About Gaíllen Bryghtfifer“It is sweet to dance to violins, when love and life are fair,
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ MALE HALFLING BARD 1 Chaotic Good Small Humanoid (Halfling) Favoured Class: Bard
Favoured Class Options:
+1 HP (taken @ Level 1) +1 Skill Point ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ MOVEMENT & SENSES:
Speed: 20ft. (Armoured) 20ft. (Unarmoured) Senses: Perception +X DEFENCE:
AC 14 (10 Base; +3 DEX; +1 Race; +X Armour)
CMD 11 (10+BAB+STR+DEX-1 RACE) ATTACKS:
Init: +3 BAB +0 Melee: Shortsword +4* [1d6+1/19-20]; Dagger +4* [1d4+1/19-20] or Silvered Dagger +4* [1d4/19-20] Ranged: Dagger +4 [1d4+1/19-20] 10ft. or Silvered Dagger +4 [1d4/19-20] 10ft. Touch Attack: +1 Ranged Touch Attack: +4 Special Qualities: Sneak Attack +1d6 CMB: +1 (BAB+STRMod+SizeMod) * Weapon Finesse Feat.
SPELLCASTING:
CL: 1; Concentration +X Cantrips (At Will) [DC 14]: Dancing Lights, Lullaby, Prestidigation & Summon Instrument 1st Level (2 per Day) [DC 15]: Cure Light Wounds & Sleep ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ABILITIES: STR 9 (-1) | DEX 16 (+3) | CON 10 (-) | INT 14 (+2) | WIS 12 (+1) | CHA 17 (+3):
20 Point Build STR 9 (1 points 1/20) -2
RACE TRAITS:
Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Type: Halflings are humanoids with the Halfling subtype. Base Speed (Slow Speed): Halflings have a base speed of 20 feet. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. CLASS FEATURES:
Weapon and Armour Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. 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. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. 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 many such performances are language dependent (as noted in the description). 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 non-instantaneous 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.
Cantrips (Su): Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. FEATS:
Stealthy (General) - Starting 1st Level Character Feat: You are good at avoiding unwanted attention and slipping out of bonds.
Weapon Finesse (Combat) - Racial Bonus Feat: You are trained in using your agility in melee combat, as opposed to brute strength.
SKILLS & LANGUAGES:
Bard: 8 [6+2 INT] The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Acrobatics +8: 1 Rank; +4 DEX; +3 Class; -0 Armour
Languages: Common, Goblin, Undercommon
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Combat Gear: Leather Armour, Shortsword, 2 Daggers & 1 Silvered Dagger. Mundane Gear: Traveller’s Outfit (worn); Belt Pouch (holds: coin); Belt Pouch #2 (holds; Thieves Tools, Flint & Steel, Whetstone); Common Backpack (holds: 6 Torches, Trail Rations [3 days], Wineskin [holds 1 quart of wine] & Small Sack. Magic Items: Encumbrance: 37.0lbs [LIGHT LOAD: 0-50lbs. MEDIUM 51-100lbs. HEAVY 101-150lbs.]
COIN & TREASURE:
Emperor (PP)[/b]:
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