Artemis Entreri

Reill's page

126 posts. Alias of DajellyMan.


Full Name

Reill Tenderleaf

Race

Half-elf

Classes/Levels

Bard, 4 | HP: 13/18 | AC:17/12/15 | Init: +2 | Fort: +1 | Ref: +6 | Will: +5 | Listen: +7 | Search: +6 | Spot: +5 |

Remaining Resources:
Spells: 0th - 3/3 1st - 2/3 2nd - 1/1 Bardic Performances: 4/4 Wands: Wand of CLW (31/50)

Gender

Male

Size

Medium

Special Abilities

Being the bard

Alignment

Chaotic Good

Languages

Common, Elven, Sylvan

Strength 12
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 13
Charisma 16

About Reill

Background:

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
AC: 17 / Touch AC: 12 / Flat-Footed AC: 15
Fort Saves: +1 (1 base + 0 con)
Ref Saves: +6 (4 base + 2 dex)
Will Saves: +5 (4 base + 1 wis)

+1 Chain Shirt: +5 AC, check penalty -1. +4 max dex

Attacks:

BAB: +3
Base Melee Attacks: +4
Base Ranged Attacks: +5

+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
- Precise Shot

Skills:

* denotes class skill.

56 total skill points

Appraise*:
Balance*: +3 (1 ranks + 2 mod)
Bluff*: +5 (2 ranks + 3 mod)
Climb*:
Concentration*:
Craft*:
Decipher Script*:
Diplomacy*: +8 (3 ranks + 3 mod + 2 racial)
Disable Device:
Disguise*:
Escape Artist*:
Forgery:
Gather Information*: +10 (5 ranks + 3 mod + 2 racial)
Handle Animal:
Heal:
Hide*:
Intimidate:
Jump*: +4 (2 ranks + 2 mod)
Knowledge*:
- Arcana
- Architecture
- Dungeoneering
- Geography
- History: +3 (1 rank + 2 mod)
- Local: +3 (1 rank + 2 mod)
- Nature: +3 (1 rank + 2 mod)
- Nobility:
- Religion: +3 (1 rank + 2 mod)
- Planes
Listen*: +7 (5 ranks + 1 mod + 1 racial)
Move Silently*: +7 (5 ranks + 2)
Open Lock: +3 (1 ranks + 2 mod)
Perform (stringed)*: +9 (6 ranks + 3 mod)
Perform {song)*: +6 (3 ranks + 3 mod)
Perform (other)*: +3
Profession*:
Ride:
Search: +6 (3 ranks + 2 mod + 1 racial)
Sense Motive*:
Sleight of Hand*:
Speak Language:
Spellcraft*:
Spot: +5 (3 ranks + 1 mod + 1 racial)
Survival:
Swim*:
Tumble*: +5 (3 ranks + 2 mod)
Use Magic Device*: +6 (3 ranks + 3 mod)
Use Rope:

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)
A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

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)
A bard with 3 or more ranks in a Perform skill can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

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.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count

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
1st- 3/day
2nd- 1/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:
0th - 3/3
1st - 3/3
2nd - 1/1

Bardic Performances:

4/4

Wands:

Wand of CLW (41/50)