In combat, PCs act in the order in which you post.
How does this work for initiative against enemies?
[B]Name: Rollen Spiel[/B]
[B]Class: Dirge Bard (UM)[/B]
[B]Race: Human[/B]
[B]Size: M[/B]
[B]Gender: Male[/B]
[B]Alignment: NG[/B]
[B]Deity: Shelyn[/B]
[B]Str:[/B] 13 +1 (03p.) [B]Level:[/B] 2
[B]Dex:[/B] 14 +2 (05p.) [B]BAB:[/B] +1 [B]HP:[/B] 16 (1d8+1)
[B]Con:[/B] 12 +1 (02p.) [B]CMB:[/B] +2
[B]Int:[/B] 14 +2 (05p.) [B]CMD:[/B] +14
[B]Wis:[/B] 10 +0 (00p.) [B]Speed:[/B] 30'
[B]Cha:[/B] 18 +4 (*10p.) [B]Init:[/B] +4
[B]Stat Increases by Level[/B]
4th -
8th -
12th -
16th -
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +3 +2 +2 +0 +0 +0 17
[B]Touch:[/B] 12 [B]Flatfooted:[/B] 15
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 0 +1 +0 +1
[B]Ref:[/B] 3 +2 +0 +5
[B]Will:[/B] 3 +0 +0 +3 (+4 bonus vs Sonic, Language-Dependant, Fear, Energy Drain, Death, Necromancy)
[B]Weapon Attack Damage Critical[/B]
Scorpion Whip +3 1d4+1 20x2 (disarm, reach, trip)
Sling +3 1d4+1 20x2
Club +2 1d6+1 20x2
Arcane Strike -- +1 Damage
[B]Languages:[/B]
Common, Orc, Sylvan
[B]Abilities:[/B]
Race : Ability
Human : +2 to (Cha)
Human : Favored Class (Bard): +1 hp at 1st, 1 spell known at 2nd (0 level) APG Favored Class Options
Human : +1 skill point per level
Human : Bonus feat
Bard : Bardic Performance - 16 Rounds per day
Bard : Bardic Knowledge - Adds half of your level to all knowledge skills, can use all skills untrained.
Bard : Countersong - Allows allies to use perform check to resist sonic or language dependant magical attacks. 30' Range
Bard : Distraction - Allows allies to use perform check to resist illusion (pattern and figment) magical attacks. 30' Range
Bard : Fascinate - Creature that fails a save sits and listens or watches the performance. Threats allow a second save. Obvious danger breaks affect. -4 on skill checks.
Bard : Inspire Courage - +1 bonus to saves vs charm and fear, +1 bonus to attack and damage.
Bard : Well-Versed - +4 save bonus vs bardic performances, sonic, or language dependant effects.
Bard : Haunted Eyes - +4 save bonus vs fear, energy drain, death effects, and necromancy effects.
Bard : Secrets of the Grave - +1 bonus to know. Religion regarding undead. Mind Affecting spells can affect Undead. Add 1 necromancy spell at 2nd of a level one lower than highest spell level available.
[B]Traits[/B]
Reactionary - +2 to Initiative
Charming - +1 to Bluff and Diplomacy if a character is/could be sexually attracted to you. +1 to DC of Language-Dependant spells.
[B]Feats:[/B]
Feat - Location - Description
Human 1 - Extra Performance - 6 extra rounds per day
Level 1 - Arcane Strike - Imbue weapons to add +1 damage
[B]Future Feats[/B]
Level 3 - Combat Expertise
Level 5 - Improved Disarm
Level 7 - Lingering Performance
Level 9 - Spellsong
Level 11 - Mounted Combat
Level 13 - Two Weapon fighting
Level 15 - Improved Trip
Level 17 - Greater Disarm
Level 19 - Greater Trip
[B]Spells Prepared/Known[/B]
+1 DC to spells with Language-Dependent component
0st Level / DC14 ----- / 4 Known : Dancing Lights, Ghost Sound, Spark, Disrupt Undead (SotG ability)
1st Level / DC15 2+1 Day / 3 Known : Alarm, Charm Person, Hypnotism
[B]Skill Points:[/B] 18
[B]Skills Ranks Mod Misc Total[/B]
*Acrobatics 2 +2 +3 +7
*Appraise 0 +0 +0 +0
*Bluff 2 +4 +3 +9 (+1 vs opposite sex)
*Climb 2 +1 +3 +6
*Craft 0 +0 +0 +0
*Diplomacy 2 +4 +3 +9 (+1 vs opposite sex)
Disable Device 0 +0 +0 +0
*Disguise 0 +0 +0 +0
*Escape Artist 1 +2 +3 +6
Fly 0 +0 +0 +0
Handle Animal 0 +0 +0 +0
Heal 0 +0 +0 +0
*Intimidate 0 +0 +0 +0
*Knowledge (arcana) 0 +2 +1 +3
*Knowledge (dungeoneering) 0 +2 +1 +3
*Knowledge (engineering) 1 +2 +4 +7
*Knowledge (geography) 0 +2 +1 +3
*Knowledge (history) 0 +2 +1 +3
*Knowledge (local) 0 +2 +1 +3
*Knowledge (nature) 0 +2 +1 +3
*Knowledge (nobility) 1 +2 +4 +7
*Knowledge (planes) 0 +2 +1 +3
*Knowledge (religion) 2 +2 +4 +8 (+1 vs Undead)
*Linguistics 0 +0 +0 +0
*Perception 0 +0 +0 +0
*Perform(Percussion) 2 +4 +3 +11
*Profession 0 +0 +0 +0
Ride 1 +2 +0 +3
*Sense Motive 0 +0 +0 +0
*Sleight of Hand 0 +0 +0 +0
*Spellcraft 0 +0 +0 +0
*Stealth 2 +2 +3 +7
Survival 0 +0 +0 +0
Swim 0 +0 +0 +0
*Use Magic Device 0 +0 +0 +0
[B]Equipment: Cost Weight[/B]
Entertainer's Outfit
MW Scorpion Whip 301gp 2lb
MW Light Steel Shield 159gp 6lb
MW Studded Leather Armor 175gp 20lb
MW Drums 100gp 1lb
Club --- 3lb
Sling --- ---
Sling Bullets 1sp 5lb
Wand of Cure Light Wounds 750gp 1lb
Backpack 2gp 2lb
Waterskin 1gp 4lb
Rationsx2 1gp 1lb
[B]Total Weight:[/B]45.0lb [B]Money:[/B] 11gp 0sp 0cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 50.00 51-100 101-150 300 450

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.