O-rin is a slender graceful woman of poise and composure. She keeps herself well groomed, never appearing without her hair fully dressed, or her make-up ever not done. She always wears the rich, flowing, many layered robes of the privileged of her country.
Gallery
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
Score |
8 |
18 |
14 |
16 |
12 |
18 |
Bonus |
-1 |
+4 |
+2 |
+3 |
+1 |
+4 |
|
|
|
|
|
|
|
Initiative |
+4 |
BaB |
+2 |
Graple |
+1 |
Defense |
Total |
Save |
Total |
AC |
16 |
Fortitude |
+3 |
Flat |
12 |
Reflex |
+7 |
Touch |
14 |
Will |
+4 |
Offense |
Attack |
Damage |
Type |
CritRng |
CritDmg |
Range |
Longsword |
0 |
1D6-1 |
Slashing |
19-20/x2 |
2D6-2 |
Melee |
Light Crossbow |
+5 |
1D8+3 |
Piercing |
19-20/x2 |
2D8 |
80ft |
MW Whip |
0 |
1D3-1 |
Slashing |
x2 |
2D3-2 |
15-foot reach |
Special |
Whip A whip deals nonlethal damage. It deals no |
damage to any creature with an armor bonus of +1 or |
higher or a natural armor bonus of +3 or higher. |
Ammo |
Qty |
Light Crossbow Bolts |
20 |
Bard Spells
Class |
Lv0 |
Lv1 |
Lv2 |
Lv3 |
Lv4 |
Lv5 |
Lv6 |
Lv7 |
Lv8 |
Lv9 |
Spells |
3 |
2 |
- |
- |
- |
- |
- |
- |
- |
- |
DC |
14 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
U |
Skills |
Rank |
Abi |
Msc |
Mag |
Total |
Class |
|
|
Int |
|
|
|
u |
Appraise |
+0 |
+0 |
+0 |
+0 |
+0 |
- |
Craft |
+0 |
+0 |
+0 |
+0 |
+0 |
- |
Decipher Script |
+0 |
+0 |
+0 |
+0 |
+0 |
- |
Knowledge, the planes |
+6 |
+3 |
+0 |
+0 |
+8 |
M |
Knowledge, Nobility and royalty |
+6 |
+3 |
+0 |
+0 |
+8 |
- |
Spellcraft |
+0 |
+0 |
+0 |
+0 |
+0 |
Class |
|
|
Dex |
|
|
|
u |
Balance |
+0 |
+0 |
+2 |
+0 |
+0 |
u |
Escape Artist |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Hide |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Move Silently |
+3 |
+4 |
+0 |
+0 |
+7 |
- |
Sleight of Hand |
+3 |
+4 |
+0 |
+0 |
+7 |
- |
Tumble |
+5 |
+4 |
+0 |
+0 |
+9 |
Class |
|
|
Cha |
|
|
|
u |
Bluff |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Diplomacy |
+1 |
+4 |
+4 |
+0 |
+9 |
u |
Disguise |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Gather Information |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Perform- Biwa |
+6 |
+4 |
+0 |
+0 |
+10 |
u |
Perform- Gu Qin |
+6 |
+4 |
+0 |
+0 |
+10 |
u |
Perform- San-no-tsuzumi |
+4 |
+4 |
+0 |
+0 |
+7 |
u |
Perform- Voice |
+6 |
+4 |
+0 |
+0 |
+10 |
u |
Perform- Dance |
+6 |
+4 |
+0 |
+0 |
+10 |
- |
Use Magic Device |
+6 |
+4 |
+0 |
+0 |
+10 |
|Class |
|
|
Str |
|
|
|
u |
Climb |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Jump |
+0 |
+0 |
+0 |
+2 |
+0 |
u |
Swim |
+0 |
+0 |
+0 |
+0 |
+0 |
Class |
|
|
Con |
|
|
|
u |
Concentration |
+4 |
+2 |
+0 |
+0 |
+6 |
Class |
|
Wis |
|
|
|
|
u |
Listen |
+3 |
+1 |
+0 |
+0 |
+4 |
- |
Profession |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Sense Motive |
+6 |
+1 |
+0 |
+0 |
+7 |
Cross Class |
|
|
Dex |
|
|
|
- |
Open Lock |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Ride |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Use Rope |
+0 |
+0 |
+0 |
+0 |
+0 |
Cross Class |
|
|
Int |
|
|
|
- |
Disable Device |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Forgery |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Search |
+0 |
+0 |
+0 |
+0 |
+0 |
Cross Class |
|
|
Wis |
|
|
|
u |
Heal |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Spot |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Survival |
+0 |
+0 |
+0 |
+0 |
+0 |
Cross Class |
|
|
Cha |
|
|
|
- |
Handle Animal |
+0 |
+0 |
+0 |
+0 |
+0 |
u |
Intimidate |
+0 |
+0 |
+0 |
+0 |
+0 |
|
|
|
|
|
|
|
Language |
Common, Celestial, Axios, Literate |
Level 1 - Combat Expertise,take a penalty of as much as -5 on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus.
Human- Improved Disarm,You know how to disarm opponents in melee combat.
Level 3 - Weapon Finesse, You may use your Dexterity modifier instead of your Strength modifier on attack tolls.
Level 6 - Feat: Desciption
Level 9 - Feat: Desciption
Level 12 - Feat: Desciption
Level 15 - Feat: Desciption
Level 18 - Feat: Desciption
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).
Spells
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.
DC: 10 + the spell level + the bard’s Charisma modifier.
Bardic Knowledge
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.
Bardic Music
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.
Countersong (Su):
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.
Fascinate (Sp)
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. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. 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. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. 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.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon |
Damage |
Crit |
Range |
Type |
Notes |
Short Sword |
1D6-1 |
19-20x2 |
- |
Slashing |
2lb |
Light Crossbow |
1D8 |
19-20x2 |
80ft |
Piercing |
4lb |
Masterwork whip of orcish make |
1D3 |
x2 |
15ft |
Slashing |
2lb |
Protective Item |
AC |
Type |
MD |
ACP |
SF |
Move |
Notes |
Cho Lin styled robe, reinforced |
+2 |
Armor |
+6 |
-1 |
10% |
30 |
Reinforced Cleric’s robe variant |
Slot |
Item |
Description |
Head |
Item Here |
Description Here |
Face |
Item Here |
Description Here |
Neck |
Item Here |
Description Here |
Shoulders |
Item Here |
Description Here |
Torso |
Item Here |
Description Here |
Arms |
Item Here |
Description Here |
Hands |
Item Here |
Description Here |
Right Ring |
Item Here |
Description Here |
Left Ring |
Item Here |
Description Here |
Waist |
Item Here |
Description Here |
Feet |
Item Here |
Description Here |
Pack |
Item Here |
Description Here |
List of Items Here:
Golden comb in the shape of a long-tailed pheasant
Outfit
Kimono type robe, obi worn in the back.
Class Spells
Class Cantrips
Spell - Description
Class 1:
Spell - Description
Character History
O-rin was brought back by Helsbeth after his quest to the east. She is known to be his personal servant and dresses in the fashion of a high ranking attendant. The relationship between the two does not seem to go beyond that of master and servant. Some might mistake her as a courtesan but will be quickly corrected.