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Sable Company Elite Marine

Edwin Drood's page

933 posts. Alias of Ragadolf.

Full Name

Edwin (Eddie) Drood

About Edwin Drood

Edwin Drood
Ver 1: Bard/Detective
Level: 4

Recent Events:


-+650 XP for detective work on swamp-grave island
-Cast 2 X CMW on Ragn during golem-dog fight
-+600XP for golem-dog fight
-+500XP for 'Chymicule room' fight
-Loot from alchemist fight-a potion of cure light wounds and one of water breathing,
a wand of acid arrow with 25 charges,
two doses of dust of tracelessness,
a +1 heavy mace,
a ring of keys,
a bunch of alchemist stuff nobody can use,
500 gold pieces,
-800 XP from int/zombie fight
-600XP spiderman/homonculous fight

Stats: (25 Pt Buy)
Str 10 (+0)
Dex 16 (+3)
Con 12 (+1)
Int 14 (+2)
Wis 13 (+1)
Cha 17 (14) (+3)

1st lvl Human +2 to Cha
4th lvl +1 to Cha



*Appraise: C + = 2 + ( ranks, +3C)
*Bluff: C +9 = 3 + (3ranks, +3C)
Climb*: +1
*Craft (_): C +2
Diplomacy: +10 = +3 (3ranks, +3C, +1D)
Disable Device:
Disguise: +4
Escape Artist*: +3
*Fly: C +3 = 3 + ( 0 ranks,)
Handle Animal: not trained
Heal: +
C +9 = + 3 (3ranks, +3C)
Knowledge (arcana): C +6 = 2 + (1ranks, +3C)
K:Dungeoneering: C +6 = 2 + (1ranks, +3C)
Knowledge (History): C +8 = 2 + (3ranks, +3C)
Knowledge (local): +9 = +2 (3ranks, +3C, +1D)
Knowledge (religion): + = +( ranks)
Perception: +10 = +1 (4r, +3C, +1D, +1T)
Perform: Oratory: +9 = 3 + (3r, +3C)
Perform: Acting: +8 = 3 + (2r, +3C)
Profession: C
Ride: +3
Sense Motive: +9 = +1 (3r, +3C, +1D, +1T)
Sleight of Hand: +3
*Spellcraft: C +7 = +2 (2ranks, +3C)
Stealth: C +10 = +3 (4ranks, +3C)
Survival: +
Swim*: +
Use Magic Device: C +8 = 3 + (2 Ranks, +3C)

1st lvl: 10 skill points (6, +2 Int, +1 Human, +1Favored class)
2nd lvl: 10 skill points (6, +2 Int, +1 Human, +1Favored class)
3rd lvl: 10 skill points (6, +2 Int, +1 Human, +1Favored class)
4th lvl: 10 skill points (6, +2 Int, +1 Human, +1Favored class)

C= Class Skill
F= Feat
T= Trait
D= Detective

-Investigator: +1 to Per, always a class skill
-Suspicious: +1 to Sense Motive, always a class skill

1st Lvl: 2 (1 + 1 Human)
-Agile Maneuvers: Dex instead of Str for CMB
-Weapon Finesse: Dex instead of Str to hit w/ Light weapons

3rd Lvl: 1



Hit Points: 31
Current HP: 31

AC:17 Touch:13 Flat-Footed:14

Saves: (Bonus/Stat)
Ref: +7 (+3/4)
Fort: +2 (+1/1)
Will: +5 (+1/4)

(+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects)

BAB: +3
CMB: +6 (Agile Maneuvers Feat=Dex instead of Str for CMB)
CMB: (+7 with magic whip)
CMD: 16

Concentration check: D20+7

Rapier: +6 (Dmg: 1d6, 18-20/X2, 2lbs, P, 20GP)
Shortbow: +6 (Dmg:1d6, X3, Rng: 60ft, 2lbs, P, 30GP)
Whip, Scorpion +1: +7 (Dmg:1d4+1, X2, 3lbs, S, Disarm, Reach, Trip, 5GP)

Bard abilities:


1st level-
Bardic Knowledge, Cantrips, Spells, Bardic Performance 11 rnds/day (Countersong, Distraction, Fascinate, Careful Teamwork +1)
2nd level-
Arcane Investigation- add spells to spells known (replaces Versatile Performance)
Arcane Insight- can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection). (replaces well-versed)
3rd level-
Inspire Competence +2 -use performance to help an ally succeed at a task. Ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Bard Spells:


Spells Per day: 0= 4; 1= 4; 2= 2 (Includes Cha bonus)

Spells Known: 0= 7; 1=5; 2= 3 (1 Bonus spell each level from book)
0-Detect Magic, Read Magic, Prestidigitation, Sift (APG), Message, ?
1- Disguise Self, Ear-Piercing Shriek, Swallow your Fear, Vanish (APG), Comprehend languages (AI), Detect Secret Doors
2- Zone of Truth (AI), Tongues, Cure Moderate Wounds, Hold Person

AI = Arcane Investigation bonus spell

GP 620



Studded Leather Armor (25GP, +3AC, Max Dex +5, Armor Penalty -1)
Buckler (+1AC),
+1 Scorpion Whip
Standard Adventurers' Kit:
(Backpack, sleeping bag, blanket, 2 large sacks, 2 belt pouches, 50' hemp rope, grappling hook, flint/steel, chalk, parchment, charcoal sticks, 6 candles, 5 torches, lantern, 2 oil flasks, 1 week rations, water flask)
Traveling clothes
antitoxin (2),
Acid (2)
Alchemical Grease (2)
Alchemical Solvent (2)
Alchemist's Fire (2)
Tanglefoot Bag (2)
smelling salts,
potion of cure light wounds (4)
Holy Water (1)
Spirit Flask(1)
Magic file (+5 to lockpick)
Potion- Endure Elements (2)
Potion- Hide from undead (2)
Potion- Prot/ evil (2)
Potion- Remove Fear (2)
Potion- Sanctuary (2)
Potion- Shield of Faith +2 (2)
Weapon Blanch-Silver (2)

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