Volksmerkmale [Halb-Elf]:+2 to one ability score: Half-elf characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature. (here:
Cha )
Medium: Half-elves are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as
humans in conditions of poor illumination.
Keen Senses: Half-elves receive a +2 bonus on sight- and
sound-based Perception checks. They can make a Perception
check to spot a secret or concealed door if they pass within
10 feet, regardless of whether or not they are actively looking.
Elven Immunities: Half-elves are immune to magic
sleep effects and get a +2 racial saving throw bonus against
enchantment spells or effects.
Adaptability: Half-elves receive Skill Focus, as a bonus
feat, at 1st level. (here:
Skill Focus (Diplomacy) )
Elf Blood: Half-elves count as both elves and humans
for any effect related to race.
Languages: Half-elves begin play speaking Common
and Elven. Half-elves with high Intelligence scores can
choose any languages they want (except secret languages,
such as Druidic).
Favored Class: Half-elves can choose any one class as
their favored class at 1st level. Once made, this choice
cannot be changed. (here:
Bard, +1 TP )
Klassenfertigkeiten [Bard]:Spoiler (Anzeigen)Weapon and Armor Proficiency: A bard is proficient with
all simple weapons, plus the longsword, rapier, sap, short
sword, shortbow, and whip. Bards are also proficient with
light armor and shields (except tower shields). A bard can
cast bard spells while wearing light armor and using a shield
without incurring the normal arcane spell failure chance.
Like any other arcane spellcaster, a bard wearing medium or
heavy armor or using a shield incurs a chance of arcane spell
failure if the spell in question has a somatic component. A
multiclass bard still incurs the normal arcane spell failure
chance for arcane spells received from other classes.
Spells: A bard casts arcane spells, which are drawn
from the bard spell list. He can cast any spell he knows
without preparing it ahead of time. Every bard spell has
a verbal component (singing, reciting, or music). To learn
or cast a spell, a bard must have a Charisma score equal
to at least 10 + the spell level. The Difficulty Class for a
saving throw against a bard’s spell is 10 + the spell level +
the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain
number of spells of each spell level per day. His base daily
spell allotment is given on Table 4–3. In addition, he receives
bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard
begins play knowing four 0-level spells and two 1st-level spells
of the bard’s choice. At each new bard level, he gains one or
more new spells, as indicated on Table 4–4. (Unlike spells per
day, the number of spells a bard knows is not affected by his
Charisma score. The numbers on Table 4–4 are fixed.)
Upon reaching 5th level, and at every third bard level
after that (8th, 11th, and so on), a bard can choose to learn
a new spell in place of one he already knows. In effect, the
bard “loses” the old spell in exchange for the new one. The
new spell’s level must be the same as that of the spell being
exchanged, and it must be at least two levels lower than
the highest-level bard spell the bard can cast. A bard may
swap only a single spell at any given level, and must choose
whether or not to swap the spell at the same time that he
gains new spells known for the level.
As noted above, a bard need not prepare his spells
in advance. He can cast any spell he knows at any time,
assuming he has not yet used up his allotment of spells per
day for the spell’s level.
Bardic Knowledge: At 1st level, a bard selects one
Knowledge skill. He gains 1 bonus skill point to place in
that Knowledge skill and an additional skill point every
time he gains a level. In addition, a bard adds 1/2 his
level (minimum 1) to all Knowledge skill checks and
may make such checks untrained.
Bardic Performance: Once per day per bard level,
a bard can use his Perform skill to produce magical
effects on those around him (usually including himself,
if desired). While these abilities fall under the category
of bardic performance, they can be activated using any
Perform skill, such as dancing, singing, playing an
instrument, or performing comedy. Each ability requires
both a minimum bard level and a minimum number of
ranks in the Perform skill to qualify; if a bard does not
have the required number of ranks in at least one Perform
skill, he does not gain the bardic performance ability until
he acquires the needed ranks. Some abilities can only be
used by a bard with a specific type of Perform.
Starting a bardic performance effect is a standard action.
Some bardic performance abilities require concentration,
which means the bard must take a standard action each
round to maintain the ability. Even while using a bardic
performance ability that doesn’t require concentration,
a bard cannot cast spells, activate magic items by spell
completion (such as scrolls), or activate magic items by
magic word (such as wands). Bardic performance has
specific limitations, depending on the type of Perform
skill used to activate it. Bardic performance activated with
Perform (act) or Perform (dance) requires line of sight to
the targets of its effects and does not affect blind creatures.
Bardic performance activated with Perform (comedy) and
Perform (oratory) requires the targets to be able to hear the
bard, and such effects are language dependent (although
the bard can activate magic items that require a magic
word, such as wands, while using these types of Perform to
activate bardic performance). Bardic performance activated
using any other type of Perform only requires the targets to
be able to hear the bard. These requirements are in addition
to those listed with each bardic performance ability.
Just as for casting a spell with a verbal component, a deaf
bard has a 20% chance to fail when attempting to use bardic
performance using a Perform skill that relies on sound. A
blind bard has a 50% chance to fail when attempting to
use bardic performance using a Perform skill that relies
on sight. If he fails either of these checks, the attempt still
counts against his daily limit.
Countersong (Su): A bard with 1 or more ranks in a
Perform skill can use his performance to counter magical
effects that depend on sound (but not spells that simply
have verbal components). Each round of the countersong,
he makes a Perform check. Any creature within 30 feet
of the bard (including the bard himself ) that is affected
by a sonic or language-dependent magical attack may
use the bard’s Perform check result in place of its saving
throw if, after the saving throw is rolled, the Perform
check result proves to be higher. If a creature within
range of the countersong is already under the effect of a
noninstantaneous sonic or language-dependent magical
attack, it gains another saving throw against the effect
each round it hears the countersong, but it must use the
bard’s Perform check result for the save. Countersong does
not work on effects that don’t allow saves. The bard may
keep up the countersong for 10 rounds. A bard can use this
bardic performance ability utilizing Perform (keyboard,
percussion, wind, string, or sing).
Distraction (Su): A bard with 1 or more ranks in a Perform
skill can use his performance to counter magical effects
that depend on sight. Each round of the distraction, he
makes a Perform check. Any creature within 30 feet of the
bard (including the bard himself ) that is affected by an
illusion (pattern) or illusion (figment) magical attack may
use the bard’s Perform check result in place of its saving
throw if, after the saving throw is rolled, the Perform
check result proves to be higher. If a creature within
range of the distraction is already under the effect of a
noninstantaneous illusion (pattern) or illusion (figment)
magical attack, it gains another saving throw against the
effect each round it sees the distraction, but it must use the
bard’s Perform check result for the save. Distraction does
not work on effects that don’t allow saves. The bard may
keep up the distraction for 10 rounds. A bard can use this
bardic performance ability utilizing Perform (act, comedy,
dance, or oratory).
Fascinate (Sp): A bard with 1 or more ranks in a Perform
skill can use his music or poetics to cause one or more
creatures to become fascinated with him. Each creature to
be fascinated must be within 90 feet, able to see and hear
the bard, and able to pay attention to him. The bard must
also be able to see the creature. The distraction of a nearby
combat or other dangers prevents the ability from working.
For every three levels a bard attains beyond 1st, he can target
one additional creature with a single use of this ability.
Each creature within range recieves a Will save (DC 10 + 1/2
bard’s level + bard’s Cha modifier) to negate the effect. If a
creature’s saving throw succeeds, the bard cannot attempt to
fascinate that creature again for 24 hours. If its saving throw
fails, the creature sits quietly and listens to the song, taking
no other actions, for as long as the bard continues to play
and concentrate (up to a maximum of 1 round per bard level).
While fascinated, a target takes a –4 penalty on skill checks
made as reactions, such as Perception checks. Any potential
threat requires the bard to make another Perform check and
allows the creature a new saving throw against a DC equal to
the new Perform check result.
Any obvious threat, such as someone drawing a weapon,
casting a spell, or aiming a ranged weapon at the target,
automatically breaks the effect. Fascinate is an enchantment
(compulsion), mind-affecting ability. A bard can use this
bardic performance ability utilizing any type of Perform.
Inspire Courage (Su): A bard with 1 or more ranks in a
Perform skill can use his performance to inspire courage
in his allies (including himself ), bolstering them against
fear and improving their combat abilities. To be affected,
an ally must be able to percieve the bard’s performance.
The effect lasts for as long as the ally percieves the bard‘s
performance and for 5 rounds thereafter. An affected
ally receives a +1 morale bonus on saving throws against
charm and fear effects and a +1 morale bonus on attack and
weapon damage rolls. At 5th level, and every six bard levels
thereafter, this bonus increases by 1 (+2 at 5th, +3 at 11th,
and +4 at 17th). Inspire courage is a mind-affecting ability.
A bard can use this bardic performance ability utilizing
any type of Perform.