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Sable Company Elite Marine

Erodel Voralius's page

75 posts. Alias of Talomyr.


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Full Name

Erodel Voralius

Race

Chelaxian Human

Classes/Levels

Bard (Detective Archetype) 1

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Neutral

Deity

Abadar

Location

Magnimar

Languages

Taldane, Varisian, Elven

Occupation

Investigator for MSI

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 16

About Erodel Voralius

Description:

Hair: Light Brown
Eyes: Brown
Height: 5' 10"
Weight: 170 lbs.

You see an unassuming man, dressed in a combination of browns from his boots to his armor, to his cloak. A few days stubble on his face, the man sits back watching everything going on around him.

Personality:

Unlike most other bards, Erodel is not one to try and draw undue attention to himself, much preferring to stand back and observe. If something or someone manages to pique his interest, his undying curiosity will cause him to investigate further. In fact he may at times be too curious.

Background:

Growing up in a dangerous city like Riddleport, Erodel's fascination with studying people often got him into trouble, as many people in Riddleport are hoping to mix into the rather unsavory crowd. Upon hearing about the call for a special investigation unit forming in Magnimar, Erodel thought that the gods were finally pointing him in a direction that he could put his particular personality quirks to good use. He gathered his life savings and left for Magnimar the next day. Arriving in Magnimar he

Favored Class: Bard (+0 HP; +1 Skill Points)

XP: 0/2,000

Equipment:

Light Crossbow, 20 Bolts, Rapier, Dagger, Whip, Leather Armor, Sunrods (2), Thieve's Tools, Traveler's Outfit, Ink, Inkpen, Paper (10 sheets), Scrollcase

Weight Carried: 30.5 lbs. (light load)

Money:
20 gp 27 sp 20 cp

Combat Statistics:

AC: 14 (Touch 12, Flat-Footed 12) Initiative: +4

Movement: 30 ft.

HP: 9

BAB: +0 CMB: +0 CMD: 12

Attack Options:
Rapier +0 (1d6; 18-20/x2)
Light Crossbow + 2 (1d8; 19-20/x2)
Whip +0 (1d3 nonlethal; x2 - Reach 15 ft, Disarm +2, Trip)
Dagger +0 melee, +2 thrown (1d4; 19-20/x2, 10ft range)

Saving Throws
Fortitude: +1 Reflex: +4 Will: +3

Skills:

Acrobatics +6
Appraise +2
Bluff +7
Climb +0
Craft (Untrained) +2
Diplomacy +7 (+8 for Gather Information)
Disguise +3
Escape Artist +2
Fly +2
Heal +1
Intimidate +3
Perception +9
Perform(Oratory) +7
Perform(Untrained) +3
Ride +2
Sense Motive +6
Stealth +6
Survival +1
Swim +0
Disable Device +6
Knowledge (Local) +7
Spellcraft +6

Class Abilities:

Eye for Detail: A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.

Bardic Performance: (9 Rounds per Day)
- Countersong: 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 noninstantaneous 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: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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

- Fascinate: 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 this ability from working. For every three levels the 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 all 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.

- Careful Teamwork: A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components.

Feats:

Rapid Reload (Light Crossbow): The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

Skill Focus (Perception): +3 bonus to Perception skill

Traits:

Prehensile Whip (equipment): As a standard action, use a whip as if it were a rope and grapple. Full-Round Action to detach

Reactionary: +2 trait bonus to initiative rolls.

Spells Known:

0 Level (DC 13): Sift, Light, Detect Magic, Mage Hand

1st Level (2/day; DC 14): Vanish, Charm Person



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