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stonegod's Expedition to Castle Ravenloft [Old RG]
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<blockquote data-quote="Kralin Thornberry" data-source="post: 3359182" data-attributes="member: 20640"><p>Bergeron Jorasco</p><p>Male Lightfoot halfling Bard 4/Dragonmarked Heir 2</p><p>NG Small humanoid</p><p>31 years, 3' 1", 35 lbs. </p><p>Init +2; Senses Listen +4 Spot +0</p><p>Languages Common, Halfling, +4 Other Languages</p><p>AP 10</p><p>---------------------------------------------------------------------------------------</p><p>AC 14, touch 13, flat-footed 12; +1 armor, +2 Dex, +1 size</p><p>HP 25 (6 HD)</p><p>Fort +4, Ref +9, Will +7</p><p>---------------------------------------------------------------------------------------</p><p>Speed 20 ft.</p><p>Melee weapon +4 (ndn+n/n-n) or</p><p>Ranged weapon +7 (ndn+n/n-n)</p><p>Atk Options ...</p><p>Special Actions ...</p><p>Base Atk +4; Grp -1</p><p>Combat Gear ...</p><p>Bard Spells Known (CL 4th, +7 ranged touch, +4 melee touch):</p><p>0th (3/day)—6 spells known Detect Magic, Flare, Light, Mending, Message, Read Magic(Save DC n)</p><p>1st (3/day)—3 spells known Comprehend Languages, Cure Light Wounds, Sleep(Save DC n)</p><p>2nd (1/day)—2 spells known Cure Moderate Wounds, Sound Burst(Save DC n)</p><p><strong>Memorized:</strong></p><p>0 - Light, Read Magic, Detect Magic</p><p>1 - Cure light Wounds x2, Comprehend Languages</p><p>2 - Cure Moderate Wounds</p><p></p><p>Spell-like Abilities (CL 8th):</p><p>3/day—lesser restoration</p><p>1/day—restoration</p><p>---------------------------------------------------------------------------------------</p><p>Abilities Str 8, Dex 15, Con 10, Int 14 Wis 11, Cha 15</p><p>Special Qualities Bardic music 4/day, bardic knowledge, countersong, fascinate, inspire courage +1, Inspire competence, Lesser dragonmark, House status, Additional action points, Improved least dragonmark</p><p>Feats Favoured in house, Least dragonmark, song of heart</p><p>Skills Appraise +4, Balance +3, Bluff +6, Climb +2, Decipher script +4, Diplomacy +6, Disable device +1, Disguise +4, Escape artist +3, Gather info +4, Heal +6, Hide +11, Knowledge(arcana) +4, Knowledge(geography) +3, Knowledge(history) +3, Knowledge(local) +3, Knowledge(nature) +4, Listen +4, Move silently +5, Perform(sing) +9, Perform(string instruments) +9, Ride +3, Sense motive +3, Sleight of hand +3, Spellcraft +4, Spot +0, Use magic device +4</p><p></p><p>Possessions n gp; n lbs</p><p>Backpack [2 gp; 1.00 lbs]</p><p>Explorer`s outfit [10 gp; 4.00 lbs]</p><p>Bag of Holding, type I [2500 gp; 15.00 lbs]</p><p>Fishhook [1 sp; 0.00 lbs]</p><p>Bedroll [1 sp; 2.50 lbs]</p><p>Flint and steel [1 gp; 0.00 lbs]</p><p>Blanket, winter [5 sp; 1.50 lbs]</p><p>Healer`s kit [50 gp; 1.00 lbs]</p><p>Bolts, crossbow (x50) [5 gp; 2.50 lbs]</p><p>Ink (vial) (x2) [16 gp; 0.00 lbs]</p><p>Buckler [15 gp; 2.50 lbs]</p><p>Mace, light [5 gp; 2.00 lbs]</p><p>Caltrops (x2) [2 gp; 4.00 lbs]</p><p>Musical instrument [5 gp; 1.50 lbs]</p><p>Candle (x3) [3 cp; 0.00 lbs]</p><p>Parchment (sheet) (x6) [12 sp; 0.00 lbs]</p><p>Case, map or scroll (x2) [2 gp; 1.00 lbs]</p><p>Pouch, belt (x2) [1 gp; 0.50 lbs]</p><p>Chalk, 1 piece (x5) [5 cp; 0.00 lbs]</p><p>Rope, silk (50 ft.) [10 gp; 5.00 lbs]</p><p>Coin: 477 gp, 9sp [477 gp, 9 sp; 9.72 lbs]</p><p>Sack [1 sp; 0.25 lbs]</p><p>Studded leather [25 gp; 10.00 lbs]</p><p>Crossbow, light [35 gp; 2.00 lbs]</p><p>Thieves` tools [30 gp; 1.00 lbs]</p><p>Dagger [2 gp; 0.50 lbs]</p><p>Vestment of Many Styles [500 gp; 0.00 lbs]</p><p>Dragonmark focus +1 [1500 gp; 0.00 lbs]</p><p>Waterskin (full) [1 gp; 2.00 lbs]</p><p>Entertainer`s outfit [3 gp; 2.00 lbs]</p><p>Whetstone [2 cp; 1.00 lbs]</p><p>Everbright Lantern [212 gp; 3.00 lbs]</p><p>---------------------------------------------------------------------------------------</p><p>Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)</p><p>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.</p><p>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). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.</p><p>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), or activate magic items by magic word (such as wands). 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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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 himselfs), 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.</p><p>Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.</p><p>The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.</p><p></p><p>Lesser dragonmark: restoration 1/day, caster level of all dragonmark abilities is 6+levels in dragonmark heir class.</p><p>House status: A dragonmark heir uses his level in the class as a bonus on all Charisma-related checks when dealing with member of his own house.</p><p>Additional action points: A dragonmark heir's maximum action points per level is increased by 2.</p><p>Improved least dragonmark: A dragonmark heir gains improved mastery of his least dragonmark. He can select a second spell-like ability associated with the least dragonmark for his house, or he can use the least dragonmark spell-like ability he already possesses one additional time per day.</p><p></p><p>Favored in house: You have the ability to call in favors from other members of your family and their extensive contacts. Call in favor 3/week (favor check 1d20+2)</p><p>Least dragonmark: lesser restoration 1/day; +2 on Heal checks</p><p>Level 6 feat: ...</p><p></p><p>---------------------------------------------------------------------------------------</p><p></p><p>Appearance</p><p>Bergeron is a short, stocky fellow, standing 3’1” and weighing 35 lbs, and has poor muscle tone and a pudgy belly. He keeps his curly auburn hair cut short, and has wide almost almond shaped hazel eyes. When entertaining, Bergeron likes to wear brightly colored clothing (usually bright blues and greens or purples) and a big, floppy hat. When being a guide, tour guide or healer, he usually wears darker colors such as dark green or blue, brown or black. </p><p></p><p>Bergeron almost always carries his lute, his preferred stringed instrument. If he can’t play his instrument, he sings as well. He keeps his dagger hidden in his left boot at most times, and if he needs it, he keeps his light crossbow on his back (if it’s not in his hands!), his bolts on his right hip, his small mace on his left hip, and his buckler on his right wrist/forearm. Bergeron’s pouches are usually bulging with odds and ends, and his “magic bag” can be found hanging from his belt.</p><p></p><p></p><p>Background</p><p>Bergeron d’Jorasco, formerly Bergeron Foebender, grew up in Vedykar. Being a “civilized” Khorvarian Halfling, Bergeron thought that he would try to offer his services to House Jorasco. He was refused at first, having little or no use for a lazy Halfling. Bergeron went out to study, and learned quickly that he had an affinity for music and song. He also discovered that he had a great love for lore and maps. After a bit of traveling to Sharn and back, Bergeron returned to Vedykar, spreading the songs of the great and brave Bergeron Foebender. About this time, he started to develop a Mark of Healing, which started developing on his right wrist. House Jorasco was then VERY interested in Bergeron, and they brought him in. They gave him training in the healing arts, and taught him to use his abilities and love of knowledge and maps to be a three fold service from House Jorasco: entertainment, guide and healer. He has spent the past few months in service to House Jorasco, with the power of his dragon mark growing.</p><p></p><p></p><p>Primary Role</p><p>Bergeron’s primary role is a supportive one, in a three fold capacity. He is “missle support”, preferring to avoid melee combat when possible. His second capacity is one of a guide, providing lore and maps (a love of Bergeron’s) and entertainment. His last role, and his main one, is that of healing. Now being from House Jorasco, Bergeron uses his spells, healing skills and dragon mark to provide healing services.</p><p></p><p></p><p>Distinguishing Abilities</p><p>He is a very accomplished entertainer, especially when playing a stringed instrument. </p><p>His most distinguishing ability though, stems from his dragon mark, the Mark of Healing.</p><p></p><p></p><p>Quirks</p><p>Bergeron has a few quirks, but his main ones are that he is a lazy coward. He avoids manual labor as much as possible, spending his time in eating, drinking and entertaining when he possibly can. At heart, Bergeron wants to be heroic and brave, and has at times been that, but he is afraid of a lot of things, but being near the Karranth area, he is terrified of undead.</p><p></p><p>Bergeron also likes to talk a lot, and talks himself up as being heroic and brave. He is quick of wit, with a sharp tongue, and even faster with a song. He also obsesses over maps.</p></blockquote><p></p>
[QUOTE="Kralin Thornberry, post: 3359182, member: 20640"] Bergeron Jorasco Male Lightfoot halfling Bard 4/Dragonmarked Heir 2 NG Small humanoid 31 years, 3' 1", 35 lbs. Init +2; Senses Listen +4 Spot +0 Languages Common, Halfling, +4 Other Languages AP 10 --------------------------------------------------------------------------------------- AC 14, touch 13, flat-footed 12; +1 armor, +2 Dex, +1 size HP 25 (6 HD) Fort +4, Ref +9, Will +7 --------------------------------------------------------------------------------------- Speed 20 ft. Melee weapon +4 (ndn+n/n-n) or Ranged weapon +7 (ndn+n/n-n) Atk Options ... Special Actions ... Base Atk +4; Grp -1 Combat Gear ... Bard Spells Known (CL 4th, +7 ranged touch, +4 melee touch): 0th (3/day)—6 spells known Detect Magic, Flare, Light, Mending, Message, Read Magic(Save DC n) 1st (3/day)—3 spells known Comprehend Languages, Cure Light Wounds, Sleep(Save DC n) 2nd (1/day)—2 spells known Cure Moderate Wounds, Sound Burst(Save DC n) [B]Memorized:[/B] 0 - Light, Read Magic, Detect Magic 1 - Cure light Wounds x2, Comprehend Languages 2 - Cure Moderate Wounds Spell-like Abilities (CL 8th): 3/day—lesser restoration 1/day—restoration --------------------------------------------------------------------------------------- Abilities Str 8, Dex 15, Con 10, Int 14 Wis 11, Cha 15 Special Qualities Bardic music 4/day, bardic knowledge, countersong, fascinate, inspire courage +1, Inspire competence, Lesser dragonmark, House status, Additional action points, Improved least dragonmark Feats Favoured in house, Least dragonmark, song of heart Skills Appraise +4, Balance +3, Bluff +6, Climb +2, Decipher script +4, Diplomacy +6, Disable device +1, Disguise +4, Escape artist +3, Gather info +4, Heal +6, Hide +11, Knowledge(arcana) +4, Knowledge(geography) +3, Knowledge(history) +3, Knowledge(local) +3, Knowledge(nature) +4, Listen +4, Move silently +5, Perform(sing) +9, Perform(string instruments) +9, Ride +3, Sense motive +3, Sleight of hand +3, Spellcraft +4, Spot +0, Use magic device +4 Possessions n gp; n lbs Backpack [2 gp; 1.00 lbs] Explorer`s outfit [10 gp; 4.00 lbs] Bag of Holding, type I [2500 gp; 15.00 lbs] Fishhook [1 sp; 0.00 lbs] Bedroll [1 sp; 2.50 lbs] Flint and steel [1 gp; 0.00 lbs] Blanket, winter [5 sp; 1.50 lbs] Healer`s kit [50 gp; 1.00 lbs] Bolts, crossbow (x50) [5 gp; 2.50 lbs] Ink (vial) (x2) [16 gp; 0.00 lbs] Buckler [15 gp; 2.50 lbs] Mace, light [5 gp; 2.00 lbs] Caltrops (x2) [2 gp; 4.00 lbs] Musical instrument [5 gp; 1.50 lbs] Candle (x3) [3 cp; 0.00 lbs] Parchment (sheet) (x6) [12 sp; 0.00 lbs] Case, map or scroll (x2) [2 gp; 1.00 lbs] Pouch, belt (x2) [1 gp; 0.50 lbs] Chalk, 1 piece (x5) [5 cp; 0.00 lbs] Rope, silk (50 ft.) [10 gp; 5.00 lbs] Coin: 477 gp, 9sp [477 gp, 9 sp; 9.72 lbs] Sack [1 sp; 0.25 lbs] Studded leather [25 gp; 10.00 lbs] Crossbow, light [35 gp; 2.00 lbs] Thieves` tools [30 gp; 1.00 lbs] Dagger [2 gp; 0.50 lbs] Vestment of Many Styles [500 gp; 0.00 lbs] Dragonmark focus +1 [1500 gp; 0.00 lbs] Waterskin (full) [1 gp; 2.00 lbs] Entertainer`s outfit [3 gp; 2.00 lbs] Whetstone [2 cp; 1.00 lbs] Everbright Lantern [212 gp; 3.00 lbs] --------------------------------------------------------------------------------------- Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) 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. 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). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. 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), or activate magic items by magic word (such as wands). 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 himselfs), 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. Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability. Lesser dragonmark: restoration 1/day, caster level of all dragonmark abilities is 6+levels in dragonmark heir class. House status: A dragonmark heir uses his level in the class as a bonus on all Charisma-related checks when dealing with member of his own house. Additional action points: A dragonmark heir's maximum action points per level is increased by 2. Improved least dragonmark: A dragonmark heir gains improved mastery of his least dragonmark. He can select a second spell-like ability associated with the least dragonmark for his house, or he can use the least dragonmark spell-like ability he already possesses one additional time per day. Favored in house: You have the ability to call in favors from other members of your family and their extensive contacts. Call in favor 3/week (favor check 1d20+2) Least dragonmark: lesser restoration 1/day; +2 on Heal checks Level 6 feat: ... --------------------------------------------------------------------------------------- Appearance Bergeron is a short, stocky fellow, standing 3’1” and weighing 35 lbs, and has poor muscle tone and a pudgy belly. He keeps his curly auburn hair cut short, and has wide almost almond shaped hazel eyes. When entertaining, Bergeron likes to wear brightly colored clothing (usually bright blues and greens or purples) and a big, floppy hat. When being a guide, tour guide or healer, he usually wears darker colors such as dark green or blue, brown or black. Bergeron almost always carries his lute, his preferred stringed instrument. If he can’t play his instrument, he sings as well. He keeps his dagger hidden in his left boot at most times, and if he needs it, he keeps his light crossbow on his back (if it’s not in his hands!), his bolts on his right hip, his small mace on his left hip, and his buckler on his right wrist/forearm. Bergeron’s pouches are usually bulging with odds and ends, and his “magic bag” can be found hanging from his belt. Background Bergeron d’Jorasco, formerly Bergeron Foebender, grew up in Vedykar. Being a “civilized” Khorvarian Halfling, Bergeron thought that he would try to offer his services to House Jorasco. He was refused at first, having little or no use for a lazy Halfling. Bergeron went out to study, and learned quickly that he had an affinity for music and song. He also discovered that he had a great love for lore and maps. After a bit of traveling to Sharn and back, Bergeron returned to Vedykar, spreading the songs of the great and brave Bergeron Foebender. About this time, he started to develop a Mark of Healing, which started developing on his right wrist. House Jorasco was then VERY interested in Bergeron, and they brought him in. They gave him training in the healing arts, and taught him to use his abilities and love of knowledge and maps to be a three fold service from House Jorasco: entertainment, guide and healer. He has spent the past few months in service to House Jorasco, with the power of his dragon mark growing. Primary Role Bergeron’s primary role is a supportive one, in a three fold capacity. He is “missle support”, preferring to avoid melee combat when possible. His second capacity is one of a guide, providing lore and maps (a love of Bergeron’s) and entertainment. His last role, and his main one, is that of healing. Now being from House Jorasco, Bergeron uses his spells, healing skills and dragon mark to provide healing services. Distinguishing Abilities He is a very accomplished entertainer, especially when playing a stringed instrument. His most distinguishing ability though, stems from his dragon mark, the Mark of Healing. Quirks Bergeron has a few quirks, but his main ones are that he is a lazy coward. He avoids manual labor as much as possible, spending his time in eating, drinking and entertaining when he possibly can. At heart, Bergeron wants to be heroic and brave, and has at times been that, but he is afraid of a lot of things, but being near the Karranth area, he is terrified of undead. Bergeron also likes to talk a lot, and talks himself up as being heroic and brave. He is quick of wit, with a sharp tongue, and even faster with a song. He also obsesses over maps. [/QUOTE]
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stonegod's Expedition to Castle Ravenloft [Old RG]
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