Clough Stoneword
Character Name
Bard Dwarf
Class Race
8 S 72 Male
Level Size Age Gender
Kent Wayson  
Player
Neutral Good unknown
Alignment Deity
4' 3' 184 Hazel Green
Height Weight Eyes Hair
28,000
Experience Points
Whitehorn
Clan/Region
Forgotten Realms
Setting
Stats
Ability Score Mod Temp
Score
Temp
Mod
STR 12 +1    
DEX 16 +3    
CON 17 +3    
INT 16 +3    
WIS 14 +2    
CHA 17 +3 19 +4
 
 
 
 
HP  57 DR  
  Brd1   Brd2   Brd3   Brd4   Brd5   Brd6    
6 + 6 + 1 + 5 + 6 + 4
  Brd7   Brd8   Brd9   Brd10   Brd11   Brd12    
2 + 3 +   +   +   +  
SPEED  20
  Total   Dex   Misc   Temp
INIT +7 = +3 + +4 +  

Saving Throws
Total   Base   Abil   Misc   Temp
FORTITUDE +5 = +2 + +3 +   +  
REFLEX +9 = +6 + +3 +   +  
WILL +8 = +6 + +2 +   +  
Racial bonuses:  +2 vs poison; +2 vs. spells
Flaw penalty:  -2 if damaged; until you hit back
  -- Base Attack Bonus --   Abil.
Attack Bonuses 1st 2nd 3rd 4th   mod.
MELEE +6 +1 - -   +1
RANGED +6 +1 - -   +3
  Total   Base   Armor   Dex   Ring   Amulet
Nat'l.
  Temp
ARMOR CLASS 20 = 10 + +5 + +3 + +1 + +1 +  
 - Touch   14 = 10 + n/a + +3 + +1 + n/a +  
 - Flat-Footed   17 = 10 + +5 + n/a + +1 + +1 +    
Weapons
Total Attack Bonus Damage Critical Range Weight Type Special Properties
m.w. Longsword +8/+3/0/0 1d6+1 19-20/x2   4 Slashing  
+1 Shortbow of Shock +10/+5/0/0 1d6+1d6 20/x3 60 ft. 2 Piercing  
Bag of Boulders (6) +9/+4/0/0 3d6 20/x2 ? 2 Bludgeoning?  
 
Armor
Type Armor Bonus Max Dex Bonus Check Penalty Arcane
Spell Fail
Speed Weight Special Properties
Chain Shirt +1 Light +5 +4 -1 20%* 30' 25  
  *Bards have no Arcane Spell Failure when wearing only Light armor.
 
Skills
Skill Name Ability Tot
Mod
Abil
Mod
Ranks Note
Bardic Knowledge INT +13 +3 8 ranks = Bard levels; +2 from Knowledge: History syngergy
Bluff CHA +15 +4 11  
Diplomacy CHA +17 +4 11 synergy: Knowledge-Nobility & Royalty
Gather Information CHA +17 +4 11 +2 from Investigator feat
Knowledge: History INT +14 +3 11  
Knowledge: Nobility and Royalty INT +14 +3 11  
Perform (wind instruments) CHA +20 +4 11 feat: Skill Focus-Perform; +2 circumstance from Magic Flute
Perform (Dance) CHA +18 +4 - feat: Skill Focus-Perform; Rank as Perform (wind instruments) from Versatile Performer feat
Perform (Sing) CHA +18 +4 - feat: Skill Focus-Perform; Rank as Perform (wind instruments) from Versatile Performer feat
Perform (string instruments) CHA +18 +4 - feat: Skill Focus-Perform; Rank as Perform (wind instruments) from Versatile Performer feat
Search CHA +5 +3 -- +2 from Investigator feat
Sense Motive WIS +13 +2 11  
Speak Language: Gnoll INT n/a 1  
Speak Language: Gnome INT n/a 1  
Speak Language: Halfling INT n/a 1  
Spellcraft INT +14 +3 11  
Tumble DEX +11 +3 8  
Use Magic Device CHA +15 +4 11  
 - scrolls   +17     synergy: Spellcraft
Jack of All Trades feat     treat as if you have 1/2 rank in these skills (essentially allows use of them Untrained)
Decipher Script INT +3 +3 0.5 Jack of All Trades feat
Disable Device INT +3 +3 0.5 Jack of All Trades feat
Handle Animal CHA +4 +4 0.5 Jack of All Trades feat
all KNOWLEDGE skills INT +3 +3 0.5 Jack of All Trades feat
Open Lock DEX +3 +3 0.5 Jack of All Trades feat
all PROFESSION skills WIS +3 +3 0.5 Jack of All Trades feat
Sleight of Hand DEX +3 +3 0.5 Jack of All Trades feat
 
Feats / Special Abilitites
Gained Feat / Ability Note
  Flaw: Grudge Keeper If damaged in combat, -2 to attacks, skill checks, saves, skill checks until you damage the opponent who damaged you
Dragon #328, p.42
(flaw) Jack of All Trades Treat skills which normally can not be used untrained as having 1/2 skill ranks (allowing skill checks with your ability mod).
Decipher Script, Disable Device, Handle Animal, all Knowledge skills, Open Lock, all Profession skills, Sleight of Hand, Spellcraft, Tumble, Use Magic Device
Complete Adventurer, p. 110
(rp) Bureaucrat Gain 4 skill points, plus 1 per level above 1st, to put as you see fit in Gather Information, Knowledge Local, Knowledge Nobility & Royalty, and Speak Language.
Bonus feat: Investigator or Skill Focus: any of these skills
Background Trait: well-placed contact who is always friendly
The Black Company, p. 54
(lvl 3) Improved Initiative  
(lvl 1) Skill Focus: Perform  
(lvl 6) Versatile Performer Pick a number of Perform skills equal to Int mod.; treat these as if they have ranks equal to your highest ranks in Perform.
(rp) Investigator +2 to Gather Information and Search skill checks. Bonus feat from the Bureaucrat background.
racial Darkvision 60'
racial Stonecunning +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
racial Stability +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground
racial Poison resistance +2 bonus on saving throws against poison
racial Spell resistance +2 bonus on saving throws against spells and spell-like effects
racial Hatred of orcs/goblinoids +1 bonus on attack rolls against orcs and goblinoids
racial Giant fighting +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
racial Stone/metal Appreciation +2 racial bonus on Appraise checks that are related to stone or metal items
racial Stone/metal Appreciation +2 racial bonus on Craft checks that are related to stone or metal.
Bard 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.
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), or activate magic items by magic word (such as wands). 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.
Bard 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.
Bard 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.
Bard 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 +2 morale bonus on saving throws against charm and fear effects and a +2 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.
Bard 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.
Bard Suggestion (Sp) A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
 
Languages: Common, Dwarven, Ancient Dwarven, Halfling, Gnome, Giant, Orc, Goblin, Gnoll
 
Gear Encumbrance
Item Qty Wt
Die Zauberflote (magical instrument--flute)
  • requires ranks of Perform to use
  • +1 competency bonus to Fascinate/Suggestion
  • +2 circumstance bonus to Perform checks
  • Joyful Noise 1/day (CA, p. 138)
  • Balagarris' Iron Hand 1/day (MoF, p. 79)
    - STR check (as if STR=20), opposed DEX or STR, or tripped (no size limit),
    close range, 30' cone
  • Disguise Self 1/day
1 1
330 gp
25 pp
Cloak of Charisma +2 1 2?
Wand: Cure Light Wounds (27 charge left) 1 0
Wand: Cure Moderate Wounds (41 charge left) 1 0
Hearthfire Lantern (RoS p. 159) 1 2
Hearthfire (12 uses @ 24 hours each; heatless fire source; RoS p. 159) 12 2
Quiver 1
Arrows 20 3
silver-tipped Arrows 20 3
Pearls (for Identify spell) 12 -
Backpack 1 2
m.w. Potion Bandolier 1 1
Potion: Cure Light Wounds 3 ?
Rope of Climbing (100'; 50' if knotted; reduce Climb DC by 10) 1 3
Amulet of Natural Armor +1 1 0
Ring of Protection +1 1 0

Total Weight (includes weapons & armor)   43
1 - 43 44 - 86 87 - 130
Light Load Medium Load Heavy Load
130 260 650
Lift Over Head Lift Off Ground Push or Drag
 
Spells per day
Lvl:   0   1   2   3   4   5   6   7   8   9
   
DC:   13   14   15   16   -   -   -   -   -   -
   
# Spells:   3   4   4   2   -   -   -   -   -   -
   
 
Spells Known
0:   Detect Magic, Message, Prestidigitation, Read Magic, Resistance, Summon Instrument
1:   Comprehend Languages, Expeditious Retreat, Identify, Unseen Servant
2:   Invisiblity, Suggestion, Tongues ADD ONE: Glitterdust, Eagle's Splendor, Detect Thoughts, Sound Burst
3:   PICK TWO: Dispel Magic, Glibness, See Invisiblity, Displacement
 
 
0 level spells
 
Lv Spell School Comp CT Range Target Duration Save SR DC Source
0 Detect Magic Divination V, S s.a. 60 ft. Cone-shaped emanation Concentration, up to 1 min./level (D) None No 13 PHB
0 Message Transmutation V, S, F s.a. Medium One creature/level 10 min./level None No 13 PHB
0 Prestidigitation Universal V, S s.a. 10 ft. See text 1 hour See text No 13 PHB
0 Read Magic Divination V, S, F s.a. Personal You 10 min/level n/a n/a 13 PHB
0 Resistance Abjuration V, S, MD/F s.a. Touch Creature touched 1 minute Will negatesh Yesh 13 PHB
0 Summon Instrument Conjuration (Summoning) V, S 1 round 0 ft. self 1 minute/level (D) None No 13 PHB
 
 
1st level spells
 
1 Comprehend Languages Divination V, S, M/DF 1 s.a. Personal You 10 min./level None No 14 PHB
    You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.
1 Expeditious Retreat Transmutation V, S 1 s.a. Personal You 1 min./level (D) None No 14 PHB
    This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
1 Identify Divination V, S, M/DF 1 hour One object touched   Instantaneous None No 14 PHB
    The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
1 Unseen Servant Conjuration (Creation) V, S, M 1 s.a. Close One invisible, mindless, shapeless servant 1 hour/level None No 14 PHB
    An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.
 
 
2nd level spells
 
2 Invisibility Illusion (Glamer) V, S, M/DF s.a. Personal or Touch You or a creature or object weighing no more than 100 lb./level 1 min./level (D) Will negatesh o Yesh o 15 PHB
2 Suggestion Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] V, M s.a. Close One living creature 1 hour/level or until completed Will negatesh o Yesh o 15 PHB
    You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
2 Tongues Divination V, M/DF s.a. Touch Creature touched 10 min./level Will negatesh No 15 PHB
    You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
 
 
3rd level spells
 
 
 
Key
 
  Key s.a. = 1 standard action m.w. = masterwork h = harmless o = object  
  Range: Close: 25 ft. + 5 ft./2 levels Medium: 100 ft. + 10 ft./level Long: 400 ft. + 40 ft./level