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Grolur Gabriel None None Chaotic Neutral

Character Name Player Name Deity Region Alignment


Bard 2, Fighter 2 Half-Orc / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Darkvision (60 ft.)
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
4 (3) 9000 / 15000 0 Masculino
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 18 +4 18 +4 HP 37 Walk 30 ft.


hit points
Strength

DEX 13 +1 13 +1 AC 15 : 14 : 11 = 10 + 4 + 0 + 1 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 14 +2
ARMOR TION

14 +2
BONUS BONUS

Constitution INITIATIVE +1 =
+1 +
+0 20 -2 0
INT 13 +1 13 +1
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 7 -2 7 -2 Encumbrance Light TOTAL SKILLPOINTS: 20
SKILLS MAX RANKS: 4/4.0
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 16 +3 16 +3
MODIFIER

=
MODIFIER

+
MODIFIER

Charisma ✓ Acrobatics DEX -3 1 -4


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ Appraise INT -1 = 1 + -2
SAVE

FORTITUDE +5 =
+3 +
+2 +
+0 +
+0 +
+0 + ✓ Bluff CHA 7 = 3 + 1 + 3
(constitution) ✓ Bluff (Perform (String Instruments)) CHA 11 = 3 + [4] + 4
REFLEX +4 =
+3 +
+1 +
+0 +
+0 +
+0 + ✓ Climb STR 7 = 4 + 2 + 1
(dexterity)
✓ Craft (Untrained) INT -1 = 1 + -2
WILL +1 =
+3 +
-2 +
+0 +
+0 +
+0 +
✓ Diplomacy CHA 7 = 3 + 1 + 3
(wisdom)
✓ Diplomacy (Perform (String Instruments)) CHA 11 = 3 + [4] + 4
Conditional Save Modifiers: ✓ Disguise CHA 8 = 3 + 2 + 3
+1 Will vs. fear ✓ Escape Artist DEX -3 = 1 + -4
Fly DEX -3 = 1 + -4
+4 vs. Bardic Performance, sonic, and language-dependent effects ✓
Heal WIS -4 = -2 + -2
Conditional Combat Modifiers: ✓
✓ Intimidate CHA 10 = 3 + 2 + 5
When you are wielding a two-handed weapon or a one-handed weapon with
Knowledge (Arcana) INT 6 = 1 + 1 + 4
two hands, and using the Power Attack feat, you do not suffer Power Attack's
Knowledge (Local) INT 6 = 1 + 1 + 4
penalty on melee attack rolls on the first attack you make each turn.
Knowledge (Local) (local art or music INT 8 = 1 + 1 + 6
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP scene)
INT 6 = 1 + 1 + 4
MELEE +7 = +3 + +4 + +0 + +0 + 0 + Knowledge (Nature)
= +
attack bonus ✓ Knowledge (Untrained) INT 0 1 -1
RANGED +4 = +3 + +1 + +0 + +0 + 0 + ✓ Perception WIS -4 = -2 + -2
attack bonus
Perform (String Instruments) CHA 11 = 3 + 4 + 4
CMB +7 = +3 + +4 + +0 + + + ✓ Perform (Untrained) CHA 1 = 3 + -2
attack bonus
BULL ✓ Ride DEX -3 = 1 + -4
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
✓ Sense Motive WIS -4 = -2 + -2
CMB +7 +7 +7 +7 +7 +7 = + +
Spellcraft INT 5 1 1 3
CMD 18 18 18 18 18 18 ✓ Stealth DEX 4 = 1 + 2 + 1
DIRTY TRICK DRAG REPOSITION STEAL
Survival WIS -4 = -2 + -2
CMB +7 +7 +7 +7 ✓
✓ Swim STR 7 = 4 + 2 + 1
CMD 18 18 18 18 = + +
= + +
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
(nonlethal only) +7 1d3+4 20/x2 5 ft. ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
Special Properties:
Conditional Skill Modifiers:

Character: Grolur PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:4 (CR:3)
Player: Gabriel Created using PCGen v6.09.07 on 2023-12-27 at 15:24:58.794143400 Page 1
*Halberd HAND TYPE SIZE CRITICAL REACH +1 trait bonus on all Intimidate checks made to demoralize
Ambas PS M 20/x3 5 ft. opponents and a +1 trait bonus on all Perception checks to avoid
TOTAL ATTACK BONUS DAMAGE
being surprised.
+7 1d10+6
Special Properties: brace, trip
Bardic Performance
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
Rounds per days ❏❏❏❏❏ ❏❏❏❏❏ ❏
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. You are trained to use the Perform skill to create magical effects on those around you, including
yourself if desired. You are trained to use the Perform skill to create magical effects on those around
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE you, including yourself if desired. You can use this ability for 11 rounds per day. Each round, you
can produce any one of the types of bardic performance that you have mastered. Starting a bardic
*Chain Shirt Light +4 +4 -2 20 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from
taking a free action to maintain it each round. You cannot have more than one bardic performance in
effect at one time. [Paizo Inc. - Core Rulebook, p.35]

Countersong:You can counter magic effects that depend on sound (but not spells that have verbal
components). Each round of the countersong you make a Perform (keyboard, percussion, wind,
string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a
sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong
does not work on effects that don't allow saves. Countersong relies on audible components. [Paizo
Inc. - Core Rulebook, p.36]

Distraction:You can use your performance to counter magic effects that depend on sight. Each
round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature
within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical
attack may use your Perform check result in place of its saving throw if, after the saving throw is
rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is
already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack,
it gains another saving throw against the effect each round it sees the distraction, but it must use
your Perform skill check result for the save. Distraction does not work on effects that don't allow
saves. Distraction relies on visual components. [Paizo Inc. - Core Rulebook, p.36]

Fascinate:You can use your performance to cause up to 1 creatures to become fascinated with
you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable
of paying attention to you. You must also be able to see the creatures affected. The distraction of
a nearby combat or other dangers prevents this ability from working. Each creature within range
receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot
attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly
and observes your performance for as long as you continue to maintain it. While fascinated, a target
takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential
threat to the target allows the target to make a new saving throw against the effect. Any obvious
threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Fascinate relies on audible and visual components in order to function. [Paizo Inc. - Core Rulebook,
p.37]

Inspire Courage:You can use your performance to inspire courage in your allies (including yourself),
bolstering them against fear and improving their combat abilities. To be affected, an ally must be
able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws
against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components.
The bard must choose which component to use when starting his performance. [Paizo Inc. - Core
Rulebook, p.37]

Character: Grolur PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:4 (CR:3)
Player: Gabriel Created using PCGen v6.09.07 on 2023-12-27 at 15:24:58.794143400 Page 2
EQUIPMENT Bardic Performance [ CR ]
ITEM LOCATION QTY WT / COST You are trained to use the Perform skill to create magical effects on those around
Halberd Equipped 1 12 / 10 you, including yourself if desired. You are trained to use the Perform skill to
brace, trip create magical effects on those around you, including yourself if desired. You
Chain Shirt Equipped 1 25 / 100 can use this ability for 11 rounds per day. Each round, you can produce any one
of the types of bardic performance that you have mastered. Starting a bardic
Explorer's Outfit Equipped 1 8/0
performance is a standard action, but it can be maintained each round as a free
TOTAL WEIGHT CARRIED/VALUE 45 lbs. 110gp action. Changing a bardic performance from one effect to another requires the
WEIGHT ALLOWANCE 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 you are killed,
Light 100 Medium 200 Heavy 300
paralyzed, stunned, knocked unconscious, or otherwise prevented from taking
Lift over head 300 Lift off ground 600 Push / Drag 1500 a free action to maintain it each round. You cannot have more than one bardic
MONEY performance in effect at one time.
Total= 0 gp [Unspent Funds = 5,945 gp] Bonus Bardic Performance Round (2x) [ ARG ]
MAGIC Add 1 to the bard's total number of bardic performance rounds per day.
Bonus Feats [ CR ]
Languages At 1st level, and at every even level thereafter, a fighter gains a bonus feat in
Common, Goblin, Orc addition to those gained from normal advancement (meaning that the fighter
Other Companions gains a feat at every level). These bonus feats must be selected from those listed
as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th
level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose
Traits
to learn a new bonus feat in place of a bonus feat he has already learned. In effect,
Ear for Music (Shelyn) (Perform (String [Paizo Inc. - Advanced
the fighter loses the bonus feat in exchange for the new one. The old feat cannot
Instruments)) Player's Guide, p.333]
be one that was used as a prerequisite for another feat, prestige class, or other
You spent countless hours of your youth in one of Shelyn's temples, listening to ability. A fighter can only change one feat at any given level and must choose
wonderful musicians and singers. You gain a +1 trait bonus on one category of whether or not to swap the feat at the time he gains a new bonus feat for the level.
Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal
Bravery (Ex) [ CR ]
with the local art or music scene.
You gain a +1 bonus to Will saves against fear effects.
Focused Mind [Paizo Inc. - Advanced
Player's Guide, p.329] Cantrips [ CR ]
Your childhood was either dominated by lessons of some sort (be they musical You have learned a number of cantrips, or 0-level spells. These spells are cast
or academic) or by a horrible home life that encouraged your ability to block out like any other spells, but they do not consume any slots and may be used again.
distractions to focus on the immediate task at hand. You gain a +2 trait bonus on Countersong (Su) [ CR ]
concentration checks. You can counter magic effects that depend on sound (but not spells that
Scrapper [Paizo Publishing - have verbal components). Each round of the countersong you make a Perform
Ultimate Campaign, (keyboard, percussion, wind, string, or sing) skill check. Any creature within
p.62] 30 feet (including yourself) that is affected by a sonic or language-dependent
A childhood spent scrabbling for every possession and scrap of food has made magical attack may use your Perform check result in place of its saving throw
you fierce and wary. You receive a +1 trait bonus on all Intimidate checks made if, after the saving throw is rolled, the Perform check result proves to be higher.
to demoralize opponents and a +1 trait bonus on all Perception checks to avoid If a creature within range of the countersong is already under the effect of a
being surprised. 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 your Perform skill check result for the save. Countersong does not work on
Drawbacks effects that don't allow saves. Countersong relies on audible components.
Meticulous [Paizo Publishing -
Inspire Courage (Su) [ CR ]
Ultimate Campaign,
p.65] You can use your performance to inspire courage in your allies (including
yourself), bolstering them against fear and improving their combat abilities. To
You plan and prepare everything in detail, and aren't good at improvising when
be affected, an ally must be able to perceive your performance. An affected ally
things don't go as planned. You take a -2 penalty on skill checks for skills with
receives a +1 morale bonus on saving throws against charm and fear effects and
which you're untrained.
a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a
mind-affecting ability. Inspire courage can use audible or visual components. The
Special Attacks bard must choose which component to use when starting his performance.
Distraction (Su) [ CR ] Intimidating [ ARG ]
You can use your performance to counter magic effects that depend on sight. Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their
Each round of the distraction, make a Perform (act, comedy, dance, or oratory) fearsome nature.
skill check. Any creature within 30 feet (including yourself) that is affected by an
Orc Blood [ ARG ]
illusion (pattern) or illusion (figment) magical attack may use your Perform check
Half-orcs count as both humans and orcs for any effect related to race.
result in place of its saving throw if, after the saving throw is rolled, the Perform
skill check proves to be higher. If a creature within range of the distraction Orc Ferocity [ ARG ]
is already under the effect of a noninstantaneous illusion (pattern) or illusion Once per day, when a half-orc is brought below 0 hit points but not killed, he
(figment) magical attack, it gains another saving throw against the effect each can fight on for one more round as if disabled. At the end of his next turn, unless
round it sees the distraction, but it must use your Perform skill check result for brought to above 0 hit points, he immediately falls unconscious and begins dying.
the save. Distraction does not work on effects that don't allow saves. Distraction Versatile Performance (String Instruments) (Ex) [ CR ]
relies on visual components. You can use your bonus in the Perform (String Instruments) skill in place of your
Fascinate (Su) [ CR ] bonus in the Bluff or Diplomacy skills. When substituting in this way, you use your
You can use your performance to cause up to 1 creatures to become fascinated total Perform (String Instruments) skill bonus, including class skill bonus, in place
with you. Each creature to be fascinated must be within 90 feet, able to see of your Bluff or Diplomacy skill bonus, whether or not you have ranks in that skill
and hear you, and capable of paying attention to you. You must also be able to or if it is a class skill.
see the creatures affected. The distraction of a nearby combat or other dangers Weapon Familiarity [ ARG ]
prevents this ability from working. Each creature within range receives a Will save Half-orcs are proficient with greataxes and falchions and treat any weapon with
(DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot the word "orc" in its name as a martial weapon.
attempt to fascinate that creature again for 24 hours. If its saving throw fails, the Well-Versed (Ex) [ CR ]
creature sits quietly and observes your performance for as long as you continue You have becomes resistant to the Bardic Performance of others, and to sonic
to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made effects in general. You gain a +4 bonus on saving throws made against Bardic
as reactions, such as Perception checks. Any potential threat to the target allows Performance, sonic, and language-dependent effects.
the target to make a new saving throw against the effect. Any obvious threat, such
as someone drawing a weapon, casting a spell, or aiming a weapon at the target,
Feats
automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-
Arcane Strike [CR]
affecting ability. Fascinate relies on audible and visual components in order to
function. As a swift action, you can imbue your weapons with a fraction of your power. For
1 round, you gain a +1 damage bonus and your weapons are treated as magic for
the purpose of overcoming damage reduction.
Special Qualities
Armored Casting (Ex) [ CR ] As a swift action, you can imbue your weapons with a fraction of your power. For
1 round, your weapons deal +1 damage and are treated as magic for the purpose
You can cast bard spells while wearing light armor and use a shield without
of overcoming damage reduction. For every five caster levels you possess, this
incurring the normal arcane spell failure chance.
bonus increases by +1, to a maximum of +5 at 20th level.
Bardic Knowledge (Ex) [ CR ]
Cleave [CR]
You add +1 to all Knowledge checks and may make all Knowledge skill checks
You can strike two adjacent foes with a single swing.
untrained.

Character: Grolur PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:4 (CR:3)
Player: Gabriel Created using PCGen v6.09.07 on 2023-12-27 at 15:24:58.794143400 Page 3
As a standard action, you can make a single attack at your full base attack bonus
against a foe within reach. If you hit, you deal damage normally and can make an
additional attack (using your full base attack bonus) against a foe that is adjacent
to the first and also within reach. You can only make one additional attack per
round with this feat. When you use this feat, you take a -2 penalty to your Armor
Class until your next turn.
Combat Expertise [CR]
You can increase your defense at the expense of your accuracy.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver
checks to gain a +1 dodge bonus to your Armor Class. You can only choose to use
this feat when you declare that you are making an attack or a full-attack action
with a melee weapon. The effects of this feat last until your next turn.
Furious Focus [APG]
Even in the midst of fierce and furious blows, you can find focus in the carnage
and your seemingly wild blows strike home.
When you are wielding a two-handed weapon or a one-handed weapon with two
hands, and using the Power Attack feat, you do not suffer Power Attack's penalty
on melee attack rolls on the first attack you make each turn. You still suffer the
penalty on any additional attacks, including attacks of opportunity.
Power Attack [CR]
You can make exceptionally deadly melee attacks by sacrificing accuracy for
strength.
You can choose to take a -1 penalty on all melee attack rolls and combat
maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to
damage is increased by half (+50%) if you are making an attack with a two-handed
weapon, a one handed weapon using two hands, or a primary natural weapon
that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to
damage is halved (-50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. You must choose to use this feat before making an
attack roll, and its effects last until your next turn. The bonus damage does not
apply to touch attacks or effects that do not deal hit point damage.
Spellsong [UM]
You can blend the power of your performance and spellcasting.
You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by masking it in a
performance. As a swift action, you may combine your casting time of a spell
with a Perform check. Observers must make a Perception or Sense Motive check
opposed by your Perform check to realize you are also casting a spell. This uses
1 round of your bardic performance ability, regardless of the spell's casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain
a bard spell with a duration of concentration. You can cast another spell in the
same round you are using bardic magic to maintain concentration; if you do
this, your concentration on the maintained spell ends when you end the bardic
performance the spell is part of.

Proficiencies
Amentum, Atlatl, Orc Double Axe, Throwing Axe, Bardiche, Battle Aspergillum,
Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Brass Knuckles,
Nine Ring Broadsword, Butterfly Sword, Cestus, Chakram, Club, Heavy Crossbow,
Light Crossbow, Dagger, Punching Dagger, Dart, Dogslicer, Double Chicken
Saber, Earth Breaker, Falchion, Light Flail, Heavy Flail, Gauntlet, Spiked Gauntlet,
Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword,
Guisarme, Halberd, Light Hammer, Handaxe, Hooked Lance, Horsechopper,
Hunga Munga, Iron Brush, Javelin, Jutte, Katana, Kerambit, Klar, Kukri, Lance,
Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy
Mace, Light Mace, Mattock, Mere Club, Monk's Spade, Morningstar, Naginata,
Nodachi, Ogre Hook, Heavy Pick, Light Pick, Pilum, Poisoned Sand Tube,
Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar,
Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat,
Sickle, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked Armor, Splash
Weapon, Stake, Starknife, Bastard Sword, Short Sword, Tri-Point Double-Edged
Sword, Sword Cane, Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa,
Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow,
Underwater Light Crossbow, Dwarven Waraxe, Warhammer, Whip, Wushu Dart

Character: Grolur PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:4 (CR:3)
Player: Gabriel Created using PCGen v6.09.07 on 2023-12-27 at 15:24:58.794143400 Page 4
Bard Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 5 3 — — — — —
PER DAY at will 3 — — — — —
Concentration +7

LEVEL 0 / Per Day:0 / Caster Level:2


Name School Time Duration Range Source
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 2 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Ghost Sound Illusion (Figment) 1 standard action 2 rounds [D] Close (30 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:13, Will disbelief]
❏❏❏❏❏ Haunted Fey Aspect Illusion (Glamer) 1 standard action 2 rounds [D] Personal UC:p.230
[S] TARGET: You; EFFECT: You surround yourself with disturbing illusions.
❏❏❏❏❏ Lullaby Enchantment (Compulsion) [Mind-Affecting]
1 standard action Concentration + 2 rounds [D] Medium (120 ft.) CR:p.305
[V, S] TARGET: Living creatures within a 10-ft.-radius burst; EFFECT: 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. [SR:Yes; DC:13, Will negates]
❏❏❏❏❏ Summon Instrument Conjuration (Summoning) 1 round 2 minutes [D] 0 ft. CR:p.350
[V, S] TARGET: One summoned handheld musical instrument; EFFECT: This spell summons one handheld musical instrument of your choice. [SR:No]

LEVEL 1 / Per Day:3 / Caster Level:2


Name School Time Duration Range Source
❏❏❏❏❏ Charm Person Enchantment (Charm) [Mind-Affecting, WoodSchool]
1 standard action 2 hours Close (30 ft.) CR:p.254
[V, S] TARGET: One humanoid creature; EFFECT: This charm makes a humanoid creature regard you as its trusted friend and ally. [SR:Yes; DC:14, Will negates]
❏❏❏❏❏ Saving Finale Evocation [Mind-Affecting] 1 immediate action Instantaneous Close (30 ft.) APG:p.241
[V, S] TARGET: one living creature; EFFECT: Subject rerolls failed saving throw. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Vocal Alteration Transmutation 1 standard action 2 minutes Close (30 ft.) UM:p.248
[V, S] TARGET: One humanoid creature; EFFECT: Disguise target's voice. [SR:Yes; DC:14, Fortitude negates]
* =Domain/Speciality Spell

Character: Grolur PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:4 (CR:3)
Player: Gabriel Created using PCGen v6.09.07 on 2023-12-27 at 15:24:58.794143400 Page 5
Grolur
Half-Orc
RACE
0
AGE
Masculino
GENDER
Darkvision (60 ft.)
VISION
Chaotic Neutral
ALIGNMENT
Derecha
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
None
REGION
None
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Grolur PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:4 (CR:3)
Player: Gabriel Created using PCGen v6.09.07 on 2023-12-27 at 15:24:58.794143400 Page 6

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