Application
I put together the character but things surrounding his faith is still unclear. The background isn't that fleshed out either. AND, I used quite few non-SRD feats for you to review.
I kicked in a level of bard along with a stacking feat to go with supporting role of a healer.
[sblock=Winter]
[sblock=Background]
[FONT="]My first memory is of the frozen peaks, the gigantic mountains of the north. It’s of the cold winds and misty valleys, and like the mist the memories are fleeting and filled with uncertainty. [/FONT]
[FONT="]When I opened my eyes the sun shone through the puffy clouds and right into my eyes. It hurt. The people who had found me though, they thought I was dying from a cold. My pale, cold skin and dizziness made them rush to the Vashtis for learned help. [/FONT]
[FONT="]The following days saw the smiling face of the old Vashti in my room several times. The kind woman nursed me back to health with a few meals and one or two kind words. I didn’t have a cold, I was simply
cold.
[/FONT]
[FONT="]They called me
Winter. [/FONT]
[FONT="]The Vashti thought I must have bumped my head or something, my memories were blurry. I started a new life at their monastery. Reading and contemplation stood in focus. I had an affinity for languages and studied those along with the craft of healing. My nimble fingers and quick mind made me a fast student. At first I was shy and uncertain; the books became my sole companions. [/FONT]
[FONT="]I found my purpose in traveling the countryside and helping the helpless. A curiosity awakened within me and I began to overcome my shyness. The nights went by with the soft tune of my flute. The peculiar rapier that had been found nearby me were probably not enough to discourage any bandits I encountered, but I had learned to say what people wanted to hear. That doesn’t mean I never got robbed, actually I had to go hungry for a lot of the time. Most villagers were happy to help me out though and I helped them in turn.[/FONT]
[FONT="]When the letter of the Vashtis passing got to me, I felt all alone again. Uncertain and unfamiliar I traveled back to pay my respects. [/FONT]
[/sblock]
[sblock=Description]
[FONT="]Winter is a young man with pale complexion and icy blue eyes. He is thin and somewhat frail. His hair is almost silvery. He is only slightly above 5ft and could easily be taken for a teenager. [/FONT]
[FONT="]
He is most often seen with wide beige robes over his shadowy armor, he has a sack slung over his shoulders with nightly necessities. Covered with simple silk scarves is his rapier. The rapier is set with silver and inlaid with pale pink gems. [/FONT]
[/sblock]
[sblock=Character Stats]
[FONT="]Human [/FONT][FONT="](Thell) [/FONT]Bard[FONT="] 1/ [/FONT]Mystic[FONT="](Cloistered Cleric) [/FONT][FONT="]2[/FONT]
[FONT="]Feats[/FONT]
[FONT="][H]: Nymph's Kiss[/FONT]
[FONT="][1]: Winter’s Heart1[/FONT]
[FONT="][3]: Divine Inspiration
[X]: Healing Devotion (Free, giving up the domain)
[X]: Knowledge Devotion (Free, giving up the domain)
[X]: Improved Initiative (Granted Power of the Time domain)[/FONT]
[FONT="]([6]: Sacred Healing)[/FONT]
[FONT="]([9]: Touch of Healing)[/FONT]
[FONT="]1[/FONT][FONT="]: A feat I made myself, listed hereunder.[/FONT]
[FONT="]Abilities[/FONT]
[FONT="]Strength 08[/FONT]
[FONT="]Dexterity 14[/FONT]
[FONT="]Constitution 10[/FONT]
[FONT="]Intelligence 14[/FONT]
[FONT="]Wisdom 14[/FONT]
[FONT="]Charisma 15[/FONT]
[FONT="]Domains[/FONT]
[FONT="]Healing[/FONT][FONT="], Time and Knowledge[/FONT]
[FONT="]Time Domain
[/FONT][FONT="]Granted Power: [/FONT] [FONT="]Free Improved Initiative feat[/FONT]
[FONT="]1: True Strike[/FONT]
[FONT="]2: Gentle repose[/FONT]
[FONT="]3: Haste[/FONT]
[FONT="]4: Freedom of movement[/FONT]
[FONT="]5: Permanency[/FONT]
[FONT="]Class Features[/FONT]
[FONT="]Bardic Music: [/FONT] [FONT="]3/day[/FONT]
[FONT="]Turn Attempts: [/FONT] [FONT="]5/day (3+CHA)
[/FONT][FONT="][+2 to Turn checks for Knowledge (Religion)>5][/FONT]
[FONT="]Lore:[/FONT] [FONT="] +7[/FONT]
[FONT="][+3 Level, +2 Int Mod, +2 Knowledge (History) Ranks >5][/FONT]
[FONT="]Countersong (Su): [/FONT] [FONT="]Counter magical effects based on sound.Each round, can take a Perform check to affect all creatures within 30ft that are affected by a sonic or language-dependent magical attack to use the Perform check result instead of its saving throw. If any within 30ft is already under the effects of a magical attack they gain a new save, but have to use the Perform check result. This song can be sued for 10 rounds.[/FONT][FONT="]
Fascinate (Sp): [/FONT][FONT="]Any creature paying attention to the bard within 90ft can be affected if they see the bard. Danger prevents the fascination from working. The number of maximum targets are equal to 1+(level/3).[/FONT][FONT="]The Perform skill check sets the DC of the affected creatures Will save. Succeeding means that the creature is immune for 24 hours. If the save fails, the creature sits quietly and listens without taking any other actions for 1r/level, assuming the Bard continues to play. A fascinated creature takes a -4 penalty on Listen and Spot checks. A threat against the target requires the bard to make another Perform check against the targets new save. An obvious threat breaks the effect. Fascinate is an enchantment (compulsion) mind-affecting ability. [/FONT][FONT="]
Inspire Courage (Su): [/FONT][FONT="]To be affected, you must hear the bard play and effect will last for so long+5 rounds thereafter. An affected ally receives +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire Courage is a mind-affecting ability.[/FONT][FONT="]
Inspire Competence (Su): [/FONT][FONT="]Target must be an ally within 30ft; the target and the bard must see and hear each other. The ally gets a +2 competence bonus on a skill check for as long as the Bard plays for a maximum of 2 minutes. Inspire Competence is a mind-affecting ability. [/FONT]
[FONT="]Saves Total Base Ability Misc.[/FONT]
[FONT="]Fortitude +4 3 1[/FONT]
[FONT="]Reflex +4 2 2[/FONT]
[FONT="]Will +7 2 5[/FONT]
[FONT="]HP: 19+2d6[/FONT]
[FONT="]AC: 16, touch: 12, flat-footed 14
[/FONT][FONT="][+2dex+4armor][/FONT]
[FONT="]
Skills (60) Modifier Ability Ranks Misc.[/FONT]
[FONT="]Speak Language 6
Heal +10 2 6 2[/FONT]
[FONT="]Concentration +6 6[/FONT]
[FONT="]Perform (flute) +12 2 6 4
Knowledge (Religion) +8 2 6
Knowledge (Arcana) +8 2 6
Knowledge (Local) +8 2 6
Knowledge (History) +8 2 6[/FONT]
[FONT="]Knowledge (Nature) +8 2 6
Diplomacy +12 2 6 4[/FONT]
[FONT="]Hide +3 2 1
Move Silently +3 2 1[/FONT]
[FONT="]
Profession (weaving) +4 2 2[/FONT]
[/sblock]
[sblock=Equipment]
[FONT="]Equipment Price Weight[/FONT]
[FONT="]MW[/FONT][FONT="] Silver Flute [/FONT][FONT="]10000Y 3lb
MW Diplomacy Tool ([/FONT][FONT="]Stylish Scarf[/FONT][FONT="]) 5000Y 1lb[/FONT]
[FONT="]MW[/FONT][FONT="] Rapier ([/FONT][FONT="]Road to the Dawn[/FONT][FONT="]) 30200Y 2lb[/FONT]
Darkweave Twisted Silk 50000Y15lb
MW Dastanas 17500Y 5lb
Spell Component Pouch 500Y 2lb
Bedroll 10Y 5lb
Mirror, small steel 1000Y 1/2lb
Pouch, belt 100Y 1/2lb
Pouch, belt 100Y 1/2lb
Sack 10Y 1/2lb
Waterskin 100Y 4lb
Vial (empty) 100Y 1/10lb
Vial (empty) 100Y 1/10lb
Scroll case 100Y 1lb
Silk rope (50ft) 1000gp 5lb
Silent shoes 1000gp 1lb
Monk’s outfit 500Y 2lb
Traveler’s outfit 100Y 5lb
Healer's Kit 5000Y 1lb
Bell 100Y -
Flint and steel 100Y -
Ink 800Y -
Inkpen 10Y -
Sewing needle 50Y -
Candles (10) 10Y -
Parchemnt (10) 20Y -
[FONT="] Total 104410Y 41.2lb[/FONT]
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[sblock=Equipment and Feats from non SRD-sources]
Dastana (Armsp15)
This pair of metal bracers can be worn in addition to some of the other types of armor to provide an additional armor bonus that stacks with both the foundation armor and any shield worn. You can wear Dastana with padded, leather or chain shirt armor. You need the Armor Proficiency (light) feat to wear Dastana without penalty.
Armor Maximum Check Arcane
Bonus Dexterity Penalty Spell Failure Weight
+1 -1 5% 5lbs
[25gp]
Silent Shoes (Arms p24)
These are soft, padded shoes that absorb sound effectively. Despite the padding, the soles are made from tough, stretchy leather that hold up to abuse. They grant +1 circumstance bonus to Move Silently checks.
[10gp]
Darkweave (Eb p121)
Dark cloth that magically includes strands of shadow.
Clothes made with Darkweave grant a +1 Circumstance bonus on Hide checks.
[+100gp]
Twisted Silk (DR348 p87)
Rare and valuable, twisted silk armor uses silk wound around strands of mithral to generate protection with very little weight. It superficially resembles a very well made form of padded armor but offers much greater defense. The silk keeps it silent and the twisted strands are surprisingly durable.
Armor Maximum Check Arcane
Bonus Dexterity Penalty Spell Failure Weight
+3 +7 0 5% 15lbs
[400gp]
NYMPH’S KISS [EXALTED]
You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Benefit: Fey creatures regard you as though you were fey. You gain a +2 circumstance bonus on all Charisma-related checks, and a +1 bonus on all saving throws against spells and spell-like abilities. Starting with the level when you take this feat, you gain 1 extra skill point per level.
SACRED HEALING [DIVINE]
You can channel positive energy to grant nearby living creatures the ability to recover from their wounds quickly.
Prerequisite: Heal 8 ranks, ability to turn undead
Benefit: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60ft-burst. The fast healing lasts for a number of rounds equal to 1 + your Cha mofidier.
DIVINE INSPIRATION [GENERAL]
Prerequisite: Ability to Turn Undead, Bardic Music class ability
Benefit: Your Bard and Cleric levels stack to determine what Bardic Music abilities are available to you. Perform is also always a Class skill for you.
WINTER’S HEART [HERITAGE]
You are born with the touch of cold, spirits of winter in your lineage coming to the surface.
Benefit: You receive a+1 racial bonus to Fortitude saves, Cold Resistance 1 and +4 bonus to Fortitude saves to avoid damage from cold weather.
Special: Can only be chosen by 1st level characters.
HEALING DEVOTION [DOMAIN]
You can heal damage faster than normal.
Benefit: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute.
You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).
Special: As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
KNOWLEDGE DEVOTION [DOMAIN]
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite: Knowledge (any) 5 ranks.
Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill.
You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table.
[FONT="]Check Bonus [/FONT]
[FONT="]Result [/FONT]
[FONT="]Bonus Granted[/FONT]
[FONT="]<15 [/FONT]
[FONT="]+1[/FONT]
[FONT="]16-25 [/FONT]
[FONT="]+2 [/FONT]
[FONT="]26-30 [/FONT]
[FONT="]+3 [/FONT]
[FONT="]31-35 [/FONT]
[FONT="]+4 [/FONT]
TOUCH OF HEALING [RESERVE]
You can channel divine energy into healing with a touch.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells.
[FONT="]As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.[/FONT]
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