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Tales of the Legacy - Concluded
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<blockquote data-quote="Delemental" data-source="post: 3035502" data-attributes="member: 5203"><p><strong>Lanara Rahila</strong></p><p></p><p>Here comes the party's moral support...</p><p></p><p>[CODE]LANARA RAHILA </p><p>Cansin female bard 9/virtuoso 5</p><p>CG Medium humanoid (native outsider)</p><p>[B]Init[/B] +6; [B]Senses [/B]darkvision 60’, Listen +10, Spot +3</p><p>[B]Languages [/B]Common, Anarchic, Elven, Goblin, Hin, Orcish</p><p>---------------------------------------------------------------------</p><p>[B]AC[/B] 29, touch 14, flat-footed 20; Dodge, +2 insight bonus to AC when performing</p><p>[B]hp[/B] 85 (14 HD)</p><p>[B]Resist[/B] acid resistance 5, fire resistance 5</p><p>[B]Fort [/B]+7, [B]Ref [/B]+13, [B]Will [/B]+13</p><p>--------------------------------------------------------</p><p>[B]Speed[/B] 30 ft (6 squares); fly 60 ft (good)</p><p>[B]Melee[/B] [I]+1 keen rapier[/I] +15/+10 (1d6+1/15-20) or [I]+1 whip-dagger[/I] +15/+10 (1d6+1/19-20) or [I]+1 dagger[/I] +15/+10 (1d4+1/19-20) or</p><p>[B]Ranged [/B][I]+1 dagger[/I] +15/+10 (1d4+1/19-20) or light crossbow +14 (1d8/19-20) or sling +14 (special)</p><p>[B]Base Atk[/B] +8; [B]Grp [/B]+8</p><p>[B]Atk Options[/B] Weapon Finesse</p><p>[B]Special Actions[/B] bardic music 13/day – countersong, fascinate, inspire courage (+3), inspire competence, suggestion, inspire greatness (two subjects); virtuoso performance 5/day – Persuasive Song, Sustaining Song, Jarring Song</p><p>[B]Combat Gear[/B] [I]Fuirmach fiddle, Doss lute, Rhingalade’s harp, mandolin of the inspiring muse, Canaith mandolin, instrument of the winds, wand of fireball[/I] (caster level 5, 22 charges), [I]wand of magic missile[/I] x2 (caster level 7 for both, 11 and 16 charges), [I]wand of sound burst[/I] (17 charges), [I]wand of summon monster I[/I] (30 charges, spiders only), [I]wand of summon monster II[/I] (34 charges), [I]wand of cure moderate wounds[/I] (50 charges)</p><p>[B]Spells Known[/B] (CL 14th):</p><p> [B]5th[/B] – [I]body harmonic, mass reflective disguise[/I] (DC 21, 4/day)</p><p> [B]4th[/B] – [I]delver’s fortune, resonating bolt, ruin, shout[/I] (DC 20, 5/day)</p><p> [B]3rd[/B] – [I]charm monster, glibness, sculpt sound, unluck[/I] (DC 19, 5/day)</p><p> [B]2nd[/B] – [I]blur, hold person, invisibility, tongues[/I] (DC 18, 6/day)</p><p> [B]1st[/B] – [I]comprehend language, cure light wounds, hideous laughter, inspirational boost[/I] (DC 17, 6/day)</p><p> [B]0[/B] – [I]daze, light, mage hand, message, prestidigitation, summon instrument[/I] (DC 16, 6/day)</p><p>[B]Spell-Like Abilities[/B] (CL 14th):</p><p> 1/day [I]blindness/deafness, change self, entropic shield, protection from law[/I]</p><p> 3/day [I]read magic[/I]</p><p> [I]mandolin of the inspiring muse[/I] (CL 9)</p><p> 1/day [I]levitate, magic circle against evil, dominate person, good hope, crushing despair[/I]</p><p> [I]instrument of the winds[/I] (CL 11)</p><p> 1/day [I]summon monster VI[/I] (Large air elemental)</p><p> [I]Rhingalade’s harp[/I] (CL 6)</p><p> 1/day [I]blink [/I]and [I]mirror image [/I](simultaneous)</p><p> [I]Fuirmach fiddle[/I] (CL 3)</p><p> 1/day [I]cure light wounds, mage armor, sleep[/I]</p><p> [I]Doss lute[/I] (CL 5)</p><p> 1/day [I]delay poison, hold person, mirror image[/I]</p><p> [I]Canaith mandolin[/I] (CL 8)</p><p> 1/day [I]cure serious wounds, dispel magic, summon monster III[/I]</p><p>-----------------------------------------------------------</p><p>[B]Abilities [/B]Str 11, Dex 16, Con 14, Int 20, Wis 16, Cha 22</p><p>[B]SQ[/B] can use Knowledge skills untrained, Bardic Knowledge +16, Lure of the Instruments +2</p><p>[B]Feats[/B] Anarchic Bloodline, Dodge, Extra Music, Lyric Music, Mobile Spellcasting, Weapon Finesse, Whirl of Chaos</p><p>[B]Skills[/B] Balance +13, Bluff +20, Concentration +16, Decipher Script +10, Diplomacy +20, Disguise +15, Escape Artist +16, Forgery +7, Gather Information +20, Hide +17, Intimidate +10, Jump +2, Knowledge (history) +12, Knowledge (nobility and royalty) +10, Knowledge (Tlaxan local) +8, Knowledge (religion) +10, Knowledge (dragons) +6, Listen +10, Move Silently +21, Perform (stringed) +18, Perform (dance) +18, Perform (wind instruments) +18, Profession (warsinger) +10, Profession (storyteller) +10, Sense Motive +17, Sleight of Hand +13, Swim +1, Tumble +23, Use Magic Device +10, Use Rope +15</p><p>[B]Possessions[/B] Combat gear plus [I]+1 keen rapier, +1 whip-dagger, +1 dagger, celestial armor, cloak of charisma +2, choker of eloquence, circlet of persuasion, belt of lions, hat of disguise, tunic of steady spellcasting, winged mask, boots of levitation, gloves of dexterity +6, stylus of the masterful hand, wand of know direction[/I] (40 charges), spiked gorget, light crossbow, 20 bolts, sling, 10 holy water bullets, 10 flaming oil bullets</p><p>[B]Notes[/B] [I]Lure of the Instruments[/I] – when using any of the Instruments of the Bards (Fuirmach fiddle, Doss lute, or Canaith mandolin), increase the bonus granted by the Inspire Courage ability by +2. But for each round the Instrument is played, make a Will save at DC 20 +1 per round spent playing; if the save is failed, the bard can do nothing but continue to play until the save is made.</p><p>[I]Virtuoso Performance[/I] – a virtuoso can use these performances a number of times up to their class level per day, or may expend 2 uses of bardic music for a single performance.</p><p>[I]Persuasive Song[/I] – can use Perform check in place of Diplomacy check to influence NPC attitudes in a crowd. Must play for at least 10 consecutive rounds.</p><p>[I]Sustaining Song[/I] – each round of song, allies within 30’ stabilize if dying, or gain 1 hit point if in negative hit points. Can play for up to 5 minutes.</p><p>[I]Jarring Song[/I] – Any enemy within 30’ attempting to cast a spell must make a Concentration check vs. the Perform check result or lose the spell. Can play for up to 10 rounds.[/CODE]</p></blockquote><p></p>
[QUOTE="Delemental, post: 3035502, member: 5203"] [b]Lanara Rahila[/b] Here comes the party's moral support... [CODE]LANARA RAHILA Cansin female bard 9/virtuoso 5 CG Medium humanoid (native outsider) [B]Init[/B] +6; [B]Senses [/B]darkvision 60’, Listen +10, Spot +3 [B]Languages [/B]Common, Anarchic, Elven, Goblin, Hin, Orcish --------------------------------------------------------------------- [B]AC[/B] 29, touch 14, flat-footed 20; Dodge, +2 insight bonus to AC when performing [B]hp[/B] 85 (14 HD) [B]Resist[/B] acid resistance 5, fire resistance 5 [B]Fort [/B]+7, [B]Ref [/B]+13, [B]Will [/B]+13 -------------------------------------------------------- [B]Speed[/B] 30 ft (6 squares); fly 60 ft (good) [B]Melee[/B] [I]+1 keen rapier[/I] +15/+10 (1d6+1/15-20) or [I]+1 whip-dagger[/I] +15/+10 (1d6+1/19-20) or [I]+1 dagger[/I] +15/+10 (1d4+1/19-20) or [B]Ranged [/B][I]+1 dagger[/I] +15/+10 (1d4+1/19-20) or light crossbow +14 (1d8/19-20) or sling +14 (special) [B]Base Atk[/B] +8; [B]Grp [/B]+8 [B]Atk Options[/B] Weapon Finesse [B]Special Actions[/B] bardic music 13/day – countersong, fascinate, inspire courage (+3), inspire competence, suggestion, inspire greatness (two subjects); virtuoso performance 5/day – Persuasive Song, Sustaining Song, Jarring Song [B]Combat Gear[/B] [I]Fuirmach fiddle, Doss lute, Rhingalade’s harp, mandolin of the inspiring muse, Canaith mandolin, instrument of the winds, wand of fireball[/I] (caster level 5, 22 charges), [I]wand of magic missile[/I] x2 (caster level 7 for both, 11 and 16 charges), [I]wand of sound burst[/I] (17 charges), [I]wand of summon monster I[/I] (30 charges, spiders only), [I]wand of summon monster II[/I] (34 charges), [I]wand of cure moderate wounds[/I] (50 charges) [B]Spells Known[/B] (CL 14th): [B]5th[/B] – [I]body harmonic, mass reflective disguise[/I] (DC 21, 4/day) [B]4th[/B] – [I]delver’s fortune, resonating bolt, ruin, shout[/I] (DC 20, 5/day) [B]3rd[/B] – [I]charm monster, glibness, sculpt sound, unluck[/I] (DC 19, 5/day) [B]2nd[/B] – [I]blur, hold person, invisibility, tongues[/I] (DC 18, 6/day) [B]1st[/B] – [I]comprehend language, cure light wounds, hideous laughter, inspirational boost[/I] (DC 17, 6/day) [B]0[/B] – [I]daze, light, mage hand, message, prestidigitation, summon instrument[/I] (DC 16, 6/day) [B]Spell-Like Abilities[/B] (CL 14th): 1/day [I]blindness/deafness, change self, entropic shield, protection from law[/I] 3/day [I]read magic[/I] [I]mandolin of the inspiring muse[/I] (CL 9) 1/day [I]levitate, magic circle against evil, dominate person, good hope, crushing despair[/I] [I]instrument of the winds[/I] (CL 11) 1/day [I]summon monster VI[/I] (Large air elemental) [I]Rhingalade’s harp[/I] (CL 6) 1/day [I]blink [/I]and [I]mirror image [/I](simultaneous) [I]Fuirmach fiddle[/I] (CL 3) 1/day [I]cure light wounds, mage armor, sleep[/I] [I]Doss lute[/I] (CL 5) 1/day [I]delay poison, hold person, mirror image[/I] [I]Canaith mandolin[/I] (CL 8) 1/day [I]cure serious wounds, dispel magic, summon monster III[/I] ----------------------------------------------------------- [B]Abilities [/B]Str 11, Dex 16, Con 14, Int 20, Wis 16, Cha 22 [B]SQ[/B] can use Knowledge skills untrained, Bardic Knowledge +16, Lure of the Instruments +2 [B]Feats[/B] Anarchic Bloodline, Dodge, Extra Music, Lyric Music, Mobile Spellcasting, Weapon Finesse, Whirl of Chaos [B]Skills[/B] Balance +13, Bluff +20, Concentration +16, Decipher Script +10, Diplomacy +20, Disguise +15, Escape Artist +16, Forgery +7, Gather Information +20, Hide +17, Intimidate +10, Jump +2, Knowledge (history) +12, Knowledge (nobility and royalty) +10, Knowledge (Tlaxan local) +8, Knowledge (religion) +10, Knowledge (dragons) +6, Listen +10, Move Silently +21, Perform (stringed) +18, Perform (dance) +18, Perform (wind instruments) +18, Profession (warsinger) +10, Profession (storyteller) +10, Sense Motive +17, Sleight of Hand +13, Swim +1, Tumble +23, Use Magic Device +10, Use Rope +15 [B]Possessions[/B] Combat gear plus [I]+1 keen rapier, +1 whip-dagger, +1 dagger, celestial armor, cloak of charisma +2, choker of eloquence, circlet of persuasion, belt of lions, hat of disguise, tunic of steady spellcasting, winged mask, boots of levitation, gloves of dexterity +6, stylus of the masterful hand, wand of know direction[/I] (40 charges), spiked gorget, light crossbow, 20 bolts, sling, 10 holy water bullets, 10 flaming oil bullets [B]Notes[/B] [I]Lure of the Instruments[/I] – when using any of the Instruments of the Bards (Fuirmach fiddle, Doss lute, or Canaith mandolin), increase the bonus granted by the Inspire Courage ability by +2. But for each round the Instrument is played, make a Will save at DC 20 +1 per round spent playing; if the save is failed, the bard can do nothing but continue to play until the save is made. [I]Virtuoso Performance[/I] – a virtuoso can use these performances a number of times up to their class level per day, or may expend 2 uses of bardic music for a single performance. [I]Persuasive Song[/I] – can use Perform check in place of Diplomacy check to influence NPC attitudes in a crowd. Must play for at least 10 consecutive rounds. [I]Sustaining Song[/I] – each round of song, allies within 30’ stabilize if dying, or gain 1 hit point if in negative hit points. Can play for up to 5 minutes. [I]Jarring Song[/I] – Any enemy within 30’ attempting to cast a spell must make a Concentration check vs. the Perform check result or lose the spell. Can play for up to 10 rounds.[/CODE] [/QUOTE]
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