Biographical Info
- Name:
- Gender: Male
- Date of Birth:
- Age:
- Alignment:
- Description:
- History and Personality:
Characteristics
- Class: Custom Fighter
- Kit: Swashbuckler
- Level: 1
- XP:
- Next Level XP:
- Height:
- Weight:
- Hair:
- Eyes:
- Skin:
Stats
STR
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15
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Stamina
|
15
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Weight Allowance: 55 lbs.
|
Bend Bars/Lift Gates: 13%
|
|
|
|
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Muscle
|
17
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Attack Adjustment: +1
|
Damage Adjustment: +1
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Max Press: 220 pounds
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Open Doors: 10
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DEX
|
16
|
Aim
|
14
|
Missile Adjustment: +0
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Pick Pockets +0%
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Open Locks: +0%
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|
|
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Balance
|
18
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Reaction Adjustment: +2
|
Armor Class: -4
|
Move Silently: +10%
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Climb Walls: +10%
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CON
|
12
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Health
|
12
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System Shock: 80%
|
Poison Save: +0
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|
|
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Fitness
|
12
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HP Adjustment: +0
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Resurrection: 85%
|
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INT
|
13
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Reason
|
12
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Max Spell Level: 6th
|
Max. Spells/Level: 7
|
Illusion Immunity: None
|
|
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Knowledge
|
14
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Bonus Proficiencies: 4
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Chance to Learn Spell: 60%
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|
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WIS
|
12
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Intuition
|
13
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Bonus Cleric Spells: 1,0,0,0,0,0,0
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Spell Fail Chance: 0%
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|
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Willpower
|
11
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Magical Defensive Adjustment: +0
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Spell Immunity: None
|
|
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CHA
|
14
|
Leadership
|
15
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Loyalty Base: +3
|
Max Henchmen: 7
|
|
|
|
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Appearance
|
13
|
Initial Reaction Adjustment: +1
|
|
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Combat Stats
Basics
Swashbuckler bonus applied.
- AC: 10 - 2 (Tough Hide AC Bonus) - 2 (Swashbuckler) - 4 (Balance) = 8 Unarmored
- HP: 10 Total, 10 Currently
- Move: 14 (0-55 lbs), 10 (56-85 lbs), 7 (86-115 lbs), 3 (116-145 lbs), 1 (146-170 lbs)
Saving Throws
Paralyzation: 14
|
Poison: 14
|
Death Magic: 14
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Petrification: 15
|
Polymorph: 15
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Rod: 16
|
Staff: 16
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Wand: 16
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Breath Weapon: 17
|
Spell: 17
|
Weapons
Weapon
|
Melee THAC0
|
Missile THAC0
|
Attacks/Round
|
Speed
|
Damage (S-M)
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Damage (L)
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Rapier
|
18
|
|
3/2
|
4
|
1d6+1
|
1d8+1
|
Dagger, main-gauche
|
19
|
19
|
1
|
2
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1d4+1
|
1d3+1
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Short bow
|
|
20
|
2
|
7
|
1d6
|
1d6
|
Weapon Abilities
- Two-weapon fighting style
Rogue Skills
Jester bonus applied.
Skill
|
Base
|
Aim/Balance Mods
|
Bonuses/Points
|
Total Unarmored
|
Climb walls
|
65%
|
+0
|
+20
|
85%
|
Detect noise
|
25%
|
+0
|
+5
|
30%
|
Pick pockets
|
15%
|
-5
|
+25
|
35%
|
Read languages
|
10%
|
+0
|
+0
|
10%
|
Equipment & Encumbrance
Item
|
Quantity
|
Weight (lbs)
|
Value
|
Location
|
--
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--
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--
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--
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--
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Non-Weapon Proficiencies
Jester bonus applied.
- Acting: 12
- 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
Racial 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
- 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).
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.
Languages
- Common (Speak, Read, Write)
- Dwarf
- Elf
- Hobgoblin
- Orc
Magic
- Not applicable at 1st level.