Bree | |
---|---|
![]() |
|
Aliases | |
Age | 18 |
Hair | Golden Blonde |
Fur | Peach with white belly |
Eyes | violet |
Height | 3ft 11in. |
Weight | 76 lbs |
Alignment | CG |
Deity | None |
Race | Bunnygirl |
Class | Performer 1 |
Level | 1 |
EXP | 0/1,000 |
Gold | 40 |
Hit Points | 8/8 |
Skill Points | 32 |
ACP | 0 |
Speed | 20' |
Initiative | +5 |
BAB | +0 |
Grapple | -4 |
Bardic Music | 1/day |
Active Status | |
Played by Ravensfaire |

History
Born in the temperate regions of Autumnland, Bree spent most of her life with her parents. She watched as her older sister, telsia, was sent away for mage training when she was but a child. As soon as she reached maturity she left her home, as much to find her sister as to find herself. She picked up a few 'tricks' on her journey from Autumnland across the sea, making friends with some of the crew members of the ship: Azure Skies. She learned song and dance from a bard who was using her talents to pay her way across, teaching young Bree the tricks of the trade when she realized the young bunny had the talent for it. Her trek took her across the sea to Crescent, Hydra and then eventually towards Summer Country. Delighted to finally have some sort of path set, Bree was sad to see the ship depart with the bard still aboard but she kept her chin up and her step light, traveling with a few members of the crew who were bound for Avalon. She'd heard nothing of the new place but since that was where Binkly, a human warrior, and Zionara, an elven sword sage, were headed she figured she might as well. At least she'd have good company for the journey right? She'd searched across continents looking for her sister, some sort of purpose to her life… Perhaps she would find both here? Still, she harbors a deep love for the sea, missing Azure Skies as it was a home to her for many long months but now it was time to start fresh, to make a name for herself.
Well, things didn't start off so good. First she and her small group ran into a pack of wolfen from where the ship departed the group near Northernmost and Avalon herself. Her group fought but to little avail. the human was slain and Bree and Zionara were taken captive. She has no idea what became of her elven friend. She saw her go into a tent and then the elven woman was gone… Bree tries not to think of the screams that followed after she entered, preferring to block out the memory. She was thrown into a cage, hands tied behind her back and stripped of her weapons for several days with little food or water. It wasn't until a human came passing through the area and noticed her that she found her freedom once more. the man, Dynen, had taken pity on her. He bartered with the wolfen chieftain who eventually sold her to him as a slave. Of course, Bree was none to happy about the predicament but at least she was out of the cage. Dynen handled her roughly, yelling at her and even slapping her on rare occasions while he rushed to finish his business in Northermost. It wasn't until he left, placing her on his caravan, that she realized why he'd treated her so. the wolfen would never have respected him as a trader if he'd treated a supposed slave as an equal and he couldn't simply drop all his goods there and leave with her for fear of being robbed. And so it was that Dynen freed Bree, gifting her enough gold to buy new armor and weapons from herself, taking her back to Avalon with him. they said their goodbyes, Bree rather thankful for his assistance despite it all. the two parted ways never to meet again, Dynen looking for new people to trade with and Bree trying to find her purpose, to find her sister.
Adventures
Base | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Score | 10 | 20 | 14 | 14 | 10 | 18 |
Bonus | +0 | +5 | +2 | +2 | +0 | +4 |
Temp | STR | DEX | CON | INT | WIS | CHA |
Score | - | - | - | - | - | - |
Bonus | - | - | - | - | - | - |
Defense | Ttl | Bonuses |
---|---|---|
AC | 19 | 10 +1(size) +5(Dex) +3(Armor) |
Flat | 14 | 10 +1(size) +3(Armor) |
Touch | 16 | 10 +1(size) +5(Dex) |
Save | Ttl | Bonuses |
---|---|---|
Fort | +2 | +0(Base) +2(Con) |
Ref | +7 | +2(Base) +5(Dex) |
Will | +2 | +2(Base) +0(Wis) |
Rapier | Attack | Damage | Type | CritRng | CritDmg | Range |
---|---|---|---|---|---|---|
Rapier | +1 | 1d4+0 | S | 19-20/x2 | 2d4+0 | Melee |
Crossbow, Light | Attack | Damage | Type | CritRng | CritDmg | Range |
---|---|---|---|---|---|---|
Crossbow, Light | +6 | 1d6+0 | B | 19-20/x2 | 2d6+0 | 80' |
+ Point Blank Shot | +7 | 1d6+1 | B | 19-20/x2 | 2d6+2 | 80' |
C | U | Skills | Ttl | Rnk | Abi | Syn | Msc | Mag |
---|---|---|---|---|---|---|---|---|
Strength Skills | ||||||||
C | U | Climb (Str)* | + 0 | +0 | +0 | +0 | +0 | +0 |
C | U | Jump (Str)* | + 0 | +0 | +0 | +0 | +0 | +0 |
C | U | Swim (Str)** | + 0 | +0 | +0 | +0 | +0 | +0 |
Dexterity Skills | ||||||||
C | U | Balance (Dex)* | + 5 | +0 | +5 | +0 | +0 | +0 |
C | U | Escape Artist (Dex)* | + 5 | +0 | +5 | +0 | +0 | +0 |
C | U | Hide (Dex)* | +13 | +4 | +5 | +0 | +4 | +0 |
C | U | Move Silently (Dex)* | + 7 | +0 | +5 | +0 | +2 | +0 |
- | - | Open Lock (Dex) | + 0 | +0 | +0 | +0 | +0 | +0 |
- | U | Ride (Dex) | + 5 | +0 | +5 | +0 | +0 | +0 |
C | - | Sleight of Hand (Dex)* | + 0 | +0 | +0 | +0 | +0 | +0 |
C | - | Tumble (Dex)* | + 7 | +2 | +5 | +0 | +0 | +0 |
- | U | Use Rope (Dex) | + 0 | +0 | +0 | +0 | +0 | +0 |
Constitution Skills | ||||||||
C | U | Concentration (Con) | + 2 | +0 | +2 | +0 | +0 | +0 |
Intelligence Skills | ||||||||
C | U | Appraise (Int) | + 2 | +0 | +2 | +0 | +0 | +0 |
C | U | Craft (Int) | + 2 | +0 | +2 | +0 | +0 | +0 |
C | - | Decipher Script (Int) | + 0 | +0 | +0 | +0 | +0 | +0 |
- | - | Disable Device (Int) | + 0 | +0 | +0 | +0 | +0 | +0 |
- | U | Forgery (Int) | + 2 | +0 | +2 | +0 | +0 | +0 |
C | - | Knowledge (Int) | + 6 | +4 | +2 | +0 | +0 | +0 |
- | U | Search (Int) | + 0 | +0 | +0 | +0 | +0 | +0 |
C | - | Spellcraft (Int) | + 0 | +0 | +0 | +0 | +0 | +0 |
Wisdom Skills | ||||||||
- | U | Heal (Wis) | + 0 | +0 | +0 | +0 | +0 | +0 |
C | U | Listen (Wis) | + 4 | +4 | +0 | +0 | +0 | +0 |
C | - | Profession (Wis) | + 0 | +0 | +0 | +0 | +0 | +0 |
C | U | Sense Motive (Wis) | + 4 | +4 | +0 | +0 | +0 | +0 |
- | U | Spot (Wis) | + 0 | +0 | +0 | +0 | +0 | +0 |
- | U | Survival (Wis) | + 0 | +0 | +0 | +0 | +0 | +0 |
Charisma Skills | ||||||||
C | U | Bluff (Cha) | +4 | +0 | +4 | +0 | +0 | +0 |
C | U | Diplomacy (Cha) | +4 | +4 | +4 | +0 | +0 | +0 |
C | U | Disguise (Cha) | +4 | +0 | +4 | +0 | +0 | +0 |
C | U | Gather Information (Cha) | +6 | +2 | +4 | +0 | +0 | +0 |
- | - | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 | +0 |
C | U | Intimidate (Cha) | +4 | +0 | +4 | +0 | +0 | +0 |
C | U | Perform (Cha) | +8 | +4 | +4 | +0 | +0 | +0 |
C | - | Use Magic Device (Cha) | +8 | +4 | +4 | +0 | +0 | +0 |
Non-Skills | ||||||||
C | - | Speak Language | + 0 | N/A |
- Knowledge
- Religion
- Languages
- Common
- Squeek Speak
- Goblin
- Sylvan
- Performances
- Singing
- Dancing
Lapid Beastfolk
- +2 Dexterity, +2 Constitution, -2 Strength
- Small-size: A small rodent or lapid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but also uses smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
- 20' movement speed.
- Light Build: Thanks to their slighter builds and more agile bodies, beastfolk with light build receive a +1 size modifier to AC, as well as a +4 to Hide checks. In addition, those with light build can use weapons and armor designed for creatures one size smaller without penalty, and can fit through tight spaces as though they were one size category smaller. Despite these advantages, those with light build count as their normal racial size for determining space and reach. This ability stacks with powers, abilities, and spells that affect size category.
- Frantic Scurry: When running, small rodents and lapids can move five times their normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or four times their speed if wearing heavy armor or carrying a heavy load. If they make a jump after a running start (see the Jump skill description), they gain a +4 bonus on the Jump check. While running, they retain their Dexterity bonus to AC. This stacks with the Run feat, increasing each modifier by one (x5 run speed becomes x6 and x4 run speed becomes x5).
- Keen Hearing: +2 to all Listen checks.
- Variable Movement Types: A small rodent or lapid may choose to gain a +2 racial bonus to two of either Climb, Jump, or Move Silently, chosen at character creation. Mice and chipmunks generally take Climb and Move Silently, rabbits Jump and Move Silently, and squirrels Climb and Jump.
-Low-light vision.
Bard 1
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
A bard casts arcane spells, which are drawn 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, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score, see: Bonus Spells. When the above table indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on the below table. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on the table below are fixed.)
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|---|
1st | 4 | — | — | — | — | — | — |
2nd | 5 | 2* | — | — | — | — | — |
3rd | 6 | 3 | — | — | — | — | — |
4th | 6 | 3 | 2* | — | — | — | — |
5th | 6 | 4 | 3 | — | — | — | — |
6th | 6 | 4 | 3 | — | — | — | — |
7th | 6 | 4 | 4 | 2* | — | — | — |
8th | 6 | 4 | 4 | 3 | — | — | — |
9th | 6 | 4 | 4 | 3 | — | — | — |
10th | 6 | 4 | 4 | 4 | 2* | — | — |
11th | 6 | 4 | 4 | 4 | 3 | — | — |
12th | 6 | 4 | 4 | 4 | 3 | — | — |
13th | 6 | 4 | 4 | 4 | 4 | 2* | — |
14th | 6 | 4 | 4 | 4 | 4 | 3 | — |
15th | 6 | 4 | 4 | 4 | 4 | 3 | — |
16th | 6 | 5 | 4 | 4 | 4 | 4 | 2* |
17th | 6 | 5 | 5 | 4 | 4 | 4 | 3 |
18th | 6 | 5 | 5 | 5 | 4 | 4 | 3 |
19th | 6 | 5 | 5 | 5 | 5 | 4 | 4 |
20th | 6 | 5 | 5 | 5 | 5 | 5 | 4 |
(*) = Provided the bard has a high enough Charisma score to have a bonus spell of this level he can learn the spells.
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
A bard 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. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard 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.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
A bard with 3 or more ranks in a Perform skill 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. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
A bard with 3 or more ranks in a Perform skill 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.
A bard with 3 or more ranks in a Perform skill 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 +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Feats
Prerequisites
None
Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special
Spell Casters gain a +1 modifier on attack and damage with rays and energy missiles at ranges of 30 feet or less. The extra damage is of the same type as the spell deals. However, spells that inflict energy drain or ability damage deal 1 extra point of negative energy damage, not an extra negative level or point of ability damage.
Slot | Item | Description |
---|---|---|
Head | - | - |
Face | - | - |
Neck | - | - |
Shoulder | - | - |
Torso | studded Leather | +3 AC, +5 MD, -1 CP, 15% SF, 20' Move |
Arms | - | - |
Hands | - | - |
Ring1 | - | - |
Ring2 | - | - |
Waist | - | - |
Feet | - | - |
Pack | - | - |
Shield | - | - |
Weapon | Crossbow, Light | 1d6 Dmg, 19-20/x2 Crit, Piercing; 20 Bolts |
Weapon | Rapier | 1d4 Dmg, 18-20/x2 Crit, Piercing, Melee |
Crossbow, , Rapier, Studded Leather, Backpack, Potion: Cure Light Wounds [1d8+1HP] x3.
Bard Spells
Cantrips
Difficulty Class: 14
Per Day: 2
- Lullaby - Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
- Light - Object shines like a torch.
- Ghost Sound - Figment sounds.
- Read Magic - Read scrolls and spellbooks.