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About Jacen TornCharacter Sheet:
DEFENSE AC: 16 Flat AC: 14 Touch AC: 12 Initiative: +4 HP: 67 (9d8+18) Fortitude: +7 Reflex: +10 Will +8 CMD: 22 OFFENSE
BARD SPELLS (CL 9, +19 Concentration)
SKILLS & PROFICIENCIES
Special Abilities:
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. Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong. Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion. Bonus Feats: An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level—Combat Casting, 6th level—Disruptive, 10th level—Spellbreaker, 14th level—Penetrating Strike, 18th level—Greater Penetrating Strike. This ability replaces versatile performance and well-versed. Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master. 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. 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. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Feats & Traits:
FEATS 1-Lingering Song 1-Exotic Weapon Proficiency (racial bonus): elven curved blade 1-Arcane Strike (class bonus) 2-Combat Casting (class bonus) 3-Combat Reflexes 6-Disruptive (class bonus) 5-Step Up 7-Following Step 9-Step Up and Strike RACIAL TRAITS
TRAITS
Focused Mind (magic): Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Gear:
+1 adamantine elven curved blade 4,080 gp, +1 mithril cestus 2,505 gp, belt of giant strength +2 4,000, headband of charisma +2 4,000 gp, cloak of resistance +2 4,000 gp, MW chain shirt 250 gp, noble's outfit & jewelry 100 gp, 5 javelins 5 gp, smoke goggles 10 gp, bullseye lantern 12 gp, spell component pouch 5 gp, waterskin 1 gp , signet ring 5 gp, flint and steel 1 gp, rope 1 gp, scroll case 1 gp, ink/inkpen 8 gp, sealing wax 1 gp, 5 parchment 1 gp, 2 days trail rations 1 gp, backpack 2 gp
Total 1 gp: 4 pints of oil, 2 sacks, whetstone, ear plugs, bedroll, weapon cord, hot weather outfit (free) Remaining 1,510 gp of 23,500 total wealth Wands:
wand of cure light wounds 50x 750 gp, wand of lead blades 50x 750 gp, wand of protection from evil 50x 750 gp, wand of bless weapon 50x 750 gp Backstory:
Jacen had no desire to leave the city. He was the eldest son and only child of a noble and grew up in New Stetven, capital of Brevoy. Jacen lived in luxurious surroundings and had servants at his command. Every time he thought about exploring the wilds he became unsettled. It full of beasts, hazards and evil doers. Stone carved streets and brick buildings gave him a sense of stability and structure.
Born of mixed heritage, he learned swordplay from his nobleman father and magic from his elven mother. He had a very idyllic and happy childhood until his mother became infected with a fatal disease. They quietly buried her the day before graduating from the academy of fine arts. Nothing could prevent the depression both would feel for many moons, but at least they had each other for comfort. One night after a several cups of wine, his father confessed a dark secret. He gambled away their family fortune and could no longer afford to live in New Stetven. This was a second time his father had welched on a significant debt as his late mother kept him from gambling while they raised their son. The first time was in Issia and soon the surname Torn was tarnished as a cheat and lier in country of Brevoy. Jacen's resentment eventually turned into resolve. He devoted his life to repay the enormous debts his father left him and restore his family name. While his father was busy courting a rich widow, Jacen left his beloved city and traveled long roads to repair his reputation and regain his fortune. Personality:
Jacen inherited two gifts and two curses from his father. His silver tongue, strong bones and love of coin that tarnished his surname. The promise of wealth loosens his morals and will do almost anything to achieve his goal except for cold blooded murder.
Loyalty is important but honesty is less so as sometimes he must break his word to save his companions from harm. Easy going, eager to please and tolerant of others, he fits into new company like an old shoe. When social situations arise, many ask for his opinion or skill of persuasion. In combat, he leaps toward spellcasters realizing their potency if left alone. His motto is to laugh easy and live in the moment for who knows what tomorrow holds. |