Male Half-Orc Bard (Archivist) 1
LN Medium Humanoid (Orc, Human) 6'1", 29 years old
Init +1 | Senses: Darkvision 60 ft, Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 13 (+1 Dex, +2 Armor, +1 Shield)
HP 10 (1d8+1 Con+1 FCB)
Fort +1, Ref +3, Will +2
--------------------
OFFENSE
--------------------
MELEE
Longsword +2 (1d8+2; 19-20/2x)
Whip +2 (1d3+2; reach, nonlethal, disarm, trip)
SPELLS (CL 1; Concentration +5)
0-level (DC 13): Lullaby, Daze, Read Magic, Detect Magic
1-level (DC 14): Sleep, Confusion (lesser)
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 13, Int 14, Wis 10, Cha 16
Base Atk: +0; CMB +2; CMD 13
Speed: 30 ft
Feats Lingering Performance
Skills Climb* +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +7, Knowledge (history) +8, Knowledge (religion) +8, Linguistics +6, Perception +4, Perform (Oratory) +7, Spellcraft +6; untrained Intimidate +5, Knowledge (geography) +3, Knowledge (local) +5, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3; special +3 on Knowledge (arcana) for research purposes
*ACP -2
Languages: Common, Orc, Draconic, Abyssal, Giant, Thassilonian
---------------------
GEAR and MOVEMENT
---------------------
Whip
Longsword
Buckler
Leather Armor
Carrying Capacity Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 26 lb.
Money 79 GP SP CP[/spoiler]
---------------------
SPECIAL ABILITIES
---------------------
Bardic Knowledge (Ex)] A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance (7 rounds/day) 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 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.
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 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.
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 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 the bard's Perform skill 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 this ability from working. For every three levels the 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 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.[/spoiler]
Racial Traits Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Traits Methodical Mind: Gain +1 bonus on three knowledge skills (chosen knowledges: Arcana, History, Religion); +1 on concentration checks; considered to have skill focus in one knowledge skill for research purposes (chosen knowledge: Arcana).
Magic is Life (Nethys): Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death. As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.
--------------------
--------------------
Background:
Assistant Professor Talekar Morova is lucky to be alive. As the son of a Varisian mother and an orc father, he was not exactly a planned pregnancy. His mother was horrified by the thought of what she knew was growing insider her, but she could not bring herself to end the pregnancy. When Talekar was born, however, his mother could not bear to look at her less-than-precious newborn. She abandoned her unnamed child outside the gates of the Acadamae in Korvosa. Luckily, one of the school's instructors discovered the child and took him in.
From that time forward, Talekar was raised to respect one thing: knowledge. His foster father taught him all kinds of arcane lore, trained him in rudimentary magic, and gave him the skills to research all kinds of obscure knowledge.
When he was old enough, he earned a place of his own at the Acadamae. He quickly made his way to the top of his class, and, after several years of study, graduated and was offered a position as an Assistant Professor of Magical and Mundane Lore.
Although, his knowledge was profound and he possessed a strange, exotic quality thanks to his half-monstrous visage, his lectures tended to be rather dry, and he often ended up putting students to sleep or left them in a bewildered stupor.
As a result, the head of the university placed Talekar on a forced indefinite sabbatical to do some “professional development” to help improve his teaching style. It was during this sabbatical journey to visit another university north of Lake Encarthan that Talekar came under the sway of the mysterious force that took his memories and and set him on his current, unknown course.