Essential Abilities

  • Human Ingenuity: Gain +2 skill points per level. Choose 4 skills at 1st level: these are never cross-class for you.
  • Languages: Common.

Phenotypes

  • Refer to real life.

Favored Ability Scores

  • Any (however, you may not exceed a starting score of 18 even with a racial modifier)

Racial Feats

Rank 1

  • Arcane Schooling: You gain knowledge of two Mage spells, which you can cast as if you were a mage. Can be taken more than once.
  • Bardic Training: You gain Perform as a class skill, with a +4 bonus. In addition, you gain the following supernatural, music-based abilities:
    • Song of Fascination: Daily, concentration; subjects take no action except to listen to you. If you move outside of range (but stay within 20 squares), subjects will follow you to keep themselves in range. Ends if you take a hostile action, or if any one of the subjects is harmed. Will ends. Subjects are immune if already in combat.
    • Countersong: Daily, free, 5 rds; each round, the song dispels one effect caused by sound (such as a dominating voice, or a bard's song) for all allies. While song is active, allies are immune to such effects. Cannot countersong silence effects.
  • Best Deals Anywhere: You receive a 10% discount on purchased items, and gain 10% more when selling items. Can be taken more than once.
  • Education: All Knowledge skills, as well as Speak Language, are class skills for you, and you gain +2 to any that you spend at least 1 skill point in.
  • Intuitive: Perception, Search, and Sense Motive are class skills for you, and you gain a +3 bonus in these skills if you spend at least 1 skill point in them.
  • Life of Crime: You gain Climb, Open Lock, Sleight of Hand, and Stealth as class skills, and gain +2 to any of these skills that you spend at least 1 point in. You gain +1 square of movement, and are 50% resistant to falling damage.
  • Northern Stock: You gain 20% resistance to frost damage. Your height and weight are increased by 20% over racial norms. You gain +2 Strength and Constitution.
  • Seminary: You gain knowledge to two Priest spells, which you can cast as if you were a priest. Can be taken more than once.
  • Socialite: Bluff, Diplomacy, Gather Information, and Sense Motive are class skills for you, and you gain +2 to any that you spend at least 1 skill point in.

Rank 2

  • Bag of Tricks: Choose 3 abilities you already have. These abilities may be used as immediate actions once per day each, with the same cooldown as normal.
  • Close Call: Encounter, immediate; you gain +75% avoidance against one attack.
  • Time for Action: Daily, immediate, 3 rounds; you gain 25% Haste, +50% movement speed, and +10 to Initiative rolls.

Rank 3

  • Action Boy / Action Girl: Requires a combo mechanic such as Rune Charge, Vitae, etc. You begin each combat with 2 combo points, instead of 0.
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