Anthropomorphized Rabbit

Bunursa's page

82 posts. Alias of RabbitAlmiraj.


Full Name

Bunursa

Race

| HP: 17/17 | AC 16 (T15, FF 12) | CMB: -2, CMD: 12 | F:+2 R:+7 W:+5 | Init +10 | Perc +8, SM +2, Bluff +3, Diplomacy +7, Intimidate +9

Classes/Levels

| Speed 40 ft., Burrow 20 ft. | Spells: 1st: 0/3 | Bardic Performance: 7/9, Hare's Luck: 1/1, | Active Conditions: Inspire Courage +1

Languages

Common, Rabbitfolk, Osiriani, Kelesh

Strength 7
Dexterity 18
Constitution 15
Intelligence 15
Wisdom 15
Charisma 16

About Bunursa

Statistics:

Bunursa
Female Rabbitfolk Bard (animal speaker) 2
CG Small Humanoid (rabbitfolk)
Init +10; Senses Perception +8

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DEFENSE
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AC 16, touch 15, flat-footed 12 (+1 armour, +4 Dex, +1 size)
hp 17 (2d8+4)
Fort +2, Ref +7, Will +5
…+4 vs. heat effects
…+2 vs. fear
…+1 vs. fire
Defensive Abilities Hare’s Luck

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OFFENSE
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Speed 40 ft. Burrow 20 ft.
Melee cestus +0 (1d3-2 B&P/19-20)
Ranged masterwork crossbow +7 (1d6/19-20) (80 ft.)
Spells Known (CL 2nd, Concentration +5)
1st—3/day—cure light wounds, comprehend languages, sleep, summon nature’s ally
0—At Will—dancing lights, detect magic, ghost sound, lullaby, prestidigitation

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STATISTICS
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Str 7, Dex 18, Con 15, Int 15, Wis 15, Cha 16
Base Atk +1; CMB -2; CMD 12
Traits Desert child, poverty-stricken, talented (percussion), reactionary, Wati native
Drawbacks Attached (Ava, Talonflame),
Feats Improved Initiative, Point Blank Shot
Proficiencies Light armour, light shields, simple weapons, longsword, rapier, short sword, sap, shortbow, whip
Skills Acrobatics +10 (+18 to jump), Climb +2, Diplomacy +7, Escape Artist +8, Handle Animal (use percussion) +9 (+13 w. rabbits), Intimidate (use percussion) +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +4, Knowledge (nature) +7, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Perception +8, Perform (sing) +8, Perform (dance) +8, Perform (percussion) +9, Spellcraft +6, Stealth +15, Survival +7, Use Magic Device +7
(9 points; 6 class, 2 INT, 0 race, 1 favoured class)
Abilities Animal friend (rabbits), bardic knowledge, bardic performance (countersong, distraction, inspire courage +1), cantrips, hare’s luck, versatile performance (percussion)
Languages Common, Kelesh, Osiriani, Rabbitfolk

Special Abilities:

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SPECIAL ABILITIES
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Animal Friend (rabbits) - An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first. Animal companions and magically controlled animals of the bard's chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals. This ability replaces fascinate.

Attached You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

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 9 rounds, standard
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 audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. 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.
Countersong(Su): 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 a 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.
Inspire Courage (Su): A 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.

Hare’s Luck 1/day roll a reflex save twice and keep the best result.

Summon Nature’s Ally The animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known. This replaces mass suggestion

Versatile Performance (Ex): A bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
…The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear cestus (2), masterwork light crossbow, bolts (58), blunt bolts (60), acid bolts (10), fire bolts (10), smoke bolts (10, 5 ft.), scroll of cure light wounds, potion of darkvision (2), potion of cure light wounds (0)
Possessions armoured kilt, backpack, animal food and water, snacks, falconry gauntlet, waterskin, pink wooden drum

Pets
Ava the black rabbit possessed by a little girl - tiny red drum
Talonflame the hunting falcon -

Home burrow outside Wati

Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried ?? lbs.
Money 0 GP 0 SP 0 CP