Grimm Bana (218409-2003)
Grimm is an enthusiastic rookie in every regard, out to make an impression on the world. He carries an excess of cumbersome but cool-looking weaponry; a battered Vuvuzela (an unsophisticated rasping trumpet) is slung at his shoulder; and his conversation is often overconfident and over-loud.
LN Male halforc Bard 1
Init +5 | Senses low-light vision | Languages: Common | Speed 25 ft.
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
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Defense
AC 17, HP 18
Fort +5, Ref +5, Will +5
Orc Ferocity - Reaction
Freq: Once per day Trigger: You would be reduced to 0 Hit Points but not immediately killed. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
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Spellcasting
Occult Known Spells DC 15, attack +5, 2 / day
* Cantrips: Detect Magic, Shield, Summon Instrument, Telekinetic Projectile, Message, Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
* 1st: Endure (Signature), True Strike, Fear
* Focus Spells (1 points)
* Counter Performance Area 60-foot em anation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
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Feats Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Martial Performance
Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons. If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert.
Backswing
You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.
Disarm
You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. On a critical success, you still need a free hand if you want to take the item.
Reach
Natural attacks with this trait can be used to attack creatures up to the listed distance away instead of only adjacent creatures. Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.
Trip
You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Deadly d8
On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Sweep
This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Fatal d10
The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Spell Details:
Inspire Courage Area 1 Action
60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Detect Magic 2 Actions | Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
Shield 1 Actions | Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Summon Instrument 3 Actions | Duration 1 hour
You materialize a handheld musical instrument in your grasp. The instrument is typical for its type, but it plays only for you. The instrument vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.
telekinetic Projectile 2 Actions | Range 30 feet | Targets 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Message 1 Actions | Range 120 feet | Targets 1 creature | Duration see below
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message
True Strike 1 Actions | Duration until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
Fear 2 Actions | Range 30 feet | Targets 1 creature | Saving Throw Will | Duration varies
You plant fear in the target; it must attempt a Will save.
-Critical Success The target is unaffected.
-Success The target is frightened 1.
-Failure The target is frightened 2.
-Critical Failure The target is frightened 3 and fleeing for 1 round.
Endure 1 Actions | Range touch | Targets 1 creature | Duration 1 round
You invigorate the touched creature’s mind and urge it to press on. You grant the touched creature 5 temporary Hit Points.