Post by Paul on Dec 5, 2014 20:17:52 GMT -6
Name: Sundamor "Sunny" Orlovsky / Male / Half-Elf / Bard 1 / Chaotic Good
Strength 13 (+1)
Dexterity 12 (+1)
Constitution 09 (-1)
Intelligence 10 (+0)
Wisdom 08 (-1)
Charisma 20 (+5)
Size: Medium
Height: 6' 2"
Weight: 180 lb
Eyes: Blue
Hair: Gold Straight; Beardless
Skin: Light
Total Hit Points: 13
Money: 22gp 8sp
Speed: 30 feet
Armor Class: 15 = 10 + 3 [Studded armor] + 1 [buckler] +1 [dexterity]
Touch AC: 11
Flat-footed: 14
Initiative modifier: +01 = +1 [dexterity]
Fortitude save: -01 = 00 [base] -1 [constitution]
Reflex save: +04 = 03 [base] +1 [dexterity]
Will save: +02 = 03 [base] -1 [wisdom]
Attack (handheld): +02 = 01 [base] +1 [strength]
Attack (missile): +02 = 01 [base] +1 [dexterity]
Combat Maneuver Bonus: +02 = 01 [base] +1 [strength]
Combat Maneuver Defense: +14 = 10 +1 [base] +1 [strength] +1 [dexterity] +1 [Orlovsky Family Trait]
Light load: 30 lb. or less
Medium load: 31-60 lb.
Heavy load: 61-90 lb
Lift over head: 90 lb.
Lift off ground: 180 lb.
Push or drag: 450 lb.
Languages: Common, Draconic, Elven
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.] ; arcane spell failure 5%
Buckler [ + 1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]
Equipment:
Backpack 2gp
Flint and steel 1 gp
Rope, hemp (50 ft.) 1 gp
Rations, trail (per day) 5 sp (x4 = 2gp)
Waterskin 1 gp
Lantern, hooded 7 gp
Oil (1-pint flask) 1 sp (x2 2sp)
Feats:
Persuasive +2 on diplomacy and intimidate
Skill Focus (Intimidate)
Skill Name Key Ability / Skill Modifier / Ability Modifier / Ranks / Misc.Modifier
Acrobatics Dex* / 00 / +1 / / -1 [armor]
Appraise Int / 00 / +0 / /
Bluff Cha / 10 / +5 / +2 / +3 [class skill]
Climb Str* / 00 / +1 / / -1 [armor]
Craft_1 Int / 00 / +0 / /
Diplomacy Cha / 15 / +5 / +2 / +3 [class skill] + 2 [half-elf] +1 [Orlovsky Family Trait] + 2 [persuasive]
Disguise Cha / 09 / +5 / +1 / +3 [class skill]
Escape Artist Dex* / 00 / +1 / / -1 [armor]
Fly Dex* / 00 / +1 / / -1 [armor]
Heal Wis / -01 / -1 / /
Intimidate Cha / 15 / +5 / +2 / +3 [class skill] + 2 [persuasive] + 3 [skill focus]
Knowledge (arcana) Int / 01 / +0 / / +1 [bardic knowledge]
(dungeoneering) Int / 01 / +0 / / +1 [bardic knowledge]
(engineering) Int / 01 / +0 / / +1 [bardic knowledge]
(geography) Int / 01 / +0 / / +1 [bardic knowledge]
(history) Int / 05 / +0 / +1 / +3 [class skill] + 1 [bardic knowledge]
(local) Int / 01 / +0 / / +1 [bardic knowledge]
(nature) Int / 05 / +0 / +1 / +3 [class skill] + 1 [bardic knowledge]
(nobility) Int / 01 / +0 / / +1 [bardic knowledge]
(planes) Int / 01 / +0 / / +1 [bardic knowledge]
(religion) Int / 01 / +0 / / +1 [bardic knowledge]
Perception Wis / 04 / -1 / +1 / +2 [half-elf] +3 [class skill]
Perform_1 (Sing) Cha / 09 / +5 / +1 / +3 [class skill]
Perform_2 (String) Cha / 09 / +5 / +1 / +3 [class skill]
Ride Dex* / 00 / +1 / / -1 [armor]
Sense Motive Wis / 03 / -1 / +1 / +3 [class skill]
Stealth Dex* / 00 / +1 / / -1 [armor]
Survival Wis / -01 / -1
Swim Str** / -01 / +1 / / -1 [armor]
Use Magic Device Cha / 09 / +5 / +1 / +3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
First-level Bard spells: 4 (2 + 2) per day
Zero-level Bard spells: Unlimited casting of cantrips known (Spells known 5)
DANCING LIGHTS
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.
FLARE
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
LULLABY
School enchantment (compulsion) [mind-affecting]; Level bard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
READ MAGIC
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
RESISTANCE
School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch, Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Level One Spells (Known 3)
CHORD OF SHARDS
School evocation; Level bard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance no
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.
CURE LIGHT WOUNDS
School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
SLEEP
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Half-Elf
This half-elf chose +2 to charisma (already included)
Immune to magical sleep
Allowed two favored classes.
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Bard
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.
Countersong, Distraction, Fascination, Inspire Courage +1
Concentration check: d20 + bard level + charisma modifier vs. DC
Equipment:
Money: 22gp 8sp
Light Crossbow = 35gp,
quiver 1gp
Longsword = 15gp
Studded leather 25 gp
buckler 5gp
Musical instrument 5gp
Backpack 2gp
Flint and steel 1 gp
Rope, hemp (50 ft.) 1 gp
Rations, trail (per day) 5 sp (x4 = 2gp)
Waterskin 1 gp
Lantern, hooded 7 gp
Oil (1-pint flask) 1 sp (x2 2sp)
More about this character:
The Chelish and Taldan upper classes have long exiled their embarrassing—if common—illegitimate half-elf progeny to the unruly River Kingdoms, and as a result, many of the region’s half-elves claim some noble heritage (even if such claims aren’t formally recognized).
Bards - In a nation balanced on the edge of civil war, diplomats, spies, and political strategists are a vital part of Brevic society. A person skilled in the art of flattery, embellishment, and subtlety has near limitless opportunities, and bards frequently serve as rulers’
trusted advisors, envoys, and moles. Recommendations: Diplomatic interactions between tribes, nations, and other groups, as well as the ability to lead armies and nations effectively, play a significant role in Kingmaker. Skills like Bluff, Diplomacy, Intimidate, and Sense Motive should be helpful quite often.
Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you
gain a +1 trait bonus on this skill. Your family motto is “High Above.”
Strength 13 (+1)
Dexterity 12 (+1)
Constitution 09 (-1)
Intelligence 10 (+0)
Wisdom 08 (-1)
Charisma 20 (+5)
Size: Medium
Height: 6' 2"
Weight: 180 lb
Eyes: Blue
Hair: Gold Straight; Beardless
Skin: Light
Total Hit Points: 13
Money: 22gp 8sp
Speed: 30 feet
Armor Class: 15 = 10 + 3 [Studded armor] + 1 [buckler] +1 [dexterity]
Touch AC: 11
Flat-footed: 14
Initiative modifier: +01 = +1 [dexterity]
Fortitude save: -01 = 00 [base] -1 [constitution]
Reflex save: +04 = 03 [base] +1 [dexterity]
Will save: +02 = 03 [base] -1 [wisdom]
Attack (handheld): +02 = 01 [base] +1 [strength]
Attack (missile): +02 = 01 [base] +1 [dexterity]
Combat Maneuver Bonus: +02 = 01 [base] +1 [strength]
Combat Maneuver Defense: +14 = 10 +1 [base] +1 [strength] +1 [dexterity] +1 [Orlovsky Family Trait]
Light load: 30 lb. or less
Medium load: 31-60 lb.
Heavy load: 61-90 lb
Lift over head: 90 lb.
Lift off ground: 180 lb.
Push or drag: 450 lb.
Languages: Common, Draconic, Elven
Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]
Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.] ; arcane spell failure 5%
Buckler [ + 1 AC; check penalty -1; hardness 10; hp 5; 5 lb.]
Equipment:
Backpack 2gp
Flint and steel 1 gp
Rope, hemp (50 ft.) 1 gp
Rations, trail (per day) 5 sp (x4 = 2gp)
Waterskin 1 gp
Lantern, hooded 7 gp
Oil (1-pint flask) 1 sp (x2 2sp)
Feats:
Persuasive +2 on diplomacy and intimidate
Skill Focus (Intimidate)
Skill Name Key Ability / Skill Modifier / Ability Modifier / Ranks / Misc.Modifier
Acrobatics Dex* / 00 / +1 / / -1 [armor]
Appraise Int / 00 / +0 / /
Bluff Cha / 10 / +5 / +2 / +3 [class skill]
Climb Str* / 00 / +1 / / -1 [armor]
Craft_1 Int / 00 / +0 / /
Diplomacy Cha / 15 / +5 / +2 / +3 [class skill] + 2 [half-elf] +1 [Orlovsky Family Trait] + 2 [persuasive]
Disguise Cha / 09 / +5 / +1 / +3 [class skill]
Escape Artist Dex* / 00 / +1 / / -1 [armor]
Fly Dex* / 00 / +1 / / -1 [armor]
Heal Wis / -01 / -1 / /
Intimidate Cha / 15 / +5 / +2 / +3 [class skill] + 2 [persuasive] + 3 [skill focus]
Knowledge (arcana) Int / 01 / +0 / / +1 [bardic knowledge]
(dungeoneering) Int / 01 / +0 / / +1 [bardic knowledge]
(engineering) Int / 01 / +0 / / +1 [bardic knowledge]
(geography) Int / 01 / +0 / / +1 [bardic knowledge]
(history) Int / 05 / +0 / +1 / +3 [class skill] + 1 [bardic knowledge]
(local) Int / 01 / +0 / / +1 [bardic knowledge]
(nature) Int / 05 / +0 / +1 / +3 [class skill] + 1 [bardic knowledge]
(nobility) Int / 01 / +0 / / +1 [bardic knowledge]
(planes) Int / 01 / +0 / / +1 [bardic knowledge]
(religion) Int / 01 / +0 / / +1 [bardic knowledge]
Perception Wis / 04 / -1 / +1 / +2 [half-elf] +3 [class skill]
Perform_1 (Sing) Cha / 09 / +5 / +1 / +3 [class skill]
Perform_2 (String) Cha / 09 / +5 / +1 / +3 [class skill]
Ride Dex* / 00 / +1 / / -1 [armor]
Sense Motive Wis / 03 / -1 / +1 / +3 [class skill]
Stealth Dex* / 00 / +1 / / -1 [armor]
Survival Wis / -01 / -1
Swim Str** / -01 / +1 / / -1 [armor]
Use Magic Device Cha / 09 / +5 / +1 / +3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
First-level Bard spells: 4 (2 + 2) per day
Zero-level Bard spells: Unlimited casting of cantrips known (Spells known 5)
DANCING LIGHTS
School evocation [light]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Dancing lights can be made permanent with a permanency spell.
FLARE
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
LULLABY
School enchantment (compulsion) [mind-affecting]; Level bard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
READ MAGIC
School divination; Level bard 0, cleric 0, druid 0, paladin 1, ranger 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
RESISTANCE
School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, M/DF (a miniature cloak)
Range touch, Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Level One Spells (Known 3)
CHORD OF SHARDS
School evocation; Level bard 1
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance no
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.
CURE LIGHT WOUNDS
School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
SLEEP
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Half-Elf
This half-elf chose +2 to charisma (already included)
Immune to magical sleep
Allowed two favored classes.
+ 2 racial bonus on saves vs. enchantments
Low-light vision
+ 1 racial bonus on perception checks
+ 2 racial bonus on diplomacy and gather information checks
Bard
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.
Countersong, Distraction, Fascination, Inspire Courage +1
Concentration check: d20 + bard level + charisma modifier vs. DC
Equipment:
Money: 22gp 8sp
Light Crossbow = 35gp,
quiver 1gp
Longsword = 15gp
Studded leather 25 gp
buckler 5gp
Musical instrument 5gp
Backpack 2gp
Flint and steel 1 gp
Rope, hemp (50 ft.) 1 gp
Rations, trail (per day) 5 sp (x4 = 2gp)
Waterskin 1 gp
Lantern, hooded 7 gp
Oil (1-pint flask) 1 sp (x2 2sp)
More about this character:
The Chelish and Taldan upper classes have long exiled their embarrassing—if common—illegitimate half-elf progeny to the unruly River Kingdoms, and as a result, many of the region’s half-elves claim some noble heritage (even if such claims aren’t formally recognized).
Bards - In a nation balanced on the edge of civil war, diplomats, spies, and political strategists are a vital part of Brevic society. A person skilled in the art of flattery, embellishment, and subtlety has near limitless opportunities, and bards frequently serve as rulers’
trusted advisors, envoys, and moles. Recommendations: Diplomatic interactions between tribes, nations, and other groups, as well as the ability to lead armies and nations effectively, play a significant role in Kingmaker. Skills like Bluff, Diplomacy, Intimidate, and Sense Motive should be helpful quite often.
Noble Born: You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you
gain a +1 trait bonus on this skill. Your family motto is “High Above.”