Glowing Gourd

Marc's PCs's page

16 posts. Alias of Tyrn Jade.


About Marc's PCs

Jenning Leit
Male Gnome GL: Born in Nirmathas Et: Gnome.
Virtuoso 5 Bard(Magician)/Sorcerer Maestro Bloodline
Chaotic Good Medium
Init +2; Senses Perception +3
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DEFENSE
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AC 12, touch 12, flat-footed 10. (Dex +2, Dodge +, Insight +, Shield +, Armor +, Base +10)
HP 39
Fort 5=1+3+1 Ref 7=4+2+1 Will 6=4+1+1
Special

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OFFENSE
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Spd 20ft

Melee
M: Family Longsword A:10 D:1d8+5 C:19-20x2
O: Spiked Heavy Metal Shield of Rallying A:9 D:1d6+2 C:x2
or
M: Crusader's Earthbreaker A:9 D:2d6+6 C:x3
Ranged

Special

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STATISTICS
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Str 9 Dex 14 Con 17 Int 18 Wis 12 Char 22
Base Atk +3 CMB +3 CMD 15
Feats Improved Counterspell*, Combat Casting, Spell Focus (enchantment), Skill Focus (perform), Spellsong.
Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (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).
Traits Opted for bonus feat.
Favored Class Virtuoso (+1 round of Bard Performance/+0.5lvl to Bloodline Power uses per day).
Languages Common, Gnome, Sylvan, Varisian, Inferanl, Osiriani, Kelish, Skald.
SQ
Gold 10500g
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SPECIAL ABILITIES:

Bard(Magician)
Bardic Performance Rounds per day: 23=4+CHA+lvl+((lvl-1)2)
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.

Dweomercraft (Su): A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components.

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.

Magical Talent: +0.5lvl to K-Arcana, Spellcraft, and Use Magic Device.
Improved Counterspell: Improved Counterspell as a bonus feat.
Extended Performance: Sacrifice spell slots to increase performance duration after the bard stops concentrating.
Expanded Reptoire: 2nd lvl and every four after, gain a spell chosen from any arcane list.
Arcane Bond: Enchanted Lute.
Bard Spells
0th:(all day) Dancing Lights, Detect Magic, Know Direction, Mage Hand, Prestidigitation, Summon Instrument.[/b]
1st:(6/day) [i]Vanish, Unnatural Lust, Liberating Command, Chord of Shards.

2nd:(3/day) Blindness/Deafness, Calm Emotion, Enthrall.

Maestro Sorcerer
Bloodline Powers
You hear music whenever you cast spells, and can use the songs in your head to create magic effects.

Beguiling Voice (Ex): At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fascinate (Ex): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
Bonus Spells: ventriloquism (3rd), hideous laughter (5th), suggestion (7th), shout (9th), dominate person (11th), mass suggestion (13th), power word blind (15th), greater shout (17th), wail of the banshee (19th).
Bloodline Arcana:[b] Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.
[b]Bonus Feats:

Sorcerer Spells
0th:(all day) arcane mark, open/close, message, spark, read magic, resistance.
1st:(8/day) ventriloquism*, polypurpose pynacea, mirror strike, marid's mastery, burning disarm.
2nd:(5/day) hideous laughter*, touch of idiocy, eagle's splendor.

Heroic Distinction
3rd: Magical Training +1 to CL, attacks, and DMG on the first die with spells.
4th: Lucky +1 to all resistances.
5th: Charismatic +2 CHA.

Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
bBase Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits: Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Bonus Racial Trait (1 RP):
Arcane Focus: Jenning gains a +2 on concentration checks made to cast spells defensively.

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Skill Details:

Total Ranks: LEVEL(6+4) = 50
Class Skills * denotes a class skill.
Extra Bonuses * for each bonus (e.g. racial bonuses or feats etc.)

Acrobatics(DEX)
Appraise(INT)
Athletics(STR)
Bluff(CHA)
Craft(Alchemy)*(INT)
Craft(Electronics)*(INT)
Craft(Explosives)*(INT)
Craft(Mechanical)*(INT)
Craft(Structural)*(INT)
Drive(DEX)
Escape Artist(DEX)
Handle Animal*(CHAR)
Heal*(WIS)
Knowledge(Arcana)*(INT) 5=1+1+3
Knowledge(Dungeoneering)*(INT) 5=1+1+3
Knowledge(Engineering)(INT)
Knowledge(Geography)(INT)
Knowledge(History)(INT)
Knowledge(Local)(INT)
Knowledge(Nature)(INT)
Knowledge(Nobility)*(INT) 5=1+1+3
Knowledge(Planes)*(INT) 5=1+1+3
Knowledge(Religion)*(INT) 5=1+1+3
Linguistics(INT)
Perception(WIS)
Perform()(CHAR)
Persuasion*(CHA) 14=5+6+3
Profession()*(WIS)
Sleight of Hand(DEX)
Spellcraft*(INT) 9=5+1+3
Stealth(DEX)
Survival(WIS)
Use Magic Devise*(CHA)

Armor Check Penalty (ACP) = 0

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Equipment Details:

Equipped/Worn
* denotes slot dedicated for a Wondrous Item.
Head*:
Headband*:
Eyes*:
Neck*:
Back*: Cloak of Fiery Vanishing
Armor: Benevolent(+1) Half-plate AC:+8 ACP:-7 MDB:+0
Shield: Spiked Heavy Metal Shield of Rallying AC:+2 ACP:-2
Chest*:
Wrists*:
Hands*:
Belt*:
Feet*:
Ring R:
Ring L:
Slotless*:

In Inventory

Total Weight Carried
Light lbs, Med lbs, Heavy lbs, Lift lbs, Push/Pull lbs

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Background, Physical Description & Personality:

***Character Details***

Name:
Race/Ethnicity
Age Birthday
Gender Male
Alignment: Chaotic Good

***Background***

***Physical Description***

***Personality***

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