Tablark Hammergrind

Gandrik Th-kar's page

Organized Play Member. 30 posts (3,516 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 11 aliases.


Full Name

Gandrik Th-kar

Race

Dwarf

Classes/Levels

Bard/Level 3

Gender

Male

Size

Medium

Age

Young

Special Abilities

None

Alignment

Chaotic good

Languages

Common, Dwarven, Undercommon

Occupation

Songsmith

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 12

About Gandrik Th-kar

HP:10

AC:12
Touch AC:12
Flat-Footed AC:10
Fort:+1
Reflex:+4
Will:+2
Base Attack Bonus:0
CMB:3
CMD:
Weapon:Dwarven Waraxe
Attack Bonus: 3
Damage: 1d10 +3 or 1d10+4

Skills: 7 a Level
class skills are
Acrobatics (Dex),
Appraise (Int),
1 Bluff (Cha),
Climb (Str),
Craft (Int),
1 Diplomacy (Cha),
1 Disguise (Cha),
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics (Int)
1 Perception (Wis),
1 Perform (Cha),
Profession (Wis),
Sense Motive (Wis),
Sleight of Hand (Dex),
Spellcraft (Int),
1 Stealth (Dex),
1 Use Magic Device (Cha).

Feats:
Arcane strike

Spells Per day: 1st

Bardic Knowledge (Ex): A bard adds half his class
level (minimum 1) to all Knowledge skill checks and
may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the
Perform skill to create magical effects on those aroundhim, including himself if desired. He can use this
ability for a number of rounds per day equal to 4 + his
Charisma modifier. At each level after 1st a bard can
use bardic performance for 2 additional rounds per day.
Each round, the bard can produce any one of the types of
bardic performance that he has mastered, as indicated by
his level.
Starting a bardic performance is a standard action,
but it can be maintained each round as a free action.
Changing a bardic performance from one effect
to another requires the bard to stop the previous
performance and start a new one as a standard action.
A bardic performance cannot be disrupted, but it ends
immediately if the bard is killed, paralyzed, stunned,
knocked unconscious, or otherwise prevented from
taking a free action to maintain it each round. A bard
cannot have more than one bardic performance in effect
at one time.At 7th level, a bard can start a bardic performance as a
move action instead of a standard action. At 13th level, a
bard can start a bardic performance as a swift action.
Each bardic performance has audible components,
visual components, or both.
If a bardic performance has audible components, the
targets must be able to hear the bard for the performance
to have any effect, and such performances are language
dependent. A deaf bard has a 20% chance to fail when
attempting to use a bardic performance with an audible
component. If he fails this check, the attempt still counts
against his daily limit. Deaf creatures are immune to
bardic performances with audible components.
If a bardic performance has a visual component,
the targets must have line of sight to the bard for the
performance to have any effect. A blind bard has a 50%
chance to fail when attempting to use a bardic performance
with a visual component. If he fails this check, the attempt
still counts against his daily limit. Blind creatures are
immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter
magic effects that depend on sound (but not spells that
have verbal components). Each round of the countersong
he makes a Perform (keyboard, percussion, wind, string,
or sing) skill 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 skill
check result for the save. Countersong does not work
on effects that don’t allow saves. Countersong relies on
audible components.

Distraction (Su): At 1st level, a bard can use his performance
to counter magic effects that depend on sight. Each round
of the distraction, he makes a Perform (act, comedy, dance,
or oratory) skill check. Any creature within 30 feet of the
bard (including the bard himself ) that is affected by an
illusion (pattern) or illusion (figment) 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
skill check proves to be higher. If a creature within
range of the distraction is already under the effect of a
noninstantaneous illusion (pattern) or illusion (figment)
magical attack, it gains another saving throw against the
effect each round it sees the distraction, but it must use thebard’s Perform skill check result for the save. Distraction
does not work on effects that don’t allow saves. Distraction
relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance
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 capable of paying
attention to him. The bard must also be able to see the
creatures affected. The distraction of a nearby combat
or other dangers prevents this ability from working. For
every three levels the bard has attained beyond 1st, he can
target one additional creature with this ability.
Each creature within range receives a Will save (DC 10
+ 1/2 the bard’s level + the bard’s Cha modifier) to negate
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 observes the performance for as long as the bard
continues to maintain it. While fascinated, a target takes
a –4 penalty on all skill checks made as reactions, such
as Perception checks. Any potential threat to the target
allows the target to make a new saving throw against the
effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect.
Fascinate is an enchantment (compulsion), mindaffecting
ability. Fascinate relies on audible and visual
components in order to function.

Inspire Courage (Su): A 1st-level bard can use his
performance 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 perceive the bard’s performance. An affected ally
receives a +1 morale bonus on saving throws against charm
and fear effects and a +1 competence bonus on attack and
weapon damage rolls. At 5th level, and every six bard levels
thereafter, this bonus increases by +1, to a maximum of +4
at 17th level. Inspire courage is a mind-affecting ability.
Inspire courage can use audible or visual components. The
bard must choose which component to use when starting
his performance.

Inspire Competence (Su): A bard of 3rd level or higher
can use his performance to help an ally succeed at a task.
That ally must be within 30 feet and be able to 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). Certain uses of
this ability are infeasible, such as Stealth, and may be
disallowed at the GM’s discretion. A bard can’t inspire
competence in himself. Inspire competence relies on
audible components.

0 Level Spells Known:
Resistance: Subject gains +1 on saving throws.
Flare: Dazzles one creature (–1 on attack rolls).
Read Magic: Read scrolls and spellbooks.
Detect Magic

1st level Spells
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Chord of Shards

School evocation; Level bard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell resistance no

DESCRIPTION
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.