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About Yu KhanYu Khan
++++ Offense ++++ CMB:+1 CMD: +11
BARD SPECIAL ABILITIES
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. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate 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 observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mindaffecting ability. Fascinate relies on audible and visual components in order to function. Satire-1:
A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. Heraldic Expertise:
A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
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SPELLS:
0: Detect Magic=Detects spells and magic items within 60 ft. 0: Light = Object shines like a torch. 0: Open/Close = Opens or closes small or light things. 0: Read Magic = Read scrolls and spellbooks. 0: Unwitting Ally 1: Cure Light Wounds = Cures 1d8 damage + 1/level (max +5). 1: Grease 1:Sleep Wand of Cure Light Wounds:3/50 GEAR:
Armor: +1 Parade Armor (+4) (in Backpack):Bard's Kit *Backpack *Bedroll *Belt Pouch *Musical Instrument (Flute = Wind) *Flint and Steel *Ink and Inkpen *Iron Pot *Journal *Mess Kit *Mirror *Rope *Soap *Torch (10) *Trail Ration (5 days) *Waterskin Feats/Traits:
Extra Performance = Can use Bardic Performance 6 more times/Day Fast Learner = +1hp AND +1Skill /Level Maestro of the Society = Can use Bardic Performance 3 more times/Day Reactionary = +2 Initiative Check Skills:
Acrobatics +4 Appraise +7 Bluff +3 Climb +4 Diplomacy +8 Disguise +1 Handle Animal +8 Heal +2 Intimidate +3 Know (Arcana) +7 Know (Dungeon) +7 Know (Engineer) +7 Know (Geography) +7 Know (History) +8 Know (Local) +8 Know (Nature) +7 Know (Nobles) +8 Know (Planes) +7 Know (Religion) +7 Linguistics +7 Perception +7 Perform (Comedy) +7 Perform (Wind) +8 Sense Motive +2 Spellcraft +7 Survival +2 Use Magic Device +7 Languages Known:
Aquan (Plane of Water) Auran (Plane of Air) Common Ignan (Plane of Fire) Terran (Plane of Earth) Knowledge Skills Summary:
Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts) Dungeoneering (aberrations, caverns, oozes, spelunking) Engineering (buildings, aqueducts, bridges, fortifications) Geography (lands, terrain, climate, people) History (wars, colonies, migrations, founding of cities) Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids) Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin) Nobility (lineages, heraldry, personalities, royalty) Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic) Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) Chronicle Sheets:
1. The Silverhex Chronicles 7/16/17 2. 9-01 3. Phantom Phenomena 4. 9-04 (GM Copy) 5. 01-35 |