So, a bard for then!!
[sblock=Character Generation]
Each character will be able to speak, in addition to Common, the native tongue of his or her homeland.
Up to two non-class skills can be added to the class skills for the character if written into the background.
Here you will find the Four Oracles. Select one Oracle for your character and note it down along with the associated four cards and their descriptors. You may cast as often as you like, but all four cards must come from the same oracle and the same cast. During the game you may use an appropriate oracle to take control of the game and re-write the situation as you so choose in terms of the oracle. Once used, that card is scratched. I have not tried this before, and am not sure how it will work. But regardless, I suspect that it will be interesting.
[/sblock]
Jan Maatson male human Bard 1
[sblock]
STR: 10 Bonus +0 cost 0
DEX: 14 Bonus +2 cost 5
CON:11 Bonus +0 cost 1
INT:14 Bonus +2 cost 5
WIS:12 Bonus +1 cost 2
CHA:16 Bonus +3 cost 5 race: +2
SAVES
* Fort: +0 [Base 0, +0Con]
* Ref: +4 [Base 2, +2 Dex]
* Will: +3 [Base 2, +1 Wis]
ENCUMBRANCE
* Light 30' Carry xxlbs)
* Medium 30' ( Carry xxlbs, MaxDex +3, Check -3)
* Heavy x0' (Carry xxxlbs, MaxDex +1, Check -6)
COMBAT
* Attacks 1
* Melee +0 [BAB +0, Str +0]
* Ranged +2 [BAB +0, Dex+2]
* Initiative +2 [Dex +2]
* Armour Class 16 [Base 10, Armour +3, shield +1, Dex +2]
** flat foot: 13
** touch: 13
** special: with -1 att get +1 dodge bonus
* HP 8/8 HD 1d8
*
WEAPONS [ranged attack]
* Long sword +0 (Dam 1d8 , 19/20 x2')
* Club +0 [+2] (Dam 1d6 , Crit x2, Rng 10')
* Daggar +0 [+2] (Dam 1d4 , Crit 19/20 x2, Rng 10')
* Short Bow [+2] (Dam 1d6, Crit x3, Rng 60')
TRAITS
*
Desperate Focus
*
Savant
FEATS
* [human]
Combat Expertise
**
[char. lv 5] Improved Feint
* [char. lv 1]
Lingering Performance
**
[char lv 3] Harmonic Spell
CLASS FEATS
* Bardic knowledge +1/2 lv to know skills, make checks untrained
* bardic performance [00000 00]
** countersong
** distraction
** fascinate
** inspire courage +1
* cantrips
SKILLS [6 [class] +2 [int] +1 [race] +1 [fav]] * 1 [level] = 10
Code:
* [I][B]Acrobatics[/B][/I]: +2 [ranks --, Dex +2, class +3] [U]untrained[/U]
* [I][B]Appraise[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]
* [I][B]Bluff[/B][/I]: +7 [ranks 1, Cha +3, class +3]
* [I][B]Climb[/B][/I]: +0 [ranks --, Str +0] [U]untrained[/U]
* [I][B]Craft (Art)[/B][/I]: +6 [ranks 1, Int +2, class +3]
* [I][B]Diplomacy[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U]
* [I][B]Disguise[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U]
* [I][B]Escape Artist[/B][/I]: +2 [ranks --, Dex +2, class +3] [U]untrained[/U]
* Handle Animal: -- [ranks 0, Cha +3] [U]untrained[/U]
* Heal: +1 [ranks --, Wis +1] [U]untrained[/U]
* [I][B]Knowledge (Arcana)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Knowledge (Dungeon)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Knowledge (Engineering)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Knowledge (Geography)[/B][/I]:
+7 [ranks 1, Int +2, class +3, misc (1) +1]
* [I][B]Knowledge (History)[/B][/I]:
+7 [ranks 1, Int +2, class +3, misc (1) +1]
* [I][B]Knowledge (Local)[/B][/I]:
+7 [ranks 1, Int +2, class +3, misc (1) +1]
* [I][B]Knowledge (Nature)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Knowledge (Netherworld)[/B][/I]:
+7 [ranks 1, Int +2, class +3, misc (1) +1]
* [I][B]Knowledge (Nobility)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Knowledge (Planes)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Knowledge (Religion)[/B][/I]:
+6 [ranks --, Int +2, class +3, misc (1) +1] [U]untrained[/U]
* [I][B]Linguistics[/B][/I]: +0 [ranks --, Int +2, class +3] [U]untrained[/U]
* [I][B]Perception[/B][/I]: +5 [ranks 1, Wis +1, class +3]
* [I][B]Perform: Wind[/B][/I]: +7 [ranks 1, Cha +3, class +3]
* [I][B]Perform: Singing[/B][/I]: +7 [ranks 1, Cha +3, class +3]
* Ride: +2 [ranks --, Dex +2] [U]untrained[/U]
* [I][B]Sense Motive[/B][/I]: +1 [ranks --, Wis +1, class +3]
* [I][B]Sleight of Hand[/B][/I]: +2 [ranks --, Dex +2, class +3]
* [I][B]Spellcraft[/B][/I]: +2 [ranks --, Int +2, class +3] [U]untrained[/U]
* [I][B]Stealth[/B][/I]: +6 [ranks 1, Dex +2, class +3]
* Survival: +1 [ranks --, Wis +1] [U]untrained[/U]
* Swim: +0 [ranks --, Str +0] [U]untrained[/U]
* [I][B]Use Magic Dev.[/B][/I]: +3 [ranks --, Cha +3, class +3] [U]untrained[/U]
EQUIPMENT
Code:
Armour
* Studded Leather [25 gp 20 lb]
* Buckler [5 gp 5 lb]
** Total [30 gp 25 lb]
Weapons
* club [0 gp 3 lbs]
* Long Sword [15 gp 4 lbs]
* Dagger x2 [4 gp 2 lbs]
* Shortbow [30 gp 2 lbs]
* Arrows x20 [1 gp 3 lbs]
** Total [50 gp 14 lbs]
Handy Haversack [2000 gp 5 lbs]
* Bedroll [.1 gp 5 lbs]
* Blanket [.2 gp 3 lbs]
* Lantern-Hooded [7 gp 2 lbs]
* Oil x 10 [1 gp 10 lb]
* trail rations x 14 [7 gp 14 lbs]
* Waterskin [4 lbs (full)]
* Cold Weather Outfit [8 gp 7 lbs]
* Travel Outfit [s][-- gp5 lbs][/s] wearing
* Tinder twig x 10 [10 gp -- lb]T
* flute, reed [5 gp 3 lbs]
* Rope, hemp x 100' [2 gp 20 lb]
* journal, blank [10 gp 1 lb]
** Total [2054.3 gp 5 lbs]
total weight carried: 44 lbs
MONEY
:: PP
:: GP 45
:: SP 6
:: CP 10
[/sblock]
Spells known:
Cantrips [unlimited]
Dancing Lights
Detect Magic
Prestidigitation
Resistance
Level 1 [00]
Cure light
Ear-Piercing Scream
APPEARANCE
[sblock=BACKGROUND]
Jan Maatson really was quiet as a child, didn't play much with the other kids. Some said simple, but his parents could see the intelligence behind his eyes. Like a sponge in a sea of knowledge. His mother died when he was 8 of an unknown illness. This left his father, a teamster driver, to raise him on the go.
Jan learned much on the road, where he met a kindly old minstrel whose music kept the animals calm and focused by playing his lute during travels. He wold ride with
Jan and his father during trips across the land and between gates telling of things, of places, of people of far away lands, and
Jan was the ever vigilant sponge, soaking every bit of it up.
By the time he was 12, The minstrel, adept in many musical instruments, had taught
Jan how to play a reed flute, so for his birthday his father bought him one. The two of them would play together for hours on end at camp fire, on the road or at inns during the merchant trips. for another year he would remain so, until a fateful trip across neverwhere. Neverwhere is what he called the land if the Netherworld. Not here, not there, yet both here and there.
It was at the midway point of a long 3 hour trek through mid-gates, as the old minstrel would call the nether regions, at a cross roads. As always, clearly marked with cairn stones, wagon ruts and the crossing path was overgrown. Yet not. One of the wagons, third from the front hit a jut in the road and broke one of its wheels, stopping the train as a whole.
[Jan got down to stretch his legs and walked down the line of wagons when out of the corner of his eye he sees what looks like recent movement across the cross path's overgrowth. Young but never impetuous,
[Jan wanders off unnoticed. There was no need to keep an eye out for him. Every one knows to
NEVER stray the paths. He has never wandered away in the netherlands, but this time he did.
Not far down the path he finds a figure lying on the ground bleeding, a human man by sights, just taller. Until he moved and his ears were seen. Pointed. Eyes shaped as almonds. He looks at the boy and asks for help in a strange lilting accent. He asked
Jan to help him stand, and as he was taught to be kind to others he did. The stranger hands his pack on his back to the boy and says, "Take these to your guards, I will hold
IT back. Now run!" He did, as fast as he could. When he arrived back, his father and others were calling for him with worry in their voices.
"Da! DA!" he arrives breathless, his father's face pales to see the direction he arrives from.
[Jan Maatson reaches in to see what the strange-man sent him with and finds a bundle of 20 arrows of exquisite make. "The strange-man told me to give these to the guards while he holds it off."
"Who told you you to do this?" suddenly the blood curdling scream can be heard.
"him" says the lad weakly. Dad Maatson scoops the arrows and gets them to the first guard and tells him, "You will need these. Don't ask."
[Jan Maatson is dragged into the wagon by his father, the guards taking the arrows and getting the wagons moving. As the wagons move on the guards are seen sending a volley of arrows. He never knew what they fought, all the guards came back, many injured. He never knew who the strange-man was or what he and the guards fought.
Now days he learns from other travelers, traveling himself as a caravan guard or speaking with his ols mentor. His father still works the caravans. The backpack, it had more then it should have: weapons cold weather clothing, supplies. So very much but impossible to have fit. He took his meager earnings and combined it with what the pack held and started his career as a guard for the trans gate caravans.
[/sblock]
[sblock=journal]
page 1
who was the strange-man with the long pointed ears and almond shaped eyes. He gave his life and what seemed his prized possession, a magical backpack and its contents of travel gear, weapons and a quiver of magnificent arrows, to save the wagon train, though he knew us not and we not him.
What did he fight? The guards prevailed, but refuse to tell of what they saw. I shall be patient and wait for one to talk. I will join on as a guard myself. Da will understand. I will start with his wagon train.
[/sblock]
OOC:
|
so, did you like this background?
|
|
x