About Filix the BardBard 1 Bardic Performance Charisma + 4 [_][_][_][_] +[_][_][_][_]
Stat:
Strength: 17 Dexterity: 19 Constitution: 13 Intelligence: 12 Wisdom: 10 Charisma: 19 Movement 30 x4 running Initiative +8 Defense:
Health Points Armor Class: 15 Armor = 1, Shield =0, Dex = 4, Size = 0. NA = 0, Deflection = 0, Misc = 0 Touch: 14 Flatfooted: 11 Fortitude Save: 1 0, Con =1, Misc = 0 Reflex Save: 6 2, Dex =4, Misc = 0 Will Save: 2 2, Wis =0, Misc = 0 Base Attack Bonus: 0 CMD: 17 BAB = 0, Str = 3, Dex = 4, Size = 0, Mic = 0 CMB: 3 BAB = 0, Str = 3, Size = 0, Mic = 0 Offensive:
Sickle Attack = 1d20+3 Damage = 1d6+3 Critical X2 Type = Slash Range = 0 Rapier Attack = 1d20+3 Damage = 1d6+3 Critical 18/20 X2 Type = Pricing Skills:
(Bard) 6+Int (C = Class Skill) Acrobatics 4 C. Ability Mod = 4, Ranks = 0 Appraise 1 C. Ability Mod = 1, Ranks = 0, Bluff 8 C. A.M. = 4, Ranks = 1, Misc = 3 Climb 11 C. Ability Mod = 3, Ranks = 0, Misc = 8 Diplomacy 8 C. Ability Mod = 4, Ranks = 1, Misc = 3 Disguise 4 C. Ability Mod = 4, Ranks = 0, Misc = 0 Escape Artist 4 C. Ability Mod = 4, Ranks = 0, Misc = 0 Fly 4 Ability Mod = 4, Ranks = 0, Misc = 0 Heal 0 Ability Mod = 0, Ranks = 0, Misc = 0 Intimidate 4 C. Ability Mod = 4, Ranks = 0, Misc = X Knowledge Arcana 2 C. Ability Mod = 1, Ranks = 0, Misc = 1 Knowledge Dungeoneering 6 C. Ability Mod = 1, Ranks = 1, Misc = 4 Knowledge Geography 6 C. Ability Mod = 1, Rank = 1, Misc = 4 Knowledge History 2 C. Ability Mod = 1, Ranks = 0, Misc = 1 Knowledge Local 2 C. Ability Mod = 1, Ranks = 0, Misc = 1 Knowledge Nature 2 Ability Mod = 1, Ranks = 0, Misc = 1 Knowledge Nobility 2 C. Ability Mod = 1, Ranks = 0, Misc = 1 Knowledge Planes 6 C. Ability Mod = 1, Ranks = 1, Misc = 4 Knowledge Religion 6 C. Ability Mod = 1, Ranks = 1, Misc = 4 Linguistics 6 C. Ability Mod = 1, Ranks = 1, Misc = 4 Perception 2 C. Ability Mod = 2, Ranks = 0, Misc = 0 Perform: Strings 8 C. Ability Mod = 4, Ranks = 1, Misc = 3 Ride 4 Ability Mod = 4, Ranks = 0, Misc = 0 Sense Motive 0 C. Ability Mod = 0, Ranks = 0, Misc = 0 Stealth 6 C. Ability Mod = 6, Ranks = 0, Misc = 0 Survival 2 Ability Mod = 0, Ranks = 0, Misc = 2 Swim 3 Ability Mod = 3, Ranks = 0, Misc = 0 Languages:
Catfolk, Sylvan, Common, Draconic, Traits:
Racial Traits: Alternate Racial Traits:Climber: You possess a climbing speed of 20 feet (along with the +8 racial bonus on Climbing checks a climb speed affords.) Low-Light Vision: You have low-light vision Cat’s Luck: Once per day when you make a reflex saving throw, you can roll the saving throw twice and take the better result. Natural Hunter: You receive a +2 racial bonus on Perception, Stealth, and Survival checks. Traits Child of Two People: You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic language of both you parents. Thirst for Knowledge: You gain a +1 trait bonus on Linguistics checks, and Linguistics is a class skill for you. Favorite Class Options:
Level 1. +1 Skill Point Bard Class Features:
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. 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 Weapon Traits Trip Weapon: You can use a trip weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped. Feats:
Improved Initiative: You get a +4 bonus on Initiative Checks Armor Proficiency: Light: You are proficient wearing light armor. Shield Proficiency: When you use a shield, the shield’s armor check penalty only applies to strength and dexterity based skills. Equipment:
Weapons Sickle Rapier whip Ammo none Armor Silken Ceremonial armor Rings none Slotless Bard’s Kit (This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.) 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. Known 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): Will DC 15 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 (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. Bard’s Spells:
Level 0: 4 Level 1: 2 Level 2: 0 Level 1 Known Level 2 Spells Spell DC: 15 Wealth:
Gold: 12gp sp cp
Starting Gold 160gp Bard’s Kit -41gp Masterwork Backpack -50gp Sickle -6gp Rapier -20gp Whip -1gp |