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About NicinnianaNICINNIANA Female Human (Varisian) bard (Detective) 1, CG medium humanoid (human) Init +3; Senses Perception +5, Languages Common, Draconic, Infernal, Read Lips AC 15, touch 13, flat-footed 12, hp 11 (1HD), Fort +3, Ref +5, Will +3 Speed 30 ft. (6 squares) Ranged light crossbow +3 (1d8/19-20), within 30 ft. +4 (1d8+1)
Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +0; CMB +0; CMD 13 Special Actions Distraction, Fascinate, Known Bard Spells (CL 1st):
Abilities Str 11, Dex 17, Con 14, Int 16, Wis 12, Cha 17 Special Qualities Arcane Investigation, Armored Casting, Bardic Performance, Bonus Feat, Cantrips, Careful Teamwork, Countersong, Eye for Detail, Skilled, Feats Fast Learner, Point-Blank Shot Skills
Possessions entertainer's outfit; leather armor; Light Crossbow ; Backpack, Common [ Bedroll; Winter Blanket; Grooming Kit; Mess Kit; Survival Kit (Common); Waterproof Bag; ]; Waterproof Bag ; Belt Pouch [ String (50 ft.); Thieves' Tools; Sewing Needle; Soap; Perfume/Cologne; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Canteen ; Arcane Investigation In addition, a detective's class spell list includes the following: 1st-detect chaos/evil/law/ good; 2nd-zone of truth; 3rd-arcane eye, speak with dead, speak with plants; 4th-discern lies; 5th-prying eyes, stone tell; 6th-discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance. 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 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 7 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. Bonus Feat Humans select one extra feat at 1st level. 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. Careful Teamwork (Su) A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +0 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +0 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. This performance replaces inspire courage. 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. Criminal (Disable Device) You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. 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. Drug Addict (Personal Addiction) You were once addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You've always thought of shiver as a problem of the lower class, but then you a crimelord named Gaedren got you addicted, and you overdosed on the stuff. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Unfortunately, the guards seem to be more focused on the bigger dealers. They don't have time to devote many resources to what they've called, "a bit player in a beggar's problem." It would seem that if his operation is to be stopped, it falls to you. Fortunately, your body recovers quickly from toxins, and you have a +1 trait bonus on Fortitude saving throws. Eye for Detail (Ex) A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge. Fascinate (Su) You can use your performance to cause up to 1 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 13) 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. Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. |