Post by hilathic on Jul 17, 2008 0:27:10 GMT -5
Name: Hilathic
Alignment: NE
Race: Tiefling (Major Tanar'ri Bloodline)
Class: Bard
Faction: Bleak Cabal
Kit: None
Deity: Wraith/Graz'zt
Home Plane: Abyss (Azzagrat)
Age: 22
Height: 4'10"
Weight: 110
Eyes: Blue
Hair: Black
Skin: Green
Level: 6
XP: 35,500
RXP: ?
Base MV: 12
Weight Carried: .01
Current MV: 12
Hit Points: 31
THAC0: 18
AC: 1 / AC vs Missile: 0
STR - 8
DEX - 17
CON - 15
INT - 19
WIS - 8
CHA - 17
Saves
Paralysis/Poison/Death Magic:12
Rod/Staff/Wand:12
Petrifaction/Polymorph:11
Breath Weapon:15
Spell:13
Racial Abilities
Darkvision, 120'
Detect evil/good 2/day
+2 save vs acid
half damage from acid
half damage from electricity
AC 7 (10 CPs)
Heat metal, scare, or suggestion 1/day (10 CPs)
2d4/1d4 damage from holy water (5 CP limitation)
Bard Abilities
Alter moods: When performing before a non-hostile group, the bard can alter the group’s mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard’s performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a –1 modifier to each roll. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard.
Counter effects: Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. For example, the bard’s adventuring party would be immune to the effects of a harpy’s song. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends.
History: In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area’s local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.
Legend Lore: 30%
Magical item use: Bard can use magic items usable only by wizards but with a chance of failure as per the PHB.
Rally friends: The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard.
Defensive bonus: +3 AC. (15 CPs)
Instrumental spell casting: The PC has learned how to enhance his spells by casting them through a musical instrument with which he is proficient. (CPs must be spent for this proficiency also). All spells cast through the instrument are treated as if two levels higher with regard to effect, range, etc., and need no material components. Casting spells in this manner increases casting time by 1 per level of the spell. (10 CPs)
Song of combat: Once a day, the bard can play a song of combat which has the same effect as unearthly choir as if he were a trio of priests. At 6th level, the bard can sing as per the quartet; at 9th level, the bard functions as if a quintet; at 12th level, the bard sings as an ensemble of six priests; and at 16th level, the bard sings as if he were an entire choir of eleven priests. (10 CPs)
Weapon specialization. (10 CPs)
Thief abilities:
* Pick pockets 15%
* Climb walls 65%
* Detect noise 70%
* Read languages 40%
* Detect magic 0%
Awkward casting method: The bard’s spells requires strong playing of an instrument of some kind, making it impossible to cast spells discretely or quietly. He will almost never be able to cast spells without revealing a place of concealment or tipping off an ambush. (5 CP limitation)
Bonded instrument (Harmonica): The bard’s magical power is inextricably linked with a single musical instrument. He must use or have this instrument on his person in order to cast spells. If the bard's instrument is destroyed, he can create a new one with 1d4 weeks of work. (5 CP limitation)
Limited magical item use: The PC with this penalty refuses to use certain categories of magical items. (5 CP limitation)
Weapon Proficiencies:
Dart (level 1)
Dart (Specialization) (level 2) (level 4)
Thrown Weapon Style (level 1)
Non Weapon Proficiencies:
Local History: Sigil (class bonus)
Singing (class bonus)
Musical Instrument (class bonus) Dex -1 (16)
Craft Instrument (2 NWP) Dex -2 (15)
Juggling (1 NWP) Dex -1 (16)
City Familiarity (1 int slot) Int -1 (18)
Ambidexterity (1 int slot)
Alertness (1 int slot) Wis +1 (9)
Information Gathering (1 int slot) Int 0 (19)
Sage Knowledge: Music (2 int slots) Int -2 (17)
Languages:
Common -- Literate (class bonus)
Tanar'ri -- Literate (1 int slot)
Traits and Disadvantages:
Double-jointed(-4)
Keen Eyesight(-5)
Lucky(-6)
Musical Talent(-5)
Bruise Easily(+8)
Cowardice, Moderate(+7) Will not enter melee combat.
Fanaticism(+8) Believes Wraith is a God.
Powerful Enemy(+10) Cult of Grazzt is soon to be an enemy, or maybe his mother, or an enemy of his mother.
Spellbook:
Level 1: 3 slots
Charm Person R120 CT2 AoE1 STNEG 1 MEM
Magic Missile R60+10/ CT2 AoE1+ STNone 2 MEM
Level 2: 2 slots
Equipment
Harmonica (wt .1)
6 Platinum Pieces
Total weight carried: .1
Clothing
Oversize Cloak (Wraith's)
Lodging
Hive Ward Tenement, 350 sq. feet
* 17 GP sunk into a mud puddle
* 6 GP hidden beneath an old rat's nest
Hilathic's home isn't much for appearances. Just around the corner from Orsmonder's Meats is a cellar door; the stairway within descends two stories into a section of the catacombs beneath the city streets. The tenement consists of a single room: a slanted hallway, seven feet across and fifty feet long, its ceiling barely six feet high. In the corner furthest from the door is a pile of old rags to serve as mattress and blankets. Along the opposite wall, a small puddle collects mud that smells faintly of rendered animal runoff from the slaughter room above.
CP awards and usage:
10 CPs (Tiefling single-classed Bard)
+8: Int bonus -- 18 CPs
+5: Holy water vulnerability -- 23 CPs
+15: Awkward Casting Method, Bonded Instrument, Limited Magical Item Use: Weapons/Armor -- 38 CPs
+33: Bruise Easily, Cowardice: Moderate, Fanaticism, Powerful Enemy -- 71 CPs
-10: Tough flesh -- 61 CPs
-10: Detect Magic thieving skill -- 51 CPs
-10: Instrumental spell casting -- 41 CPs
-15: AC bonus -- 26 CPs
-20: Double-jointed, Keen Eyesight, Lucky, Musical Talent -- 6 CPs
+5: Bard 2 -- 11 CPs
-10: Weapon Specialization -- 1 CP
+5: Bard 3 -- 6 CPs
+5: Bard 4 -- 11 CPs
-10: Song of Combat -- 1 CP
+5: Bard 5 -- 6 CPs
+5: Bard 6 -- 11 CPs
-10: Minor Fiendish Powers II -- 1 CP
Alignment: NE
Race: Tiefling (Major Tanar'ri Bloodline)
Class: Bard
Faction: Bleak Cabal
Kit: None
Deity: Wraith/Graz'zt
Home Plane: Abyss (Azzagrat)
Age: 22
Height: 4'10"
Weight: 110
Eyes: Blue
Hair: Black
Skin: Green
Level: 6
XP: 35,500
RXP: ?
Base MV: 12
Weight Carried: .01
Current MV: 12
Hit Points: 31
THAC0: 18
AC: 1 / AC vs Missile: 0
STR - 8
DEX - 17
CON - 15
INT - 19
WIS - 8
CHA - 17
Saves
Paralysis/Poison/Death Magic:12
Rod/Staff/Wand:12
Petrifaction/Polymorph:11
Breath Weapon:15
Spell:13
Racial Abilities
Darkvision, 120'
Detect evil/good 2/day
+2 save vs acid
half damage from acid
half damage from electricity
AC 7 (10 CPs)
Heat metal, scare, or suggestion 1/day (10 CPs)
2d4/1d4 damage from holy water (5 CP limitation)
Bard Abilities
Alter moods: When performing before a non-hostile group, the bard can alter the group’s mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard’s performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a –1 modifier to each roll. If the save fails, the group’s current attitude can be shifted one level in the direction chosen by the bard.
Counter effects: Bards are able to counter the effects of songs and music used as magical attacks by performing a counter song. All characters within 30' of the bard are immune to such attacks. For example, the bard’s adventuring party would be immune to the effects of a harpy’s song. The bard can perform no actions other than a slow walk while countering magic with his music. If he is struck in combat or fails any saving throw, the effect of his counter song ends.
History: In his travels, a bard learns a great many things. The bard can read and write his native language and knows his area’s local history. In addition, a bard has a 5% chance per level to identify the general purpose, function, and history of any magical item he comes across. The bard need not touch the item, but he must examine it closely.
Legend Lore: 30%
Magical item use: Bard can use magic items usable only by wizards but with a chance of failure as per the PHB.
Rally friends: The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard.
Defensive bonus: +3 AC. (15 CPs)
Instrumental spell casting: The PC has learned how to enhance his spells by casting them through a musical instrument with which he is proficient. (CPs must be spent for this proficiency also). All spells cast through the instrument are treated as if two levels higher with regard to effect, range, etc., and need no material components. Casting spells in this manner increases casting time by 1 per level of the spell. (10 CPs)
Song of combat: Once a day, the bard can play a song of combat which has the same effect as unearthly choir as if he were a trio of priests. At 6th level, the bard can sing as per the quartet; at 9th level, the bard functions as if a quintet; at 12th level, the bard sings as an ensemble of six priests; and at 16th level, the bard sings as if he were an entire choir of eleven priests. (10 CPs)
Weapon specialization. (10 CPs)
Thief abilities:
* Pick pockets 15%
* Climb walls 65%
* Detect noise 70%
* Read languages 40%
* Detect magic 0%
Awkward casting method: The bard’s spells requires strong playing of an instrument of some kind, making it impossible to cast spells discretely or quietly. He will almost never be able to cast spells without revealing a place of concealment or tipping off an ambush. (5 CP limitation)
Bonded instrument (Harmonica): The bard’s magical power is inextricably linked with a single musical instrument. He must use or have this instrument on his person in order to cast spells. If the bard's instrument is destroyed, he can create a new one with 1d4 weeks of work. (5 CP limitation)
Limited magical item use: The PC with this penalty refuses to use certain categories of magical items. (5 CP limitation)
Weapon Proficiencies:
Dart (level 1)
Dart (Specialization) (level 2) (level 4)
Thrown Weapon Style (level 1)
Non Weapon Proficiencies:
Local History: Sigil (class bonus)
Singing (class bonus)
Musical Instrument (class bonus) Dex -1 (16)
Craft Instrument (2 NWP) Dex -2 (15)
Juggling (1 NWP) Dex -1 (16)
City Familiarity (1 int slot) Int -1 (18)
Ambidexterity (1 int slot)
Alertness (1 int slot) Wis +1 (9)
Information Gathering (1 int slot) Int 0 (19)
Sage Knowledge: Music (2 int slots) Int -2 (17)
Languages:
Common -- Literate (class bonus)
Tanar'ri -- Literate (1 int slot)
Traits and Disadvantages:
Double-jointed(-4)
Keen Eyesight(-5)
Lucky(-6)
Musical Talent(-5)
Bruise Easily(+8)
Cowardice, Moderate(+7) Will not enter melee combat.
Fanaticism(+8) Believes Wraith is a God.
Powerful Enemy(+10) Cult of Grazzt is soon to be an enemy, or maybe his mother, or an enemy of his mother.
Spellbook:
Level 1: 3 slots
Charm Person R120 CT2 AoE1 STNEG 1 MEM
Magic Missile R60+10/ CT2 AoE1+ STNone 2 MEM
Level 2: 2 slots
Equipment
Harmonica (wt .1)
6 Platinum Pieces
Total weight carried: .1
Clothing
Oversize Cloak (Wraith's)
Lodging
Hive Ward Tenement, 350 sq. feet
* 17 GP sunk into a mud puddle
* 6 GP hidden beneath an old rat's nest
Hilathic's home isn't much for appearances. Just around the corner from Orsmonder's Meats is a cellar door; the stairway within descends two stories into a section of the catacombs beneath the city streets. The tenement consists of a single room: a slanted hallway, seven feet across and fifty feet long, its ceiling barely six feet high. In the corner furthest from the door is a pile of old rags to serve as mattress and blankets. Along the opposite wall, a small puddle collects mud that smells faintly of rendered animal runoff from the slaughter room above.
CP awards and usage:
10 CPs (Tiefling single-classed Bard)
+8: Int bonus -- 18 CPs
+5: Holy water vulnerability -- 23 CPs
+15: Awkward Casting Method, Bonded Instrument, Limited Magical Item Use: Weapons/Armor -- 38 CPs
+33: Bruise Easily, Cowardice: Moderate, Fanaticism, Powerful Enemy -- 71 CPs
-10: Tough flesh -- 61 CPs
-10: Detect Magic thieving skill -- 51 CPs
-10: Instrumental spell casting -- 41 CPs
-15: AC bonus -- 26 CPs
-20: Double-jointed, Keen Eyesight, Lucky, Musical Talent -- 6 CPs
+5: Bard 2 -- 11 CPs
-10: Weapon Specialization -- 1 CP
+5: Bard 3 -- 6 CPs
+5: Bard 4 -- 11 CPs
-10: Song of Combat -- 1 CP
+5: Bard 5 -- 6 CPs
+5: Bard 6 -- 11 CPs
-10: Minor Fiendish Powers II -- 1 CP