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Disposable:Arctic Exploration/PCs/Carrie

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Bard 5 / Stromsinger 5 (ECL 10)
Race: Arctic Elf
Alignment: CN | Size: M
Patron Deity:
Abilities
Str 6 -2 | Dex 14 +2 (16 +3)| Con 14 +2 | Int 16 +3 | Wis 10 +0 | Cha 18 +4 (20 +5)

Defense

AC: d20+5(+9) / Touch: d20+4, Flatfooted: d20+2(+6)
(+3 Dex; {+4 armor}; +1 natural; +1 deflection)

HP: 62 / HD: 10d6+20

Initiative: +3 / Speed: 30'

Fort: 6 / Reflex: 13 / Will: 10

+4 Fortitude saves made to resist the effects of cold weather or exposure.
+2 vs Enchantment spells and effects
Resist 5/electrical


Attacks

  • MW Rapier +5/+0 / 1d6-2 / 18-20x2 / p
  • MW Light Crossbow +9 / 1d8 / 19-20x2 / p
20 bolts
  • Touch +4 / Ranged Touch +8

Space/Reach: 5 ft./5 ft. Base Attack: +6/+1

Feats

  • 1st: Magical Aptitude (PHB, p97)
    You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.
  • 3rd: Storm Magic (FB, p50)
    All spells you cast while you are affected by a storm (either natural or magical) manifest at +1 caster level. For more information on storms, see page 94 of the Dungeon Master’s Guide.
  • 6th: Extra Music (CAd, p109)
    You can use your bardic music four extra times per day.
  • 9th: Song of the Heart (Ebb, p303)
    Either the numberical benefit or the DC of your bard songs are increased by 1.

Skills

Languages: Common, Draconic, Elven, Goblin, Sylvan

Special Abilities

Racial

  • 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.

Bard

  • 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 (fa-la-la, and so forth), 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 (see Components, page 174), 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. 14 uses per day.

  • 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 (such as a sound burst or command spell) 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. d20+24
  • 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 (two at 4th level, three at 7th level, and so on).
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. Will DC d20+24
  • 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 +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
  • Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help him or her focus mentally, or in some other way. The ally gets a +3 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible—chanting to make a rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Stormsinger

  • Stormsong: The stormsinger can use her bardic music ability to create various storm-related effects in addition to the normal uses of bardic music. Additionally, the stormsinger can detect the approach of a natural storm 24 hours in advance of it reaching the character’s current location.
  • Gust of Wind (Sp): A stormsinger of 1st level or higher with 9 or more ranks in Perform (sing) can use bardic music to generate a gust of wind, as the spell of the same name. Her caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th.
60 foot line. Fort DC d20+7 Negates. Persist until beginning of next turn. CL 10(12)
A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.
Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can’t move a creature beyond the limit of its range.
Any creature, regardless of size, takes a – 4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
  • Thunderstrike (Su): At 3rd level, a stormsinger with 11 or more ranks in Perform (sing) can use bardic music to unleash a deadly thunderbolt. The bolt can be targeted at any one creature within 60 feet, and the stormsinger must make a successful ranged touch attack to hit the target. If she hits, the stormsinger then makes a Perform (sing) check; the result indicates how much electricity damage the thunderbolt deals. A Reflex save (DC 10 + stormsinger’s class level + Cha modifier) halves the damage. If the creature fails its Reflex save, it must make a Fortitude save (same DC) or be deafened for a number of rounds equal to the damage dealt.
+8 ranged touch to hit. d20+23(25) electrical damage. d20+11 Ref save to halve damage. If Ref save fails, Fort save at same DC to negate deafness.
  • Control Winds (Sp): At 5th level, a stormsinger with 13 or more ranks in Perform (sing) can use bardic music to cast control winds. This functions like the spell of the same name, except that the duration of the effect is concentration plus 3 rounds, and the save DC is 10 + the stormsinger’s class level + Charisma modifier. The stormsinger’s caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th.
Range 400(480) feet. 400(480) foot radius 40 feet high. Fort DC d20+11 negates. CL 10(12)
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away).
Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
  • A downdraft blows from the center outward in equal strength in all directions.
  • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. (The categories of wind strength are briefly described below, with more detail to be found in the Dungeon Master’s Guide on page 95.) Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
  • Stormpower (Ex): At 2nd level, a stormsinger gains a +2 bonus on Perform (sing) checks made to use her stormsong powers and adds a +2 bonus to her caster level with stormsong powers when the temperature is cold or colder (40° F or lower) or when she is in a storm.
  • Resistance to Electricity (Ex): At 4th level, a stormsinger gains resistance to electricity 5.