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About Evan EverscaredCrunch:
Str - 10 (+0) Dex - 14 (+2) Con - 16 (+3) Int - 10 (+0) Wis - 8 (-1) Chr - 18 (+4)
AC: 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 shield, +1 size) HP: 19 (Class + Con) Saving Throws: Fort +3, Ref +5, Will +3; +2 vs. illusions
Initiative: +2 / Base Attack: +1 / CMB: 0 CMD: 12 Melee:
Ranged:
Magic: Spell-Like Abilities (CL 2nd; concentration +6) 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals Bard (Animal Speaker) Spells Known (CL 2nd; concentration +6) 1st (3/day)—grease, silent image (DC 16), summon nature's ally I, Sleep (DC 16)
Feats: ... Spell Focus (Enchantment): Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Traits: ... Animal Friend: You've long been a friend to animals, and feel safer when animals are nearby. Benefits: You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you. ... Militia Veteran: Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Benefits: Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Skills: Acrobatics -1 (-9 to jump), Bluff +5, Climb +1, Diplomacy +9, Handle Animal +9 (+13 regarding Dogs), Knowledge (nature) +7, Linguistics +5, Perception +6, Perform (wind instruments) +9, Ride +5, Swim +1, Use Magic Device +9 Languages: Common, Elven, Gnome, Sylvan, Varisian, Dwarven, Goblin Racial Traits: ... Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. ... Slow Speed: Gnomes have a base speed of 20 feet. ... Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules. ... Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred. ... Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. ... Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. ... Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. ... Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. ... Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Class Abilities: ... Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on 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 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. ... 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. ... 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).
Other Gear: animal harness[APG], belt pouch, cage, diminutive/fine[APG], flint and steel, gnome trail rations[UE], masterwork backpack[APG], musk kit[ACG], Pan Pipes, powder[APG], sack, scroll case, signal horn[APG], silk rope (50 ft.), snuffbox, wood[ACG], string or twine[APG], tindertwig (2), torch, waterskin, wooden holy symbol of Gozreh, guard dog, riding dog, bit and bridle, military saddle, saddlebags, skunk, 110 gp, 8 sp, 7 cp Combat Gear: Wand of cure light wounds, Wand of summon monster I, acid, alchemist's fire, holy water, smokestick (2); MW chain shirt, MW darkwood heavy wooden shield, rapier, shortbow, Arrows (40) whip, ....... Tracked Resources ....... Arrows - 40/40
..... Encumbrance ..... Current Encumbrance: 40 lbs - Medium Load Light Load 38 lbs. or less
Animal Speaker Archtype:
An animal speaker focuses not on the ears and minds of humans, but on the creatures of the wild and those in the underbellies of cities. ..... Animal Friend ..... An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first. Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals. This ability replaces fascinate. ..... Nature’s Speaker ..... At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds. This ability replaces well-versed. ..... Bardic Performance ..... An animal speaker gains the following types of bardic performance: ... Soothing Performance: At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal. This ability replaces inspire competence. ... Attract Rats: At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This ability replaces suggestion. ..... Summon Nature’s Ally ..... At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known. This ability replaces mass suggestion. Dogs:
Fang
Flower
Backstory:
Personality/Appearance:
Purchases/Sold:
... Character Creation:(150 -
Scenarios Played:
1.1 --- First Steps, part 1, In Service to Lore 1.2 --- Rise of the Goblin Guild 1.3 --- The Hydra Fang Incident PFS Info.:
Player Name: Cyrus9553 Character Name: Evan Everscared PFS#: 62762-3 Faction: Liberty's Edge Day Job: None |