Elves can see twice as far as humans in conditions of dim light.
Immune to magic sleep effects and get a +2 bonus against enchantment spells and effects.
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Elves receive a +2 racial bonus on Perception skill checks.
Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Bardic Knowledge: add half class level to all Knowledge skill checks.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. 25 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 move action, but it can be maintained each round as a free action. Each bardic performance has audible components, visual components, or both.
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.
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.
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.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). 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). A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
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.
Lore Master (Ex): 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. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Dirge of Doom
Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Things overheard when Taecuss showed up in town for Elyin’s wedding: “Oh gods, what’s he doing here?” Do you remember the last family gathering he showed up at?” “He says the trouble’s never his fault, but somehow its always there when he is.” “Yes, it’s never his fault.” “Why couldn’t he just stay away?” “Can you believe anything he says?” “He’s such a know-it-all.”
Taecuss has always been well intentioned. It is just that in following his curiosity and trying to do the right thing, a lot of thing seem to go wrong. He was always been a lover of good stories as a child, and when he was old enough he set out to gather as many as he could, and make some up. As decade after decade passed, the stories Taecuss told and made up began to blur with his real life, and before he knew it most of the stories were about him, his travels and his exploits. Through it all, Tae has had several anchors on the truth, and his uncle Elyin is one of them. Though Taecuss is nearly three times older than Elyin, he is technically Elyin’s nephew, and Elyin, by far the more responsible of the two, treats him as such. No matter how far or how long Taecuss’s travels take, he always finds his way back to Elyin to catch up and stay in touch with a more normal life.
Carried/Worn Necklace of Arcane Resonance
Masterwork Rapier, 2#
Wooden Stake, 1#
Cloak of Resistance +1, 1#
Mithril Chain Shirt +1, 10#
Darkwood Buckler +1, 2.5#
Boots of Elvenkind, 1#
Belt of Mighty Constitution +2, 1#
Headband of Alluring Charisma +2 Ring of Protection, +1
Monk’s Outfit, 2#
Spell component pouch, 2#
Haversack Handy Haversack, 5#
RUNE STONES, 50#
Scroll case, ½#
-Scroll: True Strike (4)
Scroll case, ½#
-Scroll: Fly (2)
Masterwork Longbow, 3#
Masterwork Dagger, 1#
Masterwork Whip, 2#
Entertainer’s Outfit, 4#
Arrows, 20, 3#
Wealth: 10 pp, 154 gp, 3 sp, 8 cp
5 days rations, 5#
Wand of Endure Elements, 4 charges Wand of Remove Blindness/Deafness, 1 charge Wand of Longstrider, 6 charges Wand of Neutralize Poison, 3 charges Wand of Barkskin +2, 4 charges Wand of Charm Animal, 7 charges Wand of Wind Wall, 3 charges Wand of Remove Disease, 2 charges Wand of Ant Haul, 3 charges Wand of Grace, 2 charges Wand of Eagle Eye, 5 charges
Necklace of arcane resonance
Aura faint evocation; CL 5th
Slot neck; Price 8,000 gp; Weight 1 lb.
This exquisite necklace is crafted from dozens of tiny, brightly colored crystal rods. When worn, the rods seem to resonate softly whenever the wearer speaks or sings.
If the wearer uses a spell trigger or spell completion item while maintaining a bardic performance, he may as a free action expend another round of his bardic performance to increase the save DC or the caster level of the item by one.
Requirements Craft Wondrous Item, Harmonic Spell, arcane concordance; Cost 4,000 gp