Editing Malkin Newton
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==Biographical Info== | ==Biographical Info== | ||
− | *Name: | + | *Name: |
*Gender: Male | *Gender: Male | ||
− | *Date of Birth: | + | *Date of Birth: |
− | *Age: | + | *Age: |
− | *Alignment: | + | *Alignment: |
− | *Description: | + | *Description: |
− | *History and Personality: | + | *History and Personality: |
==Characteristics== | ==Characteristics== | ||
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*Kit: Swashbuckler | *Kit: Swashbuckler | ||
*Level: 1 | *Level: 1 | ||
− | *XP: | + | *XP: |
− | + | *Next Level XP: | |
− | *Next Level XP: | + | *Height: |
− | *Height: | + | *Weight: |
− | *Weight: | + | *Hair: |
− | *Hair: | + | *Eyes: |
− | *Eyes: | + | *Skin: |
− | *Skin: | ||
===Stats=== | ===Stats=== | ||
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===Weapon Abilities=== | ===Weapon Abilities=== | ||
*Two-weapon fighting style | *Two-weapon fighting style | ||
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==Rogue Skills== | ==Rogue Skills== | ||
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+ | Jester bonus applied. | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
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! Total Unarmored | ! Total Unarmored | ||
|- align="center" | |- align="center" | ||
− | | | + | | Climb walls |
− | | | + | | 65% |
| +0 | | +0 | ||
− | | + | + | | +20 |
− | | | + | | 85% |
|- align="center" | |- align="center" | ||
| Detect noise | | Detect noise | ||
| 25% | | 25% | ||
| +0 | | +0 | ||
− | | + | + | | +5 |
− | | | + | | 30% |
|- align="center" | |- align="center" | ||
− | | | + | | Pick pockets |
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| 15% | | 15% | ||
− | | | + | | -5 |
− | | + | + | | +25 |
− | | | + | | 35% |
|- align="center" | |- align="center" | ||
− | | | + | | Read languages |
| 10% | | 10% | ||
| +0 | | +0 | ||
| +0 | | +0 | ||
| 10% | | 10% | ||
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|} | |} | ||
==Equipment & Encumbrance== | ==Equipment & Encumbrance== | ||
+ | * 250 GP from Brancast | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
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! Location | ! Location | ||
|- align="center" | |- align="center" | ||
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|} | |} | ||
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==Non-Weapon Proficiencies== | ==Non-Weapon Proficiencies== | ||
− | * | + | Jester bonus applied. |
− | * Disguise: | + | |
− | * | + | *Acting: 12 |
− | * Jumping: 13 | + | *Etiquette: 9 |
− | * | + | *Ancient History: 13 |
− | * | + | *Appraising: 9 |
− | * | + | *Crowd Working: 12 |
+ | *Disguise: 12 | ||
+ | *Forgery: 6 | ||
+ | *Juggling: 8 | ||
+ | *Jumping: 11 | ||
+ | *Local History: 15 | ||
+ | *Musical Instrument: 13 | ||
+ | *Orienteering: 11 | ||
+ | *Poetry: 11 | ||
+ | *Literacy: 12 | ||
+ | *Singing: 13 | ||
+ | *Tumbling: 10 | ||
+ | *Ventriloquism: 11 | ||
+ | *Survival: 6 | ||
==Traits & Race/Class/Kit Abilities== | ==Traits & Race/Class/Kit Abilities== | ||
===Racial Abilities=== | ===Racial Abilities=== | ||
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===Class Abilities=== | ===Class Abilities=== | ||
− | * | + | * Alter moods – While performing before a non-hostile group, the bard may alter the group’s mood. Everyone who hears the bard perform must save vs. paralyzation, with a penalty of one for every three levels of the bard. If the save fails, the group’s mood may be shifted one level in the direction wished by the bard. |
+ | * Climb walls* 65% – Allows the bard to climb smooth or vertical surfaces. | ||
+ | * Counter effects – Allows the bard to counter song based attacks. | ||
+ | * Detect noise* 25% – May hear faint sounds. | ||
+ | * History 5% – Gives a bard a 5% chance per level to identify a magic item by closely examining the item. | ||
+ | * Pick pockets* 15% – Allows the bard to pilfer small items from another’s pocket or purse. | ||
+ | * Rally friends – By spending three rounds, the bard may grant their comrades a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus to Morale rolls. The range of the effect is 10 feet, and lasts one round per level of the bard. | ||
+ | * Read languages* 10% – Gives a chance to read languages not familiar to the bard. | ||
+ | * Wizard spells – Allows the bard to cast wizard spells. | ||
+ | * Schools of Magic – Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation | ||
===Kit Abilities=== | ===Kit Abilities=== | ||
− | * | + | * Jesters receive a +1 bonus (+5% on percentile rolls) to most die rolls. This includes saving throws, initiative, surprise, proficiency checks, thief skill checks, ability checks, and ability sub-checks (e.g., bend bars/lift gates, resurrection survival, and so on). The fool’s luck also adds a +1 bonus to the Jester’s Armor Class. |
− | + | * About the only die rolls that the fool’s luck ability doesn’t affect are attack rolls, damage rolls, initial character generation rolls, and Hit Die rolls. | |
− | + | * Jesters enjoy a +1 bonus to Charisma when they are working an audience. | |
− | + | * A Jester’s Mind: Jesters are immune to attacks that cause insanity. Jesters also gain a saving throw bonus equal to their level vs. wizard spells of the enchantment/charm school and priest spells of the charm sphere. (A saving throw of 1 always fails, however.) Furthermore, any attempt to read a Jester’s mind has a percentage chance equal to the Jester’s level of causing confusion in the mind reader (treat as if under the effect of a confusion spell). | |
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===Traits=== | ===Traits=== | ||
− | * | + | * Precise Memory – With a minimal amount of studying, any object may be memorized perfectly. If the reading/writing proficiency is possessed, written material may also be memorized. |
− | + | * Music/Singing – +2 bonus to singing proficiency checks. | |
− | * | + | * Obscure Knowledge – Successful Intelligence/Knowledge check allows the recollection of a fact pertaining to the current subject. |
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===Languages=== | ===Languages=== | ||
*Common (Speak, Read, Write) | *Common (Speak, Read, Write) | ||
− | * | + | *Dwarf |
− | * | + | *Elf |
− | * | + | *Hobgoblin |
− | + | *Orc | |
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− | + | ==Magic== | |
− | + | *Not applicable at 1st level. | |
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− | * |