The following is Izuku's full character sheet / stat block. You do not have to read this to enjoy the story. You may skip this chapter at your leisure.

Male human bard (studious librarian) 1
LG Medium humanoid (human)
Inititiative +2; Senses Perception +4

DEFENSE
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2, +2 trait bonus on saving throws against fear effects

OFFENSE
Speed 30 ft.
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks fascinate

Known Bard Spells (CL 1st, concentration +5):

1st (2/day)—cure light wounds, disguise self
0 (at will)—ghost sound(DC 14), light, mage hand, prestidigitation(DC 14)

STATISTICS
Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Dodge, Mobility, Scribe Scroll
Skills Bluff +8 , Bluff (Fool someone) +9 , Bluff (fool someone) +9 , Craft (Alchemy) +6 , Diplomacy +9 , Escape Artist +6 , Intimidate +8 , Knowledge (Untrained) +3 , Perception +4 , Perform (Oratory) +8 , Sense Motive +4 , Spellcraft +6 , Use Magic Device +8
Traits courageous, trustworthy
Languages Common, Dwarven, Elven
SQ armored casting, bardic knowledge, bardic performance, bonus feat, cantrips, countersong, inspire courage, skilled

SPECIAL ABILITIES
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 8 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again

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Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all 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) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 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.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.