|Current Status:||needs gear|
|Played by Obsidian|
Jero currently has three preferred forms that he may be spotted in.
One is as a female Tiefling with sleek curving horns, long black hair and almond eyes. Usually she wears a brown or black dress and may take this form to get free drinks in bars. Sometimes its just a handy mask to use while trying to get better deals at market or to seem less threatening.
In his more natural form he lounges letting his full half dragon nature known. Its a pleasant form to lounge in while away from prying eyes and he likes to let his tail flick to and fro. He favors light or vibrant colors, silks, and the finer things in life.
Third is his burly form, where he often wears sturdy armor and sings as he engages in combat. Coal blackened armors and well polished blades are his theme here, and sometimes he likes to test his strength, or perhaps find someone he can practice with.
|c||P||Escape Artist (Dex)||+4||+0||+4||+0|
|c||P||Move Silently (Dex)||+8||+4||+4||+0|
|-||X||Open Lock (Dex)||-||+0||+4||+0|
|c||PX||Sleight of Hand (Dex)||-||+0||+4||+0|
|-||-||Use Rope (Dex)||+4||+0||+4||+0|
|c||X||Decipher Script (Int)||-||+0||+3||+0|
|-||X||Disable Device (Int)||-||+0||+3||+0|
|c||-||Sense Motive (Wis)||+2||+0||+0||+2|
|c||-||Gather Information (Cha)||+6||+0||+6||+0|
|-||X||Handle Animal (Cha)||-||+0||+6||+0|
|c||X||Use Magic Device (Cha)||+10||+4||+6||+0|
-X = not usable untrained
-C = class skill
-P = armor check penalty (-2 with chain shirt)
Knack+Jack = untrained checks as +1
- Common Draconic
- Giant Sylvan
- Trade Tongue Infernal
- Literacy Celestial
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.
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 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.
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.
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.
• Changelings are humanoids with the shapechanger subtype.
• Size Medium
• +2 racial bonus to any One Stat.
• +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
• +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation; though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy.
• Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
• Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Copper Half dragon
+8 Strength, +6 Constitution, +2 Intellegence, and +2 Charisma.
Size: no change
Type: Changes to Dragon.
Speed: Gains dragon wings that allow it to fly at twice the base race's land speed, with average maneuverability.
Armor Class: Natural Armor is improved by +4
Attack: Optional 2 Claws (1d4 damage) and Bite (1d6 damage)
Breath weapon 60-foot line of acid, usable once every 1d4 rounds in combat. Deals 1d6 points of damage per HD the character possess. A successful Reflex save (DC 10 + Half HD + Con modifier) reduces damage by half.
Special Qualities: Low-Light Vision, Darkvision 60 ft.
Immunity — to sleep and paralysis effects, and Acid
Level adjustment +2
|Long sword||+5||1d8+5||19-20 x2||s||-|
|Armour/ Shield||AC Bonus||Max Dex||Armour Check||Move Limit||Weight|
List of Items Here:
Backpack 2-lbs (2g)
Waterskin 4-bs (1g)
Journal book 3-lbs (15g)
Long sword 4-lbs (15g)
Chain shirt 25-lbs (100g)
Bedroll 5-lbs (1sp)
Disguise kit 8lbs (50g) +2 disguise checks. 10 uses
Breath- 1d6 Acid, 60' line, Reflex for half dc14
10+(1/2hd)+4(con) = Save DC. Can reuse in 1d4 rounds
It is a bit long, so read Jero's journal at http://therafim.info/phpBB3/viewtopic.php?f=9&t=95
insert quest here