Lett | CN | ||
Character Name | Alignment | ||
Bard (Champion Bard Spheres) 1 | |||
Character Level | |||
Halfling | S | ||
Race | Size | ||
M | 23 | ||
Gender | Age | ||
3'1" | 38 lbs. | ||
Height | Weight | ||
Black | Brown | ||
Hair | Eyes |
tyedietacos | |
Player | |
Cayden Cailean (casually, for the luck and ale) / Calistria (when feeling vengeful or extra mischievous) | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +3 | +0 | CON +2 | +0 | +1 | +0 |
Reflex | +6 | +2 | DEX +3 | +0 | +1 | +0 |
Will | +3 | +2 | WIS +0 | +0 | +1 | +0 |
+2 bonus against Fear saves
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
-2 | +0 | -1 | -1 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
11 | 10 | +0 | -1 | +3 | -1 | +0 |
You gain proficiency with the double sling, sling, halfling rope-shot, halfling sling staff, machete, sling glove, and war razor. In addition, you may reload a double sling, halfling sling staff, sling, and sling glove as a free action that does not provoke an attack of opportunity. Associated Feat: Ammo Drop.
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Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +3 | (DEX) +3 | +0 | +0 | |
Bluff | +10 | (CHA) +4 | +1 | +5 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +7 | (CHA) +4 | +1 | +2 | |
Disguise | +4 | (CHA) +4 | +0 | +0 | |
Escape Artist | +3 | (DEX) +3 | +0 | +0 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | +4 | (CHA) +4 | +0 | +0 | |
Knowledge: Arcana | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Dungeoneering | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Local | +4 | (CHA) +4 | +0 | +0 | |
Knowledge: Nature | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Planes | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Religion | -1 | (INT) -1 | +0 | +0 | |
Perception | +2 | (WIS) +0 | +0 | +2 | |
Ride | +3 | (DEX) +3 | +0 | +0 | |
Sense Motive | +0 | (WIS) +0 | +0 | +0 | |
Stealth | +7 | (DEX) +3 | +1 | +3 | |
Survival | +0 | (WIS) +0 | +0 | +0 | |
Swim | -1 | (STR) -1 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Engineering | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Geography | -1 | (INT) -1 | +0 | +0 | |
Knowledge: History | -1 | (INT) -1 | +0 | +0 | |
Knowledge: Nobility | -1 | (INT) -1 | +0 | +0 | |
Perform: Lute/String | +8 | (CHA) +4 | +1 | +3 | |
Sleight of Hand* | +7 | (DEX) +3 | +1 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
A rally is a magical effect you may enact as an immediate action, targeting a creature within the area of effect of one of your totems (or with whom you share a mandate, as detailed below), granting the target bonuses or allowing them to take certain actions. You must be within long range of a target to rally that target. If a rally targets a specific creature, it is subject to spell resistance.
Some rallies can be used in response to other events, in which case the rally occurs before the triggering event completes, unless noted otherwise. Rallies that work from triggers can only be used when that trigger occurs, and can only affect those allies that the trigger applies to.
When you gain the War sphere, you gain the following rally:
You may use the aid another action on the target. You must use your caster level + your casting ability modifier in place of your melee attack bonus for this purpose, and may aid them against any creature also within range of your rally.
You may rally any ally within 30 feet of you even without a totem in place, and you can always rally yourself.
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
You gain the following aegis when you gain the Protection sphere:
You grant the target a +1 deflection bonus to AC, +1 per 5 caster levels.
As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.
When you gain the Protection sphere, you gain the following ward:
You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.
A barrier has hit points equal to twice your caster level and a Break DC of 15 + 1/2 your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.
If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
Tactics are coordinated battle plans that require continuing direction from the practitioner to maintain. A creature must have line of sight to, and be able to see, the practitioner to benefit from a tactic. Beginning a tactic is a move action, and it can be maintained each round as a move or swift action. Once activated, you may switch between any tactics you know each time you use a swift action to maintain an ongoing tactic. Tactics affect all allied creatures within a radius of 10 ft. + 5ft. per rank in Diplomacy you possess, and may be centered on any square you have both line of sight and line of effect to. You may recenter an ongoing tactic at a new location as part of the swift action used to maintain it. The benefits of your tactics end immediately if you are helpless, killed, paralyzed, rendered unconscious, or stunned.
When you first gain the Warleader sphere, you gain the following tactic:
While within the affected area of this tactic, allied creatures are considered to be flanking as long as they both threaten the same creature, regardless of their comparative positioning.
Shouts are sound-based effects centered on the practitioner that affect creatures in an area of effect centered on the practitioner with a radius of 10 ft. + 5 ft. per 2 ranks in Diplomacy the practitioner possesses. The practitioner may choose whether or not to include himself in the effects of his shout. The effects of shouts last for a number of rounds equal to 1 + 1 for every 4 ranks in Diplomacy you possesses, and use your ranks in Diplomacy instead of your base attack bonus when determining any saving throws. Unless otherwise noted, using a shout is a standard action. Deaf characters or characters otherwise lacking the ability to hear gain a +5 bonus on all saves against shout effects, and must attempt a saving throw against a shout even if its effects would be beneficial. Practitioners in the area of a silence spell or otherwise unable to make a sound cannot use shouts until they are once more able to be heard.
While some shouts only affect allies or enemies, others affect all targets within their area of effect. When performing such a shout, you may spend a move action to warn your allies to cover their ears and negate the effects, but doing so gives enemies within the area of effect a +5 bonus to their saving throw against the shout’s effects. Some shouts may require you to expend your martial focus, as described in their entry.
When you first gain the Warleader sphere, you gain the following shout:
When you use this shout, you and all affected allies gain a +1 morale bonus on damage rolls on their first attack each turn. For every 2 ranks in Diplomacy you possess, this morale bonus to damage is increased by +1. This is a mind-affecting emotion effect.
You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.
Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.
You gain Bluff, Disguise, Knowledge (local), and Linguistics as class skills. You may use the better of your Charisma or Intelligence modifier when attempting either Bluff or Knowledge (local) checks, chosen when you select this talent.
Associated Skill: Perform (depending on your chosen package below).
You gain the following benefits when you gain the Performance sphere.
When you gain a package, you choose one of the package’s associated skills to determine the effects of its talents, and you gain 5 ranks in the chosen associated skill, plus 5 ranks per additional talent spent in the Performance sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them.
Skill Leverage: You unlock skill leverage with the Perform skill chosen as your package’s associated skill, in addition to one Artistry or Perform skill of your choice.
Package: When you gain the Performance sphere, you gain one of the following packages with its included abilities. You choose one of the package’s associated skills to be the associated skill for that package and its effects. You may take the Expanded Repertoire talent to gain additional packages.
Bonus Talent: You gain a single (act), (dance), (instrumental), or (lyric) talent, depending on the package you chose. It cannot be an exceptional talent. If the bonus talent you choose is a utility talent, you can take the base sphere as a utility talent.
As a standard action, you can play an instrument to create a 30-foot radius area centered on you that moves as you do, applying a single (instrumental) talent to the area. An instrumental must be maintained each turn as a move action, which does not provoke attacks of opportunity. For every 10 minutes that an instrumental is maintained, you become fatigued; you cannot begin an instrumental while exhausted.
Unwilling creatures may attempt a Will saving throw (unless otherwise specified) at the start of each turn they remain within the area (or if they move within the area) to ignore the instrumental’s effects for 1 round; a creature can only attempt a saving throw in this way once per round. Instrumentals are mind-affecting, emotion, and auditory effects.
Associated Skill: Perform (keyboard, percussion, string, or wind).
When used as an instrumental, allies within the area gain a number of temporary hit points equal to 2 + 1/2 the number of ranks in this package’s associated skill you possess. These temporary hit points are replenished whenever you maintain the instrumental.
When used as an inspiring lyric, the target gains a number of temporary hit points equal to 1d4 + your operative ability modifier (minimum 1). These temporary hit points are replenished whenever the target confirms a critical hit.
The lyric can be expended to gain an amount of temporary hit points equal to 1d8 + your ranks in this package’s associated Perform skill, which last until the end of their next turn and stack with the above source. This lyric can also be expended as an immediate action.
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances:
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.