Full Name |
Davneiros |
Race |
| HP 94/94| AC 27 T 18 FF 22 | CMB +10, CMD 28 | F: +11, R: +19, W: +15 | Init: +11 | Perc: +15, SM: +21 |
Classes/Levels |
| Speed 30ft | Bardic Performance: 41/41 | Spells: 1st 7/7; 2nd 6/6; 3th 5/5; 4th 4/4; 5th 2/2 | Active conditions: none. |
Gender |
Male N Human Bard 13 |
Size |
M |
Age |
20 |
Languages |
Common, Elven, Abyssal, Aklo, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon |
Strength |
12 |
Dexterity |
20 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
20 |
About Davneiros
Davneiros 137484-3
Human / Bard / 11
Init: +11
The Grand Lodge Fame: PP:
Gold:
+++++
Defense
+++++
AC: 25, Flat F.:20, Touch: 16 (+9 Armor, +5 Dex, +1 deflect)
HP 80/80
Fort:+10, Ref:+18, Will: +13
++++
Offense
++++
CMB:+9 CMD: +25
Speed: 30'
Melee: Longsword - +9 (1d8+1)
Ranged: +1 Composite darkwood Shortbow[+1] - +15/+10 (1d6+2) 40 arrows cold iron; 20 arrows silver
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Spells:
0 level - Detect magic, Ghost Sound, Resistance, Read Magic, Light, Prestidigitation, Resistance
1st level - Charm Person, Grease, Comprehend Languages, Disguise Self, Jury-Rig, Saving Finale
2nd level - Glitterdust, Invisibility, Heroism, Mirror Image, Ghostbane Dirge, Invisibility
3rd level - Haste, Good Hope, Dispel Magic, Invisibility Sphere,
4th level - Dominate Person, Dimension Door, Invisibility Greater
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BARD SPECIAL ABILITIES
Bardic Knowledge:
A bard adds half his class
level (minimum 1) on all Knowledge skill checks and
may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to
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BARDIC PERFORMANCE 35 / per day
Countersong:
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 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:
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.
Fascinate:
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 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), mindaffecting
ability. Fascinate relies on audible and visual
components in order to function.
Inspire Courage +3:
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.
Inspire competence +4
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Lore Master 2/day
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
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SPELLS:
Concentration +16
0: Detect Magic=Detects spells and magic items within 60 ft.
0: Light = Object shines like a torch.
0: Ghost Sound = Figment sounds.
0: Read Magic = Read scrolls and spellbooks.
0: Prestidigitation = Performs minor tricks.
0: Resistance = granting it a +1 resistance bonus on saves 1min/lvl
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1: Comprehend Languages = You understand all spoken and written languages.
1: Grease = Makes 10-ft. square or one object slippery.
1: Charm Person = Makes one person your friend.
1: Disguise Self = +10 bonus on the Disguise check
1: Jury-Rig - Removes the broken condition from the targeted object.
1: Saving Finale - Subject rerolls failed saving throw.
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2: Glitterdust
2: Invisibility
2: Heroism - +2 morale bonus on attack rolls, saves, and skill checks
2: Mirror Image
2: Ghostbane Dirge - The target coalesces into a semi-physical form for a short period of time
___________________________________________
3. Haste
3: Good Hope
3: Dispel Magic
3: Invisibility Sphere
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4: Dominate Person
4: Dimension Door
4: Invisibility Greater
GEAR:
Armor: +5 Chain shirt
(in Backpack):Bard's Kit
*Backpack
*Bedroll
*Entertainer's outfit
*Chalk
*Potion of Cure light wounds x1
*Trail rations x6
*Flasks of Holy Water x4
*Wand of Cure Light Wounds (29 charges)
*cold weather outfit
*Cloak of resistance +5
*Ring of protection +1
*wand of Protection of evil
*wand of shield
*Haunt Siphon x2
*Belt of Physical Might dex and con +2
*Talissman of Life's Breath lesser
*Pale Green Prism (Ioun Stone) cracked (saves)*
*Headband of Mental Superiority +2
*Scroll case x2
*+2 Mithral Chain shirt
*longsword
*+1 Darkwood Composite shortbow
Gold: GP
Feats:
Point-Blank Shot = +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet
Precise Shot = shoot ranged weapons at an opponent engaged in melee without taking the standard –4 .
Extra Performance = bardic performance +6/day
Weapon Focus - +1 shortbow
Lingering performance
Improved Initiative
Discordant voice - allies within 30 feet deal extra 1d6 points of sonic damage with successful weapon attacks
____________________________
Traits
Indomitable Faith = +1 to WILL saves
Reactionary = +2 Initiative Check
_____________________________
Skills:
Acrobatics +19
Appraise +2
Bluff +19
Climb +5
Diplomacy +19
Disable Device +6
Disguise +9
Escape artist +9
Fly +19
Heal -1
Intimidate +9
Know (Arcana) +12
Know (Dungeon) +12
Know (Engineer) +12
Know (Geography) +12
Know (History) +12
Know (Local) +12
Know (Nature) +12
Know (Nobles) +12
Know (Planes) +12
Know (Religion) +12
Linguistics +16
Perception +7
Perform (sing) +19
Perform (dance) +19
Ride +5
Sense motive +19
Spellcraft +16
Stealth +10
Survival -1
Swim +2
Use Magic Device +19
Languages Known:
Common, Elven, Abyssal, Aklo, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon, Dwarven
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Knowledge Skills Summary:
Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
Dungeoneering (aberrations, caverns, oozes, spelunking)
Engineering (buildings, aqueducts, bridges, fortifications)
Geography (lands, terrain, climate, people)
History (wars, colonies, migrations, founding of cities)
Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Nobility (lineages, heraldry, personalities, royalty)
Planes (the Inner Planes, the Outer Planes, the Astral
Plane, the Ethereal Plane, outsiders, planar magic)
Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)