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Sjach- Spellscale Bard

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Sjach- Spellscale Bard  Empty Sjach- Spellscale Bard

Post  Sjach Tue Sep 20, 2011 9:15 am

Name: Sjach (No known last name)
Race: Spellscale
Age: 30
Ht.: 5’ 11”
Wt.: 150 lbs
Alignment: Chaotic Good
Class: Bard(7 Levels)
Size: Medium
Sex: Female

HP: 54 (+7 for Taking 7 levels in Bard)
GP: 2,950

Ability Scores
Rolled: 18, 17, 15, 13, 13, 15
Cha: 22 (+2 Racial Skill)
Con: 17
Dex: 16
Str: 16 (+1 for Level 4)
Int: 13
Wis: 13

Normal AC: 24
Flat Footed AC: 19
Touch AC: 14
Touch Flat Footed: 11

Base Attack Bonus: +5
1 (Magic Weapon)
3 (Strength) / 5 (Charisma during a Bladewhirl)
5 (Charisma-Wardance)
3 (Inspire Courage)


Attack Rolls:
Basic: 1d20+8
Courage: 1d20+10 (8+2 Inspire Courage)
Wardance: 1d20+13 (8+5 Charisma)
Courageous Wardance: 1d20+15 (8+5+2)

Fort: +6
Refl: +10
Will: +8

Race and Class Effects

Race:
  • Medium: As Medium creatures, spellscales have no
    special bonuses or penalties due to their size
  • Normal Speed: Spellscale base land speed is 30 feet.
  • Low-Light Vision: A spellscale can see twice as far as a
    human in starlight, moonlight, torchlight, and similar
    conditions of poor illumination. She retains the ability to
    distinguish color and detail under these conditions.
  • Humanoid (Dragonblood): Spellscales are humanoids
    with the dragonblood subtype. For all effects related to
    race, a spellscale is considered a dragon.
  • Blood Quickening: Each day, a spellscale can perform
    a draconic meditation to gain a benefit.
  • Automatic Languages: Common and Draconic.
  • Bonus Languages: Dwarven, Elven, Gnome, and Halfling.


Class
  • 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% change 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.
  • Cantrips: 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.
  • 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 check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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.
  • Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
  • Well-Wersed(Ex): 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.
  • Song of the Heart: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.
  • Lore Master(Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
  • Superior Suggestion (Sp): A spellscale bard who takes the 6th-level racial substitution level draws on his knowledge of his sorcerous ancestors to enhance his suggestion ability. So long as he maintains a number of ranks in Knowledge (arcana) equal to or greater than his bard class level, a spellscale bard gains a +2 bonus on the save DC whenever he uses his suggestion bardic music ability. This substitution feature augments the standard bard’s suggestion class feature, and it replaces the 2nd-level spell slot gained by a standard bard at 6th level. From 6th level on, a spellscale bard who takes this substitution level can cast one less 2nd-level spell per day than shown on Table 3–4 (PH 27).


Skill Points: 49 (Class Skills are Sleight of Hand, Diplomacy, Perform , Perception, Use Magic Device, and Knowledge).
Sleight of Hand: 7
Diplomacy: 7
Perform (Dance): 7
Perform (Song) : 7
Perception: 7
Use Magic Device: 7
Knowledge (Arcana): 7

Feats
Campaign Freebie: Draconic Heritage: Pyroclastic
Free Song Feat: Dragonfire Inspiration
Level 1: Improved Initiative
Level 3: Wand Casting
Level 5: Snowflake Wardance
Level 7: Lyric Spell

Spells Per Day
Level 0: 8
Level 1: 7
Level 2: 7
Level 3: 4

Known Spells
Level 0:
1.Detect Magic
2.Prestidigitation
3.Summon Instrument
4.Dancing Lights
5.Unwitting Ally
6.Spark
Level 1:
1.Charm Person
2.Ironthunder Horn
3.Distort Speech
4.Moment of Greatness
5.Heat Lightning
Level 2:
1.Cacophonous Call
2.Bladeweave
3.Glitterdust
4.Sound Burst
Level 3
1.Haste
2.Good Hope



Equipment
General:
1 Masterworked Backpack- 50 GP (Carry 60 lbs)
1 Headband of Charisma (+2 Charisma)- 4000 GP
1 Handy Wand Case -2,000 GP
1 Metal Wand- Unseen Servant (5 Charges)-75 GP
1 Metal Wand- Unnatural Lust (10 Charges)-150 GP
1 Metal Wand- Cure light wounds (10 Charges)- 150 GP
1 Metal Wand- Reckless Infatuation (5 Charges)- 450 GP
1 Metal Wand- Heroism (5 Charges)- 450 GP
1 Metal Wand- Whirling Blade (10 Charges)- 450 GP
1 Healer's Kit - 50 GP
1 Amulet of Natural Armor (+1 AC)
1 Gloves of the Magician (+2 Circumstance Bonus to UMD)
1 Silk Rope - 10 GP
5 Vials Acidic Fire- 150 GP
10 Firestones- 500 GP
5 sets of Flint & Steel- 5 GP
1 False Bottom Scabbard - 45 GP
10 Saving Finale Scrolls- 250 GP
5 Scroll Cases - Storing 20 Scrolls - 10 GP
1 Masterworked Lute- 100 GP (+2 circumstance bonus on Perform checks involving its use)
1 Vest of Resistance - Torso Slot - 1,000 (+1 to all Saves)
1 Masterwork Chain Shirt (+4 AC, +1 Magic Enhancement)- 1350 GP
1 Dastana (+1 AC)-100 GP
1 Chair-ara (+1 AC)-100 GP
1 Masterworked Buckler (+2 AC)-1165 GP
1 Ring of Defelction (+2 AC)- 4,000 GP
Weapon:
1 Masterworked Crystal Harmonizing Echoscimitar- 12630 GP (+8,000 for Harmonization, +2 Attack, +1/2 Bard Level Sonic/hit (only when using Bardic Music))
1 Least Crystal of Return - Attached to Masterworked Scimitar - 300 GP (Draws Scimitar as Free Action)
1 Wand Chamber(Whirling Blade) - 100 GP
1 Masterworked Shortbow - 300 GP
Sjach
Sjach

Posts : 11
Join date : 2011-09-19

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