|Eyes:||Silver with black crescents|
|Played by Misamo|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dex 2 + Armor 3 + 1 Dastana= 16|
|Skills||Ranks||Stat Bonus||Racial Bonus||Total|
|C||Decipher Script (Int)||+0||+5||+0||+5|
|X||Disable Device (Int)||+0||+5||+0||+5|
|C||Escape Artist (Dex)||+0||+2||+0||+2|
|C||Gather Information (Cha)||+0||+4||+0||+4|
|X||Handle Animal (Cha)||+0||+4||+0||+4|
|C||Move Silently (Dex)||+5||+2||+0||+7|
|X||Open Lock (Dex)||+0||+2||+0||+2|
|C||Sense Motive (Wis)||+0||+0||+0||+0|
|C||Sleight of Hand (Dex)||+4||+2||+0||+6|
|C||Speak Language (n/a)||+0||+0||+0||+0|
|C||Use Magic Device (Cha)||+0||+4||+0||+4|
|X||Use Rope (Dex)||+0||+2||+0||+2|
Where X is Cross Class and C is a Class Skill
Languages Known: Common,Sylvan, Carnivon, Celestial, Draconic, Goblin, and Wildlander.
Knowledge: Arcana, Religion
Skill Point Total: 66
Force Of Personality:
Prerequisite: Cha 13.
Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities.
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 Constitution: Elves are nimble, both in body and mind, but their form is frail.
* Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Elves have a base speed of 30 feet.
* Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
* Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Elves receive a +2 racial bonus on Listen, Spot and Search skill checks.
* Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
* Languages: Elves begin play speaking Common and Sylvan. Elves with high Intelligence scores can choose from the following: Carnivon, Celestial, Draconic, Goblin, and Wildlander.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Manticore Tail Whip||1d3 + poison||1d3 + poison||19-20/x2||S|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Double leather||+3||+4||-3||20%||30 ft.||20 lb.|
|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:
1 Chain Shirt
two Potions of cure light wounds
A masterwork Weapon or Armor, as a gift from the estate owners, 450 gp max.
1 or a pair of least weapon crystal, max 600gp, MIC page 64, made for you by the Artificier himself.
Statistics of Items Here:
Spells per Day:
Lvl 0= 6
Lvl 1= 4
Lvl 0 Cantrips:
Mending: Makes minor repairs on an object.
Light: Object shines like a torch.
Summon Instrument: Summons one instrument of the caster’s choice.
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
enter character history here