Pathfinder Society San Antonio
Male Human (Chelaxian) Bard 9
CG Medium humanoid (human)
Init +2; Senses Perception +14
AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 deflection)
hp 66 (9d8+18)
Fort +6, Ref +9, Will +9; +4 vs. bardic performance, sonic, and language-dependant effects, +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.), +1 trait bonus vs. enchantment spells & effects
Speed 30 ft.
Melee +1 silversheen rapier +8/+3 (1d6+2/18-20)
Ranged shortbow +7/+2 (1d6/x3)
Special Attacks bardic performance 32 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)
Bard Spells Known (CL 9th; concentration +15):
3rd (4/day)-confusion (DC 21), good hope, haste, slow (DC 19)
2nd (6/day)-cacophonous call (DC 20), glitterdust (DC 18), hold person (DC 20), mirror image
1st (7/day)-charm person (DC 19), cure light wounds, hideous laughter (DC 19), liberating command, saving finale (DC 17)
0 (at will)-daze (DC 18), detect magic, light, prestidigitation (DC 16), read magic, resistance
Str 12, Dex 12, Con 12, Int 14, Wis 12, Cha 23
Base Atk +6; CMB +7; CMD 19
Feats Extra Performance, Greater Spell Focus (enchantment), Heighten Spell, Persuasive, Spell Focus (enchantment), Toughness
Traits charming, indomitable
Skills Bluff +18 (+19 vs. characters who could be attracted to you), Diplomacy +20 (+21 vs. characters who could be attracted to you), Disguise +18, Intimidate +8, Knowledge (arcana) +12, Knowledge (local) +17, Knowledge (nobility) +12, Knowledge (planes) +11, Linguistics +10, Perception +14, Perform (dance) +18, Perform (keyboard instruments) +18, Perform (oratory) +12, Perform (sing) +18, Sense Motive +18, Spellcraft +6, Stealth +9
Languages Common, Elven, Giant, Osiriani, Osiriani, Ancient, Thassilonian, Tien, Varisian
SQ bardic knowledge +4, lore master 1/day, versatile performance abilities (dance, sing)
Combat Gear enlarge metamagic rod, runestone of power (1st level), wand of cure light wounds (21 charges)
Other Gear +2 glamered mithral chain shirt, +1 silversheen rapier, arrows (23), shortbow, aegis of recovery, belt of mighty constitution +2, cloak of resistance +2, dweomer’s essence (4), headband of alluring charisma +4, ioun stone (dusty rose prism, cracked), ioun stone (incandescent blue sphere, cracked), ioun stone (pink and green sphere, cracked), ioun stone (scarlet and blue sphere, cracked), ioun stone (tourmaline sphere), ring of protection +1, backpack, belt pouch, blanket, winter, cold weather outfit, disguise kit, flint and steel, noble’s outfit, signet ring, whetstone, – custom valuable -, 25 PP, 5 GP, 8 CP, 100 GP of Valuables
Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action) (32 rounds/day) Your performances can create magical effects.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cold weather outfit +5 Fort save vs. cold weather.
Enlarge metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.
Requirements: Craft Rod, Enlarge Spell feat; Cost 5,500 gp
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Indomitable +1 to saves vs. enchantment spells and effects.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Porter (6 @ 29 lbs) Carry 100 lbs at full speed, or up to 300 lbs at encumbered speed.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Theater (empty) +1 to Perform (act/comedy/dance/oratory) for Day Job & Disguise in same city.
Versatile Performance (Dance) +18 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Singing) +18 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Wand of cure light wounds (21 charges) Add this item to create a wand of a chosen spell.
Wayfinder, dayfinder (empty) (Wayfinder, Dayfinder) Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors-never for gold.
Born into the life of the Andoran aristocracy, politics was like second nature to him. He grew up to be charming young man in the city of Almas. Using his acute instincts for politics to his advantage, he garnered contacts within the government and the merchants of Andaron to his family’s benefits. His family hoping he would go into politics encouraged his behavior even though sometimes this behavior would get him into trouble, mostly with merchant families that believed they may have been taken advantage of by the charming young man.
His family wanting to further the family fortune betrothed Alexite to a powerful merchant and politically savvy family’s daughter. By this time Alexite, who had decided he wanted more adventure in his life and did not want to be tied down by marriage, was able to gain a position as a spy for Andoran and left Almas to further the interests of the Andoran republic. He decided what better way to do this then to join the Pathfinder society.