About ReillBackground:
Reill was born the only child to a human mother, and an elf father (both of whom are still alive.) He was raised solely by his mother, whose family was well known an members of the local yeomen, in a small town not even a days walk from Rhest. His mother was deeply in love with an Elven merchant, but he quickly and easily broke her heart. The merchant turned out to be quite the swindler, and used Reill's mother in order to steal a good amount of the towns gold and goods. Reill's family was once honored by the society, but after his mother's disgrace, the family began to began loathed by the town and blamed ever since for the town's misfortunes, and considered traitors. This, combined with his half-elf heritage, caused Reill to be especially hated. Reill's childhood took place during the overthrowing of a great power. In the wake of these dramatic political changes, bards thrived by traveling and singing tales of the great wars and powers and times-a-changing. When he was =till young, he saw a troupe of musicians perform and completely captivate a large audience in his hometown and immediately decided he wanted to be like that: up on the stage entertaining. He immediately requested to be trained by the group, and spent several years training with them, eventually gaining some renown and becoming a minor celebrity in certain parts. One of the men whom he trained with was known only as The Wanderer, and he was a minstrel, performer, bard, etc. of great mystery and fame. He told many tales of all the places he had traveled and the people who lived there, giving Reill a large world-view, and inspiring in him a wanderlust. As a child, he was caught attempting to rob stealing from the shop of some of his family's rivals. He did it because the idea of screwing with the people who give him and his mother so much grief amused him. He has mixed feelings about this. He was well-known as a ladies man in his youth, as the town's notorious "bad boy" due to his family's disgraced name. He caused trouble in the households of several young ladies, but nothing ever worked out, leaving him alone. Reill longs to influence the world politically, artfully, and socially through his music, and longs for the power and fame it will bring him. He believes by achieving wealth and fame, and can show the world his family name is still strong. Defenses:
Hit Points: 18/18
+1 Chain Shirt: +5 AC, check penalty -1. +4 max dex Attacks:
BAB: +3
+1 Composite Shortbow: +6, 1d6 + 2, crit: x3, 70' range, P Mwk Rapier: +5, 1d6 +1, crit: 18-20, x2, P Dagger: +4/+5 thrown, 1d4 + 1, crit: 19-20, x2, 10' range, P/S Feats:
Feats:
- Point-blank Shot
Skills:
* denotes class skill. 56 total skill points Appraise*:
Class Features:
Bard
Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit. Countersong (Su)
Fascinate (Sp)
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Inspire Courage (Su)
Inspire Competence (Su)
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability. Racial Traits:
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Spells:
Spells Known: 0th: Dancing Lights, Daze, Detect Magic, Flare, Read Magic, Ghost Sound 1st: Sleep, Grease, Hideous Laughter 2nd: Sound Burst, Glitterdust Spells per day: 0th- 3/day
Equipment:
500 gp, +1 Composite Shortbow (+1), +1 Chain Shirt, Arrows (20) x3, Wand of CLW (42 charges), Backpack, blanket, bedroll, mug, rope, pen, ink, notebook, caltrops, chalk, waterskin, spell component pouch, lute, Magic Short Sword.
Remaining Resources:
Spells:
Bardic Performances: 4/4 Wands: Wand of CLW (41/50) |