Sir Walter Synn
Alignment: Chaotic Good / Race: Human / Class(es): Fighter (2nd) / Bard (7th)

" "

AC HP Fort Reflex Will Initiative B.A-B Bardic Performances
17 ? +? +? +? +? +7/+2 24r/day
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 10 (-)
Intelligence: 12 (+1)
Wisdom: 8 (-1)
Charisma: 18 (+4)
Full attack: +12/20*, (+12/20 ** ), +7 Base Damage: 1d8+9 (+), 1d8+9 Full Damage: 1d8+26* (+) (/1d8+26**), +1d8+26*

(*) Bardic music use (2r)
(**) Allegro
(+) Knowledge Devotion

Feats:

  • Versatile Spellcaster (You may combine and swap levels of your spontaneous cast spells in such a way that you may combine two lower level spell slots to make a higher. For example, combing two 2nd level spells gives one can extra 3rd.) [Human]
  • Song of the Heart (Gain a +1 increase to bonuses granted by bardic music) [1st]
  • Power Attack (In exchange for taking a -2 penalty on attack rolls, a bonus of +4 on damage rolls is provided. ) [Fighter Bonus]
  • Leap Attack (Whenever you would make an acrobatics check as part of a charge (DC:15), you may double the benefit to damage granted by power attack) [Fighter Bonus]
  • Arcane Strike (You can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.) [Bard Granted]
  • Knowledge Devotion (You may select anyone knowledge skill and add that to your class list. In additional whenever you would roll a knowledge skill to identify traits and weaknesses of an enemy, you shall gain an insight bonus to attack and damage rolls equal to the result of the roll: 0-15 +1, 16-25 +2, 26-30 +3, 31-35 +4, 36 on +5 ) [3rd]
  • Combat Casting (You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.) [Bard Granted]
  • Snowflake Wardance (By spending a use of bardic performance, you may enter a state where the music takes hold of you and guides your hand. You may add your Chr mod to attack rolls while in this state, which lasts for a number of rounds equal to your ranks in Perform (dance), and is activated as a free action. The dance is tiring however, and you are fatigued for 10 minutes after it is done) [5th]
  • Disruptive () [Bard Granted]
  • Leadership () [7th]

Skills:

4/4/8/8/8/8/8/8/8

Speaks:

  • Common,

Special:

  • Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained
  • Versatile Performance: ~Oratory (Diplomacy & Sense Motive) At 2nd level, 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. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.
  • Bardic Performance:
    • Inspire Courage: A 1st level bard 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 perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
    • Inspire compendance: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th)
    • Rallying Cry: At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
    • Distraction:// At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill 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. Distraction relies on visual components.
    • Fascinate: At 1st level, a bard can use his performance 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 capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the 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 observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Items, gear and equipment:

Magical Equipment:

  • Harmonising Crystal Echoblade (+1, Harmonising Longsword: 1d8+1 damage, Crit: 19-20x2) A crystal echoblade normally functions as a +1 longsword, but is enhanced by your musical ability. If you use your bardic music ability while wielding the weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half your bard level. A harmonizing weapon accompanies you in song if drawn, granting a +2 competence bonus on Perform checks. In addition, if you hold a harmonizing weapon when you begin a bardic music effect, the weapon can continue the effect for you, allowing you to focus on other efforts. One round after you begin a bardic music effect that allows or requires continued use or concentration, the weapon picks up and continues the performance flawlessly for 10 rounds, until you start another bardic music effect, or until you command it to end as a swift (mental) action.
  • Badge of Valour 3/day Increase the bonus granted by Inspire Courage by +1
  • Chain Shirt +1 Grants +5 bonus to AC

Mundane Equipment:

  • Master work Lute: +1 level to determining effectiveness of bardic music.

Other Items:

GP Pouch
??gp

History and Back story:


Spells:

Spell Known Level Level per day Reference/Index
Prestidigitation Cantrip Infinite SRD
Mage Hand Cantrip - SRD
- Cantrip - -
- Cantrip - -
- Cantrip - -
- Cantrip - -
Touch of Gracelessness [S] 1st 5 SRD
Inspirational Boost [Sw] 1st - Spell Compendium, P.124
- 1st - -
- 1st - -
- 1st - -
- 1st - -
Sonic Weapon [S] 2nd 2 Spell Compendium, P.195
Allegro [S] 2nd - Ultimate Magic, P.205
- 2nd - -
- 2nd - -
- 3rd - -
- 3rd - -

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