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Ella Mornel

Berenkor Trandoran's page

287 posts. Alias of Alexander Kilcoyne.

Profile

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Full Name

Berenkor Estalia Trandoran

Race

Gnome

Classes/Levels

Bard 2

Gender

Male

Size

Small

Age

59

Special Abilities

Many :)

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Gnome, Draconic, Sylvan, Aklo

Occupation

Adventurer/Agitator/Public Speaker

Strength 10
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 8
Charisma 18

About Berenkor Trandoran

Vital Statistics:

Name: Berenkor Trandoran
Race: Gnome
Gender: Male
Age: 59 (rolled)
Homeland: Andoran
Height: 3"2 (rolled)
Base Weight: 37 lbs
Size: Small
Hair: Dark Black
Eyes: Bright Blue
Favoured Class: Bard
Levels: Bard 2
XP- As the rest of the Chartered Six.
Alignment: Chaotic Good
Deity: Cayden Cailean
Carrying Capacity: Light Load: <28lbs, Medium Load: 28-49.5lbs, Heavy Load: 49.5-75lbs
Starting Gold: 105gp
Languages: Common, Gnome, Draconic

Ability Scores

Strength- 10
Dexterity- 13
Constitution- 16
Intelligence- 10
Wisdom- 8
Charisma- 18 (+1 point went here)


HP, Speed & Initiative:

Max HP: 24 (16 + Con Mod + 2 Favoured)
Death Value: -16
Speed: 20 feet base, 20 feet in studded leather armour (Run x4)
Initiative: +1

Skills, Feats, Traits, Racial & Class Features:

Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device.

Armour Check Penalty: -1

Skill Modifiers
Acrobatics= +0 (+1 Dexterity, -1 Armour Check Penalty)
Appraise= +0 (+0 Int)
Bluff= +4 (+4 Charisma)
Climb= -1 (+0 Strength, -1 Armour Check Penalty)
Craft= +0 (+0 Intelligence)
Diplomacy= +9 (+9 Perform Oratory)
Disguise= +4 (+4 Charisma)
Escape Artist= +0 (+1 Dexterity, -1 Armour Check Penalty)
Intimidate= +4 (+4 Charisma)
Fly= +0 (+1 Dexterity, -1 Armour Check Penalty)
Heal= -1 (-1 Wisdom)
Intimidate= +4
Knowledge (Nature)= +6 (+1 rank, +1 Bardic Knowledge, +3 Competence, +1 Trait)
Knowledge (Nobility)= +5 (+1 rank, +1 Bardic Knowledge, +3 Competence)
Knowledge (Dungeoneering)= +5 (+1 rank, +1 Bardic Knowledge, +3 Competence)
Knowledge (all others)= +1 (+1 Bardic Knowledge)
Linguistics= +5 (+2 Rank, +3 Competence)
Perception= +5 (+1 Rank, +3 Competence, -1 Wisdom, +2 Racial)
Perform (Oratory)= +9 (+2 Rank, +4 Charisma, +3 Competence)
Perform (Act)= +9 (+2 Rank, +4 Charisma, +3 Competence)
Profession (Orator)= +1 (+2 racial, -1 Wisdom)
Ride= +0 (+1 Dexterity, -1 Armour Check Penalty)
Sense Motive= +9 (+9 Perform Oratory)
Sleight of Hand= +1 (+1 Dexterity)
Stealth= +9 (+2 rank, +3 Competence, +4 Size, +1 Dexterity, -1 Armour Check Penalty)
Survival= -1 (-1 Wisdom)
Swim= -1 (+0 Strength, -1 Armour Check Penalty)
Use Magic Device= N/A

Class Features:
Simple & Bardic Weapon Proficiency
Armour Proficiency (Light)
Shield Proficiency
Bardic Music 10 rounds/day
Bardic Knowledge- ½ Level bonus to knowledge checks, can make checks untrained.

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 (Sp)

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 bard’s level + 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 requires 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 ranged 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.

Well-Versed (Ex)

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.

Racial Features:

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice (Orator).

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Feats:
Spell Focus (Enchantment)

Traits:
Pioneer- Horse and +1 to Knowledge (Nature)
Resilient- +1 fortitude saves

Spells Known/Spells per Day:

Level 0= Resistance, Ghost Sound, Daze, Mage Hand, Detect Magic
Level 1= Sleep, Hideous Laughter, Cure Light Wounds 3/day

Note- Enchantmet and Illusion spells are at +1 DC.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.


Defence:

AC (when using Crossbow): 17 (+4 masterwork chain shirt, +1 buckler, +1 dexterity, +1 small):
AC (when using longsword): 18 (+4 masterwork chain shirt, +2 masterwork heavy steel shield, +1 dexterity, +1 small)
Flat-footed AC: 16 (+4 masterwork chain shirt, +1 buckler, +1 small)
Touch AC: 12 (+1 dexterity, +1 small)

Saving Throws
Fortitude: +4
Reflex: +4
Will: - +2

Conditional: +2 versus illusions, +4 versus sonic and language dependent effects.

CMD: 11 (+1 BAB, +0 Strength, +1 Dexterity, -1 size).


Offence:

BAB: +1
CMB: +0 (+1 BAB, +0 Strength, -1 Size)
Melee: +2 (+1 BAB, +0 Strength, +1 Size)
Ranged: +3 (+1 BAB, +1 Dexterity, +1 Size)

Common Attack Rolls

Masterwork Longsword: +3, 1d6+0, 19-20X2, Slashing.

Dagger (Melee): +2, 1d3+0, 19-20X2, Piercing.

Dagger (Thrown): +3, 1d3+0, 19-20X2, Piercing, 10 feet.

Light Crossbow: +3, 1d6, 19-20X2, Piercing, 80 feet.

Heavy Crossbow: +3, 1d8, 19-20X2, Piercing, 120 feet.


Equipment:

Masterwork Chain Shirt: Worth 250GP, weighs 12.5 lbs.
Buckler: Worth 15GP, weighs 2.5 lbs.
Masterwork Heavy Steel Shield: Worth 170gp, weighs 5 lbs.
Dagger: Weighs 1/2 lb.
Light Crossbow: Worth 35GP, weighs 2 lbs.
Heavy Crossbow: Worth 50GP, weighs 4 lbs.
15 Crossbow Bolts: Worth 2GP (Kept on Horse Saddlebags)
6 +1 flaming crossbow bolts: Weighs 1/2 lb.
Masterwork Longsword: Worth 15GP, weighs 2 lbs
Backpack, Waterskin, Flint and Steel, Bedroll: Worth 3GP 1SP, (Kept on Horse Saddlebags)
4 days Trail Rations: Worth 3G (Kept on Horse Saddlebags)
5 days spare Trail Rations: (Kept at Oleg's)
Riding Horse

Cash:
8 gold pieces, 9 silver pieces

Total Weight: 27.5 lbs (light load)

Background:
Berenkor Trandoran was a slave from birth in Andoran; serving as a manservant to a merchant attempting to join the nobility. Berenkor was treated fairly well by his master, but yearned for freedom and new experiences above all else. When the Common Rule reached his master, Berenkor suddenly had the freedom he had always yearned for; and has spent the last dozen years or so wandering and learning the trade of a Bard. Settling for a short time in southern Brevoy, Berenkor became something of an agitator among the lower classes; a charismatic figure with ‘dangerous ideals’. Reluctant to make a martyr of him or incur the people’s wrath by arresting him, the authorities subtly manipulated the somewhat naive Gnome into signing up for an expedition heading south into the Stolen Lands; where they hope they will never hear of him again.



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