Bard

Waddy of the Waddykins's page

22 posts. Organized Play character for eguzki.


Full Name

Waddy of the Waddykins

Race

| Daily abilites: Bardic performance 7/8| [Spells: 1 lvl-2/2

Classes/Levels

| HP 10/10 | Active conditions: [i]none/i]

Skills:
Skills Diplomacy +8, Intimidate +8, Knowledge (Arcana) +7, Perception +6, Perform (Sing) +8, Sense Motive +4, Spellcraft +6, Stealth +3, Use Magic Device +8

Gender

Gnome Bard1 |AC 15 (t 12, ff 14) | F+2, R+3, W+2 | CMD 9 CMB -2 | Init +1 | Percep +6 SM +4 | shortbow (small) +2 (1d4-1/x3)

Strength 8
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Waddy of the Waddykins

Waddy of the Waddykins
Male Gnome bard 1
CG Small humanoid (gnome)
Init +1, Senses low-light vision; Perception +6
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DEFENSE
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AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size )
hp 10 ((1d8)+2)
Fort +2, Ref +3, Will +2, +2 vs. illusion spells or effects

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OFFENSE
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Speed 15 ft.
Ranged shortbow (small) +2 (1d4-1/x3)
Melee rapier (small) +0 (1d4-1/18-20)
Special Attacks Distraction, Fascinate,
Innate Spell-Like Abilities dancing lights (1/day), ghost sound (DC 14,1/day), prestidigitation (DC 14,1/day), speak with animals (DC ,1/day),

Bard Spells Known (CL 1st; concentration +5)
1st(2/day)-cure light wounds(DC 15), grease(DC 15)
0th(at will)-daze(DC 14), mage hand, detect magic(DC ), unwitting ally(DC 14)

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TACTICS
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Waddy will inspire courage the first round and maintain it as a free action every round thereafter.

He then shots with his short bow at an enemy that is not in melee combat.

[dice=Attack]1d20+2[/dice]
[dice=Damage]1d4-1[/dice]

[ooc[biggerInspire Courage[/bigger
+1 morale bonus on saving throws against charm and fear effects
+1 competence bonus on attack and weapon damage rolls[/ooc

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STATISTICS
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Str 8, Dex 13, Con 14, Int 14, Wis 10, Cha 18,
Base Atk +0; CMB -2; CMD 9
Feats Combat Casting
Skills Diplomacy +8, Intimidate +8, Knowledge (Arcana) +7, Perception +6, Perform (Sing) +8, Sense Motive +4, Spellcraft +6, Stealth +3, Use Magic Device +8,
Languages Common, Dwarven, Gnome, Goblin, Sylvan
SQ armored casting, bardic knowledge, bardic performance, cantrips, countersong, gnome magic, hatred, illusion resistance, inspire courage, keen senses, low-light vision, obsessive, weapon familiarity,
Combat Gear potion of cure light wounds, rations (trail/per day) (small) (6),
Other Gear shortbow (small), studded leather (small), outfit (entertainer's/small), arrow (small) (20), backpack (small), chalk (1 piece) (2), fishhook, flask (empty), flint and steel, grappling hook, rope (hemp/50 ft.), shovel or spade, waterskin (filled) (small), rapier (small), 2.85 gp
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SPECIAL ABILITIES
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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 8 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.

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.

Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

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.

Gnome Magic (Sp) Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.

Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance (Ex) Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

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.

Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Obsessive (Ex) Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.