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About Yari Von FizzleKobold Traits:
+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak. Reptilian: Kobolds are humanoids with the reptilian subtype. Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Normal Speed: Kobolds have a base speed of 30 feet. Darkvision: Kobolds can see in the dark up to 60 feet. Dragon-Scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5. This racial trait replaces the armor racial trait.(Black) Jester: Some kobolds swallow their pride and survive by groveling, placating, and amusing the powerful. Kobolds with this racial trait gain a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for them. This racial trait replaces crafty Weakness: Light sensitivity. Kobolds are dazzled in areas of bright sunlight or within the radius of a daylight spell. Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon. Favored Class: Bard: Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance.
Dragon Yapper Traits:
Weapon and Armor Proficiency: The dragon herald is proficient with simple weapons and light armor, but not with shields. Dragon heralds are messengers, not warriors. Like other bards, dragon heralds don’t incur the normal arcane spell failure chance from wearing light armor. Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. Dragon Patron (Ex): A dragon herald must choose a particular true dragon species whose glory to extol. In most cases, this is a dragon with whom the herald is familiar, but it could be a dragon deity, a long-dead dragon hero, or even an entire dragon lineage. The energy type associated with her dragon patron (as shown on page 75 of the Core Rulebook) determines the energy type used by several of her abilities. She must also designate a sacred space relevant to her dragon choice—usually the lair of a patron dragon or a shrine or holy place associated with a dragon type. Coat of Arms (Ex): A dragon herald gains energy resistance equal to her dragon herald level against the energy type associated with her dragon patron. This resistance stacks with any inherent racial resistances, but not with magical or temporary resistances. Dragon Voice (Ex): A dragon herald gains a bonus equal to half her level on Intimidate and Diplomacy checks. She gains Draconic as a bonus language. This ability replaces bardic knowledge. 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 such performances are language dependent. 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 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. Diplomatic Immunity (Su): A dragon herald can use bardic performance to generate a sanctuary effect upon herself. Most use this to deliver the word of their patron or to safely complete Diplomacy or Intimidate checks in the presence of hostile foes. The effect persists for as long as the dragon herald performs and for 1 round after.
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. Diplomatic Protection (Su): At 3rd level, the dragon herald can use bardic performance to wrap a single ally in the colors and scales of her patron. The dragon herald must be able to see her ally, and that ally must be able to perceive her performance. While the herald performs, the target gains resistance equal to twice the dragon herald’s level to the energy type associated with the dragon herald’s patron, and an enhancement bonus to natural armor equal to 1/2 the dragon herald’s level.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Rebuke Foes (Su): At 12th level, the dragon herald gains the ability to rain down her patron’s wrath on her enemies, dealing energy damage of the appropriate type equal to twice her dragon herald level (Ref lex save for half ). She can target one enemy within 50 feet for every 4 dragon herald levels she has. This effect occurs once per round for as long as she continues her performance.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components. Retreat to Lair (Sp): At 15th level, the dragon herald can spend 5 daily uses of performance as a full-round action to teleport herself, or a willing target touched, to her sacred place.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components. Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. 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. Master of Persuasion (Ex): At 5th level, the dragon herald becomes so sure in her craft that she can take 10 on any Diplomacy or Intimidate check, even when rushed or threatened. Once per day, she may attempt either a Diplomacy or Intimidate check as a full-round action, instead of spending a full minute. She can use this ability one additional time per day at 11th and 17th level.
Extol Glory (Su): At 10th level, the dragon herald gains the ability to spread her patron’s glory to all intelligent creatures. When she speaks Draconic, any intelligent creature that hears her and knows any language can understand her words. This ability does not allow the dragon herald to understand languages with which she is not familiar.
Skills/Feats/Traits:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Weapons)(Int), Diplomacy (Cha),4/3/3 Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int),4/2/0 Know (Religon),4/2/0 Linguistics (Int), Lore(Dragons) (Int),4/2/0 Perception (Wis), Perform (Oratory)(Cha),4/3/2 Preform (Act),4/3/2 Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),4/2/0 Stealth (Dex),4/3/4 Use Magic Device (Cha),4/3/0 Feats
Traits
Sneaky Swimmer
Mythic Details:
Trickster Attack Deadly Throw (Ex): As a swift action, you can expend one use of mythic power to draw a thrown weapon or alchemical item and make a ranged attack with it. This attack doesn't provoke attacks of opportunity. When making a deadly throw, roll twice for the attack, take the higher result, and add your tier to the roll. If the attack misses, the weapon or alchemical item lands adjacent to the target, regardless of the range. ARCHEMAGE ARCANA
Path Abilities
Spells:
0- Mage Hand, Read Magic, Dancing Lights, Prestidigitation 1-(2/day)Hypnotize, Silent Image
Equipment:
GP:99
Quarterstaff, Silversheen Heavy Mace, Elven Chain shirt, a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, a whetstone, a Small chest, Small flag(Absu's Holy symbol), Common Artisan tools, Opal White pyramid Ioun stone(Longsword Prof.), Goblet of quenching, Wayfinder, Background:
"I am Yari Von Fizzle III Daughter of Yari Von Fizzle II Son of Yari Von Fizzle I Son of Nirim Fizzle! And I was born Tarnished from the Blood of a black dragon! But let that not change your opinion of me, for I am none other than the Tarnished Silver herself! And I bring great news of the coming of the Dragon Apsu, whom I carry here in this Egg!"*holds up a silver egg*"He shall lead us into the great future where humans and dragons live together as one, in peace and harmony! Take my hand! Together we can live with the greatest of all the creatures!" |