About Jarlaxle BaenreInitiative: +3 [+1 Dex + 2 Trait]
AC: 20 (10 + 9 (MW Full Plate) + 1 Dex)
Hit Points: 39/39
Immune to Magic Sleep effects
Combat:
Base Atk: +4; CMB: +9; CMD: 20 Melee
Ranged
Skills:
Bard: 6 (Class) + 2 (Intelligence) + 1 (FC) Acrobatics (+12) Appraise +6 (+2 Int + 1 rank + 3 class skill) Bluff +12 (+3 Cha + 6 ranks + 3 class skill) Climb +0 (+5 Str -5 ACP) Craft(Alchemy) +6 (+2 Int + 1 rank + 3 class skill) Diplomacy (+12) Disguise +3 Escape Artist -4 (+1 Dex - 5 ACP) Fly(+12) Heal -2 Intimidate +12 (+3 Cha + 6 ranks + 3 class skill) Knowledge(Arcana) +13 (+2 Int + 5 ranks + 3 class skill + 3 Bardic Knowledge) Knowledge(Dungeoneering) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(Engineering) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(Geography) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(History) +10 (+2 Int + 2 ranks + 3 class skill + 3 Bardic Knowledge) Knowledge(Local) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(Nature) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(Nobility) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(Planes) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Knowledge(Religion) +9 (+2 Int + 1 rank + 3 class skill + 3 Bardic Knowledge) Perception +12 (-2 Wis + 6 ranks + 3 class skill + 2 racial + 3 Skill Focus) Perform(Dance) +12 (+3 Cha + 6 ranks + 3 class skill) Perform(Oratory) +12 (+3 Cha + 6 ranks + 3 class skill) Ride -4 (+1 Dex - 5 ACP) Sense Motive (+12) Spellcraft +6 (+2 Int + 1 rank + 3 class skill) Stealth -4 (+1 Dex - 5 ACP) Survival -2 Swim +0 (+5 Str - 5 ACP) Use Magic Device +12 (+3 Cha + 6 ranks + 3 class skill) Trait:
Birthmark:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. Benefit: You gain a +2 trait bonus on all saving throws against charm and compulsion effects. Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks.
Feats:
1st: Medium Armor Proficiency 1st (Racial Bonus Feat): Skill Focus (Perception) 3rd: Arcane Armor Training 5th: Heavy Armor Proficiency Racial Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Elves receive a +2 racial bonus on Perception skill checks. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Class Features:
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:
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. 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 noninstantaneous 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 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. 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 all 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. 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. Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Versatile Performance (Ex):
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Well-Versed (Ex):
Lore Master (Ex):
Spells:
Cantrips: Detect Magic, Mage Hand, Mending, Message, Prestidigitation, Read Magic
1st level (0/4+1 used): Comprehend Languages, CLW, Feather Fall, Remove Fear 2nd level (0/3+1 used): Delay Poison, Glitterdust, Heroism, Mirror Image Equipment:
Explorer's Outfit MW Full Plate Gamin the Reforged Swarmbane Clasp Headband of Alluring Charisma +2 Belt of Giant Strength +2 Backpack:
Belt Pouch:
Coins: 4,864gp, 0sp, 0cp Chronicles:
0-06: Black Waters
0-02: The Hydra's Fang Incident 5-01: The Glass River Rescue 3-21: The Temple of Empyreal Enlightenment AP #85: Fires of Creation 4-19: The Night March of Kalkamedes 7-05: School of Spirits 2-23: Shadow's Last Stand, Part I - At Shadow's Door 2-24: Shadow's Last Stand, Part II - Web of Corruption 6-05: Slave Ships of Absalom 5-04: The Stolen Heir 6-07: Valley of Veiled Flame 4-01: Rise of the Goblin Guild 10-05: Mysteries Under Moonlight, Part I - Testament of Souls 8-00: The Cosmic Captive |