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Arnistolientar Popswicker

Gizsmith Glitterbyte's page

111 posts. Alias of Fanguar.


Male Gnome Bard 1, hp 9/9, AC 17, (T13/FF15), Init +2, Perc +4. F+1/R+4/W+2

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Gizsmith Glitterbyte

Gizsmith Glitterbyte
Gnome bard (sea singer) 1 (Pathfinder RPG Advanced Player's Guide 84)
CN Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 shield, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2; +2 vs. illusions
Speed 20 ft.
Melee dagger +0 (1d3/19-20) or
whip +0 (1d2-1 nonlethal)
Special Attacks bardic performance 9 rounds/day (distraction, fascinate [DC 14], inspire courage +1, sea shanty)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Bard (Sea Singer) Spells Known (CL 1st; concentration +5)
1st (2/day)—charm person (DC 15), saving finale[APG] (DC 15)
0 (at will)—dancing lights, daze (DC 14), prestidigitation, read magic
Str 9, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 10
Feats Taunt[APG]
Traits barroom talespinner, river rat (marsh or river)
Skills Acrobatics -2 (-6 to jump), Bluff +9, Diplomacy +10, Knowledge (local) +6, Perception +6, Perform (sing) +9, Profession (sailor) +6, Stealth +6, Swim -4; Racial Modifiers +2 Perception, +2 Profession (sailor)
Languages Common, Gnome, Orc, Sylvan
SQ gnome magic, world traveler
Other Gear chain shirt, heavy wooden shield, dagger, whip, 70 gp



0th: Prestidigitation, Ghost Sound, Detect Magic, Daze
1st:(2/day) Charm Person, Grease,

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

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 aPerform (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 (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 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.

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.

World Traveler (Ex):
A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
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.
Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

10 Min Background:

Five background and concept elements important to Gizsmith
1)Gizsmith is constant traveler. He took to the seas as a means of experiencing new things so as to delay the onset of the bleaching.

2) He usually signs on as a ship’s cook and hopes that his bardic talents will eventually get him out of the galley and onto easier work.

3) His race’s need for constant new experiences drives Gizsmith to sign on to all manner of ships and he has served on everything from military cutters to slaver galleys. In the end it’s all the same to him.

4) The last ship he served on was a merchant trading vessel that was attacked and ultimately sunk by pirates. Gizsmith survived floating in a food barrel and fortunately was found soon after by another passing trader.

5) While the experience of nearly dying of dehydration was one he could have done without, it did allow him to witness piracy first hand. Will not all that fun from his end, it did seem quite interesting from the pirates’ perspective. So he has made his way to Port Peril in search of some unsavory characters to fall into.

PC goals
Short term: Become a pirate, maybe get an eyepatch or peg leg. He really wants the whole ‘pirate’ experience.

Long term: Gizsmith is a sensory creature and as long things are always new he’s happy. As such, he’s always going to push for more and more. If he ever plateaus in his pirate career, he’ll quit and go try farming or something.

Player goals
I just plan on playing Gizsmith lighthearted and fun. He is true neutral, so that fun might be having someone walk the plank, or teaching monkeys to knife fight.

Memories, mannerisms, or quirks:

1) For such a small fellow Gizsmith a big mouth on him and tends to run it off sometimes.
2) He has flaming red hair and a short beard to match. He’s on the shorter and smaller end of the gnomish scale.
3) He quite the perfectionist when he takes a new ‘role’ and is quite concerned on getting ‘pirate’ right.
4) He has a taste for the finer things in life and will gladly pay through the nose for exotic food and drink.

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