Taergan Flinn

Auguste de Bernardin's page

92 posts. Alias of Celestial Healer.


Full Name

Auguste de Bernardin

Race

Half-Elf

Classes/Levels

Bard (Court Bard) 1

Gender

Male

Age

23

Alignment

CG

Deity

Cayden Cailean

Location

Taldor

Languages

Taldane, Elven, Kelish, Hallit, Sylvan

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Auguste de Bernardin

This lithe young man sports a mischievous smile and an unruly mop of red hair atop his head. His sharp features and piercing green eyes suggest a lively disposition and wry sense of humor.

Auguste de Bernardin
Half-Elf Bard (Court Bard) 1
Chaotic Good

AC 15 (Flat Footed 13, Touch 12)
CMB -1, CMD 11
Fort +2, Ref +4, Will +2 (+2 vs enchantment)

Speed 30 ft, Initiative +2

HP 9 (Max 9) temp 0

BAB +0

Rapier +2 1d6-1 (18-20/x2)
Light crossbow +2 1d8 (19-20/x2)
Dagger +2 1d4-1 (19-20/x2)

Race and Class Abilities:

Adaptability (Skill Focus as bonus feat)
Elven Immunities: Immune to magic sleep effects and +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision

Heraldic Expertise (Ex): A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Bardic Performance: 8 rounds per day (+2 per level beyond 1st) (Remaining: 8/8)
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.

Countersong: 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: 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: 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.

Satire: A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Feats and Traits:

Weapon Finesse
Skill Focus (Performance) (bonus feat)

Traits:
Disgraced Noble: Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. Now the only thing that matters to you is clawing your way back up the social ladder, either for your own quality of life or to clear your family’s name. You’ve had to practice deception as you began working your way back into Taldan social circles; you gain a +2 trait bonus on Bluff checks to conceal your identity and a +2 bonus on Linguistics checks to spot or produce forgeries, and one of these skills is always a class skill for you. Once each day, you can choose a single humanoid you believe to have been involved in the conspiracy to destroy your family; you gain a +1 morale bonus on attack and damage rolls against that NPC for a number of rounds equal to your character level. At 10th level, this bonus increases to +2.
Resilient: You gain a +1 trait bonus on Fortitude saves.

Skills:

Acrobatics +1
Appraise +2
Bluff +8 [1 rank] (+2 to conceal identity)
Climb -1
Diplomacy +9 [1 rank, heraldic expertise]
Disguise +8 [1 rank]
Escape Artist +5 [1 rank]
Fly +1
Heal +0
Intimidate +4
Knowledge (Arcana) +6 [1 rank]
Knowledge (History) +3 [heraldic expertise]
Knowledge (Nobility) +7 [1 rank, heraldic expertise]
Knowledge (Local) +7 [1 rank, heraldic expertise]
Linguistics +6 [1 rank] (+2 to spot or produce forgeries)
Perception +2
Perform (Oratory) +11 [1 rank, skill focus]
Ride +1
Sense Motive +0
Stealth +1
Survival +0
Swim -2
Use Magic Device +8 [1 rank]

Spells:

Per day - 1st: 1/2

Spells known:

0 - daze, detect magic, light, prestidigitation

1 - grease, sleep

Gear:

Studded leather armor
Rapier
Dagger
Light Crossbow
Bolts (29)
Acid (2)
Alchemist’s fire
Entertainer’s outfit
Scrivener’s kit: this soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Bard’s kit: This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

586.5 gp

Background
Auguste was born outside Isarn, amidst the bloody revolutions in Galt. His parents, proud Galtan nobles, were forced to flee their country when Auguste was only an infant. Like so many other Galtan nobles, the de Bernardins took up exile in Oppara. Auguste and his siblings (two older, one younger who was born in Taldor) were raised among other exiles alongside the Taldane well-to-do. He received the benefit of a university education within Taldor, featuring training in history, culture, languages, swordplay, and the arts – all of the subjects befitting a young lordling in exile.

Only a few years ago, Auguste’s family fell into disrepute upon the accusations of Maxillar Pythareus. Rumors began to spread throughout Oppara that the de Bernardins escaped Galt only by making a deal with the Grey Gardeners and revealing the location of other Galtan nobles in hiding. Auguste’s parents deny these accusations forcefully, and proudly proclaim that they would never betray their countrymen. However, the rumors were sufficient to bring about the family’s disgrace, and they are no longer invited to participate in the events of noble society. The family’s fortunes have dwindled, and the charitable support of sympathetic patrons in Taldor has all but dried up.

Auguste maintains an aloof and aristocratic demeanor, but the events of the last few years have left him bitter. He has developed a reputation of his own in Taldane society for his cutting wit and devastating prose. He has written a series of satirical essays on the foibles of Taldane politics that have turned him into something of an infamous figure within noble society – reviled by some but revered by others who appreciate his iconoclastic observations.