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World's Largest Dungeon -- Closed
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<blockquote data-quote="Fenris" data-source="post: 2939293" data-attributes="member: 2820"><p>Ok Kaf, here's my submissin. She isn't quite finished. I need to finish off her equipment but you'll get the idea for her. </p><p>[CODE][B]Name:[/B] Salome</p><p>[B]Class:[/B] Bard</p><p>[B]Race:[/B] Human</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Female</p><p>[B]Alignment:[/B] Neutral</p><p>[B]Deity:[/B] </p><p></p><p>[B]Str:[/B] 10 +0 (02p.) [B]Level:[/B] 1 [B]XP:[/B] 0</p><p>[B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +0 [B]HP:[/B] 6 (1d6)</p><p>[B]Con:[/B] 10 +0 (02p.) [B]Grapple:[/B] +0 [B]Dmg Red:[/B] </p><p>[B]Int:[/B] 14 +2 (06p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] </p><p>[B]Wis:[/B] 10 +0 (02p.) [B]Init:[/B] +2 [B]Spell Save:[/B] </p><p>[B]Cha:[/B] 16 +3 (10p.) [B]ACP:[/B] -1 [B]Spell Fail:[/B] </p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +3 +0 +2 +0 +0 +0 15</p><p>[B]Touch:[/B] 12 [B]Flatfooted:[/B] 13</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +0 +0</p><p>[B]Ref:[/B] 2 +2 +4</p><p>[B]Will:[/B] 2 +0 +2</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Shortbow +2 1d6 20x3</p><p> Rapid Shot +0/+0 1d6 20x3</p><p>Rapier +0 1d6 18-20x2</p><p></p><p></p><p>[B]Languages:[/B] Common, Undercommon, Goblin, Draconic, Sylvan</p><p></p><p>[B]Abilities:[/B] 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>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></p><p>[B]Spells[/B]</p><p>Spells per day 0 level/2</p><p>Spells known: Detect Magic, Lullaby, Message, Prestidigitation, </p><p></p><p>[B]Feats:[/B] Point Blank Shot, Rapid Shot</p><p></p><p>[B]Skill Points:[/B] 36 [B]Max Ranks:[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Appraise 2 +2 +4</p><p>Bluff 4 +3 +7</p><p>Decipher Script 1 +2 +3</p><p>Diplomacy 4 +3 +7</p><p>Escape Artist 2 +2 +4</p><p>Gather Information 3 +3 +6</p><p>Kn: Nobility and Royalty 3 +2 +5</p><p>KN: History 3 +2 +5</p><p>Listen 2 +0 +2</p><p>Perform (Sing) 4 +3 +7</p><p>Sense Motive 3 +0 +3</p><p>Sleight of Hand 2 +2 +4</p><p>Speak Language 2 N/A N/A</p><p>Spellcraft 2 +2 +4 </p><p>Tumble 2 +2 +4 </p><p>Use Magical Device 1 +3 +4</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Studded Leather 25gp XXlb</p><p>Rapier 20gp XXlb</p><p>Composite Shortbow 75gp XXlb</p><p>20 arrows 1gp XXlb</p><p>Backpack</p><p>Ink 8gp</p><p>Ink pen</p><p>Parchement 10 sheets 2gp</p><p>flint and steel</p><p>5 torches</p><p>waterskin</p><p>5 days rations</p><p>Drum 5 gp</p><p>Explorer's outfit</p><p>[B]Total Weight:[/B]XXlb [B]Money:[/B] 15gp XXsp XXcp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] XXX XXX XXX XXX XXX</p><p></p><p>[B]Age:[/B] 19</p><p>[B]Height:[/B] 5'5"</p><p>[B]Weight:[/B] 110lb</p><p>[B]Eyes:[/B] Grey</p><p>[B]Hair:[/B] Black</p><p>[B]Skin:[/B] Dusky[/CODE]</p><p><strong>Appearance:</strong> Salome is a young and very attractive woman. She hails from the hot</p><p>southern lands and bears those features. She prefers loose, and brightly colored clothes</p><p> and moves with the subtle grace and provacativeness that she was trained for.</p><p></p><p><strong>Background:</strong> Salome was born in the hot, arid lands far to the south. She was born a slave.</p><p>Her early beauty saved her from a life of hard labor in the kitchens, and instead saw her trained</p><p>in the arts of dance, song and story telling. Her young life was dedicated to pleasing the court of the</p><p> Kalifate of Jarnatia. The courtly young men only saw her with lustful and covetous eyes, the older</p><p>appreciated her gift for stories, songs and dances. Her dances won her great fame in the court. What</p><p> few saw within her was the fierce spark of intelligence and the desire for freedom. Salome</p><p> used that fame to her advantage. Using all her wiles, subtlety and craftiness, she played off suitors agaisnt </p><p>each other, buying herself precious time before she was used as a gift to some young prince.</p><p></p><p>But Salome made good use of her time in court, listening carefully to other stories, the business of the merchants,</p><p>and whatever else she could learn. Finally as she approached her 18th birthday, the rumors around the court said</p><p> she was to be given as a gift to the young Prince Zalnij to the east, a cruel young man with whom the Kalifate</p><p> desired peace. Salome made up her mind and that evening stole away under the cover of darkness. She fled the</p><p> pampered prison for a new hard, but free life. She ran to the north, earning money in taverns and small fairs.</p><p>She loved her new life, although she always was wary of staying in one place too long should the prince track her down.</p><p></p><p>So she found herself in Mandala, where one Dactyl Fakim was searching for people to help him. People who needed to move.</p><p> Salome found the offer intruiging. Certainly she had begun to use a bow better, perhaps this adventure would be a good</p><p> way to learn more. In any case it was her choice to make and that made all the difference in the world.</p></blockquote><p></p>
[QUOTE="Fenris, post: 2939293, member: 2820"] Ok Kaf, here's my submissin. She isn't quite finished. I need to finish off her equipment but you'll get the idea for her. [CODE][B]Name:[/B] Salome [B]Class:[/B] Bard [B]Race:[/B] Human [B]Size:[/B] Medium [B]Gender:[/B] Female [B]Alignment:[/B] Neutral [B]Deity:[/B] [B]Str:[/B] 10 +0 (02p.) [B]Level:[/B] 1 [B]XP:[/B] 0 [B]Dex:[/B] 14 +2 (06p.) [B]BAB:[/B] +0 [B]HP:[/B] 6 (1d6) [B]Con:[/B] 10 +0 (02p.) [B]Grapple:[/B] +0 [B]Dmg Red:[/B] [B]Int:[/B] 14 +2 (06p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] [B]Wis:[/B] 10 +0 (02p.) [B]Init:[/B] +2 [B]Spell Save:[/B] [B]Cha:[/B] 16 +3 (10p.) [B]ACP:[/B] -1 [B]Spell Fail:[/B] [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +3 +0 +2 +0 +0 +0 15 [B]Touch:[/B] 12 [B]Flatfooted:[/B] 13 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 0 +0 +0 [B]Ref:[/B] 2 +2 +4 [B]Will:[/B] 2 +0 +2 [B]Weapon Attack Damage Critical[/B] Shortbow +2 1d6 20x3 Rapid Shot +0/+0 1d6 20x3 Rapier +0 1d6 18-20x2 [B]Languages:[/B] Common, Undercommon, Goblin, Draconic, Sylvan [B]Abilities:[/B] 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). 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. [B]Spells[/B] Spells per day 0 level/2 Spells known: Detect Magic, Lullaby, Message, Prestidigitation, [B]Feats:[/B] Point Blank Shot, Rapid Shot [B]Skill Points:[/B] 36 [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Appraise 2 +2 +4 Bluff 4 +3 +7 Decipher Script 1 +2 +3 Diplomacy 4 +3 +7 Escape Artist 2 +2 +4 Gather Information 3 +3 +6 Kn: Nobility and Royalty 3 +2 +5 KN: History 3 +2 +5 Listen 2 +0 +2 Perform (Sing) 4 +3 +7 Sense Motive 3 +0 +3 Sleight of Hand 2 +2 +4 Speak Language 2 N/A N/A Spellcraft 2 +2 +4 Tumble 2 +2 +4 Use Magical Device 1 +3 +4 [B]Equipment: Cost Weight[/B] Studded Leather 25gp XXlb Rapier 20gp XXlb Composite Shortbow 75gp XXlb 20 arrows 1gp XXlb Backpack Ink 8gp Ink pen Parchement 10 sheets 2gp flint and steel 5 torches waterskin 5 days rations Drum 5 gp Explorer's outfit [B]Total Weight:[/B]XXlb [B]Money:[/B] 15gp XXsp XXcp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] XXX XXX XXX XXX XXX [B]Age:[/B] 19 [B]Height:[/B] 5'5" [B]Weight:[/B] 110lb [B]Eyes:[/B] Grey [B]Hair:[/B] Black [B]Skin:[/B] Dusky[/CODE] [B]Appearance:[/B] Salome is a young and very attractive woman. She hails from the hot southern lands and bears those features. She prefers loose, and brightly colored clothes and moves with the subtle grace and provacativeness that she was trained for. [B]Background:[/B] Salome was born in the hot, arid lands far to the south. She was born a slave. Her early beauty saved her from a life of hard labor in the kitchens, and instead saw her trained in the arts of dance, song and story telling. Her young life was dedicated to pleasing the court of the Kalifate of Jarnatia. The courtly young men only saw her with lustful and covetous eyes, the older appreciated her gift for stories, songs and dances. Her dances won her great fame in the court. What few saw within her was the fierce spark of intelligence and the desire for freedom. Salome used that fame to her advantage. Using all her wiles, subtlety and craftiness, she played off suitors agaisnt each other, buying herself precious time before she was used as a gift to some young prince. But Salome made good use of her time in court, listening carefully to other stories, the business of the merchants, and whatever else she could learn. Finally as she approached her 18th birthday, the rumors around the court said she was to be given as a gift to the young Prince Zalnij to the east, a cruel young man with whom the Kalifate desired peace. Salome made up her mind and that evening stole away under the cover of darkness. She fled the pampered prison for a new hard, but free life. She ran to the north, earning money in taverns and small fairs. She loved her new life, although she always was wary of staying in one place too long should the prince track her down. So she found herself in Mandala, where one Dactyl Fakim was searching for people to help him. People who needed to move. Salome found the offer intruiging. Certainly she had begun to use a bow better, perhaps this adventure would be a good way to learn more. In any case it was her choice to make and that made all the difference in the world. [/QUOTE]
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