|Aliases:||Whatever Tess comes up with.|
|Played by Ibis|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity + Armor= 18|
|Dex = +4|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+0||+2||+0||+0||+2|
|C||Disable Device (Int)||+0||+2||+0||+0||+2|
|X||Escape Artist (Dex)||+0||+4||+0||+0||+4|
|X||Gather Information (Cha)||+0||+5||+0||+0||+5|
|C||Handle Animal (Cha)||+0||+5||+0||+0||+5|
|X||Knowledge (Stuff) (Int)||+4||+2||+0||+0||+6|
|X||Move Silently (Dex)||+4||+4||+0||+0||+8|
|C||Open Lock (Dex)||+0||+4||+0||+0||+4|
|X||Perform (Singing) (Cha)||+4||+5||+0||+0||+9|
|X||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|X||Sleight of Hand (Dex)||+4||+4||+0||+0||+8|
|X||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+4||+5||+0||+0||+9|
|C||Use Rope (Dex)||+0||+4||+0||+0||+4|
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Literacy, Undercommon, Sylvan
Skill Tricks go here
Skill Point Total: Total Here
Knowledge: Arcane, Religion
Perform: Singing, Wind Instruments
1st: Melodic Casting
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.
Bardic Knack (PHB II, Page 35)
Wandering bards learn more mundane skills and less esoteric knowledge on their travels. If you select this class feature, you have done a little bit of everything; maybe you spent a few months as a wilderness guide, and you also had a cousin in an ambassador's retinue who regaled you with tales of courtly intrigue.
The bardic knack class feature makes you more capable of accomplishing simple tasks with a wide variety of skills. You don't need to dabble in noncritical skills (unless you want to be considered trained in their use), freeing up your skill points to focus on a small range of crucial skills.
Replaces: If you select this class feature, you do not gain bardic knowledge.
Benefit: When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.
Replaces: If you select this class feature, you do not gain inspire courage (or any later improvements to the class feature.)
Benefits: A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire awe in his enemies, rendering them shaken. To be affected, an enemy must be within 30 feet and be able to hear the bard perform. The effect lasts for as long as the enemy hears the bard perform and 1 round after. Each enemy can attempt a Will save to negate the effect; the DC is equal to the bard’s Perform check result. Regardless of the success or failure of the save, no creature can be affected by inspire awe more than once in a 24 hour period. Inspire awe is a mind-affecting fear effect.
At 8th level, the range of the effect extends to 60 feet
At 14th level, the effect lasts for 5 rounds after the enemy can no longer hear the bard perform.
At 20th level, any enemy who fails to save becomes frightened for one round, than shaken for the remainder of the duration.
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
Light Sensitivity: Lightlost humans suffer a -1 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Dagger||+0||1d4||19/20 x2||S or P|
|Crossbow, Light||+4||1d8||19/20 x2||P|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|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||Item name goes here||Brief item description|
|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:
Musical Instrument, Masterwork
30 Crossbow Bolts
Statistics of Items Here:
Spells per Day:
0 - 4
10 + 5 + Spell Level= 15
Born and raised in terrible conditions as a servant girl and potential food source for a vampire countess, her job was to play music for the amusement of her mistress. The countess would always joke about how she was saving Charity for her 16th birthday, that that was the day she would be bled dry. However there was a coup on the estate grounds when she was 10, and she fled successfully. She found her way to the edge of Pixis, since vampires wouldn't ever dream of encroaching on fey territory. She used her musical talents in order to survive, playing for coin. Eventually, she was found by members of a logging company, the owner of which took pity on her and decided to take care of her in return for her playing for the workers after a hard day's work. She would met her one true friend in the world in this town, Tess, of whom she taught many things to, often in return for the various sweets Tess would bring her. As the two grew older, they decided to set out into the world, and find what was out there for them to do.