Jalros

Ander Zelnic's page

1 post. Alias of DukeRuckley.


Full Name

Ander Zelnic

Race

Half-Elf

Classes/Levels

Barbarian 3 / Bard 2

Age

29

Alignment

CG

Languages

Common, Elven

Strength 12
Dexterity 19
Constitution 14
Intelligence 10
Wisdom 8
Charisma 14

About Ander Zelnic

Senses: Perception +5, low-light vision

Initiative:

Hit Points: 50 (3d12, 2d8, +10 Con, +5 FC)

Melee: +1 Keen Scimitar, +9 (1d6+5, 15-20/x2)

Armor Class: 20, flat-footed 15, touch 15 (+4 Dex, +4 armor, +1 bracers, +1 dodge)
Saves: Fortitude +4, Reflex +4, Will +4
Resistances: +2 vs. enchantments
Immunities: Magical sleep effects
Weaknesses: None

Base Attack Bonus: +4
Combat Maneuver Bonus: +5
Combat Maneuver Defense: 19

Size: Medium
Speed: 30 ft. (40 ft. while dancing)

Urban Barbarian Class Features:
Barbarian Proficiencies: An urban barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Barbarian Class Skills: The urban barbarian’s class skills are Acrobatics, Climb, Craft, Diplomacy, Intimidate, Knowledge (local), Knowledge (nobility), Linguistics, Perception, Profession, Ride, and Swim.

Crowd Control: At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement.

Controlled Rage (10/day):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers:
As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Spirit Totem (+6, 1d4+2): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.

Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

Trap Sense +1: At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Dervish Dancer Class Features:
Bard proficiencies: A dervish dancer is proficient with all simple weapons, plus the kukri, longsword, sap, scimitar, shortsword, shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bard class skills: The bard’s class skills are Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device.

Bard Spells:

Level 2 (2/day, DC 14): Cure Moderate Wounds, Summon Monster II

Bardic Performance (8/day):

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.

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 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.

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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 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.

Battle Dance:
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.

Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in himself, bolstering him against fear and improving his combat abilities. He 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.

Fleet: While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level. This ability replaces bardic knowledge and lore master.

Versatile Dance: At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.

Character Traits:
Reactionary: You gain a +2 trait bonus on Initiative checks.

Magical Knack (Bard): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Feats:
Skill Focus: Perform (Dance): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Skills:
Climb +6 (2 ranks, +3 class, +1 Str)
Diplomacy +9 (4 ranks, +3 class, +2 Cha)
Escape Artist +8 (1 rank, +3 class, +4 Dex)
Intimidate +10 (5 ranks, +3 class, +2 Cha)
Perception +10 (5 ranks, +3 class, -1 Wis, +2 racial)
Perform (Dance) +13 (4 ranks, +3 class, +2 Cha, +1 versatile, +3 feat)
Stealth +12 (5 ranks, +3 class, +4 Dex)
Use Magic Device +8 (3 ranks, +3 class, +2 Cha)

Modifiers:

Weapons: +1 Keen Scimitar
Armor: Mithral Shirt
Tools and Skill Kits:
Mundane Gear: Backpack (masterwork)
Magical Gear: Bracers of Armor +1
Potions: None
Scrolls: None

Money and Treasure: 35 gold

Experience Points: 15000
Next Level at: 23000

Appearance and Personality:
Ander was once a rash and easily angered half-elf. Now he has learned to control his anger and turn it towards a more positive outcome. He is fiercely loyal to his friends and comrades. He has a very fond love of dancing, and is quite good at it despite his broad shoulders. Otherwise, he is pretty thin and very flexible. Ander is tall and he wears his brown hair long enough to cover his ears, though not because he is ashamed of them. He has the gray eyes of his father, the human side of his family.

Motivations and Aspirations:
Ander wants to prove to himself and others that he can have a positive influence on society. He is trying to make amends for the wrongs he has committed in the past.

Background:
Ander is a former alcoholic, known for both his surprisingly good dance twirling dance moves (even while drunk) and for his extremely hot temper. Ander found himself in far one too many bar fights, the last one involving a rather important official in the regional guard force. He managed to win the fight, which started when the guard accidentally bumped into him while he was dancing, but he was thrown in jail for half a year. During this time he sobered up and decided to put himself on a better path.

Ander attended anger management lessons run by a small Gnome who was surprisingly resilient when having to face down the larger half-elf he was dealing with. And over time, Ander learned how to control his anger and put direct it to more positive ends, namely dancing. He became a performer, specializing in a dance style reminiscent of whirling dervishes. Over time he made amends with those he hurt, including the important guardsman. It was this very same guardsman, now a good friend, who told Ander the rumors of an army of goblins marching to war. Ander has decided to enlist in order to put his abilities to good use in the troubling times ahead.

Adventuring Companions:

Campaign:

Feats of Interest: Weapon Focus (Scimitar), Extra Performance, Extra Rage, Mobility