About Izzy CarbuncleIzzalara "Izzy" Carbuncle is an elven archaeologist bard who uses her high intelligence to fuel her abilities. A longtime London local, Izzy's an infinitely curious wanderer who thinks everyone should be just as fascinated with everything as she is. When she's not off exploring ruins/ alleyways/ sewers and liberating lost treasures, she specializes in using her oratory to influence others. She has a soft spot for helping the helpless, because, really, who's better qualified than she is to rally the masses to a noble cause? - - - - - - - - - - - - - - - - Izzalara "Izzy" Carbuncle
Size / Type: Medium Humanoid (Elf) Alignment:CG Deity:Songheim, or whoever's convenient at the time Age: 150 Speed: 35 Ft. Initiative: +4 Senses: Perception +14 (Low-light Vision) Passive Perception: +5 Action Points: ? / ? Languages: Common, Elven, Celestial, Draconic, Sylvan, Gnome, Goblin, Orc Attributes STR 13 (+1) DEX 18 (+4) CON 13 (+1) INT 20 (+5) WIS 15 (+2) CHA 12 (+1)
BAB: +3 +1 Shortbow (Composite Str +1) Attack: 1d20 + 9 (3 BAB +4 Dex +1 Weapon Focus +1 Magic Weapon) Damage: 1d6 + 2 (+1d6 special, depending on arrow type) (+1 Str +1 Magic Weapon) Crit: 20 x3 Type: P or B Range: 70ft. +1 Rapier Attack: 1d20 + 8 (+3 BAB +4 Dex +1 Magic Weapon) Damage: 1d6 + 5 (+4 Dex +1 Magic Weapon) Crit: 18-20 x2 Type: P Dagger Attack: 1d20 + 7 (3 BAB +4 Dex) Damage: 1d4 + 4 (4 Dex) Crit: 19-20 x2 Type: S or P Range: 10ft.
HP: 40 (5d8 + 1 Con per Level) AC: 18 (10 Base +4 Dex + 4 Armour) Touch: 14 / Flat-Footed: N/A Notes: +1 AC against traps. CMB: 4 (3 BAB + 1 Str) CMD: 18 (10 Base + 3 BAB + 1 Str + 4 Dex Fort +2 (+1 Base +1 Con) Refl +8 (+4 Base +4 Dex) Will +6 (+ 4 Base +2 Wis) Notes: +1 to saves against traps. Immune to Sleep. +2 vs. Enchantments
Per Level: 13 (6 Base + 5 Int + 1 GM Background + 1 Favored Class)
Bard of the Fantasy (Campaign Trait) - +2 Perform (Oratory), +1 Bardic Knowledge Helpful - +3 (instead of +2) to all Aid Another
1 - Fleet (+5 speed) 3 - Extra Performance (+6 rounds/day Bardic Performance/Archaeologist's Luck) 5 - Craft Magic Arms & Armor Extra Feats: Weapon Finesse (GM Homebrew) + DEX to Attack & Dam Weapon Focus: Shortbow +1 to Attack Bonus Feats: Ensemble: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. If you possess one or more levels of the bard class, you can choose any one ally within 20 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.(Bonus Feat) Combat Expertise: 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. (Bonus Feat) Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (Bonus Feat)
Archaeologist's Luck - Swift Action (Free Maintain) +2 on Attacks, Saves, Skills, Weapon Damage for 15 rounds/day: +1 on any d20 roll by making a Perform DC 20, increasing by +1 for every 10 beat DC! Lv4 Rogue Talent: Charmer - 1/Day + 1/5lvls roll 2 Dip & use better! Action Points: ...? Passive Perception: BAB + WIS : 5 Elf Abilities, Bard Abilities... Elven Magic or Envoy or ...? ... Clever Explorer - Good & Fast vs. traps & locks... Uncanny Dodge, Low-Light Vision, Immune to Sleep, +2 vs. Enchantments, etc. All bard abilities use INT, Perform (Oratory) uses INT, Versatile Performance uses Perform (Oratory) for Diplomacy and Sense Motive (Versatile Performance) Free rank/lvl in Knowledge (Local) Proficiencies - All simple and martial weapons, plus the whip. Light armour and shields (not tower shields). The Bard spellcasting is not affected by light armour or shields, but would suffer spell failure with medium or heavy armour.
DC: 10 + Spell Level + Intelligence Modifier
Starting Gold: 13,000gp (10,500 Lv 5, 2,500 Crafting) +1 Studded Leather Light Armor (Cost (Self-Enchanted): 1,175gp) +4 AC, +5 Max Dex, -0 Check Penalty 20lbs 100 Arrows - 4, 607gp (self-enchanted) - 15lb
+1 Shortbow [Composite +1] -(self-enchanted) 1,450gp - 2lb
Contents of Haversack (gp): Thieves Tools (30), Canteen of Water (2), Mirror (10), Journal/Speech Book (10), Ink (8), 10 Inkpens (1), Scholar's Outfit (5), Flint & Steel (1), Umbrella (2), Poncho (1/2), 2 Waterproof Sacks (1), Bedroll (1/10), Blanket (3/10), 2 Days Rations (1) Funds:
Carrying Capacity - Str 13
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