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Kaara Arradel, the Dusksinger
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==Features== '''Elven Grace (Racial Power)'''<br /> At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn. At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can't get any more extra actions that battle. Adventurer feat: (Heritage of the Sword) Use d6 and d8 swords without penalties; or if already able to use such swords without penalties, +2 melee damage. '''Bardic Songs (Bard feature)'''<br /> Bardic songs are magical moments that last for one or more rounds and end with a final verse that carries an even bigger payoff (unless the bard chooses to abandon the song in the middle). Although magical, bardic songs don't count as spells. Unlike spells, they don't force the bard to suffer opportunity attacks from engaged enemies, and they can't be canceled by effects that can cancel spells. For that matter, bards can even cast spells while in the middle of singing a bardic song. '''Battle Cries (Bard feature)'''<br /> Bards use battle cries to encourage, inspire, warn, and magically aid their allies. Battle cries are triggered by flexible melee attacks. The bard makes a melee attack and is able to use a battle cry that corresponds to the attack's natural result, sometimes whether or not the attack hits. See page 167 for the full rules for flexible attacks. As a rule, the bonuses provided by battle cries can help a bard's allies but not the bard. '''Spells (Bard feature)'''<br /> Bards use arcane spells that function like those of other spellcasting classes. Some spells are daily, some recharge, and others are at-will. Unlike most character classes, bards use two different ability scores for their attacks. Their melee and ranged weapon attacks use Strength or Dexterity, while their spells use Charisma. '''Jack of Spells (Bard talent)'''<br /> Choose another spell-casting character class. You can choose one spell from the spell list (but not the talent list) of that class, of your own level or lower, as an extra spell you know how to cast. You can even take its feats up to your tier, if it has any. You may only choose from the spell list—not from talents. This spell is a bonus spell, not included in your bard class count. Adventurer feat: You can use your Charisma as the ability score that provides spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged. If the spell is a wizard spell, you also gain three cantrips of your choice from the wizard. You can cast them like a wizard who lacks the Cantrip Mastery talent. '''Tracker (Ranger talent)'''<br /> You have the Tracker background (by any name that feels fun, engaging, and correct for your character's story) at its full possible bonus of +5, without having to spend your normal background points on it. You are an expert wilderness tracker, capable of reading clues from the environment that others can't perceive. Tracking doesn't work well, however, in heavily traveled urban environments. In addition, you have the terrain stunt power.<br /> '''Adventurer feat:''' Your grasp of the way the world is put together increases; you now can use terrain stunt in urban environments. Certainly there's enough options in urban environments to play off of. Now you get it. '''Sorta Dead (Bard talent, borrowed from necromancer class)'''<br /> In some ways, you're dead already. You don't need to eat or sleep or breathe. You can't drown in normal water/liquid, though magical gas will probably still affect you. When a spell or effect targets or applies to undead, you can decide whether you want to count as undead for that specific effect. The first time you die each level, roll a normal save, adding your Charisma modifier. If you succeed, you heal using a free recovery instead of dying. If you were dying because of last gasp saves, consider yourself saved from the last gasp problem also. '''Adventurer feat:''' You gain resist poison 16+ and resist negative energy 16+. '''Battle Cries'''<br /> Three Bard Battle Cries up to 3rd level '''Songs/Spells'''<br /> One Bard Song or Spell up to 1st level<br /> Two Bard Songs or Spells up to 3rd level<br /> One Wizard Spell up to 3rd level
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