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Kyra Morrigan
Female Human Chameleon 3/Transmuter 3/Arcane Trickster 1 (Favored Class Wizard; +1 Skill Point/Level)
CN Medium Humanoid (Human)
5' 4", 114 lbs, black hair, green eyes, pale complexion Initiative +3; Senses Perception +10 Languages Common, Celestial, Draconic, Elven and two more
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DEFENSE
-------------------------------------------------------------------------------------------------------------------------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) HP 53 (3d8+6 plus 4d6+8) Fort +4, Ref +8, Will +5
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OFFENSE
-------------------------------------------------------------------------------------------------------------------------------------- Speed 30' (6 squares) Melee Rapier +6 (1d6-2/18-20) or Dagger +6 (1d4-2/19-20) Ranged Telekinetic Fist +6 (1d4+1) Special Attacks Sneak Attack +2d6, Telekinetic Fist, Spells Spells (CL 6th; Concentration +13; +3 touch, +3 ranged touch) Specialized School Transmutation Opposition Schools Evocation, Necromancy Spells per Day 4/5+1/3+1; save DC 15 + spell level [charming: +1 language-dependent] Spellbook
0 - Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Light, Spark, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation;
1st - Protection from Evil, Shield, Air Bubble, Grease, Mage Armor, Mount, Unseen Servant, Comprehend Languages, Detect Secret Doors, Identify, Charm Person, Memory Lapse, Magic Missile, Disguise Self, Illusion of Calm, Silent Image, Vanish, Ant Haul, Expeditious Retreat, Feather Fall, Liberating Command, Magic Weapon, Polypurpose Panacea, Reduce Person, Youthful Appearance;
2nd - Create Pit, Fiery Shuriken, Glitterdust, Retrieve Item, Web, Seducer's Eyes, Invisibility, Adoration, Alter Self, Darkvision, Eagle's Splendor, Fox's Cunning, Knock, Spider Climb.
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STATISTICS
-------------------------------------------------------------------------------------------------------------------------------------- Str 7, Dex 15(16), Con 14, Int 20, Wis 10, Cha 14 BAB +3; CMB +1 CMD 14 Traits Charming, Focused Mind, Magical Knack Feats Simple Weapon Proficiency, Rogue Weapon Proficiency, Light Armor Proficiency, Scribe Scroll, Weapon Finesse, Two-Weapon Fighting, Craft Wondrous Item, Skill Focus (Stealth), Hellcat Stealth Skills Acrobatics +10(4), Bluff[charming] +12[13](7), Diplomacy[charming] +12[13](7), Disable Device +15(5), Disguise +10(5), Escape Artist +10(4), Intimidate +8(3), Knowledge (arcana) +12(4), Knowledge (local) +10(2), Knowledge (nobility) +10(2), Perception +10(7), Perform (dance) +8(3), Ride +5(2), Sense Motive +10(7), Spellcraft +10(2), Sleight of Hand +13(7), Stealth +16(7), Swim +2(1) Languages Common, Celestial, Draconic, Elven and two more Special Qualities Misdirection, Evasion, Fast Stealth, Effortless Sneak (Urban), Arcane Bond (Ring), Cantrips, Physical Enhancement (+1 Dex), Ranged Legerdemain Gear Rapier, Dagger (2), Traveler's Outfit, Courtier's Outfit, Jewelry (50 gp), Entertainer's Outfit, Backpack, Bedroll, Belt Pouch (3), Waterskin, Masterwork Thieves' Tools, Spell Components Pouch (2), Create Pit Focus, Fiery Shuriken Material Components (10), Spellbook, Masterwork Ring Coins 0 pp, 11 gp, 9 sp, 0 cp
Armor -- Belts -- Body -- Chest -- Eyes -- Feet -- Hands -- Head -- Headband -- Neck -- Ring -- Ring -- Shield -- Shoulders -- Wrist --
Appearance
Kyra is a petite woman with a slender and willowy figure. She appears rather frail, due to her small frame and lack of strength, but her moves are lithe and graceful. Her raven-black hair is worn long and open, going down to her waist, and her beautiful green eyes give her an air of mystery. Gifted with her good looks and a charming nature, and well-versed in the arts of diplomacy and deceit, the fetching young lady is quick to make new friends. When it comes to it, Kyra can be rather unscupulous, too. Her clothing is always fashionable, but usually in a more subtle way and less ostentatious. When it is necessary, she knows rather well how to dress to impress, though, and she has little restrains in underlining her attractive body with revealing outfits, if it furthers her needs.
Background
...
__________________
“In our world, immortality is not for the living. The legend lives on!”
In Memoriam Dave Arneson († April 7th, 2009) & Gary Gygax († March 4th, 2008).
Wondering what the Dungeon Tiles are like? Take a look here.
Last edited by Thanee; 6th February 2012 at 02:58 PM..
Description
Vanessa stands just shy of six feet in height, with a slender, svelte build; she weighs perhaps nine stone (130lb). She is very attractive, with finely chiseled features, a pert nose and very fair skin, though perhaps her most striking features are her fine silvery hair and eyes of violet hue. She dresses fashionably, the cutting-edge of court attire, and always wears a few items of gold and silver jewelry to accentuate her outfits.
Credit
Credit to Dodo-kun at DeviantArt
Personality & Background
Vanessa is the daughter of Lord Galen Harrow, Lord of Harrowfield. The demense of Harrowfield is a rich agricultural community on the edges of the Duskwood Forest. Not large in population, but wealthy for its abundance of food production. It was here that Vanessa spent her early years, until her father, noting her keen mind and magical aptitude, saw that she as fostered with Lady Allyra Mandrake. Under Lady Mandrake's tutelage, Vanessa studied and learned many things, including the ways of magic.
XPs:
Stats
Str 10 (+0) (0 points)
Dex 14 (+2) (5 points)
Con 14 (+2) (5 points)
Int 20 (+5) (13 points, +2 race, +1 level advancement)
Wis 10 (+0) (0 points)
Cha 13 (+1) (3 points)
Class Features:
- Cantrips
- Spellcasting
- Arcane Bond (ring)
- Arcane Schooling
--- Chosen School: conjuration
--- Opposition Schools: illusion, necromancy
--- School Power: Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the
previous spell immediately ends.
--- School Power: Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
- Scribe Scrolls
Racial Features:
- +2 to One Ability Score
- Medium Size
- Normal Speed
- Bonus Feat
- Skilled
- Favored Class: Wizard
Arms, Armor and Equipment:
- Bonded Object (ring): Crafted of platinum and silver, set with green-grey quartz (bonded item free at 1st level)
- Dagger, masterwork, trimmed in platinum and set with green tourmaline (402gp, 1lb)
- Wardrobe: 5 x courtier's outfits, 2 x explorers outfits, 2 x cold-weather outfits (186gp)
- Jewelry, miscellaneous (200gp)
For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC
Carrying Capacity
Light: 0 to 38lbs
Medium: 39 to 76lbs
Heavy: 77 to 115lbs
Maximum weight possible: 115
Details
Size: M
Gender: Male
Age: 19
Height: 5' 5"
Weight: 110 lbs.
Hair Color: Brown
Eye Color: Brown
Skin Color: Fair
Description
Yevas is short and wirey, with short brown hair and brown eyes. In the palace he was stander courier clothing, while on a mission he wears a dark cloak over dark armour.
Background
Yevas Rees' family has been in the King's service for has long as anyone can remember. Yevas' father, Nials, took over as the King's spy master from his own father.
Yevas has been training almost from birth to follow in the family business. Even thought there was almost no chance that he would take over from his father. All of his three older brothers are far better administrators than Yevas, although none of them has the same aptitude for field work as Yevas.
Of course Yevas' father found out about the new retainers long before the initial announcement and the Rees family started its campaign for the second and third brothers. Thus it came as some surprise when Yevas was offered a post and the others were passed over.
Last edited by ghostcat; 13th February 2012 at 05:42 PM..
Reason: Added Initial Equipment, 13/02/2011 - Updated background
+2 to 1 ability score (Wis)
Medium creature
30' movement
1 bonus feat
1 additional skill point per level
Common language
Class Features
Aura: Strong Lawful
Channel Positive Energy 4d6 (6 times/day)
Orisons
Divine Spellcasting (Spontaneous Cure Spells)
Domains:
Law
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Nobility
Inspiring Word (Sp): As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Equipment Cost Weight
MW Shortspear 301gp 3 lbs
MW Padded armour 155gp 10 lbs
Beltpouch 1gp 0.5 lbs
Cleric's Vestments -- --
Holy Symbol (silver) 25gp 1 lb
Scrollcase 1gp 0.5 lbs
Ink 8gp --
Inkpen 0.1 gp --
Paper (x10) 4gp --
Scroll of Comprehend Languages 25gp --
Scroll of Bless 25gp --
Potion of CLW 50gp --
Treasure: 400gp, Gems: --
Total kit cost: 600gp
Total weight carried: 15 lbs (light encumberance)
Maximum weight possible: lbs
Details
Size: Medium
Gender: Male
Age: 17
Height: 6'0"
Weight: 120 lbs
Hair Color: Red
Eye Color: Blue
Skin Color: Pale
Appearance: Declan is a tall, gaunt figure with pale skin and sunken cheeks. His red hair ensures a permanently pale complexion. Athleticism has never been a word used to describe Declan, with stick-thin arms and legs
Declan's eyes are his most striking feature, being a vibrant blue. They show his intelligence and candour to any who will take the time to give him a second glance.
Personality: Declan remains calm in all situations, usually having planned adequately or made sufficient contingencies to remain unruffled by even the worst of random eventualities. Outside of stressful situations he is usually talkative and willing to share his opinion on any subject that he is knowledgeable of.
Despite thinking he is approachable, Declan can come off as snooty, intellectual and elite. He is less tolerant of boorish behaviour and uncultured people than he thinks. Declan dislikes physical activity of any kind, preferring a less-physical solution to a problem or avoidance of a problem altogether. His is confident to a fault in his ability to resolve issues using his mind and divine abilities.
Background
Declan was born the second son of Lord Bretel, conqueror of the Riverlands and first of his noble line, by a matter of minutes. The elder twin, Brian, being the first born was his father's favourite from before Declan even entered the world.
The Riverlands were held by tribal groups of Lizardmen prior to Lord Bretel's conquests just a few years before the birth of his sons. Ruins of the old towns still exist up and down the riverbanks and proved a fascinating summer's passtime for the young Declan.
As the two boys grew into children it was apparent to all that Brian had received all the health, vitality and strength of the two. Declan was a sickly child, his frail body never succeeding in adding the muscle and bone mass that Brian did.
As the children grew into young men Brian's advantage appeared to be lessened. Brian was the consummate boor - a physical bully, talented athletically but utterly lost with mathematics, art, music and literature. Rumour amongst the Riverlanders at the time described him as barely literate. Declan appeared to have all the mental acuity that his brother lacked, just as the elder had all the physical capacity that Declan lacked.
The boys were never particularly close. Brian used his size to intimidate and bully Declan, while Declan - after some practice - used his intellect to frustrate and humiliate Brian. The two do, however, get along well with the other family members. In particular, their younger brother Horus (just a single year younger) often succeeds in reconciling the twins. Neither have a lot to do with their youngest sibling, Helena. Still, the eldest boy will always be the favourite of a militaristic father - a point that has rankled with Declan since he was old enough to care.
Resigned to his place in the family from an early age, Declan prepared himself to enter one of the major priesthoods as soon as he was of age. Ultimately, he chose the priesthood of Abadar - not for any particular affinity towards the god over others but because it offered understanding and power over the laws of the land. From such a position Declan could abley serve his family and extend their power and influence - even without his father's title.
Entering the priesthood on his 16th birthday, Declan was immediately accepted amongst the Keeper's of the First Vault. His desire for order and knowledge, above average intelligence and ability to listen won him many friends. The magical abilities taught to Declan appealed strongly to him - here was a way to control and manipulate the world without physical strength. Within a year, he was ordained an Adept and given permission to independently travel as a member of the Priesthood and increase his knowledge of the laws and customs of the land.
Last edited by Axel; 15th April 2012 at 12:14 PM..
Reason: Revised per OOC thread
Henry Northantis Human Bard/Fighter/Cavalier/Battle Herald
Henry Northantis
Game Info
Race: Human
Class: Bard/Fighter/Cavalier/Battle Herald
Level: 1/4/1/1
Alignment: NG
Languages: Common, Celestial and Draconic
Deity: Iomedae goddess of righteous valor, justice, and honor.
• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bard Class Features
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 using a shield without incurring the normal arcane spell failure chance.
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 for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. A Bard can use Cantrips which do not use up a slot.
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.
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.
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.
Fighter Class Features
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Feats: Bonus combat feats at 1st level and each even level.
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Cavalier Class Features
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order--Order of the Dragon
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
-Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
-Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
-Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
-Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
-Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
Battle Herald Class Features
Weapon and Armor Proficiency: A battle herald gains no proficiency with any weapon or armor.
Inspiring Command (Ex): A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle.
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage.
At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald).
Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, and at 10th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).
Inspired Tactics: Allies apply the battle herald’s inspiring command bonus on critical hit confirmation rolls, on combat maneuver checks, and as a dodge bonus to AC against any attacks of opportunity provoked by combat maneuvers.
Feats & Traits
Human Bonus-Intimidating Prowess--Add Str to Intimidate in addition to Cha
1st lvl-Extra Performance—6 extra rounds of performance per day.
1st Fighter Bonus-Power Attack--Trade melee attack bonus for damage +2 for +4 or +6
2nd Fighter Bonus-Weapon Focus (Great Sword)-- +1 bonus on attack rolls with one weapon
3rd lvl-Dazzling Display--Intimidate all foes within 30 feet
4th Fighter Bonus-Weapon Specialization (Great Sword)-- +2 bonus on damage rolls with one weapon
5th –Cornugon Smash--Make free intimidate checks when you power attack.
7th -Shatter Defenses--Hindered foes are flat-footed
Traits:
a) Magical Knack--+2 caster level as Bard
b) Indomitable Faith--+1 trait bonus on Will Saves
c) Extremely Fashionable--+1 trait bonus on Bluff, Diplomacy and Intimidate when wearing clothes/jewelry worth at least 150 gp and not covered in mud or gore.
Skills
Skill Ranks: 40 = [6 (Bard) + 1 (INT)] x 1 (LvL)]+[2(Fighter)+1(INT)x 4(LvL)]+[4(Cavalier or Battle Herald)+1(INT) x 2 (LVL)] + 7 (Human Bonus) + 2 (Favored Class)
Max Ranks: 00
ACP: -0
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+05 = Acrobatics +01 +01 +5 +00 -0 DEX
+00 = Appraise +01 +00 +0 +00 INT
+06 = Bluff +01 +01 +3 +01* CHA
+05 = Climb +05 +00 +0 +00 -0 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+09 = Diplomacy +01 +05 +3 +01* CHA
+na = Disable Device^ +00 +00 +0 +00 -0 DEX
+00 = Disguise +01 +00 +0 +00 CHA
+00 = Escape Artist +00 +00 +0 +00 -0 DEX
+00 = Fly +00 +00 +0 +00 -0 DEX
+05 = Handle Animal^ +01 +01 +3 +00 CHA
+05 = Heal +01 +01 +3 +00 WIS
+16 = Intimidate +06 +06 +3 +01* CHA
+06 = Know:Arcana^ +01 +01 +3 +01 INT
+06 = Know:Dungeoneer ^ +01 +01 +3 +01 INT
+02 = Know:Engineering^ +01 +00 +0 +01 INT
+02 = Know:Geography^ +01 +00 +0 +01 INT
+06 = Know:History^ +01 +01 +3 +01 INT
+02 = Know:Local^ +01 +00 +0 +01 INT
+02 = Know:Nature^ +01 +00 +0 +01 INT
+02 = Know:Nobility^ +01 +00 +0 +01 INT
+02 = Know:Planes^ +01 +00 +0 +01 INT
+06 = Know:Religion^ +01 +01 +3 +01 INT
+05 = Linguistics^ +01 +01 +3 +00 INT
+09 = Perception +01 +05 +3 +00 WIS
+09 = Perform:Orate +01 +05 +3 +00 CHA
+06 = Professn^:Soldier +01 +02 +3 +00 WIS
+06 = Ride +01 +01 +3 +00 -0 DEX
+05 = Sense Motive +01 +01 +3 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
+05 = Spellcraft^ +01 +01 +3 +00 INT
+00 = Stealth +00 +00 +0 +00 -0 DEX
+05 = Survival +01 +01 +3 +00 WIS
+08 = Swim +05 +01 +3 +00 -0 STR
+05 = Use Magic Device^ +01 +01 +3 +00 CHA
Spellcasting
Spells Known
0 Level (unlimited per day DC11): Detect Magic, Light, Mage Hand, Spark
1st Level (3 per day DC12): Cure Light Wounds, Expeditious Retreat
Total weight carried:
Treasure: 10gp, sp, cp Gems:
Carrying Capacity:
light-
medium-
heavy-
Animal Companion
(Heavy) Horse
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB, Light Armor Proficiency (Cavalier Bonus)
Skills Perception +8
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
No armor check penalties to Ride skill while riding this mount.
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Stay (bonus trick)
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
Character Details
Size: Medium
Gender: Male
Age: 17
Height: 6’5”
Weight: 185#
Hair Color: Black
Eye Color: Blue
Skin Color: Fair
Appearance: A bit gangly and awkward having just grown into his full height.
Demeanor: Shy and bookish
Background
Henry Northantis is the only son of Sir James Northantis and Mary (Hargraves) Northantis. Sir James is an able and trusted commander of His Majesties Horse Guards. Of only the most minor noble birth Sir James has none the less rose in rank on his strong ability and faithful loyalty to the crown. Unfortunately, Mary died when Henry was still relatively young. His youth was spent in rough military camps in summer and a military boarding school the rest of the year. Growing up around rough soldiers and camp followers was making little Henry too much a crude commoner and his father begin sending him to an academy to learn history, debate, oratory, diplomacy and even a little magic. Being somewhat awkward and of low birth relative to his peers at the school, young Henry gravitated to the Bards there. He was fascinated by the great heroes of the past and the stories of battle and romance. His studies of the martial arts have been somewhat of a disappointment. His fencing master finally gave up on teaching Henry the fine arts of foil and epee. The lad was just too heavy handed and seemed to have two left feet. In exasperation the master gave him a massive blunted Greatsword and sent him out to hack at trees. However, Henry found this much larger heavier weapon balanced his large frame and he finds it quite comfortable in his hands, though he has yet to learn to use it properly. In drama he has found a niche as well. His deep booming voice carries well to an audience on the stage and he has been playing heroic leaders and learning to recite their speeches with considerable style. His normal shy demeanor seems to fade when he is playing a role or debating a hotly contested point against his betters. His father has recently given him a fine gift for his 17th birthday--a huge stallion that Sir James won as the spoils of battle. It had belonged to enemy barbarian leader. The beast is as crude and undisciplined as the primitives from which it was one, but Sir James could see the potential in the animal and knew if his son could master it that such a massive brutish beast would be a terror on the lists or battlefield.
Personality/Appearance
Henry is a bookish lad and while schooled in courtly manner and speech he tends to fall back on the course language and manner of the war camps when riled to anger. A strapping well-muscled lad he has yet to get comfortable with a recent growth spurt which has set him towering above most men. His mother’s people were large northmen and his has her blue eyes, fair skin and aristocratic features along with his father’s dark raven hair. He is a well featured lad and could even be called handsome if he could overcome his current awkwardness and stoop shoulder pose. Working with the Bards on stage he has developed an eye for fashion and a sense that clothes are in many ways just costumes. He has a knack for sensing how ones’s style enhances the role one is playing.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Features
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called "fighter bonus feats."
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Shattering Strike: At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
Overhand Chop: At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Weapon Training: Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Backswing: At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.