Mason Karbie

Dr Welnar Harkleburn's page

8 posts. Alias of BinkyBo.


About Dr Welnar Harkleburn

Welnar
Human Bard
CG Medium Humanoid
Init +2; Senses Perception +4
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3;
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Str 11, Dex 14, Con 12, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Speed 30 ft.
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Ranged Shortbow +2 (1d6/x3) 60'
Melee Rapier +2 (1d6/18-20x2)
Special Bardic Performance 7 rds/day

Bard Spells Known (CL 1):
1 (2/day) Charm Person (DC15), Disguise Self (DC14).
0 (at will) Light, Lullaby (DC14), Message, Summon Instrument.

Bard Abilities:

Bardic Knowledge (Ex): 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 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.

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 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 (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 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 (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 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), mind-affecting ability.
Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su):
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.

Feats : Weapon Finesse, Spell Focus (Enchantment)
Skills:
+6 Acrobatics 1(+3,+2)
+5 Appraise 1(+3,+1)
+7 Bluff 1(+3,+3)
+0 Climb (+0)
+3 Diplomacy (+3)
+7 Disguise 1(+3,+3)
+4 Perception 1(+3,+0)
+7 Perform (Act)1(+3,+3)
+7 Perform (Oratory)1(+3,+3)
+7 Perform (Winds)1(+3,+3)
+5 Linguistics 1(+3,+1)
+2 Ride(+2)
+0 Sense Motive (+0)
+2 Stealth (+2)
+0 Swim (+0)
+2 Kn(everything)
Languages Common, Draconic, Orc.
Worn Gear (25.5 lbs) Traveler's Outfit, Cold-iron Rapier, Leather Armor, Shortbow, 10 arrows.
Other Gear (12 lbs) Backpack, Bedroll, Soap, Tinderbox, Waterskin
Encumbrance 37.5/38 lbs (light) Wealth 21 GP, 4 SP