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Ujarak Berrycloth's page

60 posts. Alias of therealthom.


Full Name

Ujarak Berrycloth

Race

Init +3; Perception +5 , Sense Motive +10 // AC 13, touch 13, flat-footed 10 (+3 Dex) hp 35 (4 HD; 1d10+3d8+7) Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

About Ujarak Berrycloth

UJARAK
Male human fighter 1 / bard 3
None Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 13, touch 13, flat-footed 10 (+0 armor, +3 Dex)
hp 35 (4 HD; 1d10+3d8+7)
Fort +3, Ref +5, Will +2, +4 vs. Bardic Performance, sonic, and language-dependent effects

OFFENSE
Speed 30 ft.
Ranged
dice= club ]1d20+6 [/dice] … dice= damage] 1d8+2 [/dice]
Melee
dice= club ]1d20+5 [/dice] … dice= damage] 1d8+2 [/dice]

Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks distraction, fascinate

Known Bard Spells (CL 3rd, concentration +6): 1st (4/day)—expeditious retreat, feather fall, remove fear, saving finale
0 (at will)—detect magic, light, mending, message, prestidigitation(DC 13), read magic

STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Skills
Acrobatics +7 , Appraise +4 , Bluff +8 , Climb +6 , Craft (Bows) +4 , Diplomacy (Perform (Oratory)) +10 , Escape Artist +2 , Fly +2 , Knowledge (Nature) +5 , Knowledge (Religion) +5 , Knowledge (Untrained) +1 , Perception +5 , Perform (Oratory) +10 , Profession (Sailor) +4 , Ride +2 , Sense Motive (Perform (Oratory)) +10 , Stealth +8 , Survival +5 , Swim +6 , Use Magic Device +8
Traits acrobat, sea-souled (coastline or island)
Languages Common, Allam Islander

SQ/ armored casting, bardic knowledge, bardic performance, bonus feat, bonus feats, cantrips, countersong, inspire competence, inspire courage, skilled, versatile performance (oratory), well-versed

Gear explorer's clothes, holy symbol (ivory spike carved with symbols of the old gods), club

SPECIAL ABILITIES
Acrobat Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 11 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

No Racial Subtype You have chosen no racial subtype.
Sea-Souled (Coastline or Island) You are at home at sea. You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.