Fair Bargain | TN | ||
Character Name | Alignment | ||
Bard(Savage Skald) 14 | |||
Character Level | |||
Halfling | S | ||
Race | Size | ||
Male | 33 | ||
Gender | Age | ||
3'3 (99cm) | 38lbs (17kg) | ||
Height | Weight | ||
Black | Brown | ||
Hair | Eyes |
Frogdrake/Jussi | |
Player | |
Gozreh | Friac'seoue |
Deity | Homeland |
- | 295,000 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +12 | +4 | CON +0 | +5 | +3 | +0 |
Reflex | +21 | +9 | DEX +6 | +5 | +1 | +0 |
Will | +18 | +9 | WIS +1 | +5 | +1 | +2 |
+1 to all from Halfling Luck, +4 to all from Automatic Bonus Progression.
+2 to saves vs Fear
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+10 | +10 | +1 | -1 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
26 | 10 | +10 | +1 | +6 | -1 | +0 |
Halfling, Frialian, Vanaran
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +12 | (DEX) +6 | +3 | +3 | |
Bluff | +22 | (CHA) +6 | +9 | +7 | |
Climb | +2 | (STR) +2 | +0 | +0 | |
Diplomacy | +10 | (CHA) +6 | +0 | +4 | |
Disguise | +10 | (CHA) +6 | +0 | +4 | |
Escape Artist | +4 | (DEX) +4 | +0 | +0 | |
Fly | +6 | (DEX) +6 | +0 | +0 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | +21 | (CHA) +6 | +8 | +7 | |
Knowledge: Arcana | +11 | (INT) +1 | +1 | +9 | |
Knowledge: Dungeoneering | +7 | (INT) +1 | +0 | +6 | |
Knowledge: Local | +11 | (INT) +1 | +1 | +9 | |
Knowledge: Nature | +18 | (INT) +1 | +8 | +9 | |
Knowledge: Planes | +11 | (INT) +1 | +1 | +9 | |
Knowledge: Religion | +11 | (INT) +1 | +1 | +9 | |
Perception | +14 | (WIS) +0 | +9 | +5 | |
Ride | +6 | (DEX) +6 | +0 | +0 | |
Sense Motive | +4 | (WIS) +0 | +0 | +4 | |
Spellcraft* | +14 | (INT) +1 | +5 | +8 | |
Stealth | +27 | (DEX) +6 | +14 | +7 | |
Survival | +15 | (WIS) +1 | +9 | +5 | |
Swim | +2 | (STR) +2 | +0 | +0 | |
Use Magic Device* | +27 | (CHA) +6 | +14 | +7 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +9 | (INT) +1 | +5 | +3 | |
Knowledge: Engineering | +7 | (INT) +1 | +0 | +6 | |
Knowledge: Geography | +11 | (INT) +1 | +1 | +9 | |
Knowledge: History | +7 | (INT) +1 | +0 | +6 | |
Knowledge: Nobility | +7 | (INT) +1 | +0 | +6 | |
Perform: Wind Instruments | +27 | (CHA) +6 | +14 | +7 | |
Perform: Oratory | +14 | (CHA) +6 | +1 | +7 | |
Perform: Act | +10 | (CHA) +6 | +0 | +4 | |
Perform: Dance | +16 | (CHA) +6 | +3 | +7 | |
Sleight of Hand* | +14 | (DEX) +6 | +5 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Point Blank Shot (lvl 1): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Arc Slinger (lvl 3): When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot’s damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).
Precise Shot (lvl 5): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Toughness (lvl 7):You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Intimidating Performance(lvl 9): When you start a performance (or a raging song) as a move or swift action, you can use a standard action to demoralize a foe, attempting a Perform check appropriate to your performance in place of the Intimidate check. Your performance must be one with an audible component.
Lingering Performance(lvl 11): The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Great Fortitude (lvl 13): You get a +2 bonus on all Fortitude saving throws.
Weapon familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.
Automatic Bonus Progression:
Mental Prowess: Cha +4, +2 Wis
Physical Prowess: Dex +4, +2 Str
Resistance +5 (Saves)
Toughening +2 (Natural Armor to AC)
Deflection +2 (Deflection to AC)
Child of Nature (Religion): The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Bountiful Herb-Lore (Basic/Magic): Once per day after 15 minutes of foraging, you can sprinkle nutritious herbs into a magical consumable item (such as a potion of cure light wounds). If the item is consumed within 1 minute, it provides nourishment as if it were a normal meal to the creature that partakes of it.
Pride (Drawback): When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Sling | +20 | x2 | Bludgeoning | 100ft | Stones | 1d3+5 |
Point Blank Shot (Sling) | +21 | x2 | Bludgeoning | 30ft | Stones | 1d3+6 |
Shortsword | +12 | 19-20 x2 | Slashing/Piercing | Melee | N/A | 1d4+2 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Masterwork Studded Leather | +5 | Light | 0 | 15% | 10lbs | Attuned |
Wand of Cure Light Wounds (44 charges) (750gp)
Wand of Mount (50 charges) (750gp)
Wand of Endure Elements (34 charges) (750gp)
Gloves of Elvenkind (7500gp)
Bag of Holding type II (5000gp)
Horn of Fog (2000gp)
Ring of Feather Falling (2200gp)
Mystery Rod of Poison
Level 4: Cha increased by 1
Level 8: Dex increased by 1
Level 12: Dex increased by 1
1022gp 1sp 4cp
Masterwork Musical Instrument (Horn of Blasting) (100gp)
Spell Component Pouch (5gp)
Explorer's Outfit (8gp)
Waterskin (1gp)
10-foot pole
Cold Iron Weapon Blanch (x3) (60gp)
Sling Bullets (x100) (5sp) (15 used)
Belt harness for his warhorn
Bedroll (1sp)
Tent (10gp)
Signal Whistle (8sp)
Silk Role 100ft (20gp)
Flint and Steel (1gp)
Iron Pot (8sp)
Spellbook (empty) (15gp)
Inkpen (1sp)
Ink (2oz) (16gp)
Chalk x5 (5cp)
Belt Pouches x2 (2gp)
The statblocks of your Weapons, armor and other important/magical equipment
When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer’s choice, and a second command word ends the glow. 8th Level: The mantle magnifies and sharpens the wearer’s beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6. 10th Level: The mantle’s wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours. 12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area. 14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d3+3 | Bludgeoning | x2 | 50ft |
This is Fair Bargain's attuned weapon.
Bonus | Max DEX Bonus | Armor Check Penalty | Arcane Spell Failure % | Speed (M) | Speed (S) |
---|---|---|---|---|---|
6 | 5 | 0 | 15% | 30 | 20 |
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d4 | Slashing/Piercing | 19-20 x2 | Melee |
This spiraling animal horn can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they’re held, worn, or carried by creatures (Fortitude DC 16 negates). If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it. This horn is originally Maer's warhorn, enchanted by the fey. It is also a Masterwork Musical Instrument.
The statblocks of your class features
36 rounds/day
Take 20 2/day
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
5-pound telekinesis
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
A grease spell covers a solid surface with a layer of slippery grease.
The subject becomes paralyzed and freezes in place.
become invisible
One creature/level moves faster, receives +1 on attack rolls, AC, and Ref lex saves
Teleports you a short distance.
Statblocks for your Trinkets, businesses, building, castles, empires.