The Blacktongue

Build:
Human (Versatile)
Child of Westcrown
Bard

Description:

Backstory:



AC HP Initiative
{} () +
Strength: 10 (-)
Dexterity: 10 (-)
Constitution: 10 (-)
Intelligence: 10 (-)
Wisdom: 10 (-)
Charisma: 10 (-)
Fort Reflex Will Perception
+() Trained +() Trained +() Trained +() Trained


Skill Proficiencies

Traits:
Type Humanoid
Ancestry Human
Ancestral HP [8]
Alignment
Speed (25)ft
Size [M]
Bulk ()/10
Hero Points [1]
Languages Common (Taldane)
Trained Expert Master Legendary

Skill Feats

?? Skill, Source, Level Gained
?? Skill, 2nd
?? Skill, 4th
?? Skill, 6th
?? Skill, 8th
?? Skill, 10th
?? Skill, 12th
?? Skill, 14th
?? Skill, 16th
?? Skill, 18th
?? Skill, 20th


Ancestry Features

Human Versatile
Ability Boosts - [Charisma & ??]:
Versatile Heritage: Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Ancestry Feats

?? Ancestry, Source, Level Gained
?? Human, 1st
Agonizing Rebuke When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4. Human, Hobgoblin, 5th
?? Human, 9th
?? Human, 13th
?? Human, 17th


General Feats

?? General, Source, Level Gained
Adopted Ancestry - [Hobgoblin] You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. General, Human Bonus, 1st


Background Features

??
Ability Boosts - [?? & ??]: Choose two ability boosts. One must be to ?? or ??, and one is a free ability boost.
Training:
Background feat:


Class Features

Bard
Key Ability - {Charisma}:
Hit Points: ? plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Composition Spells: You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300. You learn the counter performance composition spell (page 386), protecting against auditory and visual effects.
Composition Cantrips: Composition cantrips are special composition spells that don’t cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can’t swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining (page 481). You learn the inspire courage composition cantrip, which boosts your allies’ attacks, damage, and defense against fear.
Muses: As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.
Occult Spellcasting: You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3–6: Bard Spells per Day on page 98. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear on page 447.
Heightening Spells: When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels (page 299). The signature spells class feature lets you heighten certain spells freely.
Cantrips: Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up, which equals the highest level of spell you can cast as a bard. For example, as a 1st-level bard, your cantrips are 1st-level spells, and as a 5th-level bard, your cantrips are 3rd-level spells.
Spell Repertoire: The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list (page 311) or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–6), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire: As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime (page 481).
Bard Feats: At 2nd level and every 2 levels thereafter, you gain a bard class feat
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.
Lightning Reflexes: Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.
**Signature Spells: Experience allows you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
Skill Increases: At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of feats is in your ancestry’s entry in Chapter 2.
Expert Spellcaster: Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.
Great Fortitude: Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
Resolve: You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
Bard Weapon Expertise: You have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons and unarmed attacks, plus the longsword, rapier, sap, shortbow, shortsword, and whip. When you critically succeed at an attack roll using one of these weapons while one of your compositions is active, you apply the critical specialization effect for that weapon.
Vigilant Senses: Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Light Armor Expertise: You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.
Master Spellcaster: You’ve mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.
Greater Resolve: Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.
Legendary Spellcaster: Your command of occult magic is the stuff of legends. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.
Magnum Opus: You have tuned your spellcasting to the highest caliber. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using bard spellcasting. You don’t gain more 10th-level spells as you level up, unlike other spell slots, and you can’t use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.

Class Feats

?? Class, Source, Level Gained
?? Bard, 2nd
?? Bard, 4th
?? Bard, 6th
Harmonize [>] You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect. Bard, 8th
Inspire Heroics Your performances inspire even greater deeds in your allies. You learn the inspire heroics metamagic focus spell. Increase the number of Focus Points in your focus pool by 1. Bard, 10th
Inspirational Focus Your connection to your muse has granted you unusual focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. Bard, 12th
Soothing Ballad You soothe your allies’ wounds with the power of your performance. You learn the soothing ballad composition spell. Increase the number of Focus Points in your focus pool by 1. Bard, 14th
Effortless Concentration [F] You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells. Bard, 16th
Eternal Composition The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn. Bard, 18th
Symphony of the Muses You are able to weave countless performances together into a solo symphony. You are no longer limited to a single composition each turn or a single composition at a time; when you use a new composition, all previous compositions’ effects continue for their remaining duration. Bard, 20th


Spell Casting


Alchemy


Special Abilities & Actions

Counter Performance F [R]
Inspire Courage F [>]


Weapon Proficiencies

Trained Expert Master Legendary

Armour Proficiencies

Trained Expert Master Legendary

Weapons

Armour


Items, gear and equipment

Coin Pouch
0gp, 0sp

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