Local Celebrity

Cymric Baird's page

230 posts. Alias of Papa-DRB.


Full Name

Cymric Baird

Race

TN Male Human bard 3

Classes/Levels

(HP 17 AC:14 T:14 F:10 Saves F:+1 R:+7 W:+3 CMB:+2 CMD:16 Init:+4 Perc: +6)

Homepage URL

Medieval Bards

About Cymric Baird

Cymric Baird
Male Human bard 3
TN Medium humanoid (human)
Init +4, Senses Perception +6

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DEFENSE
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AC 14, touch 14, flat-footed 10 (+4 Dex, )
hp 17 ((3d8))
Fort +1, Ref +7, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects

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OFFENSE
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Speed 30 ft.
Ranged shortbow +6 (1d6/x3), within 30 ft. +7 (1d6+1)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 3rd; concentration +6)
1st(4/day)-cure light wounds(DC 14), detect secret doors, hideous laughter(DC 14), sleep(DC 14)
0th(at will)-dancing lights, daze(DC 13), detect magic, know direction(DC ), light, lullaby(DC 13), message, open/close(DC 13), read magic

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STATISTICS
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Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16,
Base Atk +2; CMB +2; CMD 16
Feats Extra Performance, Point-Blank Shot, Precise Shot
Skills Appraise +8, Diplomacy (Perform (Oratory)) +9, Disable Device +11, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +8, Knowledge (Nature) +7, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +6, Perform (Comedy) +9, Perform (Oratory) +9, Sense Motive +5, Sense Motive (Perform (Oratory)) +9, Spellcraft +8, Use Magic Device +9,
Traits Trap Finder, World Traveler (Knowledge (Local)),
Languages Ancient Osiriani, Common, Sphinx
SQ armored casting, bardic knowledge, bardic performance, bonus bard spell (3x), bonus feat, cantrips, countersong, humanoid traits, inspire competence, inspire courage, skilled, versatile performance (oratory), well-versed, , ,
Gear Wand of Cure Light Wounds (50 charges), rations, trail, shortbow, hot weather outfit, arrows (20) (2), pouch, belt, masterwork thieves' tools, backpack, arrows (blunt/20), 3798.35 gp

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SPECIAL ABILITIES
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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.
Background Skill (Perform (Comedy), Perform (Comedy), Perform (Comedy), Perform (Oratory), Perform (Oratory), Perform (Oratory))
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 17 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bard Spell Level 0 (3x)
Bonus Bard Spell (3x) Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Bonus Feat Humans select one extra feat at 1st level.
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.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.

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FEATS
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Extra Performance
You can use your bardic performance ability more often than normal
You can use bardic performance for 6 additional rounds per day.
Point-Blank Shot
You are especially accurate when making ranged attacks against close target.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Description:

Cymric is a short human man, about 5 feet 6 inches tall, weighing in at 150 pounds. He has wild blondish hair, mostly bleached from his time in the sun. He wears leather armor under a hot weather outfit with a shortbow over one shoulder and a backpack on. He talks to himself incessantly, and whenever possible tells jokes. While there is a serious side to him, few know of this and fewer care for it.

History:

Cymric was born and spent his early youth in Osirion. When he became a teenager, he ran away from home, went to the costal city and stowed away on a ship to Absalom. There, after living on the streets for a while as both a bit of a rogue, and a bard spouting poetry and doing comedic acts, he came to the attention of the local Bardic College. As he was quite good for a young man, the College took him in and trained him. One of his loves was the Ancient Osirion language, and the gods of that time. He did worship Sarenrae, but was more eclectic in his religous view.

As he was nearing his time to go into the world on his own, he heard about the town of Wati, and that the old city was about to be opened to explorers to find treasure and information from the past. He, with the blessings of his order, gathered his equipment and left on the next ship for the town.

Other Information:

PbP stats
Race Line in Profile:
TN Male Human bard 3
Class Line in Profile
(HP 17 AC:14 T:14 F:10 Saves F:+1 R:+7 W:+3 CMB:+2 CMD:16 Init:+4 Perc: +6)

Dice Rolls and Bot Notes
Adventuring Group Name: Sand Striders

Dice Rolls;

[dice=Cyrmic; Appraise +8]d20+8[/dice]
[dice=Cyrmic; Diplomacy (Perform (Oratory)) +9]d20+9[/dice]
[dice=Cymric; Disable Device +11]d20+11[/dice]
[dice=Cyrmic; Knowledge(?)]d20+7[/dice] {Local) +8;All others +7
[dice=Cyrmic; Perception +6]d20+6[/dice]
[dice=Cyrmic; Perform (Comedy) +9]d20+9[/dice]
[dice=Cyrmic; Perform (Oratory) +9]d20+9[/dice]
[dice=Cymric; Sense Motive (Perform (Oratory)) +9]d20+9[/dice]
[dice=Cymric; Spellcraft +8]d20+8[/dice]
[dice=Cymric; Use Magic Device +9]d20+9[/dice]

[dice=Cymric; shortbow +6 (1d6/x3), within 30 ft. +7 (1d6+1) ]d20+6;d6[/dice]

Bot Notes;

He has both regular arrows and blunt arrows and will use what is appropriate.
He has seven (17) founds of Bardic Performance.
He will keep message going on one party member at all times, and against non undead opponents will spam Daze.
Since he has the Trapfinder trait, he will use Perception to find traps and Disable Device (like a rogue) to disarm them. Same for "secret or concelaled" doors.

Created using PCGen 6.08.00 RC5 on Feb 12, 2020