Zombie

Alric Dres's page

38 posts. Alias of sunshadow21.


Full Name

Alric Dres

Race

Dunmer

Classes/Levels

Dirge Bard

Gender

Male

Size

Medium

Alignment

Neutral

Deity

the good Deadra, his ancestors

Languages

dunmer, argonian, imperial, infernal

Strength 0
Dexterity 0
Constitution 0
Intelligence 2
Wisdom 2
Charisma 2

About Alric Dres

personality:
Having been raised in court, Alric has a taste for the finer things in life, and tends to be quite flashy, a leftover from the days where he had to try to prove his training was not making him a morbid fellow. Quick to feel an insult, he broods and plots against the offender, but otherwise is as pleasant as one can expect a Dunmer noble raised in an environment hostile to the Empire to be.

background:
Born and raised in the Morrowind court as part of House Dres, he was discovered very early on to have a voice that would appeal beyond the grave. To this end, he was trained, steeped in the Deadric tradition, to speak to the ancestors of his people, his voice able to reach beyond the veil that separates the living from the dead. With many members of the court being afraid of his talents, he was forced to defend himself and his training rigourously. Eventually, he was forced to leave the court to assist the army to prove that he was willing to back his words up with deeds, but not before vowing to return and make his opponents eat their own words. Having been captured and thrown in prison during one battle, he bides his time, keeping his tongue to himself until he can once more work his way into a position of power.

key stats:
STR 11 DEX 11 CON 10 INT 14 WIS 14 CHA 15

HP = 9 (1d8 +1)
Speed = 30'
Init = +0

Fort: 0 = 0(base) + 0(Con)
Refl: 2 = 2(base) + 0(Dex)
Will: 4 = 2(base) + 2(Wis)
**+2 vs fear

Fire Resistance 10

AC: 10 = 10 + 0(Dex) + 2(leather armor)
Flat: 10 Touch: 10

CMD: 10 = 0(BAB) + 0(Str) + 0(Dex)
Flat CMD: 10

BAB: +0
Melee: 0 = 0(BAB) + 0(Str)
*Dagger 1d4 damage, 19-20/x2, Piercing/Slashing
*Morningstar 1d8 damage, x2, Bludgeoning & Piercing
*Unarmed 1d3 nonlethal damage, Bludgeoning
*Whip 1d3 nonlethal damage, 15 ft reach, +1 armor/+3 nat armor blocks, disarm (+2 to disarm), trip (can drop weapon to avoid being tripped), x2, Slashing

Ranged: 0 = 0(BAB) + 0(Dex)
*Shortbow 1d6 damage, x3, 80 ft range, Piercing, 20 arrows
*Dagger 1d4 damage, 19-20/x2, 10 ft range, Piercing/Slashing
CMB: 0 = 0(BAB) + 0(Str)

skills:
Bard: 10 = (6(base)+2(Int))*1 + 2 free points
*=class skill #=armor/encumbrance penalty applies
Acrobatics*# 0 = 0(Dex)
Appraise*# 2 = 2(Int)
Bluff*# 2 = 2(Cha)
Climb*# 3 = 0(Str)
Craft (any)* 2 = 2(Int)
Diplomacy* 2 = 2(Cha)
Disguise* 2 = 2(Cha)
Escape Artist*# 0 = 0(Dex)
Fly# 0 = 0(Dex)
Handle Animal*
Heal* 2 = 2(Wis)
Intimidate* 2 = 2(Cha)
Know (arcana)* 7 = 2(Int)+1(ranks)+3(csb)+1(bard)
Know (geography)* 7 = 2(Int)+1(ranks)+3(csb)+1(bard)
Know (history)* 7 = 2(Int)+1(ranks)+3(csb)+1(bard)
Know (religion)* 7 = 2(Int)+1(ranks)+3(csb)+1(bard)
Know (untrained)* 3 = 2(Int)+1(bard)
Linguistics*
Perception* 6 = 2(Wis)+1(ranks)+3(csb)
Perform (dance) 6 = 2(Cha)+1(ranks)+3(csb)
Perform (string) 6 = 2(Cha)+1(ranks)+3(csb)
Profession (any)*
Ride# 0 = 0(Dex)
Sense Motive* 6 = 2(Wis)+1(ranks)+3(csb)
Sleight of Hand*
Spellcraft 6 = 2(Int)+1(rank)+3(csb)
**+2 to identify items
Stealth*# 0 = 0(Dex)
Survival 2 = 2(Wis)
Swim# 0 = 0(Str)
Use Magic Device* 6 = 2(Cha)+1(ranks)+3(csb)

magic:
Command Undead 1/day CL 1

CL = 1
**+1 CL on fire spells
Concentration Check = +5
Spell Resistance Check = +3

Cantrips (unlimited, DC 12)
Dancing Lights, Detect Magic, Read Magic, Summon Instrument

1st level (1/day + 1 bonus, DC 13)
Flare Burst, Unseen Servant

bardic performance:
Total Rounds/Day 8 = 6 + 2(Cha)

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 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 the bard’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 DC 12 (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 the ability from working. For every three levels a 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 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 (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.

racial abilities, class abilities, traits, feats:

Racial Abilities
Elven magic: +2 CL to overcome SR, +2 spellcraft identify magic items
Fire Resistance 10
Pyromaniac: +1 CL on fire spells

Favored Class: Dirge Bard (+1 HP)
Bardic Knowledge: +1/2 levels to all knowledge checks, may make them untrained (min +1)
Bardic Performance: See section
Spells and Magic: See section

Traits
Focused Mind: +2 Concentration Checks
Courageous: + 2 vs Fear

Feats
1st level: Arcane Strike
3rd level:

treasure and gear:
treasure
platinum:
gold:
silver:
copper:
gems:
jewelry:

Gear
Adventurer's Outfit
Signet Ring of House Dres

Shortbow w/20 arrows

Masterwork Backpack (50 gp, 4 lb)
*Bedroll and Blanket (6 sp, 8 lb)
*Waterskin (1 gp, 2 lb)
*Adventurer's Outfit (spare)

Spell Component Pouch (5 gp, 2 lb)

Belt Pouch 1 (1 gp, 0.5 lb)
Small Steel Mirror (10 gp, 0.5 lb)

Belt Pouch 2 (1 gp, 0.5 lb)

Leather Armor (10 gp, +2 AC, +6 Max Dex, 15 lb)
Dagger (2 gp, 1 lb)
Morningstar (8 gp, 6 lb)
Whip (1 gp, 2 lb)

Scroll Case (1 gp, 0.5 lb)
Parchment (5) (2 sp each/1 gp total)
Ink and Inkpen (8 gp, 1 sp)

encumbrance values
light: 38/43
medium: 76/86
heavy: 115/130
lift over head: 115/130
lift off ground: 230/260
drag: 575/650
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armor & weapons: 19
other gear: 18