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No posts. Alias of Keltor Dox.


About Dox Bard

Ilenna
Male Halfling Bard (Arcane Healer)
N Small Humanoid (Halfling) Age: 28
Height: 3'4" Weight: 32
Deity:

Init +2 (+2 Dex); Senses:; Perception: +3

Defenses

AC: 13 ; Touch: 13 ; FF: 11 ; (+2 Dex, +1 Size)
HP: 8 (1d8)
Fort: +1 (+1 Halfling Luck) Ref: +5 (+1 Halfling Luck) Will: +2 (+1 Halfling Luck, +2 against fear)

Offense

Speed: 20 ft
Space: 5 ft; Reach: 5 ft
Melee:
Ranged:

Statistics

STR 8 DEX 14 CON 10 INT 16 WIS 8 CHA 18
BAB: +0; CMB: +0; CMD: 11
Languages: Common, Halfling, Elven, Gnome, Dwarven
Worn Gear:
Other Gear:
Backpack, Flint and Steel, Belt Pouch, Spell Component Pouch, soap, holly, mistletoe, mess kit, hemp rope (50 ft), waterskin (2), animal feed (5), trails rations (5), torches (10), Potion of cure light wounds (2), flask of whiskey
Light Load: 63/76
GP: 150
SP:

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
As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Precise Treatment
You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Feats

Improved Initiative
You get a +4 bonus on initiative checks.

Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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
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.

Bard:

Bardic Knowledge
A bard adds half his class level (minimum 1) to 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 him, including himself 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 he has mastered, as indicated by his 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.

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
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
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
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.

Inspire Courage
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.