Aidan the Herald

Description:

Race: Human
Gender: Male
Class (level): Bard (Geisha/Dirge Bard) 4th / Cavalier (Order of the Lion) 2nd / Battle Herald 1st
Alignment: Lawful Good
Experience: 25700
Next Level: 34000
Age: 29 years
Background/Life-Paths:

  • City Born
  • Performer
  • Herald
  • Cavalryman
  • Knight

Stats

Hit Points: (4d8+3d10+8) = 47
Str: 14
Dex: 16
Con: 13
Int: 14
Wis: 11
Cha: 16
Cash: 0gp, 0sp
Languages: Gael, Perbashket, Krangi [Literate]
AC: 18 (1 Dex, 6 armor, 1 shield)
CMD: 21

Attack: +8 melee, +9 ranged

  • BAB: +6
  • CMB: +6
    • Longsword: +8 melee
      • Damage: 1d8+2 damage, 19-20/x2 Crit

Saves:

  • Fort: +6
  • Ref: +7
  • Will: +5
    • +4 vs. Fear, Energy Drain, Death effects, and Necromantic effects.

Speed:

  • Land Speed: 20-ft.
  • Initiative: +3

Skill Points: 62

Weapon/Armor Proficiencies:

  • All Simple Weapons
  • All Martial Weapons
  • Knuckle Axe
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields

Skills: -4 armor check penalty

  • Acrobatics (1 ranks): +3
  • Appraise (1 rank): +6
  • Craft [calligraphy] (1 rank): +8
  • Diplomacy (6 ranks): +18
  • Handle Animal (1 rank): +7
  • Intimidate (6 ranks): +14
  • Knowledge [religion] (6 ranks): +11
    • +2 to identify Undead
  • Knowledge [nobility] (6 ranks): +13
    • +1 vs. Talingarde royalty
  • Knowledge [the planes] (6 ranks): +11
  • Linguistics (1 rank): +6
  • Perform [oratory] (7 ranks): +15
  • Perform [strings] (1 rank): +7
  • Profession [soldier] (2 ranks): +5
  • Profession [waiter] (1 rank): +4
  • Ride (7 ranks): +13
  • Spellcraft (7 ranks): +12
  • Stealth (1 rank): +3
  • Use Magic Device (1 rank): +7

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).


Feats

Leadership (Leadership Score 11)
Prerequisite: Character level 7th.
Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit.

  • Cohort level: 5th
  • Followers: 1st x6

Tapped Target Survivor
Prerequisite: Diamond Academy Graduate trait, caster level 2nd
Benefit: When you successfully use the aid another action in combat, you receive a +2 dodge bonus to AC until the beginning of your next turn.

Warrior of the Conjurer’s Gauntlet
Prerequisite: Diamond Academy Graduate trait, base attack bonus +3.
Benefit: You gain a +1 morale bonus to AC against summoned creatures` attacks and a +1 morale bonus to saving throws against summoned creatures’ spells and spell-like abilities.

Boon Companion
Prerequisites: Animal companion or familiar class ability.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.

Arcane Armor Training
Prerequisites: Light Armor Proficiency, caster level 3rd.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Tandem Disabling [Bonus] (Teamwork)
Prerequisite: Diamond Academy Graduate trait
Benefit: You can use the Aid Another action on Disable Device skill checks, even if you do not have any ranks in that skill. When aiding a Disable Device skill check, you can add your Base Attack Bonus or your caster level (whichever is higher) instead of your Disable Device bonus. Tandem Disabling does not allow you to make Disable Device checks untrained. Tandem Disabling only applies when you are aiding another character’s skill check, not when you are making a Disable Device check.

Scribe Scroll [Bonus]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
See magic item creation rules for more information.


Traits

Diamond Academy Graduate [Regional Trait]
You attended and graduated from the Diamond Academy in Absalom. Your time there brought you a better understanding of how warriors and casters think and interrelate. As a graduation gift, you were given a signet ring with the academy’s logo encrusted in diamonds.
Benefit: Whenever you wear this ring, you gain a +2 bonus on Diplomacy checks when dealing with Diamond Academy staff and alumni.

Magical Knack [Magic Trait]
Benefit: Pick a class (Bard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Best Friend (Sir Willem the Prophet) [Campaign Trait]
You are best friends with one of the other PCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others.
Benefit: You gain a +1 trait bonus on all attack rolls against foes that threaten your friend. You gain a +2 trait bonus on Diplomacy checks and that skill is always considered a class skill for you.

Call for Help [Religious Trait]
Benefits: When you use the Total Defense action, allies gain a +1 bonus on all rolls against creatures threatening you.

Historian [Racial Trait]
Benefit: You gain a +1 trait bonus on Knowledge (history) checks and all checks using bardic knowledge checks, and Knowledge (history) is always a class skill for you.

Demon Slayer [Combat Trait]
Benefit: You can attempt a Knowledge (planes) check to find a demon’s weak spot. (DC 10 + the demon’s CR). If you succeed, you gain a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons.


Race Abilities
  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:
  • Bard Spells: save DC 13 + spell level, Caster level 6th
  • Arcane Spell Failure: 20%
  • 0th: at will
    • Known: Canny Effort, Decrypt, Detect Charm, Detect Magic, Disorienting Quake, Encrypt, Layer of Ice, Message, Read Magic
  • 1st level: 4/day
    • Known: Bleeding Wounds, Cure Light Wounds, Flashy Defenses, Protection from Monsters, Songstrike, Summon Monster I
  • 2nd level: 2/day
    • Known: False Life, Glitterdust, Sound Burst

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level (5th) as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses (4 rounds). Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Lion’s Call (Ex): At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier (+3) and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level (2 rounds). If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).

Bardic Performance (Su): 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 (13 rounds). 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 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.

  • 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.
  • 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 +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.
  • Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a 2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
    Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. Inspire competence relies on audible components.

Tea Ceremony (Su): By spending 10 minutes preparing an elaborate tea ceremony, a geisha may affect her allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony’s effects last 10 minutes. The geisha must spend 4 rounds of bardic performance for each creature to be affected.

Geisha Knowledge (Ex): A geisha adds half her class level (+2) on Craft (calligraphy) checks, Diplomacy checks, Knowledge (nobility) checks, and one type of Perform check (act, dance, oratory, percussion, string instruments, or sing); she may make checks with these skills untrained.

Haunted Eyes (Ex): At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects.

Secrets of the Grave (Ex): At 2nd level, a dirge bard gains a bonus equal to half his bard level (+2) on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.

Inspiring Command (Ex): A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle. All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus (+1) to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).
Issuing an inspiring command is a move action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st (7 rounds). She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).

  • None Shall Fall: A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.

Voice of Authority (Ex): A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the battle herald’s class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff. The battle herald’s levels stack with cavalier levels for the purpose of the cavalier’s tactician ability.


Equipment

Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.

Gear

  • Masterwork Breastplate
  • Masterwork Quickdraw Light Steel Shield
  • Masterwork Longsword
  • Heavy War Horse (Bonded Mount)
  • Masterwork Chain Barding
  • Military Saddle
  • Ring of Feather Falling
  • 2 Scrolls of Summon Monster I
  • 1 Scroll of Protection from Monsters
  • Potion of Cure Serious Wounds
  • Wand of Heroism (23 charges)
  • Diamond Academy Class Ring

Resources
  • Knighthood
    • Small Cottage, 40 Acres of Land
      • 2 Men-at-Arms
      • 4 Laborers
  • Affiliation: Knights of Alerion
    • 20% discount on Horses, Armor, and Religious Supplies

Contacts
  • Location
    • Contact: profession, how you know them
Bio:

Aidan the Herald

The World of Tel-Avi Brand_Darklight SirKnightly