Modoru Redgrave

Chamius Lune's page

14 posts. Alias of John Woodford.


Classes/Levels

Bard/1

Strength 10
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 17

About Chamius Lune

Daily Expendables
1st-level Spells (2/day) [ ] [ ]
Performance (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
hp 10 (1d8+2)
Current hp

Male human bard 1
N Medium humanoid (human)
Init +2 (+2 DEX) Perception +4

DEFENSE
AC 16/12 touch/14 flatfooted (+2 DEX, +3 armor, +1 shield)
Fort +2, Ref +4, Will +2

OFFENSE
Speed 30 ft.
Melee whip +2 (1d3 nonlethal/x2) or rapier +2 (1d6/18-20/x2) or dagger +2 (1d4/19-20/x2)
Ranged shortbow +2 (1d6/x3)
Special Attacks None

Spells Known (CL 1st)
1st (4/day)-grease (DC 14 Reflex), hypnotism (DC 14 Will)]
0 (at will)-detect magic, prestidigitation, light, mage hand

STATISTICS
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +4/+6 w/whip; CMD 14

Feats
Weapon Finesse With a light weapon, 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. (L1)

Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. (human bonus)

Skills
Bluff +7 (1 ranks, +3 CHA, +3 class skill)
Knowledge (Local) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Nature) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Arcana) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Religion) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Perception +4 (1 ranks, +0 WIS, +3 class skill)
Perform (Comedy) +7 (1 ranks, +3 CHA, +3 class skill) (background)
Perform (Percussion) +8 (1 ranks, +3 CHA, +3 class skill, +1 trait)
Sleight of Hand +7/+6 in armor (1 ranks, +2 DEX, +3 class skill, +1 trait bonus) (background)
Spellcraft +5 (1 ranks, +1 INT, +3 class skill)
Stealth +6/+5 in armor (1 ranks, +2 DEX, +3 class skill)

Racial Modifiers +1 SR/level
Note: ACP -1

Traits
Child of the Streets You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Ear for Music You spent countless hours of your youth in one of your goddess's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks (Percussion) and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

Languages Common, TBD

Combat Gear TBD, 180 gp, 0 sp, 0 cp;

SQ None

SPECIAL ABILITIES

Favored Class: Bard; +1 SR at L1

Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around her, including herself 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 she has mastered, as indicated by her 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.

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.

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 herself) 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 herself) 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.

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 her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the 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 all 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.