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The Drow War - Character Thread
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<blockquote data-quote="Voadam" data-source="post: 2282255" data-attributes="member: 2209"><p>Enthalus Moonwillow, male elven bard 2</p><p></p><p>Sign of the delver, interested in lore, exploring, and finding and figuring things out. An adventurous, inquisitive soul.</p><p></p><p>Str 8</p><p>Dex 17</p><p>Con 11</p><p>Int 10</p><p>Wis 11</p><p>Cha 17</p><p>alignment CG</p><p></p><p>hp 10</p><p>AC 17 (+3 armor, +1 shield, +3 dex)</p><p>Init +7</p><p>BAB +1</p><p>Grapple +1</p><p>melee +0 long sword d8-1 19-20</p><p>ranged +4 short bow d6x3 60' increment</p><p></p><p>F +0, R +6, W+3</p><p></p><p>Feats</p><p>Improved Initiative</p><p></p><p>Skills</p><p>Bluff +8 (5 ranks, +3 charisma)</p><p>Diplomacy +12 (5 ranks, +3 charisma +4 synergy)</p><p>Perform +8 (5 ranks, +3 dex)</p><p>Sense Motive +5 (5 ranks)</p><p>Tumble +6 (4 ranks, +3 dex, -1 armor check)</p><p>Knowledge history +5 (5 ranks)</p><p>speak language (1 rank)</p><p></p><p>Languages: elven, common, goblin</p><p></p><p>Spells</p><p></p><p>per day 0/3, 1/1</p><p></p><p>known</p><p>0/5 light, detect magic, mage hand, prestigitation, read magic</p><p>1/2 comprehend languages, cure light wounds</p><p></p><p>Descriptions</p><p>0[SBLOCK]</p><p>Detect Magic</p><p>Divination</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: Cone-shaped emanation</p><p>Duration: Concentration, up to 1 min./level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.</p><p>1st Round: Presence or absence of magical auras.</p><p>2nd Round: Number of different magical auras and the power of the most potent aura.</p><p>3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)</p><p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.</p><p>Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.</p><p> ————————— Aura Power —————————</p><p>Spell or Object Faint Moderate Strong Overwhelming</p><p>Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)</p><p>Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)</p><p>Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><p>Original Strength Duration of Lingering Aura</p><p>Faint 1d6 rounds</p><p>Moderate 1d6 minutes</p><p>Strong 1d6x10 minutes</p><p>Overwhelming 1d6 days</p><p>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.</p><p>Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p>Detect magic can be made permanent with a permanency spell.</p><p></p><p>Light</p><p>Evocation [Light]</p><p>Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0</p><p>Components: V, M/DF</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Object touched</p><p>Duration: 10 min./level (D)</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.</p><p>A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.</p><p>Arcane Material Component: A firefly or a piece of phosphorescent moss.</p><p></p><p>Mage Hand</p><p>Transmutation</p><p>Level: Brd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One nonmagical, unattended object weighing up to 5 lb.</p><p>Duration: Concentration</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.</p><p></p><p>Prestidigitation</p><p>Universal</p><p>Level: Brd 0, Sor/Wiz 0</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 10 ft.</p><p>Target, Effect, or Area: See text</p><p>Duration: 1 hour</p><p>Saving Throw: See text</p><p>Spell Resistance: No</p><p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.</p><p></p><p>Read Magic</p><p>Divination</p><p>Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0</p><p>Components: V, S, F</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 min./level</p><p>By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).</p><p>Read magic can be made permanent with a permanency spell.</p><p>Focus: A clear crystal or mineral prism.</p><p>[/SBLOCK]</p><p></p><p>1 [SBLOCK]</p><p>Comprehend Languages</p><p>Divination</p><p>Level: Brd 1, Clr 1, Sor/Wiz 1</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 min./level</p><p>You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.</p><p>Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.</p><p>Comprehend languages can be made permanent with a permanency spell.</p><p>Arcane Material Component: A pinch of soot and a few grains of salt.</p><p></p><p>Cure Light Wounds</p><p>Conjuration (Healing)</p><p>Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: Creature touched</p><p>Duration: Instantaneous</p><p>Saving Throw: Will half (harmless); see text</p><p>Spell Resistance: Yes (harmless); see text</p><p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).</p><p>Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/SBLOCK]</p><p></p><p>5% arcane spell failure from light wooden shield.</p><p></p><p>Equip</p><p>Studded leather 25 gp</p><p>Light wooden shield</p><p>shortbow and 20 arrows 31gp</p><p>short sword 10gp</p><p>Longsword</p><p>backpack 2 gp</p><p>bedroll 1sp</p><p>rope silk 10 gp</p><p>10 days rations 5 gp</p><p>16 gp 9 sp</p><p></p><p>Elf Traits</p><p>[SBLOCK]</p><p>• +2 Dexterity, –2 Constitution.</p><p>• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.</p><p>• Elf base land speed is 30 feet.</p><p>• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>• Low-Light Vision: An 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.</p><p>• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</p><p>• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.</p><p>• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.</p><p>• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.[/SBLOCK]</p><p></p><p>Bard Powers</p><p>Bardic knowledge +4</p><p>Bardic music 2/day</p><p>[SBLOCK]Weapon and Armor Proficiency: A bard is proficient with 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. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p><p></p><p>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.)</p><p>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.</p><p></p><p>DC Type of Knowledge</p><p>10 Common, known by at least a substantial minority drinking; common legends of the local population.</p><p>20 Uncommon but available, known by only a few people legends.</p><p>25 Obscure, known by few, hard to come by.</p><p>30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.</p><p></p><p>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). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.</p><p>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), or activate magic items by magic word (such as wands). 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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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]</p></blockquote><p></p>
[QUOTE="Voadam, post: 2282255, member: 2209"] Enthalus Moonwillow, male elven bard 2 Sign of the delver, interested in lore, exploring, and finding and figuring things out. An adventurous, inquisitive soul. Str 8 Dex 17 Con 11 Int 10 Wis 11 Cha 17 alignment CG hp 10 AC 17 (+3 armor, +1 shield, +3 dex) Init +7 BAB +1 Grapple +1 melee +0 long sword d8-1 19-20 ranged +4 short bow d6x3 60' increment F +0, R +6, W+3 Feats Improved Initiative Skills Bluff +8 (5 ranks, +3 charisma) Diplomacy +12 (5 ranks, +3 charisma +4 synergy) Perform +8 (5 ranks, +3 dex) Sense Motive +5 (5 ranks) Tumble +6 (4 ranks, +3 dex, -1 armor check) Knowledge history +5 (5 ranks) speak language (1 rank) Languages: elven, common, goblin Spells per day 0/3, 1/1 known 0/5 light, detect magic, mage hand, prestigitation, read magic 1/2 comprehend languages, cure light wounds Descriptions 0[SBLOCK] Detect Magic Divination Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. ————————— Aura Power ————————— Spell or Object Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Light Evocation [Light] Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component: A firefly or a piece of phosphorescent moss. Mage Hand Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Prestidigitation Universal Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Read Magic Divination Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism. [/SBLOCK] 1 [SBLOCK] Comprehend Languages Divination Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Arcane Material Component: A pinch of soot and a few grains of salt. Cure Light Wounds Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.[/SBLOCK] 5% arcane spell failure from light wooden shield. Equip Studded leather 25 gp Light wooden shield shortbow and 20 arrows 31gp short sword 10gp Longsword backpack 2 gp bedroll 1sp rope silk 10 gp 10 days rations 5 gp 16 gp 9 sp Elf Traits [SBLOCK] • +2 Dexterity, –2 Constitution. • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. • Elf base land speed is 30 feet. • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. • Low-Light Vision: An 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. • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. • Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.[/SBLOCK] Bard Powers Bardic knowledge +4 Bardic music 2/day [SBLOCK]Weapon and Armor Proficiency: A bard is proficient with 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. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. 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. DC Type of Knowledge 10 Common, known by at least a substantial minority drinking; common legends of the local population. 20 Uncommon but available, known by only a few people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. 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). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. 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), or activate magic items by magic word (such as wands). 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] [/QUOTE]
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