Name | Beats |
Age | 20 |
Gender | Male |
Race | Human |
Class | Bard |
Height | 6 ft 3 in |
Weight | 175 lbs |
Skin | Pale |
Eyes | Blue |
Hair | White |
Level | 7 |
Experience | |
Fav. Hand | Ambidextrous |
Origin | Unknown |
Alignment | Chaotic Neutral |
Faith | Atheist |
Fav. Class | |
Background | |
Carry Capacity | 0 |
Current Carry Weight | 0 |
basic | temporary | |||
STR | 10 | +0 | 10 | +0 |
DEX | 14 | +2 | 14 | +2 |
CON | 14 | +2 | 14 | +2 |
INT | 16 | +3 | 16 | +3 |
WIS | 8 | -1 | 8 | -1 |
CHA | 16 | +3 | 16 | +3 |
HP | 43 of 43 |
HP temp | of |
AC | 19 |
AC flat footed | 17 |
AC touch | 12 |
Conditions | |
Initiative | +2 |
Hit Dice | d |
Base Attack Bonus | 5 |
Walking | 30 |
Loaded | |
Running | |
Travel | |
Forced March | |
Flying | |
Swimming | |
Climbing |
Fortitude | +4 ( CON ) |
Reflex | +7 ( DEX ) |
Willpower | +4 ( WIS ) |
Name | Longsword, Masterwork | |||||
---|---|---|---|---|---|---|
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+6 | 1d8+1 | x2 | Slashing | 4 | ||
Specials | crit range 19-20, Crystal of energy assault (+1 electricity - already noted in Dmg) | |||||
Name | Shortbow, Masterwork | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+8 | 1d6 | x3 | 60 | piercing | 2 | |
Specials | Crystal of life drinking (1/hit, 10/day) | |||||
Name | Kinetic Projectile (Bag of Boulders) | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+7 | 2d6/3d6/4d6 | 50 | 1 | |||
Specials | 3 charges per day, renews at dawn | |||||
Name | Boots of stomping | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
1d4 | 1 | |||||
Specials | 15' cone, DC 13 REF save, knocked prone 3x/day | |||||
Name | Dagger, Masterwork (not equipped) | |||||
Att. Bonus | Dmg | Crit | Range | Type | Weight | Size |
+6 | 1d4 | x2 | 10ft | piercing or slashing | 1 | |
Specials | crit range 19-20 |
Name | Chain shirt, Mithral | |||||
---|---|---|---|---|---|---|
Type | AC | Max Dex Bonus | Check Penalty | Spell Failure | Speed | Weight |
1 | 6 | 0 | % | 12.5 | ||
Specials | Ironward Diamond, Least OR Crystal of Adaptation, Bard's ignore spell failure on light armor |
SL 0 | SL 1 | SL 2 | SL 3 | SL 4 | SL 5 | SL 6 | SL 7 | SL 8 | SL 9 | |
---|---|---|---|---|---|---|---|---|---|---|
known | 6 | 4 | 4 | 2 | ||||||
per day | 3 | 4 | 3 | 1 |
Skill Name | Base Attr | Bonus |
---|---|---|
Appraise | INT | +3 |
Autohypnosis | WIS | -1 |
Balance | DEX | +2 |
Bluff | CHA | +10 |
Climb | STR | 0 |
Concentration | CON | +12 |
Craft: | INT | +3 |
Craft: | INT | +3 |
Craft: | INT | +3 |
Decipher Script | INT | +4 |
Diplomacy | CHA | +14 |
Disable Device | INT | +4 |
Disguise | CHA | +8 |
Escape Artist | DEX | +2 |
Forgery | INT | +3 |
Gather Information | CHA | +5 |
Handle Animal | CHA | +6 |
Heal | WIS | +1 |
Hide | DEX | +12 |
Intimidate | CHA | +7 |
Jump | STR | 0 |
Knowledge: Local | INT | +4 |
Knowledge: Geography | INT | +13 |
Knowledge: Nature | INT | +5 |
Knowledge: Arcana | INT | +8 |
Knowledge: Dungeoneering | INT | +4 |
Listen | WIS | +2 |
Move Silently | DEX | +2 |
Open Lock | DEX | +3 |
Perform: Dance | CHA | +10 |
Perform: Stringed Inst | CHA | +8 |
Perform: Wind Ins | CHA | +6 |
Profession: | WIS | -1 |
Profession: | WIS | -1 |
Psicraft | INT | +3 |
Ride | DEX | +2 |
Search | INT | +3 |
Sense Motive | WIS | +7 |
Sleight of Hand | DEX | +9 |
Spellcraft | INT | +8 |
Spot | WIS | -1 |
Survival | WIS | -1 |
Swim | STR | 0 |
Tumble | DEX | +3 |
Use Magic Device | CHA | +7 |
Use Psionic Device | CHA | +3 |
Use Rope | DEX | +3 |
Knowledge: History | INT | +8 |
Perform: Oratory | CHA | +6 |
Perform: Percussion | CHA | +14 |
The statblocks of your features
1573907]
1573908
]The statblocks of your proficiencies
Statblocks for your spells.
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 Standard Action |
Range | 60 ft. |
Target | Cone-shaped emanation |
Duration | Concentration, up to 1 min./level (D) |
Saving Throw | None |
Spell Resistance | NO |
Description |
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: |
Level | Brd 0, Sor/Wiz 0 |
Components | V S F |
XP Cost | |
Casting Time | 1 standard action |
Range | Medium (100 ft. + 10 ft./level) |
Target | One creature/level |
Duration | 10 min./level |
Saving Throw | None |
Spell Resistance | No |
Description |
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Focus A short piece of copper wire. |
Level | |
Components | V |
XP Cost | |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One nonmagical, unattended object weighing up to 5 lb. |
Duration | Concentration |
Saving Throw | None |
Spell Resistance | No |
Description |
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. |
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | 10 ft. |
Target | One object of up to 1 lb. |
Duration | Instantaneous |
Saving Throw | Will negates (harmless, object) |
Spell Resistance | Yes (harmless, object) |
Description |
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs). |
Level | Brd 0, Clr 0, Drd 0, Sor/Wiz 0 |
Components | V M |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Object touched |
Duration | 10 min./level (D) |
Saving Throw | None |
Spell Resistance | No |
Description |
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level. Arcane Material Component A firefly or a piece of phosphorescent moss. |
Level | Brd 0, Sor/Wiz 0 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | 10 ft. |
Target | See text |
Duration | 1 hour |
Saving Throw | See text |
Spell Resistance | No |
Description |
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. |
Level | Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Creature touched |
Duration | Instantaneous |
Saving Throw | Will half (harmless see text |
Spell Resistance | Yes (harmless see text |
Description |
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
Level | |
Components | V S M |
XP Cost | |
Casting Time | 1 hour |
Range | Touch |
Target | One touched object |
Duration | Instantaneous |
Saving Throw | None |
Spell Resistance | No |
Description |
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. Arcane Material Component A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. |
Level | Bard 1 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | Personal |
Target | You |
Duration | 1 round/level (D) |
Saving Throw | |
Spell Resistance |
Description |
With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence. You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking. For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks. Material Component: A pair of dice. |
Level | Brd 1, Clr 1, Sor/Wiz 1 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Long (400 ft. + 40 ft./ level) |
Target | Creatures in a 5ft radius burst |
Duration | 1 min/level (D) |
Saving Throw | none |
Spell Resistance | yes |
Description |
Light shines over the affected area, illuminating all targets within it. The light grants a +1 circumstance bonus on ranged attack rolls against any target in the area. Spellcasters in battle sometimes use this spell to designate targets for archers. |
Level | Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Touch |
Target | Creature touched |
Duration | Instantaneous |
Saving Throw | Will half (harmless see text |
Spell Resistance | Yes (harmless see text |
Description |
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
Level | Brd 2, Sor/Wiz 2 |
Components | V S |
XP Cost | |
Casting Time | 1 standard action |
Range | Personal; see text |
Target | You |
Duration | 1 min./level (D) |
Saving Throw | |
Spell Resistance |
Description |
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball). While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.) |
Level | Bard 2, Sorcerer 2, Wizard 2 |
Components | V S F |
XP Cost | |
Casting Time | 1 standard action |
Range | 60ft |
Target | 60ft line |
Duration | Instantaneous |
Saving Throw | none |
Spell Resistance | no |
Description |
You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon's path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks. Focus: A slashing melee weapon that you hurl. |
Level | Brd 3, Sor/Wiz 3 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | Close (25 ft. + 5 ft./2 levels) |
Target | One creature/level, no two of which can be more than 30 ft. apart |
Duration | 1 round/level |
Saving Throw | Fortitude negates (harmless) |
Spell Resistance | Yes (harmless) |
Description |
The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow. Material Component A shaving of licorice root. |
Level | Brd 3, Sor/Wiz 3 |
Components | V S M |
XP Cost | |
Casting Time | 1 standard action |
Range | 20 ft. |
Target | 20-ft.-radius sphere centered on your location |
Duration | 2 hours/level (D) |
Saving Throw | None |
Spell Resistance | No |
Description |
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment). Material Component A small crystal bead that shatters when the spell duration expires or the hut is dispelled. |