Pregen - Bard
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NameRaceHuman
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ClassBardLevel1
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AbilityModifierModifier+Level
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STR8-1+0
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CON16+3+4
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DEX16+3+4
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INT10+0+1
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WIS8-1+0
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CHA18+4+5
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AC16AC Mod0
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PD14PD Mod0
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MD12MD Mod0
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Initiative+4Improved InitiativeNo
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maxHP30ToughnessNo
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maxRecoveries8Extra Recoveries0
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Recovery Dice1d8+3Armor TypeLight
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Save BonusShieldNo
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No Armor PenaltyNo
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Melee WeaponLongswordMelee TypeHeavy or Martial One-HandedMelee To-Hit Mod0
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Melee vs. AC+4Melee Damage1d8+3 (Miss:1)Melee Dmg Mod0
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Ranged To-Hit Mod0
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Ranged WeaponHeavy CrossbowRanged TypeHeavy or Martial, CrossbowRanged Dmg Mod0
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Ranged vs. AC+3Ranged Damage1d8+3StrongheartNo
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One Unique Thing
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Backgrounds
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Icon Relationships
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Racial FeaturesQuick to Fight: Roll Initiative Twice and choose result you want.
+2 to any ability score; Bonus Feat at 1st Level.
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Class FeaturesBardic Songs; Battle Cries; Spells; +2 Dex or +2 Cha
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Class TalentsStoryteller: 1/scene allow reroll of an ally's relationship dice by telling a story that's usually related to the Icon being rolled, and explains how that reroll came about.
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Spellsinger: Gain an extra bardic song or spell at the highest level you know.
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Jack of Spells: Gain a bonus spell from a different spellcasting class, which does not count towards your normal limit.
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Battle Cries: Announce that you'll be using a battle cry before making a melee basic attack during your turn. If the attack fulfills the triggering condition of a battle cry, you can use that power as part of the attack.
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Class Powers & SpellsPull It Together! (battle cry): Trigger: natural 11+ (2/battle), one nearby ally can heal using a recovery.
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Stay Strong! (battle cry): Trigger natural 16+, give a nearby ally +2 to AC until the start of your next turn.
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Charm Person (daily spell): Standard Action vs. one nearby creature w/ 40 HP or fewer (cannot be used in combat or against a target that has rolled initiative to fight). Charisma + Level vs. MD, The target believes you're their friend until you or your allies take hostile actions against them. If you or your allies attack the target, or order them to attack their normal allies, they get to make normal saves to end the charm effect. Missing by less than 4 (except on a natural 1) means the spell is undetected.
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Soundburst (daily spell): Standard Action vs. 1d4 nearby enemies in a group. Charisma + Level vs. MD, 5d6+Charisma thunder damage, and the target is dazed until the end of your next turn (Miss: half damage, and thunder damage equal to your level to each ally engaged to the target.
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Battle Chant (at-will spell): Standard Action vs. one nearby enemy (can be used to trigger battle cries as if you were making basic attacks). Charisma + Level vs. MD, 1d4 + Charisma thunder damage.
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Song of Heroes (recharge 11+ song): Quick Action each turn (11+ to sustain), at opening & while sustaining the song, you and all nearby allies gain +1 to attack rolls until the start of your next turn. At the end of the song, one ally gains +2 for their next attack during this battle.
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Magic Missile (at-will spell): 2d4 force damage to one nearby or far away enemy.
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FeatsMagic Missile (A): half the damage dice are rolled for one target, the other half are rolled for another target.
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Pull It Together! (A): Add +1d4 to the healing that the target receives
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