Sanvil Trett

Karl Roujon's page

68 posts. Alias of DSXMachina.


Classes/Levels

Init +1, HP 2/14HP, Perception +6, Sense Motive +1, AC 14/11/13

About Karl Roujon

Male Human Bard/2
CG medium humanoid (Human)
Init +1; Senses (), Perception + 6
Languages: Common,
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+1w/shield) ACP= -2 (20% spell failure)
HP 14 (2HD)
Fort +1, Ref +4, Will +4
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OFFENSE
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Speed 30 ft.
Melee: Whip +2 1d4+1 20/x2
Space 5 ft. Reach 10 ft.
Rapier +2 1d6+1 18-20/x 2
Space 5 ft. Reach 5 ft.
Ranged Shortbow +2 1d6 20/x3 P
Base Atk +1; CMB +2; CMD 13
Learnt Bard Spells (CL 2th):
1st (3/day)* - Cure Light Wounds, Saving Finale, Hideous Laughter, Silent Image
0th (at will) - Prestidigitation, Read Magic, Ghost Sound, Mage Hand, Know Direction

Bardic Performance Rounds/day: 6/9

Action Points: 6

XP:
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STATISTICS
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Str 13, Dex 12, Con 13, Int 13, Wis 12, Cha 17
Feats: Catch off Guard, Lingering Performance (+2 rounds after you stop)
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SKILLS
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Versatile Performance: Wind Instruments.
Favoured Class: Bard (lvl 1 & 2 to skill points.)

Acrobatics*/1 + 5
Appraise*/1 + 1
Bluff*/0 + 1
Climb*/1 + 1
Diplomacy*/0 + 3 +8
Disable Device/0
Disguise*/0 + 3
Escape Artist* + 0
Fly + 0
Handle Animal +8
Heal/0 + 0
Intimidate*/0 + 3
Knowledge*/0 (Arcana) + 2
Knowledge*/0 (History) + 2
Knowledge*/1 (Local) + 6
Knowledge*/0 (Planes) + 2
Knowledge*/1 (Nature) + 7
Knowledge*/1 (Nobility) + 6
Knowledge*/0 (Religion) + 2
Knowledge*/0 (Geography) + 2
Linguistics*/0
Perception*/2 + 6
Performance* (Wind Instruments)/2 + 8
Performance* (Dance)/1 + 7
Profession* (Wine-maker)/1 + 5
Ride/1 + 2
Sense Motive*/0 + 1
Sleight of Hand*/0 + 1
Spellcraft*/1 +5
Stealth*/1 + 5
Survival*]/0 + 2
Swim/0 + 0
UMD*/2 +8
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GEAR/POSSESSIONS
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Location On Persons (19.5)
Studded Leather (25/20)
Scorpion Whip(5gp/3)
Flask (.03gp/1.5)
Rapier (20/2)
Light Wooden Shield (9/6)
Short Bow (20 arrows) (31/5)

Location Pouch (1/.5) (3.0)
Cards (1/.5)
Flute (5/3)

Location* Waterskin (1/4) (4)

Location Masterwork Backpack* (2/2) (16.5/25.46gp)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Charcoal (.5/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
Mapcase (1/.5)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)

Location (Heavy#) (27.53/9.8GP)
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Shaving Kit (1.5/0.5)
Shovel (0.2/3)*
Soap (0.03/-)
Rations (10days) (5/10)

* = In saddlebags
# = In Lodgings
Cost 137.29gp
42 gp, 6sp, 8cp left

Total Weight = 42.0 + 17.5

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MAGIC ITEMS
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SPECIAL ABILITIES
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Trait - Improved Defense (Combat)
Benefit: You're never defenseless, even when you are caught off guard.

Benefit(s): Whenever you wield an improvised weapon, you gain a +1 shield bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn.

Trait - Know the Land (Religion)
You possess deep familiarity with the plants and animals of a variety of environments.

Benefit: You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.

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

List of 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.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and 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).

Versatile Performance (Ex):

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
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):

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.