Bard

Jerehmiah "Old Man" Schultz's page

64 posts. Alias of Havocprince.


Race

Gnome

Classes/Levels

Bard (Archivist) 1

Gender

M

Size

3' 2" 38lbs.

Age

132

Alignment

N

Deity

Nivi Rhombodazzle

Strength 4
Dexterity 8
Constitution 10
Intelligence 17
Wisdom 10
Charisma 21

About Jerehmiah "Old Man" Schultz

Init -1; Senses Perception +6, Low-Light
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 8
Fort +0, Ref +1, Will +1
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OFFENSE
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Speed 20 ft.

Melee

Ranged

Combat Options
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STATISTICS
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Base Attack Bonus +0; CMB -4; CMD 5

Race
Small, Speed 20

Gift of Tongues Gnomes love languages and learning about those they meet.Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks,and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Student of the City: Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2 racial bonus on Knowledge (local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.

Magical Linguist Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols,or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the followingspell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.

Fey Thoughts: Fly and Swim.
Fly and Swim are always class skills for the character. This trait replaces racial weapon familiarity.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

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

Bardic Performance 9/day
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.

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 extraordinary, 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.

Spells 1st 3/day
0th: Detect Magic, Mending, Light, Spark
1st: Cure Light Wounds, Unseen Servant

Feats
Breadth Of Experience: You get a +2 bonus on all Knowledge and Profession skill
checks, and can make checks with those skills untrained.

Trained/Important Skills
Bluff 1 rank +10
Diplomacy 1 rank +10
Knowledge (Arcana) 1 rank +10
Knowledge (Dungeoneering) 1 rank +10
Knowledge (History) 1 rank +10
Knowledge (Local) 1 rank +12
Knowledge (Nature) 1 rank +11
Knowledge (Planes) 1 rank +10
Knowledge (Religion) 1 rank +10
Linguistics 1 rank +8
Perception 1 rank +6
Sense Motive 1 rank +4

Traits
Pioneer: +1 Knowledge (Nature) and a Horse.
Etymologist: You gain a +1 trait bonus on Linguistics checks, know one additional
bonus language, and treat Linguistics as a class skill.

Languages
Common, Gnome, Sylvan, Draconic, Goblin, Orc, Aklo, Boggard, Dwarven

Equipment
Weapons

Armor

Other Gear

Horse

Pathfinder Kit: This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Riding Kit:This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days’ worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.

Wealth

81GP

Carrying Capacity
Light:
Medium:
Heavy:
Current Load: