Drinking & Dragons

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{{13thIcon|Archmage|25}} (Conflicted) | {{13thIcon|Diabolist|25}} (Positive) | {{13thIcon|HighDruid|25}} (Negative) | {{13thIcon|PrinceOfShadows|25}} (Conflicted)
{{13thIcon|Archmage|25}} (Conflicted) | {{13thIcon|Diabolist|25}} (Positive) | {{13thIcon|HighDruid|25}} (Negative) | {{13thIcon|PrinceOfShadows|25}} (Conflicted)


Fighter {{#vardefine:level|3}}{{#var:level}}<br>
Bard {{#vardefine:level|3}}{{#var:level}}<br>
Dwarf Female<br>
Gnome Female<br>
'''Abilities'''  Str 18 {{#vardefine:str|4}}{{#var:str}} | Dex 16 {{#vardefine:dex|3}}{{#var:dex}} | Con 14 {{#vardefine:con|2}}{{#var:con}} | Int 10 {{#vardefine:int|0}}{{#var:int}} | Wis 8 {{#vardefine:wis|-1}}{{#var:wis}} | Cha 12 {{#vardefine:cha|1}}{{#var:cha}}<br>
'''Abilities'''  Str 8 {{#vardefine:str|-1}}{{#var:str}} | Dex 16 {{#vardefine:dex|3}}{{#var:dex}} | Con 10 {{#vardefine:con|0}}{{#var:con}} | Int 12 {{#vardefine:int|1}}{{#var:int}} | Wis 10 {{#vardefine:wis|0}}{{#var:wis}} | Cha 18 {{#vardefine:cha|4}}{{#var:cha}}<br>
'''Initiative:''' {{#expr:{{#var:dex}}+{{#var:level}}}} ''(Dex + Level)''
'''Initiative:''' {{#expr:{{#var:dex}}+{{#var:level}}}} ''(Dex + Level)''
;That's Your Best Shot? (Racial Power)
;Confounding (Racial Power)
: Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!
: Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.


:Note that you can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet to sneer at their attack and recover.
;Minor Illusions (Racial Power)
: As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.


== Defense ==
== Defense ==
'''HP:''' {{#expr:(8+{{#var:con}})*5 }} ''([8+Con]*5)'' '''Staggered:''' 25<br>
'''HP:''' {{#expr:(7+{{#var:con}})*5 }} ''([7+Con]*5)'' '''Staggered:''' 17<br>
'''Recoveries:''' 9 ''(3d10[16]+Con[2]), 18 average''
'''Recoveries:''' 8 ''(3d8[13]+Con[0]), 13 average''


'''AC:''' {{#expr:(15 + {{#var:con}} +{{#var:level}})}} ''(15 + middle mod of Con/Dex/Wis [2/3/-1] + Level) [+1 with shield]'' <br>
'''AC:''' {{#expr:(12 + {{#var:con}} +{{#var:level}})}} ''(12 + middle mod of Con/Dex/Wis [0/2/0] + Level) '' <br>
'''Physical Defense:''' {{#expr:(10 + {{#var:dex}} +{{#var:level}} )}} ''(10 + middle mod of Str/Con/Dex [4/2/3]  + Level)''<br>
'''Physical Defense:''' {{#expr:(10 + {{#var:con}} +{{#var:level}} )}} ''(10 + middle mod of Str/Con/Dex [-1/0/2]  + Level)''<br>
'''Mental Defense:''' {{#expr:(10 + {{#var:int}} +{{#var:level}})}} ''(10 + middle mod of Int/Wis/Cha [0/-1/1] + Level) [+1 if wearing scarf]''<br>
'''Mental Defense:''' {{#expr:(11 + {{#var:int}} +{{#var:level}})}} ''(11 + middle mod of Int/Wis/Cha [1/0/4] + Level) ''<br>
'''Disengage:''' +0
'''Disengage:''' +0


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| valign="top" width="20%" |
| valign="top" width="20%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Melee Attack
     |Name=Flexible Melee Attack
     |Type=Indigo Scarf-Sword
     |Type=Spannermajigger
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Effect=
     |Effect=
     |Target=One enemy
     |Target=One enemy
     |Attack=+{{#expr:({{#var:level}} + {{#var:str}} +1)}} vs. AC
     |Attack=+{{#expr:({{#var:level}} + {{#var:dex}} )}} vs. AC
     |Hit={{#var:level}}d8 + {{#expr:({{#var:str}} +1)}}
     |Hit={{#var:level}}d6 + {{#expr:({{#var:dex}} )}}
     |Miss= {{#var:level}}
     |Miss= {{#var:level}}
     }}
     }}
| valign="top" width="20%" |
| valign="top" width="20%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Melee Attack
     |Name= Flexible Melee Attack
     |Type=Warhammer
     |Type=Dagger
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Effect=
     |Effect=
     |Target=One enemy
     |Target=One enemy
     |Attack=+{{#expr:({{#var:level}} + {{#var:str}})}} vs. AC
     |Attack=+{{#expr:({{#var:level}} + {{#var:dex}})}} vs. AC
     |Hit={{#var:level}}d8 + {{#expr:({{#var:str}})}}
     |Hit={{#var:level}}d4 + {{#expr:({{#var:dex}})}}
     |Miss= {{#var:level}}
     |Miss= {{#var:level}}
     }}
     }}
| valign="top" width="20%" |
| valign="top" width="20%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Melee Attack
     |Name=Ranged Attack
     |Type=Dragon-bone sword
     |Type=Dagger
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Effect=
     |Effect=
     |Target=One enemy
     |Target=One nearby enemy
     |Attack=+{{#expr:({{#var:level}} + {{#var:str}})}} vs. AC
     |Attack=+{{#expr:({{#var:level}} + {{#var:dex}})}} vs. AC
     |Hit={{#var:level}}d8 + {{#expr:({{#var:str}})}}
     |Hit={{#var:level}}d4 + {{#expr:({{#var:dex}})}}
     |Miss= {{#var:level}}
     |Miss= &mdash;
    }}
| valign="top" width="20%" |
{{:13thAge:Power
    |Name=Melee Attack
    |Type=Handaxe
    |Freq=At-Will
    |Recharge=
    |Effect=
    |Target=One enemy
    |Attack=+{{#expr:({{#var:level}} + {{#var:str}})}} vs. AC
    |Hit={{#var:level}}d6 + {{#expr:({{#var:str}})}}
    |Miss= {{#var:level}}
     }}
     }}
| valign="top" width="20%" |
| valign="top" width="20%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Ranged Attack
     |Name=Ranged Attack
     |Type=Javelin
     |Type=Light Crossbow
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Effect=
     |Effect=
     |Target=One nearby enemy
     |Target=One far away enemy
     |Attack=+{{#expr:({{#var:level}} + {{#var:dex}})}} vs. AC
     |Attack=+{{#expr:({{#var:level}} + {{#var:dex}})}} vs. AC
     |Hit={{#var:level}}d8 + {{#expr:({{#var:dex}})}}
     |Hit={{#var:level}}d6 + {{#expr:({{#var:dex}})}}
     |Miss= &mdash;
     |Miss= &mdash;
     }}
     }}
| valign="top" |
|}
|}
== Class Features ==
== Class Features ==
=== Extra Tough ===
=== Bardic Songs ===
You start with nine recoveries instead of the usual eight.
Bardic songs last for one or more rounds and end with a final verse that carries a big payoff. Although magical, bardic songs don’t count as spells; they don’t force the bard to suffer opportunity attacks from engaged enemies, and they can’t be canceled by effects that can cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song.
=== Threatening ({{#var:dex}})===
 
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity or Constitution modifier, whichever is higher.
Each song specifies what type of action starts it. To sustain it during the next round, it requires an action and a d20 check against its sustain target. If successful, the song can continue with its sustained effect for that round. (The next round will require another sustain check.) If your attempt to sustain a song fails, the song’s final verse effect resolves immediately, and then the song’s power ends. You can start another song on your next round.
 
You don’t have to try to sustain the song at the start of your turn. If you choose not to sustain a song, its effects end immediately and you choose whether to use the song’s final verse effect in the current round or to start a new song. You can’t do both.
 
Some songs have an immediate effect that happens each time you start or sustain the song. Others have effects that continue throughout the entire round.
 
Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song stopped this way prevents you from getting the final verse effect.
 
You can only sing one bardic song at a time. If you are singing a song (or spend an action to try to sustain a song), you can’t start another song that round.
 
Bardic songs are loud, and cancel any of stealth effects you may have.
 
=== Battle Cries ===
Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack’s natural result, sometimes whether or not the attack hits.
 
Bonuses provided by battle cries can help a bard’s allies but not the bard.
 
=== Spellcasting ===
Bards use arcane spells that function like those of other spell-casting classes. Some spells are daily, some recharge, and others are at-will.
 
Unlike most character classes, bards use two different ability scores for their attacks. Their melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma.
 
== Talents ==
=== Jack of Spells (Wizard) ===
Choose another spell-casting character class. You can choose one spell from the spell list (but not the talent list) of that class, of your own level or lower, as an extra spell you know how to cast. You can even take its feats up to your tier, if it has any. You may only choose from the spell list—not from talents.


The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.
This spell is a bonus spell, not included in your bard class count.


== Class Talents ==
=== Loremaster (B,C) ===
=== Cleave ===
*Take two additional points of backgrounds; you can use these additional points to raise a background that has something to do with religion, mythology, or history up to the usually impossible rating of +6.
Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp.
*Take a single point of relationship with an icon. Add the point to a relationship you already have up to your normal maximum, or start a new one—positive, conflicted, or negative.
=== Counter-Attack ===
Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing full damage against that enemy as a free action. (The attack can’t use any limited abilities or flexible attack maneuvers.)
=== Skilled Intercept ===
Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from up to two enemies to move and intercept the attack. If you are engaged with more than two enemies, the others can take opportunity attacks against you.


The moving enemy makes its attack with you as a target instead. If you’re wearing heavy armor and the attack hits, you only take half damage.
=== Spellsinger ===
You cannot take this talent if you have taken the Battle Skald talent.


You can choose an extra bardic song or bard spell at the highest level you know.


== Feats ==
== Feats ==
=== Counter Attack (Talent): Adventurer ===
=== Ritual Casting (General): Adventurer ===
Your Counter-Attack attack now deals full damage.
You can cast any spells you know as rituals.
=== Deadly Assault (Maneuver): Adventurer ===
=== Jack of Spells (Talent): Adventurer ===
Now you can reroll both 1s and 2s with deadly assault.
You can use your Charisma as the ability score that provides spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged.
=== Skilled Intercept (Talent): Adventurer ===
You can pop free from up to two enemies when using Skilled Intercept.


== Maneuvers ==
If the spell is a wizard spell, you also gain three cantrips of your choice from the wizard. You can cast them like a wizard who lacks the Cantrip Mastery talent.
=== Any ===
 
If you choose a spell from the sorcerer class, you also gain the sorcerer’s dancing lights class feature.
=== Vicious Mockery (Spell): Adventurer ===
On a hit, the effect that damages the target when it misses is now save ends.
 
== Battle Cries ==
=== Any hit ===
{|
{|
| valign="top" width="33%" |
| valign="top" width="33%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Hack and Slash
     |Name=TAKE HEART!
     |Type=Flexible Melee Attack
     |Type=Flexible Melee Attack
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Trigger=Any natural even roll, when the escalation die is 2+
     |Trigger=Any hit
     |Effect=Make another melee weapon attack against a different target.
     |Effect=Choose a nearby ally. That ally can either roll a save against a save ends effect or roll a normal save against a condition that has a duration that lasts until the end or beginning of a turn.
     |Target=
     |Target=
     |Attack=
     |Attack=
     |Hit=
     |Hit=
     |Miss=  
     |Miss=  
     |Special=You can use this maneuver only once per round.
     |Special=
     }}
     }}
| valign="top"|
| valign="top" |
|}
|}
=== Hit ===
=== Natural 11+ ===
{|
{|
| valign="top" width="33%" |
| valign="top" width="33%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Deadly Assault
     |Name=PULL IT TOGETHER!
     |Type=Flexible Melee or Ranged Attack
     |Type=Flexible Melee Attack
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Trigger=Any natural even hit
     |Trigger=Any natural roll of 11+
     |Effect=Reroll any 1s or 2s from your damage roll. You’re stuck with the rerolls.
     |Effect=One nearby ally can heal using a recovery.
     |Target=
     |Target=
     |Attack=
     |Attack=
     |Hit=
     |Hit=
     |Miss=  
     |Miss=  
     |Special=
     |Special=Use only twice per battle
     }}
     }}
| valign="top" |
| valign="top" |
|}
|}
 
=== Is Even ===
=== Miss ===
{|
{|
| valign="top" width="33%" |
| valign="top" width="33%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Brace for It
     |Name=MOVE IT!
     |Type=Flexible Melee Attack
     |Type=Flexible Melee Attack
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Trigger=Any miss
     |Trigger=Natural even roll
     |Effect=Until the end of your next turn, the first critical hit you take from a melee attack becomes a normal hit instead.
     |Effect=Choose either; [1] One of your unengaged allies can move as a free action; OR [2] One of your engaged allies can make a disengage check as a free action.
     |Target=
     |Target=
     |Attack=
     |Attack=
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     |Miss=  
     |Miss=  
     |Special=
     |Special=
    }}
| valign="top" |
|}
== Spells ==
=== At-will ===
{|
| valign="top" width="33%" |
{{:13thAge:Power
    |Name=Battle Chant
    |Type=Ranged Spell
    |Freq=At-Will
    |Recharge=
    |Trigger=
    |Effect=
    |Target= One nearby enemy
    |Attack= + {{#expr:({{#var:level}} + {{#var:cha}})}} vs. MD
    |Hit= 1d4 + {{#expr:({{#var:cha}})}} thunder damage
    |Miss=
    |Special=When you use battle chant, you can choose any battle cry effect you know as if you were making a basic melee attack, with the battle chant attack roll taking the place of the basic melee attack roll.
     }}
     }}
| valign="top" width="33%" |
| valign="top" width="33%" |
{{:13thAge:Power
{{:13thAge:Power
     |Name=Grim Intent
     |Name=Alarm
     |Type=Flexible Melee Attack
     |Type=Cantrip
    |Freq=At-Will
    |Recharge=
    |Trigger=
    |Effect=The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell.
    |Target=
    |Attack=
    |Hit=
    |Miss=
    |Special=
    }}
{{:13thAge:Power
    |Name=Knock
    |Type=Cantrip
    |Freq=At-Will
    |Recharge=
    |Trigger=
    |Effect=This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment’s DC using an appropriate magical background. This cantrip does nothing to avoid any traps that might exist.
    |Target=
    |Attack=
    |Hit=
    |Miss=
    |Special=
    }}
{{:13thAge:Power
    |Name=Mending
    |Type=Cantrip
     |Freq=At-Will
     |Freq=At-Will
     |Recharge=
     |Recharge=
     |Trigger=Any natural even miss
     |Trigger=
     |Effect=The next time you would deal miss damage with a melee attack, add a WEAPON die to that damage.
     |Effect=This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds.
     |Target=
     |Target=
     |Attack=
     |Attack=
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| valign="top" |
| valign="top" |
|}
|}
=== Recharge ===
=== Daily ===




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<div style="margin-left:10px; float:right;">
<div style="margin-left:10px; float:right;">
{{:13thAge:StatsBack
{{:13thAge:StatsBack
     |STR=18
     |STR=8
     |DEX=16
     |DEX=16
     |CON=14
     |CON=10
     |INT=10
     |INT=12
     |WIS=8
     |WIS=10
     |CHA=12
     |CHA=18
     |LVL=3
     |LVL=3
     }}
     }}
</div>
</div>
;Acrobat Extraordinare +3
;Best Entertainment Money Can Buy +3
:Background history
;Always Invited to Certain Parties +1
:Background history
:Background history
;Crafting and Repairing Aircraft Devices +1
;Scholar of the Ancients +3
:Background history
:Background history
;Crowd Favorite +1
;Seer of the Unseen +1
:Background history
:Background history
;Gloves Off - Throw Down +2
;Upcycle EVERYTHING!!! +3
:Background history
:Background history


== Possessions ==
== Possessions ==
{{GP|55}}
{{GP|10}}
=== Typical Arms ===
=== Typical Arms ===
*Heavy Armor
*Light Crossbow
*Dragon bone sword
**Bolts {{Qty|10}}
*Shield
*Dagger {{Qty|2}}
*Warhammer
*Handaxe
*Javelin {{Qty|3}}
 


=== True Magic Items ===
=== True Magic Items ===
{{:13thAge:TrueItem
{{:13thAge:TrueItem
     |Name=Indigo Scarf-blade
     |Name=Spannermajigger
     |Chakra=Weapon
     |Chakra=Weapon
     |Quirk=Prone to being extravagant and over-the-top
     |Quirk=You have trouble remembering proper nouns for things
     |Basic= +1MD
    |Basic= Light Mace
     |Power=With a command word, can change into a +1 Longsword
    |Power=Can convert into any tool you need at the time. Reduces the time to do a manual task by 1d4 X 10% and gain +! to +3 on your crafting check based on RP'ing.
     |Desc=An indigo infinity scarf that shimmers like small scales in bright lights
    |Desc=A rod with multiple gears and dials that can be quickly spun to create a variety of tools and shapes.
    }}
{{:13thAge:TrueItem
    |Name=Light black dragon-scale armor of poison resistance
    |Chakra=Body
    |Quirk=
     |Basic=Light Armor
     |Power=Resist Poison 6+
     |Desc=Vest and cavalier leggings made of black dragon scales
     }}
     }}


=== Consumables ===
=== Consumables ===
;Adventurers Healing Potion {{Qty|1}}
 
:Use on self or other as a standard action
:Spend a recovery and heal an additional 1d8 HP
:Maximum healing of 30 HP
;Adventurers Healing Potion {{Qty|1}}
:Use on self or other as a standard action
:Spend a recovery and heal an additional 2d8 HP
:Maximum healing of 60 HP
;Adventurer Oil (choose one when used)
:''Weapon:'' Non-magic item gains +1 to hit and damage for a combat
:''Armor:'' +1 AC to non-magic armor for a combat.
;Adventurer Rune (choose one when used)
:''Weapon:'' Non-magic item gains +1 to hit and damage for a combat. Can reroll 1 missed attack roll that combat.
:''Armor:'' +1 AC/PD/MD to non-magic armor for a combat. May reroll one failed save that combat when active.


=== Gear ===
=== Gear ===
*Woolen Blanket (+1 saves vs cold)
*Backpack
*Small hammer
*Toolbox with various fasteners
*Small drum
*50' rope
*Iron spike
*Hammock
*Well made helmet covered in runes
*Odd gears


== Story Bonuses ==
== Story Bonuses ==
;Dreams become reality
:???


== Extra References ==
== Extra References ==

Revision as of 15:45, 20 May 2019

Rosadwnn Flewellan

I can speak to the 'souls' of machines.

File:Icon-Archmage.svg (Conflicted) | File:Icon-Diabolist.svg (Positive) | File:Icon-HighDruid.svg (Negative) | File:Icon-PrinceOfShadows.svg (Conflicted)

Bard 3
Gnome Female
Abilities Str 8 -1 | Dex 16 3 | Con 10 0 | Int 12 1 | Wis 10 0 | Cha 18 4
Initiative: 6 (Dex + Level)

Confounding (Racial Power)
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Minor Illusions (Racial Power)
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.

Defense

HP: 35 ([7+Con]*5) Staggered: 17
Recoveries: 8 (3d8[13]+Con[0]), 13 average

AC: 15 (12 + middle mod of Con/Dex/Wis [0/2/0] + Level)
Physical Defense: 13 (10 + middle mod of Str/Con/Dex [-1/0/2] + Level)
Mental Defense: 15 (11 + middle mod of Int/Wis/Cha [1/0/4] + Level)
Disengage: +0

Basic Attacks

Flexible Melee Attack
Spannermajigger
At-Will
Target: One enemy
Attack: +6 vs. AC
Hit: 3d6 + 3
Miss: 3
Flexible Melee Attack
Dagger
At-Will
Target: One enemy
Attack: +6 vs. AC
Hit: 3d4 + 3
Miss: 3
Ranged Attack
Dagger
At-Will
Target: One nearby enemy
Attack: +6 vs. AC
Hit: 3d4 + 3
Miss:
Ranged Attack
Light Crossbow
At-Will
Target: One far away enemy
Attack: +6 vs. AC
Hit: 3d6 + 3
Miss:

Class Features

Bardic Songs

Bardic songs last for one or more rounds and end with a final verse that carries a big payoff. Although magical, bardic songs don’t count as spells; they don’t force the bard to suffer opportunity attacks from engaged enemies, and they can’t be canceled by effects that can cancel spells. In fact, bards can cast spells while in the middle of singing a bardic song.

Each song specifies what type of action starts it. To sustain it during the next round, it requires an action and a d20 check against its sustain target. If successful, the song can continue with its sustained effect for that round. (The next round will require another sustain check.) If your attempt to sustain a song fails, the song’s final verse effect resolves immediately, and then the song’s power ends. You can start another song on your next round.

You don’t have to try to sustain the song at the start of your turn. If you choose not to sustain a song, its effects end immediately and you choose whether to use the song’s final verse effect in the current round or to start a new song. You can’t do both.

Some songs have an immediate effect that happens each time you start or sustain the song. Others have effects that continue throughout the entire round.

Most songs stop when a bard is knocked unconscious, silenced, or stunned. Having your song stopped this way prevents you from getting the final verse effect.

You can only sing one bardic song at a time. If you are singing a song (or spend an action to try to sustain a song), you can’t start another song that round.

Bardic songs are loud, and cancel any of stealth effects you may have.

Battle Cries

Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack’s natural result, sometimes whether or not the attack hits.

Bonuses provided by battle cries can help a bard’s allies but not the bard.

Spellcasting

Bards use arcane spells that function like those of other spell-casting classes. Some spells are daily, some recharge, and others are at-will.

Unlike most character classes, bards use two different ability scores for their attacks. Their melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma.

Talents

Jack of Spells (Wizard)

Choose another spell-casting character class. You can choose one spell from the spell list (but not the talent list) of that class, of your own level or lower, as an extra spell you know how to cast. You can even take its feats up to your tier, if it has any. You may only choose from the spell list—not from talents.

This spell is a bonus spell, not included in your bard class count.

Loremaster (B,C)

  • Take two additional points of backgrounds; you can use these additional points to raise a background that has something to do with religion, mythology, or history up to the usually impossible rating of +6.
  • Take a single point of relationship with an icon. Add the point to a relationship you already have up to your normal maximum, or start a new one—positive, conflicted, or negative.

Spellsinger

You cannot take this talent if you have taken the Battle Skald talent.

You can choose an extra bardic song or bard spell at the highest level you know.

Feats

Ritual Casting (General): Adventurer

You can cast any spells you know as rituals.

Jack of Spells (Talent): Adventurer

You can use your Charisma as the ability score that provides spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged.

If the spell is a wizard spell, you also gain three cantrips of your choice from the wizard. You can cast them like a wizard who lacks the Cantrip Mastery talent.

If you choose a spell from the sorcerer class, you also gain the sorcerer’s dancing lights class feature.

Vicious Mockery (Spell): Adventurer

On a hit, the effect that damages the target when it misses is now save ends.

Battle Cries

Any hit

TAKE HEART!
Flexible Melee Attack
At-Will
Trigger: Any hit
Effect: Choose a nearby ally. That ally can either roll a save against a save ends effect or roll a normal save against a condition that has a duration that lasts until the end or beginning of a turn.

Natural 11+

PULL IT TOGETHER!
Flexible Melee Attack
At-Will
Trigger: Any natural roll of 11+
Effect: One nearby ally can heal using a recovery.
Special: Use only twice per battle

Is Even

MOVE IT!
Flexible Melee Attack
At-Will
Trigger: Natural even roll
Effect: Choose either; [1] One of your unengaged allies can move as a free action; OR [2] One of your engaged allies can make a disengage check as a free action.

Spells

At-will

Battle Chant
Ranged Spell
At-Will
Target: One nearby enemy
Attack: + 7 vs. MD
Hit: 1d4 + 4 thunder damage
Special: When you use battle chant, you can choose any battle cry effect you know as if you were making a basic melee attack, with the battle chant attack roll taking the place of the basic melee attack roll.
Alarm
Cantrip
At-Will
Effect: The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell.
Knock
Cantrip
At-Will
Effect: This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment’s DC using an appropriate magical background. This cantrip does nothing to avoid any traps that might exist.
Mending
Cantrip
At-Will
Effect: This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds.

Recharge

Daily

Backgrounds

Statistic Bonus
STR +2
CON +3
DEX +6
INT +4
WIS +3
CHA +7
Best Entertainment Money Can Buy +3
Background history
Scholar of the Ancients +3
Background history
Seer of the Unseen +1
Background history
Upcycle EVERYTHING!!! +3
Background history

Possessions

10 Gold Piece

Typical Arms

  • Light Crossbow
    • Bolts ×10
  • Dagger ×2

True Magic Items

Spannermajigger
Weapon. You have trouble remembering proper nouns for things
Light Mace
Can convert into any tool you need at the time. Reduces the time to do a manual task by 1d4 X 10% and gain +! to +3 on your crafting check based on RP'ing.
A rod with multiple gears and dials that can be quickly spun to create a variety of tools and shapes.
Light black dragon-scale armor of poison resistance
Body. '
Light Armor
Resist Poison 6+
Vest and cavalier leggings made of black dragon scales

Consumables

Gear

  • Backpack
  • Toolbox with various fasteners
  • 50' rope

Story Bonuses

Extra References