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The Warrior O'Sheen

2nd Level CN Bard


Str
Dex
Con
Int
Wis
Cha

15
13
12
16
8
16

+2
0
0
0
0
0

17
13
12
16
8
16

+3
+1
+1
+3
-1
+3

Base Attack Bonus:


Fortitude Save:
Reflex Save:
Will Save:

+0
+1
+3
+1

Hit Points (d8 + 1 Con mod + 1 levelling bonus +3 for Toughness): 13 HPs
Languages: Common & a regional language (ask about setting, blank if Golaria) dw
arven, elven, & goblins
Race: Human
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 skill rank at 1st level & 1 rank whenever they gain a lev
el (included in Class info below).
Class: Bard
Class Skills: The bard s class skills are Acrobatics (Dex), Appraise (Int), Bluff
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist
(Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (W
is), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex),
Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level (10): 6 + Int modifier (3) + Human Level Bonus (1).
Weapon & Armor Proficiency: All simple weapons, longsword, rapier, sap, short sw
ord, shortbow, & whip. Light armor & shields (except tower shields). No arcane s
pell failure chance while in light armor & shield.
Spells: Can cast from the bard spell list (core pg.224). Doesn't need preparatio
n. Spells have verbal components (song, recitation, or music). Spells require a
Cha score of 10 + SL. Resistance DC for saves vs bard spells is 10 + SL + the Ch
a mod.
Bardic Knowledge (Ex): Add 1/2 bard CL (min 1) to Knowledge skill checks & they
are all usable untrained.
Bardic Performance (7 per day): Perform skill creates magical effects himself an
d those around him, himself if desired. Can use He can use this 4 + Cha mod time
s/day. Each round one learned type of BP can be used. BP is a std. action and ca
n be maintained as a free action. Changing from one type to another requires a s
td. action. BPs end if the bard is killed or disabled and can't maintain them. C
an only use one type of BP at a time.
Known types of BP:
Countersong (Su): Counters magic depending on sound (not spells w/verbal
req.) Each round he rolls a Perform (keyboard, percussion, wind, string, or sin
g) skill check. Targets (inc. himself) within 30' under threat of such a magical
effect may use the bard's perform check result in place of his saving throw res
ult to determine success or failure. If a target in range is already being effec
ted, this BP allows an additional save each round of this BP using the bard's pe
rform check result. The effects to be resisted must be of a type that allow save
s. Countersong relies on audible components.
Distraction (Su): Counters magic depending on sight. Each round he rolls
a Perform

(act, comedy, dance, or oratory) skill check. Targets (inc. himself) within 30'
under threat of such a magical effect may use the bard's perform check result in
place of his saving throw result to determine success or failure. If a target i
n range is already being effected, this BP allows an additional save each round
of this BP using the bard's perform check result. The effects to be resisted mus
t be of a type that allow saves. Distraction relies on visual components.
Fascinate (Su): One target that can see, hear, & pay attention to the ba
rd & is within 90' becomes fascinated w/him. The bard must also be able to see
the affected. Distractions such as combat or other dangers prevent success. Each
3 levels after 1st, another target may be effected. Targets may Will save (DC 1
0 + 1/2 bard s level + the bard s Cha mod) to negate. If a target s save succeeds, he
can't be fascinated by that bard for 24 hours. If the save fails, the target sit
s quietly & observes the BP as long as the bard maintains it. The affected take 4
on skill checks made reactions, such as Perception. Any threat to the affected
allows them a new save vs. the BP. Obvious threats, such as the drawing of weapo
ns, casting of spells, or aimed weapons, breaks the BP. Fascinate is an enchantm
ent (compulsion), mindaffecting ability that relies on audible & visual componen
ts.
Inspire Courage (Su): This BP inspires courage in allies (including hims
elf), defends vs. fear and improves combat abilities. Allies must be able to per
ceive the BP. The affected get +1 on saves vs. charm & fear effects & +1 on atta
ck & dmg. At lv5 & every 6 CLs this bonus goes +1 (max +4) Inspire courage is mi
nd-affecting and can use either audible or visual components which are chosen at
the start of the particular use of the BP.
Spells Known:
Cantrips
Detect Magic
Ghost Sound
Message
Read Magic
1st Level
Grease
Silent Image
Spells per day:
Cantrips
Unlimited
1st Level
2 (1 from Charisma)
Skills (10 ranks per level)
CC?
Skill
L2
L3
Acrobatics (Dex)
Appraise (Int)
Bluff (Cha)
xx
xx
Climb (Str)
x
Craft (Int)
x
Disable Device (Dex)
Diplomacy (Cha)
xx
xx
Disguise (Cha)
-

UT?

Stat

Trained Ranks

Bonus

Total

+1

+3

+1

+5

+3

+3

+3

+3

+1

+7

+3

+3

+3

+3

+1

--

+3

+3

+1

+7

+3

+3

Escape Artist (Dex)


x
x
x
xx
xxx
xx
xx
x
xxx
x
x
xx

+1

+1

Fly (Dex)
y
Handle Animal (Cha)
n
Heal (Wis)
y
Intimidate (Cha)
y
Knowledge (local) (Int) y
xx
Knowledge (history) (Int)y
xKnowledge (Others) (Int) y
Linguistics (Int)
n
Perception (Wis)
y
xx
Perform (Sing)(Cha)
y
xx
Perform (String)(Cha)
y
xx
Perform (other)(Cha)
y
Profession (Wis)
n
Ride (Dex)
y
Sense Motive (Wis)
y
Sleight of Hand (Dex)
n
Spellcraft (Int)
n
Stealth (Dex)
y
xx
Survival (Wis)
y

+1

+1

+3

--

-1

-1

+3

+3

+3

+3

+1

+7

+3

+3

+3

+3

+3

--

-1

+3

+1

+3

+3

+3

+1

+7

+3

+3

+1

+7

+3

+3

-1

--

+1

+1

-1

+3

+1

+3

+1

--

+3

--

+1

+3

+1

+5

-1

-1

Swim (Str)

+3

+3

Use Magic Device (Cha)


xx

+3

+3

+1

+7

xx every lv
x- every other lv
x probably just once
- not this level
Feats (3, starting 1 + Human + trait trade-in):
Toughness: +3 HPs and +1 HP per level over 3
Dodge: +1 dodge bonus to your AC. Losing your Dex bonus to AC also makes
you lose this bonus.
Mobility: +4 dodge bonus to AC vs. AoO when you move out of or within a
threatened area. Losing your Dex bonus to AC also makes you lose this bonus. Dod

ge bonuses stack with each other, unlike most other types of bonuses.
Starting Gold: 180gp
Equipment:
Longsword
sh, 4 lbs
Studded leather
nalty, 20 lbs
Shield, heavy wooden
backpack
Lute
CP1
CP2
CP3

15gp +3 to hit, 1d8 damage, crit range 19 20/2, sla


25gp +3 to AC, +5 Max Dex bonus, 1 Armor check pe
7gp +2 to AC, -2 Armor check penalty, 10 lbs
2gp, 2 lbs
5gp, 3 lbs
9gp, 2sp, 2cp
30gp

Cheap Package 1 (9gp, 2sp, 2cp)


Sling (free, 0lbs.)
Bell (1gp)
Candle (1cp)
Chalk (1cp)
Charcoal (5sp)
Fishhook (1sp)
Flint and Steel (1gp)
Parchment (1 sheet) (2sp)
Sewing Needle (5sp)
Signal Whistle (8sp)
Tindertwig (1gp)
Oil (1sp, 1lb)
Cheap Package 2 (30gp, 0lbs)
Earplugs 3cp (Harpies driving you crazy? Get some earplugs to get a +2
to saves)
False-Bottomed cup 1gp (want to poison someone, or just send a message t
o your fellow faction member?)
Paper (sheet) 4sp (better quality paper that can be used for scrolls)
Perfume/Cologne 5gp (+1 circumstance bonus sometimes on Charisma based s
kill checks, distract animals with
the smell, etc.)
Rice Paper (2 sheets) 10cp (scrap paper)
Stationary 1gp (Need to convince a Noble? Invite them down a dark alley
with this stationary)
Wandermeal (12 meals) 12cp (cheap and weightless food. Just don't eat i
t alone for more than a week, mix in
1 regular meal per week and dras
tically cut down on food weight)
Weapon Cord 1sp (helpful to avoid disarms)
Whistle 5cp (half mile signal can be easily be pulled off)
Whistle, Silent 2sp (animals and keen hearing can only hear this whistle
, use it with a pet or animal
companion in special circumstances, particularly with animal companions
with a 3 Intelligence)
Firework, Desnan candle 5gp (ranged touch attack at -4 to blind for 1 ro
und)
Firework, Paper candle 1gp (dazzle for 1d4 rounds)
Glowing Ink, (vial) 5gp (tagging creatures so it is easy to to find them
even in the dark, writing down notes to each other in darkness when you have
to silent, writing notes on walls, plenty of uses here)
Invisible ink, simple 2gp (want to be really sneaky? It's cheap and wil
l get past your clueless guard)

Keros Oil 5gp (Regular oil weights a pound for each flask, this has no w
eight, has 10 doses per 5gp, and does
the same damage as regular oil. The only wrinkle is that you have to pu
t it in your mouth and spit it out.
Still, when you need to burn thi
ngs, you need to burn them, so having a flask on hand might save your life)
Vermin Repellent 5gp (swarms of vermin can be a nightmare, shoo them awa
y with this cheap smelly stuff)
Cheap Package 3 (2gp, 5sp, 2cp, 2.5lbs)
String/Twine 50' 1cp 0.5lb (use it in all manner of ways to get the job
done!)
Grappling Arrow 1gp, 0.5lb. (a regular grappling hook weighs 4lbs. This
weighs half a pound. Shoot or toss it where needed. However it only works wit
h silk rope out of the core rules)
Magnet 5sp, 0.5lb. (can grab up to 3 pounds of ferrous metal, think of t
he possibilities!)
Powder 1cp, 0.5lb. (useful to toss at invisible creatures, or spread on
the floor to look for their tracks).
Compass 1gp, 0.5lb. (Above or below ground, when you need it you're glad
you have it).

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