[sblock=He-Mit the Man that Knows to Much]
[sblock=Game Info]
Race: Human
Class: Bard(Archivist)
Level: 1
Experience: 0
Languages: Common, Thell, Anhoi, Giant
Religion:worships all the Thell Gods[/sblock]
[sblock=Abilities]
STR: 13 +1 (03 pts)
DEX: 14 +2 (05 pts)
CON: 10 +0 (00 pts)
INT: 17 +3 (07 pts); +2 racial adjustment
WIS: 10 +0 (00 pts)
CHA: 14 +2 (05 pts)[/sblock]
[sblock=Combat]
HP: 21 = [1d8=08] + 00 (CON) + 10 (CON Stat) + 03 (feat) + 00 (favored class)
AC: 17 = 10 + 3 (armor) + 2 (shield) + 2 (DEX) + 0 (MISC)
AC Touch: 12 = 10 + 2 (DEX) + 0 (MISC)
AC Flatfooted: 15 = 10 + 3 (armor) + 2 (shield) + 0 (MISC)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (Bard)
CMB: +1 = +1 (STR) + 0 (BAB)
CMD: 13 = 10 + 1 (STR) + 2 (DEX) + 0 (BAB)
Fort: +0 = +0 (Bard) + 0 (CON)
Reflex: +4 = +2 (Bard) + 2 (DEX)
Will: +2 = +2 (Bard) + 0 (WIS)
Speed: 20'
Damage Reduction: None
Spell Resistance: None
Spell Failure: n/a[/sblock]
[sblock=Weapon Stats]
weapon(melee):
Attack: +0 = +0 (BAB) + 0 (STR) + 0 (MISC)
Damage: 1d?+0(?) = +0 (STR) + 0 (MISC); CRIT ??
weapon(ranged):
Attack: +0 = +0 (BAB) + 0 (DEX) + 0 (MISC)
Damage = 1d?+0(?) = +0 (MISC); CRIT ??, Range: ?? ft.[/sblock]
[sblock=Racial Traits]
Ability Score Racial Traits: 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.
Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: 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.
Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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.
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 (See Table: Ability Modifiers and Bonus Spells).
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.
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
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% change 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.
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 non-instantaneous 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 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.[/sblock]
[sblock=Feats & Traits]
Human Bonus: Toughness
1st Level: Skill Focus: Knowledge(Nature)
Traits:
a) Scholar of Ruins:
b) Scholar of the Great Beyond:[/sblock]
[sblock=Skills]
Skill Ranks: 11 = [6 (Class) + 03 (INT)] x 01 (LvL) + 01 (skilled) + 01 (favored class bonus)
Max Ranks: 1
ACP: -3
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
-01 = Acrobatics() +02 +00 +0 +00 -3 DEX
+03 = Appraise() +03 +00 +0 +00 INT
+02 = Bluff() +02 +00 +0 +00 CHA
-02 = Climb() +01 +00 +0 +00 -3 STR
+03 = Craft(): +03 +00 +0 +00 INT
+02 = Diplomacy() +02 +00 +0 +00 CHA
+na = Disable Device^ +02 +00 +0 +00 DEX
+02 = Disguise() +02 +00 +0 +00 CHA
-01 = Escape Artist() +02 +00 +0 +00 -3 DEX
-01 = Fly +02 +00 +0 +00 -3 DEX
+na = Handle Animal^ +02 +00 +0 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
+02 = Intimidate() +02 +00 +0 +00 CHA
+08 = Know:Arcana()^ +03 +01 +3 +01 INT
+09 = Know:Duneroneering()^ +03 +01 +3 +02 INT
+04 = Know:Engineering()^ +03 +00 +0 +01 INT
+05 = Know:Geography()^ +03 +00 +0 +02 INT
+09 = Know:History()^ +03 +01 +3 +02 INT
+08 = Know:Local()^ +03 +01 +3 +01 INT
+11 = Know:Nature()^ +03 +01 +3 +04 INT
+04 = Know:Nobility()^ +03 +00 +0 +01 INT
+09 = Know:Planes()^ +03 +01 +3 +02 INT
+08 = Know:Religion()^ +03 +01 +3 +01 INT
+na = Linguistics()^ +03 +00 +0 +00 INT
+04 = Perception() +00 +01 +3 +00 WIS
+06 = Perform():oratory +02 +01 +3 +00 CHA
+na = Profession()^: +00 +00 +0 +00 WIS
-01 = Ride +02 +00 +0 +00 -3 DEX
+00 = Sense Motive() +00 +00 +0 +00 WIS
+na = Sleight of Hand()^ +02 +00 +0 +00 -3 DEX
+07 = Spellcraft()^ +03 +01 +3 +00 INT
+03 = Stealth() +02 +01 +3 +00 -3 DEX
+00 = Survival +00 +00 +0 +00 WIS
-02 = Swim +01 +00 +0 +00 -3 STR
+na = Use Magic Device()^ +02 +00 +0 +00 CHA
_
[/sblock]
[sblock=Spellcasting]
Spontaneous, Arcane, CHA
Spell DC = 12 + spell level
Concentration: +3
Spells per Day:
Cantrips: unlimited
1st level: 2
Spells Known:
Cantrips: detect magic, light, know direction, mending
1st level: comprehend languages, cure light wounds[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
studded leather 25gp 20lbs
shield, heavy wooden 7gp 10lbs
shortspear 1gp 3lbs
handaxe 6gp 3lbs
chakram(2) 2gp 2lbs
dagger 2gp 1lb
shortbow 30gp 2lbs
-arrows(20) 1gp 3lbs
Backpack 2gp 2lbs
-rations,trail(4days) 2gp 4lbs
-waterskin 1gp 4lbs
-sack(empty) .01gp .5lb
-sunrods(3) 6gp 3lbs
-candles(5) .05gp -lb
-alchemist fire 20gp 1lb
-rope,silk(50ft.) 10gp 5lbs
Belt Pouch 1gp .5lb
-flint and steel 1gp -lb
-whetstone .02gp 1lb
-potion:cure light wounds 50gp -lb
spell component pouch 5gp 2lbs
bedroll .1gp 5lbs
Traveler's Outfit 0gp -lb
Total weight carried: 72lbs
Treasure:
GP: 6
SP: 8
CP: 2
Gems: none
Carrying Capacity:
light: 0-50 lbs
medium: 51-100 lbs
heavy: 101-150 lbs[/sblock]
[sblock=Details]
Size: medium
Gender: male
Age: 29
Height: 6'-1"
Weight: 195lbs
Hair Color: blonde
Eye Color: bronze
Skin Color: ruddy
Appearance: A gruff looking Thell from the savage mountains known as the Throne of Heaven. He keeps his face clean shaven because his twin sister She-Mot does not like the look of it on her brother. His hair is thin and windblown. He carries a half dozen scars on his chest and back from wild boar and bear attacks.[/sblock]
[sblock=Background] My first memory will always be of staring into the fire. When I was young, I was a shepherd. And I would sit staring into the flames as they danced and listen to the headsman tell of stories of our history, of great sorcerers, and of beasts so queer they could only be make believe. I saw all those stories come to life in the flames.
When I could hold a bow the headsman tried to train me to be a hunter, though I did not shot as true as some. But even so I could track and stalk, and when necessary scare the prey towards the true huntsmen. And still I would sit all night by the fire and watch as the flames showed me the stories coming to life.
On my name day the headsman called me to the fire alone and bid me to tell him what I saw in the flames. At first I could see nothing and I told him I only see the stories, that he must tell a tale for me to "see" it. Shaking his head he told me look deeper and not just with my eyes. I saw only one thing that night. A city on a river and a yellow stone that brought forth great despair, famine, and death. He told me that if I did not seek out the secrets of that vision then it would come to pass.
Now years after my name day, I am a neither shepherd nor hunter, I am a Seeker. And what I have searched for all these years is within my reach.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level ??
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock][/sblock]