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Four Lands - Gallery of Heros
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<blockquote data-quote="Dracomeander" data-source="post: 3131463" data-attributes="member: 20009"><p><strong>Finnian Douglas</strong></p><p></p><p><a href="http://invisiblecastle.com/find.py?id=685848" target="_blank">http://invisiblecastle.com/find.py?id=685848</a></p><p>[sblock=Finnian Douglas]</p><p></p><p>Male Human Bard 8 / Swashbuckler 3 / Lyric Thaumaturge 3; CR 14;</p><p>Medium Humanoid (Human); AL NG;</p><p>Experience Points: 94500 (next level: 105000);</p><p>[sblock=XP Breakdown]</p><p>Start 45,000</p><p> + 1000 (10/31/06 roleplay award)</p><p> +1000 (11/12/06 roleplay award)</p><p> +10,000 (12/24/06 award)</p><p> +2500 (3/15/07 roleplay award)</p><p> +7000 (10/03/07 award)</p><p> +3000 (2/13/08 award)</p><p> +25000 (2/28/09 restart award)</p><p>Total = 94500</p><p>[/sblock]</p><p></p><p>Age: 24</p><p>Height: 6 ft.</p><p>Weight: 178 lb.</p><p>Eyes: Green</p><p>Hair: Auburn</p><p>Skin: Fair</p><p></p><p>HD 11d6+3d10+42; hp 117;</p><p>[sblock]</p><p><a href="http://invisiblecastle.com/find.py?id=688978" target="_blank">http://invisiblecastle.com/find.py?id=688978</a></p><p><a href="http://invisiblecastle.com/find.py?id=804783" target="_blank">http://invisiblecastle.com/find.py?id=804783</a></p><p><a href="http://invisiblecastle.com/find.py?id=1297809" target="_blank">http://invisiblecastle.com/find.py?id=1297809</a></p><p><a href="http://invisiblecastle.com/roller/view/1962651/" target="_blank">http://invisiblecastle.com/roller/view/1962651/</a></p><p>[/sblock]</p><p></p><p>Str 14(+2)</p><p>Dex 16(+3) +1@4th lvl</p><p>Con 16(+3) +1@12th lvl</p><p>Int 16(+3)</p><p>Wis 14(+2) +1 bonus</p><p>Cha 20(+5) +1@8th lvl +2 Holiday bonus 1/1/08</p><p></p><p>Init +3; Spd 30 ft/x4;</p><p>AC 18 (+5 armor, +3 dex), touch 13, flat-footed 15;</p><p>Base Atk/Grapple +11/+13;</p><p></p><p>Full Attack +15/+10/+5 One-handed (1d6+3;15-20/x2, Keen Rapier +1),</p><p> or +15/+10/+5 One-handed (1d4+2;19-20/x2, Masterwork dagger),</p><p> or +14/+9/+4 One-handed (1d3+2;20/x2, Unarmed Strike),</p><p> or +15/+10/+5 Two-handed (1d6+2;20/x3, Masterwork composite shortbow [+2]);</p><p></p><p><strong>Saves:</strong></p><p>Fort +10 (6 base + 3 con + 1 resistance), </p><p>Ref +15 (10 base + 3 dex + 1 grace + 1 resistance), </p><p>Will +13 (10 base + 2 wis + 1 resistance);</p><p></p><p><strong>Languages:</strong> Southern Gaullic, Trade Tongue, Aram, Dashai, Illum, Old Tongue, Northern Gaullic</p><p></p><p><strong>Skills:</strong></p><p> Balance¹ <strong><span style="color: SandyBrown">+10</span></strong> (5 ranks + 3 Dex + 2 Tumble),</p><p> Bluff¹ <strong><span style="color: SandyBrown">+18</span></strong> (13 ranks + 5 Cha),</p><p> Climb¹ <strong><span style="color: SandyBrown">+8</span></strong> (6 ranks + 2 Str),</p><p> Decipher Script <strong><span style="color: SandyBrown">+7</span></strong> (4 ranks + 3 Int),</p><p> Diplomacy¹ <strong><span style="color: SandyBrown">+24</span></strong> (13 ranks + 5 Cha + 2 Bluff + 2 Sense Motive + 2 Knowledge [Nobility]),</p><p> Gather Information¹ <strong><span style="color: SandyBrown">+12</span></strong> (7 ranks + 5 Cha),</p><p> Jump¹ <strong><span style="color: SandyBrown">+9</span></strong> (5 ranks + 2 Str + 2 Tumble),</p><p> Knowledge (arcana) <strong><span style="color: SandyBrown">+13</span></strong> (10 ranks + 3 Int),</p><p> Knowledge (history) <strong><span style="color: SandyBrown">+10</span></strong> (7 ranks + 3 Int),</p><p> Knowledge (nobility) <strong><span style="color: SandyBrown">+10</span></strong> (7 ranks + 3 Int),</p><p> Listen¹ <strong><span style="color: SandyBrown">+13</span></strong> (11 ranks + 2 Wis),</p><p> Perform (Singing) <strong><span style="color: SandyBrown">+22</span></strong> (17 ranks + 5 Cha),</p><p> Sense Motive¹ <strong><span style="color: SandyBrown">+16</span></strong> (14 ranks + 2 Wis),</p><p> Spellcraft <strong><span style="color: SandyBrown">+16</span></strong> (11 ranks + 3 Int + 2 Knowledge Arcana),</p><p> Swim¹ <strong><span style="color: SandyBrown">+9</span></strong> (7 ranks + 2 Str),</p><p> Tumble <strong><span style="color: SandyBrown">+18</span></strong> (13 ranks + 3 Dex + 2 Jump),</p><p> Use Magic Device <strong><span style="color: SandyBrown">+10</span></strong> (5 ranks + 5 Cha).</p><p></p><p><strong>Feats:</strong></p><p> hb) Extra Music,</p><p> lt) Captivating Melody,</p><p> 12) Clap of Thunder (reserve),</p><p> 9) Improved Unarmed Strike,</p><p> 6) Lingering Song,</p><p> 1) Melodic Casting (Use Perform in place of Concentration, Cast spells while using Bardic Music),</p><p> 3) Versatile Performer (Oratory, String Instruments, & Percussion Instruments),</p><p> sw) Weapon Finesse.[/sblock]</p><p>[sblock=Special Attacks & Special Qualities: ]</p><p> *<strong>Spellcasting:</strong>You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.</p><p></p><p> *<strong>Bardic Knowledge(Ex):</strong> You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+13.</p><p></p><p> *<strong>Bardic Music:</strong> Performances can create varied magical effects 15 times per day.</p><p> ¤<em> Countersong(Su):</em> You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds.</p><p></p><p> ¤<em> Fascinate(Sp):</em> You can fascinate 3 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 7 round(s).</p><p></p><p> ¤<em> Inspire Courage(Su):</em> While singing, all allies who can hear you gain a +2 morale bonus to saving throws against charm and fear effects, and a +2 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds.</p><p></p><p> ¤<em> Inspire Competence(Su):</em> You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.</p><p></p><p> ¤<em> Suggestion(Sp):</em> You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 17 negates).</p><p></p><p> ¤<em> Inspire Greatness (Su):</em> You can inspire incfreased fighting ability to yourself or an ally within 30'. Being gains 2 HD (d10s) with temp hit points, a +2 competanc bonus to attacks, and a +1 competance bonus on Fortitude saves.</p><p></p><p> *<strong>Grace(Ex):</strong> When wearing light or no armor, and carrying a light load you gain a +1 competence bonus on Reflex saves.</p><p></p><p> *<strong>Insightful Strike(Ex):</strong> When wearing light or no armor, and carrying a light load you gain a +3 as a bonus on damage rolls with any light or finesseable weapons. You do not gain this bonus to damage against creatures immune to critical hits.</p><p></p><p> *<strong>Bonus Spells:</strong> Gain one additional 1st-level & 2nd-level bard spell slot per day.</p><p></p><p> *<strong>Spell Secret:</strong> Add one additional 1st & 2nd level spell known from Sorceror/Wizard spell list.[/sblock]</p><p>[sblock=Spell Info: ]</p><p>Spells per Day: 3, 6, 5, 4, 2</p><p>Spells Known (6, 5, 5, 4, 3):</p><p><strong>0th level</strong> - Detect Magic, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic</p><p><strong>1st level</strong> - Charm Person, Cure Light Wounds, Healthful Rest, Magic Missile, Remove Fear</p><p><strong>2nd level</strong> - Cure Moderate Wounds, Detect Thoughts, Invisibility, Rainbow Beam, Sound Burst</p><p><strong>3rd Level</strong> - Confusion, Cure Serious Wounds, Haste, Wounding Whispers</p><p><strong>4th Level</strong> - Cure Critical Wouds, Dimension Door, Resonating Bolt[/sblock]</p><p>[sblock=Equipment: ]</p><p><strong>Battle's Wit</strong> (Keen Rapier +1)</p><p> The blade which Finnian calls Battle's Wit is a mystery to him. This finely crafted courtier's blade is unadorned with a grip and guard designed for functionality as well as the flash expected to be mated to such a blade. Battle's Wit appears to be a new made blade, but no maker's mark can be found and no smith claims the work as his own or that of anyone he knows.</p><p> Finnian claimed the blade from a Republic bravo that had been sent specifically to kill him. The bravo set upon him on the road as Finnian was following the trail of the theft of several valuable artworks which had led him into the Republic. 'Bloody Oliver' - as the bravo was locally known for his reputation as a sword-for-hire with a lack of conscience - set upon Finnian as he was leaving a wealthy merchant's estate who had also been robbed recently. Though Finnian was no slouch with a blade, Oliver deserved his reputation and pressed Finnian nearly beyond his ability. In the end, two things conspired to allow Finnian to prevail. The first was Oliver's overconfidence in not believing that a 'mere minstrel' could prove to be a worthy challenge. The second was the gift of mail from the Duke of Cassan which had been provided for just such an eventuality for when Oliver finally began to take Finnian seriously the mail turned several strong thrusts into mere bruises and minor cuts.</p><p> When Finnian claimed the blade, he noted that it was a true masterpiece of the bladesmith's art and began seeking the history of the blade. So far that history has eluded him providing him only with endless hours of frustrating speculation.</p><p></p><p><strong>The Gleaming Guardian</strong> (Mithril Light Fortification Chain Shirt +1)</p><p> When Finnian proved to be a capable agent and loyal friend, the Duke of Cassan had this mail shirt made for him. It was designed to be easily hidden for those times when it would be undiplomatic to be seen wearing armor yet still need the protection of armor. He also asked the priests of the Light bless the mail to be able to turn the stealthy blade or lucky strike to keep its wearer more or less unscathed. In his activities for the Duke, Finnian has had several occasions to thank the Light for the Duke's gift.</p><p></p><p><strong>Wanderer's Ward</strong> (Vest of Resistance +1 with continuous Endure Elements)</p><p> Knowing their son was going to be living a lot of his life on the road, Finnian's parents asked the family chaplain if he knew of anything which would protect their son from some of the hardships. What the chaplain suggested was something known as a Wanderer's Ward.</p><p> A Wanderer's Ward is a vest that the priests of the Light bless to provide its wearer an increased ability to resist the hazards of the road and keep the wearer comfortable no matter how extremely inclement the weather became.</p><p></p><p><strong>Traveler's Pack</strong> (Handy Haversack)</p><p> While Finnian was studying more on how to control the gift of magic in Kell, he picked up one of these wonderful devices. The lessening of the weight that Finnian would be required to carry was merely a bonus to Finnian. The main benefit as far as Finnian is concerned is the ability to protect the many instruments he carries from the damage that could be caused by the hazards of the road.</p><p></p><p><strong>Traveler's Ring</strong> (Ring of Sustenance)</p><p> Another acquisition of Finnian's while he was studying in Kell. Finnian acquired it so he could pack more instruments in his pack in place of the rations that most traveler's are required to carry.</p><p></p><p><strong>Talon</strong> (Masterwork D'ashai Dagger)</p><p> A gift from the D'ashai general whom Finnian saved, this dagger is one of his most prized possessions. The general gifted it to Finnian remarking that sometimes even a songbird needs a sharp talon. Therefore, Finnian promptly named the dagger Talon.</p><p> The dagger is one of the finest examples of the D'ashai's bladesmith craft with an ornate guard and Finnian's own golden harp & thrush crest inset in the hilt framed by the silken cord hilt wrappings. Although a Gwyneddian, the dagger is a mark of safe passage for him within the D'ashai Empire.</p><p></p><p><strong>Money Pouch</strong> (Pouch of Holding 2500 coin capacity)</p><p>Letter of Introduction from the Duke of Cassan</p><p>228 gold royals</p><p>100 silver pennies</p><p>2 diamonds (500 gold royal value each)</p><p></p><p>Locket with Duchy of Cassan and Royal House of Gwynedde Crests on opposite sides</p><p></p><p>Masterwork Lute</p><p>Masterwork Traveling Harp</p><p>Masterwork Dulcimer</p><p>Masterwork Bodhran</p><p>Masterwork Finger Cymbals</p><p>Instrument Case for each Instrument</p><p></p><p>Masterwork Composite Shortbow (Mighty +2)</p><p>Quiver with 20 Arrows</p><p>Quiver with 20 Silver Arrows</p><p></p><p>Tuning Fork</p><p>Dulcimer Key and Hammers</p><p>Spare Instrument Strings</p><p>Spare Drum Skins</p><p>Masterwork Instrument Crafting Tools</p><p></p><p>Explorer's Outfit (x2)</p><p>Traveler's Outfit (x2)</p><p>Courtier's Outfit (x2)</p><p>Noble's Outfit (x2)</p><p>Assorted Male Jewelry (750 gpv)</p><p>Signet Ring (Harp & Thrush symbol)</p><p></p><p>Spell Component Pouch</p><p>Mapcase & Writing Kit</p><p>Scrolls & Books of Music and History</p><p>Culture of the Dragonship Peoples of the Far North by Berlei</p><p>Atlas of the North</p><p>Blank Book (x2)</p><p>Parchment (20 sheets)</p><p>Sealing Wax</p><p>Box of Chalk (10 pieces)</p><p>Box of Charcoal Stix (10 Pieces)</p><p></p><p>Bedroll & Winter Blanket</p><p>Sea Chest with Luxury Provisions</p><p>Tinderbox</p><p>Steel Teapot (8 cups) & Teaball</p><p>Package of Balancing Tea</p><p>Package of Purifying Tea</p><p>Everburning Lantern</p><p>Alchemist's Fire (10 Flasks)</p><p>Holy Water (10 Vials)</p><p>Weapon & Armor Care Kit</p><p>[/sblock]</p><p>[sblock=Background: ]</p><p>Finnian Douglas had the fortune to be born to a minor noble family of the Gwynedde Kingdom. It was, however, his misfortune to be born the third son of said family. Noble families, being what they are, always want at least one son to ensure the continuance of the family line and generally welcome a second son. But a third son in a minor noble family where holdings and positions are limited has to find some other way to make his way once he achieves maturity.</p><p></p><p>This is not to say that Finnian was unloved. To the contrary, his family loved him well and provided him with the same tutors his older brothers had. The training he received was therefore the equal of any young noble of the land in the hopes of preparing him to serve in some sort of official capacity with a more powerful noble. Finnian absorbed the teachings in history and geneology along with the basics of swordplay. </p><p></p><p>While the training emphasized the heavy armor and weapons the knights of the kingdom favored, Finnian was drawn to the lighter weight weapons favored by the courtiers. But it was the tales and epics of the past put into song that interested him the most.</p><p></p><p>His parents nearly despaired of their daydreaming youngest son, seeing the promise of a diplomatic career disappearing into the flighty whims of a budding wandering minstrel. Then a totally unexpected thing happened. Finnian touched the true magic. The Light had blessed him with the ability to become a bard. This development meritted new tutors be brought in to teach the use of the Light given ability and further instruction from the family chaplain to strengthen Finnian's grounding in the Light. When Finnian finally reached the age of maturity, his training in the bardic arts was fully accomplished and a more intensive training in the fighting arts of the lightly armored warrior was imparted to give him more of a chance to defend himself while traveling through the more dangerous territories.</p><p></p><p>Finnian's first adventure was to accompany his father and the Duke of Cassan on a diplomatic mission to coordinate a joint venture with the D'ashai Empire. They were to ferret out an overly ambitious bandit lord who had set himself up in the disputed territory between Gwynedde and D'ashai. They were also there to keep order within the troops so as to prevent any incident from occurring which might spark the renewal of the war between the two countries. Finnian served with distinction, even managing to disrupt an ambush of the D'ashai general long enough to let the general cut his way out. The Duke of Cassan was pleased enough with Finnian's service to take him on for some further sensitive work for the Kingdom.</p><p></p><p>In the several years since, Finnian has become a wandering agent of the Light with close ties to Gwynedde and the Duke of Cassan. While performing his duties, Finnian has become equally comfortable among the intrigues of various courts as well as the rough amenities of the roadside campsite. He has studied the various peoples of the Four Lands and collected a vast store of legends and histories. But no matter how much he learns, his appetite to learn has never been filled, and he is always listening for new stories and lore to add to his repetoire.[/sblock]</p></blockquote><p></p>
[QUOTE="Dracomeander, post: 3131463, member: 20009"] [b]Finnian Douglas[/b] [url]http://invisiblecastle.com/find.py?id=685848[/url] [sblock=Finnian Douglas] Male Human Bard 8 / Swashbuckler 3 / Lyric Thaumaturge 3; CR 14; Medium Humanoid (Human); AL NG; Experience Points: 94500 (next level: 105000); [sblock=XP Breakdown] Start 45,000 + 1000 (10/31/06 roleplay award) +1000 (11/12/06 roleplay award) +10,000 (12/24/06 award) +2500 (3/15/07 roleplay award) +7000 (10/03/07 award) +3000 (2/13/08 award) +25000 (2/28/09 restart award) Total = 94500 [/sblock] Age: 24 Height: 6 ft. Weight: 178 lb. Eyes: Green Hair: Auburn Skin: Fair HD 11d6+3d10+42; hp 117; [sblock] [url]http://invisiblecastle.com/find.py?id=688978[/url] [url]http://invisiblecastle.com/find.py?id=804783[/url] [url]http://invisiblecastle.com/find.py?id=1297809[/url] [url]http://invisiblecastle.com/roller/view/1962651/[/url] [/sblock] Str 14(+2) Dex 16(+3) +1@4th lvl Con 16(+3) +1@12th lvl Int 16(+3) Wis 14(+2) +1 bonus Cha 20(+5) +1@8th lvl +2 Holiday bonus 1/1/08 Init +3; Spd 30 ft/x4; AC 18 (+5 armor, +3 dex), touch 13, flat-footed 15; Base Atk/Grapple +11/+13; Full Attack +15/+10/+5 One-handed (1d6+3;15-20/x2, Keen Rapier +1), or +15/+10/+5 One-handed (1d4+2;19-20/x2, Masterwork dagger), or +14/+9/+4 One-handed (1d3+2;20/x2, Unarmed Strike), or +15/+10/+5 Two-handed (1d6+2;20/x3, Masterwork composite shortbow [+2]); [b]Saves:[/b] Fort +10 (6 base + 3 con + 1 resistance), Ref +15 (10 base + 3 dex + 1 grace + 1 resistance), Will +13 (10 base + 2 wis + 1 resistance); [b]Languages:[/b] Southern Gaullic, Trade Tongue, Aram, Dashai, Illum, Old Tongue, Northern Gaullic [b]Skills:[/b] Balance¹ [b][COLOR=SandyBrown]+10[/COLOR][/b] (5 ranks + 3 Dex + 2 Tumble), Bluff¹ [b][COLOR=SandyBrown]+18[/COLOR][/b] (13 ranks + 5 Cha), Climb¹ [b][COLOR=SandyBrown]+8[/COLOR][/b] (6 ranks + 2 Str), Decipher Script [b][COLOR=SandyBrown]+7[/COLOR][/b] (4 ranks + 3 Int), Diplomacy¹ [b][COLOR=SandyBrown]+24[/COLOR][/b] (13 ranks + 5 Cha + 2 Bluff + 2 Sense Motive + 2 Knowledge [Nobility]), Gather Information¹ [b][COLOR=SandyBrown]+12[/COLOR][/b] (7 ranks + 5 Cha), Jump¹ [b][COLOR=SandyBrown]+9[/COLOR][/b] (5 ranks + 2 Str + 2 Tumble), Knowledge (arcana) [b][COLOR=SandyBrown]+13[/COLOR][/b] (10 ranks + 3 Int), Knowledge (history) [b][COLOR=SandyBrown]+10[/COLOR][/b] (7 ranks + 3 Int), Knowledge (nobility) [b][COLOR=SandyBrown]+10[/COLOR][/b] (7 ranks + 3 Int), Listen¹ [b][COLOR=SandyBrown]+13[/COLOR][/b] (11 ranks + 2 Wis), Perform (Singing) [b][COLOR=SandyBrown]+22[/COLOR][/b] (17 ranks + 5 Cha), Sense Motive¹ [b][COLOR=SandyBrown]+16[/COLOR][/b] (14 ranks + 2 Wis), Spellcraft [b][COLOR=SandyBrown]+16[/COLOR][/b] (11 ranks + 3 Int + 2 Knowledge Arcana), Swim¹ [b][COLOR=SandyBrown]+9[/COLOR][/b] (7 ranks + 2 Str), Tumble [b][COLOR=SandyBrown]+18[/COLOR][/b] (13 ranks + 3 Dex + 2 Jump), Use Magic Device [b][COLOR=SandyBrown]+10[/COLOR][/b] (5 ranks + 5 Cha). [b]Feats:[/b] hb) Extra Music, lt) Captivating Melody, 12) Clap of Thunder (reserve), 9) Improved Unarmed Strike, 6) Lingering Song, 1) Melodic Casting (Use Perform in place of Concentration, Cast spells while using Bardic Music), 3) Versatile Performer (Oratory, String Instruments, & Percussion Instruments), sw) Weapon Finesse.[/sblock] [sblock=Special Attacks & Special Qualities: ] *[b]Spellcasting:[/b]You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. *[b]Bardic Knowledge(Ex):[/b] You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+13. *[b]Bardic Music:[/b] Performances can create varied magical effects 15 times per day. ¤[i] Countersong(Su):[/i] You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds. ¤[i] Fascinate(Sp):[/i] You can fascinate 3 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 7 round(s). ¤[i] Inspire Courage(Su):[/i] While singing, all allies who can hear you gain a +2 morale bonus to saving throws against charm and fear effects, and a +2 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds. ¤[i] Inspire Competence(Su):[/i] You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes. ¤[i] Suggestion(Sp):[/i] You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 17 negates). ¤[i] Inspire Greatness (Su):[/i] You can inspire incfreased fighting ability to yourself or an ally within 30'. Being gains 2 HD (d10s) with temp hit points, a +2 competanc bonus to attacks, and a +1 competance bonus on Fortitude saves. *[b]Grace(Ex):[/b] When wearing light or no armor, and carrying a light load you gain a +1 competence bonus on Reflex saves. *[b]Insightful Strike(Ex):[/b] When wearing light or no armor, and carrying a light load you gain a +3 as a bonus on damage rolls with any light or finesseable weapons. You do not gain this bonus to damage against creatures immune to critical hits. *[b]Bonus Spells:[/b] Gain one additional 1st-level & 2nd-level bard spell slot per day. *[b]Spell Secret:[/b] Add one additional 1st & 2nd level spell known from Sorceror/Wizard spell list.[/sblock] [sblock=Spell Info: ] Spells per Day: 3, 6, 5, 4, 2 Spells Known (6, 5, 5, 4, 3): [b]0th level[/b] - Detect Magic, Light, Mage Hand, Open/Close, Prestidigitation, Read Magic [b]1st level[/b] - Charm Person, Cure Light Wounds, Healthful Rest, Magic Missile, Remove Fear [b]2nd level[/b] - Cure Moderate Wounds, Detect Thoughts, Invisibility, Rainbow Beam, Sound Burst [b]3rd Level[/b] - Confusion, Cure Serious Wounds, Haste, Wounding Whispers [b]4th Level[/b] - Cure Critical Wouds, Dimension Door, Resonating Bolt[/sblock] [sblock=Equipment: ] [b]Battle's Wit[/b] (Keen Rapier +1) The blade which Finnian calls Battle's Wit is a mystery to him. This finely crafted courtier's blade is unadorned with a grip and guard designed for functionality as well as the flash expected to be mated to such a blade. Battle's Wit appears to be a new made blade, but no maker's mark can be found and no smith claims the work as his own or that of anyone he knows. Finnian claimed the blade from a Republic bravo that had been sent specifically to kill him. The bravo set upon him on the road as Finnian was following the trail of the theft of several valuable artworks which had led him into the Republic. 'Bloody Oliver' - as the bravo was locally known for his reputation as a sword-for-hire with a lack of conscience - set upon Finnian as he was leaving a wealthy merchant's estate who had also been robbed recently. Though Finnian was no slouch with a blade, Oliver deserved his reputation and pressed Finnian nearly beyond his ability. In the end, two things conspired to allow Finnian to prevail. The first was Oliver's overconfidence in not believing that a 'mere minstrel' could prove to be a worthy challenge. The second was the gift of mail from the Duke of Cassan which had been provided for just such an eventuality for when Oliver finally began to take Finnian seriously the mail turned several strong thrusts into mere bruises and minor cuts. When Finnian claimed the blade, he noted that it was a true masterpiece of the bladesmith's art and began seeking the history of the blade. So far that history has eluded him providing him only with endless hours of frustrating speculation. [b]The Gleaming Guardian[/b] (Mithril Light Fortification Chain Shirt +1) When Finnian proved to be a capable agent and loyal friend, the Duke of Cassan had this mail shirt made for him. It was designed to be easily hidden for those times when it would be undiplomatic to be seen wearing armor yet still need the protection of armor. He also asked the priests of the Light bless the mail to be able to turn the stealthy blade or lucky strike to keep its wearer more or less unscathed. In his activities for the Duke, Finnian has had several occasions to thank the Light for the Duke's gift. [b]Wanderer's Ward[/b] (Vest of Resistance +1 with continuous Endure Elements) Knowing their son was going to be living a lot of his life on the road, Finnian's parents asked the family chaplain if he knew of anything which would protect their son from some of the hardships. What the chaplain suggested was something known as a Wanderer's Ward. A Wanderer's Ward is a vest that the priests of the Light bless to provide its wearer an increased ability to resist the hazards of the road and keep the wearer comfortable no matter how extremely inclement the weather became. [b]Traveler's Pack[/b] (Handy Haversack) While Finnian was studying more on how to control the gift of magic in Kell, he picked up one of these wonderful devices. The lessening of the weight that Finnian would be required to carry was merely a bonus to Finnian. The main benefit as far as Finnian is concerned is the ability to protect the many instruments he carries from the damage that could be caused by the hazards of the road. [b]Traveler's Ring[/b] (Ring of Sustenance) Another acquisition of Finnian's while he was studying in Kell. Finnian acquired it so he could pack more instruments in his pack in place of the rations that most traveler's are required to carry. [b]Talon[/b] (Masterwork D'ashai Dagger) A gift from the D'ashai general whom Finnian saved, this dagger is one of his most prized possessions. The general gifted it to Finnian remarking that sometimes even a songbird needs a sharp talon. Therefore, Finnian promptly named the dagger Talon. The dagger is one of the finest examples of the D'ashai's bladesmith craft with an ornate guard and Finnian's own golden harp & thrush crest inset in the hilt framed by the silken cord hilt wrappings. Although a Gwyneddian, the dagger is a mark of safe passage for him within the D'ashai Empire. [b]Money Pouch[/b] (Pouch of Holding 2500 coin capacity) Letter of Introduction from the Duke of Cassan 228 gold royals 100 silver pennies 2 diamonds (500 gold royal value each) Locket with Duchy of Cassan and Royal House of Gwynedde Crests on opposite sides Masterwork Lute Masterwork Traveling Harp Masterwork Dulcimer Masterwork Bodhran Masterwork Finger Cymbals Instrument Case for each Instrument Masterwork Composite Shortbow (Mighty +2) Quiver with 20 Arrows Quiver with 20 Silver Arrows Tuning Fork Dulcimer Key and Hammers Spare Instrument Strings Spare Drum Skins Masterwork Instrument Crafting Tools Explorer's Outfit (x2) Traveler's Outfit (x2) Courtier's Outfit (x2) Noble's Outfit (x2) Assorted Male Jewelry (750 gpv) Signet Ring (Harp & Thrush symbol) Spell Component Pouch Mapcase & Writing Kit Scrolls & Books of Music and History Culture of the Dragonship Peoples of the Far North by Berlei Atlas of the North Blank Book (x2) Parchment (20 sheets) Sealing Wax Box of Chalk (10 pieces) Box of Charcoal Stix (10 Pieces) Bedroll & Winter Blanket Sea Chest with Luxury Provisions Tinderbox Steel Teapot (8 cups) & Teaball Package of Balancing Tea Package of Purifying Tea Everburning Lantern Alchemist's Fire (10 Flasks) Holy Water (10 Vials) Weapon & Armor Care Kit [/sblock] [sblock=Background: ] Finnian Douglas had the fortune to be born to a minor noble family of the Gwynedde Kingdom. It was, however, his misfortune to be born the third son of said family. Noble families, being what they are, always want at least one son to ensure the continuance of the family line and generally welcome a second son. But a third son in a minor noble family where holdings and positions are limited has to find some other way to make his way once he achieves maturity. This is not to say that Finnian was unloved. To the contrary, his family loved him well and provided him with the same tutors his older brothers had. The training he received was therefore the equal of any young noble of the land in the hopes of preparing him to serve in some sort of official capacity with a more powerful noble. Finnian absorbed the teachings in history and geneology along with the basics of swordplay. While the training emphasized the heavy armor and weapons the knights of the kingdom favored, Finnian was drawn to the lighter weight weapons favored by the courtiers. But it was the tales and epics of the past put into song that interested him the most. His parents nearly despaired of their daydreaming youngest son, seeing the promise of a diplomatic career disappearing into the flighty whims of a budding wandering minstrel. Then a totally unexpected thing happened. Finnian touched the true magic. The Light had blessed him with the ability to become a bard. This development meritted new tutors be brought in to teach the use of the Light given ability and further instruction from the family chaplain to strengthen Finnian's grounding in the Light. When Finnian finally reached the age of maturity, his training in the bardic arts was fully accomplished and a more intensive training in the fighting arts of the lightly armored warrior was imparted to give him more of a chance to defend himself while traveling through the more dangerous territories. Finnian's first adventure was to accompany his father and the Duke of Cassan on a diplomatic mission to coordinate a joint venture with the D'ashai Empire. They were to ferret out an overly ambitious bandit lord who had set himself up in the disputed territory between Gwynedde and D'ashai. They were also there to keep order within the troops so as to prevent any incident from occurring which might spark the renewal of the war between the two countries. Finnian served with distinction, even managing to disrupt an ambush of the D'ashai general long enough to let the general cut his way out. The Duke of Cassan was pleased enough with Finnian's service to take him on for some further sensitive work for the Kingdom. In the several years since, Finnian has become a wandering agent of the Light with close ties to Gwynedde and the Duke of Cassan. While performing his duties, Finnian has become equally comfortable among the intrigues of various courts as well as the rough amenities of the roadside campsite. He has studied the various peoples of the Four Lands and collected a vast store of legends and histories. But no matter how much he learns, his appetite to learn has never been filled, and he is always listening for new stories and lore to add to his repetoire.[/sblock] [/QUOTE]
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