Bard (archivist) 1 (AC 15, HP 13, Fort +2 Reflex +3 Will +2, Perc +4, Init +1, Atk Rapier +1, 1d6+1, Spells slots: 4/2 Bardic performance 7/7)
Gender
Male
Size
M H. 5'7" w. 152 lbs
Age
22
Alignment
NG
Deity
Eritrice
Location
shipwrecked on a island
Languages
Common, Polyglot, Elven, Takritanin, Jistka
Occupation
Budding explorer and archeologist
Strength
12
Dexterity
13
Constitution
14
Intelligence
14
Wisdom
10
Charisma
16
About Mikail Ruben
Background:
Native of Absalom, Mikail is the third son of a wealthy merchant. While he will not inherit the family business or a great wealth, he had an happy childhood and the possibility to study at some of the best Academies of Avistan and even take some magic lesson at the Arcanamirium.
His first books were abridged versions of the Pathfinders chronicles, adapted to audience made of young boys and girls. Those books gave birth to a dream, that of becoming a Pathfinder and discover hidden mysteries and gaining fame while doing good deeds. Generally that kind of dreams don’t lead anywhere, but Mikail had the stubbornness to follow them even against his parents wishes and the potential to get them to fruition.
While his parents wanted him to prepare for some remunerative profession like lawyer or civil law notary he was able to steer his academic courses in the direction he wanted, learning very little about law but a great deal about history and geography. In the end hid parents accepted the inevitable and allowed him to study magic and survival skills in preparation for entering the Pathfinders academy instead of going to the law school. After all the Pathfinder are one of the glory of Absalom and a son trained in the skills needed to survive dangerous voyages and talking with natives can be a valuable asset for a trading house.
One of Mikail discoveries during his early school years was the faith of Eritrice, Empyreal lord of debate, opinions and truths. During several debates he had the occasion to hear the argumentations and questions of Robert Fist, a student a few year older than him, and was impressed by his clarity and his willingness to challenge the lecturer doctrine when that was based on shaky assumptions. He had several discussions with Robert and they became fast friends. Robert introduced him to the faith of Eritrice and Mikail realized that he had found his patron deity. They followed different study courses, as Robert is now a lawyer in Absalom, one famous for his honesty and willingness to defend even the poor, but they are friends even today.
In the last years Mikail has discovered some truth about the Pathfinder. Some of them are like the heroes of his childhood dreams, seekers of hidden truths and spreaders of knowledge but a good numbers are nothing more than grave robbers and treasure hunters. Entering the organization as un unexperienced apprentice would likely meant that he would be indebted to some experienced Pathfinder willing to sponsor him, and he don’t want to follow the order of someone that can be a unscrupulous tomb robber. He want to enter the organization on his terms, free of obligations. So he has decide that he should accomplish something noteworthy before petitioning to enter the Pathfinders, hoping to be able to enter the organization on his merits, without the need of someone recommendation.
So, again, he has mapped the way for the next stage of his life with his peculiar combination of practicality and dreams. He has chosen an area worth studying, the Mwangi lands in Garund, a period, that of Old Man Jatembe and has prepared for a private expedition, learning the languages he think cam be useful and honing his skills at survival, exploration and basic medicine, gathered the equipment he think will be useful and reached Corentyn in Cheliax to embark on the Jenivere to reach Sagrava.
Statblock:
Mikail Ruben
Male human (Taldan) bard (archivist) 1 ( Pathfinder RPG Advanced Player's Guide 80)
NG Medium humanoid (human)
Init +1; Senses Perception +4
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d8+5)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or
rapier +1 (1d6+1/18-20)
Ranged sling +1 (1d4+1)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], naturalist)
Bard (Archivist) Spells Known (CL 1st; concentration +6)
1st (2/day)— cure light wounds , sleep (DC 14)
0 (at will)— daze (DC 13), detect magic , light, scrivener's chant
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Statistics
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Str 12, Dex 13, Con 14, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats CosmopolitanAPG, Toughness
Traits boarded in cheliax, focused mind, wealthy dabbler
Skills Diplomacy +7, Heal +4/6, Knowledge (arcana) +7, Knowledge (dungeoneering) +3 (+5 to navigate
underground), Knowledge (engineering) +3, Knowledge (geography) +7, Knowledge (history) +7,
Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge
(religion) +3, Perception +4, Perform (oratory) +7, Sense Motive +4, Spellcraft +6, Survival +4 (+6 to avoid
becoming lost when using this)
Languages Common, Elven, Jistka, Polyglot, Takritanin
SQ bardic knowledge +1
Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5
alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature.
Antitoxin has no effect when you cast the spell on an object.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Focused Mind +2 to Concentration checks
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Wealthy Dabbler (Detect Poison, Mending, 2/day) Select two non-harmful arcane cantrips. You can cast
these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these
cantrips, your caster level for these cantrips is equal to that class level.
Skill Name Total Ability Ranks
Acrobatics -1 DEX (1)
Appraise +2 INT (2)
Bluff +3 CHA (3)
Climb -1 STR (1)
Diplomacy +7 CHA (3) 1
Disguise +3 CHA (3)
Escape Artist -1 DEX (1)
Fly -1 DEX (1)
Heal +4 WIS (0) 1 (+6 with the healer's kit)
Intimidate +3 CHA (3)
Knowledge (arcana) +7 INT (2) 1
Knowledge (dungeoneering) +3 INT (2) -
Compass: +2 circumstance bonus to navigate underground
Knowledge (engineering) +3 INT (2)
Knowledge (geography) +7 INT (2) 1
Knowledge (history) +7 INT (2) 1
Knowledge (local) +3 INT (2)
Knowledge (nature) +3 INT (2)
Knowledge (nobility) +3 INT (2)
Knowledge (planes) +3 INT (2)
Knowledge (religion) +3 INT (2)
Perception +4 WIS (0) 1
Perform (oratory) +7 CHA (3) 1
Perform (sing) +3 CHA (3)
Ride -1 DEX (1)
Sense Motive +4 WIS (0) 1
Spellcraft +6 INT (2) 1
Stealth -1 DEX (1) -
Survival +4 WIS (0) 1 Compass: +2 circumstance bonus to avoid becoming lost
Swim -1 STR (1)
Abilities, Feats, Traits:
Traits:
Boarded In Cheliax
While you aren’t necessarily a native of Cheliax, you boarded the Jenivere at one of that country’s port cities. As the people of Cheliax generally know the Mwangi Expanse as a near legendary land home to strange beasts and exotic treasures, your views of the region have a distinctly romantic tinge, and the desire for fame, wealth, and adventure likely motivate your travels.
You begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle.
Note: Mikail boarded the Janivere in Corentyn after traveling there by ship and carriage from Absalom. Most of his equipment was brought in Corentyn.
Focused Mind
Your childhood was either dominated by lessons of some sort (be
they musical or academic) or by a horrible home life that
encouraged your ability to block out distractions to focus on the
immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
Note: academic lessons for Mikail.
Wealthy Dabbler (Detect Poison, Mending, 2/day)
You study magic at a social club, wowing your friends with your
recent discoveries and showing off your expertise in the simplest of
magical exploits. Select two non-harmful arcane cantrips. You can
cast these two cantrips once per day each (caster level 1st). If you
have levels in a class that can cast these cantrips, your caster level
for these cantrips is equal to that class level.
Note: I noticed that it is a Taldorian trait only after taking it, but I like it. It is possible to keep it?
Cosmopolitan (Heal, Survival)
Living in large, exotic cities has put you in touch with many diverse
civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your
choice. In addition, choose two Intelligence-, Wisdom-, or Charismabased
skills. Those skills always count as class skills for you.
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess
beyond 3, you gain an additional +1 hit point. If you have more
than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die
(such as when you gain a level).
Class Abilities Bardic Knowledge +1 (Ex)
A bard adds 1/2 his class level (minimum 1) on all
Knowledge skill checks, and may make all Knowledge skill checks
untrained.
Bardic Performance (standard action, 7 rounds/day) Bardic Performance: Countersong (Su) (sing, +3)
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.
Bardic Performance: Distraction (Su) (oratory, +7)
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
Bardic Performance: Fascinate (1 targets, DC 13
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 bard's level + 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 requires 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 ranged 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.
Bardic Performance: Naturalist +1 (Su)
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 exceptional, 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. This ability replaces inspire courage.
Question for the GM: what kind of action is using Knowledge XX to identify a creature?