About Trellara Nightshadow
+2 CMB (+3 BAB, -1 Str)
+3 Longsword (+3 BAB, -1 Str, +1 Masterwork) Damage: (1d8-1)
Zero Level: Unlimited
Bardic Performance: 7/15 rounds remaining.
Move: 30 ft.
+1 Fort (+1 base, +0 Con)
+6 Acrobatics (Dex +2, Ranks 1, Class Skill +3)
+5 Appraise (Int +1, Ranks 1, Class Skill +3),
+8 Bluff (Cha +3, Ranks 2, Class Skill+3)
+3 Climb (Str -1, Ranks 1, Class Skill +3)
+9 Diplomacy (Cha +3, Ranks 3, Class Skill +3 )
+7 Disguise (Cha +3, Ranks 1, Class Skill +3)
+6 Escape Artist (Dex +2, Ranks 1, Class Skill +3)
+3 Fly (Dex +2, Ranks 1)
+4 Handle Animal (Cha +3, Ranks 1)
+1 Heal (Wis +1)
+7 Intimidate (Cha +3, Ranks 1, Class Skill +3)
+5 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Dungeoneering (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Geography (Int +1, Ranks 1)
+5 Knowledge, History (Int +1, Ranks 1, Class Skill +3)
+6 Knowledge, Local (Int +1, Ranks 2, Class Skill +3)
+6 Knowledge, Nature (Int +1, Ranks 2, Class Skill +3)
+1 Knowledge, Nobility (Int +1, Ranks 0, Class Skill +3)
+5 Knowledge, Planes (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Religion (Int +1, Ranks 1, Class Skill +3)
+5 Linguistics (Int +1, Ranks 1, Class Skill +3)
+6 Perception (Wis +1, Ranks 2, Class Skill +3)
+9 Perform Singing (Cha +3, Ranks 3, Class Skill +3)
+2 Ride (Dex +2)
+5 Sense Motive (Wis +1, Ranks 1, Class Skill +3)
+5 Spellcraft (Int +1, Ranks 1, Class Skill +3)
+8 Stealth (Dex +2, Ranks 3, Class Skill +3)
+1 Survival (Wis +1)
-1 Swim (Str -1)
+7 Use Magic Device (Cha +3, Ranks 1, Class Skill +3)
Dodge (Bard 1)
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Defense Racial Traits
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Offense Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Favored Class: Bard
Lvl 1 +1 Hp
• Bardic Knowledge (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 around him, 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.
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 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), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
• Inspire Courage +2
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 +2
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.
• Well versed
• Loremaster 1/day
Spells Per Day: 6 1st Level
• Dancing Lights
4 Level 1
• Cure Light Wounds
3 Level 2
• Blur: Attacks Miss Subject 20% on the time.
Arms, Armor, and Clothing
Backpack, 0.5 lbs
Current Weight: ?
Light Load: x < 26 lbs.