About Doctor Ebrill DwynwenDoctor Ebrill Dwynwen, LE Court Bard L3 Description
Personality
Statistics:
NE Halfling Classes/Levels Monk [L3]a Speed 40' Init +4; Senses Low/Light Perception +4* -------------------------------=DEFENSE=------------------------------- AC [17] TA[13] FF[13] 10+4*Armor+3Dex+0Items+force+0other] HP: 30/30 3x{+1d8+1Con+1FC}
Resistance: Immunity's Other CMD 13 {10+2Base -1Str +2Dex +0size +0misc} -------------------------------=OFFENSE=-------------------------------
--Melee: [+1]
--Ranged: [+5]
-------------------------------=STATISTICS=-------------------------------
STR [10-2]=[8][-1]
Traits and Feats:
Traits:
2:Fate’s Favored
3:Caretaker
----------------=Drawbacks=-----------------
--------------=Feats=-----------------
Class FEATS Items RACE Weapon and Armor Proficiencies Athasian Halfling Racial Traits:
Standard Racial Traits Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Type: Halflings are humanoids with the Halfling subtype. Base Speed (30): Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following:[/b] Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source: PZO9456 1:mending 1/Day 2:Light1/Day 3:know-direction1/Day Wild Talent 2/Day
Wild Talent = Energy Splash Skills:
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill Points 3x(6+2INT)=[24][+0FC][BG+6] [30] ^Acrobatics*(Dex)____+9{+1rank,+3Dex+3Class+2Feat}
^Knowledge (Arcana/Psionics)(Int)____+6{+1rank,+2Int+3Class}
concentration [+5][2Int+ML/CL+3] ^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=- -=Languages=-
Court Bard L3:
6 + Int modifier.
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Class Skills
Heraldic Expertise (Ex)
Bardic Performance
List of Bardic Performances:
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 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 non-instantaneous 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a 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 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. Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.
Mockery (Su): A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.
Cantrips (Sp)
Versatile Performance (Ex)
Well-Versed (Ex)
BARD SPELLS A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Bard Spells Known
LEVEL 0 DC13 x 6 Unlimited
LEVEL 1 DC14 x4 4/day
Bo-Bo Riding Erdlu:
XP 400
Skills Acrobatics +17 (+21 to jump with a running start), Per-
Equipment:
Starting cash 3,150cp Weapons:
Armor:
Belt: -
Slotless
Pouch 1 2' 20lb
Belt Pouch 2 2' 20lb
Mian backpack
On Belt Clip
-=Carrying Capacity=-
Money 1250CP 0SP 0CP Background:
Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum. 1)Ebrill Dwynwen was born into slavery and is marked as such, she is owned by Lady Sol-Eet De-Ron-Xue.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned. 1)To live happily with Tinta and with magic aid have a child, so they can have a family.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! 1)[known] She, killed Tinta old lover, with poison. because she was mentally abusing Tinta. Ending the woman's life buy stabbing her in the heart while looking her in the eyes.
Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1)Lady Sol-Eet De-Ron-Xue, who owner and master, She respects her and knows her place relive to "My Lady"
2)Tinta-Tal-Ma, Her Lady's bodyguard, loves her master one way, but she loves Tinta-Tal-Ma and A holds the other way. Afton sleeping in the same bad,
3)Birin Casirss, a trader in slaves who has asked more than once for her to be sold to him. Of course, her ladyship tells him no. But she always worries one day the old fat pervert will get his chubby hands on her. Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1)Being a slave as a child, being marked and shown like a prize until her ladyship older brother spotted how smart she was and bought her. 2)Laying in bed next to a snoring Tinta and tracing the scars on her naked body with her fingers. Think that Tinta could brake her like a twig, yet she was always gentle with Ebrill 3)Standing on the lip of a grat nib desert dune, her ladyship just ahead, with Tinta behind. They stood waiting as the sun rose, Red and full, as Her Ladyship said the prayer of the new morning. Bowing her had to the sun and sand. NOTES:
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