About Willim GoldfieldInitiative: +1
Bard Spells Known
Special Qualities/Class Features: Traits (Social) Talented, (Religion) Intense Artist, (Race) Voice of Velvet and (Faith) Secret Keeper
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance 7 rounds/day 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. 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. 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 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. 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 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. Inspire Courage (Su) 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. Cantrips (Sp) Bard’s learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains Charm and Good A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Orisons Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Bonus Languages A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Versatile Performance (Ex) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Items MW acoustic guitar, a courtier's outfit, 50gp of jewelry, a handy haversack, an ioun torch, a House Goldfield signet ring, a belt pouch, a headband of ponderous recollection, hat or disguise, a bedroll, bar of soap, a small steel mirror, 50 ft. of silk rope, a journal, an inkpen, a vial of ink, a mess kit, a gold holy symbol of Shelyn, a canteen, five trail rations, and flint and steel. Combat items A mithril shirt and a MW Glaive with Shelyn's symbol etched into the blade. Wealth 288gp, 9cp (bag)
Personality:
Willim Goldfield comes from 'Old Money'; some of the oldest money in Andoran. Unlike his cousin, Timo, Willim has never had to work a manual job in his life; often having servants or gardeners lift and haul anything too heavy. Lusha, head of House Goldfield, encouraged his third son to use his brain instead of brawn. Strength never balanced a banking account.
Willim speaks with a high Taldane accent, common among the wealthy elite of Andoran. The youngest Goldfield boy honed his wit and personality into a fine spike to navigate the social circles of his peers, and when necessary, defend himself from and disarm his peers. Appearance:
William is a tall, Andoran human male with a chiseled jawline, flawless skin, and strong cheekbones. The cleric of Shelyn wears his hair long, often in an elaborate ponytail hanging from the back of his head. Being a Goldfield, Willim can afford to wear the latest fashions and often does, always looking immaculate, thanks to liberal uses of the prestidigitation spell.
The bard secretly wears a mithral shirt under his clothes, a secret that has saved his life more than once. Willim often wears a stylish headband with a small eagle feather near his right ear, and his golden holy symbol of Shelyn on his chest proudly. His latest acquisition, which is in truth, a gift from the Supreme Elect, is a masterwork glaive with Shelyn's holy symbol etched into the blade. Background:
Willim Goldfield was born into the rich banking family of the Goldfields in Almas, Andoran. The third son, Willim, was raised in an abadaran household of his father, Lusha Goldfield and mother, Bardara. In truth, Bardara continued to practice being a Shelynite. It was at a inter-religious social event that Lusha and Bardara met.
Bardara birthed three sons and a daughter for the powerful Goldfield family. The third son, Willim had an early gift for music, particularly singing and rhythm progression. Bardara encouraged Willim to follow this gift and for Lusha to continue to pay for tutors. Lusha was pleased that his third son had a talent other than draining the inheritance from his two older brothers. With lots of encouragement, eventually the toddler Willim was brought out at banking meetings at the house and other recitals for the amusement and astonished gasps and applause of guests. To help encourage Willim's talent, Bardara took her youngest son to many musical programs available at The Temple of Shelyn in The Avenue of the Gods in Almas. In the temple, both clerics of The Eternal Rose and Willim impressed each other. Bardara eventually convinced Lusha to send Willim to The Temple of Shelyn for a formal education, but not without many drawn out fights from the abadaran matriarch. As Willim grew, so did his musical ability. Willim was often invited to birthday parties of his peers to play his guitar and sing for both the rich children and the parents. At first, Willim resisted. Perhaps due to his father's interference, but eventually the young Goldfield took any criticism from others as envy and continued his musical goals. Many years later, Willim went to his father's study, nearly a man, and asked for his blessing to become a bard, and not a banker like his father and brothers. Very reluctantly, Lusha agreed. Thanks to his mother's Shelyn connections, Willim was often in high demand for private parties and even a guest musician at The Supreme Elect yearly diplomatic ball. It was here that Willim officially came on the office of The Supreme Elect's scrutiny. Near the end of Willim's adolescence, the young bard also took his clerical vows as a cleric of Shelyn, seeing it as an extension of his love for The Eternal Rose. One day, Willim received on official invitation to People's Palace, not as entertainment, but to meet with The Supreme Elect. Willim wasn't sure the invitation was a hoax, so he conferred with his father, who checked his sources to find the invite was genuine. One a cloudy Almas day, Willim Goldfield was brought to the office of The Supreme Elect. Codwin I spoke with the young bardic cleric and saw his need to serve something greater than the whims of audiences. Over the next hour, Codwin spoke with the young man about being part of an exclusive team of adventurers, directly under the authorization of the current Supreme Elect, as a government agent. At the end of the meeting, an enthused Willim signed an official document, notarized by an abadaran clerk to become a Andoran Agent. Background - Timo Goldfield:
Lusha and Bardara initially tried to hide the events of Timo's absence from family functions, thinking it might mentally scar the young boy. But once Timo was returned to Goldfield grounds, the truth came out. William wanted to find out exactly what happened, but thanks to his mother's coaching, Willim did his best to treat his missing cousin as fairly as any Goldfield. This seemed a relief to young Timo, which helped ease him back into Andoran society.
Willim and Timo met twice a year. Once for summer breaK, and then again during Yule. Willim would often talk excitedly about learning new music to play for the family, while Timo would often go into detail about his early paladin training. Timo made no secret about joining the Andoran Freedom Fighters. Willim understood all too well the pressure to stay within 'the family business', causing both cousins to write each other, doing their best to encourage each other, and drawing more closer than brothers. Background - Anna Versilphar:
I can see Willim and Anna meeting and befriending each other as kids during a party where both their families were present, and keep seeing each other infrequently through the years at other similar events.
More recently, he could have seen her perform as a wandering musician and recognised her, despite her attempts to hide her identity (and maybe even helped her performance, her musical skills are nowhere near Willim's :p). She would have told him the "official" story behind her travels (understanding other countries' people better to aid her future as a diplomat), carefully leaving out any sign of her disappointment at her country's government (as that might be ruinous to her family back home). But she would be openly honest to him about her appreciation of Andoran's values and the people's resolve, and her interest in seeing just how well things really are and helping things improve if she can. Assuming he trusts her reasons, Willim could in turn vouch for her and be the reason she is considered to be part of the adventuring party. Even at an early age, Anna Versilphar was a political-minded girl. Like her father, Anna saw these high society children's parties as a means to gather information and allies. Despite different backgrounds, young Anna and Willim got along well as young girls and boy can at that age. When Anna would come to subjects of government matters back in Cheliax, or other political discussions, young Willim would grow bored, and find a way to extradite himself from her presence. Despite this, both Versdilphar and Goldfield children would meet socially many times throughout their adolescence at various parties and other social events. Early in his bardic career, Willim reconnected with his 'old childhood friend', Anna Versilphar, as she had gone incognito one night at tavern in Olfden. Both young people sat down and talked. By this time, Anna Versilphar had honed her arguments to where Willim was actively listening. The two talked through the night, and in the morning, both wished the other well on their travels. For the first time, Willim had to really consider his place in Andoran society, and the aspects that needed to be maintained or changed for the betterment of all. That morning, the thought of public service did not seem so ludicrous. If The Supreme Elect did ask for other possible people to include in his special task force, Wilim would have surely offered Anna Versilphar's name for consideration. |