![]()
About Pendobar 'Pip' BushytoeSTR: 11 (+0)
Combat:
Bardic Info:
Lore Master 2x/day (take 20 on any Knowledge check). Also take 1/2 current level as bonus (plus int bonus) for ANY Knowledge Check. Inspire Competence +4 Inspire courage +3 Soothing Performance: As a mass cure serious wounds with level as caster level (3d8+X). Also cures sickened, shaken and fatigued conditions. Four rds to implement. Celestial [b] Skills:
Feats:
Knight of Stars Power: Detect Evil as spell at will Troubador of Stars powers: Holy Cacophany: A 2nd Level ToS with 8 or more ranks in Perform can, as a bardic music effect, create a song of dicordant music that hampers evil creatures. Any creature within 30' of the ToS must make a successful Concentration Check (DC15+spell level) in order to cast a spell or use a spell-like ability. This is a sonic mind-affecting ability. Starmantle: Once a day Pip can cast the spell Starmantle caster level is equal to his level. Starmantle info: Spoiler:
Cast Time: One standard action Duration: 1 min/level [self only as a power] This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over existing apparel and sheds light as a torch. The starmantle reneders the wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it into harmless light, destroying it forever. Contact with the starmantle doesn't destroy magical weapons or missiles, but the starmantle's wearer is entitled to a DC 15 Reflex saving throw. each time he is struck. Success indicates that the wearer only takes half damage from the attack (rounded down). Spells Known: Can now use spells with Celestial, Sanctified or Eladrin descriptor 0 Level: Dancing Lights, Detect Magic, Ghost Sound, Lullaby,Prestidigitation, Summon Instrument, Daze. 1st Level: Charm Person, Hideous Laughter, CLW, Healthful Rest, Grease, innocense*, share language* 2nd Level: Glitterdust, CMW, Sonic Burst, invisibility, ghostbane dirge*, honeyed tongue* 3rd Level: Cure Serious Wounds, Dispel Magic, Haste, Gaseous Form, Sculpt Sound 4th Level: Hold Monster, Summon Monster IV, Cure Crit Wounds, ghostbane dirge, mass*, diamond spray#, Luminous Armor, Greater# 5th level: Summon Monster V, Bard's Escape*, Song of Discord, Inquisition *Detailed in Advanced Player's Guide
Spells-Day/known:
Lucille: Mac-Fuirmidh Cithern steel guitar, ready for underwater use.
+1 Glammered Chain Shirt of Shadow
+1 Longsword 'Mezzaluna: Spoiler:
This longsword's blade is fashioned completely of clear cut crystal. It's hilt is gold-chased mithral with a pommel fashioned of a dark-red cabochon ruby. Inside the ruby small white musical notations appear and disappear randomly. The word Mezzaluna' is inscribed across the quillions in planar common.
Mezzaluna is a +1 Harmonizing Crystal Echobalde. It normally functions as a +1 rapier, but is enhanced by your musical ability. If you use your bardic music ability while wielding this weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level (ie: 5 levels, 2 extra dam per atk). Mezzaluna also accompanies you in song if drawn, granting a +2 competence bonus on Perform (sing) checks. In addition, if you hold it when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action. The longsword will stay floating in place without use of hands to continue the effect, allowing you to use both hands in other persuits. +2 Bow
Efficient Quiver of holding (can contain up to 1000 arrows and will always bring the arrow needed to top) Backpack
Magic Items:
Spoiler:
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath. Gem of Brightness 50 [50] Chg. Spoiler:
This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts.
A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.
2 Wands of Death ward (50 chg ea) [50] [50] 2 Wands of Cure Critical Wounds (50 chg ea) [50] [50] Wand of greater invisibility with 22 charges [21] Ring of Waterbreathing: Spoiler:
With ring on Pip can breathe freely underwater Ring of Mystic Defiance: Spoiler:
3/day when activated absorbs 10 damage from any spell or spell-like effect. Bracers of Archery, Greater +2 Ring of protection Headband of Intellect (+2 INT & CHA) Cloak of Arachnida: Spoiler:
This black garment, embroidered with a web-like pattern in
silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders. Bag of Holding, Type IV: 1500 lbs/250 cu ft. Potions (all potions in brass screw-top flasks on bandoleer across Pip's chest): Beast Shape I [3]
Scrolls: 3rd Level:
4th Level:
5th Level:
Combat cut-n-paste: [spoiler] Bow attacks (within 30'/all feats/Inspire courage/Haste with +2 bow/+3 arrows): Attack 1 (manyshot also):[dice]1d20+23;1d8+20[/dice]
Additional damage for Manyshot (if ATK 1 hits): [dice]1d8+20[/dice] Bow Attacks (farther than 30'/all feats/Inspire courage/Haste/+2bow/+3arrows): Attack 1 (manyshot also)[dice]1d20+22;1d8+20[/dice]
Additional damage for Manyshot (if ATK 1 hits): [dice]1d8+20[/dice] |