Lindsey White

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Lindsey White

Mensaje por Nex189 el Vie Sep 02, 2016 2:22 pm

Name: Lindsey White
Age: 18
Level:  10
Class: Bard 8, Virtuoso 2
Language: Common/ Angelical/ Abyssal/ Draconic/ Infernal
Race: Half Elemental

Abilites:
Str: 10/ 0
Dex: 18/ +4
Con: 20/ +5
Int: 20/ +5
Wis: 14/ +2
Cha: 28/ +9 (+10)

Saves:
Fort: 2/ 0/ 5/ 3: 10
Ref: 6/ 0/ 4/ 3: 13
Will: 6/ 3/ 2/ 3: 14

HP: 97
BAB: 7/2
Ranged Attack: 11/6 (4 Dex)
AC: 20 ( 10 +4 Dex/ +5 Armor/ +1 Ring/ +1 Natural Armor/ -1 Flaw) Flat-Footed: 16; Touch: 13
Immunity: Cold; Disease
Fort saves +4 against poison.
+2 Saves against Sleep and Paralysis
+1 Saves against Force
Inspire Courage Bonus: +3 (x2 Words of Creation) + 1 Heart of Song + 1 Inspiration Boost + 1 Badge of Valor: +9
Initiative: 4

Special:
Special Attacks: A half-air elemental retains all the special attacks of the base creature. Half-air elementals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Each ability is usable once per day.

Level Ability
1-2 Obscuring mist
3-4 Wind wall
5-6 Gaseous form
7-8 Air walk
9-10 Control winds
11-12 Chain lightning
13-14 Control weather
15-16 Whirl wind
17-18 Elemental swarm*
19+ Plane shift
*Cast as an air spell only.

Class Features:
Bard:

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

Spells: A bard casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the bard spell list (page 181). He can cast any spell he knows without preparing it ahead of time the way a wizard or cleric must (see below). 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 (Cha 10 for 0-level spells, Cha 11 fro 1st-level spells and so forth). The Difficulty Class 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: 3-4 The Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page Cool. When Table 3-4 indicates that the bard gets 0 spells per day of a given spell level (for instance 1st-level spells for a 2nd-level bard), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells (all called cantrips) of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table 3-5: Bard Spell Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table 3-5 are fixed.)
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 two levels lower than the highest-level bard spell the bard can cast. For instance, upon reaching 5th-level, a bard could trade in a single 0-level spell (two levels lower than the highest level he can cast, which is 2nd) for a different 0-level spell. At 8t level, he could trade in a single 0-level or 1st-level spell (since he can now cast 3rd-level bard spells) for a different spell of the same level. 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.
As noted above, 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. For example, at 1st level, Gimble the bard can cast two 0-level spells per day for being 1st level (see Table 3-4: The Bard). However, knows four 0-level spells: detect magic, ghost sound, light, and read magic (see Table 3-5: Bard Spell Known). Thus on any given day, he can cast some combination of those four spells a total of two times. He does not have to decide ahead of time which spells he can cast.

Alternate Class Feature: Healing Hymn
When you play your healing hymn, your allies can cast curative spells more effectively. Furthermore, everyone around you feels rejuvenated and more fully rested when your hymn becomes a lullaby.
Level: 1st.
Replaces: This benefit replaces the fascinate bardic music ability.
Benefi t: If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you’re good or neutral) or profane (if you’re evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items.
In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost. Either use of healing hymn counts as one daily use of your bardic music ability. This is a spell-like ability.
Bardic Knowledge: A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

DC Type of Knowledge
10: Common, known by at least a substantial minority of the local population.
20: Uncommon but available, known by only a few people in the area.
25: Obscure, known by a few, hard to come by.
30: Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component (see Components, page 174), a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as sound burst or command spell) 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 check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task the ally has at hand, the bard may use his bardic music to lift the ally's spirits, to help him or her focus mentally or in some other way. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible — chanting to make the rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Virtuoso:

Bardic Music: Virtuoso levels stack with bard levels for the purpose of determining the virtuoso’s daily uses of his bardic music abilities (if any) and the value of the bonus granted by inspire courage (if the virtuoso has that bardic music ability). For example, a 10th-level bard/4th-level virtuoso could use bardic music fourteen times per day, and his inspire courage ability would grant a +3 morale bonus on the appropriate rolls. A virtuoso also gains the fascinate bardic music ability, if he doesn’t already have it. He can use his performance to cause one or more creatures to become fascinated with him. See the bard class feature, page 29 of the Player’s Handbook.

Virtuoso Performance (Su): A virtuoso can use his Perform skill to create magical effects on those around him. He can use this ability once per day per virtuoso level. He can use any form of performance as part of this ability. Although many of the names refer to musical performances, a virtuoso isn’t actually so limited – for example, an actor could perform a “sustaining soliloquy” or “sustaining dance” rather than a sustaining song. Each ability requires both a minimum virtuoso level and a minimum number of ranks in any Perform skill to qualify. If a virtuoso does not have the required number of ranks in at least one Perform skill, he does not gain the virtuoso performance ability until he acquires the needed ranks.
Starting a virtuoso performance effect is a standard action. Some virtuoso performance abilities require concentration, which means that the virtuoso must take a standard action each round to maintain the ability. Unlike with bardic music, virtuoso performance doesn’t restrict a virtuoso’s spellcasting or magic item activation. If a virtuoso’s performance requires sound, a deaf virtuoso has a 20% chance to fail when attempting to use virtuoso performance. If he fails, the attempt still counts against his daily limit. If a virtuoso has the bardic music class feature, he can spend two daily uses of bardic music to deliver a virtuoso performance.

Persuasive Song (Ex): A virtuoso with at least 11 ranks in a Perform skill can deliver a performance that sways the attitude of his audience. Treat this as a Diplomacy check made to influence NPC attitudes (see pages 71–72 of the Player’s Handbook), but replace the Diplomacy check with a Perform check. Viewers must be within 30 feet of the virtuoso, be able to see and hear him clearly, and be willingly paying attention to his actions. This ability requires at least 10 consecutive rounds of concentration to take effect, and it can affect a particular creature only once per day. Hostile audience members can’t be influenced with this ability.

Equipment: 49k (Sobra 590)
Harmonizing Crystal Echo Blade: 10.310
-Longsword +2
-Damage: 1d8
-Crit: 19/20 x2
-No rusting, not metal.
-A crystal echoblade normally functions as a +1 longsword, but is enhanced by your musical ability. If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level.
-A harmonizing weapon accompanies its wielder in song if drawn, granting a +6 enhancement bonus on Perform checks that involve singing. Beginning on the second round of singing, the harmonizing weapon begins to sing alongside the wielder. If the wielder stops singing at any time after the second round, the weapon continues singing for a number of rounds equal to the wielder's Charisma bonus or until sheathed. This extended singing is equivalent in effect to the wielder continuing to sing.

Vest of Legend: 16.000gp
-+5 Diplomacy
-+5 Perform
-Bard level treated 5 higher for Inspire Courage.

Badge of Valor: 1.400gp
-When you activate the badge of valor, you and all allies within 60 feet gain a +2 bonus on the next save you or they make against a charm or fear effect before the start of your next turn. If you have the bardic music ability to inspire courage, you can activate the Badge of Valor to increase the bonus granted by that ability by 1 for the duration of its effect. A Badge of Valor functions three times per day

Cloak of Resistance +3/ +2 Cha: 13.000

Mithril Shirt +1.  2.100gp
-+4 AC
- 6  Max Dex Bonus
- No armor check penalty
-Light fortification (25% chance Sneak attack, critical hit denial)

Ring of Sustenance: 4.500 gp
-AC +1  

Masterwork Violin: 100gp
-+2 Perform (String instrument.)

Gloves of Starry Sky:  1.100gp
-While wearing gloves of the starry sky, you emit a bright, silvery radiance equivalent to a light spell. You can douse or renew this light with a standard (mental) action. In addition, three times per day you can activate these gloves and sacrifi ce a prepared spell or spell slot of 1st level or higher to use magic missile (as the spell), using your own caster level rather than that of the gloves. The missiles created by the gloves appear as a series of tiny falling stars

Feats:
Level 1: Dragontouched
Human: Draconic Heritage (Force)
Flaw(Vulnerable): Melodic Casting
Level 3: Song of the Heart
Level 6: Words of Creation
Level 9: Dragonfire Inspiration

Skills:
Spot: 7/+2/+1: 10
Listen: 13/+2/+1: 16
Search: 0/+1: 6
Intimidate: 4/+9/2 : 15 (16)
Diplomacy: 10/+9/+5/2/2: 30 (32)
Bluff: 10/+9: 19 (20)
Sense Motive: 8/+2: 10
Perform: (String): 13/+10/+5(+2): 28 (30)
Perform:  (Sing): 13/+10/+5(+6): 28 (34)
Spellcraft: 6/+5/2: 13
Concentration: 1/+5: 6
Profession (Astrology): 6/+2: 8
Knowledge (Arcana): 13/+5: 18
Knowledge (Dungeoneering): 5/+5: 10
Knowledge (Geography): 5/+5: 10
Knowledge (History): 5/+5: 10
Knowledge (Local): 5/+5: 10
Knowledge (Nature): 5/+5: 10
Knowledge (Nobility and Royalty): 5/+5: 10
Knowledge (Religion): 5/+5: 10
Speak Language (Draconic): 2
Speak Language (Infernal): 2
Speak Language (Abyssal): 2
Speak Language (Celestial): 2

Skill Trick:
Collector of Stories (2 SP)

Spells:
Lvl 0: 6 (Spells per day: 3)
-Ghost Sound
-Know Direction
-Detect Magic
-Summon Instrument
-Read Magic
-Predistigitation

Lvl 1: 4 (Spells per day: 6)
-Cure Light Wounds
-Unseen Servant
-Joyful Noise
-Inspirational boost

Lvl 2: 4 (Spells per day: 5)
-Cure Moderate Wounds
-Silence
-Mirror Image
-Invisibility

Lvl 3: 3 (Spells per day: 4)
-Cure Serious Wounds
-Haste
-Dispel Magic
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