|Played by Videospirit|
- Abilities & Skills
- Feats & Class Abilities
- Previous Quests
- Surfing Terms
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + 5 Dexterity + 5 Armour = 20|
|Dex = +5|
|Skills||Ranks||Stat Bonus||Synergy||Armour Check||Magical Bonuses||Total|
|C||Decipher Script (Int)||+1||+3||+0||+0||+0||+4|
|X||Disable Device (Int)||+0||+3||+0||+0||+0||+3|
|C||Escape Artist (Dex)||+6||+5||+0||-1||+0||+10|
|C||Gather Information (Cha)||+0||+4||+0||+0||+0||+4|
|X||Handle Animal (Cha)||+0||+4||+0||+0||+0||+4|
|C||Knowledge (History, Local) (Int)||+6||+3||+0||+0||+0||+9|
|C||Move Silently (Dex)||+0||+5||+0||-1||+0||+4|
|X||Open Lock (Dex)||+0||+5||+0||+0||+0||+5|
|C||Perform(String instruments, Sing) (Cha)||+6||+4||+0||+0||+2||+12|
|C||Profession (Astrologer) (Wis)||+6||-2||+0||+0||+0||+4|
|C||Sense Motive (Wis)||+0||-2||+0||+0||+0||-2|
|C||Sleight of Hand (Dex)||+0||+5||+0||-1||+0||+4|
|C||Speak Language (n/a)||+4||+0||+0||+0||+0||+4|
|C||Use Magic Device (Cha)||+1||+4||+0||+0||+0||+5|
|X||Use Rope (Dex)||+0||+5||+0||+0||+0||+5|
Where X is Cross Class and C is a Class Skill
Languages: Common, Literacy, Aquan, Sylvan, Trade Tongue, Draconic, Undercommon, Parselmouth, Auran, Discordian
Skill Point Total: 54
1st 36 2nd-3rd 18
Weapon and Armor Proficiency
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.
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.
Inspire Courage (Su)
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.
Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
+2 Dexterity, +2 Intelligence, -2 Wisdom
-Keen Senses: +2 to Spot and Survival checks.
-Aquatic Grace: Aquatic beastfolk can move in water without any reduction in speed or penalties to armor class and attacks, beyond the normal restrictions of using items, armor and spells underwater (such as skill penalties). They have a natural +8 to all Swim checks, and can perform the Run action while swimming. In addition, they can hold their breath for four times as long as normal.
-Free Soul: These races are incredibly vibrant, filled with the energy of life and growth and health, stemming in large part from a racial closeness to the Positive Energy Plane. Because of this, they never suffer permanent level or attribute loss from negative energy damage, though they can suffer temporary losses as normal. These beastfolk also cannot be turned into undead. This vibrancy of life does not protect them from mundane attribute draining, such as from poisons or disease.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Mithril Chain Shirt||+4||+6||-0||10%||30ft||12.5lb|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Throat||Badge of Valor||3/day +1 inspire courage|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Gloves of the Starry Sky||Can cast magic missile 3/day, provides illumination|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
Masterwork Lute(100gp 3Ibs)
Arrows(20) (1gp, 3Ibs)
Backpack (2 gp, 2 lbs.)
Bedroll (1 sp, 5 lbs.)
scrollcase (1 gp, 1/2 lb.)
Flint and Steel (1 gp)
beltpouch (1 gp, 1/2 lb.)
4 days trail rations (2 gp, 4 lbs.)
50' silk rope (10 gp, 5 lbs.)
sack (1 sp, 1/2 lb.)
sewing needle (5 sp)
2 waterskins (2 gp, 8 lbs.)
whetstone (2 cp, 1 lb.).
Statistics of Items Here:
1 Blessed Bandage
1 Potion of Cure Moderate Wounds
Spells per Day:
Character History: Well dudes, there isn't a lot to say. I was born in the wild turbulent sea with the rest of my fleet. Growing up was tubular, riding the waves, chilling on the beaches, totally epic. I had friends and family like all the other dudes sure, but you wanna know how I came to be this bitchin musician right dude? It all started one fine afternoon while I was admiring some of the lovely ladies back home. You know how it is, just minding my own when this gnarly ship totally starts plowing towards our reef out of nowhere dude! I figured they were going to wipe out so I got totally amped and swam my way over to help some Gremmies out. There was this cute little Gidget on board who spotted me and I was like "Dude, you're Caught inside, your ships going to get totally worked." and than she whipped out this lute and started playing this totally rad tune to get the rest of the Gremmies attention and like, they barely dinged the ship pulling away. I got to be good friends with the little Gidget, a halfling named Roca and she like, taught me how to play and It was like everything was just cranking. I was way old at that point and some of the babes on the passing ships were so Choka. Even a Grom had the sense to get some of that action so I was all, "Cowabunga Dudes! I'm totally going to like, see the world! Don't get all aggro while I'm gone." and like now I'm here in Avalon.
Oceans near the Summer Country
Credit to: http://www.surfing-waves.com/surf_talk.htm
180 / 360
The spin of a surfer's board during a manoeuver in degrees, e.g. 360 degree turn
Slang from 1960's surf culture, cried out enthusiastically when surfing — The surfer's cry "Cowabunga" as they climb a 12 foot wall of water and "take the drop."
Aggressive attitude in the water; having a bad attitude
Getting excited while surfing or really looking forward to a surf
Old school for really good or enjoyable
Bitchin', awesome, great etc.
When the waves are good, it's said to be cranking.
Top class surf or extremely good waves; description of an awesome wave or surf session
Particularly dangerous surf conditions
A term used to describe when someone does something impressive, e.g. "that was a sick air" — not just because you have swallowed too much sea water
Noodled / Noodle Arms
Being exhausted or having tired arms
Surfboard damage — "Oh dear me, I've dinged my board!" (Perhaps a little more profanity will be used.)
To bail is to jump of the board to avoid an imminent wipeout.
Wiping out on a wave.
Falling of your board is referred to as a wipe-out. Other terms are donut, mullering, eating it, taking a pounding, or pretty much anything else you would like.
To "get worked" is to wipe out and get thrown about while being held under by the wave.
Falling off your board while surfing
This is the nickname of the title character created in a novel by Frederick Kohner (and adapted for three further films). Gidget is a contraction of "girl midget," which is why it went on to be used to describe small female surfers.
The perfect description of a beach leech: "Some people don't bring their own boards, and prefer to borrow your extra boards (they don't rent). And for wax, some don't really bring it. They just ask for some."
Gremmie / Grommet / Grom
Any of the above can be used to describe a young or inexperienced surfer.
A hodad is a non-surfing beach bum.
Dude, we almost forgot dude! Dude can mean pretty much anything depending on the tone and inflection. (Thanks go to Corey Ferguson for this one.)
Where the onshore wind turns the surf in to unrideable mush
A surfer who is caught inside is too far in, and the waves are breaking further out. It can be dangerous in big surf.
This is when the ocean goes flat between sets and everyone sits around waiting for the waves to arrive
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behaviour?
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive?
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
5) How did you get along with your family?
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
1) Who were your friends as a child? As an adolescent? As an adult?
2) How many of these people are still alive? How many are you still friends with?
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
4) What do you look for in a friend?
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
3) What gods, religions, or priesthoods will you have nothing to do with?
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behaviour about violence? Magic? Sex? Dealing with Evil Beings?
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
3) Do you have any enemies? How much trouble do those conflicts cause you?
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
2) What do you hate? How do you typically react to these hated things?
3) What do you fear? What is your worst nightmare?
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)