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About TaeralTaeral 8th level
Available Daily Resources/Consumables:
Spell-Like Abilities at will - Detect Magic 2/2 per day - Dancing Lights 1/2 per day - Deeper Darkness 2/2 per day - Faerie Fire 2/2 per day - Feather Fall 2/2 per day - Levitate Spells
Bardic Performance
Consumables
Trail Rations: 15 days
-------------------- Defense -------------------- AC 23, touch 17, flat-footed 18 (+4 armor, +2 deflection, +5 Dex, +2 natural) (when equipped +3 shield) hp 35 (8d8-8) Fort +3, Ref +13, Will +7; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep; SR 19 Weaknesses light blindness -------------------- Offense -------------------- Speed 30 ft. Melee dagger +11/+6 (1d4+2/19-20) or . . rapier +11/+6 (1d6+2/18-20) or . . sap +11/+6 (1d6+2 nonlethal) Ranged composite shortbow (str +2) +11/+6 (1d6+2/×3) Special Attacks bardic performance 24 rounds/day (countersong,dirge of doom,distraction, fascinate [DC 20], gather crowd, incite violence [DC 20], inspire competence +3) Spell-Like Abilities (CL 8th; concentration +16) . . At will—detect magic . . 2/day— dancing lights, deeper darkness, faerie fire, feather fall, levitate Bard (Demagogue) Spells Known (CL 8th; concentration +17) . . 3rd (3/day)— fear (DC 19), good hope, terrible remorse [UM] (DC 20) . . 2nd (6/day)— heroism, pugwampi's grace (DC 19), silence (DC 18), suggestion (DC 19) . . 1st (6/day)— charm person (DC 18), hideous laughter (DC 18), ear-piercing scream [UM] (DC 17), timely inspiration [APG] (DC 17), vanish [APG] (DC 17) . . 0 (at will)— detect magic, lullaby (DC 17), message, scrivener's chant [SoS], summon instrument, unwitting ally [APG] (DC 17) -------------------- Statistics -------------------- Str 12, Dex 20, Con 9, Int 13, Wis 8, Cha 23 Base Atk +6/+1; CMB +7; CMD 22 Feats Drow Nobility[ARG], Improved Drow Nobility[ARG], Leadership, Weapon Finesse Traits focused mind, sedition Skills Acrobatics +21, Bluff +17, Diplomacy +17, Escape Artist +5, Intimidate +17, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +6, Perception +1, Perform (comedy) +17, Perform (dance) +13, Perform (oratory) +17, Perform (percussion instruments) +12, Perform (string instruments) +13, Sense Motive +17, Spellcraft +7, Stealth +13, Use Magic Device +14; Racial Modifiers +2 Perception Languages Abyssal, Celestial, Common, Elven, Infernal, Undercommon SQ bardic knowledge +4, famous, poison use, versatile performances (comedy, oratory) Combat Gear scroll of resist energy x6, scroll of flame arrow x2, scroll of fly x6, scroll of invisibility x5, scroll of hideous laughter, scroll of invisibility, scroll of magic missile, scroll of sleep, light detector (2), vermin repellent (2), twitch tonic x3, wand of vampiric touch (26 chg); Other Gear mithral chain shirt, +1 heavy wooden shield, dagger, rapier, sap, amulet of natural armor +2, belt of giant str +2, boots of elvenkind, cloak of resistance +2, headband of mental prowess +2 (int, Cha), helm of comprehend languages and read magic, iron circlet of disguise, ring of protection +2, bedroll, belt pouch, blanket, cleaning supplies for chain shirt (3 lb), climber's kit, Cymbals, entertainer's outfit, extra bowstrings, finely made pipe (worth 5 gp), flint and steel, holy text, ink, black, inkpen, journal, masterwork backpack, masterwork Lute, mess kit, mirror, pot, powder (2), silk rope (50 ft.), silver holy symbol of Mitra, small book of military regulations (0.5 lb), soap, supply of high quality shag tobacco (worth 2 gp, 1 lb), trail rations (15), waterskin, whetstone, 440gp in gems/jewelry, 11gp, 2 sp, 7 cp -------------------- Special Abilities -------------------- Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks. Bardic Performance (move action, 24 rounds/day) Your performances can create magical effects. * Bardic Performance (Countersong)(Su) Your performance(percussion or string) to counter sonic or language-dependant magical attacks. * Bardic Performance (Dirge of Doom)(Su) Your performance(any) affects enemies within 30 feet to become shaken as long as they can hear or see the performance. No save. * Bardic Performance (Distraction)(Su) Your performance(comedy, dance or oratory) to counter magical effects dependant on sight. * Bardic Performance (Fascinate)(Su) Your performance(any) can cause up to 3 creatures that can see and hear you become fascinated with your performance. DC20 Will negates. * Bardic Performance (Gather Crowd)(Ex) Your performance(any) can draw an audience in 1d10 rds. The size of the crowd is equal to 1/2 bard's class level x result of the perform check. * Bardic Performance (Invite Violence)(Ex) Your performance(any) can cause a number of tagets, equal to your level, in the crowd to be affected by rage for a number of rounds, equal to your level. DC20 Will negates. * Bardic Performance (Inspire Competence)(Su) Your performance(percussion or string) grants an ally a +3 competence bonus on skills checks with a particular skill as long as he can hear you. Boots of Elvenkind You can a +5 competence bonus to Acrobatics checks. Darkvision (120 feet) You can see in the dark (black and white vision only). Drow Immunities - Sleep You are immune to magic sleep effects. Elven Immunities (Drow) +2 save bonus vs Enchantments Famous +2 (The Cambrian Ports) With natives of selected region gain bonus to Bluff & Intimidate. Focused Mind +2 to Concentration checks Headband of Mental Prowess +2 (Int, Cha) +2 enhancement bonus to Int and Cha, Abyssal bonus language, Acrobatics bonus skill Leadership Score = 15 Iron Circlet This circlet of wrought iron allows the wearer to alter their appearance as with a disguise self spell. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Master Caster (Enchantment) Cardinal Thorn has anoints you as a master caster of the school of enchantment magic. You gain a +1 trait bonus to all spells cast from this school of magic. Poison Use (Ex) You are skilled in the use of poison and never risk accidentally poisoning yourself. Scroll of hideous laughter Hideous Laughter, CL3, Will DC13 Scroll of invisibility Invisibility, CL3 Scroll of magic missile Magic Missile, CL1 Scroll of sleep Sleep, CL1, Will DC11 Sedition You receive a +1 trait bonus to Bluff checks.. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score Spell Resistance (19) You have Spell Resistance. Versatile Performance (Comedy) +17 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks Versatile Performance (Oratory) +17 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks Well Versed (Ex) You receive a +4 bonus vs bardic performance, sonic, and language-dependent effects. -------------------- Background:
As member of a long lived race, Taeral can recall a time before the House of Darius claimed control of Talingarde in their bloody assault on the House of Barca. It was not necessarily any better or worse of a ruling house, but the people knew their place in the kingdom but would also stand up for what they believed in. Now days the short-lived one as like cowardly sheep, and bleat at the first idea that contradicts the simple mantras ingrained in their heads that do not follow the teaching of Mitra. I guess I should have stayed in the port of ???. I was beginning to gather a small group that saw the evils in the new society that had been forced on them from their weak minded grandparents. I should have been more careful with the new members, that tavern wench should have stuck out like a sore thumb with those new cloths. I bet she was the one that turned me in.
Known Information:
The White Ravens Elise Zadaria – Human Witch Dostan Alfson – Half Elf Barbarian Tallus “Trak” Rackburn – Human Ranger Titus “Trik” Rackburn – Human Cleric They are the 7th Knot. Baron Arkov Vandermir
He was too young to fight when his father, Baron Zaedor Vandermir and his distant cousin, King Jaraad of Barca were both slain at the Battle of Tamberlyn. When the Victor came to power he treated the House of Vandermir fairly allowing the new baron to keep his holdings if he would only renounce the worship of Asmodeus and swear fealty to the new king. A humiliated young Arkov had no choice but to do both. But the Baron also lived through the Asmodean purges of Markadian IV called the Zealous. He saw many of his fellows stripped of title and fortune and burned at the stake. The Baron was clever enough to avoid their fate and keep his fortune, his station and his life. The Horn of Abbadon:
Feat Progression:
1 .. Weapon Finesse . 1/day - Dancing Lights, Darkness, Faerie Fire 3 .. Drow Nobility . At Will - Detect Magic; 1/day - Dancing Lights, Darkness, Faerie Fire, Feather Fall, Levitate 5 .. Improved Drow Nobility . At Will - Detect Magic; 2/day - Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate 7 .. Leadership 9 .. Greater Drow Nobility . Constant - Detect Magic; At Will - Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate 11 .. Umbral Scion . Constant - Detect Magic; At Will - Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate; 1/day - Dispel Magic 13 Improved Umbral Scion . Constant - Detect Magic; At Will - Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate; 1/day - Dispel Magic, Divine Favor, Suggestion 14 Noble Spell Resistance . SR 25 (11+Character Level) level 8 adj:
BAB: +1 >> +6/+1 Saves: +1 Ref, +1 Will >> F+2, R+12, W+6 Spells per day: 1x 2nd, 1x 3rd >> 4x 1st, 4x 2nd, 2x 3rd Bonus spells per day: 2x 1st, 2x 2nd, 1x 3rd Spells Known: 1 3rd >> 6x 0, 5x 1st, 4x 2nd, 3x 3rd >> terrible remorse Spell Replacement: removed sleep >> added ear-piercing scream Ability Score Boost: +1 Charisma >> 23 (+6) Special Abilities: Dirge of Doom Skills: 7 >> +1 Comedy, +1 Oratory, +1 UMD, +1 Acrobatics, +3 Stealth |