Flik Gnilleps
Bard (archivist) 10
NG Small humanoid (gnome)
Init +7; Senses LLVPerc +20, SM +1
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Defense
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AC 17, touch 12, flat-footed 16
HP 81
Fort +7, Ref +9, Will +9 (+11 vs illusions); +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings
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Offense
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Speed 20 ft.
Melee mw longsword +9 (1d6/19-20)
Ranged mwk shortbow +10 (1d4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks
Distraction, fascinate, hatred (goblinoid/reptiles), lamentable belaborment (DC 20)
Bard Spells Known (CL 10th; concentration +16)
4th (2/day) echolocation, greater path of glory, virtuouso performance
3rd (4/day) good hope, invisibility sphere, phase door
2nd (5/day) glitterdust (DC 17), invisibility, cure moderate wounds, pilfering hand, tongues
1st (7/day) cure light wounds, ear-piercing scream (DC 16), hideous laughter (DC 17),shadow trap (DC 18), silent image(DC 18)
0th (at will) dancing lights, daze (DC 16), detect magic, mage hand, mending, read magic
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Statistics
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Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 20
Base Atk +8; CMB +7; CMD 18
Feats Lingering Performance; Improved Initiative; Spell Focus (Illusion), Spell-Focus (enchantment), Last Rites, Discordant Voice
Traits Time Lost, Vagabond Child (Disable Device)
Languages Common, Giant, Gnome, Goblin, Sylvan
SQ armored casting, bardic knowledge, bardic performance, cantrips, countersong, defensive training, gnome magic, hatred, illusion resistance, inspire competence, keen senses, lore master, low-light vision, magic lore, naturalist, obsessive, weapon familiarity
Skills Bluff +13, Diplomacy +21, Disable Device +18, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +15, Knowledge (Geography) +15, Knowledge (History) +16, Knowledge (Local) +15, Knowledge (Nature) +15, Knowledge (Nobility) +15, Knowledge (Planes) +16, Knowledge (Religion) +16, Perception +21, Perform (Oratory) +19, Perform (Sing) +15, Profession (librarian) +17, Sense Motive +1, Spellcraft +17 (+22 to ID items and read scrolls), Stealth +10, Use Magic Device +17
Combat Gear cloak of resistance +1, leather armor, shortbow, mw longsword, dagger, arrows (20), acid, alchemist's fire, holy water. masterwork shortbow, a cold iron morningstar, and a silver light mace, scroll of comprehend languages Other Gear eyes of the eagle, headband of alluring charisma +2, blue and scarlet sphere ioun stone, Dance of 7 Veils, backpack, bedroll, books (5), chalk, flint and steel, rations (4), thieves' tools, 1,407.7 gp + 5,907.7 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 (Oratory),Profession (librarian)
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 15 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.
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.
Defensive Training (Ex)Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Gnome Magic (Ex) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.
Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance (Ex) Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
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: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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.
Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.
Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.
Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.
Naturalist (Ex) An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.
Vagabond Child (urban) (Disable Device) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Time Lost You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.
Probable Path At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.
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FEATS
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Lingering Performance
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Last Rites
As a standard action, you can make a melee touch attack against any haunt or against an undead creature with the resurrection vulnerability weakness. This touch attack deals 3d6 points of positive energy damage to the undead creature or haunt (ignoring damage reduction and hardness); a creature damaged this way is staggered for 1 round. You must have detected the haunt with a successful skill check or identified the undead creature with a successful Knowledge (religion) check to use this ability.
You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes). In addition, the amount of damage you deal with this ability increases by 1d6 for every 5 ranks you have in Knowledge (planes).
Hymn of Restorative Harmonics:
Source Divine Anthology pg. 8
You perform a song of such beauty that it touches the soul of any who hear it, allowing them to recover from any adverse conditions.
Prerequisite: Perform (sing) or Perform (wind) 6 ranks.
Cost: Feat or 3rd-level bard spell known.
Effect: At the end of the round on which you complete this song, all allies within 30 feet who observed your performance gain a new saving throw to end the ongoing effects of certain debilitating conditions. An ally who is exhausted, fatigued, nauseated, sickened, staggered, or stunned as the result of a previously failed saving throw can attempt a new saving throw to immediately end one of the above effects. Characters under multiple effects must choose which effect they wish to attempt to end prematurely. Effects that did not grant a save to resist (such as the stun effect of power word stun) can’t be ended by this masterpiece.
In addition, anyone who observed this performance gains the effects of delay poison at a caster level equal to your bard level.
Use: 3 bardic performance rounds.
Action: 1 full round.
Description:
Flik is a personable gnome with black eyes and hair the color of indigo ink. He is usually seen lugging around a knapsack full of old paperback books. He is quick with kind words and loves trading stories and gossip. He loves travel, but more than that he loves all of the communities in Varisia that he has gotten to know over the years.
History:
Flik has spent his adult life wandering from Riddleport to Korvosa, but his favorite places to stop were the small town like Roderic's Cove. He'd set up shop in the corner of the inn and stay for weeks, loaning books to all of the children in the town. Finally, the innkeeper would shoo him out, and he'd be on to the next town, where he would lend his wares to the youth and trade news and stories for more used books. He would say that he knew most of the townsfolk in the country well, after years and years of wandering southern Varisia.
While he would only admit it to his closest confidants, Flik is a bit haunted by some unusual occurrences on his journeys. At times, he will be leaving one town and suddenly seem to be entering another, with no memory of the journey between. He has also experienced visions of strange buildings in the distance that disappear when he draws close to them. So far, he has been able to discount these visions as the result of fatigue or atmospheric conditions.
Sidhedron Hero:
Bellum was always recklessly curious, even by gnome standards. Poking into his nose into a certain long-abandoned tomb beneath the Osirion sands was almost the last straw for this life-long tomb breaker and artifact collector.
As he neared the central altar of the forgotten tomb complex, the thick dust carpeting the floor stirred, seemingly of its own accord. Whirling in shapes almost incomprehensible to mortal being, up rose the shade of a long-dead god. Bellum escaped, but not unscathed. Some power of the deceased deity latched onto the gnome, cursing him to always attract restless spirits. The experience was not completely without benefit; Bellum found himself with both inexplicable new powers and a new obsession. He must find the dead gods.
Since his ordeal in the tomb, Bellum claims to have discovered and communed with at least two more forgotten gods, though this claim is impossible to verify. After encountering wandering into the north of Avistan, he heard rumors of lost Azlanti gods and made his way to Varisia to investigate.