[sblock=Leilani Shalandaerl][sblock=Game Info]
Race: Half-Elf
Class: Bard
Level: 1
Alignment: Chaotic Good
Languages: Common, Dwarven, Elven, Undercommon
Deity:[/sblock][sblock=Abilities]
STR: 11 (0)
DEX: 15 (+2)
CON: 15 (+2)
INT: 14 (+2)
WIS: 10 (0)
CHA: 16 (+3)[/sblock][sblock=Combat]
HP: 8 = [1d6 + 2]
AC: 16 = 10 + 3 (armor) + 1 (shield) + 2 (DEX),
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 14 = 10 + 3 (armor) + 1 (shield)
INIT: +2 = +2 (DEX)
BAB: +0 = +0 (list class)
Grapple: 0 = 0 (BAB) + 0 (STR)
Fort: +2 = +0 (base) + 2 (CON)
Reflex: +4 = +2 (base) + 2 (DEX)
Will: +2 = +2 (base) + 0 (WIS)
Speed: 20 (30)[/sblock][sblock=Weapon Stats]
Rapier (M): +0 = +0 (BAB) + 0 (STR)/DMG = 1d6(P), CRIT 18-20x2
Whip (M/R): +0 = +0 (BAB) + 0 (STR)/DMG = 1d3(S), CRIT 20x2; Range 15, trip, +2 disarm
Light Crossbow (R): +2 = +0 (BAB) + 2 (DEX)/DMG = 1d8(P), CRIT 19-20x2
Dagger (M/R): +0/+2 = +0 (BAB) + 0/+2 (DEX)/DMG = 1d4(S/P), CRIT 19-20x2; Range 10[/sblock][sblock=Half-Elf Racial Traits]
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- +2 racial bonus on Diplomacy and Gather Information checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
[/sblock][sblock=Class Features]
Weapon and Armor Proficiency: all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
A bard begins play knowing four 0-level spells of your choice.
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows.
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). 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), spell trigger (such as wands), or command word. 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 himself), 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.[/sblock][sblock=Feats]
Point-Blank Shot[/sblock][sblock=Spells]Spells Known: (0) 4
Spells per Day: (0) 2
(0): ghost sound, mage hand, open/close, prestidigitation[/sblock][sblock=Magical Tattoo]
Leilani's Tattoo - The Half Mask
First Level - +1 insight bonus to Bluff and Disguise (Increases by +1 every odd level until +5 max at 9th level)
Second Level (Swift) - 1/day, can mimic one familiar voice for 1 minute per character level. DC 10+CHA+1/2 Character Level Sense Motive check to detect as a fake
Fourth Level (Sp) - 1/day, can cast Spymasters Coin (Complete Scoundrel pg 104) as a caster equal to 1/2 your character level
Fifth Level - Resistance Fire 2 (Increases to Resistance 4 at 8th level)
Tentative 7th and 8th (Subject to change based on character development)
Seventh Level - TBD
Eighth Level - TBD[/sblock][sblock=Skills]
Skill Ranks: 32 = ((6+2)x4)
Max Ranks: 4/2 (Class/CrossClass)
ACP: -2
Skills: (Total=Rank+Mod+Misc)
Bluff:+7 = (4 + 3 + 0)
Diplomacy: +9 = (4 + 3 + 2 [race])
Disguise: + 7 = (4 + 3 + 0)
Gather Info: +9 = (4 + 3 + 2 [race])
Know (History): +6 = (4 + 2 + 0)
Know (Nobility): +6 = (4 + 2 + 0)
Perform (Acting): +7 = (4 + 3 + 0)
Use Magic Device:: +7 = (4 + 3 +0)[/sblock][sblock=Equipment]
(Item, Cost, Weight)
Studded leather, 25, 20
Buckler shield, 15, 5
Whip, 1, 2
Light Crossbow, 35, 4
Dagger (2), 4, 2
Bolts (20), 2, 2
Rapier, 20, 2
Belt Pouch (2), 2, 1
Adventurer's Kit:
Backpack, 2, 2
Bedroll, 1 s, 5
Flint and steel, 1, 0
sunrod (2), 4, 2
10 d rations, 5, 10
50' silk rope, 10, 5
waterskin, 1, 4
Treasure: 32 gp, 8 sp, 10 cp Gems:
Total weight carried: With Kit 66, Without Kit 38, No armor 18
Maximum weight possible: 38/76/115; LoH 115, LoG 230, PoD 575[/sblock][sblock=Character Details]
Size: Medium
Gender: female
Age: 25
Height: 5' 1"
Weight: 120 lbs.
Hair Color: Brown
Eye Color: Hazel
Skin Color: fair
Appearance:
Demeanor:[/sblock][sblock=Background]
...[/sblock][sblock=Adventure Log]
None yet[/sblock][sblock=Level Ups]
N/A only first level[/sblock][/sblock]