A Dwarven skald searching the land for his great epic.
|Class: Sage 7||Species: Dwarf||Specialty: Bard||Action Dice: 4d6|
|Vitality: 77||Wounds: 15||Defense: 13 (15 with shield)||DR: 2, Resist Cold 3||Initiative: +4|
|Skill||Key Attribute||Ranks||Skill Bonus||Threat/Error||Class Skill||Focuses|
|Athletics||Str||10||+10||1 / 20||yes|
|Bluff||Cha||2||+4||1 / 20||yes|
|Crafting||Int||12||+14||1 / 20||yes||Carpentry, Carving, Inscription, Stonecutting|
|Haggle||Wis||2||+5||1 / 20||yes|
|Impress||Cha||10||+12||1 / 20||origin|
|Intimidate||Wis||5||+8||1 / 20||yes|
|Investigate||Wis||4||+7||1 / 20||yes|
|Medicine||Int||2||+4||1 / 20||yes|
|Notice||Wis||2||+5||1 / 20||yes|
|Prestidigitation||Dex||4||+4||1 / 20||no|
|Resolve||Con||10||+12||1 / 20||origin|
|Ride||Dex||4||+4||1 / 20||yes||Land Vehicles, Riding Mounts|
|Search||Int||2||+4||1 / 20||yes|
|Sense Motive||Wis||15||+18||1 / 20||yes|
|Survival||Wis||2||+5||1 / 20||yes|
|Tactics||Int||2||+4||1 / 20||yes|
|Interests||Total Studies: 4|
|Darkvision I||Species. Ignore the effects of dim and faint light.|
|Enlightened Crafting||Species. Max Crafting ranks = level +5.|
|Improved Stability||Species. Large for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts when standing firmly on ground.|
|Iron Gut||Species. +2 insight bonus with saves against disease and poisons.|
|Restricted Actions||Species. Kick attacks, Jump and Swim checks are untrained.|
|Thick Hide 2||Species. Considered to be wearing partial armor with DR 2.|
|Beguiling||Specialty. On successful Taunt, may choose to have target become fixated for 1d6 rounds. Special characters may spend 1 action dice to ignore ability for the rest of the scene.|
|Encouragement||Specialty. 1/scene, spend 1 minute to give 1 teammate a +1 morale bonus to saving throws for the scene.|
|Free Hint||Specialty. 1/session, request a free hint from the GM, gain 1 bonus action dice if refused.|
|Practiced Impress||Specialty. Regain action dice used to boost failed Impress check.|
|Breadth of Experience||Sage. Choose 4 skills (Athletics, Bluff, Intimidate, Survival). They become class skills and you gain 2 ranks in each.|
|Wise Counsel||Sage. Spend an action dice to boost the attack, skill check, save, or damage roll of a teammate who can see or hear you.|
|Assistance I||Sage. Increase the error range of an ally’s skill check by 1 to reduce the time it takes to 1/2 normal (rounded up, minimum 5 minutes).|
|Best of the Best||Sage. Three times per scene, when you or a teammate who can see or hear you makes a skill check, they may apply the highest available skill bonus among you.|
|Cross-Training||Sage. Gain Cross-Class ability Trade Secrets (Keeper).|
|Trade Secrets||Keeper. Your maximum Sense Motive skill rank is equal to your Career Level +8.|
|Hand of Fate||Sage. Once per adventure, you may spend 10 minutes planning to gain 1 temporary Chance feat of your choice until the end of the adventure.|
|Well-Rounded||You may always purchase the first five ranks for any skill in Chapter 2.|
|Sword Basics|| Once per round as a free action, you may Anticipate an opponent you’ve hit with a sword this turn, but you suffer a -4 penalty on the check. Also, you gain a stance.
Martial Spirit (Stance): You gain a +1 bonus with melee attacks and +3 bonus with melee damage.
|Aggro Basics|| You may taunt up to 3 opponents at once. Also, you gain a stance.
Easy Prey (Stance): You gain a +4 bonus with Taunt checks, and suffer a -2 penalty to Defense.
|Aggro Mastery|| Once per round, after a teammate is attacked within Close Quarters, you may spend 1 Edge to Taunt his attacker as a free action.
Your Father Smelt of Elderberries! (Taunt Trick): If this check is successful, you gain 1 Edge. You may use this trick once per round.
|Mix-Up (Tire, Threaten): Once per round, when the you haven’t taken the action during the last 3 rounds, you may make a Tire or Threaten action and gain a +3 morale bonus with the first attack or skill check it requires.|
|Unarmed: Proficient||Bows: Proficient|
|Blunt: Proficient||Black Powder: None|
|Edged: Forte||Siege Weapons: None|
|Hurled: None||Tricks: 2|
|Possessions and Lifestyle|
|Panache: 3||Coin in Hand||Prudence: 3||Stake|
|Income: 30s||Appearance: +1||950s||Saved: 30%||100s|
|Renown and Reputation|
|Legend: +6||Reputation: 12|
|Heroic Renown: 2||Title: Skald|
|Military Renown: 0||Title: None|
|Noble Renown: 2||Title: Thegn|
|Padded Jacket||A thick woolen travelling jacket with cloak.||4 lbs|
|Metal Shield||A round targe shield, heavily fortified with iron.||8 lbs|
|Falchion||A heavy falchion with a lightly decorated hilt.||2 lbs|
|Light Crossbow||A sturdy wooden crossbow with a horse-hair string.||4 lbs|
|Bolt Quiver||A stout leather quiver. Holds 28 quarrels.||2.8 lbs|
|Lyre||A wooden lyre, heavily carved with dwarven designs.||5 lbs|
|Hooded Lantern||A tin lantern, decorated with a light punched pattern.||2 lbs|
|Oil Jug||A small clay jug with a thick cork. Holds 4 pints oil.||4 lbs|
|Silk Rope||50 ft. of fine silk rope. Rated for 750 lbs.||5 lbs|
|Grappling Hook||A three-pronged iron grapnel. Attached to the rope.||4 lbs|
|Detailed Map||A heavily annotated vellum map of central Varisia.||0.1 lbs|
|Spyglass||A finely-made brass spyglass, chased with silver.||3 lbs|
|Magnifying Glass||A ground lens in a small leather case.||0.5 lbs|
|Backpack||Contents: Bedroll, Hooded Lantern, Oil (4 Pints), Silk Rope (50 ft.), Grappling Hook, Detailed Map, Spyglass, Magnifying Glass, Tinderbox, Paper, Ink, Rations (7), Bolt Case (28).||18.75 lbs|
Urist Silverharp was born in the great dwarven city of Highhelm, the center of dwarven culture. Urist is a son of the old and wealthy Silverharp clan, famous for producing some of the greatest bards known to dwarvenkind. Urist always felt stifled by the ancient dwarven chants that his instructors forced upon him, preferring the war ballads and tavern songs found among the lower classes. This caused constant friction between Urist and the strong traditionalists of his clan.
Urist proved such a difficulty for his clan elders, that they arranged to have him shipped off to the dwarven sky citadel of Janderhoff in Varisia, to live under the iron boot of his harsh and militaristic uncle, Sigrund. When his caravan stopped in Korvosa to resupply for the final leg of the journey, Urist gave his guardians the slip, escaping to the wilderness of Varisia, where he hopes to create the epic tale of his own exploits.