About Casimir FroelandBackground:
- This is subject to revision as needed to better fit into the current state of the campaign Casimir’s father, Piotr, was a mercenary battlefield surgeon (Irreseni and Kuthite, who raised Casimir in the faith). Esmerelda, his mother, was camp follower who stole Piotr’s heart. They settled together in the south as Esmerelda was no fan of the cold and raised their children (Vladimir (older brother), Casimir& Inga (younger sister)). Casimir was born in Golsifar (2690 AR), he is 23. He learned surgery from Piotr and more than a bit of performance from Esmerelda. He came into his craft as a bard apprenticing to Feolgaf Ravenswing, who had retired to Golsifar. It was Feolgaf who taught him to listen for the voices of solid things (trait), and pointedly didn’t tell Casimir where he learned himself. As the younger son, he knows he will not inherit Piotr’s medical practice, and is rather glad. He wants to see the world and adventure like the stories he learned from Feolgaf. When word reached Golsifar of the weird weather and the lady’s disappearance, he knew this was his chance. He purchased the only cold weather outfit in town, and rushed to Heldren. He was crushed to have missed out on the initial search party! Thankfully, it appears he’s in time for a second chance! Appearance:
5’10”, black hair, green eyes, pale skin. Grampus, his skunk familiar is almost always on his shoulder; he wears a high ruffed collar that Grampus can hide in if he’s feeling shy.. Demeanour:
Charming, gregarious, has a smile for everyone. Always glad-handing, willing to talk about anything and nothing. Loves to tell stories. He has a phobia of spiders and insects (entomophobe). Mechanical:
Casimir Froeland Bard 2 (Duettist) Male Human (favored class: bard) Init + 2 = +2 (dex)
Defense
Offense
Stats
Traits : Northern Ancestry (campaign), Battlefield Surgeon (religion, Zon Kuthon), Entomophobe (drawback), Voices of Solid Things (regional) Skills (6+1 (human)+1(int)) /lvl +2 FCB = 18 (skill roll NOT INCLUDING ACP)
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Languages : Common, Kellid, Skald
Class Abilities:
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. Familiar (Ex): At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge. 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). Versatile Familiar (Ex): At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature. This ability alters versatile performance. Racial Abilities:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Equipment:
Weapons : Cestus, MW Cold Iron Longspear, dagger, Sap, Whip, Sling, Short Bow, 20 Cold Iron Arrows, 20 blunt arrows, 4 alchemist's fire Armor: MW Chain Shirt Equipment: Explorer’s outfit, Cold weather outfit, tent (small), bedroll, blanket, hammock, 50 ft silk rope, String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, waterskin, mess kit, Rice Notepaper in a scrollcase , pen, ink, poncho, MW Backpack, Healer’s Kit (10 uses), MW Thieves Tools Alchemy: Antiplague X2, Bloodblock X4, Bodybalm X4, Sunrod X4, Fuel Pellers (30), Smog Smoke Pellet X3, Cytillesh stun Vial Leather Skunk Barding (10gp) 1 gp Magic: 1 potion of lesser restoration - (Casimir) 2 scroll of magic weapon - (Casimir) 2X Caltrop Bead Travellers Anytool Wand of CLW (33 charges) Spells:
L0 (DC 13, *) Detect Magic, Read Magic, Mending, Message, Prestigidation,
L1 (DC 14, 2+1): Grease, Cure Light Wounds, Silent Image Familiar:
Grampus Skunk Familiar (protector) Equipment: Leather barding Feats: Bodyguard, Combat Reflexes |