|
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 |
+ |
|
|
|
|
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? |
|
|
|
|
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. |
|
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 |
|
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 |
|
|
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 |
|
Lvl: |
|
0 |
|
1 |
|
2 |
|
3 |
|
4 |
|
5 |
|
6 |
|
7 |
|
8 |
|
9 |
|
|
|
DC: |
|
13 |
|
14 |
|
15 |
|
16 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
|
|
# Spells: |
|
3 |
|
4 |
|
4 |
|
2 |
|
- |
|
- |
|
- |
|
- |
|
- |
|
- |
|
|
|
|
|