About Halistar Goldentongue
+1 Gladius +7; 1d6+2
Darkwood Comp. Shortbow (+1str) +7; 1d6+1
AC 18 (+6 Armour, +2 Dexterity, +1 Deflection) T 13 FF 16
HP: 39 (6d8+6)
Saves Fort:+3(+4), Ref:+7(+8), Will:+5(+6)
Resistances: Acid 5, Cold 5, Electricity 5
Acrobatics 5/+10, Diplomacy 6/+16, Escape Artist 2/+7, Knowledge: Arcana 1/+9, Knowledge: Dungeoneering 1/+9, Knowledge: Engineering */+6, Knowledge: Geography */+5, Knowledge: History 6/+15, Knowledge: Local 2/+10, Knowledge: Nature 1/+9, Knowledge: Nobility */+5, Knowledge: Planes 1/+9, Knowledge: Religion 1/+9, Linguistics 6/+11, Perception 6/+9, Perform: Oratory 6/+16, Perform: Percussion 1/+11, Sense Motive 2/+5, Spellcraft 1/+6, Stealth 5/+10, Use Magic Device 1/+9
*: Bardic Knowledge adds 1/2 level to Knowledge skills, and they may be used untrained
Angelic Blood: gain a +2 bonus on saving throws on effects with the Evil descripter, and on Constitution checks to stabilize when you are at negative hit points (but nit dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is adjacent to you takes 1 damage.
Lingering Performance: bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Bralani's Step: Your ancestor was a bralani, an azata known for it's untamed speed in battle. When in combat you feel a fierce surge of energy through your limbs. Once per day, you may move an additional 5 feet as part of a move action.
Osirionologist (Orision): You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge: Engineering, and Knowledge: History, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. (Knowledge: History chosen)
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. +3
Lore Master: At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. 1/day
Magic Lore: At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. +3
Jack-of-All-Trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Bardic Performance: Standard Action, 19 rounds/day
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). +2 AC, Attack, Saves
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 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 (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 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. Two Targets, DC 18
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +2
Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. DC: 18
0: Detect Magic, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic
1: Comprehend Languages, Cure Light Wounds(DC 16), Ear-Piercing Scream(DC 16), Feather Step
2: Bladed Dash, Calm Emotions (DC 17), Heroism, Sound Burst (DC 17)
+1 Gladius, Darkwood Composite Shortbow (+1str), Durable Arrows x20, Blunt Arrows x20, +1 Mithril Shirt, Acid Flask x3, Alchemist Fire x3, Alkali Flask x3, Holy Water x4, Liquid Ice x2
Cloak of Restistance +1, Goblet of Quenching, Handy Haversack, Headband of Alluring Charisma +2, Ring of Protection +1, Wand of Endure Elements (48/50), Wayfinder
Antiplague x3, Antitoxin x3, Belt Pouch, Bedroll, Blanket(winter), Bottle of fine wine x2, Celestial Lamp, Courtiers Outfit (with jewellery), Entertainers Outfit, Explorers Outfit, Flint & Steel, Healers Kit, Hourglass (minute), Ink (black) x2, Ink (Green), Ink (Glowing), Inkpen, Journal, Magnifying Glass, Mirror, Masterwork Drum, Paper Sheet x3, Pathfinder Chronicle (Knowledge: Arcana), Pathfinder Chronicle (Knowledge: Religion), Perfume x2, Pocket Watch, Rations x10, Silk Rope 50ft, Spell Component Pouch, Tent (Medium), Vermin Repellant x2, Vial (empty) x3, Waterskin x2, 41PP, 2GP
[dice=Knowledge:Local] 1d20 + 10 [/dice}
[dice=Perception ] 1d20 + 9 [/dice}
[dice=Appraise ] 1d20 + 2 [/dice}
[dice=+1 Gladius Attack] 1d20 + 7; 1d6 + 2 [dice}
[dice=Sense Motive ] 1d20 + 5 [/dice}
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Active effects: Feather Step 1/6000
Bardic Music: Naturalist 1/19
Bardic Music 1/19
Spells levels cast: