Anica Tordik
Female Human Bard 1
CG Medium Humanoid (Human), Age 26
Init +2; Senses Perception +3
DEFENSE
AC 15, touch 12, flat-footed 13
(+3 studded leather armor, +2 dex)
hp 10 (1d8+1 +1 f/c)
Fort +1, Ref +4, Will +1 (+2 vs Fey creatures’ spells/effects)
OFFENSE
Spd 30 ft.
Melee Longsword +0 (1d8, 19-20 x2)
Melee Dagger +0 (1d4, 19-20 x2)
Ranged Shortbow +2 (1d6 x3), 60 ft range, 40 arrows
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 10, Dex 14, Con 12, Int 12, Wis 9, Cha 17
Base Atk +0; CMB +0; CMD 12
Spells per Day: (~/2)
Spells Known (4/2)
0: Daze (DC 14), Dancing Lights, Ghost Sound (DC 13), Prestidigitation
1: Charm Person (DC 15), Grease (DC 14)
Skills (6 Bard +1 Int +1 Human)
Check Penalty: -1 armor
Trained:
* Acrobatics +6
* Bluff +7
* Diplomacy +7
* Knowledge (Nature) +6
* Knowledge (Local) +6
* Perception +3
* Perform (Oratory) +7
* Use Magic Device +7
* All other Knowledges +2 -- can use as if trained
Untrained:
* Sense Motive -1
Non-combat gear
* Adventuring gear: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
* Journal, ink, pens
* Explorer's outfit
* 3gp
Feats
B: Proficiency: Simple Weapons and longsword, rapier, sap, shortsword, shortbow, and whip; light armor and shields
H: Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
1: Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Trait
* Noble Born: You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities.
SPECIAL ABILITIES
Racial abilities:
* 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.
Class abilities:
* Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
* Bardic Performance: 7 rounds / day; starting a bardic performance is a standard action, but it can be maintained each round as a free action.
** Countersong: counter magic effects that depend on sound. 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 (keyboard, percussion, wind, string, or sing) 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.
** Distraction: 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.
** Fascinate: 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. 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.
** Inspire Courage: 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.
* Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).