Special Attacks
Arcane strike +1
Dragonfire (+3 to DC of all Dragon's breath for 1 round; Cost 1 Grit)
Grit Total:3 Current:3
Spell-Like Abilities (CL 1; concentration +4)
. . At will—
Inspire courage:+1
Bard Spells Known (CL 1; concentration +4)
. . 1st 2 (2/day)— Fumbletongue (DC 14), Dazzling blade (+1, DC 14)
. . 0 (4 at will)— Daze (DC 13), Dancing Lights, Mage Hand, Prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 16 , Con 10, Int 1, Wis 10, Cha 16
Base Atk +1; CMB +1 ; CMD 14
Feats
Arcane Strike*, Weapon finesse, Weapon Focus Rapier, Gunsmithing*
Traits Free Spirit
You respect the freedom of others to speak as they will. Your rough-and-tumble youth taught you that everyone deserves a chance to say her piece. After all, you can always simply choose to ignore the speaker.
Benefit(s): You gain a +1 trait bonus on saving throws against language-dependent and effects with the sonic descriptor. In addition, the DC to Intimidate you increases by 2.
Rich Parents
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.
Armed Grit
You make an impression during a standoff.
Benefit(s): As long as you have a firearm drawn, you gain a +2 trait bonus on saving throws against fear and the DCs of Intimidate checks to demoralize you increase by 2.
Background skills Knowledge Nobility +5, Lore () +, Linguistics +4, Knowledge Engineering +, Knowledge History + , Perform +7 , Sleight of Hand +3,
Racial Modifiers
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. Source PZO9280
Languages Urliek(Common),
Gear/ Possessions:
Bard’s kit (This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.) Traveler's outfit (free), Noble’s outfit/ jewelry, Gunsmith’s kit, Powder horn, 20 doses black powder, stiletto boots, rare perfume, reversible cloak
Magical Gear Armor Belt Body Chest Eyes Feet: Hands: Head: Headband Neck: Rings Shoulders: Wrists:
--------------------
Special Abilities
--------------------
Bardic Performance 7 rounds/ day
Rallying Cry (Su):
At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Distraction
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.
Inspire courage +1
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.
Fascinate
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 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 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.
Gunsmith
At 1st level, a firebrand gains a dragon pistol as her battered firearm.
This ability alters gunsmith
Wild Card (Ex)
A firebrand uses her Charisma instead of Wisdom to determine the number of grit points she gains at the start of each day and to determine the DCs of her gunslinger deeds. A firebrand treats direct hits with her bombs as firearm attacks for the purpose of regaining grit. This ability works in all other ways like the gunslinger’s grit class feature.
This ability alters grit.
Grit (Ex): A gunslinger makes her mark upon the world
with daring deeds. Some gunslingers claim they belong
to a mystical way of the gun, but it’s more likely that the
volatile and dangerous nature of firearms simply prune
the unlucky and careless from their ranks. Whatever the
case, all gunslingers have grit. In game terms, grit is a
fluctuating measure of the gunslinger’s ability to perform
amazing actions in combat, both offensive and defensive.
At the start of each day, a gunslinger gains her Charisma
modifier (minimum 1) in grit points. Grit goes up or down
throughout the day, but usually cannot go higher than
the gunslinger’s Charisma modifier (minimum 1), though
some feats and magic items may affect this maximum. A
gunslinger spends grit to accomplish deeds (see below)
and regains grit in the following ways.
Critical Hit with a Firearm: Each time a gunslinger
confirms a critical hit with a firearm attack, she regains
1 grit point. Such a critical hit must be conf irmed in the
heat of combat. Confirming a critical hit on a helpless
or unaware creature, or a creature that has fewer Hit
Dice than half the gunslinger’s character level does not
regain grit.
Killing Blow with a Firearm: The first time a gunslinger
reduces a creature to 0 or fewer hit points with a firearm
attack during the course of a day, she regains 1 grit point.
Such a killing blow must occur in the heat of combat.
Destroying a target or other unattended object, reducing
a helpless or unaware creature to 0 or fewer hit points, or
reducing a creature that has fewer Hit Dice than half the
gunslinger’s character level to 0 or fewer hit points does
not regain grit.
Daring Act: Each time a gunslinger performs a daring act,
she regains 1 grit point. As a general guideline, a daring act
should have around or less than a 50% chance of success.
Leaping a large chasm, rushing forward and avoiding
attacks of opportunity in order to grab a crucial item or
confront a dangerous foe, or sliding down a banister in
order to save the prince are all possible daring acts. The
GM is the final arbiter of what is considered a daring act.
Deeds: Gunslingers spend grit points to accomplish
deeds. Most deeds grant the gunslinger some momentary
bonus or effect, but there are some that provide longerlasting
effects. Some deeds stay in effect as long as a
gunslinger has at least 1 grit point. The following is the list
of base gunslinger deeds. A gunslinger can only perform
deeds of her level or lower. Unless otherwise noted, a
deed can be performed multiple successive times,
as long as any appropriate grit is spent to perform
the deed.
Gunslinger’s Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Dragon Fire (Ex)
A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice.
This deed replaces the deadeye deed.
Quick Clear (Ex): At 1st level, as
a standard action, a gunslinger can
remove the broken condition from a single
firearm she is currently wielding, as long as
that condition was gained by a firearm misfire. This deed
costs 1 grit point to perform.
Scion of house……Covalestra,(4th in line of inheritance), Tenobia proved to be a prodigy of martial study, excelling at swordplay, the exotic art of the gun, as well as displaying a talent for magic, music and dance. As she matured her appearance and status drew much attention, with many seeking a match as a part of the natural political maneuvering, common to both the nobility and the rising Merchant Houses.
Yet, partially from a desire to see their daughter live as much of the life she wished for herself as possible, and in the best interest of both strengthening alliances and having her gain valuable experience that would benefit their house in the future, her parents arranged for Tenobia to serve as a diplomatic envoy with their allies the Dutchy of Schiefbau.
In her time with house Schiefbau, the graceful diplomatic skill, and natural panache have made her quite a well known character among the lesser nobility.