Eladril Allgemein (Anzeigen)Volk: Mensch
Klasse: Barde
Geschlecht:Männlich
Gesinnung: chaotisch gut
Religion: kommt bald
Stufe: 2
Erfahrungspunkte:1000
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Alter: 23
Größe: 1,64m
Gewicht: 120 Pfund
Augenfarbe: Braun
Haarfarbe: Blond
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Initiative:+4
Sinne:Perception +4
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Defensive (Anzeigen)TP:8+1 +2(Con)+6(Racial)=17
RK:10(Standart)+3(armor) +1 (shield) +4(dex)= 18; Flat footed 14; Touch 14
Rettungswürfe: Reflex +7, Willen +2, Fortituade +1
Spezialfähigkeiten: Bardic Music 2/day
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Offensive (Anzeigen)Geschwindigkeit:9m/30ft
Raum und Reichweite:1,50m/1,50m
Grundangriff: +1
Ringkampf: +3
Nahkampf: +3 Dolch (W4+2)
Fernkampf: +5 Shortbow(W6)
Spezialangriffe: Rapid shot Shortbow +3/+3 (W6)
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Spells (Anzeigen)bekannte Zauber:
Grad 0:
Summon Instrument
Message
Read Magic
Detect Magic
Ghoust Sound
Grad 1: (3/day)
Grease
Cure Light Wounds
Expeditious Retreat
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Inventar (Anzeigen)
Kleidung
Rucksack
Wasserschlauch
Feuerstein & Stahl
Decke
3 Tagesrationen
15m Hanfseil
Komponenten Beutel
2 Fackeln
80 Arrows
Studded Leather Armor
Buckler
Shortbow
Quiever : 20 Arrows
Harfe
Gold 2 GM, 18 SM, 20 CC
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Racial & Class Traits (Anzeigen)Volksmerkmale [Mensch]:
Humans
Of all the races, humans show the most variety. They’re a young race by the standards of elves and dwarves, but have accomplished much in their short time. Human
cities dot the landscape and their kingdoms rule much of the world. Yet for all of their power, they can easily recede into barbarism within a generation. While some strive to make the world a better place, others seek to conquer it, drawing up great hosts to march on their civilized neighbors. While their craftsmanship does not equal that of many other races, humans are skilled at nearly every trade imaginable. Not surprisingly, adventuring is a common occupation, as most humans have an innate curiosity about what lies beyond the next horizon or at the bottom of the nearest dungeon.
Human Racial Traits
+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.
Klassenfertigkeiten [Barde]:
Class Features
All of the following are class features of the bard.
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 non-instantaneous 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.
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Skills (Anzeigen)Acrobatics +1 (Rang) +3 (Trained) +4 (Dex) -2 (AC Penality)= +6
Bluff +1 (Rang) +3 (Trained) +2 (Cha) = +6
Diplomacy +1 (Rang) +3 (Trained) +2 (Cha)= +6
Knowledge: Any +1 (Bardic Knowledge)
Knowledge: Local: +1 (Bardic Knowledge) +2 (Rang Bardic Knowledge) +3 (trained)= +6
Linguistics: +2(Rang) +3(trained)= +5
Perception: +2(Rang) +3(trained) -1 (Wis)=+4
Perform: Sing: +2(Rang) +3(Trained) +2 (Cha) = +7
Perform: Harfe: +1(Rang) +3(Trained) +2 (Cha) = +6
Sense Motive: +1 (Rang) +3(Trained) -1(Wis)= +3
Sleight of Hand: +1(Rang) +3 (Trained) +4(Dex) -2 (AC Penality)= +6
Spellcraft: +2(Rang) +3 (Trained)= +5
Stealth: + 1 (Rang) +3 (Trained) + 4 (Dex) -2 (Ac Penality) = +6
Use Magic Device: +1 (Rang) +3 (Trained) +2(Cha) = +6
Hintergrund aus Beschreibung (Anzeigen)-----------------------------------------------------------------------------------------------------------
Beschreibung (Anzeigen)Stets mit einem Lächeln im Gesicht begegnet man diesem 1,69m großen Menschen. Sein Gesicht freundlich und Markant wird von einem stets gut gepflegten Schneuzer und den strahlend weißen Zähnen ebenso bereichert, wie sein langes, volles und braunes Haar es einrahmt. Sein Körper ist durchtrainiert und unter der Kleidung lassen sich durchaus einige Muskeln vermuten.
Wenn er auf Reisen geht oder anderweitig ärger erwartet zieht er unter seineer Kleidung meist noch ein verstärktes Lederwams an. Außerdem führt er auf solchen Reisen stets seinen Bogen mit sich, den ihm dereinst geschenkt wurde.
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Hintergrund (Anzeigen)Vor 23 Jahren blickte ein kleines Neugeborenes das Licht der Welt. Der kleine Bauernhof auf dem dies geschah war nicht wirklich außergewöhnlich. Der Sproß jedoch umso mehr.
Der Drittgebohrene hatte im gegensatz zu seinen Geschwistern jedoch wenig für den Bauernhof übrig. Sein Vater, der des öfteren dem Alkohol zusprach, fand dies alles andere als erbaulich und holte während Eladril's Jugend mehr als einmal mit der Gerte aus.
Seine Mutter indes sah dies mit großen Unmut. Sie behütete ihre Kinder und liebte sie so wie sie waren, auch wenn dies in Eladril's Fall bedeutete, das sein Hang zu Kunst und Musik unterstüzt wurde.
Mit dem Tod seiner Mutter wandelte sich das Verhältnis von Eldaril zusehend zum schlechtern und so zog er schon im Alter von 15 Jahren fort von seines Vaters Hof. Obwohl er seine Familie noch immer besucht, zieht er das Leben in Cauldron dem Landleben bei weiten vor. In einer kleinen, dafür aber gastlich und geschmackvoll eingerichteten Haus schläft er. Leben tut er in den Gasthäusern der Stadt. Trinkend und Lachend vergnügt er sich meistens dort. Wenn er nicht dort zu finden ist, folgt er seinen Bekannten Herimdal in die Wildniss zum Jagen und beweist dabei großes Geschick.
Als er vor kurzem auf dem Rückweg vom Hofe seines Vaters einem Händler vor Räubern zu schützen, begann es. Kurz darauf verschwand Herimdal und wie Eradil herausfand noch weitere Leute spurlos.