About Arloric Dziergas-Highbough
1st: Bard (Filidh); Bardic knowledge, Bardic Performance/Nature's Song, Cantrips/Natural Magic, Countersong, Distraction, fascinate, Echoes of Nature's Song +1; Favored Class (Bard), +1 skill rank
2nd: Bard (Filidh); Versatile Performance (Sing), Well-Versed; Favored Class (Bard), +1 skill rank
3rd: Bard (Filidh); Inspire Competence +2; Favored Class (Bard), +1 skill rank
4th: Bard (Filidh); Favored Class (Bard), +1 skill rank
5th: Bard (Filidh); Echoes of Nature's Song +2, Lore Master 1/day; Favored Class (Bard), +1 skill rank
M Tiefling (Pitborn) Bard (Filidh) 5 Age 25
NG Medium Humanoid (Human)/Outsider (Native)
Patron Deity: The Green Faith
Init +0; Senses Darkvision (60 ft.); Perception +10
AC 15, touch 10, flat-footed 15 (+0 Dex, +4 armor, +1 shield)
Hit Points 35
Fort +2, Ref +4, Will +4
Speed 20 ft. (30 ft. base)
Melee Cold Iron Broken-Back Seax +5 (1d10+3 19-20/x2) or Sickle +5 (1d6+3 x2)
Ranged Javelin +5 (1d6+3 x3) 20 ft.
Space 5 ft., Reach 5 ft.
Str 16, Dex 10, Con 13, Int 13, Wis 10, Cha 17
Base Atk +3; CMB +6; CMD 16
Beast Bond (Social) - Raised in the ways of the Green Faith by Crocris, Arloric has always gotten along well with animals despite his unsettling appearance. This is especially true with the megaloceros, Red Branch, who has been a friend to Arloric for years.
Skills (9 points; 6 bard, 1 Int, 2 background):
Racial Modifiers: +2 Strength, +2 Charisma, –2 Intelligence, Darkvision, Fiendish Resistance, Pass For Human, Skilled, Soul Seer.
Languages: Abyssal, Aklo, Celestial, Common, Hallit, Sylvan, Thassilonian
Location: On Person
Money:9 GP 0 SP 0 CP
Explorer's Outfit 8 lbs. - 10 GP
Lamellar Armor (Leather) 25 lbs. - 60 GP
Broken-Back Seax 4 lbs. - 15 GP
Druid's Kit 44 lbs. - 14 GP
Signal Horn 2 lbs. - 1 GP
Total Weight: 96 lbs. (Medium)
Natural Magic: A filidh casts spells as a bard, but the spells are divine, not arcane, and therefore not subject to arcane spell failure. A filidh must use a holy symbol or a musical instrument as a divine focus when a spell includes such a component. He still uses the bard spell list.
This alters the bard’s spellcasting.
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 such performances are language dependent. 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.
Nature’s Song: Filidhs can hear the resonant song generated by all living creatures—a primal music that stretches back to the beginning of time and ahead to the unwritten future. By tapping into this cosmic melody, a filidh can steal glimpses of the future. Once per day per level, a filidh can sacrifice a spell slot as a swift action to gain an additional number of rounds of bardic performance for that day equal to the spell’s level.
In addition, a filidh gains the following types of bardic performances.
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.
Echoes of Nature’s Song (Su): A filidh can use his bardic performance to imbue his allies with subconscious knowledge of their own futures, improving their reflexes and ability to avoid danger. An affected ally receives a +1 insight bonus on Reflex saving throws and to AC. At 5th level and every 6 bard levels thereafter, this bonus increases by 1, to a maximum of +4 at 17th level. This performance is a mind-affecting ability and relies on audible components.
This performance replaces inspire courage.
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.
Cantrips: Bards 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.
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 even when threatened or distracted. 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.
Spells Per Day/Bonus Spells
0 (Save DC 14) - 6
0: Dancing Lights, Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Spark
1st: Cure Light Wounds, Grease, Saving Finale, Silent Image
2nd: Allegro, Glitterdust, Heroism
Character Concept and Background:
1. Arloric is a druid follower of the Green Faith and assistant groundskeeper for Truestone Park in the city of Kenabres.
2. Physically Arloric is a tall, strapping young man, with stern Kellid features and dark reddish-brown hair, and his beard is just beginning to come in. He wears an eyepatch over his left eye in a small attempt to cover his facial scars and disguise his demonic-looking left eye. His right eye is sky-blue indicating the favor of the spirits, but his left eye is black with a golden iris, surrounded by scars from a mighty demon's claws.
3. Arloric was born on a farmstead outside of Kenabres, which was attacked by a demon that managed to slip past the Wardstones when he was just a child. His parents were slain before his eyes, and he nearly died at its claws as well. The demon was slain by his uncle, the druid Crocris, and the Prelate of Kenabres, Hulrun Shappok, but not before it wounded Arloric and put him in a coma lasting weeks. Arloric awoke with a transformed eye and unusually strong stamina that left him with many questions.
4. The descendant of Sarkorian refugees, and in fact descended from the legendary warlord Uloric Dziergas himself, Arloric has trained himself to fight when he isn't tending the park, hoping to one day join the crusaders out in the Worldwound to battle the demons there and maybe reclaim some small part of what was once Sarkoris for his people.
5. Arloric feels great comfort around growing things, and can be seen tending the Park, rain or shine. He seems to draw as much life from the gentle warmth of the sun as he thrills at the crack of lightning and roll of thunder. Some stormy days he and his megaloceros, Red-Branch, will run in the wilds outside the city like the day they first met.
1. Arloric's greatest dream, which he's held since he was a boy, is to heal the Worldwound once and for all and build a new Sarkoris from its ruins.
2. As Arloric advances in Mythic Tiers, I plan on having him take Divine Source several times, so I think it'd be pretty cool for him to find the descendants of Sarkorian refugees and some of the crusaders alike rallying to him as Golarion's newest god. I do plan on taking the Apotheosis story feat to reflect this, as well.
1. Though Arloric is greatly embarrassed by it, he has quite the crush on Crusader Queen Galfrey.
2. Despite what Arloric believes, he is not truly human. There is an Abyssal taint in his blood, passed down from his ancestors who first fought the demons of the Worldwound. When the demon who injured him spilled his blood, it awoke that taint within him, making Arloric into what can only be described as a tiefling.
1. Crocris, the half-elf druid who tends Kenabres' Truestone Park, is Arloric's uncle and foster-father after Aloric lost his parents to the demon that nearly killed him as well. He led the charge to save Arloric, protected him from Prelate Hulrun's wrath, and taught him how to understand the cycles of the world and the wonders of nature. He can interpret old Sarkorian artifacts and druidic lore, and there's always a place at his hearth and table for Arloric.
2. Though the day-to-day affairs of the city take up most of his time, Hulrun Shappok, the Prelate of Kenabres, remains suspicious of demonic taint in Arloric since Crocris persuaded him to spare the lad after the demon who wounded him was slain and Arloric awoke from the coma. As Arloric has proven sincere loyalty to Kenabres and Mendev ever since, Hulrun knows not to send his witch-hunters to bother the pair, lest he give them an actual reason to betray the city, but the old inquisitor's faith in Iomedae makes it hard for him to abide the strange old ways Crocris insisted on teaching Arloric. Should Arloric show sufficient respect to Iomedae and service to the city, Hulrun may soften and offer Arloric limited access to the resources of his witch-hunters.
3. Most crusaders regard Arloric with a disdainful sneer, as they're wont to do to the descendants of the "heathen" refugees. One exception to this has been an older knight named Baleon D'Van, a paladin of Iomedae. He was a member of the posse of crusaders who helped Crocris save Arloric as a child, one of Baleon's earliest acts upon arriving in Mendev, apparently having experienced a similar ritual to the one Arloric had been kidnapped for. In the aftermath of that doomful day, Arloric sought Baleon out, perhaps hoping for answers. Unfortunately, Baleon, or Bale, as Arloric came to call him, couldn't offer anything like that to Arloric. But they came to agree that both of them NEVER wanted someone to suffer through something like that again, and Arloric practically begged Baleon to teach him how to fight. After Crocris gave his permission, Arloric began drilling with Baleon regularly, soon learning how to use the heft and agility of a greatsword in battle.
1. Arloric still has nightmares about the demonic cult that had captured him and the dark rite they subjected him to. They had struck his family's farmstead, just outside Kenabres, in the dead of night. He remembers his mother screaming for him to hide while his father attempted to fend them off outside. He remembers his mother valiantly trying to protect him with her own blade before watching her cut down before him. He remembers the strange man, clad in red robes, grabbing him and dragging him by his hair as his home burned behind him. The rest is mostly a blur, the shock of losing his family so quickly drowning out everything else until the ritual began. He recalls the droning chants and the intense pain when the magic first flared up, and as it twisted his body. The next parts are more pleasant. The chanting interrupted by another note, the horns of crusading heroes, the druidic chants of his uncle Crocris intertwined with an Iomedean battle-hymn, the pain abating as the cultists broke ranks and the rite stopped. No other even in Arloric's life has affected him so profoundly, and even today he still struggles to understand and cope with what it's done to him.
2. One of Arloric's more pleasant memories was when he first saw Crusader Queen Galfrey, back when he was a teenager. Galfrey had come to Kenabres on one of her regular tours of Mendev's defenses along the border. The Prelate had arranged for a grand celebration to greet her, and Arloric was eager to push and jostle through the crowd to get a chance to see the holy monarch. When she rode through the city, armor glittering in the sun and a stern, yet gentle look on her face, Arloric was immediately smitten. Any other time Queen Galfrey has come to Kenabres, Arloric has made sure to be in the audience, which earns him no small amount of ribbing from his friends.
3. One of Arloric's proudest moments was when he first met Red-Branch. He recalls he had been arguing with Crocris about how some crusader had treated him or something, and Arloric had stormed away from Truestone Park in a fit of pique. He'd walked through Kenabres and out the northern gate through the Crusaders' Camps, when he'd heard whoops and dogs baying, as if someone was hunting. He got a closer look and saw some low templars chasing a majestic stag, while dark clouds began rolling in. Arloric could tell from the massive pair of horns adorning its face that it was more than an ordinary stag, but a megaloceros. It began to rain as the chase continued. He watched in shock as one templar's spear caught it in the flank, but instead of running, the great beast turned and charged at the man, goring him on its massive antlers. The templar was killed instantly, and a clap of thunder rang out overhead. The shock of seeing this and the growing storm made the others realize their game might not be worth the effort, calling off their dogs and fleeing. Arloric approached the megaloceros and was surprised as it stared at him but didn't react. He tended to the beast's injury and prepared to return the templar's body to his fellows, as custom required, and was surprised when the stag began to follow him. He smirked a bit as he returned to the Crusaders' Camp with the stag in tow, as it scared the low templars as he returned their fallen comrade, and snuffed aggressively at the guards when they refused to let it through the gates. When he returned to the Park, Crocris was stunned at the megaloceros' arrival and even more at Arloric's tale. He called the stag Red-Branch, as his bloodied antlers looked like the branches of a great tree.
1. As a druid, Arloric's first loyalty is, naturally, to the tenets of the Green Faith and the will of nature.
2. Arloric is one of the last keepers of lost Sarkoris' culture and traditions, and one of his dreams is to purify his ancestral homeland of the demons that corrupted and despoiled it.
3. One of Sarkoris' oldest and most sacred traditions is loyalty to clan and kin, and Arloric deeply respects these bonds, whether to those of his blood like his uncle, Crocris, or those whom he's shed blood with on the field of battle.