Agar Smoketallow
Galthea Starchaser
Sir Malachite
Mara Thornhill
Nolin Benholm
Stone Bear
Tao Camber
Velendo of Calphas

Splinder Camberlorn
Priggle Gembreath

TomTom Badgerclaw Raevynn Icewing
Nolin Maradine Benholm
(updated 1/18/03)


Race Half-elf
Class Bard 10/Rider of the Flame 10
Alignment Neutral Good 
Current XP 199,980
XP for next 210,000


Hit Points 116
Base Move 30' 

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL
  Strength 11     Fortitude +10 +2     +12
(+1)
Dexterity 14 +2    Reflex +10 +2     +12
  Constitution 14 (10)
  Will +14 -1     +13
(+1)
Intelligence 18 (16) +4               
  Wisdom 8 -1   Initiative   +2 +4   +6
(+3)
Charisma 21 (19) +5              


Explanation of "Other" above: (none)
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers: +2 on saves vs. Enchantments (race)


Armor Type: Bracers of Armor +2 (+7 near flame using creatures)             Armor Penalties: (none)

AC =   10 +   Size + Dex + Arm + Shld + Other
29 = 10  +  0  +  2  +  7  +  0  +   10 

Explanation of "Other" Above: Celestial Battlecloak +5 (deflection); Natural Armor +5 (Flamerider class)
Additional Armor Class Modifiers: Torque of Flashforward: +1 Insight Bonus to AC for 2 hours/day


Attack Adjustments:
+12/+7/+2 (BAB) 
+2 (ranged weapons only: Dex.)
 

Damage Adjustments:
(none) 
 
 
WEAPON CRITICAL RANGE (missile) Attack Adj. Damage
Rapier of Lignification, +4 Adroit Striking ("Autumnblade")  18-20, x3

+16/+11/+6
1d6+4
Short Bow 20, x3 60' +14/+9/+4 1d6
Short Sword 19-20, x2
+12/+7/+2 1d6
Dagger (melee) 19-20, x2
+11/+6 1d4
Dagger (thrown) 19-20, x2 10' +13/+8 1d4



Special Abilities and Feats

(RACIAL TRAITS)
- Immune to sleep and other similar magical effects
- Low-light vision: (can see twice as far as humans in low-light conditions)
- Elven blood
- +1 bonus to Listen, Search, Spot

(OUTSIDER TRAITS)
- Damage Reduction 20/+1
- Darkvision 60'
- Immune to effects that specify "humanoid"
- vulnerable to effects that specify "outsiders"

(FEATS)
- Improved Initiative: +4 on Initiative rolls
- Gate Sense: Can detect the presence of Gates within 30 feet.
- Spell Penetration: +2 on level checks to defeat Spell Resistance
- Leadership: allows followers and a cohort
- Lingering Song: If your use bardic music to inspire confidence, inspiure courage or inspire greatness, the effects last twice as long as they otherwise would.
- Requiem: You can extend your mind-affecting bardic music and virtuoso performance effects so that they influence even the undead.  All such effects on the undead are at half normal duration.
- Subsonics: You can play so softly that opponents do not notice it, yet your allies still gain the benefits.  Similarly, you can effect opponents within range with your music, and unless they can see you or have other means of detection, they cannot determine the source of the effect.

(BARD ABILITIES)
- Bardic Music 10 times/day
    Inspire Courage: Allies receive a +2 morale bonus to saves vs. charm and fear effects, and a +1 morale bonus on attack and weapon damage rolls.  It takes effect after an ally has heard the singing for 1 full round; after that it lasts as long as the singing continues, plus 5 rounds after the singing can no longer be heard.  While singing, the bard cannot fight, use spell-completion items, or command-word-activated magic items.
    Countersong: Each round of the countersong, the bard makes a perform check.  Any creature within 30' of the bard (including the bard himself) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check in place of his saving throw if, after rolling the save, the Perform result proves to be better.  The bard may keep up the countersong for 10 rounds. 
    Fascinate: Can fascinate a creature within 90' that can see, hear and pay attention to the bard (and which the bard can see).  There is a Will Save equal to the bard's Perform check.  Success means the bard cannot attempt to fascinate  that creature for another 24 hours.  Failure means the creature will sit quietly and listen to the bard for up to 1 round/level.  While fascinated, the target's Spot and Listen checks are at -4.  Any potential threat (such as an ally of the bard moving behind the creature) allows a second save against a new Perform check.  Any obvious threat immediately ends the effect.
    Inspire Competence: Cause an ally to gain +2 on skill checks while listening to the bard
    Suggestion: Allows the Bard to cast suggestion against a creature who is already fascinated.  (This doesn't count agains the bard's daily limit on bardic music abilities.)  Will save is DC13 + Cha. modifier.
    Inspire Greatness:  One ally within 30' gain 2 temporary Hit Dice (2d10 hit points), a +2 competence bonus to attacks, and a +1 competence bonus to Fortitude saves. 
- Bardic Knowledge: chance of knowing revelant info about notable people, legendary items, or noteworthy places.  Check is at the Bard's level + Int. modifier.

(RIDER OF THE FLAME ABILITIES)
- Flame-touched (mastery): Can set any part of his own body on fire, with no ill-consequence to self.
- Natural Armor Bonus: +5
- Skin afire: 15 point damage reduction against fire.
- Screech of the Phoenix: All opponents within 30' make a Will Save DC25 or be slowed for one round.
- Fly: 1/day, sprouting fiery wings
- Added Spells: Prot. vs. Evil, Gust of Wind, Fireball, Burning Hands, Flame Strike, Fire Seeds added to bardic spell list.
- Phoenix's Wrath: One round after Rider goes unconscious, a 10d6 fireball erupts around his body.
- Fury of Rebirth: Upon death, a Firestorm rages around the Rider's body.
- Firestorm 1/week. 

 


Skills (141 Total Points)    Max Ranks: 18/9

(11 Skill Points unspent)
 
Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
 
 
 
CHA
 
 
 
 
 
 
 
Appraise
+4
 
y
INT
 
 
 
+4
 
 
 
Balance
+2
 
y
DEX
 
 
 
+2
 
 
 
Bluff
+22
B
y
CHA
7
7
 
+5
 
+10
 
Climb
+0
 
y
STR
 
 
 
 
 
 
 
Concentrate
+13
B
y
CON
13
13
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
+7
B
 
INT
3
3
 
+4
 
 
 
Diplomacy
+15
B
y
CHA
8
8
 
+5
 
 
+2 (Bluff)
Disable Device
+4
 
y
INT
 
 
 
+4
 
 
 
Disguise
+12
B
y
CHA
7
7
 
+5
 
 
 
Escape Artist
+2
 
y
DEX
 
 
 
+2
 
 
 
Forgery
+4
 
y
INT
 
 
 
+4
 
 
 
Gather Info
+14
B
y
CHA
9
9
 
+5
 
 
 
Handle Animal
 
 
 
CHA
 
 
 
 
 
 
 
Heal
-1
 
y
WIS
 
 
 
-1
 
 
 
Hide
+2
 
y
DEX
 
 
 
+2
 
 
 
Innuendo
-1/+1
 
 
WIS
 
 
 
-1
 
 
+2, transmit only  (Bluff)
Intimidate
+7
 
y
CHA
 
 
 
+5
 
 
+2 (Bluff) 
Intuit Direction
 
 
 
WIS
 
 
 
 
 
 
 
Jump
+0
 
y
STR
 
 
 
 
 
 
 
KS: Ancient History
+10
B
 
INT
6
6
 
+4
 
 
 
KS: Local History
+10
B
 
INT
6
6
 
+4
 
 
 
KS: The Cant
+10
B
 
INT
6
6
 
+4
 
 
 
KS: Underdark
+12
B
 
INT
8
8
 
+4
 
 
 
Listen
+16
 
y
WIS
16
16
 
-1
+1
 
 
Move Silently
+0
 
y
DEX
 
 
 
 
 
 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
+29
B
y
CHA
14
14
 
+5
+10
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+2
 
y
DEX
 
 
 
+2
 
 
 
Scry
+8
 
 
INT
4
4
 
+4
 
 
 
Search
+10
 
y
INT
5
5
 
+4
+1
 
 
Sense Motive
-1
 
y
WIS
 
 
 
 
-1
 
 
Speak Lang.
 
B
 
   
 
 
 
 
 
 
Spellcraft
+10
 
 
INT
6
6
 
+4
 
 
 
Spot
+8
RoF
y
WIS
8
8
 
-1
+1
 
 
Swim
+5
B
y
STR
5
5
 
 
 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
+10
 
 
CHA
5
5
 
+5
 
 
 
Use Rope
+2
 
y
DEX
 
 
 
+2
 
 
 
Wilderness Lore
-1
 
y
WIS
 
 
 
-1
 
 
 

28+7+7+7+7+7+7+7+7+7+5+5+5+5+6+6+6+6+6+6 = 147
Languages: Common, Elven, Draconic, Dwarven, Lizardman, Undercommon
+2 to Disguise Checks "in person," acting in character (Bluff synergy bonus)
+4 to Spot over long distances, with magical spyglass.



Magic Items

Conductor's Baton of Amplification: Allows the user to project his voice at greatly increased volume.  (DC for Listen Checks is halved.)

Figurine of Wondrous Power: Onyx Dog "Angus": When commanded, this statuette changes into a creature with the same properties as a war dog, except that it is endowed with an Intelligence score of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search checks.) It has darkvision (range 60 feet) and it can see invisible. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.

Magic Tinderbox:  Always lit; easy light!

Cloak Pin of Comprehend Languages: Wearer is constantly affected as if by the spell.

Clasp of the Crown Eternal: A cloak pin that can be used to signal anyone else also wearing a Clasp.  It conveys the identity, direction, and approximate distance to the person signalling.  The Clasp doesn't occupy a magic item slot.

Tuning Forks of the Planes: Can open a gate to Limbo, Shadow, Mt. Celestia, Pandemonium or the Astral Plane.  Can be a normal gate, or a sucking gate (as per the Cubic Gate in the DMG).

Wand of Wonder: command word "ohmygoshmygollyhubbahubbagygax"  (lent to Agar)

Ring of Incontinence: Target creature must make a Fort save DC 15 or lose control of its bowels and bladder.  Failure means messiness, with lost actions for several rounds, huge concentration checks, and big penalties to social skills like diplomacy, bluff, and intimidate. Success still causes urgency, but not quite as immediate, with combat and skill penalties as the target becomes distracted. 

Violin "Faire Song": Can cast Otto's Irresistable Dance 1/week.  Takes 1 full round to cast, as a summon spell.

Bag of Holding: Type II -- 500 lbs, 70 cubic feet

Bag of Holding: Type I

Scroll: antimagic field

Scroll: dispel magic

Rod of Viscous Globules:  Ranged touch attack for Tanglefoot Bag equivalent.  Usable 3/day.

Shadow Opal: single use item of spell turning.

Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d6x10 dire rats (01-80 result on d%) or 3d6x10 normal rats (81-100) if either or both are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a Perform (pan pipes) check (DC 10). Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check is against DC 15.

If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.

Dust of Feather Falling: An application of this will cause the recipient to be affected as with the feather fall spell for 5 rounds.  3 applications.

Veritas: adds +10 to Perform checks; creates Silent Images of song's subject; spontaneously generates the emotion spell on all who hear it.  Also has other, unknown powers.

Blast Harp: Fires a 40 HP blast of sonic energy (ranged touch attack) 2/day, but one of these blasts only affects objects.

Mirror of Vanity: +2 to Charisma while on your person

Ring of Spell Immunity: Currently set to silence

Nymph Orb: A candle that casts mass charm when lit, with a save DC of 23.  It burns rendered faerie fat.  Yuck.

Celestial Battlecloak:  +5 deflection bonus to AC.  It's fireproof and radiates good.  Woven from molten sunlight.

Bracers of Armor +2 (+7 near flame-using creatures) Contains the fire spirit Ixitarthrissitcharrl.

Third Eye (Deception): +10 to Bluff checks

Amulet of Intellect +2

Torc of Combat Precognition: +1 Insight Bonus to AC, usable 2 hours/day (crafted by Tom-Tom)

Quaal's Feather Token (Anchor): A token useful to moor a craft in water so as to render it immobile for up to one day.

Folding Boat "The Bloddy Grail."  Opens when made wet; closes on the command "Bathed in blood, I close the Grail."

Ring of Dragon's Breath: Manifests the psionic power breath of the dragon 1/day.  50' Cone, 11d4 damage, Reflex Save DC d20+9 for half damage

Rapier of Lignification, Adroit Striking and Reaving, "Autumnblade": Crit damage increased to x3, no confirm needed on crits, confirmation needed for Lignification.  On confirmed crit, Fort Save DC = damage, or opponent polymorphed into a tree.  This sword is made entirely of wood.

Shara Ball:  Can be activated to produce a self-aware replica of Sharala Clearwater.  Said replica will, if asked nicely, cast one spell from her repertoire, after which she disappears.  The Ball then goes inactive for 1 day/level of spell cast.  Spells include control undead and chain lightning.  

Wand of Fumbling, disguised as a spyglass: adds +4 to Spot checks over long distances.   Casts Ray of Enfeeblement (but affects DEX, not STR), 1d6+1 points, Fort Save DC 11.

Glasses of Hindsight:  Allow the wearer to see what has happened in a location up to 1 week previous.  Takes 1 minute per hour observed.  Also has "fast-forward" and "slow time" capabilities.

Coin of the Cat:  A non-magical coin that always lands the way the flipper chooses.  

Bone Rabbit:  Allows one die to be rerolled.  Only works once.

Vest of Health: +4 to CON.

Wand of Light:  49 charges

War Bell:  Acts as a Wand of Sonic Fireballs, 5d6 damage.  30 charges remaining.

Sorcerer's Crystal:  When someone else casts a spell into the crystal, the user may add that spell temporarily to his list of castable spells.  20 charges

Echo Stone: records up to 6 hours of sounds within 30' of iteself.  Command word activated.


Magic Item Slots

Headband/Hat/Helmet: Third Eye of Deception
Lenses/Goggles:
Cloak/Cape/Mantle: Celestial Battlecloak
Jewelry: Amulet of Intellect (Alt: Torque of Combat Precognition)
Armor: 
Robe:
Vest/Shirt: Vest of Health
Bracers: Bracers of Armor
Gloves/Gauntlets: 
Rings: Ring of Dragon's Breath, Ring of Spell Immunity (Alt: Ring of Incontinence)
Belt:
Boots: 



Bard Spells
 
Spell level: 0 1 2 3 4 5 6
Base 4 4 4 4 4 4 4
Bonus 2 2 1 1 1 1
Total 6 6 5 5 5 5 4
Cantrips 1st-Level Spells 2nd-Level Spells 3rd-Level Spells 4th-Level Spells 5th-Level Spells 6th-Level Spells
Daze Charm Person Detect Thoughts Clairaud/Clairvoy. Dimension Door Healing Circle Eyebite
Detect Magic Feather Fall Hold Person Critic's Lament Dominate Person  Legend Lore Greater Scrying
Ghost Sound Identify Silence Major Image Improved Invisibility  Mislead Mass Haste
Light Note of Discomfort  Tasha's Laughter Phantom Steed Modify Memory Summon Monster V Repulsion
Mage Hand Silent Image Tongues Slow Zone of Silence
Fire Seeds
Read Magic Burning Hands
Fireball Flame Strike



Prot. from Evil
Gust of Wind