brack's page

No posts. Organized Play character for wuhan.


Full Name

brack

Race

aasimar

Classes/Levels

bard3

Gender

m

Alignment

CG

Deity

sarenrae

Occupation

Silver crusade

Strength 16
Dexterity 14
Constitution 13
Intelligence 7
Wisdom 9
Charisma 18

About brack

8xp, 6prestige, 12 fame

stats: 16 (10), 14 (5), 13 (3), 7 (-4), 7 (-4), 16 (10)

Controller:

Archetype: Songhealer

Enhance Healing (Su)
A number of times per day equal to his Charisma modifier, a songhealer can cause any healing effect from a spell completion or spell trigger item to function at a caster level equal to his class level.
This ability replaces versatile performance.

perception 5 (3trained,1rank,-1wis,2race)
diplomacy 10 (3trained,1rank,4chr,2race)
perform 8
intimidate 8
knowledge religion 3(3trained, 1rank -2int 1level)
knowledge planes 3
knowledge local 3
knowledge arcana 3
acrobatics 6
sense motive 3
climb 7
use magic device 8

Init: +2
Defense:
AC: 17 (chainshirt5 +dex2)
hp:24 (8start +3con +3favored +10lvl)
F/R/W
3/6/3

Offense:
MW +3str Composite shortbow +5 1d6+3
MW cold iron Great axe +6, 2d6+5(nonlethal +intimidate) 40+340 gp S (MW transformation 300+spell 40gp)
longsword +5, 1d8+4(nonlethal +intimidate) 315gp S
Scorpion Whip +5 1d4+3 5gp S
2Javelin +4 1d6+3 2gp P
6darts +4 1d4 +3 3gp P
club +5 1d6+3 0gp B

wand of cure light 50 charges
wand of cause fear 50 charges
chain shirt 100gp
alchemists fire 20gp
1dose, belladonna 100gp
1dose hunter urchin venom 50gp, injury, fort dc13 1round for 6rounds: Effect staggered for 1round, cure 1 save
2 wrist sheathes
5 blunt arrows
5 cold iron arrows
5 silver arrows
5arrows
2 trip arrows 50gp
quiver
cold weather outfit
grappeling kit
drow poison 1 dose

4348gp.

Magic:
wand of disguise self 5 charges, 75gp
wand of cause fear 50 charges
wand of cure light 49 charges
cloak of protection +1
Chain shirt+1

scroll of cure light 25gp
scroll of silent image 25gp

Aasimar traits:
+2 diplomacy/perception
Daylight 1/day
Resist acid5/cold5/electric5
darkvision 60'

Bardic performance: 8rounds.
Spells: 3/day
Spells Known:
Open/close, mage hand, detect magic, read magic, message
Saving Finale
Expeditious Retreat
grease dc15 ref 30'
unnatural lust dc15 will 30'

Traits:
Heirloom Weapon:Great Axe (prof)
Blade of Mercy - Benefit When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Feats: Enforcer, Power attack.
Enforcer- Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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 the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): 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 (Su): 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 (Su): 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), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance 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 perceive the bard's 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Well Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Scenario 38: No Plunder, No Pay *Pregen: applied as first module*500gp +1xp
Scenario 2-13: Murder on the Throaty Mermaid 523gp+10gp dayjob+1xp+2pa
Scenario 3-21: The temple of empyreal enlightenment 512gp +10gp dayjob +1xp +2pa
Scenario 3-19: The icebound outpost, 524gp +10gp dayjob +1xp +2pa
Scenario 55: Wormwood Mutiny: 3711gp +3xp +4pa
scenario: 5-14: Day of the demon (scholar of the gates of ajar: You studied the profane texts known as the gates of ajar, and gained from them knowledge of the denizens of abaddon, the abyss, and hell. You gain a, +2competence bonus on knowledge planes or religion checks regarding daemons, demons, and devils.

-2pa wand of cure light, =0PA, 2fame
-2pa wand of cause fear =0pa 4fame
-2pa MW +3str composite shortbow =0pa 6 fame
+4PA. 10 fame