Classes/Levels |
Dwarven Scholar Stonesinger Bard 2 | HP 15/18 | AC 16 Touch 12 Flat 14 (+2 vs aquatic) CMB +3 CMD 15 | Fort +2 Ref +5 Will +5 (+8 vs poison, spells, SLAs) | Speed 20 ft | Init +2; Per +7 (DV 60), SM +4 | Active: None |
About Dolgrin proxy
Dolgrin Briskalberd
Male Dwarf Dwarven Scholar Stonesinger Bard
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 18 (2d8+4)
Fort +2, Ref +5, Will +5; +3 vs. poison, spells, and spell-like abilities/+4 vs sonic, language dependent, bardic effects
Defensive Abilities saltbeard (+2 dodge bonus to AC vs. aquatic/water subtype), shadowhunter (+2 saves to remove negative levels)
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Offense
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Speed: 20 ft. (slow and steady)
Melee: +1 Azlanti longsword +4 (1d8+3/19-20) [one-handed], Dwarven giant-sticker +3 (2d6+3/x3)
Ranged: Clan dagger +3 (1d4+2/19-20)
Special Attacks: saltbeard (+1 on attack rolls against aquatic/water subtype), shadowhunter
Bard Spells Known (CL 1st; concentration +3)
1st (3/day)—ear-piercing scream, sleep (DC 13)
0—detect magic, mage hand, mending, prestidigitation
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Statistics
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Str 15, Dex 14, Con 14, Int 13, Wis 15, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats: Breadth of Experience, Duck and Cover
Traits: Azlanti Scholar (campaign), Glory of Old (Region), Propitiation (religion)
Skills: Climb +6, Diplomacy +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +4, Knowledge (engineering) +9, Knowledge (geography) +4, Knowledge (history) +10 (+12 vs dwarves or their enemies*), Knowledge (local) +5, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +8, Perception +7, Perform (oratory) +4, Profession (sailor) +9 (+11 at sea), Profession (other) +4, Sense Motive +4, Survival +2 (+4 at sea), Swim +3, Use Magic Device +6; ACP -2
*The common list of dwarven enemies includes giants, orcs, and goblinoids, but can also be expanded to elves (especially drow) and duergar. Certain tribes also have particular enmity with underground aberrations or dragons.
Languages: Azlanti, Common, Dwarven, Gnome
SQ: bardic knowledge, bardic performance (distraction, fascinate, tremor, war chant), darkvision, earth magic, hardy, iron citizen, lorekeeper, saltbeard, shadowhunter, slow and steady, stone song, studied insight, well versed
Gear: cold iron clan dagger, dwarven giant-sticker, leather lamellar armor, backpack, belt pouch, compass, crowbar, drill, earplugs, fishing kit, fishing net, flint and steel, gear maintenance kit, grappling hook, hammer, hammock, handsaw, ink, ink pen, journal, marlinspike, mess kit, mirror, 4 pitons, silk rope, shaving kit, shovel, signal whistle, sling, small shears, soap, spell component pouch, spring-loaded wrist sheath, underwater goggles, waterskin, wedding ring
New Gear: Potion of Cure Light Wounds, Swarmsuit, Lesser Talisman of Good Fortune, Quick Runner's Shirt
Special Abilities, Traits, Etc.:
A dwarven scholar researches the lineage of the kings of the old dwarven empires and learns their ancient tactics. She keeps these ancient traditions alive by sharing them with her allies.
Once practiced by the dwarves in their Quest for Sky, the traditions of the stonesinger bards changed when the dwarves arrived on the surface. The tradition still hearkens back to its subterranean origins, however, and is practiced as a form of meditation or worship by many dwarves. Stonesingers are rare bards capable of vocalizing their bardic performances through subsonic harmonies, allowing their performances to carry as subtle vibrations through stone, rather than through the air. They command considerable power underground.
Weapon and Armor Proficiency: A dwarven scholar is proficient with one weapon of her choosing with the word “dwarven” in its name, in addition to her normal weapon proficiencies. She is not proficient with shields. This alters the bard’s weapon and armor proficiency.
Studied Insight (Ex): A dwarven scholar uses her Wisdom modifier instead of her Charisma modifier to determine all class features and effects relating to her bard class, including her bardic performance ability, bonus spells per day, the maximum spell level she can cast, and the save DCs of her spells.
Earth Magic: A stonesinger is treated as having the Eschew Materials feat so long as he is touching natural or manufactured stone. Additionally, a stonesinger adds the following spells to the bard spell list at the listed level: 1—magic stone, 2—stone shield, 3—stone shape, 4—earth glide, 5—stoneskin, 6—stone tell. This ability alters spellcasting.
Stone Song (Su): A stonesinger’s bardic performance is a subsonic vibration that resonates from his body and travels through solid rock. This vibration is subtle enough to not be heard, though creatures with the tremorsense universal monster ability can distinctly hear the stone song out to a range of 100 feet per bard level. All allies within 30 feet of the stonesinger benefit from stone song, perceiving the effect due to proximity. An allied creature with tremorsense benefits from stone song as long as it’s within the extended range, provided that there is an unobstructed path of solid earth between the creature and stonesinger. Natural and manufactured stone does not inhibit stone song’s range. A stonesinger must use Perform (sing) or Perform (oratory) for this bardic performance. This ability modifies bardic performance.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
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 Wisdom 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.
Tremor (Su): As part of another bardic performance, a stonesinger can cause the ground within 30 feet to tremble, throwing enemies off balance and causing them to take a –1 circumstance penalty to AC as long as the stonesinger continues performing. This penalty increases by 1 at 5th level and every 6 levels thereafter. Creatures levitating or flying above the ground are unaffected by this ability. This replaces countersong.
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 Wis 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.
War Chant (Su): At 1st level, a dwarven scholar can use her performance to inspire the martial prowess of the ancient dwarves in her allies. The dwarven scholar selects a single combat feat she knows. Allies affected by this performance gain the benefit of this feat for as long as the performance is maintained. To be affected, an ally must be able to perceive the dwarven scholar’s performance. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat by the dwarven scholar’s allies while using this ability counts toward the dwarven scholar’s feat’s daily limit. This replaces inspire courage.
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Dwarf Race Traits
• Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
• Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
• Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty. You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Propitiation: Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy (usually), Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.
Background: