Cormick Egerton
Male Human Bard (Sandman) 8
LN Medium Humanoid (human)
Init +2; Senses Perception +9
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor), +2 Dex, +1 deflection)
hp 78 (8d8+14)
Fort +3, Ref +9 (+2 bonus vs. traps), Will +8; +4 vs. bardic performance, sonic, and language-dependent effects
Defensive Abilities trap sense
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Statistics
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Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 20
Base Atk +6; CMB +6; CMD 18/16Fl
Racial TraitsFocused Study, Silver Tongue Feats Deceitful, Expanded Arcana, Fast Learner, Skill Focus (Perform [oratory]) (Focused Study), Weapon Finesse Character Traits Fast-Talker, Magical Knack (Bard [Sandman])
Skills Acrobatics +10(+8*), Appraise +3, Bluff (Diplomacy/Intimidate) +25, Climb -1(-3*), Disable Device +16 Disguise +18, Escape Artist +7(+5*), Fly +1(-1*), Heal +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +10, Perform (oratory) +19, Perform (wind) +14, Profession (merchant) +5, Ride +1, Sense Motive +9, Spellcraft +14, Stealth +12(+10*), Survival +1, Swim -1(-3*), Use Magic Device +13
Languages Common, Dwarven, Elven, Infernal, Orc
SQ bardic performance: slumber song (dc 18), bardic performance: stealspell (dc 18), master of deception, silver tongued, sneakspell: overcome spell resistance +2, sneakspell: spell dc +1, spell storing, well versed
Combat Gear Cloak of Resistance +1, Potion of CMW, Scroll of Comprehend Languages, Scroll of Expeditious Retreat x4, Scroll of Unseen Servant x4, Wand of CLW x40 chrg, Wand of Eagle's Splendor x10 chrg, Wand of Magic Aura x10 chrg, Alchemical Silver Xbow bolts x10, Alchemical Adamantine Xbow bolts x10, Cold Iron Xbow bolts x20, Alchemist's Fire, Alkali Flask, Tanglefoot bag, Vermin Repellent; Other Gear +1 Spell Storing Chain shirt, +1 Keen Rapier, Masterwork Cold Iron Rapier, Light Crossbow, Headband of mental prowess +2 (Int, Cha, Spellcraft), Meridian Belt, Ring of Protection +1, Ring of Mind Shielding, Vest of escape, Backpack (11 @ 21.9 lbs), Belt pouch (2 @ 3.9 lbs), Flint and steel, Grooming kit, Ink, black, Inkpen, Journal, Mess kit, MW Musical instrument (Flute), Musical instrument (Flute), Silk rope, Spell component pouch, Trail rations, Waterproof bag (empty), Waterskin, Coinage: 1033pp, 14gp, 4sp, 9cp
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Special Abilities
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Bardic Performance (move action) (21 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.{30 feet}
Bardic Performance: Dirge of Doom (Su) Foes are shaken. {30 feet}
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. {30 feet}
Bardic Performance: Fascinate (3 targets) (DC 19) (Su) One or more creatures becomes fascinated with you. {90 feet}
Bardic Performance: Inspire Competence (Su) Help an ally succeed at a task, +3 competence bonus. {30 feet}
Bardic Performance: Slumber Song (DC 19) (Sp) Fascinated creature falls asleep. {as deep slumber, except no HD limit}
Bardic Performance: Stealspell (DC 19) (Su) Touch attack while performing can steal the ability to cast chosen or random spells.
Magical Knack (Bard [Sandman]) +2 CL for a specific class, to a max of your HD.
Master of Deception +3 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks. May also disarm magical traps as a rogue's trapfinding ability.
Meridian Belt You can wear up to 4 rings and have any 2 active. A swift action can switch an inactive ring with an active ring.
* Ring of Mind Shielding You are continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
* Ring of Protection +1 You gain a +1 deflection bonus when wearing this ring.
Scroll of Comprehend Languages,Comprehend Languages Scroll of Expeditious Retreat x4 copies Expeditious Retreat Scroll of Unseen Servant x4 copies Unseen Servant Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Sneakspell: Overcome Spell Resistance +2 (Ex) Bonus to overcome spell resistance if the target is denied DEX bonus.
Sneakspell: Spell DC +1 (Ex) Bonus to spell DC if the target is denied DEX bonus.
Spell Storing Stores up to 3rd level touch spell which affects foe who hits. {+1 spell storing chainshirt - Vampiric Touch cast by Aerin Starsong [4d6]}
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Vest of Escape Hidden magical lockpicks provide a +4 competence bonus to Disable Device. You also gain a +6 competence bonus to Escape Artist checks.
Wand of Cure Light Wounds 40 charges
Wand of Eagle's Splendor 10 charges eagle's splendor Wand of Magic Aura 10 charges magic aura Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
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Background:
Cormick Egerton (Human Bard)
Back Story:
Cormick Egerton was born to a family of wealth and position in Coran. The Egertons are proud supporters of the Mageocracy and have made their wealth through their import/export business of exotic goods and legal magical items. As the second son, it was arranged for Cormick to attend the Tower of Heaven and one day join the Mageocracy.
While Cormick did show an aptitude in the use of magic, the lessons and training did not fit with his understanding of how magic should be used. Realizing that classwork and grades would soon begin to show his lack of understanding, he turned to other means to hide his problem. Using techniques he had seen his father and uncle use in negotiations, Cormick developed his skills of diplomacy, reading people and stealth to gain his needs. A magic scroll he could sneak into a class, a magic item with a specific cantrip, shift the instructor’s attention to someone else and on rare occasions steal a spell from another student. (The begins of becoming a Bard, Sandman Archetype.)
Well Cormick wasn’t as smart as he thought himself to be and was found out in his 2nd year of training. Expelled from the Tower and sent home in shame, he was not received with welcoming arms from his family. His father nearly disowned him, but Cormick was able to convince him to send him to one of the smaller kingdoms to the west to work at the family’s Import/Export House.
Cormick has returned home to Coran after learning of his father’s failing health. It has been 15 years since he last set foot in Coran. His brother Sebastian Egerton has taken over the family business in all but name. Sebastion has arranged for Cormick to temporarily take over the daily workings of the Import/Export House, while he attends to his father.
Future Character Growth:
Because Cormick has been gone for 15 years he is not known in Coran, but he has a very useful background for the Merchant Guild to use. He is being groomed by the Guild to become a spy (Master Spy Prestige Class).
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Mount:
Horse, light (combat trained)
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+10 jump, +6 to jump with a running start), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages SQ combat riding [trick]
Other Gear Bedroll, Bit and bridle, Cold weather outfit, Feed (per day) (2), Pot, Riding saddle, Rope, Saddlebags (17 @ 33 lbs), Saddlebags (3 @ 27 lbs), Tent, hanging, Torch (10), Trail rations (4), You have no money!
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Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Issust Hold lies at the northern end of The Endless Desert. A barren land filled with rocky protrusions to break up the blistering golden sand. There are nomadic tribes that live in the desert, which frequently skirmish with one another, and often trade with the Hold. All of that is common knowledge though.
Of greater interest, once Cormick was loosened a few tongues, is that something is going on out there. A small band of soldiers, led by several men who had come down from Coran under orders of the tower, have been doing scouting missions and forays into the desert. The older solider Comrick is talking to leans in close to whisper, "I was sent back because of heat sickness, but there was two nomadic camps we found, the tribe slaughtered, and the place looted. Mister Tomlin went over everything thoroughly, and says it was a raiding party of giants. And I don't doubt it - they covered their tracks well around the camps, but a distance away we found a couple of large footprints that hadn't been obscured."
Talking to another individual... "Crimes been down in the Hold of late. Odd really, normally there is some kind of ruckus with the guards almost every day it seems. Course they've all been paid off, so not that it matters much, but they still make the ruckus to make a show of caring about the poor citizens of the Hold. But for the last month I don't think there has been more than 2 or 3 incidents per week."
And another... "Somethings strange has been going on by the port the last few nights." says an old retired sailor. "I watch the ships leaving at the close a day and think about the good 'ol days I was fit to be at sea. Normally the ships all light their lanterns as the sun sets, but every few nights there has been one ship that doesn't light 'em till darkness sets in. And if I judge it right, when they do light 'em up, they ain't nearly as far underway as they ought...