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Sanvil Trett

Vladimir Ducheski's page

840 posts. Alias of Talomyr.


Full Name

Vladimir Ducheski

Race

Human (Varisian)

Classes/Levels

Order of the Dragon Cavalier (Daring Champion) 3/Bard 1 | HP 31/31 | AC 20 T 14 FF 16 | Fort+4 Ref +6 Will+4 | Initiative +3 | Perception +6 | Performance 5/7 | Panache 0/0

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Neutral

Deity

Abadar

About Vladimir Ducheski

Vladimir Ducheski
Order of the Dragon Cavalier (Daring Champion) 3 / Bard 1
LN Medium humanoid (Varisian Human)
Init +3 (+5); Perception +6

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Defense
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AC 20, touch 14, flat-footed 16 (+5 armor, +1 buckler, +3 Dex, +1 Nimble)
HP 31 (3d10 + 1d8 +4 Con Mod)
Fort +4, Ref +6, Will +4

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Offense
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Speed 30 ft.
Melee +9 +1 Aldori Dueling Sword (1d8+4; 19-20/x2; Slashing)
Melee +8 Cold Iron Aldori Dueling Sword (1d8+3; 19-20/x2; Slashing)
Melee +8 Alchemical Silver Aldori Dueling Sword (1d8+2; 19-20/x2; Slashing)
Melee +4 Light Mace (1d6+1; x2; Bludgeoning)
Melee +4 Longspear (1d8+1; x3; Piercing, Reach, Brace)
Melee +6 Dagger (1d4+1; 19-20/x2; Piercing/Slashing)
Ranged +7 Masterwork Composite (+1 STR) Longbow (1d8+1; x3; Piercing; 110 ft Range)
Ranged +6 Dagger (1d4+1; 19-20/x2; Piercing/Slashing, 10 ft Range)

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Statistics
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Str 12, Dex 16, Con 13, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +4 (+5 w/ Dueling Sword) ; CMD 16 (17 w/ Dueling Sword)
Languages: Taldane, Varisian, Draconic, Sylvan, Aklo, Giant, Elven

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Feats
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Exotic Weapon Proficiency (Aldori Dueling Sword): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Weapon Focus (Aldori Dueling Sword): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Precise Strike (Tactician Bonus Feat): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Slashing Grace (Aldori Dueling Sword): Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.

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Traits and Drawbacks
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Sword Scion (Campaign): You have lived all your life in and around the city, growing up on tales of the exploits of your home city’s heroic and legendary sword lords. Perhaps one of your family members was a sword lord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the sword lords and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition seems like a perfect way to improve your skills and begin your own legend.

Benefit: You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Rich Parents (Social): You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.

Benefit: Your starting wealth increases to 900 gp.

Magical Knack (Magic): You were raised or mentored, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Oppressive Expectations (Drawback): You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated.

Effect: When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

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Skills
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Acrobatics +6 (5) (3 ranks)
Appraise +2
Bluff +7 (1 rank)
Climb +5 (4) (1 rank)
Craft +2
Diplomacy +10 (4 ranks)
Disguise +3
Escape Artist +3 (2)
Handle Animal +6 (1 rank)
Heal +1
Intimidate +7 (1 rank)
Linguistics +5 (4 ranks)
Knowledge (arcana) +7 (1 rank)
Knowledge (dungeoneering) +3
Knowledge (engineering) +3
Knowledge (geography) +3
Knowledge (history) +7 (1 rank)
Knowledge (local) +8 (2 ranks)
Knowledge (nature) +7 (1 rank)
Knowledge (nobility) +7 (1 rank)
Knowledge (planes) +3
Knowledge (religion) +7 (1 rank)
Perception +6 (2 ranks)
Perform (oratory) +7 (1 rank)
Perform (untrained) +3
Ride +7 (6) (1 rank)
Sense Motive +6 (2 ranks)
Spellcraft +6 (1 rank)
Stealth +7 (6) (1 rank)
Survival +5 (1 rank, +6 to provide food and water for his allies or to protect his allies from harsh weather)
Swim +5 (4) (1 rank)
Use Magic Device +7 (1 rank)

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Gear
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+1 Aldori Dueling Sword
Masterword Composite Longbow (+1 STR)
Cold Iron Aldori Dueling Sword
Alchemical Silver Aldori Dueling Sword
20 Arrows
10 Cold Iron Arrows
10 Alchemical Silver Arrows
Dagger (2)
Light Mace
Longspear
+1 Chainshirt
Darkwood Buckler
Explorer's Outfit
Belt Pouch
Silver Holy Symbol (Abadar)
Signet Ring

Masterwork Backpack
[Contents]
Flint and Steel
Iron Pot
Mess Kit
Soap
Trail Rations (14)
Waterskin
Rope
Sunrods (5)
Chronicler's Kit (map case, ink (2), inkpens (2), paper (10), Journal (2), drying powder, 20 ft measuring cord)
Compass
Waterproof Bag
2 x Oil of Magic Weapon
2 x Oil of Bless Weapon
2 x Potion of Cure Light Wounds

Stored on Shadow
Tent, Small
Bedroll

Money: 1,040 gp 13 sp 13 cp

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Special Abilities
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Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency: Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier's weapon and armor proficiencies.

Cavalier (Daring Champion)

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Order (Ex):At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Order of the Dragon:

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the Order of the Dragon gains the following abilities as he increases in level.

- Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

- Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

- Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Champion's Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements. This ability replaces mount.

Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces cavalier's charge.

Panache and Deeds (Ex): At 4th level, a daring champion gains the swashbuckler's panache class feature, along with the following swashbuckler deeds: dodging panache, opportune parry and riposte, precise strike, and swashbuckler initiative. This ability replaces expert trainer.

Panche (Ex): More than just a lightly armored warrior, a daring champion is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a daring champion gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A daring champion spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the daring champion confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the daring champion's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the daring champion reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the daring champion's character level to 0 or fewer hit points doesn't restore any panache.

Deeds (Ex):

- Dodging Panache (Ex): When an opponent attempts a melee attack against the daring champion, the daring champion can as an immediate action spend 1 panache point to move 5 feet; doing so grants the daring champion a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the daring champion had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The daring champion can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

- Opportune Parry and Riposte (Ex): When an opponent makes a melee attack against the daring champion, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The daring champion makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the daring champion, the daring champion takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The daring champion must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the daring champion can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

- Precise Strike (Ex): While she has at least 1 panache point, a daring champion gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her daring champion level to the damage dealt. To use this deed, a daring champion cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

As a swift action, a daring champion can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

- Swashbuckler Initiative (Ex): While the daring champion has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Advanced Deeds (Ex): At 11th level, a daring champion gains the following swashbuckler deeds: superior feint, targeted strike, subtle blade, and dizzying defense. This ability replaces mighty charge.

- Superior Feint (Ex): A daring champion with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the daring champion's next turn.

- Targeted Strike (Ex): As a full-round action the daring champion can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The daring champion chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
•Arms: The target takes no damage from the attack, but it drops one carried item of the daring champion's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
•Head: The target is confused for 1 round. This is a mind-affecting effect.
•Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
•Torso or Wings: The target is staggered for 1 round.

- Subtle Blade (Ex): While a daring champion has at least 1 panache point, she is immune to disarm, steal, and sunder combat maneuvers made against a light or one-handed piercing melee weapon she is wielding.

- Dizzying Defense (Ex): While wielding a light or one-handed piercing melee weapon in one hand, the daring champion can spend 1 panache point to take the fighting defensively action as a swift action instead of a standard action. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Greater Banner (Ex): At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Bard

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

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 many such performances are language dependent (as noted in the description). 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.

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.

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Spells Known
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0 Level: Detect Magic, Light, Mage Hand, Prestidigitation

1st Level: Cure Light Wounds, Vanish

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Backstory
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Description:

Hair: Dark Brown
Eyes: Ice Blue
Height: 6'2"
Weight: 195 lbs.

You see before you a clean shaven man with ever so shoulder length dark brown hair and cold, icy blue eyes. He is dressed in a midnight blue hooded cloak, fine dark brown gloves, leather breeches, and well polished boots. Vladimir's appearance cuts the impression of a man that has obviously come from wealth. His clothing and gear are of high quality and well cared for.

Personality:

Vladimir is a friendly enough sort, most likely due to his extensive travel while growing up and having to meet and interact with new people on a regular basis. A bit of arrogance can creep in from time to time, in can be difficult to determine if that is a result of his privileged upbringing, or just his natural confidence. He does have the decency to be at least pretend to be embarrassed by this arrogance when it is pointed out (even if at time he truly is not). Curiosity is in his nature and has a strong desire to learn all that he can on nearly any subject matter.

Background:

Vladimir was born and raised in Brevoy to a wealthy merchant family that had just recently purchased their nobility. Ever anxious to flaunt their new nobility, Vladimir's family sent the children of the family far and wide across the Inner Sea region, in order to provide the children with a broad education. Each of the the Ducheski children was sent along with a guardian, usually a hired mage of sorts, to watch over them as they found themselves at various times in their lives at the Kitharodian Academy in Oppara, studying the writings of Kalistrade in Druma, spending days upon end in the halls of the Grand Lodge of the Pathfinder Society in Absalom, or seemiungly countless other houses of knowledge.

Vladimir's favorite, and oddly closest to home, was studying sword play with the Swordlords of Restov. Vladimir seemed to have a natural knack for the style of swordmanship the Brevic Swordlords taught, and found himself as the exclusive student of Swordlord Nicomo Mikalos. For eight long years, Vladimir trained under the tutelage of Master Mikalos, learning the subtleties of defensive positioning and how to wait for the proper opportunity to strike.

Upon hearing of the charter to reclaim the Stolen Lands from lawless bandits, Vladimir saw the chance to make a name for himself as something other than pampered child, and at the same time bring a bit of true honor and prestige to the Ducheski name.

Shadow, Light Riding Horse (Combat Trained):

Shadow
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
HP 9/15 (2d8+6)
Fort +6, Ref +5, Will +1

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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+1) and

Space 10 ft.; Reach 5 ft.

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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Acrobatics +2 (+6 to jump with a running start), Perception +6

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Special Abilities
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Tricks: (Combat Training): Attack, Come, Defend, Down, Guard, Heel

Gear: Riding Saddle, Bit, Bridle, 2 Saddle Bags, 5 Days

Current Status:

HP: 31/31
Challenge: 1/1
Tactician: 1/1
Performance: 7/7
1st Level Spells: 2/2

Non-Lethal Damage:
Conditions:

Potential Advancement Plans:

5th Level; Quick Draw
7th Level; Combat Reflexes; Bonus Feat: Aldori Dueling Mastery
8th Level; +1 DEX


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