![]() About Dox BardIlenna
Defenses AC: 13 ; Touch: 13 ; FF: 11 ; (+2 Dex, +1 Size)
Offense Speed: 20 ft
Statistics STR 8 DEX 14 CON 10 INT 16 WIS 8 CHA 18
Skills:
*Acrobatics(): +2 *Appraise(): +3 *Bluff(1): +8 *Climb(): -1 *Craft(): +5 (+2 Ingratiating) *Diplomacy(1): +8 Disable Device(): +2 *Disguise(): +4 *Escape Artist(): +2 Fly(): +2 Handle Animal(): -1 Heal(1): +9 (INT instead of WIS)(+1 Caretaker, +1 Precise Treatment) *Intimidate(): +4 *Knowledge (Arcana)(): +4 *Knowledge (Dungeoneering)(): +4 *Knowledge (Engineering)(): +4 *Knowledge (Geography)(): +4 *Knowledge (History)(): +4 *Knowledge (Local)(1): +8 *Knowledge (Nature)(): +4 *Knowledge (Nobility)(): +4 *Knowledge (Planes)(): +4 *Knowledge (Religion)(): +4 *Linguistics(): +3 *Perception(1): +3 *Perform(Strings)(1): +10 (+2 Ingratiating) *Profession(Gambling)(1): +5 (+2 Ingratiating) Ride(): +2 *Sense Motive(): -1 *Sleight of Hand(): +2 *Spellcraft(): +3 *Stealth(1): +6 Survival(): -1 Swim(): -1 *Use Magic Device(1): +8 Traits and Feats:
Traits Caretaker
Precise Treatment
Feats Improved Initiative
Toughness
Special Abilities:
Racials Ingratiating (Alternate Racial) Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed. Fearless
Halfling Luck
Bard: Bardic Knowledge
Bardic Performance
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 many such performances are language dependent (as noted in the description). 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.
Spells:
0 Level: Prestidigitation, Spark, Daze, Resistance 1 Level (2/day): Cure Light Wounds, Sleep Bardic Performance:
Countersong
Distraction
Fascinate
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. Inspire Courage
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