Rise of the Runelords
Male human (varisian) bard 11
CG Medium humanoid (human)
Init +7; Senses Perception +15
AC 11, touch 11, flat-footed 10 (22)
Fort +4, Ref +8, Will +8; +1 trait bonus vs. charm and compulsion, +4 vs. bardic performance, language-dependent, and sonic
Speed 30 ft.
Special Attacks bardic performance 26 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 17], inspire competence +4, inspire courage +3, inspire greatness, suggestion [DC 17])
Bard Spells Known (CL 11th; concentration +13)
4th (2/day)—cure critical wounds, dimension door, freedom of movement
3rd (4/day)—cure serious wounds, mass feather stepAPG, good hope, see invisibility
2nd (5/day)—cure moderate wounds, gallant inspirationAPG (DC 14), glitterdust (DC 14), mirror image, tongues
1st (6/day)—cure light wounds, grease, liberating commandUC, saving finaleAPG (DC 13), silent image (DC 13), vanishAPG (DC 13)
0 (at will)—dancing lights, detect magic, ghost sound (DC 12), mending, message, prestidigitation
Str 9, Dex 12, Con 12, Int 20, Wis 12, Cha 14
Base Atk +8; CMB +7; CMD 18
Feats Discordant VoiceUC, Extra Performance, Improved Initiative, ProdigyUM, ProdigyUM, SpellsongUM, Toughness
Traits reactionary, varisian tattoo
Skills Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +18, Knowledge (planes) +19, Knowledge (religion) +18, Perception +15, Perform (act) +20, Perform (dance) +20, Perform (oratory) +20, Perform (percussion instruments) +20, Sleight of Hand +15, Spellcraft +19, Use Magic Device +16
Languages Common, Dwarven, Giant, Halfling, Shoanti, Thassilonian, Varisian
SQ bardic knowledge +5, jack-of-all-trades, lore master 2/day, versatile performances (act, dance, oratory)
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Bardic Performance (move action, 26 rounds/day) Your performances can create magical effects.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Prodigy (Perform [act], Perform [oratory]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Prodigy (Perform [dance], Perform [percussion instruments]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Spellsong Combine spellcasting and bardic performance
Varisian Tattoo +1 trait bonus on saving throws against charm and compulsion effects.
Versatile Performance (Acting) +20 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Dance) +20 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +20 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Milosh has always considered Sandpoint his home despite the fact that he spends at most a third of the year there.
Gifted with runic birth tattoos on his face, and himself the son of one of the nomadic Varisian lore keepers, it was a forgone conclusion that Milosh would enter the ‘family business’.
Despite being exceptionally bright, with several wizards expressing interest in taking him as an apprentice, Milosh was also a child prodigy in the performing arts.
So, with freedom being so important for the racial identity of all true blooded Varisians, Milosh was given a choice; he chose to move away from the more rigid structure of wizardry. However, his innate intelligence allowed him to be able to study and grasp a far broader range of topics than others might.
Milsoh spends 9 months travelling on the caravans around Varisia, supporting the Caravan’s leader with the overall morale of his charges, providing on board school for children and assisting the wise woman with minor injuries. When they are inevitably attacked he assists the warriors in the defence of the community, emboldening them in the defence of their home and their livelihood.
When he is in Sandpoint his presence is certainly appreciated. An active member of the church of Desna, he is often called on by Abstalar to read during services as well as taking the children’s Sunday school where he teaches them History and Religion making full use of his ability to seamlessly weave conjured sights and sounds into his lessons. His breadth of knowledge allows him to also teach about the other major Gods so that no one feels left out.
He also takes residency in The Rusty Dragon for the period he remains in Sandpoint. Whilst he does do open air events and evenings in the other taverns, The Rusty Dragon is always his preferred venue. His performances are always well received, especially as has gone to the length to learn other languages in order to enhance the realism, and also because Dwarven sagas just aren’t the same when they’re translated.
Milosh tries to return every year in time for the Swallowtail Festival however was delayed this year due to unseasonal rainfall causing problems with the caravans. It was because of this that he was not back in time to defend Sandpoint from the first attack.
When he did return, he had only had a day or two to settle in when it was announced that there was to be another attack!
During the destruction, Milosh had let a group of townsfolk, rallying them together to band against one of the giants. When it became clear that they were outmatched, Milosh used his magic to try and distract and draw away the giants so that the remnants of the defenders could try and evacuate the children.
As a town, with the assistance of Mandraive and the others they might have been able to deal with the Giants but no one could have predicted that they would also have had a DRAGON!