thassilonian, Varisian
SQ Bardic Knowledge +2, Bardic Performance: Naturalist +1, Deed: Deadeye, Deed: Focused Aim (+3), Deed: Gunslinger's Dodge (+2 AC), Grit, Hero Points (1), Lore Master (1/day), Magic Lore +2, Smoked Goggles
Combat Gear +1 Chain Shirt, +1 Musket, Dagger, Masterwork Rapier, Shortbow; Other Gear Adventurer's Sash (empty), Backpack, Masterwork (2 @ 0.5 lbs), Bag of Holding II (9 @ 24 lbs), Chronicler's Supplies, Flask, Potion of Remove Paralysis, Pouch, belt (2 @ 1.5 lbs), Scarf, Pocketed, Scholar's outfit, Smoked Goggles, Wand of Cure Light Wounds, Whetstone, Whistle, Signal, Wrist sheath (empty)
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (13 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Naturalist +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+3) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Magic Lore +2 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Scholar (Knowledge [geography], Knowledge [history]) +2 bonus on two Knowledge skills
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Varisian Wanderer (Sleight of Hand) +1 to Sleight of Hand checks, Sleight of Hand is always a class skill for you.
Andreas was always a curious youth, wandering away from the caravan looking for bits and pieces of a time forgot. As he got older he went further and further away. Andreas's grandfather encouraged him to wander hoping that Andreas would learn there was more to life than the caravan. There was a large world to see and most young men of the caravan wouldn't see any of it. With this his grandfather called in a favor with an old friend of the family when they stopped in Riddleport for supplies.
Andreas was off to Absalom to attend the White Grotto and learn about the world through art and so he could leanr a trade but it was not exciting for him. He would skip class heading out of the city to explore the ruins that now reside there. While on one of his expeditions he stumbled across a man he recognized from the city digging around one of the fallen towers. He watched the man dig through the rubble. Sitting down on a nearby rock Andreas watched the man dig wondering what he was doing. The man looked around seeing Andreas watching him. The man explained what he was doing Andreas asked him where he learned this. The told him the name of the University in Absalom. Andreas didn't have the money to attend the man told him not to worry about it and to head there in the Morning, that is when he meet Dr. Frennel.
There he attended the school learning the ways of the Archaeologist and scholar. When he was fully trained he joined the Dr. on an adventure to the Mwangi Expanse.
Appearance: Andreas has Dusky skin with long blonde hair and golden eyes. Like most Varisian's he is naturally clean shaven. He wears the vibrant greens with browns he wears a patchwork scarf that was made by his great grandmother for his grandfather. he is tall and thin wearing his clothes a little baggy to hide thing he might need to sneak out of someplace.
+1 Studded Leather