Lem

-Hyrgan-'s page

154 posts. Alias of Crashwheeler.


Full Name

Hyrgan

Race

Halfling

Classes/Levels

Bard(Street Performer)/4 HP 27/27 | AC: 19 /T: 14 /FF: 17 | Perc. +10; Sense Motive +5| F: +3 / R: +7 /W: +5(+5) | CMB +2 | CMD +16 | Speed 20 | Init. +2

Gender

Male

Size

Small

Age

27

Special Abilities

Gladhandling, fearless, halfling luck, keen senses, surefooted, weapon familiarity, streetwise, bardic performances (14 rounds/day), versatile performance, well-versed, savior of the shadowblooded

Alignment

Neutral Good

Deity

Shelyn

Location

Chastel

Languages

Common, Halfling, Elven, Goblin, Aklo

Occupation

Dancing, String performer

Homepage URL

pfs #112554

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 17

About -Hyrgan-

Hyrgan
Male Halfling Bard (Street Performer) 4
NG Small humanoid (halfling)
Init +2; Senses Perception +10; Sense Motive +5
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Defense
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AC 19, touch 14, flat-footed 17 (+3 armor, +2 Dex, +1 size modifier, +1 protection)
hp 27 (4d8+4)
Fort +3, Ref +7, Will +6 (+2 bonus vs. fear, +4 bonus vs bardic performance, sonic, and language-dependent effects.)
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Offense
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Speed 20 ft.
Melee mithral shortsword +7(+3 BAB, +2 Dex, +1 size bonus, +1 mwk) (1d4/19-20) silver
Ranged sling +6 (1d3/×2)
Special Attacks

Bardic Performances 18 rounds/day:
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.

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.


Disappearing Act(DC 15):
A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

Distraction:
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(DC 15):
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.

Harmless Performer (DC 15):
A street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

Bard Spells known (CL 4nd; concentration 7)
2nd (2/day) Cure moderate wounds, sound burst
1st (4/day) chord of shards, cure light wounds, identify, summon monster 1
0 (at will) dancing lights, daze, detect magic, read magic, resistance, unwitting ally
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Statistics
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Str 10, Dex 14, Con 11, Int 14, Wis 13, Cha 17
Base Atk +3; CMB +2; CMD 16
Feats
Defensive Combat Training*:
You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

Weapon Finesse*:
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits
Maestro of the Society:
use your bardic performance an additional 3 rounds per day.
Ear for Music*:
+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.

Skills Bluff +9, Diplomacy +8 (+2 when negotiating with fetchlings), Disable Device +3, Knowledge(arcana) +6, Knowledge(dungeoneering) +6, Knowledge(history) +6, Knowledge (local) +9 (+2 when dealing with the local art or music scene), Linguistics +6, Perception +10, Perform(dance) +10, Perform(string) +12, Sense Motive +5, Spellcraft +9, Stealth +13, Use Magic Device +9
Languages Common, Halfling, Elven, Goblin, Aklo
SQ
Gladhandling:
earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally.
Versatile Performance(string):
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.

The types of Perform and their associated skills are: String (Bluff, Diplomacy).

Streetwise:
bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks*, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).

Combat Gear wand of cure light wounds (28 charges), wand of inflict light wounds (18 charges), wand of disrupt undead (30 charges), alchemist's fire
Other Gear mithral chain shirt, bullets (10), mithral shortsword, sling, backpack, entertainer's outfit, spell component pouch, waterskin, bedroll, trail rations (2), 2423 gp, 3 sp
* The effects of this ability have already been calculated into
Hyrgan’s statistics.
Fame and Prestige: 14
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Special Abilities
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Favored Class:
+1 on Bluff checks to pass secret messages, +1 on Diplomacy checks to gather information, and +1 on Disguise checks to appear as an elven, half-elven, or human child.

Sure-Footed Hyrgan receives a +2 racial bonus on Acrobatics and Climb checks.
Spells Known:
Dancing Lights:
School evocation [light]
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.


Daze:

School enchantment (compulsion) [mind-affecting]
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect magic:
School divination
Casting Time 1 standard action
Component: V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Magic
Spell or Object Aura Power
Faint
Functioning spell (spell level) 3rd or lower
Magic item (caster level) 5th or lower

Read Magic:
School divination
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Resistance:
School abjuration
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Unwitting Ally (DC 13):
School enchantment (charm) [mind-affecting]Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.

Chord of Shards:

School evocation
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance no
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

Cure light wounds:
School conjuration (healing)
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Identify:
School divination
Casting Time 1 standard action
Components V, S, M (wine stirred with an owl's feather)
Range 60 ft.
Area cone-shaped emanation
Duration 3 rounds/level (D)
Saving Throw: none; Spell Resistance: no
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Summon Monster I:
Dire rat*
Dog*
Dolphin*
Eagle*
Fire beetle*
Poisonous frog*
Pony (horse)*
Viper (snake)*
School conjuration (summoning) [see text]
Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an “*” are summoned with the template of your choice. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.


Cure Moderate Wounds:

School conjuration (healing)
This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).

Sound Burst:
School evocation [sonic]
Casting Time 1 standard action
Components V, S, F/DF (a musical instrument)
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.