Post by searax on Mar 22, 2014 1:19:03 GMT -6
Characterization:
Character Name: Kally Breezeway
Alias:
Race: Halfling
Age: 25
Sex: Female
Height: 2 ft. 9 in.
Weight: 27 lbs
Build: Lithe features
Complexion: White
Hair Color: Dirty Blond
Hair Style: Long hair tied back into a knot with her bangs braided to keep them out of her face.
Class Information:
ECL: 4
Experience: 12,000/15,000
Classes: Bard 3 / Rogue 1
Class Archetypes: Bard / Spy
Favored Class: Bard
Favored Class Bonus: +1 to Skills
Faith:
Alignment: Neutral Good
Defensive Scores and Skills:
Initiative: 9
Perception: 7
Sense Motives: 10
Languages: Common, Halfling, Elven, Dwarven, Gnomish
HP | 0/0 |
Defense | Score | Math |
AC | 19 | 10+3+1+3+1+1 |
Touch | 15 | 10+3+1+1 |
Flat-Footed | 15 | 10+3+1+1 |
Special Modifiers: List circumstantial modifiers below.
Save | Modifier |
Fortitude | 3 |
Reflex | 10 |
Will | 2 |
Special Modifiers: List circumstantial modifiers below.
+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
+2 racial bonus on all saving throws against fear
Damage Reduction: N/A
Spell Resistance: N/A
Immunities: N/A
Vulnerabilities: N/A
Combat Statistics:
Combat Statistics | Modifiers | Math |
Base Attack Bonus [BAB] | 2 | 2 |
Combat Maneuver Bonus | 5 | 2+4-1 |
Combat Maneuver Defense | 17 | 10+2+2+4-1 |
Movement: [Racial Speed - Armor Penalties + Other Modifiers]
30 ft.
Movement Modifiers:
Weapon | Damage Type | Standard Attack | Full Round Attack | Damage | Range | Critical | Critical Range |
Longsword | Slashing | 1d20+5 | 1d20+5 | 1d6+2 | 10 Ft. | x2 | 19-20 |
Dagger | Slashing & Piercing | 1d20+5 | 1d20+5 | 1d3+2 | 10 Ft. | x2 | 19-20 |
Damage Modifiers:
Sneak Attack: Attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target.
+1d6 damage
Ability Scores:
Ability | Score | Modifier |
Strength | 13 | 1 |
Dexterity | 16 | 3 |
Constitution | 12 | 1 |
Intelligence | 12 | 1 |
Wisdom | 7 | -2 |
Charisma | 16 | 3 |
Racial Qualities:
Subtype: Humanoid
Size: Small
Speed: 30 ft.
Vision: Normal vision
Immunities: N/A
Resistances: N/A
Stat Benefits: +2 to Dexterity +2 to Charisma -2 to Strength
Skill Benefits:
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.
Other Benefits:
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Class Qualities:
Weapon Proficiency: Simple Weapons, Slings, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip, Hand Crossbow, any weapon with 'Halfling' as Martial.
Armor Proficiency: Light armor
Shield Proficiency: All (Except Tower Shields)
Class Features: Can cast from bard spells without taking armor penalties in light armor.
Name | Description |
Bardic Knowledge | A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. |
Bardic Performance | Countersong, Distraction, Fascinate, Inspire Courage, Inspire Competence 11/11 rounds per day |
Cantrips | |
Versatile Performance | a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. Oratory (Diplomacy, Sense Motive) |
Well Versed | the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. |
Sneak Attack | If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. |
Skilled Liar | Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). |
Feats & Traits:
Trait Name: List Trait description here.Reactionary: +2 to Initiative.
Crowd Dodger: You gain a +2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Feat Name: List feat description here.
Dodge: +1 dodge bonus to AC
Improved Initiative: +4 bonus on initiative checks
Skills:
Skill Name: Score [ +Ranks + Stat Mod + Trained + Armor Check Penalty + Other Modifiers]
Skills 33/33
Skill name | Stat | Modifier | Class | Ranks | Mods | Trained | AC Penalty | Other |
Acrobatics | Dex | 6 | • | 2 | 3 | 3 | -2 | (2) |
Appraise | Wis | 2 | • | 1 | -2 | 3 | ||
Bluff | Cha | 9 | • | 3 | 3 | 3 | (1) | |
Climb | Str | 3 | • | 1 | 1 | 3 | -2 | |
Diplomacy | Cha | 3 | • | 3 | (2) | |||
Disable Device | Dex | 5 | • | 1 | 3 | 3 | -2 | |
Disguise | Cha | 7 | • | 1 | 3 | 3 | ||
Escape Artist | Dex | 5 | • | 1 | 3 | 3 | -2 | |
Handle Animal | Cha | 3 | 3 | |||||
Heal | Wis | -2 | -2 | |||||
Intimidate | Cha | 7 | • | 1 | 3 | 3 | ||
Knowledge[Arcana] | Int | 2 | • | 1 | 1 | |||
Knowledge[Dungeoneering] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[Engineering] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[Geography] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[History] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[Local] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[Nature] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[Nobility] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Knowledge[Planes] | Int | 2 | • | 1 | 1 | |||
Knowledge[Religion] | Int | 6 | • | 1 | 1 | 3 | 1 | |
Linguistics | Int | 6 | • | 2 | 1 | 3 | (2) | |
Perception | Wis | 7 | • | 4 | -2 | 3 | 2 | |
Perform[Oral] | Cha | 10 | • | 4 | 3 | 3 | ||
Ride | Dex | 1 | 3 | -2 | ||||
Sense Motive | Wis | -2 | • | -2 | ||||
Sleight of Hand | Dex | 5 | • | 1 | 3 | 3 | -2 | (2)+(2)+(2) |
Spellcraft | Int | 5 | • | 1 | 1 | 3 | ||
Stealth | Dex | 10 | • | 2 | 3 | 3 | -2 | 4 |
Survival | Wis | -2 | -2 | |||||
Swim | Str | 3 | • | 1 | 1 | 3 | -2 | |
Use Magic Device | Cha | 7 | • | 1 | 3 | 3 |
+2 trait bonus on Acrobatics checks to move through another creature's space and to avoid attacks of opportunity for leaving a threatened square.
Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1).
+2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries.
You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body
+2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath.
+2 bonus on hiding small objects on your person.
Carrying Capacity and Movement Modifiers:
Current Load: 36.5 lbs.
Light Load: 37.5 lbs. or less
Medium Load: 38-75 lbs.
Heavy Load: 76-112.5 lbs.
Backpack, Masterwork:
Light Load: 43.5 lbs. or less
Medium Load: 44-87 lbs.
Heavy Load: 88-131 lbs.
Lift Capacity: 112.5 lbs.
Encumbered Lift: 225 lbs.
Drag Capacity: 562.5 lbs.
Inventory:
Platinum Pieces:
Gold Pieces: 39
Silver Pieces: 6
Bronze Pieces:
Equipment should be listed here.
Item | Equipped | Weight | Description |
Studded Leather | • | 10 lbs. | Similar to leather armor, this suit is reinforced with small metal studs. |
Buckler | • | 2.5 lbs. | This small metal shield is worn strapped to your forearm. |
Backpack, Masterwork | • | 1 lbs. | When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. |
Canteen | • | 1 lbs. | |
Outfit, Pickpocket's | • | 1 lbs. | +2 bonus on hiding small objects on your person. |
Longsword (S) | • | 1 lbs. | |
Dagger (S) (1) | • | .25 lbs. | You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body |
Dagger (S) (2) | • | .25 lbs. | You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body |
Bedroll | 1 lbs. | ||
blanket | 1.25 lbs. | ||
Flint & Steel | - | ||
Glass Cutter | - | DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). | |
Glue Paper | - | ||
Wrist Sheath L | • | .25 lbs. | +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. |
Wrist Sheath R | • | .25 lbs. | +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you to determine items in the sheath. |
Trail Rations [5] | 1.25 lbs. | ||
Caltrops | |||
Belt Pouch | • | - | |
Book of Letters (Cyre) | 3 lbs. | It provides a +2 circumstance bonus on Diplomacy checks when dealing with city officials and a +2 circumstance bonus on Linguistics checks when creating forgeries. | |
Chalk (1 piece) | - | ||
Journal | 1 lbs. | This is a blank, lightweight book with an oilskin cover. It has 50 paper pages. | |
Ink | - | This vial contains 1 ounce of ink. | |
Inkpen | - | This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink. | |
Charcoal (2) | - | Sticks of charcoal are useful for marking floors and walls, writing on paper or parchment, and making rubbings of engravings or other markings. | |
Stationary (5) | - | Generally used only by the wealthy, fancy stationery is a finer-quality 9-inch-by-6-inch paper, often embossed or engraved with the owner’s personal seal. | |
Compass | .50 lbs. | An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. | |
Rope, Silk | 5 lbs | This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. | |
Sunrod (5) | 5 lbs | This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area. It glows for 6 hours, after which the gold tip is burned out and worthless. |
(2) = Wrist Sheath R
(3) = Belt Pouch
Spell Casting [Remove for Non-Spellcasters:]
Spell-Save DC:[10 + Spell Level + Casting Mod]
13+[Spell Level]
Spells per Day:
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
- | 4 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
Known Spells:
Spell Level | Spell | Description |
0 | Dancing Lights | Creates torches or other lights. |
0 | Detect Magic | Detects spells and magic items within 60 ft. |
0 | Ghost Sound | Figment sounds. |
0 | Prestidigitation | Performs minor tricks. |
0 | Read Magic | Read scrolls and spellbooks. |
0 | Unwitting Ally | Subject is considered ally for 1 round. |
1 | Charm Person | Makes one person your friend. |
1 | Grease | Makes 10-ft. square or one object slippery. |
1 | Saving Finale | Subject rerolls failed saving throw. |
1 | Silent Image | Creates minor illusion of your design. |
Biography