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Man in Mask

Xzot's page

43 posts. Alias of Xzaral.

About Xzot


Vitality 9/9 Wounds 12
AC 16 T12 FF14 CMD 12
F/R/W 1/4/3
Bardic Music 7/7

Name Xzot

Female, Changeling, Bard, 1
Chaotic Neutral, Medium, Humanoid (changeling, shapechanger)
Init +4; Perception +5


AC 16, touch 12, flat-footed 14
Vitality 9/9 (1d8+1) Wounds 12
Fort +1, Ref +4, Will +3


Speed 30'

Rapier +2melee, 1d6 (18-20/x2)
Whip +2melee, 1d4 (20/x2)

Shortbow +2ranged, 1d6 (20/x3) 60'


Str 11, Dex 14, Con 12, Int 14, Wis 12, Cha 16

Base Attack +0; CMB +0; CMD 12

Weapon Finesse


Trained Skills
+2 Acrobatics*
+2 Appraise
+9 Bluff (1)
+0 Climb*
+7 Diplomacy (1)
-- Disable Device
+7 (17) Disguise (1)
+2 Escape Artist*
+2 Fly*
-- Handle Animal
+1 Heal
+9 Intimidate (1)
-> +3 Bardic Knowledge
+6 Linguistics (1)
+5 Perception (1)
-> +7 Dance (1)
+2 Ride
+7 Sense Motive (1)
+2 Sleight of Hand*
-- Spellcraft
+2 Stealth*
+1 Survival
+0 Swim*
+7 Use Magic Device (1)

*Armor Check Penalty -0

Common, Elvish, Orcish, Dwarvish

Short Bow

Chain Shirt
Explorer's Outfit

Other Gear
Pathfinder's Kit 22


Carrying Capacity


Concentration +4
Spell Save DC 13+Spell Level
Spells per Day Inf/1+1
Spells Known 4/2
0th - Prestidigitation, Dancing Lights, Sift, Daze
1st - Cure Light Wounds, Silent Image

Bard Abilities:

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) 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.

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 (See Table: Ability Modifiers and Bonus Spells).

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) to 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% change 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 non-instantaneous 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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.

Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.


The Last War was a good time to be a changeling.

Born a changeling, Xzot couldn't remember where she was born. She was pretty sure it was in Breland, but then they moved around so much at that time it was hard to say. Her older brother and mother often kept them moving, teaching them how to keep themselves disguised, how to immerse into the crowds, how to survive. Of course as time worn on, eventually their mother disappeared, leaving them to fend for themselves, believing them to be old enough.

A few more years passed, and eventually Xzot's older brother too disappeared. She refused to believe it was the same as her mother. He was always protective of her. But the truth was simple. He hadn't showed back up to their current hideout. She waited three days for him to return before finally leaving, the agreement the two had made in case one of them didnt' come back.

Eventually traveling on her own, the Last War broke out. Using the skills she had learned, she realized quickly the profit she could make. Working her way into various militaries, she was able to learn secrets otherwise unlearnable. With these, she managed to sell to other countries, other sides in the conflicts. She had no real loyalty, only staying long enough to establish an identity before forging her redeployment papers. For several years, she worked several sides of the conflict, until the end when the identities she had crafted came crashing down. She didn't know which was compromised first, but she quickly abandoned them all.

It was this time when she finally decided to move to Sharn. Having only briefly visited the city in passing once, she decided to establish herself here this time, only not on so grandiose a scale. Taking on the identity of a free-lance inquisitive named Gryn Stonefield, she begain making a new life in town.

ID Papers:

An image of you
Name and title Gryn Stonefield
Occupation (if any) Inquisitive
Nationality Cyre
Physical description and notable features
Where you live Sharn


Bort This soldier from Cyre once served alongside Xzot in a mercenary company. Oddly enough, Xzot's own disguise was named Torb at the time, a fact which sent both of them on many missions together. Only serving together for a few months (while Xzot accumulated troop information), they had saved each other's lives on several occasions. Xzot had lost track of him after completing her mission. Shortly after coming to Sharn, Xzot happened to find him drunk in a bar while in disguise one day. With Cyre gone, Xzot came back in the form of Torb, and the two caught up. Now Bort serves in the guard, policing areas of Sharn. The two occasionally get together for drinks whenever Torb 'happens to be in town'. (Does not know Torb/Xzot is a changeling)

Talg Owner of a nightclub in the Red Light district of Sharn, he provided Xzot a place to work until she was able to get on her feet. Sharing each other's company for a short time, this ended when Talg discovered Xzot was a changeling after helping him out with a job for the Boromar Clan. The two maintain a cordial relationship since then. Talg has a lot of information on the Sharn underworld, but won't rat out the Boromar Clan.

Morty A reporter for the Sharn Inquisitive, he knows Xzot by the name of Locan, a shifter informant. The two sell information to each other, though what he knows is spotty at best.

Elg A dock loader near the airship port, he has a good knowledge of the comings and goings on the airships of Sharn.

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