Thoster {OC} (
bluffcheck) wrote2012-02-06 01:11 am
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Character Sheet {WIP}
Name: Thoster
Race: Human
Class/Level: Bard/12
Alignment: CG
STR 16
DEX 17
CON 15
INT 15
WIS 14
CHA 16
AC 18
HP 89
Base Attack +9/+4
Fort 5
Ref 9
Will 8
Weapon: Morningstar +1 thundering/impacting - attack bonus: +13/+8 - damange: d8+1 - crit: 19-20 x2 extra 1d8 sonic on crits
Weapon: Fists! - attack bonus +10/+5 - non lethal damage d8 - crit: x2
Armor: Leather - AC bonus: +2, Arcane Spell Failure: 10%
Appraise (Int) 4+1 = 5
Balance (Dex)
Bluff (Cha) 11+2+10misc = 23
Climb (Str)
Concentration (Con) 2+2 = 4
Craft - Toy Boats (Int) 2+1 = 3
Decipher Script (Int)
Diplomacy (Cha)11+2+7misc = 21
Disguise (Cha) 4+2+2misc = 8
Escape Artist (Dex) 2+2 = 4
Gather Information (Cha) 9+2+2misc = 13
Hide (Dex) 1+2misc = 3
Intimidate (Cha) 11+2+2misc = 15
Jump (Str)
Knowledge(s) (Int)
Listen (Wis) 11+2= 13
Move Silently (Dex) 5+2 = 7
Perform (Cha) 15+2+2 = 19
Perform (Cha) dance 3+2 = 5
Profession (sailor) (Wis) 10+2 = 12
Sense Motive (Wis)
Sleight of Hand (Dex) 2+2 = 4
Spellcraft (Int) 15+2 = 17
Spot 13+2 = 15
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Feats
Power Attack: Trade attack bonus for damage (up to base attack bonus)
Brawl: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Improved Brawl: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Knockout Punch: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Improved Knockout Punch: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Toughness: +3 hp
Glib: +2 on bluff and diplomacy
Deceptive: +2 on bluff and disguise
Attractive Appearance: +2 on Bluff, Diplomacy, and Gather Information
Persuasion: +2 on Bluff and Intimidate checks
Fast Talker: +3 on Bluff and Diplomacy
Creative: +2 on perform (vocal) and perform (dance)
Spells
Spells per day:
Level 0 - 3
Level 1 - 4
Level 2 - 3
Level 3 - 3
level 4 - 2
Spells Known:
6 lvl 0
Flare: Dazzles one creature
Lullaby: Makes subject drowsy
Mage Hand: 5lb telekensis
Message: Whispered conversations at a distance
Light: object shines like a torch
Know direction: discern north
4 lvl 1
Disguise Self: changes appearance
Silent Image: creates minor illusion
Charm person: make one person your friend
Alarm
4 lvl 2
Detect Thoughts
Sound Burst
Whispering Wind
Hold Person
4 lvl 3
Good Hope
Invisibility sphere
Dispel Magic
Haste
3 lvl 4
Shout
Invisibility, greater
Cure Critical Wounds
Special Abilities
Bardic Knowledge: +12
Counter song - counter sound/sonic based attacks
Fascinate - self explanatory
Inspire Courage +2 - played during battle, increases chance of blows hitting and increases damage
Inspire Competence - gives ally +2 on skills checks
Suggestion - A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability. To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Consitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
Race: Human
Class/Level: Bard/12
Alignment: CG
STR 16
DEX 17
CON 15
INT 15
WIS 14
CHA 16
AC 18
HP 89
Base Attack +9/+4
Fort 5
Ref 9
Will 8
Weapon: Morningstar +1 thundering/impacting - attack bonus: +13/+8 - damange: d8+1 - crit: 19-20 x2 extra 1d8 sonic on crits
Weapon: Fists! - attack bonus +10/+5 - non lethal damage d8 - crit: x2
Armor: Leather - AC bonus: +2, Arcane Spell Failure: 10%
Appraise (Int) 4+1 = 5
Balance (Dex)
Bluff (Cha) 11+2+10misc = 23
Climb (Str)
Concentration (Con) 2+2 = 4
Craft - Toy Boats (Int) 2+1 = 3
Decipher Script (Int)
Diplomacy (Cha)11+2+7misc = 21
Disguise (Cha) 4+2+2misc = 8
Escape Artist (Dex) 2+2 = 4
Gather Information (Cha) 9+2+2misc = 13
Hide (Dex) 1+2misc = 3
Intimidate (Cha) 11+2+2misc = 15
Jump (Str)
Knowledge(s) (Int)
Listen (Wis) 11+2= 13
Move Silently (Dex) 5+2 = 7
Perform (Cha) 15+2+2 = 19
Perform (Cha) dance 3+2 = 5
Profession (sailor) (Wis) 10+2 = 12
Sense Motive (Wis)
Sleight of Hand (Dex) 2+2 = 4
Spellcraft (Int) 15+2 = 17
Spot 13+2 = 15
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Feats
Power Attack: Trade attack bonus for damage (up to base attack bonus)
Brawl: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Improved Brawl: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Knockout Punch: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Improved Knockout Punch: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Toughness: +3 hp
Glib: +2 on bluff and diplomacy
Deceptive: +2 on bluff and disguise
Attractive Appearance: +2 on Bluff, Diplomacy, and Gather Information
Persuasion: +2 on Bluff and Intimidate checks
Fast Talker: +3 on Bluff and Diplomacy
Creative: +2 on perform (vocal) and perform (dance)
Spells
Spells per day:
Level 0 - 3
Level 1 - 4
Level 2 - 3
Level 3 - 3
level 4 - 2
Spells Known:
6 lvl 0
Flare: Dazzles one creature
Lullaby: Makes subject drowsy
Mage Hand: 5lb telekensis
Message: Whispered conversations at a distance
Light: object shines like a torch
Know direction: discern north
4 lvl 1
Disguise Self: changes appearance
Silent Image: creates minor illusion
Charm person: make one person your friend
Alarm
4 lvl 2
Detect Thoughts
Sound Burst
Whispering Wind
Hold Person
4 lvl 3
Good Hope
Invisibility sphere
Dispel Magic
Haste
3 lvl 4
Shout
Invisibility, greater
Cure Critical Wounds
Special Abilities
Bardic Knowledge: +12
Counter song - counter sound/sonic based attacks
Fascinate - self explanatory
Inspire Courage +2 - played during battle, increases chance of blows hitting and increases damage
Inspire Competence - gives ally +2 on skills checks
Suggestion - A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability. To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Consitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom
A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.