Freya Stonesinger, Female Gnome Bard 2
Freya Stonesinger is a connoisseur of magic and mystical oddities. Having traveled to Cillimar in search of a long-lost family heirloom, Freya joined a group investigating an ancient menhir in the highlands above the city. Freya hopes her skill with languages and ancient lore will help uncover the mysteries surrounding this venerable monument...
Gnome Bard Level 2; Small Female Humanoid [Speed 20’, +4 AC vs. Giant, ¾ lift/carry as Medium]
S 10 I 14 W 10 D 16 C 10 Ch 15 AC: 19 HP: 10 Alignment: NG
Fortitude +0; Reflex +6; Will +3; [+2 vs. Illusion]
Attack: +1 Bard, +1 small, +3 Dexterity
Melee: +2; Ranged: +5; [+1 racial bonus on attack rolls against kobolds and goblinoids]
Feat: Rapid Reload-Heavy Crossbow [as Move action]
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination [and] retains the ability to distinguish color and detail.
Bardic Knowledge +6
Bardic Music 2x/day [Options: Countersong, Fascinate, Inspire Courage +1]
Spells: 3/1 to Cast DC: 12/13
Known: Daze, Detect Magic, Light, Mage Hand, Summon Instrument; Cure Light Wounds, Sleep
Spell-Like Abilities [All once/day as 1st level caster]: Dancing Lights, Ghost sound [DC 13], Prestidigitation; Speak with Animals (burrowing mammal only).
Languages: Common, Gnome, Elven, Giant.
Skills: Rank +Level [+Race] +Score +Synergy
Appraise +2 = +2
Balance +3 +2 = +5
Bluff 1 +2 = +3
Climb +0 = +0
Concentration +0 = +0
Decipher Script 2 +1 +2 = +5
Diplomacy 1 +2 = +3
Escape Artist +3 = +3
Jump +0 +2 = +2
Knowledge: Arcana 2 +2 = +4
Knowledge: Architecture & engineering 1 +2 = +3
Knowledge: Dungeoneering 1 +2 = +3
Knowledge: History 4 +1 +2 = +7
Listen [+2] +0 = +2
Hide [+4] +3 = +7
Move Silently +3 = +3
Perform 4 +1 +2 = +7
Search +2 = +2
Sense Motive 2 +1 +0 = +3
Sleight of Hand 1 +3 = +4
Spellcraft 4 +1 +2 [+2 decipher scrolls] = +7 [or +9]
Spot +0 = +0
Swim 1 +1 +0 = +2
Tumble 4 +1 +3 = +7
Use Magic Device 4 +1 +2 [+2 use scrolls] = +7 [or +9]
Use Rope +3 = +3
(History, Tumble, Spellcraft, and Use Magic Device grant synergy bonuses)
Equipment
Small Chain Shirt [+4 AC], 12.5#, 100gp
Small Buckler [+1 AC], 2.5#, 15gp
Small Dagger [d3, 19-20/x2, 10’], ¼#, 2gp
Small Sling & 20 bullets [d3, 20/x2, 50’], 2.5#, .2gp
Small Longsword [d6, 19-20/x2], 2#, 15gp
MW Small Heavy Crossbow & 30 Bolts [+1 attack, d8, 19-20/x2, 120’], 4#, 353gp
Explorer’s Outfit, 2#, 10gp; Flute, ¾#, 5gp; Backpack, ½#, 2gp; Bedroll, 1 ¼#, .1gp; Flint & Steel, 1gp; 6 days Trail Rations, 1 ½#, 6gp; Silk Rope, 2 ½#, 10gp; 2 Sacks, ¼#, .2gp; Waterskin, 1#, 1gp; 2 Sunrods, 2#, 4gp; Antitoxin, 50gp; Everburning Torch, 1#, 110gp; 32 Gold Pieces, 5 Silver Pieces Encumbrance: 33#
Carrying capacity: Light 0-25/ Medium 26-50/ Heavy 51-75
Bard Skills:
[sblock]
Bardic Knowledge +2 Bard +2 Intelligence +2 History = +6
A bard may make a special bardic knowledge check … to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
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.
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, legends.
25 Obscure, known by 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.
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). ardic music … [is] activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
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, 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 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 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.[/sblock]
Freya Stonesinger is a connoisseur of magic and mystical oddities. Having traveled to Cillimar in search of a long-lost family heirloom, Freya joined a group investigating an ancient menhir in the highlands above the city. Freya hopes her skill with languages and ancient lore will help uncover the mysteries surrounding this venerable monument...
Gnome Bard Level 2; Small Female Humanoid [Speed 20’, +4 AC vs. Giant, ¾ lift/carry as Medium]
S 10 I 14 W 10 D 16 C 10 Ch 15 AC: 19 HP: 10 Alignment: NG
Fortitude +0; Reflex +6; Will +3; [+2 vs. Illusion]
Attack: +1 Bard, +1 small, +3 Dexterity
Melee: +2; Ranged: +5; [+1 racial bonus on attack rolls against kobolds and goblinoids]
Feat: Rapid Reload-Heavy Crossbow [as Move action]
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination [and] retains the ability to distinguish color and detail.
Bardic Knowledge +6
Bardic Music 2x/day [Options: Countersong, Fascinate, Inspire Courage +1]
Spells: 3/1 to Cast DC: 12/13
Known: Daze, Detect Magic, Light, Mage Hand, Summon Instrument; Cure Light Wounds, Sleep
Spell-Like Abilities [All once/day as 1st level caster]: Dancing Lights, Ghost sound [DC 13], Prestidigitation; Speak with Animals (burrowing mammal only).
Languages: Common, Gnome, Elven, Giant.
Skills: Rank +Level [+Race] +Score +Synergy
Appraise +2 = +2
Balance +3 +2 = +5
Bluff 1 +2 = +3
Climb +0 = +0
Concentration +0 = +0
Decipher Script 2 +1 +2 = +5
Diplomacy 1 +2 = +3
Escape Artist +3 = +3
Jump +0 +2 = +2
Knowledge: Arcana 2 +2 = +4
Knowledge: Architecture & engineering 1 +2 = +3
Knowledge: Dungeoneering 1 +2 = +3
Knowledge: History 4 +1 +2 = +7
Listen [+2] +0 = +2
Hide [+4] +3 = +7
Move Silently +3 = +3
Perform 4 +1 +2 = +7
Search +2 = +2
Sense Motive 2 +1 +0 = +3
Sleight of Hand 1 +3 = +4
Spellcraft 4 +1 +2 [+2 decipher scrolls] = +7 [or +9]
Spot +0 = +0
Swim 1 +1 +0 = +2
Tumble 4 +1 +3 = +7
Use Magic Device 4 +1 +2 [+2 use scrolls] = +7 [or +9]
Use Rope +3 = +3
(History, Tumble, Spellcraft, and Use Magic Device grant synergy bonuses)
Equipment
Small Chain Shirt [+4 AC], 12.5#, 100gp
Small Buckler [+1 AC], 2.5#, 15gp
Small Dagger [d3, 19-20/x2, 10’], ¼#, 2gp
Small Sling & 20 bullets [d3, 20/x2, 50’], 2.5#, .2gp
Small Longsword [d6, 19-20/x2], 2#, 15gp
MW Small Heavy Crossbow & 30 Bolts [+1 attack, d8, 19-20/x2, 120’], 4#, 353gp
Explorer’s Outfit, 2#, 10gp; Flute, ¾#, 5gp; Backpack, ½#, 2gp; Bedroll, 1 ¼#, .1gp; Flint & Steel, 1gp; 6 days Trail Rations, 1 ½#, 6gp; Silk Rope, 2 ½#, 10gp; 2 Sacks, ¼#, .2gp; Waterskin, 1#, 1gp; 2 Sunrods, 2#, 4gp; Antitoxin, 50gp; Everburning Torch, 1#, 110gp; 32 Gold Pieces, 5 Silver Pieces Encumbrance: 33#
Carrying capacity: Light 0-25/ Medium 26-50/ Heavy 51-75
Bard Skills:
[sblock]
Bardic Knowledge +2 Bard +2 Intelligence +2 History = +6
A bard may make a special bardic knowledge check … to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
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.
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, legends.
25 Obscure, known by 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.
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). ardic music … [is] activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
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, 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 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 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.[/sblock]
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