Balazar

Jandar Delance's page

12 posts. Alias of Adaram.


Full Name

Jandar Delance

Race

Male Gnome Bard 5 (detective) | AC/T/FF 13/13/11 | hp 29/29 | Fort/Ref/Will +2/+6/+3 ((+2 vs. illusion spells or effects), (+4 vs. Bardic Performance, sonic, and language-dependent effects)) | CMB 2, CMD 14 | Perc+1, Bluff,Intim+12

Classes/Levels

Bard (Detective)/Level 5

Size

S

Age

142

Alignment

CG

Location

Lastwall

Languages

Common, Giant, Gnome, Goblin, Sylvan

Occupation

Bard/Comedian/Court Bard

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 8
Charisma 19

About Jandar Delance

XP 1,200
CG Male Gnome Bard (Level 5)
Small humanoid (Gnome)
Init +2; Senses low-light vision, Perception +1

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DEFENSE
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AC 13,Touch 13,Flat-footed 11 (+2 Dex, +1 size)
HP 29 (5d8+5)
Fort +2, Ref +6, Will +3,
(+2 vs. illusion spells or effects),
(+4 vs. Bardic Performance, sonic, and language-dependent effects)

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OFFENSE
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Speed: 20 ft.
Special Attacks: Distraction, Fascinate
Innate Spell-Like Abilities: dancing lights ( 1/day) ghost sound ( DC 14, 1/day) prestidigitation ( DC 14, 1/day) speak with animals ( DC , 1/day)
Known Bard Spells (CL 5th, Concentration +9):
2nd (3/day)—Cat's Grace, Cure Moderate Wounds, Summon Monster II
1st (5/day)—Charm Person (DC 15), Identify, Sleep (DC 15), Summon Monster I
0 (at will)—Daze (DC 14), Detect Magic, Lullaby (DC 14), Message, Open/Close (DC 14), Read Magic

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STATISTICS
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STR 10, DEX 14, CON 12, INT 14, WIS 8, CHA 19
Base Atk +3; CMB +2; CMD 14
Feats: Breadth of Experience, Go Unnoticed, Weapon Finesse
Skills: Appraise +6 , Bluff (Perform (Comedy)) +12 , Diplomacy +14 , Disguise +12 , Escape Artist +9 , Intimidate (Perform (Comedy)) +12 , Knowledge (Geography) +10 , Knowledge (History) +10 , Knowledge (Local) +14 , Perception +1 , Perform (Comedy) +12 , Sense Motive +3 , Sleight of Hand +10 , Spellcraft +8 , Stealth +14 , Use Magic Device +12
Traits: Classically Schooled, Patient Optimist (Erastil)
Languages: Common, Giant, Gnome, Goblin, Sylvan
SQ: Armored Casting, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Defensive Training, Gnome Magic, Hatred, Illusion Resistance, Inspire Competence, Inspire Courage, Keen Senses, Lore Master, Low-Light Vision, Obsessive, Versatile Performance (comedy), Weapon Familiarity
Combat Gear: Potion (cure light wounds/cleric/1st) (3), Potion of Neutralize Poison, Soul Soap;
Other Gear: Silken Ceremonial Armor (small), Leather (small), Silver Dagger, masterwork (small), Crossbow, Light (small), dagger (small) (2), hat of disguise, gloves of reconnaissance, bracers of armor +1, cape (con +1) (2), ioun torch, cipher rings, boots (fire-resistant) (small), belt (container), bard's kit, bolts, crossbow (10) (small) (5), magnifying glass, wrist sheath (small), cipher ring (extra) (2)
((I have 1,939 GP remaining - only keep about 10 on my body - the rest we need to discuss))
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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.
Bardic Knowledge (Ex): You add +2 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 16 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.
Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft 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.
Defensive Training (Ex): Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
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.
Fascinate (Su): You can use your performance to cause up to 2 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 16) 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.
Gnome Magic (Sp): 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 spell-like abilities.
Hatred (Ex): Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance (Ex): Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Inspire Competence (Su): You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.
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 +2 morale bonus on saving throws against charm and fear effects and a +2 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.
Keen Senses (Ex): Gnomes receive a +2 bonus on Perception skill checks.
Lore Master (Ex): You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.
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.
Obsessive (Ex): Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Patient Optimist (Erastil): You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Versatile Performance (Comedy) (Ex): You can use your bonus in the Perform (Comedy) skill in place of your bonus in the Bluff or Intimidate skills. When substituting in this way, you use your total Perform (Comedy) skill bonus, including class skill bonus, in place of your Bluff or Intimidate skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Weapon Familiarity (Ex): Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Well-Versed (Ex): You have becomes 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.

Backstory:
Jandar Delancy grew up alone. He learned to defend himself with his cutting wit and ingenuity.
Hi parents died when he was young
He ended up getting a job in Cheliax working for the Thrice Damned House of Thrune, but circumstances which he does not wish to speak about caused him to leave in the dark of night. They are still looking and watching for him.
He traveled for many years, going from small town to small town, and city to city, from the Steaming Sea to the Lake of Mists and Vales. Making people laugh is everything to him, and he made his living while making others smile; a win-win in his book.
Most recently, he fell in with a Knight of Ozem whom he befriended on the road between the Gallowspire and {{wherever you want me to be}}
Traveling with his new companion, Jandar was introduced to the appropriate people where he has spent several months {{or weeks if appropriate}} acclimatizing himself to the ways of the Knights of Ozem, as well as trying to loosen them up with some humour and fun.
Jandar, while full of comedy, takes history very seriously, and has chastised his new friend many times about the importance of what Lastwall means and the continued need for protection and watchfulness on the Gallowspire.