About Gent LockeheedStatistics:
Male Human Bard 1
CG Medium Humanoid (Human) Init +0; Senses Perception +0 ------------------------------ DEFENSE ------------------------------ AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield) hp 9 Fort +1, Ref +2, Will +2 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee longsword +2 (1d8+2/19-20) Ranged shortbow +0 (1d6/x3/60 ft.) ------------------------------ STATISTICS ------------------------------ Str 14, Dex 10, Con 12, Int 13, Wis 10, Cha 18 Base Atk +0; CMB +2; CMD 12 Traits Child of the Moon (Stealth), Shield Bearer Drawbacks Feats Prodigy (Perform [oratory], Perform [dance]), Spellsong Skills & Languages:
Skills 1 Bluff +7, 1 Knowledge (history) +5, 1 Knowledge (local) +5, 1 Knowledge (nobility) +5, 1 Perform (dance) +9, 1 Perform (oratory) +9, 1 Stealth* +2, 1 Use Magic Device +7 (8 points; 6 class, 1 INT, 1 skilled) ACP -3 *ACP applies to these skills FCB bonus spells Skill Bonuses +1 all Knowledge, +2 Perform (dance, oratory), +1 Stealth (+2 during the half of the lunar cycle the moon is fuller [+4 during full moon]) Languages Common Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance (8/day) 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.
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.
Spells:
------------------------------ Spells ------------------------------ 0th (at will)—Dancing Lights, Ghost Sound (DC 14), Message, Prestidigitation, Read Magic 1st (2/day)—Grease (DC 15), Silent Image (DC 15) Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb. Current Load Carried 56 lb. Gear studded leather armor, heavy wooden shield, longsword, daggers (2), shortbow, 40 arrows, backpack, bedroll, chalk (5 pieces), flint & steel, iron pot, mess kit, soap, trail rations (5 days), and a waterskin. Money 17 GP 8 SP 5 CP Background:
Appearance and Personality:
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