About Alric Drespersonality:
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)
Fort: 0 = 0(base) + 0(Con)
Fire Resistance 10 AC: 10 = 10 + 0(Dex) + 2(leather armor)
CMD: 10 = 0(BAB) + 0(Str) + 0(Dex)
BAB: +0
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
Cantrips (unlimited, DC 12)
1st level (1/day + 1 bonus, DC 13)
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
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)
Traits
Feats
treasure and gear:
treasure
platinum: gold: silver: copper: gems: jewelry: Gear
Shortbow w/20 arrows Masterwork Backpack (50 gp, 4 lb)
Spell Component Pouch (5 gp, 2 lb) Belt Pouch 1 (1 gp, 0.5 lb)
Belt Pouch 2 (1 gp, 0.5 lb) Leather Armor (10 gp, +2 AC, +6 Max Dex, 15 lb)
Scroll Case (1 gp, 0.5 lb)
encumbrance values
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