Riches of Ardania
Olaf the Whimsical
A short forest gnome with an eccentric disposition. Lives to entertain.
Total XP: 0
-Strength: 8| -1
-Constitution: 14| +2
-Dexterity: 15| +2
-Intelligence: 16| +3
-Wisdom: 10| 0
-Charisma: 16| +3
Max HP: 6
Surge Value: 4
AC Total: 13
-Atk bonus R Hand: +1
-R Hand: (1d3) Iron Dagger
-Small: Small by nature, Olaf gains a +1 size bonus to Armor Class and attack rolls as well as a +4 size bonus on Hide checks. However he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
-Low-Light Vision: Olaf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
-Weapon Familiarity: Olaf is familiar with the weaponry of his people and may treat gnome hooked hammers as martial weapons rather than exotic weapons.
-Pass without Trace: Olaf has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of his class levels.
- Olaf gains a +2 racial bonus on saving throws against illusions.
-Forest gnomes are known to enjoy their own tricks a little too much and Olaf is no exception, gaining +1 to the Difficulty Class for all saving throws against illusion spells cast by forest gnomes. This adjustment stacks with those from similar effects.
-Olaf is naturally knowledgeable of certain predators of his race and gains a +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids.
-Olaf’s small size makes him proficient at dodging large, slow-moving objects and gains a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
-Forest gnomes are naturally proficient at discerning sounds, giving Olaf a +2 racial bonus on Listen checks.
-Forest gnomes are adept by nature in the alchemical ways, giving Olaf a +2 racial bonus on Craft (alchemy) checks.
-Olaf, like all forest gnomes, is naturally expert at hiding; twicefold when it comes to the forest, giving him a +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
-Spell-Like Abilities: Olaf is a rather charismatic fellow, naturally allowing him to tap into one out of a few illusion spell-like abilities once a day at a Caster Level of 1. Save DC = 10 + Spell Level.
- Dancing Lights: Create up to four lights that resemble lanterns/torches (and cast that amount of light), up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
- Ghost Sound: Create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. You can produce as much noise as four normal humans per caster level (maximum twenty humans). A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
- Prestidigitation: Enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
-Weapon and Armor Proficiency: Olaf is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. He is proficient with light armor and shields (except tower shields). He is able to cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
-Spells: Olaf may cast arcane spells 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, he must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
-Bardic Knowledge: Olaf may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. He may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
-Bardic Music: Once per day per bard level, Olaf can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if he does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
-Detect Magic: Emits a cone-shaped aura that can detect magical spells and items within 60 feet.
-Flare: This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
-Mending: Mending repairs small breaks or tears in objects. It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
-Message: You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. The creatures that receive the message can whisper a reply that you hear. It doesn’t transcend language barriers.
-Countersong: Olaf can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform 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 noninstantaneous 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 check result for the save. The bard may keep up the countersong for 10 rounds.
-Fascinate: Olaf can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
-Inspire Courage: Olaf can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a 2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
-Common, Gnome, Elven, Sylvan, Basic Animal, Draconic, Dwarven, Giant, Goblin, Orc
Right Hand: Iron Dagger
Left Hand: Null
Armor: Leather Cuirass
Arms: Hard Leather Vambraces
Feet: Leather Boots
Hands: Padded Gloves
Head: Padded Hood
Ring: Copper Wire
Waist: Leather Buckled Belt
Inventory: Decent Clothing Set, Lute, 3 Deer Hides, 12 Units of Meat