Varisian Wanderer

Nico Dalian's page

65 posts. Alias of DBH.


Full Name

Nico Dalian

Race

Human

Classes/Levels

Bard (Sea singer) 5. AC 17. HP 38. Fort 2. Reflex 6. Will 5. Init +2. Perception 8

Gender

Male

Size

med

Age

24

Alignment

CG

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Nico Dalian

NICO DALIAN

Male Human (Taldan) bard 5, CG medium humanoid (human)

Init +2; Senses Perception +8,

Languages Aquan, Common, Draconic, Giant, Polyglot

AC 14, touch 12, flat-footed 12, hp 38 (5HD)

Fort +2, Ref +6, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Ranged darkwood light crossbow +6 (1d8/19-20), within 30 ft. +7 (1d8+1)
Melee cold iron dagger +4 (1d4+2/19-20)
Ranged cold iron dagger (thrown) +5 (1d4+3/19-20), within 30 ft. +6 (1d4+3)
Melee silver dagger +4 (1d4+1/19-20)
Ranged silver dagger (thrown) +5 (1d4+2/19-20), within 30 ft. +6 (1d4+2)
Melee cold iron rapier +4 (1d6+1/18-20)

Base Atk +3; CMB +4; CMD 16 (18 vs grapple) (18 vs overrun) (18 vs trip)

Special Actions Distraction, Fascinate,

Known Bard Spells (CL 5th):
2nd (3/day) - cure moderate wounds (DC 15) , ghostbane dirge (DC 15) , glitterdust (DC 15)
1st (5/day) - comprehend languages (DC ) , cure light wounds (DC 14) , saving finale (DC 14) , tears to wine (DC 14)
0th (at will) - dancing lights , detect magic , know direction (DC ) , mending (DC 13) , message , prestidigitation (DC 13)

Abilities Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 16

Special Qualities Armored Casting, Bardic Performance, Bonus Feat, Cantrips, Familiar, Inspire Courage, Lore Master, Sea Legs, Sea Shanty, Skilled, Still Water, World Traveler,

Feats Fast Learner, Point-Blank Shot, Precise Shot, Spellsong

Skills Acrobatics +7, Appraise +6, Bluff +7, Climb +5, Craft (Untrained) +2, Diplomacy +10, Disguise +3, Escape Artist +2, Fly +2, Heal +1, Intimidate +3, Knowledge (Arcana) +7, Knowledge (Geography) +9, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +8, Knowledge (Nobility) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics(Giant, Polyglot) +11, Perception +8, Perform (Percussion Instruments) +9, Perform (Sing) +10, Perform (String Instruments) +7, Perform (Untrained) +3, Profession (Sailor) +9, Ride +2, Sense Motive +6, Sleight of Hand +6, Spellcraft +9, Stealth +7, Survival +1, Swim +7, Use Magic Device +7,

Possessions masterwork leather armor; wand (cure light wounds/cleric/1st); cold iron rapier; Darkwood Light Crossbow ; Handy Haversack [ Oldlaw Whiskey (Bottle); Grooming Kit; Mess Kit; Survival Kit (Masterwork); Bedroll; Blanket, Winter; Coffee Pot; Waterproof Bag; Masterwork Drums; Masterwork Mandolin; Map Maker's Kit; ]; Waterproof Bag ; Pouch, Belt [ String (50 ft.); Sewing Needle; Inkpen; Ink, 1 oz. Vial; Compass; Soap; ]; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Hip Flask ; Canteen ;

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 15 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.

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.

Familiar At 2nd level, a sea singer acquires an exotic pet, a monkey or parrot (treat as raven), that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.

Fascinate (Su) You can use your performance to cause up to 2 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 15) 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.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Sea Legs (Ex) At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.

Sea Shanty (Su) A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Still Water (Su) At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.

World Traveler (Ex) A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.