About Mot CasnsMot Casns CR 1/2
DEFENSE:
HP: 50 (d12 + 9 + 2 + 12 + 3CON(4) + 3Favored Class)
When Raging:
HP: 58 AC: 14 Touch: 10 Flat-footed:12 STR: 20
Will: +6 . . Greatsword ATK: (1d20 + 9) (PA: 1d20 + 8)(19-20x2)
Can Rage for (11) rounds per day.
OFFENSE:
. . Greatsword ATK: (1d20 + 7) (PA: 1d20 + 6)(19-20x2)
. . MW Spear ATK: (1d20 + 7) (PA: 1d20 + 5)(x3)
. . Spear ATK: (1d20 + 6) (PA: 1d20 + 5)(x3)
. . MW Lance ATK: (1d20 + 7) (PA: 1d20 + 5)(x3)
. . Flail ATK: (1d20 + 6) (PA: 1d20 + 5)(x2)
. . Bagpipes ATK: (1d20 + 6) (PA: 1d20 + 5)(x2)
. . Dagger ATK: (1d20 + 6) (PA: 1d20 + 5)(19-20x2)
. . Unarmed Strike ATK: (1d20 + 6) (PA: 1d20 + 5)(x2)
Ranged:
. . Dagger ATK: (1d20 + 6) (19-20x2)
. . Sling ATK: (1d20 + 6) (19-20x2)
STATISTICS:
Feats:
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Iron Will: You are more resistant to mental effects. You get a +2 bonus on all Will saving throws. Skills:
Acrobatics: +9 (8 wearing armor) Appraise: -2 Bluff: +6 Climb: +10 (9 wearing armor) Diplomacy: +7 Escape Artist: +2 Handle Animal: +6 Heal: -1 Intimidate: +10 Knowledge (Local): +3 Knowledge (Nature): +6 Linguistics: +2 Perception: +6 Ride: +2 Sense Motive: -1 Stealth: +12 (11 wearing armor) Survival: +4 Swim: +4 Languages: Common, Elven Combat Gear:
Casns +1 Greatsword (Glows like a torch), Greatsword, Masterwork Greataxe, Potion of Barkskin, 2 Potion of CLW, 2 Potion of Shield of Faith, 2 Potion of Magic Weapon, 2 Potion of Enlarge Person, Masterwork Bastard Sword, Masterwork Lance, Spear, Flail, Dagger, Sling, (20) Sling Bullets, Mithral Breastplate (+6AC, -1ACP, Spell Fail 15%), Masterwork Chain Shirt (+4AC), Shield, Cloak of Elvenkind (Shoulder Slot) (+5 Stealth) Bagpipes, Backpack. Backpack:
Bedroll, Hemp Rope (50ft), Wandermeal (10), Torch, Flint & Steel, Tuning Fork, 293gp 5sp, 9cp. SPECIAL ABILITIES:
Bardic Knowledge: A bard adds half his class level (minimum 1) on 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. 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: 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: 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: 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: 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.
Rage Powers:
No Escape: The barbarian can move up to double his normal speed as an immediate action but he can only use this ability when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement.
Special: This power can only be used once per rage.
Rage:
A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death. Trap Sense:
Cantrips:
Flare: Dazzles one creature (–1 on attack rolls). Prestidigitation: Performs minor tricks. Resistance: Subject gains +1 on saving throws. Summon Instrument: Summons one musical instrument. Level One Spells:
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Expeditious Retreat: Your base land speed increases by 30 ft. Background:
The second son of an esteemed warlord of the Urlghain Highlands, Mot has known the joys of battle since he was but a child. The hulk of a man has always been generous and good-natured, though he is equally loud and quick to anger. Prone to boasting he is fast to proclaim he can out drink, out sing, and out f*ck anyone within hearing distance, and often times he can. The epitome of vitality, he stands at 6 foot 11, and weighs twenty stone buck naked. He can often be seen wearing his travelers garb of leather armor, supplemented by a kilt with metal plates sewn underneath the clan tartan. A Greatsword, nearly as tall as he is, rests strapped to his back, it's engraved handle and blade covered in mystical runes. When the sword was forged these runes were requested by Mot, and provided by the clans Master of the Hunt, a Druid of much renown. The runes supposedly bring prowess in both bed and battle. For many years now Mot has been learning to play the bagpipes, traditional instrument/weapon of the Highland Clans. He has progressed somewhat, but the pace is slow. And while practicing, he's just as likely to slap you with the ponderous instrument as serenade you. The ties with his family are strong. He honors and respects his father, while loving and fearing his mother. His ten younger siblings are a source of joy for him, as well as being the main cause of his occasional homesickness. Though his eldest brother is set to inherit clan leadership, this has brooked no ill will betwixt the two. Indeed, it was because of this that Mot originally went out into the world, seeking his own gold and glory. |