About KiedoliKiedoli
DEFENSE
OFFENSE
STATISTICS
Skills::
^Acrobatics +0 (0 rank, +1 dex, -1 ACP) ^*Appraise +2 (0 rank, +2 int) ^Bluff +4 (0 rank, +4 cha) ^Climb +0 (0 rank, +1 str, -1 ACP) ^*Craft +2 (0 rank, +2 int) ^Diplomacy +4 (0 rank, +4 cha) #Disable Device +NA (0 rank, +1 dex, -1 ACP) ^Disguise +4 (0 rank, +4 cha) ^Escape Artist +0 (0 rank, +1 dex, -1 ACP) Fly +0 (0 rank, +1 dex, -1 ACP) *#Handle Animal +NA (0 rank, +4 cha) Heal +1 (0 rank, +1 wis) ^Intimidate +4 (0 rank, +4 cha) ^Knowledge (Arcana) +7 (1 rank, +2 int, +3 class, +1 bardic knowledge) ^Knowledge (Dungeoneering) +3 (0 rank, +2 int, +1 bardic knowledge) ^*Knowledge (Engineering) +7 (1 rank, +2 int, +3 class, +1 bardic knowledge) ^*Knowledge (Geography) +3 (0 rank, +2 int, +1 bardic knowledge) ^*Knowledge (History) +3 (0 rank, +2 int, +1 bardic knowledge) ^Knowledge (Local) +7 (1 rank, +2 int, +3 class, +1 bardic knowledge) ^Knowledge (Nature) +3 (0 rank, +2 int, +1 bardic knowledge) ^*Knowledge (Nobility) +3 (0 rank, +2 int, +1 bardic knowledge) ^Knowledge (Planes) +3 (0 rank, +2 int, +1 bardic knowledge) ^Knowledge (Religion) +3 (0 rank, +2 int, +1 bardic knowledge) ^*Linguistics +2 (0 rank, +2 int) ^Perception +7 (1 rank, +1 wis, +3 class, +2 racial) ^*Perform (Dance) +8 (1 rank, +4 cha, +3 class) ^*Perform (Oratory) +8 (1 rank, +4 cha, +3 class) ^*#Profession +NA (0 rank, +1 wis) Ride +0 (0 rank, +1 dex, -1 ACP) ^Sense Motive +1 (0 rank, +1 wis) ^*#Sleight of Hand +NA (0 rank, +1 dex, -1 ACP) ^#Spellcraft +6 (1 rank, +2 int, +3 class) ^Stealth +0 (0 rank, +1 dex, -1 ACP) Survival +4 (0 rank, +1 wis, +3 class) Swim +0 (0 rank, +1 str, -1 ACP) ^#Use Magic Device +8 (1 rank, +4 cha, +3 class) * Background Skill ^ Class Skill # Trained Only Languages: Common, Dwarven, Elven, Primordial, Sylvan
Gear: Backpack, Bedroll, Belt Pouch, Buckler, Crossbow Bolts (20), Daggers, Ink, Inkpen, Journal, Light Crossbow, Studded Leather Armor, Mess Kit, Mirror, Rapier, Spell Component Pouch, Soap, Trail Rations (5), Traveler's Outfit, Waterskin, 22 gp, 20 sp, 9 cp Bard Spellcasting
. . . Appearance:
Kiedoli stands slightly taller than the average human, and has . With smooth, tanned skin and shoulder-length brown hair, his features are distinctly Risuri. However, with his vibrant purple eyes, chiseled features, and clearly pointed ears, he easily stands out in a crowd. Dressed in relatively simple clothes, normally including a pair of slightly worn leather boots, gray woolen pants, a thin brown wool shirt, a leather jacket with several pockets. A cloak complements the outfit when it gets colder or when it rains. In dangerous situations, his suit of studded leather armor is worn over these, and his buckler will go on his left arm. His rapier and dagger are both typically sheathed at his belt, along with his crossbow and one the quivers of bolts on the opposite side.
Backstory:
Born in Flint, Kiedoli was orphaned at a young age when his parents were both murdered. He has no tangible memories of his parents, just general senses and feelings. However, he did not grow up on the street for long, as he was relatively quickly adopted by a Gnomish tinkerer named Mrs. Pai. She was odd, even for a Gnome, in that she was more closely attuned to technology than the fey. She took him into her shop, which had numerous bizarre and potentially dangerous inventions scattered throughout it. For several years, she raised him, teaching him many things about the world, especially about how to build things. She also taught him how to shoot a gun, although she never left him unattended with any of them. It was here that he designed his contraption, which takes the form of a spheroid, spider-like clockwork creation with thin tentacles instead of multi-jointed legs.
However, she saw his natural talent, and once he was old enough she sent him off to Pardwright University, the prestigious university in the center district of Flint. He stayed there for several years, learning more about the magical arts and a few new languages, as well as building on what he learned from Mrs. Pai. However, he didn't feel quite right simply sitting in a classroom while people outside could be suffering in the way that he did while he was young. So when the RHC visited the university campus, he approached them and volunteered to join the Royal Homeland Constabulary. Once he finished speaking with them, he put in a request to put his education on hold, at least until he finished the screening process. When his request was accepted, he packed up his belongings and headed to the Royal Homeland Constabulary Office, located across the Central District.
Feats:
Disposable Simulacrum You gain a contraption. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but as a standard action, you may activate the contraption and place it in an unoccupied adjacent space, at which point it becomes a Small creature. The contraption has the same AC and saves as you, hit points equal to one-quarter your total, and the construct subtype. It has a speed of 20 ft., but only moves if you direct it. You can deactivate the contraption as a swift action. If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again. Choose a single task that you can normally perform as a standard action, such attacking with a specific weapon, casting a specific spell, or directing a mount. As long as the contraption is within 30 ft., you can spend a standard action to have the contraption perform the chosen task. Spells cast through the contraption count towards your daily spell limit as though you cast the spell. Since it is a simulacrum, the contraption does the task as if you were performing the action in its space. It uses your stats, and if making a weapon attack it even functions as if it had your weapon. At the GM’s discretion, it can also take closely related minor tasks, like reloading a ranged weapon, but otherwise the contraption can take no other actions on its own. Martial Weapon Proficiency (Pistol) You make attack rolls with the selected weapon normally (without the non-proficient penalty). Point Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Ancestral Arms:
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Bardic Knowledge:
A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance:
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 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. Countersong 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 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 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.
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 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.
Cantrips:
Bards 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.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.
Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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