Editing Zanlennitorfarrugwilryn "Zan" Desederioscioli

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'''Chaotic Good Male Rock Gnome Bard 6 (Racial Sub at 1 and 6)
 
'''Chaotic Good Male Rock Gnome Bard 6 (Racial Sub at 1 and 6)
  
*HD 6d6+18
+
*HD 6d6+12
 
*Hit points 44
 
*Hit points 44
 
*Initiative +1
 
*Initiative +1
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'''Class abilities:'''  
 
'''Class abilities:'''  
 
*You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
 
*You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
*Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+8
+
*Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+7
*Bardic Music: Performances can create varied magical effects 6 times per day.
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*Bardic Music: Performances can create varied magical effects 5 times per day.
 
*Counter Fear (Su): A gnome bard who takes the 1st-level racial substitution level and has 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that cause fear. In each round when the bard uses his counter fear ability, he makes a Perform check. Any ally within 30 feet of the bard (including the bard himself) that is affected by a fear effect can use the bard's 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 counter fear effect is already under the influence of a fear effect, it gains another saving throw against the effect each round it hears the bard perform, but it must use the bard's Perform check result for the save. Counter fear has no effect against effects that don't allow saves. The bard can keep up the counter fear ability for 10 rounds.
 
*Counter Fear (Su): A gnome bard who takes the 1st-level racial substitution level and has 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that cause fear. In each round when the bard uses his counter fear ability, he makes a Perform check. Any ally within 30 feet of the bard (including the bard himself) that is affected by a fear effect can use the bard's 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 counter fear effect is already under the influence of a fear effect, it gains another saving throw against the effect each round it hears the bard perform, but it must use the bard's Perform check result for the save. Counter fear has no effect against effects that don't allow saves. The bard can keep up the counter fear ability for 10 rounds.
 
*Fascinate(Sp): You can fascinate 2 creature(s) within 90 feet. If you beat their Will save with a Perform check (at +1 due to Song of the Heart), they will listen quietly for up to 5 round(s).
 
*Fascinate(Sp): You can fascinate 2 creature(s) within 90 feet. If you beat their Will save with a Perform check (at +1 due to Song of the Heart), they will listen quietly for up to 5 round(s).
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*Melodic Casting (Roll Perform check instead of Concentrate; can cast spells and activate magic items by command word or spell completion while using a bardic music ability.)
 
*Melodic Casting (Roll Perform check instead of Concentrate; can cast spells and activate magic items by command word or spell completion while using a bardic music ability.)
 
*Song of the Heart (When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1.)
 
*Song of the Heart (When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1.)
*Lingering Song: If you use bardic music to inspire competence, inspire courage, or inspire greatness, the effects last twice as long as they otherwise would.
 
  
 
'''Spells'''
 
'''Spells'''
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*Belt Pouch 1 gp
 
*Belt Pouch 1 gp
 
*Everburning Torch 110 gp
 
*Everburning Torch 110 gp
*Staff of the Medic (21 Charges)
 
*Potion of Lesser Restoration.
 

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