Local Celebrity

Lucy Hardcastle's page

3 posts. Alias of OberonViking.


Full Name

"Not quite lucky"

Race

Human

Classes/Levels

Bard

Gender

Male

About Lucy Hardcastle

Lucy Hardcastle
Human Bard 3
Chaotic Good

Ability Scores:

Str 10
Dex 16
Con 10
Int 14
Wis 8
Cha 17

Traits and Feats:

Trait: Dangerously Curious
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Trait: Savant
Chose a performance type (String). You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Trait: Indomitable Faith
You gain a +1 trait bonus on Will saves.

Graft: Iron Hands
You gain a +1 graft bonus on accuracy when using the Dirty Trick combat manoeuvre (where appropriate).
Iron: When you gain this graft you may pick either slashing or piercing. Your unarmed attacks may now deal lethal damage, and you may choose either bludgeoning or your new type of damage when you attack with them. (Slashing)

Drawback: Naïve
You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Free: Weapon Finesse:
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of you Strength modifier on attack rolls. If you carry a shield, its armour check penalty applies to your attack rolls.

Human: Agile Maneuvers:
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

1: 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.

3: Improved Dirty Trick:
You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

Skills:

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier +1 Human = 9

Acrobatics (Dex), +9 (3 ranks, 3 class, 3 dex)
Bluff (Cha) +11 [from Perform (Strings)(Cha)]
Climb (Str), +4 (1 rank, 3 class, 0 Str)
Diplomacy (Cha) +11 [from Perform (Strings)(Cha)]
Escape Artist (Dex), +9 (3 ranks, 3 class, 3 dex)
Knowledge (all) (Int), +3 (1 Bardic Knowledge, 2 Int) may use untrained
Knowledge (local) (Int), +7 (1 rank, 3 class, 1 Bardic Knowledge, 2 Int)
Knowledge (nature) (Int), +7 (1 rank, 3 class, 1 Bardic Knowledge, 2 Int)
Knowledge (geography) (Int), +7 (1 rank, 3 class, 1 Bardic Knowledge, 2 Int)
Knowledge (arcana) (Int), +7 (1 rank, 3 class, 1 Bardic Knowledge, 2 Int)
Perception (Wis), +5 (3 ranks, 3 class, -1 Wis)
Perform (Sing)(Cha), +7 (1 rank, 3 class, 3 Cha)
Perform (Strings)(Cha) +11 (3 ranks, 3 class, 3 Cha, 2 trait)
Sleight of Hand (Dex), +9 (3 ranks, 3 class, 3 dex)
Stealth (Dex), +9 (3 ranks, 3 class, 3 dex)
Use Magic Device (Cha) +10 (3 ranks, 3 class, 3 Cha, 1 trait)

Combat Stats:

Armour Class
Base AC 16 (3 MW Studded Leather, 3 Dex)
Flat-Footed 13
Touch 13

Fort: +1 (1 Bard, 0 Con)
Ref: +6 (3 Bard, 3 Dex)
Will: +3 (3 Bard, -1 Wis, 1 Trait)

Melee

Ranged

CMB: +5
Dirty Trick: +7
CMD: 15

Spells:

Cantrips Description Source
Dancing Lights
Creates torches or other lights. CRB

Detect Magic
Detects spells and magic items within 60 ft. CRB

Ghost Sound
Figment sounds.
CRB

Lullaby
Makes subject drowsy (–5 on Perception checks,
–2 on Will saves against sleep.)
CRB

Mage Hand
5-pound telekinesis.
CRB

Mending
Makes minor repairs on an object. CRB

Prestidigitation
Performs minor tricks. CRB

Summon Instrument
Summons one musical instrument. CRB

Unwitting Ally
Subject is considered ally for 1 round. APG

Class Abilities:

1: Bard
Spells & Cantrips

Bardic Knowledge:
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.

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).

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.

Versatile Performance (2nd level: String)
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
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.