About Gwyddym Soarsong
Gwyddym was born in Riddleport, son to a Varisian innkeeper and his wife. When he was born, the image of a songbird sat below his mahogany eyes, its feathered tail curling around into his eyebrow. When his father saw the mark, the cruel man ordered his wife to dispose of the infant. Instead, she fled, heading south to Sandpoint. She gambled that it would be far enough away and quiet enough that her former husband wouldn't look for her there. The fact that her family was from Jol further aided her in her flight from Riddleport. When she arrived in Sandpoint, Father Ezakien Tobyn noticed the birthmark on the boy. After hearing the mother's story, he took the child in under an assumed name, Gwyddym Soarsong. The boy knows nothing of his parentage and where he hails from. All he knows is the love of the church and the power of music.
For the next 18 years, Gwyddym devoted his life to the beauty of music. Equally given to dance and to song, he routinely spends his days twirling around any open space he can find, singing to a song with no particular name. One of the benefits he found growing up in a Cathedral was access to a splendid library of knowledge. Young Gwyddym spent hours upon hours pouring over histories of the area as well as all manner of magical tomes. As other children were brought to the temple with marks similar to his, he sought their companionship, eager to befriend other people of his age.
When he was 13, the late unpleasantness saw Sandpoint nearly crippled in horror. Countless individuals flooded the Cathedral, looking for divine protection from the depravity of the Chopper. This all culminated a few months later when the Cathedral burned to the ground, taking from Gwyddym the only man he ever recognized as a father. By chance or design, Gwyddym had gone into town, getting supplies for the coming week as he often did. While he was out, he heard the cacophonous cries of despair that rose from the townsfolk as they watched their center of worship writhe in the agony of the blaze. These events, especially the look of sorrow on the faces of the families of the slain, firmly cemented Gwyd's feelings on violence. He made a vow to himself that unless absolutely necessary, he would never cause the direct harm of another person.
After the fire, Gwyddym's songs turned sorrowful for many months. As the new Cathedral was built and he saw the loving leadership of Father Zantus, the happiness came back into his music. Now, as his 18th birthday draws nearer, the town is preparing for the Swallowtail Festival and the dedication of the new Cathedral.
Male Human (Varisian) bard 1
Init +3; Perception +6
Dex 16 (14 +2 Human Physical)
Int 16 (14 +2 Human Mental)
Languages Celestial, Common, Draconic, Gnome, Sylvan, Varisian, Abyssal
Speed 30 ft.
AC 17, touch 13, flat-footed 14 (+3 Dex)
hp 15 (3d8+2)
Fort +1, Ref +6, Will +4 (+2 vs Charm/Compulsion)
Base Atk +2; CMB +3; CMD 15
Improvised Melee Weapon (Lute): -1/1d6/20x2
Known Bard Spells (CL 3rd, concentration +6)
0 (at will)—detect magic, flare, ghost sound (DC 13), light, summon instrument, lullaby
1st (4/day)—confusion (lesser) (DC 14), cure light wounds, saving finale, summon monster I
Prodigy (Perform (Dance), Perform (Sing))
Child of the Temple (Knowledge (Religion))
Ear for Music (Shelyn) (Perform (Sing))
***Currently Granted Powers***
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 4 times per day (3 + your Wisdom modifier).
Knowledge (Arcana) +10
Knowledge (Geography) +8
Knowledge (History) +10
Knowledge (Local) +9
Knowledge (Local) (Local Art/Music scene) +11
Knowledge (Nature) +8
Knowledge (Religion) +10
Linguistics(Sylvan, Goblin, Abyssal) +9
Perform (Dance) +11 *Background*
Perform (Percussion) +8 (Also Handle Animal and Intimidate)
Perform (Sing) +12
Perform (String Instruments) +8 *Background*
Use Magic Device +9
Studded Leather Armor
Special Attacks and Abilities:
Versatile Performance (Percussion)
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
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 7 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.
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.
Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and Knowledge (Religion) is always a class skill for you.
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.
Ear for Music (Shelyn) (Perform (Sing)) You spent countless hours of your youth in one of Shelyn's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.
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 13) 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.
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.
Inspire Competence (Su) 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.
Versatile Performance (Percussion) You can use your bonus in that a selected performance skill in place of your bonus in its associated skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not you have ranks in that skill or if it is a class skill.
Percussion replaces Handle Animal and Intimidate.
Well-Versed You are 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.