Class:|((Bard))/((Lyric Thaumaturge))
Hit Points:|77/77
Current Status:|Active
Played by ((Crave))||

!Abilities & Skills


3 Dex = +3||

Total|Base 10 + 7 Elven Chain + 3 Dexterity = 20

+8/+3|+2 Str/+3 Dex|+10/+5 +11/+6||


C|Appraise (Int)|+0|+1|+0|+0|+1
C|Balance (Dex)|+5|+3|+2|+0|+10
C|Bluff (Cha)|+5|+5|+0|+0|+10
C|Climb (Str)|+0|+1|+0|+0|+1
C|Concentration (Con)|+5|+1|+0|+0|+6
C|Craft (Leatherworking) (Int)|+1|+1|+0|+0|+2
C|Decipher Script (Int)|+0|+1|+0|+0|+1
C|Diplomacy (Cha)|+5|+5|+2|+0|+12
X|Disable Device (Int)|+0|+1|+0|+0|+1
C|Disguise (Cha)|+0|+5|+2|+0|+7
C|Escape Artist (Dex)|+0|+3|+0|+0|+3
X|Forgery (Int)|+0|+1|+0|+0|+1
C|Gather Information (Cha)|+5|+5|+0|+0|+10
X|Handle Animal (Cha)|+3|+5|+0|+0|+8
X|Heal (Wis)|+0|+2|+0|+0|+2
C|Hide (Dex)|+2|+3|+0|+0|+5
X|Intimidate (Cha)|+0|+5|+2|+0|+7
C|Jump (Str)|+0|+1|+2|+0|+3
C|Knowledge (Arcana, Dungeoneering, Geography, History) (Int)|+14|+1|+0|+0|+15
C|Listen (Wis)|+4|+2|+0|+0|+6
C|Move Silently (Dex)|+5|+3|+0|+0|+8
X|Open Lock (Dex)|+0|+3|+0|+0|+3
C|Perform (Singing, Storytelling, Stringed, Wind) (Cha)|+14|+7|+0|+0|+21
C|Profession (Wis)|+0|+2|+0|+0|+2
X|Ride (Dex)|+1|+3|+0|+0|+4
X|Search (Int)|+0|+1|+0|+0|+1
C|Sense Motive (Wis)|+0|+2|+0|+0|+2
C|Sleight of Hand (Dex)|+4|+3|+2|+0|+9
C|Speak Language (n/a)|+1|+3|+0|+0|+4
C|Spellcraft (Int)|+4|+1|+0|+0|+5
X|Spot (Wis)|+0|+2|+0|+0|+2
X|Survival (Wis)|+1|+2|+0|+0|+3
C|Swim (Str)|+0|+1|+0|+0|+1
C|Tumble (Dex)|+10|+3|+0|+0|+13
C|Use Magic Device (Cha)|+1|+5|+0|+0|+6
X|Use Rope (Dex)|+0|+3|+0|+0|+3||

Languages - Common, Literate, Sylvan, Draconic, Trade Tongue

!Feats & Class Abilities

Class Features
Weapon Proficiencies: All simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.
Armor Proficiencies: Light armor, and shields (except tower shields)

Bardic Music
Bardic Knowledge
Inspire Courage +2
Inspire Competence
Suggestion Will Negates, DC 18


Half-Elf - ((Skill Focus)): Perform
Lvl 1 - ((Weapon Focus)): Longsword
Lvl 3 - ((Lingering Song))
Lvl 6 - ((Chord of Distraction))
Lvl 9 - ((Melodic Casting))
Lyric Thaumaturge Bonus - ((Captivating Melody))


+1 Crystal Echoblade|+11/+6|1d8+3|19/20 x2
Assassin Whip|+10/+5|1d3+3|x2
Masterwork Dagger|+10/5|1d4+2|19/20 x2
Dagger|+9/4|1d4+2|19/20 x2||

+2 Elven Chain|+7|+4|-2|20%|30ft|20lb||

Head|Headband|A leather headband
Neck|Farspeaking Amulet|Eye-shaped amulet with a large green crystal in its center. Three smaller, removable charms of red crystal. There is also a key, a medallion, and a whistle
Shoulders|Cloak|A thick red cloak
Chest|+2 Elven Chain|+7 AC, +4 Max Dex, -2 Armor Check, 20 lbs.
Arms|Bracers of Quick Strike|Mithril Bracers decorated with needle-sharp daggers
Right Ring|N/A|N/A
Left Ring|Platinum Ring|A simple platinum band
Waist|Swordbelt|A rugged belt with a scabbard and sheath
Legs|Thick Pants|Thick cloth trousers
Feet|Dimension Stride Boots|Sleek leather boots
Pack|Heward’s Handy Haversack|Magical, always 5lbs.||

Quaal’s Feather Tokens
Bedroll - 5 lbs.
Waterskin - 4 lbs.
Whistle of Bear-Calling
(Magical) - Irritates all animals within an 50-foot radius, attracts all bears within an 80-foot radius when blown. Any attracted and irritated animal is considered as being 'taunted' by whistle-blower, Will save DC 12. Acquired 12.01.2009
Masterwork Violin - A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use. Acquired 12.22.2009
Rare Sheet Music - worth 300gp. Acquired 12.22.2009

Crystal Echoblade (Life Drinking)
Price (Item Level): 4,310 gp (9th)
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: —
Weight: 4 lb.
This longsword’s blade is crafted from jagged blue crystal. When you hold it close to your ear, you hear a faint hum.
A crystal echoblade normally functions as a +1 longsword, but is enhanced by your musical ability. If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level.

Crystal of Life Drinking - Greater
Price (Item Level): 6,000 gp (10th)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) necromancy
Activation: —
Weight: —
This transparent black crystal has a faint, sickly glow.
A crystal of life drinking bestows a small amount of life energy upon you each time you damage a living creature with the weapon to which the crystal is attached. Dealing nonlethal damage with the weapon doesn’t activate the crystal’s effect.
Each time you deal damage to a living creature with the weapon to which this crystal is attached, you heal 5 points of damage with each attack. When the crystal has healed a total of 50 points of damage, it becomes inert until the following day.

Assassin Whip
Price (Item Level): 5,301 gp (10th)
Body Slot: — (held)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Free (command)
Weight: 1 lb.
Although this seems to be nothing more than a tangled, long-leafed vine, one end has been knotted into a sturdy handle like that of a whip.
Twice per day, you can activate this +1 whip after successfully hitting a Medium or smaller target that is standing on the ground. Doing this causes tendrils of vegetation to spring forth from the ground, entangling the target and dealing 2d6 points of damage per round. This effect lasts for 3 rounds or until the affected creature escapes from the tendrils (a DC 20 Strength check or DC 20 Escape Artist check made as a full-round action).

+2 Elven Chain
Price 4,150 gp.
No aura (nonmagical)
This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. It is considered light armor and weighs 20 pounds.

Bracers of Quick Strike
Price (Item Level): 1,400 gp (5th)
Body Slot: Arms
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: Swift (command)
Weight: 1 lb.
Each of these mithral bracers bears an image of a needle-sharp dagger.
When you activate bracers of quick strike, you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation.
This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Bracers of quick strike function once per day.

Dimension Stride Boots
Price (Item Level): 2,000 gp (6th)
Body Slot: Feet
Caster Level: 7th
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
These sleek leather boots lean slightly forward, as if poised to leap.
While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation.
In addition, the boots have 5 charges, which are renewed each day at dawn.
Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted.
You can bring along objects weighing up to your maximum load, but you can’t bring other creatures.
1 charge: Teleport 20 feet.
3 charges: Teleport 40 feet.
5 charges: Teleport 60 feet.

Farspeaking Amulet
Price (Item Level): 6,000 gp (10th)
Body Slot: Throat
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: Swift (command)
Weight: —
This chain bears a large green crystal in its center. Four smaller, removable charms of red crystal also hang from the pendant.
To use a farspeaking amulet, one character wears the central crystal, while up to four others carry the four removable, red crystals. Removable crystals don’t occupy a body slot, and can simply be carried.
Charms can be removed or replaced as a standard action. The wearer can, with a standard (mental) action, return a single charm to the amulet from any distance, as long as it is on the same plane.
When you activate the amulet, you create a link between yourself and any or all of the characters carrying red charms, enabling all affected characters to converse as if standing together. This effect lasts for up to 10 minutes, and the amulet can be activated three times per day. Only characters on the same plane as the amulet’s wearer can participate in the conversation.
If you also wear a magic item that grants you a competence bonus on Listen checks when you activate the amulet, you can choose to also listen to the environment of any or all of the characters in the conversation as if you were present. The magic of the amulet allows you to differentiate between the various locations without undue confusion.

Horn of Resilience
Price (Item Level): 5,000 gp (9th)
Body Slot: — (held)
Caster Level: 8th
Aura: Moderate; (DC 19) enchantment
Activation: Standard (manipulated)
Weight: —
This bone horn is banded with a golden-hued iron alloy. The image of an idealized fortress is scribed deeply in the horn’s side.
When you activate a horn of resilience, you and all allies within 30 feet gain damage reduction 5/—. This benefi t lasts for 5 rounds, but allies who move more than 30 feet from you lose the benefit until they return within the area.
If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit
points last until depleted or the duration of your inspire greatness ability ends, and they don’t stack with any other source of temporary hit points.
A horn of resilience functions two times per day.

Personal Oasis
Price (Item Level): 4,600 gp (9th)
Body Slot: — (held)
Caster Level: 5th
Aura: Faint; (DC 17) conjuration,
Activation: Standard (command)
Weight: 3 lb.
A brightly colored oasis complete with fruit bearing desert trees and bright blue water covers the surface of this woven blanket. It smells slightly of old incense.
When you unroll this 10-foot-by-10-foot blanket and activate it, a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The tent functions in all ways as a Leomund's tiny hut spell. The campfire burns continuously, never needing fuel, and the dates provide enough food to sustain a person for one day. When you speak the command word again, a personal oasis rolls back up into blanket form.
A personal oasis functions once per day for up to 10 hours.

Replenishing Skin
Price (Item Level): 1,000 gp (4th)
Body Slot: — (held)
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: —
Weight: 4 lb.
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive.
Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.

Carrying Capacity (light, medium, heavy): 43 lbs. or less, 44-86 lbs., 87-130 lbs.


Spells Known:

Level 0 - DC 15 - Unlimited/day
((Detect Magic)): - Detects spells and magic items within 60 ft.
((Light)): - Object shines like a torch.
((Lullaby)): - Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
((Prestidigitation)): Performs minor tricks.
((Read Magic)): Read scrolls and spellbooks.
((Summon Instrument)): - Summons one instrument of the caster’s choice.

Level 1 - DC 16 - 6/day
((Charm Person)): Makes one person your friend.
((Cure Light Wounds)): Cures 1d8 damage +1/level (max +5).
((Orb of Sound, Lesser)): Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6) - LT Spell
((Silent Image)): Creates minor illusion of your design.
((Unseen Servant)): Invisible force obeys your commands.

Level 2 - DC 17 - 5/day
((Alter Self)): Assume form of a similar creature.
((Baleful Transposition)): Two subjects switch places. - LT Spell
((Cure Moderate Wounds)): Cures 2d8 damage +1/level (max +10).
((Darkness)): 20-ft. radius of supernatural shadow.
((Sound Burst)): Deals 1d8 sonic damage to subjects; may stun them.

Level 3 - DC 18 - 4/day
((Cure Serious Wounds)): Cures 3d8 damage +1/level (max +15).
((Haste)): One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
((Puppeteer)): Subject mimics your actions.
((Sonic Shield)): +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.

Level 4 - DC 19 - 2/day
((Cure Critical Wounds)): Cures 4d8 damage +1/level (max +20).
((Invisibility Greater)): As invisibility, but subject can attack and stay invisible.
((Mirror Image Greater)): As mirror image, but gain an additional image each round.

Quin roams the land with little more than the clothes on his back to weigh him down. Stricken with insatiable wanderlust and boundless curiosity for lore, he always seeks something he can never seem to find. Always quick with a song, a joke, or a story, he never speaks of himself or his past.