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====Nigel Helmsley==== Male Human Bard 8, Loremaster 1 NG Player: Mitch Background: Nigel was the fourth son of a wealthy baron. As such, his oldest brother inherited the lion’s share of their father’s estate, with nothing left for himself. Rather than be treated as a well-dressed vassal by his family, he decided to make his own way in the world. His travels took him to Bryn Shander, where the Furfolk had settled the area. Fascinated by them and their history, he set about learning as much as he could about them. What passed for a local library had been neglected, so he saw an opportunity to improve the community, while pursuing his research. Appearance: A thin human in his mid-20’s. He has grey eyes, and neatly-trimmed brown hair. He is clean-shaven, with permanently ink-stained fingers. Around town, he wears a simple scholar’s outfit. When abroad, he prefers a finely-made chain shirt complemented by a sturdy traveler’s ensemble, with a rapier at his hip. “Smashing!” Str 10 Dex 14 Con 12 Int 18 Wis 12 Cha 16 +1 feat +4 skill ranks at level 1, +1/level A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, *rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields. Languages: Common, Elven, Dwarven, Draconic, Furfolk Common, Orc, Celestial, Infernal, Undercommon BAB: +6/+1 Fort: +4 Ref: +9 Will: +10 HP: 58/58 Initiative: +2 AC: 18 Rapier: +8/+3 1d6+1, 18-20x2, magic Light crossbow: +9, 1d8, 19-20x2 Dagger: +6/+1 1d4, 19-20x2 Skills: 36 @ 1st, 9/level Decipher Script 5:9 Gather Information 4:9 Diplomacy 10:13 Knowledge (Arcana) 5:9 Knowledge (Bardic) 12:14 Knowledge (Geography) 10:14 Knowledge (History) 10:16 Knowledge (Local) 8:12 Knowledge (Nobility) 3:7 Knowledge (Planes) 4:8 Knowledge (Religion) 4:8 Move Silently 8:10 Perform (Oratory) 10:13 Profession (Librarian) 3:4 Search 7:11 Sense Motive 8:9 Survival 0:1 (3 to avoid getting lost/natural hazards, 3 to find/follow tracks) Speak Language 4 Spellcraft 8:12 Use Magic Device 5:8 (10 for scrolls) Feats Skill Focus: Knowledge (History) Scribe Scroll Extend Spell: Duration x2, +1 level Still Spell: no somatic, +1 level ** applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action. Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge 10 Common, known by at least a substantial minority of the local population. 20 Uncommon but available, known by only a few people in the area. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. Spells/Day 0: 3 1: 4 2: 4 3: 3 Neutralize Poison x1 Spells Known 0: D*Detect Magic: std, VS, 60’ cone, 7 min, 3 rds to read auras, Arcana DC 15+spell level = school ((Alardan)) Read Magic: std, VSF, self, 70 min, 1 pg/min, glyph: DC 13 Spellcraft, symbol: DC 19 Mage Hand: std, VS, close, 5 lbs, 15’ as move action, concentration Prestidigitation: std, VS, 10’, 1 hr, lift 1 lb, clean/soil/color 1’ cube/rd, chill/warm/flavor 1 lb material, small crude objects, Light: std, VM, touch, 70 min, 20’r normal light Mending: 10 min, VS, 10’, 1 object <= 5 lbs 1: Cure Light Wounds: std, touch, 1d8+5, harm undead (Will save 1/2) D*Identify: 1 hr, VSM (100 gp pearl), touch, 1 object, basic function; activation; charges left Silent Image: std, VSF, long, 12 10’ cubes, concentration, Will save to disbelieve, can move within area Unseen Servant: std, VSM, close, 8 hrs, lift 20 lbs / drag 100 lbs, speed 15’, 6 hp (Bartleby) 2: Cure Moderate Wounds: std, touch, 2d8+8, harm undead (Will save 1/2) D*Locate Object: std, VSF, 720’r, 8 min, specific item needs mental image, must have seen unique item (not via divination) D*Detect Thoughts: std, VSF, 60’ cone, conc (8 min), change area ea rd, blockable Rd 1: presence/absence of thoughts Rd 2: # of thinking minds, Int scores Rd 3: surface thoughts, Will negates D*Tongues: touch, 80 min, speak/understand any language 3: D*Clairvoyance/Clairaudience: 10 min, VSF, 720’r, 8 min, familiar location, can’t move, see 10’r in natural darkness Dispel Magic: std, VS, 180’, Targeted or Area or Counterspell D*See Invisibility: std, VSM, 80 min, see invisible/ethereal Equipment: 5400 +2 Chain Shirt. 1250 +1 Rapier. 320 Masterwork light crossbow 35 20 bolts. 2 Dagger. 2 Cloak of Resistance +1. 1000 Handy Haversack. 2000 2 oz ink. 16 2 pens. .2 30 sheets Paper. 12 30 sheets Parchment. 6 10 scroll cases. 10 Sealing wax. 1 2 candles. .02 Signet ring. 5 2 pieces chalk. .02 10 Tindertwigs. 10 5 spell levels of scroll-writing materials. 250 Scholar’s outfit. 5 Explorer’s outfit. 10 Magnifying glass. 100 Cure Light Wounds potion. 50 Wagon fund. 300 10 gp scroll of Sending Katrin’s rhyme from Lady Silverymoon (Unicorn?) Some armor on a rack: modified briganadine. Square plates of metal about four inches on a side, stitched into pockets on the inside surface of garments made of some thin, tough leather. You can't tell without opening a pocket, what metal is being used. It feels very light though. A pair of delicate-looking longswords in stiff leather scabbards, with ivory hilts that have a symbol cared into them. It looks like the same symbol Mayrvreen was wearing on that headband. Half a dozen or so small locked chests. Another chest, open, contains several blank books and underneath those some filled journals or record books. You don't recognize the script. Small hidden notebook. You find a stock of supplies in the huts; food, tools, extra weapons. You find healing supplies too: mundane things such as bandages and some potion bottles. Half a dozen of those are labeled as cure poison, nearly a full dozen as heal wounds. Sneaky-priest had a couple of potions of Cure Poison, one of Heal Moderate Wounds, and two daggers,, with Enchanted Weapon cast on them. . Aside from that a ring and an amulet, both with masking magic on them. You can't tell from inspection what their enchantment does. 15 pearls worth 100 gp each Kukri Sacrificial knife Boots of Speed dozen potions of Neutralize Poison four potions of Heal Moderate wounds Bardic Music: 7/day Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +2 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability. Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability. Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. Suggestion (Sp): 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. You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration (1 hr/lvl). If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
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