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About Cordwin IronbeardCordwin Ironbeard
Bard Spells Known (CL 9th; concentration +13)
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained. Bardic Performance Archaeologists do not gain the bardic performance ability or any of its performance types. Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Clever Explorer At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability. Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Evasion (Ex) At 6th level, an Archaeologist gains evasion, as the rogue ability of the same name. Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Green Tongue (Aklo) (Ex) The rogue gains Aklo, Aquan, Auran, Giant, Ignan, Sylvan, or Terran as a bonus language. In addition, the rogue can attempt a DC 15 Linguistics check to communicate basic concepts with magical beasts and monstrous humanoids with which she does not share a common language. Guardian of the Forge (Torag) (Knowledge (History)) Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you Guileful Polyglot (Aquan, Drow, Halfling, Sylvan) (Ex) A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself. Guileful Polyglot A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Headband of Intellect Skill Selection (Bluff) Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. 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. 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. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Rogue Talent Green Tongue (Giant): Gain Aklo, Aquan, Auran, Giant, Ignan, Sylvan, or Terran as a bonus language and can attempt a DC 15 Linguistics check to communicate with magical beasts and monstrous humanoids with which you do not share a common language. Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level. Trap Sense (Ex) At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Uncanny Dodge Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Description:
Cordwin Ironbeard is shorter than most dwarfs which makes him really small to a human. He is also not as thick as a normal dwarf. He has reddish-blonde hair and his beard is neatly trimmed. Sometimes he braids it, sometimes not. His eyes are inquisitive and his laugh comes easy and often. He is rarely seen without a book or a scroll and has a habit of peppering strangers with many questions in his pursuit of knowledge. Background:
When young Cordwin started arms training like every good dwarf should he found that he could barely swing his warhammer! He was only mildly better with his crossbow. Obviously winning glory in combat against orcs and giants was not in the future for young Cordwin. But what young Cordwin did excel in was knowledge. He could recite long, detailed stories with ease. This along with his easy-going manner made Cordwin a natural to join the bards of Clan Ironbeard. Cordwin excelled and soon could recite the history of 300 Ironbeard kings with the best of them. But young Cordwin wanted to learn more! Sure, the Ironbeard clan had more than enough history to keep him busy, but he knew there was a whole world outside and above his library that he wanted to explore. He did not want to be the old bard that was trotted out on feast days to remind the citizenry of the significance of the date all the while being jeered by that same citizenry who wished he would “hurry the dern up! The ale is a getting warm!”. One day when he was memorizing the details of a drow invasion that occurred 250 years ago, the famed Pathfinder Eando Kline visited Clan Ironbeard and sought answers from the bards about a question of a long-forgotten Duergar city that according to lore the Ironbeard dwarves once warred against many ages ago. Cordwin was fascinated with the breadth of knowledge Kline had accumulated and realized that there was a whole world full of questions, wonders, mysteries, and answers. It was with a heavy heart that Cordwin left Clan Ironbeard, but he knew he must find his own path. The question was where to go? The jungles of the Mwangi Expanse? The deserts of Katapesh? The ruins of old Varisia? Cordwin remembered meeting some dwarves from Janderhoff. Perhaps he should go there (and of course see what there is to see along the way)! Perhaps he would visit Windsong Abbey or the Lady's Light. Not having any time constraints, Cordwin wasn’t nearly looking for the fastest ship to Sandpoint where his tour of Varisia would begin – just a sturdy craft. Cordwin believed he found just such a craft in the Sea Drake’s Revenge captained by a one-eyed, one-legged gnome called ‘Greasy Thumb’. Apparently his name was Grhisetum but along the docks he was known as ‘Greasy Thumb’. Cordwin spent all of his time on the voyage asking the crew where they were from and what stories they could tell him. It got to the point where many were ready to throw that ‘Dang Nosy Dwarf’ overboard! Cordwin survived the voyage dry and in one place and now finds himself in the bustling port town of Sandpoint.
Charm Person (DC15):
Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
Comprehend Languages (DC 14):
Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Range personal Target you Duration 10 min./level URL=http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/comprehendLangua ges.html#comprehend-languages]Comprehend Languages[/Url] You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light Wounds(DC 14):
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1 CASTING Casting Time 1 standard action
EFFECT Range touch
DESCRIPTION When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage. Cure Moderate Wounds (DC 15):
School conjuration (healing); Level alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, shaman 2, witch 2; Domain healing 2 DESCRIPTION This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Honeyed Tongue(DC 15):
School transmutation; Level bard 2, inquisitor 2, paladin 1 CASTING Casting Time 1 standard action
EFFECT Range personal
DESCRIPTION This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature’s attitude, taking the highest roll. If this results in a roll low enough to reduce the creature’s attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check. Share Language(DC 15):
Casting Time 1 standard action
Components V, S, M (a page from a dictionary) EFFECT Range touch
DESCRIPTION You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork. Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery. Detect Secret Doors (DC 14):
Divination
1st Round
2nd Round
Each Additional Round
Tongues (DC 15):
Casting Time 1 standard action
EFFECT Range touch
DESCRIPTION This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. |