Donald MunroMale Human Bard (Arcane Duelist) 3/Magus (Bladebound) 3
NG Medium humanoid (human)
Hero Points 1
Init +1;
Senses Perception +11
--------------------
Defense--------------------
AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 natural)
hp 39 (6d8+6)
Fort +5,
Ref +5,
Will +7
--------------------
Offense--------------------
Speed 30 ft.
Melee black blade +6 (1d6+1/18-20)
Special Attacks bardic performance 11 rounds/day (distraction, fascinate, inspire competence +2, inspire courage +1, rallying cry), spellstrike
Bard (Arcane Duelist) Spells Known (CL 5th; concentration +8):
1st (4/day)—
charm person (DC 14), chord of shards (DC 14), comprehend languages, cure light wounds0 (at will)—
daze (DC 13), know direction, light, lullaby (DC 13), message, read magicMagus (Bladebound) Spells Prepared (CL 3rd; concentration +6):
1st—
chill touch (DC 14), magic missile, shield, true strike0 (at will)—
acid splash, dancing lights, flare (DC 13), ray of frost--------------------
Statistics--------------------
Str 11,
Dex 12,
Con 12,
Int 16,
Wis 12,
Cha 16
Base Atk +4;
CMB +4;
CMD 15
Feats Alertness, Arcane Strike, Combat Casting, Fire Music, Spellsong, Weapon Finesse
Traits magical knack, world traveler
Skills Appraise +8, Bluff +10, Climb +4, Diplomacy +13, Disguise +8, Escape Artist +5, Intimidate +8, Knowledge (arcana) +8, Knowledge (geography) +7, Knowledge (nobility) +7, Linguistics +7, Perception +11 (only -1/20' while using a spyglass, instead of -1/10'), Perform (sing) +11, Perform (string instruments) +12, Sense Motive +10, Spellcraft +11, Stealth +5, Survival +3 (+7 to avoid getting lost if used with astrolabe, +5 to avoid becoming lost when using this), Swim +4, Use Magic Device +7
Languages Common, Draconic, Dwarven, Elven, Orc
SQ arcane pool, black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, hero points, spell combat
Combat Gear acid (3), alchemist's fire (5), liquid ice (5), smokestick (5), tanglefoot bag (3), thunderstone (2);
Other Gear amulet of natural armor +2, bracers of armor +2, handy haversack, bedroll, candle (10), compass, ink, black, inkpen, masterwork Harfe, paper (5), sextant, silk rope, spyglass, sunrod (2), tindertwig, trail rations (5), travelling spellbook, waterskin, light horse, riding saddle, tent, small, 97 gp, 8 sp, 9 cp
--------------------
Special Abilities--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Fire Music Replace bard spell damage with fire damage, summoned monsters gain fire attacks
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Magical Knack (Bard [Arcane Duelist]) +2 CL for a specific class, to a max of your HD.
Sextant +4 Circumstance to navigate while above ground.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellsong Combine spellcasting and bardic performance
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
Horse, lightHorse
N Large animal
Init +2;
Senses low-light vision, scent; Perception +6
--------------------
Defense--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6,
Ref +5,
Will +1
--------------------
Offense--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.;
Reach 5 ft.
--------------------
Statistics--------------------
Str 16,
Dex 14,
Con 17,
Int 2,
Wis 13,
Cha 7
Base Atk +1;
CMB +5;
CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Perception +6
SQ hero points, riding
Other Gear riding saddle, tent, small
--------------------
Special Abilities--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
http://www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.