Father Zastoran

Izotu Hyr's page

46 posts. Organized Play character for Grayn.


Full Name

Izotu Hyr

Race

Human

Classes/Levels

Bard 1

Stats:
Init: +1; Perception: +4; AC 16; touch 12; flat-footed 14; HP 10/12; CMD 14/CMB +3; Fort +1, Ref +2, Will 0; Performances: 6/7

Gender

Male

Size

Medium

Age

53

Alignment

NG

Strength 14
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Izotu Hyr

Mini-Stats:

Izotu Hyr
Bard 1
Init +1; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14
HP 12
CMD 14/CMB +3
Fort +1, Ref +2, Will 0

Armor/Weapons:

Lamellar (Leather): AC 4, Max Dex: 16, ACP: -2
Dagger: 1d4, 19-20/x2, Type: S, Throw: 10’
Heavy Mace: 1d8, x2, Type: B
Scorpion Whip: 1d3, x2, Type: S, Reach: 15’, Special: Disarm, Reach

Skills:

Acrobatics: 4
Appraise: 1
Bluff: 3
Climb: 0
Craft : 1
Diplomacy: 7
Disable Device: 0
Disguise: 3
Escape Artist: 0
Fly: 0
Handle Animals: 3
Heal: 0
Intimidate: 7
Knowledge (Geogrraphy): 5
Knowledge (Arcana): 2
Knowledge (Dungeon): 2
Knowledge (Engineering): 2
Knowledge (Geography): 2
Knowledge (History): 2
Knowledge (Local): 2
Knowledge (Nature): 2
Knowledge (Nobility): 2
Knowledge (Planes): 2
Knowledge (Religion): 2
Linguistics: 1
Perception: 4
Perform(Dance): 7
Perform(Sing): 7
Profession: 0
Ride: 0
Sense Motive: 0
Sleight of Hand: 0
Spellcraft: 1
Stealth: 0
Survival: 0
Swim: 0
Use Magic Device: 3

Feats:

Combat Expertise:
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Trip:
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Class Skills:

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

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.

Bardic 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): 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.

Traits:

Threatening Defender:
Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Bred for War:
Benefit You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Spells:

LVL 0:
Detect Magic
Ghost Sound
Dancing Lights
Read Magic

LVL 1:
*Cure Light Wounds
*Grease

*Readied Spell


Equipment:

Bard's Kit
Explorer's Outfit

Wand of CLW (7 charges)
Smokestick
Tanglefoot Bag

Gold: 57g
Total weight: 74lbs