[sblock=Lark Winden Musician]
Lark, Human Bard 8
Medium Humanoid, Chaotic Good,
24, 5' 3.5", 130lbs, male, eyes 1blue 1 brown, Tan skin, black hair,
STR: 10 (+0)
DEX: 16 (+3)
CON: 12 (+1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 18 (+4)
Hit Points: 42 / 42
Hit Dice: 8d6+8 (42 hp)
Speed: 30ft
Initative: +3 (+3 DEX)
AC: 18 (+0 Armor, +0 Shield, +3 DEX, +5 Class Defence Bonus; touch 18, flat-footed 10)
BAB/Grapple: +6/+6
Fort: +3 (+2 Base, +1 CON)
Ref: +9 (+6 Base, +3 DEX)
Will: +8 (+6 Base, +2 WIS)
Attacks:
- Dagger +6/+1 melee (1d4 19-20x2)
- Dagger Whip +10/+5 melee (1d6+1 20x2)
- Dagger +9/+4 ranged, 10' (1d4 19-20x2)
- Shortbow +9/+4 ranged, 60' (1d6 20x3)
Special Attacks:
- Trip (Whip)
- Disarm (Whip)
Special Abilities:
- Bardic Knowledge
- Bardic Music (8/day):
- Countersong (Su)
- Fascinate/Suggestion (Sp)
- Inspire Courage +2 (Su)
- Inspire Competence (Su)
Skills: (99 points, max ranks 11/5.5)
- Appraise +3 (1 Rank, +2 ATB)
- Balance +5 (0 Ranks, +3 ATB, +2 Synergy)
- Bluff +10 (6 Ranks, +4 ATB)
- Concentration +5 (4 Ranks, +1 ATB)
- Decipher Script +4 (2 Ranks, +2 ATB)
- Diplomay +19 (11 Ranks, +4 ATB, +4 Synergy)
- Disguise +20 (4 Ranks, +4 ATB, +2 Synergy, +10 Hat of Disguise)
- Escape Artist +3 (0 Ranks, +3 ATB)
- Gather Info +12 (8 Ranks, +4 ATB)
- Handle Animal (cc) +5 (1 Rank, +4 ATB)
- Heal +4 (0 Ranks, +2 ATB, +2 Healers Kit)
- Hide +8 (5 Ranks, +3 ATB)
- Intimidate +6 (0 Ranks, +4 ATB, +2 Synergy)
- Jump +2 (0 Ranks, +0 ATB, +2 Synergy)
- Knowlege: History +3 (1 Ranks, +2 ATB)
- Knowlege: History +7 (5 Ranks, +2 ATB)
- Listen +6 (4 Ranks, +2 ATB)
- Move Silently +8 (5 Ranks, +3 ATB)
- Perform: String Instrament +20 (11 Ranks, +4 ATB, +2 MW Instrament, +3 Skill Focus)
- Perform: Sing +5 (1 Rank, +4 ATB)
- Ride +6, +8* (3 Ranks, +3 ATB, +2 MW Saddle)
- Search +2 (0 Rank, +2 ATB)
- Sense Motive +8 (6 Ranks, +2 ATB)
- Slight of Hand +10 (5 Ranks, +2 ATB, +2 Synergy)
- Spellcraft +7 (5 Ranks, +2 ATB)
- Spot +2 (0 Ranks, +2 ATB)
- Tumble +8 (5 Ranks, +3 ATB)
- Use Rope +4 (1 Rank, +3 ATB)
Feats:
- Combat Expertise
- Improved Trip
- Skill Focus
erform:String Instrament
- Weapon Finesse: Whip
Languages:
Equipment:
- Backpack (2gp 2 lbs.)
- Fishhook (1sp -)
- Flint and steel (1gp -)
- Mirror, small steel (10gp 0.50 lb.)
- Oil 1-pint flask (1sp 1 lb.)
- Rations, trail x4 days (2sp 4 lbs.)
- Soap (2sp,5cp 0.5 lb.)
- Wineskin (2gp 4 lbs.)
- Waterskin (1gp 4 lbs.)
- Whetstone (2cp 1 lb.)
- Pouch, belt (1gp 0.5 lb.)
- Healer’s kit (50gp 1 lb.)
- Entertainer’s outfit (n/a 4 lbs.except when worn)
- Dagger x2 (4gp 2 lbs.)
- Shortbow (30gp 2 lbs.)
- Quiver of Arrows x20 (1gp 3 lbs.)
- Dagger Whip +1 (6,975gp 2 lbs.)
- Fiddle of Sounding (5,400gp 3 lbs.)
- Hat of Disguise (5,400gp n/a)
- Horse, light (75gp n/a)
Total weight carried -- 30.5 lbs.
Light load -- 33lbs., medium -- 66lbs., heavy -- 100lbs., lift -- 200lbs., push -- 500lbs.
Spells:
Class: (3/4/4/2; spell save DC 18 + spell level
- 0th (6 known)- Dancing lights, detect magic, lullaby, message, prestidigitation, & read magic
- 1st (4 known)- Animate rope, cure light wounds, sleep, & ventriloquism.
- 2nd (4 known)- Detect thoughts, eagle’s splendor, silence, & sound burst
- 3rd (3 known)- Dispell magic, phantom steed, & scrying
XP: XXX,XXX / XXX,XXX
Appearance:
While short of stature, as most Winden are, his personality more than makes up for it.
Background:
Lark is in no rush to return to his mother’s wagon. He knows his bride will be waiting for him there. He knows why marriages are arranged among the Winden. They would be quickly eaten by another culture if they did not pair up with their own.
He knows he could certainly do worse than Sarah. Her hair has that hint of red that all of his sisters wish they had. She is one of the finest weavers in the clans; her wagon will provide every comfort, someday…
But not yet. Lark refuses to be an unfaithful husband, so until he has gotten his wild ways out of his system, it would be wrong to return. If only he could make his mother understand, then he would not need to keep avoiding the family’s usual routes.
That is what brings him to the city. Most of the Winden avoid the larger cities. It is so difficult to find a place that will let you sleep outdoors. On the other hand, city girls know he is just passing through and take precautions. They don’t try to trap a man like farm girls do.
He is currently staying outside the braided inn (between the main building and the stables). The owner is half-Winden, so he understands enough to accept it. The inkeeper certainly doesn’t mind all the extra business Lark is bringing in.
Notes:
Lini (non-Winden) often think Winden are named for the blowing wind. At its root the name means, twist or weave. The Winden are weavers. In ages past there were Winden who wove the strands of nature and time into a glorious city, beyond any seen today. Some think the Winden became too proud, others say that the gods became jealous.
Whatever the reason, the gods demanded a reckoning. Some were calling for all of the Winden to be wiped out, but T'malelic interceded on the Winden’s behalf arranging it so that if they would give up the city, and not rebuild, then they could live. The Winden have been wandering ever since.
To be Winden you must be a child of a Winden woman. People who have a Winden father and a Lini mother are sometimes referred to as “Half-Winden” but they have no standing, and are only rarely allowed to marry back into the clans.
Women own the wagons, men own the horses. When a femail Winden marries she is given a wagon by her parents (or family). If they cannot afford a wagon, she cannot marry. Occasionally a girl cannot marry till her mother dies and she inherits her mothers wagon.
A male Winden sleeps in his mother’s wagon as a child, his wife’s wagon after he is married, or his daughter’s wagon if he is a widower. He may not sleep under anyone else’s roof. [/sblock]
[sblock=Bondall, Light Horse]
Large Animal Hit Dice: 3d8+6 (19 hp)
Initiative: +1 Speed: 60 ft. (12 squares), 90 ft. (18 squares) horseshoes of speed
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8 Attack: Hoof –2 melee (1d4+1*) Full Attack: 2 hooves –2 melee (1d4+1*) Space/Reach: 10 ft./5 ft. Special Attacks: —Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +26 (+2 ATB, +12 natural speed, +12 horseshoes of speed), Listen +4, Spot +4
Feats: Endurance, Run
Challenge Rating: 1
Tricks:
• Come (DC 15): The animal comes to you, even if it normally would not do so.
• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
• Work (DC 15): The animal pulls or pushes a medium or heavy load.
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Equipment:
• Bedroll (1sp 5 lbs.)
• Blanket, winter (5sp 3 lbs.)
• Military Saddle (20gp 30 lbs.)
• Silk Rope 50 ft. (10gp 5 lbs.)
• Tent (10gp 20 lbs.)
• Traveler’s outfit (1gp 5 lbs.)
• Horseshoes of speed (9,000gp n/a)
Total weight carried -- 68 lbs.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.[/sblock]