Agath

Jazismus Kanon's page

72 posts. Alias of Lost Gamer.


Full Name

Jazismus Kanon

Race

Azlanti pure-blood

Classes/Levels

Bard 5

Gender

Male

Size

Medium

Age

30

Special Abilities

+2 to each ability

Alignment

NG

Deity

Aroden

Location

Nex

Languages

Common, Jistka, Azlanti, Varisian

Occupation

truth-seeker

Strength 15
Dexterity 18
Constitution 14
Intelligence 15
Wisdom 12
Charisma 18

About Jazismus Kanon

Polite and caring Jazismus was most surprised and a little shocked when he found out about his true origins. But this did not dissuade him from his true love - the stage - and he continued his pursuit of becoming a great actor and harpist, even though he knew that there were those out there that would sooner see him a lab rat than a thespian.

Skills:

Skill Ranks = 51 [6 (class) + 2 (INT)] x 5 (Level) + 5 (racial) + 3 (FC)
Max Ranks: 5
ACP = -0

+07 Acrobatics = 1 (ranks) + 3 (CS) + 3 (DEX) - 0 (ACP)
+06 Appraise = 1 (ranks) + 3 (CS) + 2 (INT)
+04 Bluff = 0 (ranks) + 0 (CS) + 4 (CHA)
+06 Climb = 1 (ranks) + 3 (CS) + 2 (STR) - 0 (ACP)
+06 Craft(costume) = 1 (ranks) + 3 (CS) + 2 (INT)
+08 Diplomacy = 1 (ranks) + 3 (CS) + 4 (CHA)
+06 Disable Device = 1 (ranks) + 3 (DEX) + 2 (item) - 0 (ACP)
+04 Disguise = 0 (ranks) + 0 (CS) + 4 (CHA)
+07 Escape Artist = 1 (ranks) + 3 (CS) + 3 (DEX) - 0 (ACP)
+03 Fly = 0 (ranks) + 3 (DEX) - 0 (ACP)
+05 Handle Animal = 1 (ranks) + 4 (CHA)
+01 Heal = 0 (ranks) + 1 (WIS)
+04 Intimidate = 0 (ranks) + 0 (CS) + 4 (CHA)
+10 Know(Arcana) = 2 (ranks) + 3 (CS) + 2 (INT) + 3 (bardic knowledge)
+05 Know(Dungen) = 0 (ranks) + 0 (CS) + 2 (INT) + 3 (bardic knowledge)
+05 Know(Engine) = 0 (ranks) + 0 (CS) + 2 (INT) + 3 (bardic knowledge)
+09 Know(Geogrh) = 1 (ranks) + 3 (CS) + 2 (INT) + 3 (bardic knowledge)
+13 Know(Histor) = 4 (ranks) + 3 (CS) + 2 (INT) + 1 (trait) + 3 (bardic knowledge)
+09 Know(Locals) = 1 (ranks) + 3 (CS) + 2 (INT) + 3 (bardic knowledge)
+05 Know(Nature) = 0 (ranks) + 0 (CS) + 2 (INT) + 3 (bardic knowledge)
+09 Know(Nobles) = 1 (ranks) + 3 (CS) + 2 (INT) + 3 (bardic knowledge)
+12 Know(Planes) = 4 (ranks) + 3 (CS) + 2 (INT) + 3 (bardic knowledge)
+10 Know(Religo) = 2 (ranks) + 3 (CS) + 2 (INT) + 3 (bardic knowledge)
+06 Linguistics = 1 (ranks) + 3 (CS) + 2 (INT)
+05 Perception = 1 (ranks) + 3 (CS) + 1 (WIS)
+14 Perform(Act) = 5 (ranks) + 3 (CS) + 4 (CHA) + 2 (feat)
+16 Perform(String) = 5 (ranks) + 3 (CS) + 4 (CHA) + 2 (item) + 2 (feat)
+07 Profession(Thespian) = 3 (ranks) + 3 (CS) + 1 (WIS)
+03 Ride = 0 (ranks) + 3 (DEX) - 0 (ACP)
+09 Sense Motive = 5 (ranks) + 3 (CS) + 1 (WIS)
+07 Sleight of Hand = 1 (ranks) + 3 (CS) + 3 (DEX) - 0 (ACP)
+10 Spell Craft = 5 (ranks) + 3 (CS) + 2 (INT)
+07 Stealth = 1 (ranks) + 3 (CS) + 3 (DEX) - 0 (ACP)
+01 Survival = 0 (ranks) + 1 (WIS)
+02 Swim = 0 (ranks) + 2 (STR) - 0 (ACP)
+08 Use Magical Device = 1 (ranks) + 3 (CS) + 4 (CHA)

Feats: Prodigy (Perform-Act; Perform-String), Extra Performance, Dodge, Shake it Off, Ensemble, Combat Casting

Traits:
- Harbinger(campaign): +2 circumstance to any knowledge skill dealing with a prophecy (Know: Planes - always a class skill)
- Historian(Racial): +1 trait bonus to Know(history) and bardic knowledge checks. Know(history) is always a class skill.
- Focused mind(Magical): +2 trait bonus to concentration checks

Combat:

HP: 50 [5d8=40] + 10 (CON) + 0 (FC)
AC: 20 = [10 + DEX (04) + Armor (04) + Shield (01) + Dodge (01)]
AC Touch: 15 = [10 + DEX (04) + Dodge (01)]
AC Flatfooted: 15 = [10 + Armor (04) + Shield (01)]
INIT: +04 = [DEX (04)]
BAB: +03 = [Bard (03)]
CMB: +05 = [BAB (03) + STR (02)]
CMD: 19 = [10 + BAB (03) + STR (02) + DEX (04)]
Fortitude: +04 = [Base (01) + CON (02) + Magic (01)]
Reflex: +09 = [Base (04) + DEX (04) + Magic (01)]
Will: +06 = [Base (04) + WIS (01) + Magic (01)]
Speed: 30'
ACP: +00
Damage Reduction: 00/Any
Spell Resistance: none
Spell Failure: 00%

Equipment:

Scholar's Outfit................free.. 00lb
Cloak of Resistance (+1)...............1,000gp.. 00lb
Mithral Chain shirt.............1,100gp.. 12.5lb
MW Steel Shield(light)...........159gp.. 06lb
MW Rapier........................free.. 02lb
Darts(6)..........................03gp.. 03lb
MW Backpack..........................50gp.. 04lb
-rations(6 days)..............03gp.. 06lb
-waterskin.......................01gp.. 04lb
-flint&steel......................01gp.. 00lb
-sunrods(3).....................06gp.. 03lb
-alchemist's fire..............20gp.. 01lb
-mw harp........................100gp.. 03lb
-mw thieve's tools................100gp.. 02lb
-wand of cure light wounds(25/50).............375gp.. .5lb
Bedroll.......................01sp.. 05lb
Spell Component Pouch.........05gp.. 02lb
Scroll Case....................01gp.. .5lb
-scrolls(2),obscure object............50gp.. 00lb

Total Wieght: 54.5lbs

Money: 0gp, 0sp

Abilities:

RACIAL
Ability Adjustments: +2 to all stats
Size: Medium
Speed: 30'
Bonus Feat: Prodigy
Skilled: +1 Skill Point/Level
Languages: Common

CLASS
Spells
Known:
2nd Level: versatile weapon, cure moderate wounds, spiritual weapon
1st Level: chord of shards, silent image, adoration, identify, know the enemy*
Cantrips: read magic, ghost sound, mage hand, summon instrument, detect magic, prestidigitation, haunted fey aspect*

* granted due to favored class alternate racial feature

Per Day:
2nd Level: 3
1st Level: 5
Cantrips: (unlimited)

A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score.

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge(Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: 20/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.

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 such performances are language dependent. A deaf bard has a 20% change 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.

Cantrips(Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

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 non-instantaneous 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 check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate(Su): At 1st level, 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 the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on 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 +2(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).

Well-Versed(Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Inspire Competence(Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and 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.

Lore Master(Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Quickening Potion?:

When you enter the magic again, at first it is like being hit with a silence spell, you look around and nothing is making a sound, you see your friends aching in pain, but you can not hear them. Then you fall asleep. You dream of music, magical music. This music is guiding you, and you are following it to the highest mountains, to the lowest valleys, through rock and water all the way to the void. When you wake up in additon to gaining a level, you gain the ability of Tounges, you can speak any language and understand any language or way of communicating. You are also no longer restricted to your bardic spell list, you can play music to creat any form of effect from any spell that is level appropriate.