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[Eberron] What Lurks Below - Rogue's Gallery
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<blockquote data-quote="Jdvn1" data-source="post: 2134555" data-attributes="member: 26424"><p>[CODE][B]Name:[/B] Dormon "Solo" Boddywell</p><p>[B]Class:[/B] Bard2</p><p>[B]Race:[/B] Gnome</p><p>[B]Size:[/B] Small</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral</p><p>[B]Deity:[/B] Sovereign Host (Olladra)</p><p></p><p>[B]Str:[/B] 12 +1 (06p.) [B]Level:[/B] 2 [B]XP:[/B] 1500</p><p>[B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +1 [B]HP:[/B] 12 (2d6+2)</p><p>[B]Con:[/B] 12 +1 (02p.) [B]Grapple:[/B] -2 [B]Dmg Red:[/B] -/-</p><p>[B]Int:[/B] 14 +2 (06p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] -</p><p>[B]Wis:[/B] 10 +0 (02p.) [B]Init:[/B] +2 [B]Spell Save:[/B] +12</p><p>[B]Cha:[/B] 14 +2 (06p.) [B]ACP:[/B] -1 [B]Spell Fail:[/B] 0%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +4 +1 +2 +1 +0 +0 19</p><p>[B]Touch:[/B] 15 [B]Flatfooted:[/B] 14</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +1 +1</p><p>[B]Ref:[/B] 3 +2 +5</p><p>[B]Will:[/B] 3 +0 +3</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Whip +4 1d2+1 20/x2</p><p>Rapier +3 1d4+1 18-20/x2</p><p>Shortbow +4 1d4+1 20/x3</p><p>Arrows (20) ++---/-----/-----/-----</p><p></p><p>[B]Languages:[/B] Common, Gnome, Dwarven, Elven</p><p></p><p>[B]Abilities:[/B]</p><p>[smallcaps]Class:[/smallcaps]</p><p>Bardic Music</p><p>Bardic Knowledge</p><p>Gnome Cantrips</p><p>Counter Fear</p><p>[i]fascinate[/i]</p><p>Inspire Courage +1</p><p>Spells:</p><p>0 - 4/day, 5 Known</p><p>- Dancing Lights</p><p>- Detect Magic</p><p>- Ghost Sound</p><p>- Mending</p><p>- Message</p><p>- Prestidigitation</p><p>1 - 1/Day, 2 Known</p><p>- Silent Image</p><p>- Tasha's Hideous Laughter</p><p></p><p>[smallcaps]Racial:[/smallcaps]</p><p>(see below)</p><p></p><p>[B]Feats:[/B] Skill Focus (Perform[Sing])</p><p></p><p>[B]Skill Points:[/B] 40 [B]Max Ranks:[/B] 5/2.5</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Appraise 3 +2 +5</p><p>Balance 2 +2 -1 +3</p><p>Craft(Alchemy) 2 +2 +4</p><p>Decipher Script 2 +2 +4</p><p>Diplomacy 3 +2 +5</p><p>Escape Artist 5 +2 -1 +6</p><p>Gather Information 2 +2 +4</p><p>Hide 2 +2 +3 +7</p><p>Knowledge(Arcana) 5 +2 +7</p><p>Knowledge(Geography) 3 +2 +5</p><p>Knowledge(Nobility) 3 +2 +5</p><p>Perform(Sing) 5 +2 +3 +10</p><p>Tumble 3 +2 -1 +4</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Mstwk Chain Shirt 250gp 10lb</p><p>Mstwk Buckler 165gp 2.5lb</p><p>Mstwk Whip 301gp 1lb</p><p>Rapier 20gp 1lb</p><p>MC +1 Shortbow 150gp 1lb</p><p>Arrows (20) 1gp 1.5lb</p><p>Signet ring 5gp --lb</p><p>Backpack 2gp .5lb</p><p>-Bedroll 1sp 1.25lb</p><p>-Chalk (10) 1sp --lb</p><p>-Rations (5) 25sp 1.25lb</p><p>-Waterskin 1gp 1lb</p><p></p><p>[B]Total Weight:[/B]31lb [B]Money:[/B] 52gp 5sp 20cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 32 64 94 94 485</p><p></p><p>[B]Age:[/B] 52</p><p>[B]Height:[/B] 3'5"</p><p>[B]Weight:[/B] 45lb</p><p>[B]Eyes:[/B] Green</p><p>[B]Hair:[/B] Blonde</p><p>[B]Skin:[/B] Light[/CODE]</p><p><strong>Appearance:</strong> Dormon at first appears to be an old child, but that doesn't make sense. "Gnome" quickly snaps to mind immediately afterward. He has a small beard (even for a Gnome) that's always kept neat. Dormon likes to sport a very puffy shirt, partially hidden by a vest. High socks add to his eccentricity, and his belt always has a collection of odds-and-ends, but he always has the essentials around. On his left hand is a silver and gold ring, given to him my his father, passed down from Boddywell to Boddywell.</p><p></p><p><strong>Personality:</strong> Dormon always likes to start up a conversation, but will never miss an opportunity to regale his audience with a story, whether the story be true or fabricated. He wants to live life to its fullest and have an exciting time doing it. Then, he can tell other people about having an exciting time. He doesn't like close combat, preferring to keep his distance with his whip if anything goes wrong. He has full faith in his ability to charm his way out of a situation, though. When he's not doing anything else, he's probably playing with his ring, though.</p><p></p><p><strong>Background:</strong> During the War, Dormon worked in taverns, lifting the spirits of tired soldiers. He sometimes performed for the more powerful military personnel, but the tavern shows were always more lively. He could never dance, but he tried to nonetheless, much to the amusement of the soldiers, but no one questioned his voice. He trained with a smaller troupe and gained distinction with his solos, which is how he picked up his nickname.</p><p></p><p>In the taverns, though, he was a source of escapism for the soldiers. Dormon knew he could never last very long in the thick of a battle, but he assisted in the best way he knew how -- lifting morale. His stories were often comical tunes of the women waiting back home, cooking for the husbands that weren't there. In such a dangerous environment, though, he was forced to learn a little bit of martial ability. He soon got into the habit of being armed.</p><p></p><p>After the War, Dormon took care of his father in Passage. Working in a repair facility for the lightening rails, his father taught Dormon, thorugh out his life, some of the tricks of being a Gnome. Dormon's father was a traditionalist and made sure Dormon knew at least a little bit of Alchemy and about various oddities. Of course, magical ability ran in the family, but Dormon's father could never get a grasp of Dormon's variety of it. When his father died, Dormon had to find his own way in the world -- he didn't want to stay cooped up in a tavern anymore, telling the same old stories. He wanted to use his talents to find something more...</p><p></p><p><strong>Notes</strong></p><p>Action Points: 5/6.</p><p></p><p>[smallcaps]XP and Gold gained:[/smallcaps][sblock]<span style="font-size: 9px">Gained 200 xp from 1st battle. Post #53.</span></p><p><span style="font-size: 9px">Gained 300 xp from the road scene. Post #85.</span></p><p><span style="font-size: 9px">Gained 50 gp for half payment. Post #90.</span></p><p><span style="font-size: 9px">Gained 4 gp for singing. Post #99.</span>[/sblock][smallcaps]Gnome Racial Traits:[/smallcaps][sblock]<span style="font-size: 9px">Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">+2 racial bonus on saving throws against illusions.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">+1 racial bonus on attack rolls against kobolds and goblinoids.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">+2 racial bonus on Listen checks.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">+2 racial bonus on Craft (alchemy) checks.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.</span>[/sblock]</p><p>[smallcaps]Gnome Bard Racial Substitution Levels Taken:[/smallcaps][sblock]<span style="font-size: 9px">1:</span></p><p><span style="font-size: 9px"><strong>Gnome Cantrips:</strong> A gnome bard who takes the 1st-level racial substitution leve adds the following 0-level spells to his bard spells known: <em>dancing lights, ghost sound,</em> and <em>prestidigitation</em>.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The benefit replaces two of the cantrips a bard normally knows at 1st level.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Counter Fear (Su):</strong> A gnome bard who takes the 1st-level racial substitution level and has 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that cause fear. In each round when the bard uses his counter fear ability, he makes a Perform check. Any ally within 30 feet of the bard (including the bard himself) that is affected by a fear effect can 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 counter fear effect is already under the influence of a fear effect, it gains another saving throw against the effect each round it hears the bard perform, but it must use the bard's Perform check result for the save. Counter fear has no effect against effects that don't allow saves. The bard can keep up the counter fear ability for 10 rounds.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This substitution feature replaces the base bard's countersong bardic music ability.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">6:</span></p><p><span style="font-size: 9px"><strong>Phantasmal Song (Su):</strong> A gnome bard who takes the 6th-level racial substitution level and has 9 or more ranks in a Perform skill can use music or poetics to create an eerie melody with phantasmal echoes in the minds of those who hear it. While the music itself is unsettling, the phantasmal component is downright terrifying, with effects that build as the bard continues to play. Enemy creatures within 30 feet of the bard who can hear the music become shaken (Will negates; DC 10 + 1/2 bard's level + bard's Cha modifier). Any creature affected by the phantasmal song (that is, who failed the initial Will save) that remains within range and hears the song for at least 3 consecutive rounds becomes frightened instead of shaken. The effect lasts as long as the bard performs and for 1 round after he stops, or until the affected creature moves more than 30 feet from the gnome bard.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The effects of multiple phantasmal songs do not stack with one another. Thus, a creature within the area of two phantasmal songs must save against both, but can still only become shaken on the first round even if it fails both saves. However, a phantasmal song's effect can stack with other fear effects (such as from the <em>cause fear</em> spell). See page 294 of the <em>Dungeon Master's Guide</em> for more information on fear effects. Phantasmal song is an illusion (phantasm), mind-affecting fear effect.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">This benefit replaces the standard bard's <em>suggestion</em> bardic music ability.</span>[/sblock]</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 2134555, member: 26424"] [CODE][B]Name:[/B] Dormon "Solo" Boddywell [B]Class:[/B] Bard2 [B]Race:[/B] Gnome [B]Size:[/B] Small [B]Gender:[/B] Male [B]Alignment:[/B] Neutral [B]Deity:[/B] Sovereign Host (Olladra) [B]Str:[/B] 12 +1 (06p.) [B]Level:[/B] 2 [B]XP:[/B] 1500 [B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +1 [B]HP:[/B] 12 (2d6+2) [B]Con:[/B] 12 +1 (02p.) [B]Grapple:[/B] -2 [B]Dmg Red:[/B] -/- [B]Int:[/B] 14 +2 (06p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] - [B]Wis:[/B] 10 +0 (02p.) [B]Init:[/B] +2 [B]Spell Save:[/B] +12 [B]Cha:[/B] 14 +2 (06p.) [B]ACP:[/B] -1 [B]Spell Fail:[/B] 0% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +4 +1 +2 +1 +0 +0 19 [B]Touch:[/B] 15 [B]Flatfooted:[/B] 14 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 0 +1 +1 [B]Ref:[/B] 3 +2 +5 [B]Will:[/B] 3 +0 +3 [B]Weapon Attack Damage Critical[/B] Whip +4 1d2+1 20/x2 Rapier +3 1d4+1 18-20/x2 Shortbow +4 1d4+1 20/x3 Arrows (20) ++---/-----/-----/----- [B]Languages:[/B] Common, Gnome, Dwarven, Elven [B]Abilities:[/B] [smallcaps]Class:[/smallcaps] Bardic Music Bardic Knowledge Gnome Cantrips Counter Fear [i]fascinate[/i] Inspire Courage +1 Spells: 0 - 4/day, 5 Known - Dancing Lights - Detect Magic - Ghost Sound - Mending - Message - Prestidigitation 1 - 1/Day, 2 Known - Silent Image - Tasha's Hideous Laughter [smallcaps]Racial:[/smallcaps] (see below) [B]Feats:[/B] Skill Focus (Perform[Sing]) [B]Skill Points:[/B] 40 [B]Max Ranks:[/B] 5/2.5 [B]Skills Ranks Mod Misc Total[/B] Appraise 3 +2 +5 Balance 2 +2 -1 +3 Craft(Alchemy) 2 +2 +4 Decipher Script 2 +2 +4 Diplomacy 3 +2 +5 Escape Artist 5 +2 -1 +6 Gather Information 2 +2 +4 Hide 2 +2 +3 +7 Knowledge(Arcana) 5 +2 +7 Knowledge(Geography) 3 +2 +5 Knowledge(Nobility) 3 +2 +5 Perform(Sing) 5 +2 +3 +10 Tumble 3 +2 -1 +4 [B]Equipment: Cost Weight[/B] Mstwk Chain Shirt 250gp 10lb Mstwk Buckler 165gp 2.5lb Mstwk Whip 301gp 1lb Rapier 20gp 1lb MC +1 Shortbow 150gp 1lb Arrows (20) 1gp 1.5lb Signet ring 5gp --lb Backpack 2gp .5lb -Bedroll 1sp 1.25lb -Chalk (10) 1sp --lb -Rations (5) 25sp 1.25lb -Waterskin 1gp 1lb [B]Total Weight:[/B]31lb [B]Money:[/B] 52gp 5sp 20cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 32 64 94 94 485 [B]Age:[/B] 52 [B]Height:[/B] 3'5" [B]Weight:[/B] 45lb [B]Eyes:[/B] Green [B]Hair:[/B] Blonde [B]Skin:[/B] Light[/CODE] [B]Appearance:[/B] Dormon at first appears to be an old child, but that doesn't make sense. "Gnome" quickly snaps to mind immediately afterward. He has a small beard (even for a Gnome) that's always kept neat. Dormon likes to sport a very puffy shirt, partially hidden by a vest. High socks add to his eccentricity, and his belt always has a collection of odds-and-ends, but he always has the essentials around. On his left hand is a silver and gold ring, given to him my his father, passed down from Boddywell to Boddywell. [b]Personality:[/b] Dormon always likes to start up a conversation, but will never miss an opportunity to regale his audience with a story, whether the story be true or fabricated. He wants to live life to its fullest and have an exciting time doing it. Then, he can tell other people about having an exciting time. He doesn't like close combat, preferring to keep his distance with his whip if anything goes wrong. He has full faith in his ability to charm his way out of a situation, though. When he's not doing anything else, he's probably playing with his ring, though. [B]Background:[/B] During the War, Dormon worked in taverns, lifting the spirits of tired soldiers. He sometimes performed for the more powerful military personnel, but the tavern shows were always more lively. He could never dance, but he tried to nonetheless, much to the amusement of the soldiers, but no one questioned his voice. He trained with a smaller troupe and gained distinction with his solos, which is how he picked up his nickname. In the taverns, though, he was a source of escapism for the soldiers. Dormon knew he could never last very long in the thick of a battle, but he assisted in the best way he knew how -- lifting morale. His stories were often comical tunes of the women waiting back home, cooking for the husbands that weren't there. In such a dangerous environment, though, he was forced to learn a little bit of martial ability. He soon got into the habit of being armed. After the War, Dormon took care of his father in Passage. Working in a repair facility for the lightening rails, his father taught Dormon, thorugh out his life, some of the tricks of being a Gnome. Dormon's father was a traditionalist and made sure Dormon knew at least a little bit of Alchemy and about various oddities. Of course, magical ability ran in the family, but Dormon's father could never get a grasp of Dormon's variety of it. When his father died, Dormon had to find his own way in the world -- he didn't want to stay cooped up in a tavern anymore, telling the same old stories. He wanted to use his talents to find something more... [b]Notes[/b] Action Points: 5/6. [smallcaps]XP and Gold gained:[/smallcaps][sblock][size=1]Gained 200 xp from 1st battle. Post #53. Gained 300 xp from the road scene. Post #85. Gained 50 gp for half payment. Post #90. Gained 4 gp for singing. Post #99.[/size][/sblock][smallcaps]Gnome Racial Traits:[/smallcaps][sblock][size=1]Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.[/size][/sblock] [smallcaps]Gnome Bard Racial Substitution Levels Taken:[/smallcaps][sblock][size=1]1: [b]Gnome Cantrips:[/b] A gnome bard who takes the 1st-level racial substitution leve adds the following 0-level spells to his bard spells known: [i]dancing lights, ghost sound,[/i] and [i]prestidigitation[/i]. The benefit replaces two of the cantrips a bard normally knows at 1st level. [b]Counter Fear (Su):[/b] A gnome bard who takes the 1st-level racial substitution level and has 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that cause fear. In each round when the bard uses his counter fear ability, he makes a Perform check. Any ally within 30 feet of the bard (including the bard himself) that is affected by a fear effect can 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 counter fear effect is already under the influence of a fear effect, it gains another saving throw against the effect each round it hears the bard perform, but it must use the bard's Perform check result for the save. Counter fear has no effect against effects that don't allow saves. The bard can keep up the counter fear ability for 10 rounds. This substitution feature replaces the base bard's countersong bardic music ability. 6: [b]Phantasmal Song (Su):[/b] A gnome bard who takes the 6th-level racial substitution level and has 9 or more ranks in a Perform skill can use music or poetics to create an eerie melody with phantasmal echoes in the minds of those who hear it. While the music itself is unsettling, the phantasmal component is downright terrifying, with effects that build as the bard continues to play. Enemy creatures within 30 feet of the bard who can hear the music become shaken (Will negates; DC 10 + 1/2 bard's level + bard's Cha modifier). Any creature affected by the phantasmal song (that is, who failed the initial Will save) that remains within range and hears the song for at least 3 consecutive rounds becomes frightened instead of shaken. The effect lasts as long as the bard performs and for 1 round after he stops, or until the affected creature moves more than 30 feet from the gnome bard. The effects of multiple phantasmal songs do not stack with one another. Thus, a creature within the area of two phantasmal songs must save against both, but can still only become shaken on the first round even if it fails both saves. However, a phantasmal song's effect can stack with other fear effects (such as from the [i]cause fear[/i] spell). See page 294 of the [i]Dungeon Master's Guide[/i] for more information on fear effects. Phantasmal song is an illusion (phantasm), mind-affecting fear effect. This benefit replaces the standard bard's [i]suggestion[/i] bardic music ability.[/size][/sblock] [/QUOTE]
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