#5-08: The Confirmation (CORE)
#3-09: The Quest for Perfection, Part I (CORE)
#0-07: Among the Living (CORE) - GM (CORE)
#2-Sp: Year of the Shadow Lodge - GM (CORE)
#4-11: The Disappeared - GM (CORE)
#4-Sp: Race for the Runecarved Key (CORE)
#3-00: Blood Under Absalom (CORE)
#8-99: The Solstice Scar, Version A (CORE)
#8-00: The Cosmic Captive (CORE)
#4-02: In Wrath's Shadow (CORE)
#8-99: The Solstice Scar, Version B - GM(CORE)
#8-99: The Solstice Scar, Version C -GM (CORE)
#7-99: Through Maelstrom Rift (CORE)
Darksid'Ious
Male half-elf bard 5
LN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +10
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Defense
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AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 36 (5d8+8)
Fort +4, Ref +10, Will +5; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cold iron rapier +9 (1d6+1/18-20) or
. . whip +8 (1d3+1 nonlethal)
Ranged light crossbow +8 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—heroism, mirror image, tongues
. . 1st (5/day)—feather fall, hideous laughter (DC 14), remove fear, silent image (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, light, message, prestidigitation, read magic
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Statistics
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Str 13, Dex 20, Con 12, Int 10, Wis 10, Cha 17
Base Atk +3; CMB +4; CMD 19
Feats Arcane Strike, Power Attack, Skill Focus (Perform [oratory]), Weapon Finesse
Traits resilient, scholar of the great beyond
Skills Acrobatics +11, Bluff +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +6, Linguistics +4, Perception +10, Perform (oratory) +16, Spellcraft +5, Stealth +9, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven
SQ bardic knowledge +2, elf blood, lore master 1/day, versatile performance (oratory)
Combat Gear wand of cure light wounds, wand of grease (50 charges), wand of identify (50 charges); Other Gear +1 mithral chain shirt, crossbow bolts (10), light crossbow, mwk cold iron rapier, whip, belt of incredible dexterity +2, cloak of resistance +1, headband of alluring charisma +2, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork tool, mirror, pot, signet ring, silk rope (50 ft.), soap, trail rations (5), waterskin, iron holy symbol of Zon-Kuthon, 2,181 gp, 3 sp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 15 rounds/day) Your performances can create magical effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Versatile Performance (Oratory) +16 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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#4-11:
House Thrune’s Favor: Your complete discretion in in ltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to in uence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in e ect as long as the token remains on your person, and the token imparts its bonus only to you.
buys:
Faction Card:
Season #7
#3-09: Recover a named minor artifact or major artifact during the course of an adventure. (1/1)
#07 : Serve as the GM for an adventure that grants 1 or more XP (1/5)
#2-Sp : Serve as the GM for an adventure that grants 1 or more XP (2/5)
#4-11 : Serve as the GM for an adventure that grants 1 or more XP (3/5)
#4-02: Recruit a named NPC scholar, knowledgeable spellcaster, or similar gure to the Dark Archive (1/2)
#8-99B : Serve as the GM for an adventure that grants 1 or more XP (4/5)
#8-99C : Serve as the GM for an adventure that grants 1 or more XP (5/5)
HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed.