![]()
About Baran 'ElmswrightBUILD:
Medium (5' 7", 138lbs) Humanoid (Human) Male Init +2 ------------------------- DEFENSE ------------------------- AC: 15 (+0size +2dex +3std leather) -Touch: 12 / Flat-footed: 13 -Defensive: 17 (-4 on attacks) -Full Defensive: 19 HP: 15 (8starting + 5/new lvl -3con) Fortitude Save: +0 (+1 -1con)
Rapier - Attack +4 | Dam 1d6+1 | Crit 18-20/x2 | Wgt 2lbs | Type P | Sp. finesse weapon Dagger - Attack +4 | Dam 1d4+1 | Crit 19-20/x2 | Wgt 1lb | Type P or S Weapons - Ranged
FAVOURED CLASS BONUS add one spell known from the bard spell list (cannot chose a spell of the highest level the bard can cast) CLASS ABILITIES
List of Bardic Performances
Distraction (Su): can use performance (oratory) to counter magic effects that depend on sight; any creature within 30' affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its lesser saving throw; if already under an effect it gains another saving throw using the bard’s Perform check; does not work on effects that don’t allow saves; relies on visual components. Fascinate (Su): can use performance to cause one or more creatures to become fascinated with him; each creature must be within 90', 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; distraction (a nearby combat or other dangers) prevents the ability from working; affects 1 creature/3 bard lvls Each creature receives a Will save DC14 (10 + 1/2 the bard’s level + the bard’s Cha mod) to negate the effect and be immune for 24hrs; failure means the creature sits quietly and observes the performance for as long as the bard continues to maintain it receiving –4 penalty on skill checks made as reactions (such as Perception checks); any potential threat allows a new save; any obvious threat (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 that relies on audible and visual components in order to function. Inspire Courage (Su): can use performance to inspire courage in his allies (including himself); ally must be able to perceive the bard’s performance to receive a +1 morale bonus on saves against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls; inspire courage is a mind-affecting ability; can use audible or visual components which must chosen when the performance is begun Inspire Competence (Su): can use performance to grant a +2 competence bonus on a particular skill to an ally (cannot be used on self) who is within 30' and can see and hear him. This relies on audible components. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. TRAITS
FEATS
SPELLS:
spells/day: 1st lvl - 4/4 Known Spells lvl0: dancing lights(v,s), detect magic(v,s), ghost sound(v,s,lump of wax), message(v,s, copper wire), read magic(v,s, crystal prism), prestidigitation(v,s), spark(v or s), summon instrument(v,s) lvl1: cure light wounds(v,s), disguise self(v,s), timely inspiration(v), vanish(v,s) SKILLS:
(+6class +2int +1race +1cunning) 10/lvl +4background (C) Acrobatics rnks 2 bonus (+3class +2dex) +7 (C) Appraise rnks 1 bonus (+3class +2int) +6* (C) Bluff rnks 1 bonus (+3class +3cha) +7 (C) Climb rnks 1 bonus (+3class +1str) +5 (C) Craft - musical instrument rnks 1 bonus (+3class +2int) +6* (C) Diplomacy rnks 0 bonus (+3cha) +3 can substitute perform-oratory Disable Device rnks 0 bonus (+2dex) n/a (C) Disguise rnks 1 bonus (+3class +3cha) +7 - condition: additional +10 when using disguise self (C) Escape Artist rnks 0 bonus (+2dex) +2 Fly rnks 0 bonus (+2dex) +2 Handle Animal rnks 0 bonus (+3cha) n/a (C) Heal rnks 2 bonus (+3class +1wis) +6 (C) Intimidate rnks 0 bonus (+3cha) +3 (C) Knowledge (arcana) rnks 3 bonus (+3class +2int +1sp class)+9 (C) Knowledge (dungeon.) rnks 0 bonus (+2int +1sp class) +3 (C) Knowledge (engin.) rnks 1 bonus (+3class +2int +1sp class) +7 (C) Knowledge (geog.) rnks 1 bonus (+3class +2int +1sp class) +7 (C) Knowledge (history) ranks 1 bonus (+3class +2int +1sp class) +7 (C) Knowledge (local) rnks 2 bonus (+3class +2int +1sp class) +8 (C) Knowledge (nature) rnks 1 bonus (+3class +2int +1sp class) +7 (C) Knowledge (nobility) rnks 1 bonus (+3class +2int +1sp class) +7* (C) Knowledge (planes) ranks 0 bonus (+2int +1sp class) +3 (C) Knowledge (religion) rnks 1 bonus (+3class +2int +1sp class) +7 (C) Linguistics rnks 2 bonus (+3class +2int) +7 (C) Perception rnks 2 bonus (+3class +1wis) +6 (C) Perform (oratory) rnks 3 bonus (+3class +3cha +2feat) +11 (C) Perform (wind) rnks 3 bonus (+3class +3cha +2feat) +11* (C) Profession (mortician) rnks 1 bonus (+3class +1wis) +5 Ride rnks 0 bonus (+2dex) +2 (C) Sense Motive rnks 0 bonus (+1wis) +1 can substitute perform-oratory (C) Sleight of Hand rnks 0 bonus (+2dex) n/a (C) Spell Craft rnks 2 bonus (+3class +2int) +7 (C) Stealth rnks 2 bonus (+3class +2dex) +7 Survival rnks 0 bonus (+1wis) +1 Swim rnks 0 bonus (+1str) +1 (C) Use Magic Device rnks 1 bonus (+3class +2int) +6 *background skill points EQUIPMENT:
Encumbrence: Lgt 0-32lbs / Mod 33-65lbs / Hvy 66-98lbs / Lift 195lbs / Drag 488lbs Casual scholar's outfit (black velvet robe, a simple brown belt, a scholar's cap, black leotard with leather codpiece, soft brown shoes), dagger (1lb), waist pouch w15gp, 2sp, 7cp (0.5lbs), component belt pouch (2lbs), wooden holy symbol, Eternal Wand of Charm Animal (damaged, 1 charge/d) Sub Total 3.5 lbs lightly encumbered Lightly Equiped
Well Equiped
Traveling
BACKGROUND:
Appearance Baran is a short young man of nearly twenty years. The practical but expensive scholar’s clothes he wears look traveled and a little loose fitting. His head is topped with a black velvet scholar’s cap. His thick black robe has pillowed shoulders, is faded at the pockets and seams, and sits comfortably over a dark whalebone cuirass. His legs are covered in a cotton leotard, which disappears into soft dark brown leather shoes. He wears tarnished white cotton gloves on his hands. From a simple brown leather belt hangs a two strapped bags, a many sectioned pouch, and a plain looking rapier. A thin bladed dagger is strapped to his left shin, and a full backpack sits on his back. His face is boyish and clean-shaven and calm. The paleness of his skin belies someone used to being indoors. His eyes seem slightly sunken and shadowed but have a knowing quality, just as his slightly curling lips seem to have secrets hanging from their hooks. Personality
Background
Three people tied to Baran
Baran’s main goal
|