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<blockquote data-quote="Leif" data-source="post: 6171784" data-attributes="member: 48762"><p><strong>Calloh, half-elf bard</strong></p><p></p><p>Calloh moves out with the rest of the group. Strangely, he doesn't even feel like playing his instrument just now.</p><p></p><p>[sblock=Calloh's sheet]</p><p>[ATTACH]58769[/ATTACH]</p><p></p><p>Calloh [pronounced “callow”]</p><p>Calloh, half-elf bard</p><p>Alignment: N/G</p><p>Half-Elf -- Favored Classes - Bard, Fighter</p><p>Bard 1</p><p>0+40+40+40+40+40=200 XP [post 74]</p><p></p><p>[sblock=Ability Point Buy, 20 pts]</p><p>S11 (1pts)</p><p>D14 (5pts)</p><p>C12 (2pts)</p><p>I14 (5 pts)</p><p>W12 (2 pts) </p><p>C16 (5 pts=14) (+2 racial)</p><p>[/sblock]</p><p></p><p>Final Ability Scores at L1:</p><p>S11 +0</p><p>D14 +2</p><p>C12 +1</p><p>I14 +2</p><p>W12 +1</p><p>C16 +3</p><p></p><p>BAB: 0</p><p></p><p>AC: 17 [10+3+2+2]</p><p>HP: 10 [8+1+1]</p><p></p><p>SAVES:</p><p>Fort +1</p><p>Ref: +4</p><p>Will: +3</p><p>+2 to save vs. Enchantment/Fear effects</p><p>Immune to magic <em>sleep</em> effects</p><p></p><p>SKILLS 6+2=8 pts @ 1st Level</p><p>Bluff 1 rank +3 Cha = +4</p><p>Concentration 0 rank +1 Wis +2 Feat Bonus = +3</p><p>Diplomacy 1 rank +3 Cha = +4</p><p>Disable Device 0 rank +2 Dex = +2</p><p>Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4</p><p>Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3 </p><p>Perception 0 rank +1 Wis +2 Racial = +3</p><p>Perform (Stringed Instruments - Lute) 1 rank +3 Cha +3 Feat Bonus = +7</p><p>Profession 1 rank +1 Wis = +2</p><p>Sleight of Hand 1 rank +2 Dex = +3</p><p>Stealth 1 rank +2 Dex = +3</p><p>Use Magic Device 1 rank +3 Cha = +4</p><p></p><p>Languages: Common, Elvish, Sylvan</p><p></p><p>FEATS 1+1 racial (skill focus)</p><p>Weapon Finesse </p><p>Skill Focus (Perform)</p><p></p><p>BARDIC PERFORMANCE, 7 rounds/day</p><p>Countersong [allies use my Perform check in place of saving throw]</p><p>Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]</p><p>Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]</p><p>Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]</p><p></p><p>SPELLS [Per day: L0 - at-will, L1 - 1]</p><p>Daze - 0</p><p>Detect Magic - 0</p><p>Summon Instrument - 0</p><p>Read Magic – 0</p><p>Cure Light Wounds - 1</p><p>Hypnotism - 1</p><p></p><p>PP</p><p>GP 0</p><p>SP 4</p><p>CP</p><p></p><p>EQUIPMENT [105 gp starting funds]</p><p>Studded Leather Armor [25 gp, +3 AC]</p><p>Heavy Wooden Shield [7 gp, +2 AC]</p><p>Rapier [20 gp, 1d8 damage] [+2 att, +0 dam]</p><p>Daggers 2 [@ 2 gp, 1d4 damage] [+2 att (melee-feat or thrown-dex), +0 dam]</p><p>Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]</p><p>Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]</p><p>Waterskin [1 gp]</p><p>Trail Rations 3 days [@ 5 sp per day]</p><p>Backpack [2 gp]</p><p>Bedroll [1 sp]</p><p>Traveler's Outfit [1 gp]</p><p></p><p>Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist</p><p></p><p>History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' deaths sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.</p><p></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leif, post: 6171784, member: 48762"] [b]Calloh, half-elf bard[/b] Calloh moves out with the rest of the group. Strangely, he doesn't even feel like playing his instrument just now. [sblock=Calloh's sheet] [ATTACH=CONFIG]58769[/ATTACH] Calloh [pronounced “callow”] Calloh, half-elf bard Alignment: N/G Half-Elf -- Favored Classes - Bard, Fighter Bard 1 0+40+40+40+40+40=200 XP [post 74] [sblock=Ability Point Buy, 20 pts] S11 (1pts) D14 (5pts) C12 (2pts) I14 (5 pts) W12 (2 pts) C16 (5 pts=14) (+2 racial) [/sblock] Final Ability Scores at L1: S11 +0 D14 +2 C12 +1 I14 +2 W12 +1 C16 +3 BAB: 0 AC: 17 [10+3+2+2] HP: 10 [8+1+1] SAVES: Fort +1 Ref: +4 Will: +3 +2 to save vs. Enchantment/Fear effects Immune to magic [i]sleep[/i] effects SKILLS 6+2=8 pts @ 1st Level Bluff 1 rank +3 Cha = +4 Concentration 0 rank +1 Wis +2 Feat Bonus = +3 Diplomacy 1 rank +3 Cha = +4 Disable Device 0 rank +2 Dex = +2 Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4 Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3 Perception 0 rank +1 Wis +2 Racial = +3 Perform (Stringed Instruments - Lute) 1 rank +3 Cha +3 Feat Bonus = +7 Profession 1 rank +1 Wis = +2 Sleight of Hand 1 rank +2 Dex = +3 Stealth 1 rank +2 Dex = +3 Use Magic Device 1 rank +3 Cha = +4 Languages: Common, Elvish, Sylvan FEATS 1+1 racial (skill focus) Weapon Finesse Skill Focus (Perform) BARDIC PERFORMANCE, 7 rounds/day Countersong [allies use my Perform check in place of saving throw] Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher] Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions] Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls] SPELLS [Per day: L0 - at-will, L1 - 1] Daze - 0 Detect Magic - 0 Summon Instrument - 0 Read Magic – 0 Cure Light Wounds - 1 Hypnotism - 1 PP GP 0 SP 4 CP EQUIPMENT [105 gp starting funds] Studded Leather Armor [25 gp, +3 AC] Heavy Wooden Shield [7 gp, +2 AC] Rapier [20 gp, 1d8 damage] [+2 att, +0 dam] Daggers 2 [@ 2 gp, 1d4 damage] [+2 att (melee-feat or thrown-dex), +0 dam] Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam] Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost] Waterskin [1 gp] Trail Rations 3 days [@ 5 sp per day] Backpack [2 gp] Bedroll [1 sp] Traveler's Outfit [1 gp] Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' deaths sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits. [/sblock] [/QUOTE]
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