Cruel Instructor

Professor Yeoffray Potter's page

7 posts. Alias of joerice.


Full Name

Professor Yeoffray A. Potter

Race

Aasimar (Perikin/Scion of Humanity)

Classes/Levels

Bard (Archivist) 2

Gender

M

Size

M

Alignment

NG

Languages

Common, Draconic, Elven, Dwarven, Infernal

Occupation

Teacher

Strength 8
Dexterity 15
Constitution 10
Intelligence 16
Wisdom 10
Charisma 16

About Professor Yeoffray Potter

Male Aasimar (Perikin/Scion of Humanity/Chelish) Bard (Archivist) 2
NG Medium humanoid/outsider (Scion of Humanity Aasimar) 
Init +2; Senses: Darkvision Perception +5
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Defense 
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AC 16, touch 12 , flat-footed 14
hp 16
Fort +0, Ref +5, Will +3 (+4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind)
acid resistance 5, cold resistance 5, and electricity resistance 5
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Offense 
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Speed 30 ft. 
Melee Dagger +0 (1d4-1)19-20 s,p
Melee Light Hammer +0 (1d4-1) b
Ranged Shortbow +3 (1d6)
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Statistics 
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Str 8, Dex 15, Con 10, Int 16, Wis 10, Cha 16
Base Atk +1; CMB +0; CMD 12
Feats: Scholar (Arcana, Dungeoneering)
Traits: Savant, Spiritual Forrester

Skills:
Bluff 8 (3+2+3)
Diplomacy 8 (3+2+3)
Knowledge (arcana) 10 (3+2+3+2)
Knowledge (dungeoneering) 10 (3+2+3+2)
Knowledge (local) 8 (3+2+3)
Knowledge (nature) 9 (3+2+3+1)
Knowledge (planes) 11 (3+2+3+2+1)
Knowledge (religion) 8 (3+2+3)
Spellcraft 11 (3+2+3+2+1)
Perception 5 (0+2+3)
Background Skills
Perform (Oratory) 10 (3+2+3+2)
Linguistics 8 (3+2+3)

Languages: Common, Draconic, Elven, Dwarven, Infernal, Galt

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Racial and Special Abilities 
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Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

Skilled: Perokin Aasimar have a +2 racial bonus on Knowledge Planes and Spellcraft

Magical Racial Traits

Spell-Like Ability (Sp): Perikin Aasimars can use Pyrotechnics once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Senses Racial Traits

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
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: 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 (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.

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.

Lore Master (Ex)
At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.
This ability replaces versatile performance.

(see Editor’s Note at right)
Magic Lore (Ex)
At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.
This ability replaces well-versed.

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Spells Known: 
0 Daze, Detect Magic, Read Magic, Mage Hand, Message
1 Cure Light Wounds, Comprehend Languages, Sleep

Equipment: 
Chain Shirt
cold iron dagger
shortbow
40 arrows
grooming kit
Chronicler's Kit
brawler's kit
light hammer
Tome of Epics
763 GP